WIP. Probably need to cherry pick stuff out of here.

Added ClientConnection and server-side handshake.
Added MessageSerialiser and Deserialiser.
#story[1095]
This commit is contained in:
fjc40
2017-08-10 12:13:40 +12:00
parent 3ec87582d3
commit 7cc39abe57
35 changed files with 1837 additions and 793 deletions
@@ -0,0 +1,228 @@
package visualiser.model;
import mock.app.MockOutput;
import mock.enums.ConnectionStateEnum;
import mock.exceptions.SourceIDAllocationException;
import mock.model.HeartBeatService;
import mock.model.SourceIdAllocator;
import mock.model.commandFactory.CompositeCommand;
import network.Messages.AC35Data;
import network.Messages.Enums.JoinAcceptanceEnum;
import network.Messages.Enums.MessageType;
import network.Messages.Enums.RequestToJoinEnum;
import network.Messages.JoinAcceptance;
import network.Messages.LatestMessages;
import network.Messages.RequestToJoin;
import network.StreamRelated.MessageDeserialiser;
import network.StreamRelated.MessageSerialiser;
import shared.exceptions.HandshakeException;
import visualiser.app.VisualiserInput;
import visualiser.gameController.ControllerClient;
import visualiser.gameController.ControllerServer;
import java.io.IOException;
import java.net.Socket;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* This class handles the client-server connection handshake, and creation of VisualiserInput and ControllerClient.
*/
public class ServerConnection implements Runnable {
/**
* The socket for the connection to server.
*/
private Socket socket;
/**
* Latest snapshot of the race, received from the server.
*/
private LatestMessages latestMessages;
/**
* Used to convert incoming messages into a race snapshot.
*/
private VisualiserInput visualiserInput;
/**
* Used to send client input to server.
*/
private ControllerClient controllerClient;
/**
* Used to write messages to socket.
*/
private MessageSerialiser messageSerialiser;
/**
* Stores messages to write to socket.
*/
private BlockingQueue<AC35Data> outputQueue;
/**
* Used to read messages from socket.
*/
private MessageDeserialiser messageDeserialiser;
/**
* Stores messages read from socket.
*/
private BlockingQueue<AC35Data> inputQueue;
/**
* The state of the connection to the client.
*/
private ConnectionStateEnum connectionState = ConnectionStateEnum.UNKNOWN;
/**
* Creates a server connection, using a given socket.
* @param socket The socket which connects to the client.
* @param latestMessages Latest race snapshot to send to client.
* @throws IOException Thrown if there is a problem with the client socket.
*/
public ServerConnection(Socket socket, LatestMessages latestMessages) throws IOException {
this.socket = socket;
this.latestMessages = latestMessages;
this.outputQueue = new LinkedBlockingQueue<>();
this.inputQueue = new LinkedBlockingQueue<>();
this.messageSerialiser = new MessageSerialiser(socket.getOutputStream(), outputQueue);
this.messageDeserialiser = new MessageDeserialiser(socket.getInputStream(), inputQueue);
new Thread(messageSerialiser, "ServerConnection()->MessageSerialiser thread " + messageSerialiser).start();
new Thread(messageDeserialiser, "ServerConnection()->MessageDeserialiser thread " + messageDeserialiser).start();
}
@Override
public void run() {
try {
handshake();
} catch (HandshakeException e) {
Logger.getGlobal().log(Level.WARNING, "Server handshake failed.", e);
Thread.currentThread().interrupt();
return;
}
}
/**
* Initiates the handshake with the server.
* @throws HandshakeException Thrown if something goes wrong with the handshake.
*/
private void handshake() throws HandshakeException {
//This function is a bit messy, and could probably be refactored a bit.
connectionState = ConnectionStateEnum.WAITING_FOR_HANDSHAKE;
sendJoinAcceptanceMessage(RequestToJoinEnum.PARTICIPANT);
JoinAcceptance joinAcceptance = waitForJoinAcceptance();
int allocatedSourceID = 0;
//If we join successfully...
if (joinAcceptance.getAcceptanceType() == JoinAcceptanceEnum.JOIN_SUCCESSFUL) {
allocatedSourceID = joinAcceptance.getSourceID();
//TODO need to do something with the ID - maybe flag the correct visualiser boat as being the client's boat?
this.controllerClient = new ControllerClient(inputQueue);
//new Thread(controllerClient, "ServerConnection.run()->ControllerClient thread " + controllerClient).start();
}
this.visualiserInput = new VisualiserInput(latestMessages, outputQueue);
new Thread(visualiserInput, "ServerConnection.run()->VisualiserInput thread " + visualiserInput).start();
connectionState = ConnectionStateEnum.CONNECTED;
}
/**
* Waits until the server sends a {@link JoinAcceptance} message, and returns it.
* @return The {@link JoinAcceptance} message.
* @throws HandshakeException Thrown if we get interrupted while waiting.
*/
private JoinAcceptance waitForJoinAcceptance() throws HandshakeException {
try {
while (connectionState == ConnectionStateEnum.WAITING_FOR_HANDSHAKE) {
AC35Data message = inputQueue.take();
//We need to wait until they actually send a join request.
if (message.getType() == MessageType.JOIN_ACCEPTANCE) {
return (JoinAcceptance) message;
}
}
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
throw new HandshakeException("Handshake failed. Thread: " + Thread.currentThread() + " was interrupted while waiting on the incoming message queue.", e);
}
throw new HandshakeException("Handshake was cancelled. Connection state is now: " + connectionState);
}
/**
* Sends the server a {@link RequestToJoin} message.
* @param requestType The type of request to send
* @throws HandshakeException Thrown if the thread is interrupted while placing message on the outgoing message queue.
*/
private void sendJoinAcceptanceMessage(RequestToJoinEnum requestType) throws HandshakeException {
//Send them the source ID.
RequestToJoin requestToJoin = new RequestToJoin(requestType);
try {
outputQueue.put(requestToJoin);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
throw new HandshakeException("Handshake failed. Thread: " + Thread.currentThread() + " interrupted while placing RequestToJoin message on outgoing message queue.", e);
}
}
/**
* Determines whether or not this connection is still alive.
* This is based off whether the {@link MessageSerialiser} is still alive.
* @return True if it is alive, false otherwise.
*/
public boolean isAlive() {
return messageSerialiser.isRunning();
}
}