Esempio n. 1
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        public void CreateGameTest()
        {
            Connect4Service target = new Connect4Service(6001, 30, Connect4Service.WhoGoesFirst.random);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6001);
            SocketTestHelper client2 = new SocketTestHelper("localhost", 6001);

            client1.Send("@name\n#Mr.Test\n");
            client2.Send("@name\n#Mrs.Test\n");

            string message1 = client1.Recieve(3, 2000);
            string message2 = client2.Recieve(3, 2000);

            Assert.IsTrue("@play\r\n#Mrs.Test\r\n#30\r\n" == message1 || "@play\n#Mrs.Test\n#30\n" == message1);
            Assert.IsTrue("@play\r\n#Mr.Test\r\n#30\r\n" == message2 || "@play\n#Mr.Test\n#30\n" == message2);
        }
Esempio n. 2
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        public void DisconnectTest1()
        {
            Connect4Service target = new Connect4Service(6015, 30, Connect4Service.WhoGoesFirst.first);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6015);

            client1.Close();

            try
            {
                SocketTestHelper client2 = new SocketTestHelper("localhost", 6015);
            }
            catch (Exception e)
            {
                Assert.Fail("Unable to connect to the server:" + e.Message);
            }
        }
        private ClientState state; //Current state of the player

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Constructs a new Connect4ClientConnection object to manage the connection
        /// between the player connecting to the given server through the given socket.
        /// </summary>
        /// <param name="_socket">Socket the player is connecting through</param>
        /// <param name="_server">Server the player is connecting to</param>
        public Connect4ClientConnection(Socket _socket, Connect4Service _server)
        {
            socket = _socket;
            Name = null;
            state = ClientState.notPlaying;
            server = _server;
            outBuffer = new byte[1024];
            inBuffer = new byte[1024];
            pendingSends = "";
            incomingMessage = "";
            isSending = false;
            lastBadCommand = null;

            try
            {
                socket.BeginReceive(inBuffer, 0, inBuffer.Length, SocketFlags.None, MessageReceived, null);
            }
            catch (Exception)
            {
                DisconnectHelper();
            }
        }
Esempio n. 4
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        public static void Main(string[] args)
        {
            int port = 0;
            int timeLimit = 0;
            if (args.Length != 2 || !Int32.TryParse(args[0], out port) || !Int32.TryParse(args[1], out timeLimit))
            {
                Console.WriteLine("usage: " + System.IO.Path.GetFileName(Application.ExecutablePath)
                    + " <portNumber> <timelimit>");
                return;
            }
            else if (port < IPEndPoint.MinPort || port > IPEndPoint.MaxPort)
            {
                Console.WriteLine("invalid port number");
                return;
            }
            else if (timeLimit <= 0)
            {
                Console.WriteLine("time limit must be positive");
                return;
            }

            try
            {
                Connect4Service serv = new Connect4Service(port, timeLimit, Connect4Service.WhoGoesFirst.random);
                serv.NotificationEvent += (msg) =>
                {
                    Console.WriteLine(msg);
                };
                Console.ReadLine();
                serv.Shutdown();
            }
            catch (InvalidOperationException e)
            {
                Console.WriteLine("Server couldn't start: " + e.Message);
                Console.ReadLine();
            }
        }
Esempio n. 5
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        private long whiteTimeLeft; //Time remaining for White's turns

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Constructs a new game between two players. Randomly selects positions (black or white), and sets
        /// up a timer to manage time left for a turn.
        /// </summary>
        /// <param name="client1">Player 1</param>
        /// <param name="client2">Player 2</param>
        /// <param name="timeLimit">Time limit for this game</param>
        public Connect4Game(Connect4ClientConnection client1, Connect4ClientConnection client2, int _timeLimit, 
            Connect4Service.WhoGoesFirst choosingMethod)
        {
            switch (choosingMethod)
            {
                case Connect4Service.WhoGoesFirst.first:
                    black = client1;
                    white = client2;
                    break;
                case Connect4Service.WhoGoesFirst.second:
                    black = client2;
                    white = client1;
                    break;
                case Connect4Service.WhoGoesFirst.random:
                    int tmp;
                    lock (r)
                    {
                        tmp = r.Next() % 2;
                    }
                    if (tmp == 0)
                    {
                        black = client1;
                        white = client2;
                    }
                    else
                    {
                        black = client2;
                        white = client1;
                    }
                    break;
                default:
                    break;
            }

