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RemoteView.cpp
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RemoteView.cpp
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/*
* PythonBot - A game by a developer for developers.
* Copyright (C) 2015-2021 Jean-Marie BARAN (jeanmarie.baran@gmail.com)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Refer to 'LICENSE.txt' for the full notice.
*/
#include <cstdio>
#include <cstdlib>
#include <iostream>
#
#include "RemoteView.h"
RemoteView::RemoteView(Model const &model, unsigned int remotePort,
unsigned int contactPort)
: m_model(model), m_clientDisconnected(false) {
sf::TcpListener tcpListener;
// Initialize listener for the incoming connections.
if (tcpListener.listen(remotePort > 0 ? remotePort
: (unsigned int)sf::Socket::AnyPort) !=
sf::Socket::Done) {
std::cerr << "Error : Unable to bind the listener to port " << remotePort
<< std::endl;
// Say the client is disconnected to stop the game.
m_clientDisconnected = true;
}
// Send the remote socket port to the peer...
if (contactPort > 0) { // ...if a port for this has been provided.
sf::TcpSocket contactSocket;
sf::Socket::Status connectionStatus;
unsigned int attemptsLeft(10);
do {
// Connect to the port provided.
connectionStatus =
contactSocket.connect(sf::IpAddress::LocalHost, contactPort);
// If the connection fails, the peer is probably not ready yet.
if (connectionStatus != sf::Socket::Done)
sf::sleep(sf::milliseconds(10)); // Wait a little before retrying.
attemptsLeft--;
} while (connectionStatus != sf::Socket::Done && attemptsLeft > 0);
if (connectionStatus == sf::Socket::Done) {
// Size is 6 because the maximum value is 65535 (5 digits plus '\0').
char data[6] = {0};
/* Do not use 'remotePort' here as if it is zero (and it should be the
* case), a random port has been chosen. */
int numCharacters(sprintf(data, "%u", tcpListener.getLocalPort()));
// Send the port the server will listen on.
if (numCharacters > 0) {
if (contactSocket.send(data, numCharacters) != sf::Socket::Done)
std::cerr << "Error : Sending remote socket port to the peer failed"
<< std::endl;
} else
std::cerr
<< "Error : Unable to write the remote socket port to a buffer"
<< std::endl;
contactSocket.disconnect();
} else
std::cerr
<< "Error : Could not connect to the peer to the specified port ("
<< contactPort << ")" << std::endl;
}
// Accept connection from a client.
std::cout << "Waiting for a client..." << std::endl;
if (tcpListener.accept(m_tcpClient) == sf::Socket::Done) {
if (!send_initial_state())
// Say that the client is disconnected to stop the game.
m_clientDisconnected = true;
else
std::cout << "Client connected" << std::endl;
} else {
std::cerr << "Error : Unable to connect to client" << std::endl;
// Say the client is disconnected to stop the game.
m_clientDisconnected = true;
}
// Close the listener (not needed anymore).
tcpListener.close();
}
RemoteView::EventRequest RemoteView::read_events() {
if (m_clientDisconnected)
return REQUEST_QUIT;
else
return REQUEST_NONE;
}
/* As the parameter is unused, no need to name it. This remove the "Unused
* parameter" warning. */
void RemoteView::draw(std::vector<Object *> const &) {
// Nothing stored here, it is easier to register a reference to the model and
// asking it at the moment of sending data to the remote client.
}
void RemoteView::render() {
sf::sleep(sf::milliseconds(20));
send_current_state();
}
/* As the last parameter is unused, no need to name it. This remove the "Unused
* parameter" warning. */
void RemoteView::add_explosion(sf::Vector2f const &position, float) {
// The radius will be choosen by the client.
m_explosions.push_back(position);
}
/* As the last parameter is unused, no need to name it. This remove the "Unused
* parameter" warning. */
void RemoteView::add_bot_explosion(sf::Vector2f const &position, float) {
// The radius will be chosen by the client.
m_botExplosions.push_back(position);
}
void RemoteView::draw_pause() {}
bool RemoteView::send_initial_state() {
// clang-format off
/*
* The format of the frame is as follow :
*
* 0 1 2 3 4 5 6
* 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
* | Width | Height |Number of walls|Number of bots |
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
* | Wall x position (1) | Wall y position (1) |Wall radius (1)| Color bot (2) | <-- Repeat (1) for each wall (repeat the entire block (1) each time).
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ <-- Exact position in frame become unknown (as walls vary in numbers).
* | Bot x position (2) | Bot y position (2) | Bot rotation (2) |
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
* |Name length (2)| Bot name (2) | <-- Repeat (2) for each bot (repeat the entire block (2) each time).
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
*
* Width, height : in pixels.
* Positions, radius : in pixels.
* Rotation : in degrees.
*
* Colors are :
* 0 : Red
* 1 : Green
* 2 : Blue
* 3 : Yellow
* 4 : Magenta
* 5 : Cyan
* 6 : Orange
* 7 : Purple
*/
// clang-format on
// Walls and bots are not yet taken into account here (see below). In bytes.
unsigned int frameSize(2 + 2 + 1 + 1);
// Compute size for the walls.
