Пример #1
0
  /** Start the Client */
  public void start() {
    DEBUG.set(true);
    DEBUG.trace("Pong Client");
    DEBUG.set(false);
    C_PongModel model = new C_PongModel();
    C_PongView view = new C_PongView();
    C_PongController cont = new C_PongController(model, view);

    makeContactWithServer(model, cont);

    model.addObserver(view); // Add observer to the model
    view.setVisible(true); // Display Screen
  }
Пример #2
0
  /**
   * Called from the model when its state is changed
   *
   * <p>Create two arrays of serializable that contain the updates to be sent to each player. The
   * only difference between the two arrays are the timestamps to calculate the RTT. It is necessary
   * to have two array because the states are sent asynchronously, therefore if we just change the
   * relevant index, both players would get the seconds players timestamp.
   *
   * @param aPongModel Model of game
   * @param arg Arguments - not used
   */
  public synchronized void update(Observable aPongModel, Object arg) {

    DEBUG.trace("Updating clients");

    S_PongModel model = (S_PongModel) aPongModel;

    ball = model.getBall();
    bats = model.getBats();

    // The state the send to the left player
    Serializable[] state =
        new Serializable[] {
          bats[0],
          bats[1],
          ball,
          model.getLastPingTimestamp(Global.LEFT_PLAYER)
              + Global.DELIMITER
              + model.getLastPingTimestamp(Global.RIGHT_PLAYER)
        };

    if (model.isDelayCompensation() && !model.isMulticast()) {

      // Get both players average ping
      // e.g. leftAvgPing = 200
      //      rightAvgPing = 200
      long leftAvgPing = model.getAveragePing(Global.LEFT_PLAYER),
          rightAvgPing = model.getAveragePing(Global.RIGHT_PLAYER);

      // Calculate how much we need to delay each player.
      // One players delay will always be negative
      // so their update will be sent immediately
      // e.g. leftDelay  = 200 - 200 = 0
      //      rightDelay = 200 - 200 = 0
      long leftDelay = (rightAvgPing - leftAvgPing), rightDelay = (leftAvgPing - rightAvgPing);

      // Calculate the actual delay (including the last delay)
      // e.g. Assuming the left player was delayed by 50ms last tick
      //     delay = (0 + 50) = 50 = 50ms delay
      //     delay = (0 + 0)  = 0 = 0ms delay
      //     Anything created than or equal to 0 will treated as 0.
      long leftActualDelay = leftDelay + model.getLastUpdateDelay(Global.LEFT_PLAYER),
          rightActualDelay = rightDelay + model.getLastUpdateDelay(Global.RIGHT_PLAYER);

      // Send the update to both players with their corresponding delay
      left.put(state, leftActualDelay);
      right.put(state, rightActualDelay);

      // Store how much we've delayed each player so we
      // can offset it against their delay on the next tick
      model.setLastUpdateDelay(Global.LEFT_PLAYER, leftDelay);
      model.setLastUpdateDelay(Global.RIGHT_PLAYER, rightDelay);

    } else {

      // Even if this is a multicast game, the broadcast is sent twice,
      // this is because one player may have connected over TCP,
      // This should really be fixed so TCP players are not joined to
      // Multicast games.
      // TODO: Refactor the NetObjectWriter so we can do something like
      // TODO: clients.update(state) and it will determine the rest
      left.put(state);
      right.put(state);
    }
  }