Package WarTug

Source Code of WarTug.WarTugServer

package WarTug;

//This includes everything in the server side game logic

import java.io.IOException;
import java.util.ArrayList;

import javax.management.timer.Timer;

import com.esotericsoftware.kryonet.Connection;
import com.esotericsoftware.kryonet.Listener;
import com.esotericsoftware.kryonet.Server;

import WarTug.Network.WarTugConnection;
import WarTug.Network.RegisterName;

public class WarTugServer implements Runnable {
  Server server; //Server listening for client connections
  public boolean end = false;
  public int numPlayers;
  public long start = 0;
  private final long tickLength = 8000;
  private long currTickTime = 0;
  private ArrayList<SimpleUnit> allUnits = new ArrayList<SimpleUnit>(); //Holds all units tracked server side
  private Player[] players = new Player[2];
  private int currWave = 0;

    public WarTugServer () throws IOException {
      //Set-up Server here
      server = new Server() {
            protected Connection newConnection () {
                    // By providing our own connection implementation, we can store per
                    // connection state without a connection ID to state look up.
                    return new WarTugConnection();
            }
      };
     
      // For consistency, the classes to be sent over the network are
        // registered by the same method for both the client and server.
        Network.register(server);
       
        server.addListener(new Listener() {
            public void received (Connection c, Object object) {
                // We know all connections for this server are actually ChatConnections.
              WarTugConnection connection = (WarTugConnection)c;

                if (object instanceof RegisterName) {
                  if (numPlayers==2) return; //Only let two players on server
                    if (connection.name != null) return; // Ignore the object if the name is invalid.
                    String name = ((RegisterName)object).name;
                    if (name == null) return; //Ignore if no name
                    name = name.trim();
                    if (name.length() == 0) return;
                    // Store the name on the connection.
                    connection.name = name;
                    connection.playerNum = numPlayers; //Give player a player number based upon order of connection
                   
                    players[numPlayers] = new Player(numPlayers);
                   
                    synchronized(allUnits) {
                      allUnits.add(new UnitTreeOfLife(numPlayers));
                    }
                   
                    //increment number of players
                    numPlayers++;
                    return;
                }
                if (object instanceof SimpleUnit) {
                  //Don't know if this will ever happen...
                    return;
                }
                if (object instanceof Garden) {
                  Garden g = (Garden) object;
                  if (g!=null) {
                    synchronized (players) {
                      players[g.playerNumber].garden = g;
                    }
                  }
                }
                if (object instanceof Network.ClearRequest) {
                  if (object != null) {
                    synchronized(allUnits) {
                      for (SimpleUnit u : allUnits) {
                        if (u.unitType != UnitType.treeOfLife)
                          u.dealDamage(1000);
                      }
                    }
                  }
                }
            }
            public void disconnected (Connection c) {
              //Need to decide what to do if a client dcs
            }
        });

        server.bind(Network.port); //Binds all of the server listeners to a port
        server.start();
    }
   
    public void run() {
      //Here is where we have the main server game loop
      while (!end && numPlayers<2)
      {
        Thread.yield();
      }
    start = System.currentTimeMillis();
    while (!end){
        long delta = System.currentTimeMillis() - start;
        start = System.currentTimeMillis();
        try {
        Thread.sleep(100); //TODO:Perhaps make new function to mimic the effects of Display.sync(100), it might have to use time stamps, though...
        } catch (InterruptedException e) {
          e.printStackTrace();
        }
       
        if (isUnitSpawnTick(delta)) {
          spawnUnits();
          if (currWave % 3 == 0) {
            server.sendToAllTCP(new Integer(1));
          }
          synchronized (players) {
            for (Player p : players)
            {
              server.sendToAllTCP(p.garden);
            }
          }
        }

        //Send units to the clients, TODO:Maybe have this in unit manager. 
        //Pro: looping through units is done in unit manager, cleaner code. 
        //Con: Must pass server to unit manager
        ArrayList<SimpleUnit> toRemove = new ArrayList<SimpleUnit>();
        int winner = -1;
        boolean gameOver = false;
       
        synchronized(allUnits) {
          for (SimpleUnit unit : allUnits){
            unit.move(delta);
          }
          for (SimpleUnit unit : allUnits){
            unit.doLogic(delta, allUnits);
          }
          for (SimpleUnit unit : allUnits) {
            if (unit.isDead) {
              toRemove.add(unit);
            }
            server.sendToAllTCP(unit);
          }
          for (SimpleUnit unit : toRemove) {
            if (unit.unitType == UnitType.treeOfLife) {
              gameOver = true;
              if (winner == -1) {
                if (unit.unitAllegiance == 0) {
                  winner = 1;
                } else {
                  winner = 0;
                }
              } else {
                winner = -1;
              }
            }
            allUnits.remove(unit);
          }
        }
       
        //Check if the game is over
        if (gameOver) {
          Network.sendEndGameStats(server, winner);
          break;
        }
      }
    }

  private boolean isUnitSpawnTick(long delta) {
    currTickTime += delta;
    if (currTickTime >= tickLength) {
      currTickTime -= tickLength;
      currWave++;
      return true;
    } else {
      return false;
    }
  }
 
  private void spawnUnits() {
    synchronized (players) {
      for (Player p : players) {
        addAllUnits(p.garden.spawnUnits());
      }
    }
  }
 
  private void addAllUnits(ArrayList<SimpleUnit> newUnits) {
    for (SimpleUnit s : newUnits) {
      allUnits.add(s);
    }
  }
}
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