// Positions and radius of the walls.
frameSize += (2 + 2 + 1) * m_model.get_circles().size();
// Get all bots' names, and compute the total frameSize.
std::vector<std::string> botNames;
for (std::vector<Object *>::const_iterator botIter(
m_model.get_alive_bots().begin());
botIter != m_model.get_alive_bots().end(); botIter++) {
botNames.push_back(((Bot *)*botIter)->get_name());
// Colors, positions, rotations and names of the bots.
frameSize += 1 + 2 + 2 + 2 + 1 + botNames.back().size();
}
// Allocate the frame.
char *initialState(0);
initialState = (char *)malloc(frameSize);
if (initialState == 0) {
std::cerr
<< "Error : Could not allocate the memory for the initial state frame"
<< std::endl;
return false;
}
// Fill the frame.
unsigned int index(0); // Current position in the frame.
initialState[index++] = m_model.get_width() >> 8;
initialState[index++] = m_model.get_width();
initialState[index++] = m_model.get_height() >> 8;
initialState[index++] = m_model.get_height();
initialState[index++] = m_model.get_circles().size();
initialState[index++] = m_model.get_alive_bots().size();
for (unsigned int i(0); i < m_model.get_circles().size(); i++) {
// Get a direct pointer for convenience.
Circle *wall((Circle *)m_model.get_circles()[i]);
initialState[index++] = (int)wall->get_position().x >> 8;
initialState[index++] = (int)wall->get_position().x;
initialState[index++] = (int)wall->get_position().y >> 8;
initialState[index++] = (int)wall->get_position().y;
initialState[index++] = (int)wall->get_radius();
}
for (unsigned int i(0); i < m_model.get_alive_bots().size(); i++) {
// Get a direct pointer for convenience.
Bot *bot((Bot *)m_model.get_alive_bots()[i]);
initialState[index++] = i; // The ID.
initialState[index++] = (int)bot->get_position().x >> 8;
initialState[index++] = (int)bot->get_position().x;
initialState[index++] = (int)bot->get_position().y >> 8;
initialState[index++] = (int)bot->get_position().y;
initialState[index++] = (int)bot->get_SFML_shape().getRotation() >> 8;
initialState[index++] = (int)bot->get_SFML_shape().getRotation();
initialState[index++] = bot->get_name().length();
bot->get_name().copy(initialState + index, bot->get_name().length());
index += bot->get_name().length(); // Update index position.
}
// Finally check the data written is consistent with the expected length.
if (frameSize != index)
std::cerr << "Error : The expected length of the initial state frame is "
"wrong (expected "
<< frameSize << ", got " << index << "). Sending data even so"
<< std::endl;
// Send the data.
if (m_tcpClient.send(initialState, frameSize) != sf::Socket::Done) {
std::cerr << "Error : Sending initial data to the client failed"
<< std::endl;
free(initialState);
return false;
}
free(initialState);
return true;
}
void RemoteView::send_current_state() {
// clang-format off
/*
* The format of the frame is as follow :
*
* 0 1 2 3 4 5 6 7
* 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
* |P| Bot ID | Bot rotation |A|S| Life | Num kills |Bullets| Bot x position | Bot y position |
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
* | Scan x position | Scan y position | Scan radius |Num of bullets | Bullet x <-- Repeat the entire block (beginning to scan y position OR bot y position, see below) for each bot.
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ <-- Exact position in frame become unknown (as bots vary in numbers).
* position (1) | Bullet y position (1) |Num explosions | Explosion x position (2) | Explosion y position (2) | <-- Repeat (1) for each bullet (repeat the entire block (1) each time).
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ <-- Repeat (2) for each explosion (repeat the entire block (2) each time).
* |Num EXPLOSIONS | Explosion x position (3) | Explosion y position (3) | <-- Repeat (3) for each bot explosion (repeat the entire block (3) each time).
* +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
*
*
* Caption:
* - 'P': 1 if paused, 0 otherwise. Note that this bit is actually repeated
* for each bot, but only the first one describe the pause status. All
* others are unused.
* - 'Bot ID': ID of the bot. Max is 63.
* - 'Bot rotation': rotation in degrees. /!\ This field is 9 bits /!\. Max is
* 511.
* - 'A': 1 if the bot is alive, 0 otherwise.
* - 'S': 1 if the scan is active (the bot has scanned at least once and is
* alive), 0 otherwise.
* - 'Life': remaining life of the bot. Max is 15.
* - 'Num kills': number of kills made by the bot. Max is 63.
* - 'Bullets': number of remaining bullets of the bot. Max is 15.
* - ... (obvious fields)...
* - 'Num explosions': are the little explosions. Max is 255.
* - 'Num EXPLOSIONS': are the big explosions. Max is 255.
*
* Notes:
* - The scan position/radius blocks are sent only if the bot has scanned at
* least once (bit 'S' to 1), and if it is alive.
* - Only the initial explosions are sent. The client must then manage their
* lifetime.
*/
// clang-format on
unsigned int frameSize(0); // In bytes.
