Revamped the startGame function

This was the only appropriate way I saw in launching the server. The startGame function takes an int as an argument, for the port number the server will host the game on.
This commit is contained in:
Brandon Jackson 2015-10-27 21:30:52 -05:00
parent 7733193a4b
commit e4d5a57a9d

View file

@ -2,30 +2,84 @@
#include <vector>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <sstream>
#include <unistd.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "Engine.h"
Engine::Engine(){
Board* brd = new Board();
b = brd;
}
void Engine::startGame(){
cout<<"WELCOME\n";
void Engine::startGame(int port){
cout<<"1. Play against AI?\n";
cout<<"2. Play against a human?\n";
cout<<"Enter choice: \n";
cout << "Launching server..." << endl;
int sockfd, newsockfd, portno;
socklen_t clilen;
struct sockaddr_in serv_addr, cli_addr;
int n;
int choice = -1;
cin >> choice;
cout << "OK" << endl;
if (port < 2) {
cout << "ERROR, no port provided\n";
exit(1);
}
sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
cout << "ERROR opening socket";
bzero((char *) &serv_addr, sizeof(serv_addr));
portno = port;
serv_addr.sin_family = AF_INET;
serv_addr.sin_addr.s_addr = INADDR_ANY;
serv_addr.sin_port = htons(portno);
if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) < 0)
cout << "ERROR on binding";
listen(sockfd,5);
clilen = sizeof(cli_addr);
newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr, &clilen);
if (newsockfd < 0)
cout << "ERROR on accept";
string move;
bool gameOver = false;
vector<Board> record;
b->snapshot(record, *b);
char buffer[256];
char info[256];
int choice = -1;
int choice_difficulty = -1;
string final_move;
//Ask client about game type
string introduction = "WELCOME\n1. Play against AI?\n2. Watch AI vs. AI?\nEnter choice: \n";
write(newsockfd, introduction.c_str(), introduction.length());
n = read(newsockfd,info,255); //Reads choice as a string
istringstream convert(info); //Converts the read string to an integer
convert >> choice; //Sets value equal to the converted value
//Later in the project, we need to check for AI and Human modes
cout << "OK" << endl;
bzero(info,256); //Resets info back to normal
/*//Becca- once your AI code is working, use this code:
string difficulty_select = "Choose Difficulty\n1. Easy\n2. Medium\n4. Hard\nEnter choice: \n";
write(newsockfd, difficulty_select.c_str(), difficulty_select.length());
n = read(newsockfd,info,255);
istringstream convert(info);
convert >> choice_difficulty;
cout << "OK" << endl;
bzero(info,256);
*/
while (gameOver != true)
{
@ -34,9 +88,13 @@ void Engine::startGame(){
while(b->getTurn() == 'O' && !b->isValid())
{
b->displayBoard();
cout<<"\nEnter command: ";
cin>>move;
cout << "\n";
string boardState = b->boardToString();
final_move = b->boardToString();
write(newsockfd, boardState.c_str(), boardState.length());//Display the board to the client (line by line)
cout<<"\nStanding by for client... \n";
n = read(newsockfd,buffer,255);//Read the client's input
move = buffer;
bzero(buffer,256);
b->interpret(move, *b);
if(b->isValid()) {
b->changeTurns();
@ -49,13 +107,28 @@ void Engine::startGame(){
while(b->getTurn() == 'X' )
{
easyAI();
/*Becca- once you finish your AI, uncomment this out and remove the line directly above this
if(choice_difficulty == 1)
easyAI();
else if(choice_difficulty == 2)
mediumAI();
else
hardAI();
*/
}
gameOver = b->isGameOver();
b->setValidFalse();
b->snapshot(record, *b);
}
final_move = b->boardToString();
string game_over = "\n\nGAME OVER!!!\n";
write(newsockfd, final_move.c_str(), final_move.length()); //Display the board to the client (line by line)
write(newsockfd, game_over.c_str(), game_over.length()); //Tell the client the game is over
cout << game_over;
usleep(1);
close(newsockfd);
close(sockfd);
}
void Engine::easyAI()