This commit is contained in:
brausjonas
2023-03-23 22:25:20 +00:00
parent bf15b6bf12
commit b7dba32a0b
6 changed files with 145 additions and 36 deletions
+3
View File
@@ -2,6 +2,9 @@ import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.net.Socket;
/**
* Instance of a Client connected
*/
public class Client
{
public DataOutputStream output;
+4
View File
@@ -1,5 +1,9 @@
public class Main
{
/**
* Main Function
* @param args
*/
public static void main(String[] args)
{
new Server().start();
+60 -4
View File
@@ -8,17 +8,27 @@ import java.util.List;
import java.util.Timer;
import java.util.TimerTask;
/**
* this class handels all operations / syncs performed in a single room
*/
public class Room
{
//tells how many clients can connect to a room
private Client[] players = new Client[2];
//the array of players start positions
private Vector3[] startPositions;
//the generated roomcode
private String roomCode;
//the instance to the main server
private Server server;
//all threads created stored in this list to close them after room closure
private List<Thread> threads = new ArrayList<>();
//count of players in the game
private int playerCount = 0;
//tells players turn (array index)
private int currentPlayer = 0;
private long timeOut = 0;
@@ -31,6 +41,7 @@ public class Room
this.roomCode = roomCode;
startPositions = new Vector3[4];
//set up the start positions
startPositions[0] = new Vector3(96, 1, 126);
startPositions[1] = new Vector3(92, 1, 126);
startPositions[2] = new Vector3(96, 1, 128);
@@ -38,6 +49,7 @@ public class Room
this.server = server;
//calculates a room timeout
try
{
t = new Timer();
@@ -79,29 +91,40 @@ public class Room
}
}
/**
* Adds a Client to the game (on new player joined the room)
* @param client
*/
public void addClient(Client client)
{
//the timeout variable for a single player
timeOut = System.currentTimeMillis();
//loops through all players existing and sends the needed information
for (int i = 0; i < players.length; i++)
{
//places the new joined player in the next free slot
if (players[i] == null)
{
players[i] = client;
playerCount++;
//LOG
System.out.println("[" + Server.getDateTime() + "] " + client.name.replace(" ", "") + " joined room " + roomCode + " successfully as player " + i);
//creates a thread for the connection with the joined player
Thread t = new Thread(new Runnable()
{
@Override
public void run()
{
//assignes a player id
int player = playerCount - 1;
DataInputStream input = null;
try
{
//tries to get the input stream (TCP)
input = new DataInputStream(players[player].socket.getInputStream());
} catch (IOException e)
{
@@ -112,10 +135,13 @@ public class Room
{
try
{
//this is a buffer for all data being received by the player
byte[] readData = new byte[10];
//read the data to the buffer
input.read(readData);
//reset the timeout once something is received
timeOut = System.currentTimeMillis();
@@ -128,6 +154,7 @@ public class Room
----------------------------------------
----------------------------------------
*/
//Checks which action (array[0]) is received
switch (readData[0])
{
@@ -136,6 +163,7 @@ public class Room
case 3:
for (int i = 0; i < players.length; i++)
{
//sync to all OTHER players
if (i != player)
{
players[i].output.write(new byte[]{3, (byte) player, readData[1], 0, 0, 0, 0, 0, 0, 0});
@@ -147,6 +175,7 @@ public class Room
case 4:
for (int i = 0; i < players.length; i++)
{
//sync to all OTHER players
if (i != player)
{
players[i].output.write(new byte[]{4, (byte) player, readData[1], 0, 0, 0, 0, 0, 0, 0});
@@ -157,11 +186,13 @@ public class Room
//Spieler ist fertig mit seinem Zug
//1 x, x = next player
case 5:
//calculate the next player
currentPlayer++;
if (currentPlayer >= players.length)
{
currentPlayer = 0;
}
//sync the activation of the current player to ALL clients
for (int i = 0; i < players.length; i++)
{
players[i].output.write(new byte[]{2, (byte) currentPlayer, 0, 0, 0, 0, 0, 0, 0, 0});
@@ -173,6 +204,7 @@ public class Room
case 6:
for (int i = 0; i < players.length; i++)
{
//sync to OTHER players
