added the feature that a client can host a server
- added a class BattleshipServer (a client host a local server) and ReceivedMessage - edited the NetworkDialog, that a client has a checkbox to select to host a server -
This commit is contained in:
@@ -0,0 +1,245 @@
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////////////////////////////////////////
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// Programming project code
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// UniBw M, 2022, 2023, 2024
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// www.unibw.de/inf2
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// (c) Mark Minas (mark.minas@unibw.de)
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////////////////////////////////////////
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package pp.battleship.client;
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import com.jme3.network.ConnectionListener;
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import com.jme3.network.HostedConnection;
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import com.jme3.network.Message;
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import com.jme3.network.MessageListener;
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import com.jme3.network.Network;
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import com.jme3.network.Server;
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import com.jme3.network.serializing.Serializer;
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import pp.battleship.BattleshipConfig;
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import pp.battleship.game.server.Player;
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import pp.battleship.game.server.ServerGameLogic;
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import pp.battleship.game.server.ServerSender;
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import pp.battleship.message.client.ClientMessage;
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import pp.battleship.message.client.MapMessage;
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import pp.battleship.message.client.ShootMessage;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.message.server.GameDetails;
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import pp.battleship.message.server.ServerMessage;
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import pp.battleship.message.server.StartBattleMessage;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.Shot;
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import java.io.File;
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import java.io.FileInputStream;
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import java.io.IOException;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.concurrent.BlockingQueue;
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import java.util.concurrent.LinkedBlockingQueue;
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import java.util.logging.LogManager;
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/**
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* Server implementing the visitor pattern as MessageReceiver for ClientMessages
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*/
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public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
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/**
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* Logger for the BattleshipServer class.
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*/
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private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
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/**
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* Configuration file for the server.
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*/
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private static final File CONFIG_FILE = new File("server.properties");
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/**
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* Port number for the server.
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*/
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private final int PORT_NUMBER;
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/**
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* Configuration settings for the Battleship server.
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*/
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private final BattleshipConfig config = new BattleshipConfig();
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/**
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* The server instance.
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*/
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private Server myServer;
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/**
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* Game logic for the server.
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*/
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private final ServerGameLogic logic;
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/**
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* Queue for pending messages to be processed by the server.
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*/
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private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
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static {
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// Configure logging
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LogManager manager = LogManager.getLogManager();
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try {
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manager.readConfiguration(new FileInputStream("logging.properties"));
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LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
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} catch (IOException e) {
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LOGGER.log(Level.INFO, e.getMessage());
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}
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}
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/**
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* Creates the server.
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*/
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public BattleshipServer(int PORT_NUMBER) {
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config.readFromIfExists(CONFIG_FILE);
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this.PORT_NUMBER = PORT_NUMBER;
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LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
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logic = new ServerGameLogic(this, config);
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}
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/**
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* Starts the server and processes incoming messages indefinitely.
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*/
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public void run() {
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startServer();
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while (true)
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processNextMessage();
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}
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/**
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* Starts the server and initializes necessary components.
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* This method sets up the server, registers serializable classes,
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* starts the server, and registers listeners for incoming connections and messages.
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* If the server fails to start, it logs an error and exits the application.
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*/
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private void startServer() {
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try {
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LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
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myServer = Network.createServer(PORT_NUMBER);
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initializeSerializables();
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myServer.start();
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registerListeners();
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LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
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} catch (IOException e) {
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LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
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exit(1);
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}
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}
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/**
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* Processes the next message in the queue.
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* This method blocks until a message is available, then processes it using the server logic.
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* If interrupted while waiting, it logs the interruption and re-interrupts the thread.
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*/
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private void processNextMessage() {
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try {
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pendingMessages.take().process(logic);
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} catch (InterruptedException ex) {
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LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
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Thread.currentThread().interrupt();
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}
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}
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/**
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* Registers the serializable classes used by the server.
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* This method ensures that the necessary classes are registered with the serializer
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* so that they can be correctly transmitted over the network.
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*/
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private void initializeSerializables() {
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Serializer.registerClass(GameDetails.class);
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Serializer.registerClass(StartBattleMessage.class);
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Serializer.registerClass(MapMessage.class);
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Serializer.registerClass(ShootMessage.class);
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Serializer.registerClass(EffectMessage.class);
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Serializer.registerClass(Battleship.class);
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Serializer.registerClass(IntPoint.class);
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Serializer.registerClass(Shot.class);
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}
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/**
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* Registers listeners for incoming connections and messages.