// Compute size for the bots.
for (unsigned int i(0); i < m_model.get_bots().size(); i++) {
// The scan is sent only if the bot is alive.
frameSize += 4 + 2 + 2 +
(((Bot *)m_model.get_bots()[i])->get_scan().get_active() &&
((Bot *)m_model.get_bots()[i])->is_alive()
? 2 + 2 + 2
: 0);
}
// Compute size for the bullets and the explosions.
frameSize += 1 + (2 + 2) * m_model.get_bullets().size();
frameSize += 1 + (2 + 2) * m_explosions.size();
frameSize += 1 + (2 + 2) * m_botExplosions.size();
// Fill the frame.
unsigned int index(0); // Current position in the frame.
unsigned int const maxFrameSize(2048);
// Static allocation is better than allocating / deallocating continuously.
unsigned char currentState[maxFrameSize] = {
0 /*false ? (char) 1 << 7 : 0*/ /* The pause */};
for (unsigned int i(0); i < m_model.get_bots().size();
i++) { // Loop over alive and dead bots all alike.
// Get a direct pointer for convenience, taking from the correct list.
Bot *bot((Bot *)m_model.get_bots()[i]);
/* Color. Do not remove '|', don't forget the pause! Do not replace '|=' by
* '+=' as the type is char and not unsigned char! */
currentState[index] |= i << 1;
// High order first bit of the rotation.
currentState[index++] |= (int)bot->get_SFML_shape().getRotation() >> 8;
// Truncated automatically.
currentState[index++] = (int)bot->get_SFML_shape().getRotation();
currentState[index] = (bot->is_alive() ? 1 : 0) << 7;
// Mark also the scan as inactive if the bot is dead.
currentState[index] |=
(bot->get_scan().get_active() && bot->is_alive() ? 1 : 0) << 6;
currentState[index] |= bot->get_health() << 2;
currentState[index++] |= bot->get_num_kills() >> 4;
currentState[index] = bot->get_num_kills() << 4;
currentState[index++] |= bot->get_bullets_left();
currentState[index++] = (int)bot->get_position().x >> 8;
currentState[index++] = (int)bot->get_position().x;
currentState[index++] = (int)bot->get_position().y >> 8;
currentState[index++] = (int)bot->get_position().y;
if (bot->get_scan().get_active() &&
bot->is_alive()) { // The scan is sent only if the bot is alive.
currentState[index++] = (int)bot->get_scan().get_position().x >> 8;
currentState[index++] = (int)bot->get_scan().get_position().x;
currentState[index++] = (int)bot->get_scan().get_position().y >> 8;
currentState[index++] = (int)bot->get_scan().get_position().y;
currentState[index++] = (int)bot->get_scan().get_radius() >> 8;
currentState[index++] = (int)bot->get_scan().get_radius();
}
}
currentState[index++] = m_model.get_bullets().size();
for (unsigned int i(0); i < m_model.get_bullets().size(); i++) {
// Get a direct pointer for convenience.
Bullet *bullet((Bullet *)m_model.get_bullets()[i]);
currentState[index++] = (int)bullet->get_position().x >> 8;
currentState[index++] = (int)bullet->get_position().x;
currentState[index++] = (int)bullet->get_position().y >> 8;
currentState[index++] = (int)bullet->get_position().y;
}
currentState[index++] = m_explosions.size();
for (unsigned int i(0); i < m_explosions.size(); i++) {
currentState[index++] = (int)m_explosions[i].x >> 8;
currentState[index++] = (int)m_explosions[i].x;
currentState[index++] = (int)m_explosions[i].y >> 8;
currentState[index++] = (int)m_explosions[i].y;
}
currentState[index++] = m_botExplosions.size();
for (unsigned int i(0); i < m_botExplosions.size(); i++) {
currentState[index++] = (int)m_botExplosions[i].x >> 8;
currentState[index++] = (int)m_botExplosions[i].x;
currentState[index++] = (int)m_botExplosions[i].y >> 8;
currentState[index++] = (int)m_botExplosions[i].y;
}
// Clear the explosions for the next iteration.
m_explosions.clear();
m_botExplosions.clear();
// Finally check the data written is consistent with the expected length.
if (frameSize != index)
std::cerr << "Error : The expected length of the current state frame is "
"wrong (expected "
<< frameSize << ", got " << index << "). Sending data even so"
<< std::endl;
if (frameSize > maxFrameSize) {
// Exit the game, as the view will fail on the client side.
std::cerr << "Error : The frame reached the maximum size allowed ("
<< maxFrameSize << " bytes). Consider raising this value"
<< std::endl;
m_clientDisconnected = true;
} else {
// Send the data.
sf::Socket::Status status(m_tcpClient.send(currentState, frameSize));
if (status != sf::Socket::Done) {
std::cerr << "Error : Sending current state to the client failed"
<< std::endl;
if (status == sf::Socket::Disconnected) {
/* Exit the game only if the client disconnected. Otherwise, try
* continuing. */
m_tcpClient.disconnect();
m_clientDisconnected = true;
}
}
}
}