📄 server.cs
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// Fig. 19.7: Server.cs
// This class maintains a game of Tic-Tac-Toe for two
// client applications.
using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using System.Net.Sockets;
using System.Threading;
using System.IO;
namespace TicTacToeServer
{
/// <summary>
/// awaits connections from two clients and allows them to
/// play tic-tac-toe against each other
/// </summary>
public class Server : System.Windows.Forms.Form
{
private System.Windows.Forms.TextBox displayTextBox;
private byte[] board;
private Player[] players;
private Thread[] playerThreads;
private TcpListener listener;
private int currentPlayer;
private Thread getPlayers;
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.Container components = null;
internal bool disconnected = false;
// default constructor
public Server()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
board = new byte[ 9 ];
players = new Player[ 2 ];
playerThreads = new Thread[ 2 ];
currentPlayer = 0;
// accept connections on a different thread
getPlayers = new Thread( new ThreadStart( SetUp ) );
getPlayers.Start();
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.displayTextBox = new System.Windows.Forms.TextBox();
this.SuspendLayout();
//
// displayTextBox
//
this.displayTextBox.Location = new System.Drawing.Point(8, 8);
this.displayTextBox.Multiline = true;
this.displayTextBox.Name = "displayTextBox";
this.displayTextBox.ReadOnly = true;
this.displayTextBox.ScrollBars = System.Windows.Forms.ScrollBars.Vertical;
this.displayTextBox.Size = new System.Drawing.Size(272, 256);
this.displayTextBox.TabIndex = 0;
this.displayTextBox.Text = "";
//
// Server
//
this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);
this.ClientSize = new System.Drawing.Size(292, 273);
this.Controls.AddRange(new System.Windows.Forms.Control[] {
this.displayTextBox});
this.Name = "Server";
this.Text = "Tic Tac Toe Server";
this.Closing += new System.ComponentModel.CancelEventHandler(this.Server_Closing);
this.ResumeLayout(false);
}
#endregion
[STAThread]
static void Main()
{
Application.Run( new Server() );
}
protected void Server_Closing(
object sender, CancelEventArgs e )
{
disconnected = true;
}
// accepts connections from 2 players
public void SetUp()
{
// set up Socket
listener = new TcpListener( 5000 );
listener.Start();
// accept first player and start a thread for him or her
players[ 0 ] =
new Player( listener.AcceptSocket(), this, 0 );
playerThreads[ 0 ] = new Thread(
new ThreadStart( players[ 0 ].Run ) );
playerThreads[ 0 ].Start();
// accept second player and start a thread for him or her
players[ 1 ] =
new Player( listener.AcceptSocket(), this, 1 );
playerThreads[ 1 ] =
new Thread( new ThreadStart( players[ 1 ].Run ) );
playerThreads[ 1 ].Start();
// let the first player know that the other player has
// connected
lock ( players[ 0 ] )
{
players[ 0 ].threadSuspended = false;
Monitor.Pulse( players[ 0 ] );
}
} // end method SetUp
// appends the argument to text in displayTextBox
public void Display( string message )
{
displayTextBox.Text += message + "\r\n";
}
// determine if a move is valid
public bool ValidMove( int location, int player )
{
// prevent another thread from making a move
lock ( this )
{
// while it is not the current player's turn, wait
while ( player != currentPlayer )
Monitor.Wait( this );
// if the desired square is not occupied
if ( !IsOccupied( location ) )
{
// set the board to contain the current player's mark
board[ location ] = ( byte ) ( currentPlayer == 0 ?
'X' : 'O' );
// set the currentPlayer to be the other player
currentPlayer = ( currentPlayer + 1 ) % 2;
// notify the other player of the move
players[ currentPlayer ].OtherPlayerMoved( location );
// alert the other player it's time to move
Monitor.Pulse( this );
return true;
}
else
return false;
}
} // end method ValidMove
// determines whether the specified square is occupied
public bool IsOccupied( int location )
{
if ( board[ location ] == 'X' || board[ location ] == 'O' )
return true;
else
return false;
}
// determines if the game is over
public bool GameOver()
{
// place code here to test for a winner of the game
return false;
}
} // end class Server
public class Player
{
internal Socket connection;
private NetworkStream socketStream;
private Server server;
private BinaryWriter writer;
private BinaryReader reader;
private int number;
private char mark;
internal bool threadSuspended = true;
// constructor requiring Socket, Server and int objects
// as arguments
public Player( Socket socket, Server serverValue, int newNumber )
{
mark = ( newNumber == 0 ? 'X' : 'O' );
connection = socket;
server = serverValue;
number = newNumber;
// create NetworkStream object for Socket
socketStream = new NetworkStream( connection );
// create Streams for reading/writing bytes
writer = new BinaryWriter( socketStream );
reader = new BinaryReader( socketStream );
} // end constructor
// signal other player of move
public void OtherPlayerMoved( int location )
{
// signal that opponent moved
writer.Write( "Opponent moved" );
writer.Write( location ); // send location of move
}
// allows the players to make moves and receives moves
// from other player
public void Run()
{
bool done = false;
// display on the server that a connection was made
server.Display( "Player " + ( number == 0 ? 'X' : 'O' )
+ " connected" );
// send the current player's mark to the server
writer.Write( mark );
// if number equals 0 then this player is X, so send
writer.Write( "Player " + ( number == 0 ?
"X connected\r\n" : "O connected, please wait\r\n" ) );
// wait for another player to arrive
if ( mark == 'X' )
{
writer.Write( "Waiting for another player" );
// wait for notification from server that another
// player has connected
lock ( this )
{
while ( threadSuspended )
Monitor.Wait( this );
}
writer.Write( "Other player connected. Your move" );
} // end if
// play game
while ( !done )
{
// wait for data to become available
while ( connection.Available == 0 )
{
Thread.Sleep( 1000 );
if ( server.disconnected )
return;
}
// receive data
int location = reader.ReadInt32();
// if the move is valid, display the move on the
// server and signal the move is valid
if ( server.ValidMove( location, number ) )
{
server.Display( "loc: " + location );
writer.Write( "Valid move." );
}
// signal the move is invalid
else
writer.Write( "Invalid move, try again" );
// if game is over, set done to true to exit while loop
if ( server.GameOver() )
done = true;
} // end while loop
// close the socket connection
writer.Close();
reader.Close();
socketStream.Close();
connection.Close();
} // end method Run
} // end class Player
}
/*
**************************************************************************
* (C) Copyright 2003 by Deitel & Associates, Inc. and Prentice Hall. *
* All Rights Reserved. *
* *
* DISCLAIMER: The authors and publisher of this book have used their *
* best efforts in preparing the book. These efforts include the *
* development, research, and testing of the theories and programs *
* to determine their effectiveness. The authors and publisher make *
* no warranty of any kind, expressed or implied, with regard to these *
* programs or to the documentation contained in these books. The authors *
* and publisher shall not be liable in any event for incidental or *
* consequential damages in connection with, or arising out of, the *
* furnishing, performance, or use of these programs. *
**************************************************************************
*/
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