ref: b180d8306195219bf734953df88f21e23635f635
dir: /srv4.c/
/* * glendy (unix) server, 4th revision */ #include <stdio.h> #include <string.h> #include <stdlib.h> #include <stdarg.h> #include <unistd.h> #include <time.h> #include <pthread.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include "unix.h" #include "engine.h" #include "util.h" #include "srv.h" #define playersock sockfd[turn % 2] int listenfd; int port = 1768; int debug = 1; char syncmsg[8]; int sockfd[2]; int gcount = 0; int id = 0; pthread_mutex_t game_lock; Game games[32]; pthread_t threads[32][2]; static void error(const char *msg) { perror(msg); pthread_exit(NULL); } static void printclients(char *fmt, ...) { /* it seems arg gets changed during the first call to vprint, thus we need two */ va_list arg, arg2; va_start(arg, fmt); va_start(arg2, fmt); vfprint(sockfd[0], fmt, arg); vfprint(sockfd[1], fmt, arg2); va_end(arg); va_end(arg2); } int setuplistener(int portno) { int sockfd, option = 1; struct sockaddr_in serv_addr; sockfd = socket(AF_INET, SOCK_STREAM, 0); if (sockfd < 0) error("ERROR opening listener socket."); memset(&serv_addr, 0, sizeof(serv_addr)); serv_addr.sin_family = AF_INET; serv_addr.sin_addr.s_addr = INADDR_ANY; serv_addr.sin_port = htons(portno); setsockopt(sockfd, SOL_SOCKET, SO_REUSEADDR, &option, sizeof(option)); if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) < 0) error("ERROR binding listener socket."); dprint("listener on\n"); return sockfd; } void drawlevel(void) { /* prints first row, this assumes SzX = SzY, is there a better way? */ print("T%2d|", turn); for(int i = 0 ; i < SzX ; i++) print("%2d |", i); dprint(" G%2d\n", id); for(int x = 0; x < SzX; x++) { for(int i = 0 ; i < SzY+1 ; i++) print("----"); print(x % 2 ? "\\" : "/"); print("\n"); /* show column number and have a zig-zag effect */ print("%2d %s|", x, x % 2 ? " " : ""); for(int y = 0; y < SzY; y++) { /* it's [y][x], not [x][y] */ switch(grid[y][x]) { case Wall: print(" * |"); break; case Glenda: /* fancy effect for glenda's face */ print(" g |"); break; default: print(" |"); break; } } print("\n"); } } void sendlevel(void) { if(state == Start) { printclients("INIT\n"); for(int x = 0; x < SzX; x++) { for(int y = 0; y < SzY; y++) { switch(grid[x][y]) { case Wall: printclients("w %d %d\n", x, y); break; case Glenda: printclients("g %d %d\n", x, y); break; } } } printclients("SENT\n"); } else if(state == Playing) { printclients("SYNC %d %s\n", turn, syncmsg); } else { if(state == Won) { dprint("hah, trapper won\n"); fprint(sockfd[0], "WON\n"); fprint(sockfd[1], "LOST\n"); } else if(state == Lost) { dprint("welp, trapper lost\n"); fprint(sockfd[0], "LOST\n"); fprint(sockfd[1], "WON\n"); } close(sockfd[0]); close(sockfd[1]); } dprint("TURN is %d\n", turn); fprint(playersock, "TURN\n"); fprint(sockfd[!(turn % 2)], "WAIT\n"); } /* p x y */ void proc_put(char *s) { char *xpos, *ypos; unsigned int x, y, r; xpos = strtok(s, " "); ypos = strtok(nil, " "); if(xpos == nil || ypos == nil) { fprint(playersock, "ERR INVALIDINPUT proc_put():" "not enough arguments or malformed string\n"); return; } if(!isnum(xpos, strlen(xpos)) || !isnum(ypos, strlen(ypos))) { fprint(playersock, "ERR invalidinput proc_put():" "expected string in %s and %s\n", xpos, ypos); return; } x = atoi(xpos); y = atoi(ypos); dprint("put %d %d\n", x, y); if(x >= SzX || x < 0 || y >= SzY || y < 0) { fprint(playersock, "ERR invalidinput proc_put(): %d %d\n", x, y); return; } r = doput(Pt(x, y)); if(r == Wall) fprint(playersock, "WALL %d %d\n", x, y); else if(r == Glenda) fprint(playersock, "GLND %d %d\n", x, y); else { sprint(syncmsg, "%u %u", x, y); /* better be safe than sorry */ syncmsg[7] = '\0'; dprint("syncmsg = %s\n", syncmsg); } } /* m x y */ void proc_move(char *s) { int d; Point p; p = findglenda(); d = strtodir(s); if(d == Err) { fprint(playersock, "ERR invalidinput proc_move(): %s\n", s); return; } if(domove(d) == Wall) { fprint(playersock, "WALL %s %d %d\n", s, p.x, p.y); return; } else { strncpy(syncmsg, s, 7); /* better be safe than sorry */ syncmsg[7] = '\0'; dprint("syncmsg = %s\n", syncmsg); } } /* * handle