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Client.h
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//
// Created by Piotr Kamiński on 19/05/2022.
//
#ifndef BOMBERMANSERVER_CLIENT_H
#define BOMBERMANSERVER_CLIENT_H
#include <iostream>
#include <string>
#include <exception>
#include <boost/asio.hpp>
#include <boost/array.hpp>
#include <thread>
#include <stdexcept>
#include "ClientOptions.h"
#include "MapSettings.h"
#include "UnexpectedMessageException.h"
#include "messages/messages.h"
#include "GameStatus.h"
#include "event/events.h"
#include "Client.h"
namespace bomberman {
using boost::asio::ip::tcp;
using boost::asio::ip::udp;
class Client {
static const constexpr size_t GUIBufferSize = 10;
static const constexpr size_t maxDirection = 3;
static const constexpr size_t moveDirectionPosition = 1;
static const constexpr size_t GUIPlaceBombSize = 1;
static const constexpr size_t GUIPlaceBlockSize = 1;
static const constexpr size_t GUIMoveSize = 2;
boost::array<uint8_t, GUIBufferSize> GUIBuffer;
std::string playerName;
std::unique_ptr<boost::asio::io_context> context;
std::unique_ptr<tcp::socket> serverSocket;
std::unique_ptr<udp::socket> GUISocket;
udp::endpoint guiWriteEndpoint;
std::unique_ptr<GameStatus> game;
std::exception_ptr _exceptionPointer = nullptr;
void sendJoinToServer() {
static const constexpr size_t joinHeaderSize = 2;
boost::array<uint8_t, joinHeaderSize> nameHeader{static_cast<uint8_t>(ClientMessageType::Join),
(uint8_t) playerName.length()};
boost::asio::write(*serverSocket, boost::asio::buffer(nameHeader));
boost::asio::write(*serverSocket, boost::asio::buffer(playerName));
}
void handlePlaceBomb() {
static const constexpr size_t placeBombSize = 1;
uint8_t place_bomb[placeBombSize] = {static_cast<uint8_t>(ClientMessageType::PlaceBomb)};
boost::asio::write(*serverSocket, boost::asio::buffer(place_bomb, placeBombSize));
}
void handlePlaceBlock() {
static const constexpr size_t placeBlockSize = 1;
uint8_t place_block[placeBlockSize] = {static_cast<uint8_t>(ClientMessageType::PlaceBlock)};
boost::asio::write(*serverSocket, boost::asio::buffer(place_block, placeBlockSize));
}
void handleMove() {
static const constexpr size_t moveSize = 2;
uint8_t move[moveSize] = {static_cast<uint8_t>(ClientMessageType::Move), 0};
move[moveDirectionPosition] = GUIBuffer[moveDirectionPosition];
boost::asio::write(*serverSocket, boost::asio::buffer(move, moveSize));
}
[[noreturn]] void guiConnection() {
udp::endpoint remote_endpoint;
while (true) {
auto messageSize = GUISocket->receive_from(boost::asio::buffer(GUIBuffer), remote_endpoint);
switch (GUIBuffer[0]) {
case (static_cast<uint8_t>(InputMessageType::PlaceBomb)):
if (messageSize == GUIPlaceBombSize) {
if (game->isRunning()) {
handlePlaceBomb();
} else {
sendJoinToServer();
}
}
break;
case (static_cast<uint8_t>(InputMessageType::PlaceBlock)):
if (messageSize == GUIPlaceBlockSize) {
if (game->isRunning()) {
handlePlaceBlock();
} else {
sendJoinToServer();
}
}
break;
case (static_cast<uint8_t>(InputMessageType::Move)):
if (messageSize == GUIMoveSize && GUIBuffer[moveDirectionPosition] <= maxDirection) {
if (game->isRunning()) {
handleMove();
} else {
sendJoinToServer();
}
}
}
}
}
void sendGameToGUI() {
game->writeToUDP();
Message::sendAndClear(*GUISocket, guiWriteEndpoint);
}
void handleHelloMessage() {
auto hello = HelloMessage(*serverSocket);
game->initializeGame(hello);
}
void handleAcceptedPlayerMessage() {
