Esempio n. 1
0
void ratStates()
{
	/* In our sample version, we don't know about the state of any rats over
	   the net, so this is a no-op */
	for (int i = 0; i < 8 ; i++)
		if (i != M->myRatId().value() && participants[i] == 0 && M->mazeRats_[Mapping_idToIndex.find(i)->second].playing)// no packet from this dude
		{	cout << i << endl;
			//M->mazeRats_[Mapping_idToIndex.find(i)->second].playing = false;
			rat_array[Mapping_idToIndex.find(i)->second] = NULL;	
			RatIndexType ratId( Mapping_idToIndex.find(i)->second);			
			ClearRatPosition(ratId);
		}

	for (int i = 0; i < 8; i++)
		cout << "bool" << M->mazeRats_[i].playing << endl;
	if (!( M->mazeRats_[1].playing || M->mazeRats_[2].playing || M->mazeRats_[3].playing || M->mazeRats_[4].playing || M->mazeRats_[5].playing || M->mazeRats_[6].playing || M->mazeRats_[7].playing)) // this means that there are no other players :O
		{
			M->myRatIdIs(0); 
			M->scoreIs(0);
			SetMyRatIndexType(0);
			Mapping_idToIndex.clear();
			Mapping_indexToId.clear();			
			play();//main(0,NULL); // start over
		}



}
Esempio n. 2
0
/* This will presumably be modified by you.
   It is here to provide an example of how to open a UDP port.
   You might choose to use a different strategy
 */
void
netInit()
{
	bool		joinGame();
	Sockaddr	nullAddr;
	Sockaddr	*thisHost;
	char		buf[128];
	int		reuse;
	u_char          ttl;
	struct ip_mreq  mreq;

	/* MAZEPORT will be assigned by the TA to each team */
	M->mazePortIs(htons(MAZEPORT));

	gethostname(buf, sizeof(buf));
	if ((thisHost = resolveHost(buf)) == (Sockaddr *) NULL)
	  MWError("who am I?");
	bcopy((caddr_t) thisHost, (caddr_t) (M->myAddr()), sizeof(Sockaddr));

	M->theSocketIs(socket(AF_INET, SOCK_DGRAM, 0));
	if (M->theSocket() < 0)
	  MWError("can't get socket");

	/* SO_REUSEADDR allows more than one binding to the same
	   socket - you cannot have more than one player on one
	   machine without this */
	reuse = 1;
	if (setsockopt(M->theSocket(), SOL_SOCKET, SO_REUSEADDR, &reuse,
		   sizeof(reuse)) < 0) {
		MWError("setsockopt failed (SO_REUSEADDR)");
	}

	nullAddr.sin_family = AF_INET;
	nullAddr.sin_addr.s_addr = htonl(INADDR_ANY);
	nullAddr.sin_port = M->mazePort();
	if (bind(M->theSocket(), (struct sockaddr *)&nullAddr,
		 sizeof(nullAddr)) < 0)
	  MWError("netInit binding");

	/* Multicast TTL:
	   0 restricted to the same host
	   1 restricted to the same subnet
	   32 restricted to the same site
	   64 restricted to the same region
	   128 restricted to the same continent
	   255 unrestricted

	   DO NOT use a value > 32. If possible, use a value of 1 when
	   testing.
	*/

	ttl = 32;
	if (setsockopt(M->theSocket(), IPPROTO_IP, IP_MULTICAST_TTL, &ttl,
		   sizeof(ttl)) < 0) {
		MWError("setsockopt failed (IP_MULTICAST_TTL)");
	}

	/* uncomment the following if you do not want to receive messages that
	   you sent out - of course, you cannot have multiple players on the
	   same machine if you do this */
#if 0
	{
	  u_char loop = 0;
	  if (setsockopt(M->theSocket(), IPPROTO_IP, IP_MULTICAST_LOOP, &loop,
	             sizeof(loop)) < 0) {
		MWError("setsockopt failed (IP_MULTICAST_LOOP)");
	  }
	}
#endif