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* This method adds message listeners for `MapMessage` and `ShootMessage` classes,
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* and a connection listener for handling connection events.
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*/
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private void registerListeners() {
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myServer.addMessageListener(this, MapMessage.class);
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myServer.addMessageListener(this, ShootMessage.class);
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myServer.addConnectionListener(this);
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}
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/**
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* Handles the reception of messages from clients.
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*
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* @param source the connection from which the message was received
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* @param message the message received from the client
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*/
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@Override
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public void messageReceived(HostedConnection source, Message message) {
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LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
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if (message instanceof ClientMessage clientMessage)
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pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
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}
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/**
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* Called when a new connection is added to the server.
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*
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* @param server the server to which the connection was added
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* @param hostedConnection the connection that was added
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*/
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@Override
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public void connectionAdded(Server server, HostedConnection hostedConnection) {
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LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
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logic.addPlayer(hostedConnection.getId());
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}
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/**
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* Called when a connection is removed from the server.
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*
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* @param server the server from which the connection was removed
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* @param hostedConnection the connection that was removed
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*/
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@Override
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public void connectionRemoved(Server server, HostedConnection hostedConnection) {
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LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
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final Player player = logic.getPlayerById(hostedConnection.getId());
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if (player == null)
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LOGGER.log(Level.INFO, "closed connection does not belong to an active player"); //NON-NLS
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else { //NON-NLS
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LOGGER.log(Level.INFO, "closed connection belongs to {0}", player); //NON-NLS
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exit(0);
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}
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}
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/**
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* Exits the application with the specified exit value.
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* Closes all client connections and logs the close request.
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*
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* @param exitValue the exit value to be used when exiting the application
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*/
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private void exit(int exitValue) { //NON-NLS
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LOGGER.log(Level.INFO, "close request"); //NON-NLS
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if (myServer != null)
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for (HostedConnection client : myServer.getConnections()) //NON-NLS
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if (client != null) client.close("Game over"); //NON-NLS
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System.exit(exitValue);
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}
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/**
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* Send the specified message to the specified connection.
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*
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* @param id the connection id
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* @param message the message
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*/
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public void send(int id, ServerMessage message) {
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if (myServer == null || !myServer.isRunning()) {
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LOGGER.log(Level.ERROR, "no server running when trying to send {0}", message); //NON-NLS
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return;
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}
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final HostedConnection connection = myServer.getConnection(id);
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if (connection != null)
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connection.send(message);
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else
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LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
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}
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}
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@@ -7,6 +7,7 @@
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package pp.battleship.client;
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import com.simsilica.lemur.Checkbox;
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import com.simsilica.lemur.Container;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.TextField;
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@@ -30,6 +31,7 @@ class NetworkDialog extends SimpleDialog {
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private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
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private static final String LOCALHOST = "localhost"; //NON-NLS
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private static final String DEFAULT_PORT = "1234"; //NON-NLS
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private static final int START_SERVER_DELAY = 2000;
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private final NetworkSupport network;
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private final TextField host = new TextField(LOCALHOST);
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private final TextField port = new TextField(DEFAULT_PORT);
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@@ -37,6 +39,7 @@ class NetworkDialog extends SimpleDialog {
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private int portNumber;
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private Future<Object> connectionFuture;
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private Dialog progressDialog;
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private boolean hostServer = false;
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/**
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* Constructs a new NetworkDialog.