auto accepted = AcceptedPlayerMessage(*serverSocket);
game->newPlayer(accepted);
}
void handleGameStartedMessage() {
auto started = GameStartedMessage(*serverSocket);
game->startGame(started);
}
void handleBombPlacedEvent() {
BombPlacedEvent bombPlaced{*serverSocket};
game->placeBomb(bombPlaced);
}
void handleBombExplodedEvent() {
BombExplodedEvent bombExplodedEvent{*serverSocket};
game->explodeBomb(bombExplodedEvent);
}
void handlePlayerMovedEvent() {
player_id_t playerId;
read_number_inplace(*serverSocket, playerId);
Position playerPosition{*serverSocket};
game->movePlayer(playerId, playerPosition);
}
void handleBlockPlacedEvent() {
Position blockPosition{*serverSocket};
game->placeBlock(blockPosition);
}
void handleEvent() {
message_header_t eventHeader;
read_number_inplace(*serverSocket, eventHeader);
switch (eventHeader) {
case EventType::BombPlaced:
handleBombPlacedEvent();
break;
case EventType::BombExploded:
handleBombExplodedEvent();
break;
case EventType::PlayerMoved:
handlePlayerMovedEvent();
break;
case EventType::BlockPlaced:
handleBlockPlacedEvent();
break;
default:
throw UnexpectedMessageException();
}
}
void handleTurnMessage() {
game_length_t turnNumber;
read_number_inplace(*serverSocket, turnNumber);
game->newTurn(turnNumber);
list_size_t eventsNumber;
read_number_inplace(*serverSocket, eventsNumber);
for (list_size_t i = 0; i < eventsNumber; ++i) {
handleEvent();
}
}
void handleGameEndedMessage() {
GameEndedMessage gameEnded{*serverSocket};
game->endGame(gameEnded);
}
// Main server connection handler.
void serverConnection() {
try {
while (true) {
message_header_t messageType;
boost::asio::read(*serverSocket, boost::asio::buffer(&messageType, sizeof(messageType)));
bool refreshGUI = true;
switch (messageType) {
case ServerMessageType::Hello:
handleHelloMessage();
break;
case ServerMessageType::AcceptedPlayer:
handleAcceptedPlayerMessage();
break;
case ServerMessageType::GameStarted:
handleGameStartedMessage();
refreshGUI = false;
break;
case ServerMessageType::Turn:
handleTurnMessage();
break;
case ServerMessageType::GameEnded:
handleGameEndedMessage();
break;
default:
throw UnexpectedMessageException();
}
if (refreshGUI)
sendGameToGUI();
}
}
catch (...) {
_exceptionPointer = std::current_exception();
}
}
void makeServerConnection(ClientOptions &options) {
tcp::resolver resolver(*context);
tcp::resolver::results_type endpoints = resolver.resolve(options.serverIP, options.serverPort);
serverSocket = std::make_unique<tcp::socket>(*context);
boost::asio::connect(*serverSocket, endpoints);
tcp::no_delay option(true);
serverSocket->set_option(option);
}
void makeGUIConnection(ClientOptions &options) {
GUISocket = std::make_unique<udp::socket>(*context, udp::endpoint(udp::v6(), options.port));
udp::resolver resolver(*context);
udp::resolver::iterator iterator = resolver.resolve(options.guiIP, options.guiPort);
guiWriteEndpoint = *iterator;
}
public:
Client(ClientOptions &options) {
game = std::make_unique<GameStatus>();
context = std::make_unique<boost::asio::io_context>();
makeServerConnection(options);
makeGUIConnection(options);
playerName = options.playerName;
}
~Client() {
GUISocket->close();
serverSocket->close();
}
void run() {
std::thread gui_thread(&Client::guiConnection, this);
std::thread server_thread(&Client::serverConnection, this);
server_thread.join();
rethrow_exception(_exceptionPointer);
}
};
}
#endif //BOMBERMANSERVER_CLIENT_H