	/* join the multicast group */
	mreq.imr_multiaddr.s_addr = htonl(MAZEGROUP);
	mreq.imr_interface.s_addr = htonl(INADDR_ANY);
	if (setsockopt(M->theSocket(), IPPROTO_IP, IP_ADD_MEMBERSHIP, (char *)
		   &mreq, sizeof(mreq)) < 0) {
		MWError("setsockopt failed (IP_ADD_MEMBERSHIP)");
	}

	/*
	 * Now we can try to find a game to join; if none, start one.
	 */

	/* I haven't implemented joinGame or startGame in this sample */
	/*
	if (!joinGame())
		startGame();
        */
	printf("\n");

	/* set up some stuff strictly for this local sample */
	M->myRatIdIs(0);
	M->scoreIs(0);
	SetMyRatIndexType(0);

	/* Get the multi-cast address ready to use in SendData()
           calls. */
	memcpy(&groupAddr, &nullAddr, sizeof(Sockaddr));
	groupAddr.sin_addr.s_addr = htonl(MAZEGROUP);

	mws_set_addr(M->state, (struct sockaddr *)&groupAddr, M->theSocket());
}
Esempio n. 3
0
	void
netInit()
{
	Sockaddr		nullAddr;
	Sockaddr		*thisHost;
	char			buf[128];
	int				reuse;
	u_char          ttl;
	struct ip_mreq  mreq;

	/* MAZEPORT will be assigned by the TA to each team */
	M->mazePortIs(htons(MAZEPORT));

	gethostname(buf, sizeof(buf));
	if ((thisHost = resolveHost(buf)) == (Sockaddr *) NULL)
		MWError("who am I?");
	bcopy((caddr_t) thisHost, (caddr_t) (M->myAddr()), sizeof(Sockaddr));

	M->theSocketIs(socket(AF_INET, SOCK_DGRAM, 0));
	if (M->theSocket() < 0)
		MWError("can't get socket");

	/* SO_REUSEADDR allows more than one binding to the same
	   socket - you cannot have more than one player on one
	   machine without this */
	reuse = 1;
	if (setsockopt(M->theSocket(), SOL_SOCKET, SO_REUSEADDR, &reuse,
				sizeof(reuse)) < 0) {
		MWError("setsockopt failed (SO_REUSEADDR)");
	}

	nullAddr.sin_family = AF_INET;
	nullAddr.sin_addr.s_addr = htonl(INADDR_ANY);
	nullAddr.sin_port = M->mazePort();
	if (bind(M->theSocket(), (struct sockaddr *)&nullAddr,
				sizeof(nullAddr)) < 0)
		MWError("netInit binding");

	/* Multicast TTL:
	   0 restricted to the same host
	   1 restricted to the same subnet
	   32 restricted to the same site
	   64 restricted to the same region
	   128 restricted to the same continent
	   255 unrestricted

	   DO NOT use a value > 32. If possible, use a value of 1 when
	   testing.
	 */

	ttl = 1;
	if (setsockopt(M->theSocket(), IPPROTO_IP, IP_MULTICAST_TTL, &ttl,
				sizeof(ttl)) < 0) {
		MWError("setsockopt failed (IP_MULTICAST_TTL)");
	}

	/* join the multicast group */
	mreq.imr_multiaddr.s_addr = htonl(MAZEGROUP);
	mreq.imr_interface.s_addr = htonl(INADDR_ANY);
	if (setsockopt(M->theSocket(), IPPROTO_IP, IP_ADD_MEMBERSHIP, (char *)
				&mreq, sizeof(mreq)) < 0) {
		MWError("setsockopt failed (IP_ADD_MEMBERSHIP)");
	}

	/*
	 * Now we can try to find a game to join; if none, start one.
	 */

	printf("\n");

	/* set up some stuff strictly for this local sample */
	//int  temp = rand()%8;/*FIXME- REALLY REALLY RANDOM*/
	M->myRatIdIs(0); // FIXME
	//M->rat(M->myRatId().value()).playing=true;
	//cout <<  M->myRatId().value() << endl;
	//cout <<  temp << endl;
	M->scoreIs(0);
	SetMyRatIndexType(0);

	/* Get the multi-cast address ready to use in SendData()
	   calls. */
	memcpy(&groupAddr, &nullAddr, sizeof(Sockaddr));
	groupAddr.sin_addr.s_addr = htonl(MAZEGROUP);

}