            black.MoveRequest += MoveRequest;
            white.MoveRequest += MoveRequest;
            black.Resign += Resigned;
            white.Resign += Resigned;
            black.Disconnected += Disconnected;
            white.Disconnected += Disconnected;

            timeLimit = _timeLimit;

            whiteTimeLeft = _timeLimit * 1000;
            blackTimeLeft = _timeLimit * 1000;
            blacksMove = true;
            gameBoard = new BoardSquareState[6][];
            for (int i = 0; i < 6; i++)
            {
                gameBoard[i] = new BoardSquareState[7];
                for (int j = 0; j < 7; j++)
                {
                    gameBoard[i][j] = BoardSquareState.empty;
                }
            }

            itsOver = false;

            black.SendPlay(white.Name, _timeLimit, "black");
            white.SendPlay(black.Name, _timeLimit, "white");

            gameTimer = new Timer(1000); // tick every second
            Tick(null, null);
            gameTimer.Elapsed += Tick;
            gameTimer.Start();
        }
Esempio n. 6
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        public void DisconnectTest2()
        {
            Connect4Service target = new Connect4Service(6016, 30, Connect4Service.WhoGoesFirst.first);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6016);
            SocketTestHelper client2 = new SocketTestHelper("localhost", 6016);

            //Give the server a bit of time to put the clients into a game
            System.Threading.Thread.Sleep(10);

            client1.Close();

            try
            {
                SocketTestHelper client3 = new SocketTestHelper("localhost", 6016);
            }
            catch (Exception e)
            {
                Assert.Fail("Unable to connect to the server:" + e.Message);
            }
        }
Esempio n. 7
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        public void WinGameTest9()
        {
            Connect4Service target = new Connect4Service(6010, 30, Connect4Service.WhoGoesFirst.first);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6010);
            SocketTestHelper client2 = new SocketTestHelper("localhost", 6010);

            client1.Send("@name\n#Mr.Test\n");
            System.Threading.Thread.Sleep(20);
            client2.Send("@name\n#Mrs.Test\n");

            //Confirm the game has started
            client1.Recieve(4, 10000);

            client1.Send("@move\n#4\n");
            System.Threading.Thread.Sleep(20);
            client2.Send("@move\n#2\n");
            System.Threading.Thread.Sleep(20);
            client1.Send("@move\n#2\n");
            System.Threading.Thread.Sleep(20);
            client2.Send("@move\n#3\n");
            System.Threading.Thread.Sleep(20);
            client1.Send("@move\n#3\n");
            System.Threading.Thread.Sleep(20);
            client2.Send("@move\n#4\n");
            System.Threading.Thread.Sleep(20);
            client1.Send("@move\n#3\n");
            System.Threading.Thread.Sleep(20);
            client2.Send("@move\n#4\n");
            System.Threading.Thread.Sleep(20);
            client1.Send("@move\n#1\n");
            System.Threading.Thread.Sleep(20);
            client2.Send("@move\n#5\n");
            System.Threading.Thread.Sleep(20);

            //at least mostly clear out the current mass of tick commands
            //client1.ReceiveCurrent(2000);
            //client2.ReceiveCurrent(2000);

            client1.Send("@move\n#4\n");

            System.Threading.Thread.Sleep(20);
            //Receive the remainder
            string message1 = client1.ReceiveCurrent(2000);
            string message2 = client2.ReceiveCurrent(2000);

