WIP. Probably need to cherry pick stuff out of here.
Added ClientConnection and server-side handshake. Added MessageSerialiser and Deserialiser. #story[1095]
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@@ -3,6 +3,7 @@ package visualiser.gameController;
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import network.BinaryMessageEncoder;
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import network.Exceptions.InvalidMessageException;
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import network.MessageEncoders.RaceVisionByteEncoder;
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import network.Messages.AC35Data;
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import network.Messages.BoatAction;
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import network.Messages.Enums.BoatActionEnum;
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import network.Messages.Enums.MessageType;
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@@ -13,6 +14,7 @@ import java.io.IOException;
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import java.net.Socket;
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import java.net.SocketException;
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import java.nio.ByteBuffer;
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import java.util.concurrent.BlockingQueue;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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@@ -20,28 +22,18 @@ import java.util.logging.Logger;
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* Basic service for sending key presses to game server
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*/
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public class ControllerClient {
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/**
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* Socket to server
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*/
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Socket socket;
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/**
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* Output stream wrapper for socket to server
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* Queue of messages to be sent to server.
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*/
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DataOutputStream outputStream;
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private BlockingQueue<AC35Data> outgoingMessages;
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/**
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* Initialise controller client with live socket.
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* @param socket to server
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* @param outgoingMessages Queue to place messages on to send to server.
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*/
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public ControllerClient(Socket socket) {
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this.socket = socket;
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try {
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this.outputStream = new DataOutputStream(socket.getOutputStream());
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} catch (IOException e) {
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e.printStackTrace();
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}
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public ControllerClient(BlockingQueue<AC35Data> outgoingMessages) {
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this.outgoingMessages = outgoingMessages;
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}
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/**
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@@ -49,27 +41,13 @@ public class ControllerClient {
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* @param key to send
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* @throws IOException if socket write fails
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*/
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public void sendKey(ControlKey key) throws IOException {
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public void sendKey(ControlKey key) throws InterruptedException {
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BoatActionEnum protocolCode = key.getProtocolCode();
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if(protocolCode != BoatActionEnum.NOT_A_STATUS) {
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BoatAction boatAction = new BoatAction(protocolCode);
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//Encode BoatAction.
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try {
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byte[] encodedBoatAction = RaceVisionByteEncoder.encode(boatAction);
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BinaryMessageEncoder binaryMessage = new BinaryMessageEncoder(MessageType.BOATACTION, System.currentTimeMillis(), 0,
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(short) encodedBoatAction.length, encodedBoatAction);
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System.out.println("Sending out key: " + protocolCode);
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outputStream.write(binaryMessage.getFullMessage());
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} catch (InvalidMessageException e) {
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Logger.getGlobal().log(Level.WARNING, "Could not encode BoatAction: " + boatAction, e);
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}
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outgoingMessages.put(boatAction);
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}
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}
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@@ -1,16 +1,19 @@
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package visualiser.gameController;
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import mock.model.commandFactory.Command;
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import mock.model.commandFactory.CommandFactory;
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import mock.model.commandFactory.CompositeCommand;
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import network.BinaryMessageDecoder;
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import network.Exceptions.InvalidMessageException;
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import network.MessageDecoders.BoatActionDecoder;
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import network.Messages.AC35Data;
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import network.Messages.BoatAction;
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import network.Messages.Enums.BoatActionEnum;
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import visualiser.gameController.Keys.ControlKey;
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import visualiser.gameController.Keys.KeyFactory;
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import network.Messages.Enums.MessageType;
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import java.io.DataInputStream;
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import java.io.IOException;
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import java.net.Socket;
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import java.io.InputStream;
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import java.util.concurrent.BlockingQueue;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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@@ -18,57 +21,69 @@ import java.util.logging.Logger;
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* Service for dispatching key press data to race from client
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*/
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public class ControllerServer implements Runnable {
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/**
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* Socket to client
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*/
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private Socket socket;
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/**
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* Wrapper for input from client
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*/
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private DataInputStream inputStream;
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/**
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* Initialise server-side controller with live client socket
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* @param socket to client
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* Queue of incoming messages from client.
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*/
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public ControllerServer(Socket socket) {
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this.socket = socket;
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try {
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this.inputStream = new DataInputStream(this.socket.getInputStream());
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} catch (IOException e) {
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e.printStackTrace();
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}
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private BlockingQueue<AC35Data> inputQueue;
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/**
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* Collection of commands from client for race to execute.
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*/
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private CompositeCommand compositeCommand;
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/**
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* This is the source ID associated with the client.
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*/
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private int clientSourceID;
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/**
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* Initialise server-side controller with live client socket.
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* @param compositeCommand Commands for the race to execute.
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* @param inputQueue The queue of messages to read from.
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* @param clientSourceID The source ID of the client's boat.
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*/
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public ControllerServer(CompositeCommand compositeCommand, BlockingQueue<AC35Data> inputQueue, int clientSourceID) {
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this.compositeCommand = compositeCommand;
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this.inputQueue = inputQueue;
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this.clientSourceID = clientSourceID;
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}
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/**
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* Wait for controller key input from client and loop.
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*/
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@Override
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public void run() {
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while(true) {
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byte[] message = new byte[20];
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while(!Thread.interrupted()) {
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try {
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if (inputStream.available() > 0) {
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inputStream.read(message);
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AC35Data message = inputQueue.take();
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BinaryMessageDecoder encodedMessage = new BinaryMessageDecoder(message);
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BoatActionDecoder boatActionDecoder = new BoatActionDecoder();
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if (message.getType() == MessageType.BOATACTION) {
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try {
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boatActionDecoder.decode(encodedMessage.getMessageBody());
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BoatAction boatAction = boatActionDecoder.getMessage();
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System.out.println("Received key: " + boatAction.getBoatAction());
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} catch (InvalidMessageException e) {
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Logger.getGlobal().log(Level.WARNING, "Could not decode BoatAction message.", e);
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}
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BoatAction boatAction = (BoatAction) message;
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boatAction.setSourceID(clientSourceID);
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Command command = CommandFactory.createCommand(boatAction);
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compositeCommand.addCommand(command);
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}
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} catch (IOException e) {
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e.printStackTrace();
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} catch (InterruptedException e) {
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Logger.getGlobal().log(Level.WARNING, "ControllerServer Interrupted while waiting for message on incoming message queue.", e);
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Thread.currentThread().interrupt();
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return;
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}
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}
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}
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}
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@@ -27,8 +27,8 @@ public class KeyFactory {
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keyState.put("SPACE", new VMGKey("VMG"));
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keyState.put("SHIFT", new SailsToggleKey("Toggle Sails"));
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keyState.put("ENTER", new TackGybeKey("Tack/Gybe"));
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keyState.put("PAGE_UP", new UpWindKey("Upwind"));
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keyState.put("PAGE_DOWN", new DownWindKey("Downwind"));
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keyState.put("UP", new UpWindKey("Upwind"));
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keyState.put("DOWN", new DownWindKey("Downwind"));
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}
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/**
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