input, which is in the form of: * trapper> p xx yy * puts a wall in xx yy * glenda> m {NE, E, SE, SW, W, NW} * moves the bunny * > q * quits the game */ int proc(int player, char *s) { char *t; int oturn, n; /* early return paths */ if(*s == '\0' || *s == 'q') { /* should we end the game at this point? XXX important */ fprint(sockfd[player], "DIE disconnected\n"); fprint(sockfd[!player], "DIE other client have been disconnected\n"); /* mmhm... what happens if we close a fd we are reading from? */ close(sockfd[0]); close(sockfd[1]); gcount--; return Err; } else if(turn % 2 != player) { fprint(sockfd[player], "ERR WAIT\n"); return Ok; } oturn = turn; /* s+2 skips command and first space after it */ switch(*s) { case 'p': if(turn % 2 == 0) proc_put(s+2); else if(turn % 2 == 1) fprint(playersock, "CANTP\n"); break; case 'm': if(turn % 2 == 0) fprint(playersock, "CANTM\n"); else if(turn % 2 == 1) proc_move(s+2); break; default: fprint(playersock, "ERR proc() unkown command %c\n", *s); } /* only print the map if turn have changed */ if(turn != oturn) { if(debug) drawlevel(); sendlevel(); } return Ok; } static char* input(int game, int player) { char *s, c; int n = 0; /* sang bozorg */ s = malloc(1024); memset(s, 0, 1024); /* we could use local variables, but that not worth the trouble */ while(read(games[game].sockfd[player], s+n, 1) == 1 && n < 1024) { if(s[n] == '\n' || s[n] == '\0') { s[n] = '\0'; break; } n++; } dprint("got input: %s\n", s); return s; } /* * most of game engine's works on global variables * set the global variables with one game from the array */ static void loadgame(int n) { if(n > sizeof(games) / sizeof(Game)) sysfatal("loadgame(): invalid game"); id = games[n].id; difficulty = games[n].difficulty; state = games[n].state; turn = games[n].turn; strncpy(syncmsg, games[n].syncmsg, 8); sockfd[0] = games[n].sockfd[0]; sockfd[1] = games[n].sockfd[1]; memcpy(grid, games[n].grid, sizeof(grid)); } static void setgame(int n) { if(n > sizeof(games) / sizeof(Game)) sysfatal("setgame(): invalid game"); /* id got to change when we set game */ id = n; games[n].id = n; games[n].difficulty = difficulty; games[n].state = state; games[n].turn = turn; games[n].sockfd[0] = sockfd[0]; games[n].sockfd[1] = sockfd[1]; memcpy(games[n].grid, grid, sizeof(grid)); } /* player is either 0 or 1, trapper or glenda */ static void clienthandler(void *data) { int player, game; char *s; game = ((int*)data)[0]; player = ((int*)data)[1]; for(;;) { /* most of time is spent here */ s = input(game, player); pthread_mutex_lock(&game_lock); loadgame(game); proc(player, s); setgame(game); pthread_mutex_unlock(&game_lock); free(s); } } void srv(int listenfd) { int res[2]; socklen_t clilen; struct sockaddr_in servaddr, clientaddr; int tdata[2][2]; while(gcount < 32) { for(int conns = 0 ; conns < 2 ; conns++) { listen(listenfd, 64); memset(&clientaddr, 0, sizeof(clientaddr)); clilen = sizeof(clientaddr); sockfd[conns] = accept(listenfd, (struct sockaddr *) &clientaddr, &clilen); if(sockfd[conns] < 0) error("srv(): failed to accept connection"); fprint(sockfd[conns], "CONN %d\n", conns); dprint("srv(): client %d connected\n", conns); if(conns == 0) fprint(sockfd[conns], "WAIT\n"); } gcount++; pthread_mutex_lock(&game_lock); initlevel(); setgame(gcount); if(debug) drawlevel(); sendlevel(); pthread_mutex_unlock(&game_lock); tdata[0][0] = gcount; tdata[0][1] = 0; tdata[1][0] = gcount; tdata[1][1] = 1; res[0] = pthread_create(&threads[gcount][0], NULL, (void*)clienthandler, (void*)tdata[0]); res[1] = pthread_create(&threads[gcount][1], NULL, (void*)clienthandler, (void*)tdata[1]); if(res[0] || res[1]) { dprint("pthread_create() failed: %d\n", res[0] ? res[0] : res[1]); exit(-1); } else dprint("threads for game %d are created\n", gcount); } } int main(int argc, char **argv) { /* it might not be a real human */ ptype[0] = Human; ptype[1] = Human; listenfd = setuplistener(port); pthread_mutex_init(&game_lock, NULL); /* OpenBSD ignores this */ srand(time(nil)); srv(listenfd); close(listenfd); pthread_mutex_destroy(&game_lock); pthread_exit(NULL); return 0; }