Comments
This commit is contained in:
Generated
+19
-20
@@ -2,16 +2,7 @@
|
||||
<project version="4">
|
||||
<component name="ChangeListManager">
|
||||
<list default="true" id="e1ac5a43-1258-486e-9afa-562e60808847" name="Changes" comment="">
|
||||
<change beforePath="$PROJECT_DIR$/.idea/misc.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/misc.xml" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/FlufflParty/.idea/.idea.FlufflParty/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/.idea/.idea.FlufflParty/.idea/workspace.xml" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Client.cs" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Client.cs" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/ItemShop.cs" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/ItemShop.cs" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Players/NoPlayablePlayer.cs" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Players/NoPlayablePlayer.cs" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Players/PlayablePlayer.cs" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Players/PlayablePlayer.cs" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Players/Player.cs" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/Assets/Scripts/Players/Player.cs" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/FlufflParty/Packages/packages-lock.json" beforeDir="false" afterPath="$PROJECT_DIR$/FlufflParty/Packages/packages-lock.json" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/Server/src/Room.java" beforeDir="false" afterPath="$PROJECT_DIR$/Server/src/Room.java" afterDir="false" />
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</list>
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||||
<option name="SHOW_DIALOG" value="false" />
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||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
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||||
@@ -29,18 +20,20 @@
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||||
<option name="hideEmptyMiddlePackages" value="true" />
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||||
<option name="showLibraryContents" value="true" />
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||||
</component>
|
||||
<component name="PropertiesComponent"><![CDATA[{
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||||
"keyToString": {
|
||||
"RunOnceActivity.OpenProjectViewOnStart": "true",
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||||
"RunOnceActivity.ShowReadmeOnStart": "true",
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||||
"WebServerToolWindowFactoryState": "false",
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||||
"last_opened_file_path": "C:/flufflparty/Server",
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||||
"project.structure.last.edited": "Project",
|
||||
"project.structure.proportion": "0.15",
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||||
"project.structure.side.proportion": "0.0",
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||||
"settings.editor.selected.configurable": "preferences.lookFeel"
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||||
<component name="PropertiesComponent">{
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||||
"keyToString": {
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||||
"RunOnceActivity.GIT_CREDENTIAL_SETUP": "true",
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||||
"RunOnceActivity.OpenProjectViewOnStart": "true",
|
||||
"RunOnceActivity.ShowReadmeOnStart": "true",
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||||
"WebServerToolWindowFactoryState": "false",
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||||
"last_opened_file_path": "C:/flufflparty/Server",
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||||
"project.structure.last.edited": "Project",
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||||
"project.structure.proportion": "0.15",
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||||
"project.structure.side.proportion": "0.0",
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||||
"settings.editor.selected.configurable": "preferences.lookFeel",
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||||
"vue.rearranger.settings.migration": "true"
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||||
}
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||||
}]]></component>
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||||
}</component>
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||||
<component name="RunManager">
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||||
<configuration default="true" type="JetRunConfigurationType">
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||||
<module name="flufflparty" />
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||||
@@ -66,6 +59,8 @@
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||||
<updated>1676488026665</updated>
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||||
<workItem from="1676488028412" duration="3783000" />
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||||
<workItem from="1676925887035" duration="132000" />
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||||
<workItem from="1679608517340" duration="53000" />
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||||
<workItem from="1679608805409" duration="22000" />
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||||
</task>
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<servers />
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</component>
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@@ -83,4 +78,8 @@
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</map>
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||||
</option>
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||||
</component>
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||||
<component name="XSLT-Support.FileAssociations.UIState">
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||||
<expand />
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||||
<select />
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||||
</component>
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||||
</project>
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@@ -2,6 +2,9 @@ import java.io.DataInputStream;
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import java.io.DataOutputStream;
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import java.net.Socket;
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/**
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* Instance of a Client connected
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*/
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public class Client
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{
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public DataOutputStream output;
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@@ -1,5 +1,9 @@
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public class Main
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{
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/**
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* Main Function
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* @param args
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*/
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public static void main(String[] args)
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{
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new Server().start();
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+60
-4
@@ -8,17 +8,27 @@ import java.util.List;
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import java.util.Timer;
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import java.util.TimerTask;
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/**
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* this class handels all operations / syncs performed in a single room
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*/
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public class Room
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{
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//tells how many clients can connect to a room
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private Client[] players = new Client[2];
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//the array of players start positions
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private Vector3[] startPositions;
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//the generated roomcode
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private String roomCode;
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//the instance to the main server
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private Server server;
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//all threads created stored in this list to close them after room closure
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private List<Thread> threads = new ArrayList<>();
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//count of players in the game
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private int playerCount = 0;
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//tells players turn (array index)
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private int currentPlayer = 0;
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private long timeOut = 0;
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@@ -31,6 +41,7 @@ public class Room
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this.roomCode = roomCode;
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startPositions = new Vector3[4];
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//set up the start positions
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startPositions[0] = new Vector3(96, 1, 126);
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startPositions[1] = new Vector3(92, 1, 126);
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startPositions[2] = new Vector3(96, 1, 128);
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@@ -38,6 +49,7 @@ public class Room
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this.server = server;
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//calculates a room timeout
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try
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{
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t = new Timer();
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@@ -79,29 +91,40 @@ public class Room
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}
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}
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/**
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* Adds a Client to the game (on new player joined the room)
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* @param client
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*/
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public void addClient(Client client)
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{
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//the timeout variable for a single player
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timeOut = System.currentTimeMillis();
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//loops through all players existing and sends the needed information
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for (int i = 0; i < players.length; i++)
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{
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//places the new joined player in the next free slot
