Class: Protocol

Inherits:
Object
  • Object
show all
Includes:
Logging, REXML::StreamListener
Defined in:
lib/software_challenge_client/protocol.rb

Overview

This class handles communication to the server over the XML communication protocol. Messages from the server are parsed and moves are serialized and send back.

Instance Attribute Summary collapse

Instance Method Summary collapse

Methods included from Logging

#logger, logger

Constructor Details

#initialize(network, client) ⇒ Protocol

Returns a new instance of Protocol.



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# File 'lib/software_challenge_client/protocol.rb', line 31

def initialize(network, client)
  @gamestate = GameState.new
  @network = network
  @client = client
  @context = {} # for saving context when stream-parsing the XML
  @client.gamestate = @gamestate
end

Instance Attribute Details

#clientClientInterface (readonly)

Returns current client.

Returns:



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# File 'lib/software_challenge_client/protocol.rb', line 29

def client
  @client
end

#gamestateGamestate (readonly)

Returns current gamestate.

Returns:

  • (Gamestate)

    current gamestate



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# File 'lib/software_challenge_client/protocol.rb', line 23

def gamestate
  @gamestate
end

#roomIdString

Returns current room id.

Returns:

  • (String)

    current room id



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# File 'lib/software_challenge_client/protocol.rb', line 26

def roomId
  @roomId
end

Instance Method Details

#move_to_xml(move) ⇒ Object

Converts a move to XML for sending to the server.

Parameters:

  • move (Move)

    The move to convert to XML.



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# File 'lib/software_challenge_client/protocol.rb', line 239

def move_to_xml(move)
  builder = Builder::XmlMarkup.new(indent: 2)
  # Converting every the move here instead of requiring the Move
  # class interface to supply a method which returns the XML
  # because XML-generation should be decoupled from internal data
  # structures.
  case move
  when SetMove
    builder.data(class: 'sc.plugin2021.SetMove') do |data|
      data.piece(color: move.piece.color, kind: move.piece.kind, rotation: move.piece.rotation, isFlipped: move.piece.is_flipped) do |piece|
        piece.position(x: move.piece.position.x, y: move.piece.position.y)
      end
      move.hints.each do |hint|
        data.hint(content: hint.content)
      end
    end
  when SkipMove
    builder.data(class: 'sc.plugin2021.SkipMove') do |data|
      data.color(@gamestate.current_color.key.to_s)
      move.hints.each do |hint|
        data.hint(content: hint.content)
      end
    end
  end
  builder.target!
end

#process_string(text) ⇒ Object

starts xml-string parsing

Parameters:

  • text (String)

    the xml-string that will be parsed



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# File 'lib/software_challenge_client/protocol.rb', line 42

def process_string(text)
  #logger.debug "Parse XML:\n#{text}\n----END XML"
  begin
    REXML::Document.parse_stream(text, self)
  rescue REXML::ParseException => e
    # to parse incomplete xml, ignore missing end tag exceptions
    raise e unless e.message =~ /Missing end tag/
  end
end

#sendString(string) ⇒ Object

send a string

Parameters:

  • string (String)

    The string that will be send to the connected server.



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# File 'lib/software_challenge_client/protocol.rb', line 225

def sendString(string)
  @network.sendString("<room roomId=\"#{@roomId}\">#{string}</room>")
end

#sendXml(document) ⇒ Object

send a xml document

Parameters:

  • document (REXML::Document)

    the document, that will be send to the connected server



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# File 'lib/software_challenge_client/protocol.rb', line 218

def sendXml(document)
  @network.sendXML(document)
end

#snake_case_to_lower_camel_case(string) ⇒ Object

converts “this_snake_case” to “thisSnakeCase”



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# File 'lib/software_challenge_client/protocol.rb', line 230

def snake_case_to_lower_camel_case(string)
  string.split('_').inject([]) do |result, e|
    result + [result.empty? ? e : e.capitalize]
  end.join
end

#tag_end(name) ⇒ Object

called if an end-tag is read

Parameters:

  • name (String)

    the end-tag name, that was read



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# File 'lib/software_challenge_client/protocol.rb', line 60

def tag_end(name)
  case name
  when 'board'
    logger.debug @gamestate.board.to_s
  when 'color'
    if @context[:color] == :ordered_colors
      @gamestate.ordered_colors << Color.to_a.find {|s| s.key == @context[:last_text].to_sym }
    end
  when 'shape'
    case @context[:piece_target] 
    when :blue_shapes
      last = @context[:last_text]
      arr = PieceShape.to_a
      shape = arr.find {|s| s.key == @context[:last_text].to_sym }
      @gamestate.undeployed_blue_pieces << shape
    when :yellow_shapes
      shape = PieceShape.to_a.find {|s| s.key == @context[:last_text].to_sym }
      @gamestate.undeployed_yellow_pieces << shape
    when :red_shapes
      shape = PieceShape.to_a.find {|s| s.key == @context[:last_text].to_sym }
      @gamestate.undeployed_red_pieces << shape
    when :green_shapes
      shape = PieceShape.to_a.find {|s| s.key == @context[:last_text].to_sym }
      @gamestate.undeployed_green_pieces << shape
    end
  when 'yellowShapes'
   
  when 'redShapes'
    
  when 'greenShapes'
    
  end
end

#tag_start(name, attrs) ⇒ Object

called if a start tag is read Depending on the tag the gamestate is updated or the client will be asked for a move