            Assert.IsTrue(message1.Contains("@win\n#black\n") || message1.Contains("@win\r\n#black\r\n"));
            Assert.IsTrue(message2.Contains("@win\n#black\n") || message2.Contains("@win\r\n#black\r\n"));
        }
Esempio n. 8
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        public void SplitMessages()
        {
            Connect4Service target = new Connect4Service(6018, 30, Connect4Service.WhoGoesFirst.first);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6018);
            SocketTestHelper client2 = new SocketTestHelper("localhost", 6018);

            client1.Send("@na");
            System.Threading.Thread.Sleep(5);
            client1.Send("me\n");
            System.Threading.Thread.Sleep(5);
            client1.Send("#1");
            System.Threading.Thread.Sleep(5);
            client1.Send("\n");
            System.Threading.Thread.Sleep(5);

            client2.Send("@");
            System.Threading.Thread.Sleep(5);
            client2.Send("n");
            System.Threading.Thread.Sleep(5);
            client2.Send("a");
            System.Threading.Thread.Sleep(5);
            client2.Send("m");
            System.Threading.Thread.Sleep(5);
            client2.Send("e");
            System.Threading.Thread.Sleep(5);
            client2.Send("\r");
            System.Threading.Thread.Sleep(5);
            client2.Send("\n");
            System.Threading.Thread.Sleep(5);
            client2.Send("#");
            System.Threading.Thread.Sleep(5);
            client2.Send("2");
            System.Threading.Thread.Sleep(5);
            client2.Send("\r");
            System.Threading.Thread.Sleep(5);
            client2.Send("\n");
            System.Threading.Thread.Sleep(5);

            string message1 = client1.ReceiveCurrent(2000);
            string message2 = client2.ReceiveCurrent(2000);

            Assert.IsTrue(message1.Contains("@play"));
            Assert.IsTrue(message2.Contains("@play"));
        }
Esempio n. 9
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        public void MultipleConnections()
        {
            Connect4Service target = new Connect4Service(6017, 30, Connect4Service.WhoGoesFirst.first);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6017);
            SocketTestHelper client2 = new SocketTestHelper("localhost", 6017);
            SocketTestHelper client3 = new SocketTestHelper("localhost", 6017);
            SocketTestHelper client4 = new SocketTestHelper("localhost", 6017);
            SocketTestHelper client5 = new SocketTestHelper("localhost", 6017);
            SocketTestHelper client6 = new SocketTestHelper("localhost", 6017);
            SocketTestHelper client7 = new SocketTestHelper("localhost", 6017);

            client1.Send("@name\n#1\n");
            System.Threading.Thread.Sleep(25);
            client2.Send("@name\n#2\n");
            System.Threading.Thread.Sleep(25);
            client3.Send("@name\n#3\n");
            System.Threading.Thread.Sleep(25);
            client4.Send("@name\n#4\n");
            System.Threading.Thread.Sleep(25);
            client5.Send("@name\n#5\n");
            System.Threading.Thread.Sleep(25);
            client6.Send("@name\n#6\n");
            System.Threading.Thread.Sleep(25);
            client7.Send("@name\n#7\n");
            System.Threading.Thread.Sleep(25);

            string message1 = client1.ReceiveCurrent(2000);
            string message2 = client2.ReceiveCurrent(2000);
            string message3 = client3.ReceiveCurrent(2000);
            string message4 = client4.ReceiveCurrent(2000);
            string message5 = client5.ReceiveCurrent(2000);
            string message6 = client6.ReceiveCurrent(2000);

            Assert.IsTrue(message1.Contains("@play") && message1.Contains("#2"));
            Assert.IsTrue(message2.Contains("@play") && message2.Contains("#1"));
            Assert.IsTrue(message3.Contains("@play") && message3.Contains("#4"));
            Assert.IsTrue(message4.Contains("@play") && message4.Contains("#3"));
            Assert.IsTrue(message5.Contains("@play") && message5.Contains("#6"));
            Assert.IsTrue(message6.Contains("@play") && message6.Contains("#5"));

            try
            {
                string message7 = client7.ReceiveCurrent(100);
                Assert.Fail("client7 should not have been paired into a game.");
            }
            catch (Exception)
            {
                //Exception expected - pass through
            }
        }
Esempio n. 10
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        public void IgnoringMessages()
        {
            Connect4Service target = new Connect4Service(6019, 30, Connect4Service.WhoGoesFirst.first);

            SocketTestHelper client1 = new SocketTestHelper("localhost", 6019);

            client1.Send("#name\n@aric\n@name\n");
            System.Threading.Thread.Sleep(50);
            string test = client1.ReceiveCurrent(2000);

            Assert.IsTrue("@ignoring\n#aric\n" == test || "@ignoring\r\n#aric\r\n" == test);
        }