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package o1game.Server
import java.net.Socket
import scala.math.min
import o1game.constants.*
import ServerProtocolState.*
import o1game.Model.Entity
import o1game.Model.Action
class Client(val socket: Socket):
private var incompleteMessage: Array[Byte] =
Array.fill(MAX_MSG_SIZE)(0.toByte)
private var incompleteMessageIndex = 0
private var protocolState = WaitingForVersion
private var outData: String = ""
private var character: Option[Entity] = None
private var protocolIsIntact = true
private var name: Option[String] = None
/** Calculates the amount of bytes available for future incoming messages
*/
def spaceAvailable: Int = MAX_MSG_SIZE - incompleteMessageIndex
def isIntactProtocolWise: Boolean = protocolIsIntact
def isReadyForGameStart: Boolean =
this.protocolState == WaitingForGameStart
def gameStart(): Unit = this.protocolState = InGame
def entity: Option[Entity] = this.character
def giveEntity(entity: Entity): Unit =
println(entity)
this.character = Some(entity)
def getName: Option[String] = this.name
/** Sets `data` as received for the client.
*
* @return false means there was not enough space to receive the message
*/
def receiveData(data: Vector[Byte]): Boolean =
for i <- 0 until min(data.length, spaceAvailable) do
this.incompleteMessage(this.incompleteMessageIndex + i) = data(i)
this.incompleteMessageIndex += data.length
this.incompleteMessageIndex =
min(this.incompleteMessageIndex, MAX_MSG_SIZE)
data.length < spaceAvailable
/** Returns data that should be sent to this client.
* The data is cleared when calling.
*/
def dataToThisClient(): String =
val a = this.outData
this.outData = ""
a
/** Specifies that the data should be buffered for
* sending to this client
*
* @param data data to buffer for sending
*/
private def addDataToSend(data: String): Unit =
this.outData += s"$data\n"
/** Returns one line of data if there are any line breaks.
* Removes the parsed data from the message buffering area.
*/
private def nextLine(): Option[String] =
val nextLF = this.incompleteMessage.indexOf(LF)
if nextLF != -1 then
val message = this.incompleteMessage.take(nextLF)
val rest = this.incompleteMessage.drop(nextLF + 1)
this.incompleteMessage = rest ++ Array.fill(nextLF + 1)(0.toByte)
// TODO: the conversion may probably be exploited to crash the server
Some(String(message))
else
None
/** Causes the client to take the actions it has received
*/
def interpretData(): Unit =
LazyList.continually(this.nextLine())
.takeWhile(_.isDefined)
.flatten
.foreach(s => takeAction(s))
/** Makes the client execute the action specified by `line`.
* If there is a protocol error, the function changes
* the variable `protocolIsIntact` to false.
*
* @param line the line to interpret
*/
private def takeAction(line: String): Unit =
this.protocolIsIntact = this.protocolState match
case WaitingForVersion =>
if line == GAME_VERSION then
addDataToSend(PROTOCOL_VERSION_GOOD)
this.protocolState = WaitingForClientName
true
else
addDataToSend(PROTOCOL_VERSION_BAD)
false
case WaitingForClientName =>
this.name = Some(line)
this.protocolState = WaitingForGameStart
true
case WaitingForGameStart => true
case InGame =>
println(line)
val action = Action(line)
this.character.flatMap(action.execute(_)) match
case Some(s) => this.addDataToSend(s)
case None => this.addDataToSend("You can't do that")
this.character.map(_.location.fullDescription) match
case Some(s) => this.addDataToSend(s)
true
end Client
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