Added ControllerClient and ControllerServer
- StartController sets up client-wide ControllerClient on socket to game server. - RaceController now calls ControllerClient.sendKey with each keypress - ConnectionAcceptor runs ControllerServer for each successfully connected client #story[1089]
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@@ -19,6 +19,7 @@ import shared.exceptions.InvalidRaceDataException;
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import shared.exceptions.InvalidRegattaDataException;
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import shared.exceptions.XMLReaderException;
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import visualiser.app.VisualiserInput;
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import visualiser.gameController.ControllerClient;
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import visualiser.model.VisualiserBoat;
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import visualiser.model.VisualiserRace;
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@@ -76,6 +77,8 @@ public class StartController extends Controller implements Observer {
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*/
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private VisualiserRace visualiserRace;
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private ControllerClient controllerClient;
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/**
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* An array of colors used to assign colors to each boat - passed in to the VisualiserRace constructor.
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*/
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@@ -258,7 +261,7 @@ public class StartController extends Controller implements Observer {
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startWrapper.setVisible(false);
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start.setVisible(false);
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parent.beginRace(visualiserInput, visualiserRace);
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parent.beginRace(visualiserInput, visualiserRace, controllerClient);
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}
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}
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}.start();
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@@ -308,6 +311,8 @@ public class StartController extends Controller implements Observer {
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try {
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//Begin reading packets from the socket/server.
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this.visualiserInput = new VisualiserInput(socket);
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//Send controller input to server
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this.controllerClient = new ControllerClient(socket);
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//Store a reference to latestMessages so that we can observe it.
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LatestMessages latestMessages = this.visualiserInput.getLatestMessages();
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latestMessages.addObserver(this);
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