if (i != player)
{
players[i].output.write(new byte[]{6, (byte)player, readData[1], 0, 0, 0, 0, 0, 0, 0});
@@ -180,18 +212,20 @@ public class Room
}
break;
//Eventstop (ItemShop, BuyStar, ...) ist fertig
//Eventstop (ItemShop, BuyStar, ...) ist fertig
//1 x, x = player
case 7:
//sync to ALL players
for (int i = 0; i < players.length; i++)
{
players[i].output.write(new byte[]{7, (byte)player, 0, 0, 0, 0, 0, 0, 0, 0});
players[i].output.write(new byte[]{7, (byte)player, 0, 0, 0, 0, 0, 0, 0, 0});
}
break;
//Spieler hat einen Stern gekauft
case 8:
for (int i = 0; i < players.length; i++)
{
//sync to OTHER players
if (i != player)
{
players[i].output.write(new byte[]{8, (byte)player, 0, 0, 0, 0, 0, 0, 0, 0});
@@ -204,12 +238,14 @@ public class Room
case 9:
for (int i = 0; i < players.length; i++)
{
//Sync to OTHER players
if (i != player)
{
players[i].output.write(new byte[]{9, (byte)player, readData[1], 0, 0, 0, 0, 0, 0, 0});
}
}
break;
//the timeout check action
case 126:
players[player].lastTimeSendTimeOutCheck = System.currentTimeMillis();
break;
@@ -217,13 +253,17 @@ public class Room
} catch (IOException e)
{
//if something is crashing, the room is being deleted
server.deleteRoom(roomCode);
}
}
}
});
//name the thread for better debugging
t.setName("Thread Player: " + (playerCount - 1));
//start the thread
t.start();
//add the thread to the threads list
threads.add(t);
break;
}
@@ -241,11 +281,16 @@ public class Room
//1 1 playable character
//2-3-4 default pos
//5 player index
//if the player should be playable
if (j == k)
{
try
{
//sends the inital message to the player
players[j].output.write(new byte[]{1, 1, (byte) startPositions[k].x, (byte) startPositions[k].y, (byte) startPositions[k].z, (byte) k, 0, 0, 0, 0});
//sends the name of the player (ASCII encoding)............................................................................
byte[] name = players[k].name.substring(0, 8).getBytes(StandardCharsets.US_ASCII);
byte[] send = new byte[10];
send[0] = 5;
@@ -257,11 +302,14 @@ public class Room
}
players[j].output.write(send);
//stop sending the name................................................................................
} catch (IOException e)
{
}
} else
}
//if the player should be a bot
else
{
try
{
@@ -287,6 +335,8 @@ public class Room
//0 2, activate a player
//1 x, x = idx
//send the inital activation message
try
{
for (Client c : players)
@@ -300,13 +350,18 @@ public class Room
}
}
/**
* Closes the room
*/
public void closeRoom()
{
//try to cick all the players (still connected) of the room
try
{
if (players[0] != null)
{
//127 is the action for room cick
players[0].output.write(new byte[]{127, 0, 0, 0, 0, 0, 0, 0, 0, 0});
}
@@ -348,6 +403,7 @@ public class Room
}
//try to close all open threads (not crashed yet)
for (int i = 0; i < threads.size(); i++)
{
try
+55 -12
View File
@@ -10,20 +10,29 @@ import java.util.HashMap;
public class Server
{
//the server socket (for accepting new connections)
private ServerSocket serverSocket;
//Roomcodes and Room objects are mapped here
private HashMap<String, Room> rooms = new HashMap<>();
//hier ArrayList für public rooms
//Server reference
private final Server server = this;
//A Formatter for date and time log outputs
private static DateTimeFormatter dtf = DateTimeFormatter.ofPattern("yyyy/MM/dd HH:mm:ss");
/**
* returns a date and time stamp
* @return
*/
public static String getDateTime()
{
return dtf.format(LocalDateTime.now());
}
/**
* tries to delete a room by its roomcode
*/
public void deleteRoom(String code)
{
rooms.get(code).closeRoom();
@@ -33,73 +42,96 @@ public class Server
System.out.println("[" + getDateTime() + "] Room" + code + " successfully deleted");
}
/**
* Starts the Server
*/
public void start()
{
try
{
//create the listening server socket on port 8501
serverSocket = new ServerSocket(8051);
//LOG
System.out.println("[" + getDateTime() + "] Server started! IP 185.245.96.48 PORT 8051");
//a endless loop for accepting new connections
while(true)
{
//accept a connection from a client