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@@ -50,21 +53,26 @@ class NetworkDialog extends SimpleDialog {
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host.setPreferredWidth(400f);
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port.setSingleLine(true);
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Checkbox hostCheckbox = new Checkbox(lookup("host.own-server"));
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hostCheckbox.setChecked(false);
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hostCheckbox.addClickCommands(s -> hostServer = !hostServer);
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final BattleshipApp app = network.getApp();
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final Container input = new Container(new SpringGridLayout());
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input.addChild(new Label(lookup("host.name") + ": "));
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input.addChild(host, 1);
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input.addChild(new Label(lookup("port.number") + ": "));
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input.addChild(port, 1);
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input.addChild(hostCheckbox);
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DialogBuilder.simple(app.getDialogManager())
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.setTitle(lookup("server.dialog"))
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.setExtension(d -> d.addChild(input))
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.setOkButton(lookup("button.connect"), d -> connect())
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.setNoButton(lookup("button.cancel"), app::closeApp)
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.setOkClose(false)
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.setNoClose(false)
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.build(this);
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.setTitle(lookup("server.dialog"))
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.setExtension(d -> d.addChild(input))
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.setOkButton(lookup("button.connect"), d -> connectHostServer())
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.setNoButton(lookup("button.cancel"), app::closeApp)
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.setOkClose(false)
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.setNoClose(false)
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.build(this);
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}
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/**
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@@ -78,19 +86,54 @@ private void connect() {
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portNumber = Integer.parseInt(port.getText());
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openProgressDialog();
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connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
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}
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catch (NumberFormatException e) {
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} catch (NumberFormatException e) {
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network.getApp().errorDialog(lookup("port.must.be.integer"));
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}
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}
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/**
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* Connects to the host server. If the `hostServer` flag is set, it starts the server
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* before attempting to connect. If the server fails to start, logs an error.
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*/
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private void connectHostServer() {
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if (hostServer) {
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startServer();
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try {
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Thread.sleep(START_SERVER_DELAY);
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} catch (Exception e) {
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LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
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}
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connect();
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} else {
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connect();
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}
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}
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/**
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* Starts the game server in a new thread.
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* Logs an error if the server fails to start.
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*/
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private void startServer() {
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LOGGER.log(Level.INFO, "start server"); //NON-NLS
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new Thread(() -> {
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try {
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LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
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BattleshipServer server = new BattleshipServer(Integer.parseInt(port.getText()));
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LOGGER.log(Level.INFO, "Server started"); //NON-NLS
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server.run();
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} catch (Exception e) {
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LOGGER.log(Level.ERROR, "Server start failed", e); //NON-NLS
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}
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}).start();
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}
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/**
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* Creates a dialog indicating that the connection is in progress.
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*/
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private void openProgressDialog() {
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progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
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.setText(lookup("label.connecting"))
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.build();
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.setText(lookup("label.connecting"))
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.build();
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progressDialog.open();
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}
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@@ -103,8 +146,7 @@ private Object initNetwork() {
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try {
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network.initNetwork(hostname, portNumber);
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return null;
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}
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catch (Exception e) {
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} catch (Exception e) {
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throw new RuntimeException(e);
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}
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}
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@@ -119,11 +161,9 @@ public void update(float delta) {
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try {
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connectionFuture.get();
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success();
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}
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catch (ExecutionException e) {
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} catch (ExecutionException e) {
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failure(e.getCause());
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}
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catch (InterruptedException e) {
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} catch (InterruptedException e) {
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LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
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Thread.currentThread().interrupt();
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}
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@@ -0,0 +1,28 @@
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////////////////////////////////////////
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// Programming project code
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// UniBw M, 2022, 2023, 2024
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// www.unibw.de/inf2
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// (c) Mark Minas (mark.minas@unibw.de)
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////////////////////////////////////////
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package pp.battleship.client;
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import pp.battleship.message.client.ClientInterpreter;
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import pp.battleship.message.client.ClientMessage;
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/**
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* Represents a received message from a client.
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*
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* @param message the client message
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* @param from the ID of the sender
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*/
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record ReceivedMessage(ClientMessage message, int from) {
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/**
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* Processes the received message using the specified interpreter.
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*
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* @param interpreter the client interpreter
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*/
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void process(ClientInterpreter interpreter) {
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message.accept(interpreter, from);
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}
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}
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@@ -24,6 +24,7 @@ button.connect=Connect
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button.cancel=Cancel
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server.dialog=Server
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host.name=Host
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host.own-server=Host own server
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port.number=Port
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wait.its.not.your.turn=Wait, it's not your turn!!
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menu.quit=Quit game
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@@ -25,6 +25,7 @@ button.cancel=Abbruch
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server.dialog=Server
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host.name=Host
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port.number=Port
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host.own-server=Server hosten
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wait.its.not.your.turn=Warte, Du bist nicht dran!!
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menu.quit=Spiel beenden
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menu.return-to-game=Zur<EFBFBD>ck zum Spiel
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Reference in New Issue
Block a user