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The last class in the client side of this applet is ServerConnection, which encapsulates the communication with the server and our opponent There are several variables declared at the beginning of the class The socket port number to attach to on the server is 6564 CRLF is the Internet constant string representing end-of-line The I/O streams from and to the server are in and out, respectively The unique ID by which this connection is known on the server is stored in id The ID that we are connected to as an opponent is stored in toid The Scrabblet applet we are connecting for is scrabblet import javaio*; import javanet*; import javautil*; class ServerConnection implements Runnable { private static final int port = 6564; private static final String CRLF = "\\r\\n"; private BufferedReader in; private PrintWriter out; private String id, toid = null; private Scrabblet scrabblet;
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ServerConnection( )
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The ServerConnection constructor takes the name of an Internet site to attach to and attempts to open a socket to the right port on that host If that succeeds, it wraps an InputStreamReader and a BufferedReader around the input and a PrintWriter around the output If the connection fails, an exception is thrown to the caller public ServerConnection(Scrabblet sc, String site) throws IOException { scrabblet = sc; Socket server = new Socket(site, port); in = new BufferedReader(new InputStreamReader(servergetInputStream())); out = new PrintWriter(servergetOutputStream(), true); }
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The readline( ) method is merely a convenience function that converts the IOException from a readLine( ) into a simple null return private String readline() { try { return inreadLine(); } catch (IOException e) { return null; } }
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setName( ) and delete( )
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The setName( ) method tells the server to associate this name with us, and the delete( ) method is used to remove us from any lists the server is keeping void setName(String s) { outprintln("name " + s); } void delete() { outprintln("delete " + id);
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setTo( ) and send( )
The setTo( ) method binds the ID of the opponent Future send( ) calls will go to this player void setTo(String to) { toid = to; } void send(String s) { if (toid != null) outprintln("to " + toid + " " + s); }
challenge( ), accept( ), chat( ), move( ), turn( ), and quit( )
The following short methods send one-line messages from this client to the server, which will in turn send those messages on to our opponent The challenge message is used to initiate starting a game, and accept is sent in response to a challenge For each letter that moves, the move message is sent, and then the turn message is sent at the end of each turn If the client quits or leaves the page with the applet on it, it sends the quit message void challenge(String destid) { setTo(destid); send("challenge " + id); } void accept(String destid, int seed) { setTo(destid); send("accept " + id + " " + seed); } void chat(String s) { send("chat " + id + " " + s); } void move(String letter, int x, int y) { send("move " + letter + " " + x + " " + y); } void turn(String words, int score) { send("turn " + score + " " + words); } void quit() { send("quit " + id); // tell other player outprintln("quit"); // unhook }
start( )
The next method simply starts the thread that manages the client side of the network // reading from server private Thread t;
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void start() { t = new Thread(this); tstart(); }
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