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package scalevalapokalypsi.Client
import java.net.{Socket,InetSocketAddress}
import scala.io.Source
import scala.sys.process.stdout
import scalevalapokalypsi.constants.*
import scalevalapokalypsi.utils.{stringToByteArray,getNCharsFromSocket}
import scalevalapokalypsi.Client.{ReceivedLineParser,RoomState}
import scala.concurrent.Future
import scala.concurrent.ExecutionContext.Implicits.global
import scala.util.{Try, Success, Failure}
import scala.collection.mutable.Buffer
import java.lang.System.currentTimeMillis
/** A helper enum for `Client` to keep track of communications with the server
*/
enum ServerLineState:
case WaitingForTimeLimit,
ActionsAndSong,
TurnIndicator,
AreaDescription,
Directions,
Items,
Entities
/** Creates a new client.
*
* @param name the name the client and its player should have
* @param ip the ip of the server to connect to
* @param port the port of the server to connect to
* @return the client created, if all was successful
*/
def newClient(name: String, ip: String, port: Int): Option[Client] =
val socket = Socket()
socket.connect(new InetSocketAddress(ip, port), INITIAL_CONN_TIMEOUT)
val output = socket.getOutputStream
val input = socket.getInputStream
val initMsg = s"$GAME_VERSION\r\n$name\r\n"
output.write(stringToByteArray(initMsg))
val msgLen = (PROTOCOL_VERSION_GOOD + "\r\n").length
val versionResponse = getNCharsFromSocket(input, msgLen)
if versionResponse == Some(s"$PROTOCOL_VERSION_GOOD\r\n") then
Some(Client(socket))
else
None
/** Main class for the client: handles communication with the server
* and the player. Should be initialized with `newClient`.
*
* @param socket the socket the client uses
*/
class Client(socket: Socket):
// Essential IO variables
private val input = socket.getInputStream
private val output = socket.getOutputStream
private val buffer: Array[Byte] = Array.ofDim(MAX_MSG_SIZE)
private var bufferIndex = 0
private val serverLineParser = ReceivedLineParser()
private var serverLineState = ServerLineState.WaitingForTimeLimit
// Variables about the status of the current turn for the client
private var canAct = false // TODO: is really never true when it should
private var timeLimit: Long = 0
private var lastTurnStart: Long = 0
private var lastExecutedTurn: Long = 0
private var lineToSing: Option[String] = None
private val bufferedActions: Buffer[String] = Buffer.empty
assert(
lastTurnStart <= lastExecutedTurn,
"don't initialize with unexecuted turn"
)
private val turnInfo = RoomState()
/** Takes a client step and optionally returns an in-game event for UI
*
* @param clientInput one line of client input if any
* @return an event describing new changes in the game state
*/
def clientStep(clientInput: Option[String]): GameEvent =
this.readAndParseDataFromServer()
val actions = this.getNewActions()
val roomState = if
this.lastExecutedTurn < this.lastTurnStart &&
this.lineToSing.isEmpty
then
this.giveTurn()
Some(this.turnInfo)
else
None
for line <- clientInput do
this.lineToSing = None
output.write(stringToByteArray(s"$line\r\n"))
val timeOfTurnEnd = this.lastTurnStart + this.timeLimit
val timeToTurnEnd = -currentTimeMillis()/1000 + timeOfTurnEnd
GameEvent(
actions,
roomState,
this.lineToSing,
this.canAct,
Some(timeToTurnEnd).filter(p => this.lastTurnStart != 0)
)
end clientStep
private def readAndParseDataFromServer(): Unit =
var availableBytes = input.available()
while availableBytes != 0 do
val bytesRead = input.read(buffer, 0, availableBytes)
if bytesRead != -1 then
parseDataFromServer(buffer.take(bytesRead))
availableBytes = input.available()
private def giveTurn(): Unit =
this.canAct = true
this.lastExecutedTurn = currentTimeMillis / 1000
private def bufferAction(action: String): Unit =
this.bufferedActions += action
private def getNewActions(): Option[Vector[String]] =
val somethingToShow = this.bufferedActions.nonEmpty
if somethingToShow && this.lineToSing.isEmpty then
val res = this.bufferedActions.toVector
this.bufferedActions.clear()
Some(res)
else
None
private def startSong(verse: String): Unit =
this.lineToSing = Some(verse)
private def parseDataFromServer(data: Array[Byte]): Unit =
this.serverLineParser.in(data)
var nextLine: Option[String] = Some("")
while nextLine.isDefined do
nextLine = this.serverLineParser
.nextLine()
nextLine
.foreach(this.parseLineFromServer(_))
private def parseLineFromServer(line: String) =
if line == TURN_INDICATOR then
this.serverLineState = ServerLineState.TurnIndicator
serverLineState match
case ServerLineState.WaitingForTimeLimit =>
val time = line.toLongOption
time match
case Some(t) => this.timeLimit = t
case None => print("Invalid time limit, oh no!!!")
this.serverLineState = ServerLineState.TurnIndicator
this.lastTurnStart = currentTimeMillis / 1000
case ServerLineState.ActionsAndSong =>
if line.headOption.exists(_.toString == SING_INDICATOR) then
this.startSong(line.tail)
else if line.headOption.contains(ACTION_BLOCKING_INDICATOR) then
this.canAct = false
this.bufferAction(line.tail)
else if line.nonEmpty then
this.bufferAction((line.tail))
case ServerLineState.TurnIndicator =>
this.serverLineState = ServerLineState.AreaDescription
case ServerLineState.AreaDescription =>
this.turnInfo.areaDescription = line
this.serverLineState = ServerLineState.Directions
case ServerLineState.Directions =>
this.turnInfo.possibleDirections = line.split(LIST_SEPARATOR)
this.serverLineState = ServerLineState.Items // TODO: maybe use a list instead?
case ServerLineState.Items =>
this.turnInfo.visibleItems = line.split(LIST_SEPARATOR)
this.serverLineState = ServerLineState.Entities
case ServerLineState.Entities =>
this.turnInfo.visibleEntities = line.split(LIST_SEPARATOR)
this.serverLineState = ServerLineState.ActionsAndSong
this.lastTurnStart = currentTimeMillis() / 1000
end parseLineFromServer
end Client
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