Socket tempClient = serverSocket.accept();
//LOG
System.out.println("[" + getDateTime() + "] Client with IP " + tempClient.getInetAddress().getHostName() + " connected!");
//create a new thread for the connected client to free up main thread resources for new connections
new Thread(new Runnable()
{
@Override
public void run()
{
//cache the connected client in the thread (if not it could be overwritten by a new connection)
Socket client = tempClient;
try
{
//get the input stream of the client (TCP)
DataInputStream input = new DataInputStream(client.getInputStream());
//get the output stream of the client (TCP)
DataOutputStream output = new DataOutputStream(client.getOutputStream());
//A buffer for incoming data
byte[] readData = new byte[10];
//read incoming data into the buffer
input.read(readData);
//check for the incoming actions
switch(readData[0])
{
//hier case 3 für public match making
//dsfjlksdfjlöasdfjlsdkjflksdjflksdjflksdjflksdjflksdjflksdjflkjsdlkfjsdlkfsdjlkfsdlkfjsdlkfjsdlkfjlsdkfjlsdkjfldksjfjlk
//fsjfklsdjflksdjflsdjflksdjflksdfjlksdjflksdjflksdjflksdjflksdjflksdjflksdjflksdjflksdjflsdkjflksdjflksdjflksdjflksdjf
//schleife um zu checken ob ein offener room existiert (Liste)
//ansonsten einen neuen room erstellen und zur liste inhzufügen
//this case generates a new room and sends the room code to the requester (not for join)
case 2:
//cache the generated room code
byte[] code = generateRoomCode();
//send the room code to the requester
output.write(code);
//create the room object
Room room = new Room(new String(code, StandardCharsets.US_ASCII), server);
//map the room object to the room code
rooms.put(new String(code, StandardCharsets.US_ASCII), room);
//LOG
System.out.println("[" + getDateTime() + "] Room " + new String(code, StandardCharsets.US_ASCII) + " successfully created!");
break;
//in this case a player wants to join an existing room (even the room creator will join via this method)
case 1:
//fill the buffer with the incoming data (second data send after inital data transfer)
input.read(readData);
//deocde the roomcode to a string (ascii -> string)
String roomCode = new String(readData, StandardCharsets.US_ASCII);
//read the third message
input.read(readData);
//deocde the players name
String name = new String(readData, StandardCharsets.US_ASCII);
name = name.replace("?", " ");
//check if the room exists
if(rooms.containsKey(roomCode))
{
//create the reference to the client
Client client1 = new Client(output, input, client, name);
//move the client to the room
rooms.get(roomCode).addClient(client1);
}
else
{
//room is not available, so the player should automatically go back to the start menu (kick action)
output.write(new byte[]{127, 0, 0, 0, 0, 0, 0, 0, 0, 0});
}
@@ -107,34 +139,45 @@ public class Server
}
} catch (Exception e){
//do not end the program on any main thread errors (unwated connection losses), because other players wont be able to connect to the server
}
}
}).start();
}
}
catch(Exception e){}
catch(Exception e){
//do not end the program on any main thread errors (unwated connection losses), because other players wont be able to connect to the server
}
}
/**
* Generates a ascii byte[] room code
* please see the ascii table
* @return
*/
private byte[] generateRoomCode()
{
//buffer to store the code
byte[] code = new byte[10];
for(int i = 0; i < code.length; i++)
{
//for the first 5 indexes user numbers (1-9)
if(i < code.length / 2)
{
code[i] = (byte)(Math.random() * 8 + 49);
}
//for the last 5 indexes use letters (A-Z)
else
{
code[i] = (byte)(Math.random() * 25 + 97);
}
}
//decode the generated room code to a string
String roomCode = new String(code, StandardCharsets.US_ASCII);
//avoide double codes (just in case^^)
//in case the room code does allready exists, the roomcode generation will be called recursively
if(rooms.containsKey(roomCode))
{
code = generateRoomCode();
+4
View File
@@ -1,3 +1,7 @@
/**
* A Simple Vector class according to the Unity vector
*/
public class Vector3
{
public float x, y, z;