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synced 2024-11-25 04:39:43 +01:00
added the option to host the server on a client
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parent
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commit
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@ -44,6 +44,7 @@ class Menu extends Dialog {
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public Menu(BattleshipApp app) {
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public Menu(BattleshipApp app) {
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super(app.getDialogManager());
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super(app.getDialogManager());
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this.app = app;
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this.app = app;
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addChild(new Label(lookup("battleship.name"), new ElementId("header")));//NON-NLS
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addChild(new Label(lookup("battleship.name"), new ElementId("header")));//NON-NLS
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addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
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addChild(new Checkbox(lookup("menu.sound-enabled"), new StateCheckboxModel(app, GameSound.class)));
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@ -7,10 +7,12 @@
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package pp.battleship.client;
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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.Container;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.Label;
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import com.simsilica.lemur.TextField;
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import com.simsilica.lemur.TextField;
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import com.simsilica.lemur.component.SpringGridLayout;
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import com.simsilica.lemur.component.SpringGridLayout;
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import pp.battleship.client.server.BattleshipSelfhostServer;
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import pp.dialog.Dialog;
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import pp.dialog.Dialog;
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import pp.dialog.DialogBuilder;
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import pp.dialog.DialogBuilder;
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import pp.dialog.SimpleDialog;
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import pp.dialog.SimpleDialog;
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@ -33,6 +35,7 @@ class NetworkDialog extends SimpleDialog {
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private final NetworkSupport network;
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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 host = new TextField(LOCALHOST);
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private final TextField port = new TextField(DEFAULT_PORT);
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private final TextField port = new TextField(DEFAULT_PORT);
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private static final Checkbox HOST = new Checkbox(lookup("server.host"));
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private String hostname;
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private String hostname;
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private int portNumber;
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private int portNumber;
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private Future<Object> connectionFuture;
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private Future<Object> connectionFuture;
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@ -56,6 +59,7 @@ class NetworkDialog extends SimpleDialog {
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input.addChild(host, 1);
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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(new Label(lookup("port.number") + ": "));
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input.addChild(port, 1);
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input.addChild(port, 1);
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input.addChild(HOST).addClickCommands(s -> ifTopDialog(this::startClientServer));
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DialogBuilder.simple(app.getDialogManager())
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DialogBuilder.simple(app.getDialogManager())
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.setTitle(lookup("server.dialog"))
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.setTitle(lookup("server.dialog"))
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@ -150,4 +154,22 @@ class NetworkDialog extends SimpleDialog {
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network.getApp().errorDialog(lookup("server.connection.failed"));
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network.getApp().errorDialog(lookup("server.connection.failed"));
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network.getApp().setInfoText(e.getLocalizedMessage());
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network.getApp().setInfoText(e.getLocalizedMessage());
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}
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}
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/**
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* Starts the server of the client in a new thread and catches connectivity issues.
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*/
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private void startClientServer() {
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HOST.setEnabled(false);
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Thread serverThread = new Thread(() -> {
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try {
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BattleshipSelfhostServer.main(null);
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} catch (Exception e) {
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HOST.setEnabled(true);
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LOGGER.log(Level.ERROR, "Server could not be started", e);
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network.getApp().errorDialog("Could not start server: " + e.getMessage());
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}
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}
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});
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serverThread.start();
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}
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}
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@ -0,0 +1,179 @@
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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.server;
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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 BattleshipSelfhostServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
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private static final Logger LOGGER = System.getLogger(BattleshipSelfhostServer.class.getName());
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private static final File CONFIG_FILE = new File("server.properties");
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private final BattleshipConfig config = new BattleshipConfig();
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private Server myServer;
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private final ServerGameLogic logic;
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private final BlockingQueue<ReceivedMessageSelfhost> 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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}
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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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* Starts the server.
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*/
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public static void main(String[] args) {
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new BattleshipSelfhostServer().run();
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}
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/**
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* Creates the server.
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*/
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BattleshipSelfhostServer() {
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config.readFromIfExists(CONFIG_FILE);
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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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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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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(config.getPort());
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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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}
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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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private void processNextMessage() {
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try {
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pendingMessages.take().process(logic);
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}
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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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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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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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@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 ReceivedMessageSelfhost(clientMessage, source.getId()));
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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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@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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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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@ -0,0 +1,17 @@
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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.server;
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import pp.battleship.message.client.ClientInterpreter;
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import pp.battleship.message.client.ClientMessage;
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record ReceivedMessageSelfhost(ClientMessage message, int from) {
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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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@ -25,6 +25,7 @@ button.cancel=Cancel
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server.dialog=Server
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server.dialog=Server
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host.name=Host
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host.name=Host
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port.number=Port
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port.number=Port
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server.host= Self-Host Game
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wait.its.not.your.turn=Wait, it's not your turn!!
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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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menu.quit=Quit game
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menu.return-to-game=Return to game
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menu.return-to-game=Return to game
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@ -25,6 +25,7 @@ button.cancel=Abbruch
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server.dialog=Server
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server.dialog=Server
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host.name=Host
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host.name=Host
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port.number=Port
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port.number=Port
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server.host= Spiel selbst hosten
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wait.its.not.your.turn=Warte, Du bist nicht dran!!
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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.quit=Spiel beenden
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menu.return-to-game=Zurück zum Spiel
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menu.return-to-game=Zurück zum Spiel
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