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package mock.model;
import mock.app.MockOutput;
import mock.enums.ConnectionStateEnum;
import shared.exceptions.HandshakeException;
import mock.exceptions.SourceIDAllocationException;
import mock.model.commandFactory.CompositeCommand;
import network.Messages.*;
import network.Messages.Enums.JoinAcceptanceEnum;
import network.Messages.Enums.MessageType;
import network.Messages.Enums.RequestToJoinEnum;
import network.StreamRelated.MessageDeserialiser;
import network.StreamRelated.MessageSerialiser;
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 connection handshake, and creation of MockOutput and ControllerServer.
*/
public class ClientConnection implements Runnable {
/**
* The socket for the client's connection.
*/
private Socket socket;
/**
* Periodically sends HeartBeat messages to client.
*/
private HeartBeatService heartBeatService;
/**
* The thread the {@link HeartBeatService} runs on.
*/
private Thread heartBeatThread;
/**
* Used to allocate source ID to client, if they request to participate.
*/
private SourceIdAllocator sourceIdAllocator;
/**
* Latest snapshot of the race, to send to client. Currently only used for XML messages.
*/
private LatestMessages latestMessages;
/**
* Collection of commands from client for race to execute.
*/
private CompositeCommand compositeCommand;
/**
* The race the client is connected to.
*/
private RaceLogic raceLogic;
/**
* Used to send the race snapshot to client.
*/
private MockOutput mockOutput;
/**
* The thread the {@link MockOutput} runs on.
*/
private Thread mockOutputThread;
/**
* Used to receive client input, and turn it into commands.
*/
private ControllerServer controllerServer;
/**
* The thread the {@link ControllerServer} runs on.
*/
private Thread controllerServerThread;
/**
* 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;
/**
* The source ID that has been allocated to the client.
* 0 means not allocated.
*/
private int allocatedSourceID = 0;
/**
* Creates a client connection, using a given socket.
* @param socket The socket which connects to the client.
* @param sourceIdAllocator Used to allocate a source ID for the client.
* @param latestMessages Latest race snapshot to send to client.
* @param compositeCommand Collection of commands for race to execute.
* @param raceLogic The race the client is connected to.
* @throws IOException Thrown if there is a problem with the client socket.
*/
public ClientConnection(Socket socket, SourceIdAllocator sourceIdAllocator, LatestMessages latestMessages, CompositeCommand compositeCommand, RaceLogic raceLogic) throws IOException {
this.socket = socket;
this.sourceIdAllocator = sourceIdAllocator;
this.latestMessages = latestMessages;
this.compositeCommand = compositeCommand;
this.raceLogic = raceLogic;
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, "ClientConnection()->MessageSerialiser thread " + messageSerialiser).start();
new Thread(messageDeserialiser, "ClientConnection()->MessageDeserialiser thread " + messageDeserialiser).start();
this.heartBeatService = new HeartBeatService(outputQueue);
this.heartBeatThread = new Thread(heartBeatService, "ClientConnection()->HeartBeatService thread " + heartBeatService);
this.heartBeatThread.start();
}
@Override
public void run() {
try {
handshake();
} catch (HandshakeException | SourceIDAllocationException e) {
Logger.getGlobal().log(Level.WARNING, "Client handshake failed.", e);
Thread.currentThread().interrupt();
return;
}
}
/**
* Initiates the handshake with the client.
* @throws HandshakeException Thrown if something goes wrong with the handshake.
* @throws SourceIDAllocationException Thrown if we cannot allocate a sourceID.
*/
private void handshake() throws SourceIDAllocationException, HandshakeException {
//This function is a bit messy, and could probably be refactored a bit.
connectionState = ConnectionStateEnum.WAITING_FOR_HANDSHAKE;
RequestToJoin requestToJoin = waitForRequestToJoin();
allocatedSourceID = 0;
//If they want to participate, give them a source ID number.
if (requestToJoin.getRequestType() == RequestToJoinEnum.PARTICIPANT) {
allocatedSourceID = sourceIdAllocator.allocateSourceID();
this.controllerServer = new ControllerServer(compositeCommand, inputQueue, allocatedSourceID, raceLogic.getRace());
this.controllerServerThread = new Thread(controllerServer, "ClientConnection.run()->ControllerServer thread" + controllerServer);
this.controllerServerThread.start();
}
sendJoinAcceptanceMessage(allocatedSourceID);
this.mockOutput = new MockOutput(latestMessages, outputQueue);
this.mockOutputThread = new Thread(mockOutput, "ClientConnection.run()->MockOutput thread" + mockOutput);
this.mockOutputThread.start();
connectionState = ConnectionStateEnum.CONNECTED;
}
/**
* Waits until the client sends a {@link RequestToJoin} message, and returns it.
* @return The {@link RequestToJoin} message.
* @throws HandshakeException Thrown if we get interrupted while waiting.
*/
private RequestToJoin waitForRequestToJoin() 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.REQUEST_TO_JOIN) {
return (RequestToJoin) 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 client a {@link JoinAcceptance} message, containing their assigned sourceID.
* @param sourceID The sourceID to assign to client.
* @throws HandshakeException Thrown if the thread is interrupted while placing message on the outgoing message queue.
*/
private void sendJoinAcceptanceMessage(int sourceID) throws HandshakeException {
//Send them the source ID.
JoinAcceptance joinAcceptance = new JoinAcceptance(JoinAcceptanceEnum.JOIN_SUCCESSFUL_PARTICIPANT, sourceID);
try {
outputQueue.put(joinAcceptance);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
throw new HandshakeException("Handshake failed. Thread: " + Thread.currentThread() + " interrupted while placing JoinAcceptance 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();
}
/**
* Terminates this connection.
*/
public void terminate() {
if (this.heartBeatThread != null) {
this.heartBeatThread.interrupt();
}
if (this.mockOutputThread != null) {
this.mockOutputThread.interrupt();
}
if (this.controllerServerThread != null) {
this.controllerServerThread.interrupt();
}
if (allocatedSourceID != 0) {
sourceIdAllocator.returnSourceID(allocatedSourceID);
}
}
}