Parameters:

  • name (String)

    the start-tag, that was read

  • attrs (Dictionary<String, String>)

    Attributes attached to the tag



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# File 'lib/software_challenge_client/protocol.rb', line 100

def tag_start(name, attrs)
  case name
  when 'room'
    @roomId = attrs['roomId']
    logger.info 'roomId : ' + @roomId
  when 'data'
    logger.debug "data(class) : #{attrs['class']}"
    @context[:data_class] = attrs['class']
    if attrs['class'] == 'sc.framework.plugins.protocol.MoveRequest'
      @client.gamestate = gamestate
      move = @client.move_requested
      sendString(move_to_xml(move))
    end
    if attrs['class'] == 'error'
      logger.info "Game ended - ERROR: #{attrs['message']}"
      @network.disconnect
    end
    if attrs['class'] == 'result'
      logger.info 'Got game result'
      @network.disconnect
      @gamestate.condition = Condition.new(nil, '')
    end
  when 'state'
    logger.debug 'new gamestate'
    @gamestate = GameState.new
    @gamestate.current_color_index = attrs['currentColorIndex'].to_i
    @gamestate.turn = attrs['turn'].to_i
    @gamestate.round = attrs['round'].to_i
    @gamestate.start_piece = PieceShape.to_a.find {|s| s.key == attrs['startPiece'].to_sym }
    logger.debug "Round: #{@gamestate.round}, Turn: #{@gamestate.turn}"
  when 'first'
    logger.debug 'new first player'
    player = Player.new(PlayerType::ONE, attrs['displayName'])
    @gamestate.add_player(player)
    @context[:player] = player
    @context[:color] = :one
  when 'second'
    logger.debug 'new second player'
    player = Player.new(PlayerType::TWO, attrs['displayName'])
    @gamestate.add_player(player)
    @context[:player] = player
    @context[:color] = :two
  when 'orderedColors'
    @context[:color] = :ordered_colors
    @gamestate.ordered_colors = []
  when 'board'
    logger.debug 'new board'
    @gamestate.board = Board.new()
  when 'field'
    x = attrs['x'].to_i
    y = attrs['y'].to_i
    color = Color.find_by_key(attrs['content'].to_sym)
    field = Field.new(x, y, color)
    @gamestate.board.add_field(field)
    @context[:piece_target] = :field
    @context[:field] = field
  when 'blueShapes'
    @context[:piece_target] = :blue_shapes
    @gamestate.undeployed_blue_pieces = []
  when 'yellowShapes'
    @context[:piece_target] = :yellow_shapes
    @gamestate.undeployed_yellow_pieces = []
  when 'redShapes'
    @context[:piece_target] = :red_shapes
    @gamestate.undeployed_red_pieces = []
  when 'greenShapes'
    @context[:piece_target] = :green_shapes
    @gamestate.undeployed_green_pieces = []
  when 'piece'
    color = Color.find_by_key(attrs['color'].to_sym)
    kind = PieceShape.find_by_key(attrs['kind'].to_sym)
    rotation = Rotation.find_by_key(attrs['rotation'].to_sym)
    is_flipped = attrs['isFlipped'].downcase == "true"
    piece = Piece.new(color, kind, rotation, is_flipped, Coordinates.origin)
    case @context[:piece_target]
    when :blue_shapes
      @gamestate.undeployed_blue_pieces << piece
    when :yellow_shapes
      @gamestate.undeployed_yellow_pieces << piece
    when :red_shapes 
      @gamestate.green_red_pieces << piece
    when :green_shapes
      @gamestate.undeployed_green_pieces << piece
    when :last_move
      @context[:last_move_piece] = piece
    else
      raise "unknown piece target #{@context[:piece_target]}"
    end
  when 'lastMove'
    type = attrs['class']
    if type == 'skipmove'
      @gamestate.last_move = SkipMove.new
    else
      @context[:last_move_type] = type
      @context[:piece_target] = :last_move
    end
  when 'startColor'
    @gamestate.start_color = Color::BLUE
  when 'winner'
    # TODO
    # winning_player = parsePlayer(attrs)
    # @gamestate.condition = Condition.new(winning_player, @gamestate.condition.reason)
  when 'score'
    # TODO
    # there are two score tags in the result, but reason attribute should be equal on both
    # @gamestate.condition = Condition.new(@gamestate.condition.winner, attrs['reason'])
  when 'left'
    logger.debug 'got left event, terminating'
    @network.disconnect
  when 'sc.protocol.responses.CloseConnection'
    logger.debug 'got left close connection event, terminating'
    @network.disconnect
  end
end

#text(text) ⇒ Object

called when text is encountered



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# File 'lib/software_challenge_client/protocol.rb', line 53

def text(text)
  @context[:last_text] = text
end