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if (players[i] == null)
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{
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players[i] = client;
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playerCount++;
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//LOG
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System.out.println("[" + Server.getDateTime() + "] " + client.name.replace(" ", "") + " joined room " + roomCode + " successfully as player " + i);
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//creates a thread for the connection with the joined player
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Thread t = new Thread(new Runnable()
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{
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@Override
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public void run()
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{
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//assignes a player id
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int player = playerCount - 1;
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DataInputStream input = null;
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try
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{
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//tries to get the input stream (TCP)
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input = new DataInputStream(players[player].socket.getInputStream());
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} catch (IOException e)
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{
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@@ -112,10 +135,13 @@ public class Room
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{
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try
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{
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//this is a buffer for all data being received by the player
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byte[] readData = new byte[10];
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//read the data to the buffer
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input.read(readData);
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//reset the timeout once something is received
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timeOut = System.currentTimeMillis();
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@@ -128,6 +154,7 @@ public class Room
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----------------------------------------
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----------------------------------------
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*/
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//Checks which action (array[0]) is received
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switch (readData[0])
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{
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@@ -136,6 +163,7 @@ public class Room
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case 3:
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for (int i = 0; i < players.length; i++)
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{
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//sync to all OTHER players
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if (i != player)
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{
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players[i].output.write(new byte[]{3, (byte) player, readData[1], 0, 0, 0, 0, 0, 0, 0});
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@@ -147,6 +175,7 @@ public class Room
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case 4:
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for (int i = 0; i < players.length; i++)
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{
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//sync to all OTHER players
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if (i != player)
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{
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players[i].output.write(new byte[]{4, (byte) player, readData[1], 0, 0, 0, 0, 0, 0, 0});
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@@ -157,11 +186,13 @@ public class Room
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//Spieler ist fertig mit seinem Zug
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//1 x, x = next player
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case 5:
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//calculate the next player
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currentPlayer++;
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if (currentPlayer >= players.length)
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{
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currentPlayer = 0;
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}
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//sync the activation of the current player to ALL clients
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for (int i = 0; i < players.length; i++)
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{
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players[i].output.write(new byte[]{2, (byte) currentPlayer, 0, 0, 0, 0, 0, 0, 0, 0});
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@@ -173,6 +204,7 @@ public class Room
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case 6:
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for (int i = 0; i < players.length; i++)
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{
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//sync to OTHER players
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if (i != player)
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{
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players[i].output.write(new byte[]{6, (byte)player, readData[1], 0, 0, 0, 0, 0, 0, 0});
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@@ -180,18 +212,20 @@ public class Room
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}
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break;
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//Eventstop (ItemShop, BuyStar, ...) ist fertig
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//Eventstop (ItemShop, BuyStar, ...) ist fertig
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//1 x, x = player
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case 7:
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//sync to ALL players
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for (int i = 0; i < players.length; i++)
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{
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players[i].output.write(new byte[]{7, (byte)player, 0, 0, 0, 0, 0, 0, 0, 0});
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players[i].output.write(new byte[]{7, (byte)player, 0, 0, 0, 0, 0, 0, 0, 0});
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}
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break;
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//Spieler hat einen Stern gekauft
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case 8:
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for (int i = 0; i < players.length; i++)
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{
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//sync to OTHER players
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||||
if (i != player)
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||||
{
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players[i].output.write(new byte[]{8, (byte)player, 0, 0, 0, 0, 0, 0, 0, 0});
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@@ -204,12 +238,14 @@ public class Room
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||||
case 9:
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for (int i = 0; i < players.length; i++)
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{
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||||
//Sync to OTHER players
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if (i != player)
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||||
{
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||||
players[i].output.write(new byte[]{9, (byte)player, readData[1], 0, 0, 0, 0, 0, 0, 0});
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||||
}
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||||
}
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break;
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||||
//the timeout check action
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case 126:
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players[player].lastTimeSendTimeOutCheck = System.currentTimeMillis();
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break;
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||||
@@ -217,13 +253,17 @@ public class Room
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||||
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||||
} catch (IOException e)
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{
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||||
//if something is crashing, the room is being deleted
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server.deleteRoom(roomCode);
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||||
}
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||||
}
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||||
}
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});
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||||
//name the thread for better debugging
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||||
t.setName("Thread Player: " + (playerCount - 1));
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||||
//start the thread
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||||
t.start();
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||||
//add the thread to the threads list
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||||
threads.add(t);
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||||
break;
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||||
}
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||||
@@ -241,11 +281,16 @@ public class Room
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||||
//1 1 playable character
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||||
//2-3-4 default pos
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||||
//5 player index
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||||
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||||
//if the player should be playable
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||||
if (j == k)
|
||||
{
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||||
try
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||||
{
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||||
//sends the inital message to the player
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||||
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});
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||||
|
||||
//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;
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||||
@@ -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
@@ -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();
|
||||
|
||||
@@ -1,3 +1,7 @@
|
||||
/**
|
||||
* A Simple Vector class according to the Unity vector
|
||||
*/
|
||||
|
||||
public class Vector3
|
||||
{
|
||||
public float x, y, z;
|
||||
|
||||
Reference in New Issue
Block a user