Update Server.cpp
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37bbd43b84
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d5c8ba286a
1 changed files with 70 additions and 66 deletions
98
Server.cpp
98
Server.cpp
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@ -57,31 +57,15 @@ int main(int argc, char *argv[])
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clilen = sizeof(cli_addr);
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newsockfd = accept(sockfd,
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(struct sockaddr *) &cli_addr,
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&clilen);
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newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr, &clilen);
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if (newsockfd < 0)
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error("ERROR on accept");
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//After all the server setup crap is done, we start the board
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// cout<<"WELCOME\n";
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// cout<<"1. Play against AI?\n";
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// cout<<"2. Play against a human?\n";
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// cout<<"Enter choice: \n";
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// cin >> choice;
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// cout << "OK" << endl;
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Engine e;
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//Board* temp = e.getBoard();
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//Board b = *temp;
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string move;
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//Brute force up in here!
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bool gameOver = false;
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vector<Board> record;
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e.getBoard()->snapshot(record,(*e.getBoard()));
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@ -91,13 +75,27 @@ int main(int argc, char *argv[])
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int move_counter = 0;
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string final_move;
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write(newsockfd, "Select a choice:\n", 18);
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//Waiting for client to select game type
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//Ask client about game type
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string introduction = "WELCOME\n1. Play against AI?\n2. Watch AI vs. AI?\nEnter choice: \n";
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write(newsockfd, introduction.c_str(), introduction.length());
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n = read(newsockfd,info,255); //Reads choice as a string
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istringstream convert(info); //Converts the read string to an integer
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convert >> choice; //Sets value equal to the converted value
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//Later in the project, we need to check for AI and Human modes
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cout << "OK" << endl;
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bzero(info,256); //Resets info back to normal
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/*//Becca- once your AI code is working, use this code:
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string difficulty_select = "Choose Difficulty\n1. Easy\n2. Medium\n4. Hard\nEnter choice: \n";
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write(newsockfd, difficulty_select.c_str(), difficulty_select.length());
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n = read(newsockfd,info,255);
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istringstream convert(info);
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convert >> choice; //Sets choice equal to 1 or 2, based on clients input
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//cout << choice << "\n\n";
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bzero(info,256); //Resets info back to normal, "choice" now contains client's value
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convert >> choice_difficulty;
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cout << "OK" << endl;
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bzero(info,256);
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*/
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while(true) {
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@ -105,47 +103,53 @@ int main(int argc, char *argv[])
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{
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gameOver = e.getBoard()->isGameOver();
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while(e.getBoard()->getTurn() == 'O' )
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while(e.getBoard()->getTurn() == 'O' && !e.getBoard()->isValid())
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{
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e.getBoard()->displayBoard();//Display the board on the server
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string boardState = e.getBoard()->boardToString();
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//final_move = b.boardToString();
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final_move = e.getBoard()->boardToString();
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write(newsockfd, boardState.c_str(), boardState.length());//Display the board to the client (line by line)
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cout<<"\nWaiting for client: ";
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n = read(newsockfd,buffer,255);
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move = buffer;
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cout << "\ntest" << move << "\n\n";
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bzero(buffer,256);
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e.getBoard()->interpret(move,(*e.getBoard()));
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gameOver = e.getBoard()->isGameOver();
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if(gameOver == true) {
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string endGame = "Game_Over";
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//write(newsockfd, endGame.c_str(), endGame.length()); //Display the board to the client (line by line)
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break;
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}
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else {
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string continueGame = "Continue_Game";
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//write(newsockfd, continueGame.c_str(), continueGame.length()); //Display the board to the client (line by line)
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if(e.getBoard()->isValid()) {
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e.getBoard()->changeTurns();
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e.getBoard()->setValidFalse();
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}
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}
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vector<moves> possibleMoves = e.getBoard()->viewPossibleMoves();
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if(choice == 1) {
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cout << "test\n\n";
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e.easyAI();
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}
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}
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/*
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string final_move = b.boardToString();
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write(newsockfd, final_move.c_str(), final_move.length());//Display the board to the client (line by line)
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write(newsockfd, final_move.c_str(), final_move.length());
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cout << "\n\nGAME OVER!!!";
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usleep(1);
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if(e.getBoard()->isValid())
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cout << e.getBoard()->getTurn();
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while(e.getBoard()->getTurn() == 'X' )
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{
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e.easyAI();
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/*Becca- once you finish your AI, uncomment this out and remove the line directly above this
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if(choice_difficulty == 1)
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easyAI();
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else if(choice_difficulty == 2)
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mediumAI();
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else
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hardAI();
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*/
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}
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gameOver = e.getBoard()->isGameOver();
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e.getBoard()->setValidFalse();
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e.getBoard()->snapshot(record, *e.getBoard());
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}
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final_move = e.getBoard()->boardToString();
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string game_over = "\n\nGAME OVER!!!\n";
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write(newsockfd, final_move.c_str(), final_move.length()); //Display the board to the client (line by line)
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write(newsockfd, game_over.c_str(), game_over.length()); //Tell the client the game is over
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cout << game_over;
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usleep(1);
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close(newsockfd);
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close(sockfd);
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break;
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}
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return 0;
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