////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////SERVER///////////////////////////////////////////////////////////////////////////////////
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        //Server Functions implementation
        void InitializeServer()
        {
            try
            {
                //write code to initialize currentSocket to be server socket
                currentSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Any, groupPort);
                currentSocket.Bind(serverEndPoint);
                Console.WriteLine("Initialized server");
                //add the server to clientList
                //set the servers rank = 0;
                numberOfPlayers = 0;
                Client server = new Client();
                server.IP           = GameStart.GetLocalIPAddress();
                server.Rank         = numberOfPlayers;
                server.playerSocket = currentSocket;
                clients.Add(server);
                listBox1.Items.Add(server.Rank + ". " + server.IP);
                numberOfPlayers++;
                Console.WriteLine("Added the server to player list");
            }
            catch (Exception ex)
            {
                Console.WriteLine("Failed to initialize server\n" + ex.Message + '\n' + ex.Data + '\n' + ex.StackTrace);
            }
        }
Beispiel #2
0
 void SendTheWinnerIsMeToServer()
 {
     //use the currentPlayer socket to send to server the winner message
     //message should look like this:
     //IP#
     currentPlayer.Send(Encoding.ASCII.GetBytes(GameStart.GetLocalIPAddress() + "#"));
     Console.WriteLine("Sent the winner is me to server");
 }
Beispiel #3
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        //////////////////////////////////////////////////////////////////////////////////////////////////////////CLIENT///////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        void SendLocationToServer()
        {
            //use the currentPlayer socket to send to server "PlayersLocation[myIndex]"
            //message should look like this:
            //IP#PlayersLocation[myIndex]#
            currentPlayer.Send(Encoding.ASCII.GetBytes(GameStart.GetLocalIPAddress() + "#" + PlayersLocation[myIndex].X + "," + PlayersLocation[myIndex].Y + "#"));
            Console.WriteLine("Sent new location to server");
        }
        void BroadCastIP()
        {
            //write code to broadcast your IP
            IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, groupPort);
            String     serverIP = GameStart.GetLocalIPAddress();

            byte[] serverIPBytes = Encoding.ASCII.GetBytes(serverIP);
            udp.Send(serverIPBytes, serverIPBytes.Length, endPoint);
            Console.WriteLine("Broadcasted IP\nServer IP: " + serverIP);
            broadcastPlayerList();
            //Hint: this function is called repeatedly using timer every 5seconds
        }
Beispiel #5
0
        public GamePlayingScreen(char[,] board, Dictionary <Point, int> snakes, Dictionary <Point, int> ladders, List <Client> clients, int numberOfPlayers, Socket me, bool Server, UdpClient udp)
        {
            activeForm = this;
            InitializeComponent();
            Clients              = clients;
            gameBoard            = board;
            Snakes               = snakes;
            Ladders              = ladders;
            currentPlayer        = me;
            this.numberOfPlayers = numberOfPlayers;

            PlayersLocation = new List <Point>();
            for (int i = 0; i < numberOfPlayers; i++)
            {
                PlayersLocation.Add(new Point(0, 0));
            }

            GeneratePlayerList(numberOfPlayers);
            isServer = Server;

            DoubleBuffered = true;
            SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
            DrawBoard();

            if (isServer)
            {
                this.serverUdpClient   = udp;
                btnRollTheDice.Enabled = true;
                myIndex = 0;
                for (int i = 1; i < clients.Count; i++)
                {
                    Thread t = new Thread(new ParameterizedThreadStart(RecieveFromClients));
                    t.Start(clients[i]);
                }
                for (int i = 1; i < clients.Count; i++)
                {
                    clients[i].playerSocket.Send(Encoding.ASCII.GetBytes(clients[i].Rank.ToString()));
                }
            }
            else
            {
                Console.WriteLine("Sending join game notification to server");
                currentPlayer.Send(Encoding.ASCII.GetBytes("Client with IP " + GameStart.GetLocalIPAddress() + " joined the game"));
                Console.WriteLine("Sent join game notification to server");
                byte[] myIndexBytes = new byte[20];
                currentPlayer.Receive(myIndexBytes);
                Console.WriteLine("My index is " + Encoding.ASCII.GetString(myIndexBytes));
                myIndex = Int32.Parse(Encoding.ASCII.GetString(myIndexBytes));
            }
        }
Beispiel #6
0
        void RecieveFromServer()
        {
            //use the currentPlayer socket to recieve from the server

            //parse the recieved message


            while (recieving)
            {
                byte[] arr  = new byte[10000];
                int    size = currentPlayer.Receive(arr);

                if (arr[0] == (byte)'l' && arr[1] == (byte)'o')
                {
                    byte[] newByte = new byte[size];
                    for (int i = 4; i < size; i++)
                    {
                        newByte[i - 4] = arr[i];
                    }
                    PlayersLocation = (List <Point>)GameStart.ByteArrayToObject(newByte);
                    Console.WriteLine("playerLocationRecieved ");
                }
                else
                {
                    var message = Encoding.ASCII.GetString(arr);
                    Console.WriteLine(message);

                    ParseMessage(message);
                }
            }

            //if turn message check if the IP matched with my IP
            //then check if currentPlayer boolean = true
            //enable "RollTheDice" button and play
            //else keep it disabled

            //if location message then update the location of player n
            //update client n location

            //if winning message
            //go to WinningForm with the playerNumber
        }
        private void btnStartGame_Click(object sender, EventArgs e)
        {
            //foreach(Client c in clients)
            //{
            //    byte[] numPlayersBytes = new byte[20];
            //    numPlayersBytes = Encoding.ASCII.GetBytes(numberOfPlayers.ToString());
            //    c.playerSocket.Send(numPlayersBytes);
            //}
            tmrBroadCastIP.Stop();
            IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, groupPort);
            String     serverIP = GameStart.GetLocalIPAddress();

            byte[] serverIPBytes = Encoding.ASCII.GetBytes("start");
            udp.Send(serverIPBytes, serverIPBytes.Length, endPoint);
            Console.WriteLine("Broadcasted start game");
            GenerateSnakesAndLadders();
            char[,] board = GenerateBoard(snakes, ladders);
            gpc           = new GamePlayingScreen(board, snakes, ladders, clients, clients.Count, currentSocket, true, udp);
            this.Visible  = false;
            gpc.Show();
        }