Fixed Server Application bug where server tried to compare client and server IDs.
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45cea7214c
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@ -14,21 +14,12 @@ namespace Server_application
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class MainServer : TCPServer
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{
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//dictionary of connected clients by clientID
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private Dictionary<uint, TcpClient> clientList;
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private bool running;
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private Dictionary<uint, TcpClient> clientList = new Dictionary<uint, TcpClient>();
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private bool running = true;
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private static readonly object serverCounterLock = new Object();
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private uint serverCounter;
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private uint serverCounter = 0;
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//main server port
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private readonly int port;
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public MainServer()
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{
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clientList = new Dictionary<uint, TcpClient>();
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running = true;
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serverCounter = 0;
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port = 20112;
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}
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private readonly int port = 20112;
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public override void startServer()
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{
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@ -53,8 +44,23 @@ namespace Server_application
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//connects to client
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//currently connects to any client, possibly add security later
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TcpClient client = listener.AcceptTcpClient();
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Thread t = new Thread(transmitter);
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t.Start(client);
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NetworkStream stream = client.GetStream();
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BinaryReader reader = new BinaryReader(stream);
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byte type = reader.ReadByte();
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//client type sends requests to server
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if (type == 0)
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{
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Thread t = new Thread(transmitter);
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t.Start(client);
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}
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//client type waits for requests from server
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else if (type == 1)
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{
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uint thisClientID = reader.ReadUInt32();
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//adds client to a dictionary for use
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clientList.Add(thisClientID, client);
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}
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}
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}
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}
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@ -67,178 +73,171 @@ namespace Server_application
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NetworkStream stream = thisClient.GetStream();
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BinaryReader reader = new BinaryReader(stream);
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BinaryWriter writer = new BinaryWriter(stream);
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byte type = reader.ReadByte();
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uint thisClientID = reader.ReadUInt32();
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//client type sends requests to server
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if (type == 0)
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{
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//control while client connected and server running
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while (thisClient.Connected && running)
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{
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//checks if data is available on the clients stream
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if (stream.DataAvailable)
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{
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//gets the type of request sent by the client
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byte reqType = reader.ReadByte();
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switch (reqType)
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{
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//request for chat server
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case 1:
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//locks to ensure server counter not modified by another thread
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lock (serverCounterLock)
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{
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//increments server counter
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serverCounter++;
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//creates chat server with serverCounter as its ID in new thread
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Thread tC = new Thread(startChatServer);
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tC.Start(serverCounter);
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//writes the assigned serverID to client
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writer.Write(serverCounter);
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}
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break;
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//request for resource server
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case 2:
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//locks to ensure server counter not modified by another thread
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lock (serverCounterLock)
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{
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//increments server counter
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serverCounter++;
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//creates resource server with serverCounter as its ID in new thread
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Thread tR = new Thread(startResourceServer);
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tR.Start(serverCounter);
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//writes the assigned serverID to client
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writer.Write(serverCounter);
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}
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break;
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//request for real time collaboration server
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case 3:
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//locks to ensure server counter not modified by another thread
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lock (serverCounterLock)
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{
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//increments server counter
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serverCounter++;
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//creates real time collaboration server with serverCounter as its ID in new thread
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Thread tRTC = new Thread(startRTCServer);
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tRTC.Start(serverCounter);
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//writes the assigned serverID to client
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writer.Write(serverCounter);
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}
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break;
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//request to connect a client to a server
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case 4:
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TcpClient connect;
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//reads connection info from stream
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byte serType = reader.ReadByte();
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uint serverID = reader.ReadUInt32();
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uint clientID = reader.ReadUInt32();
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//checks if specified client connected, and gets corresponding TcpClient
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if (clientList.TryGetValue(clientID, out connect))
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{
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//creates reader and writer on requested clients stream
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NetworkStream cStream = connect.GetStream();
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BinaryWriter cWriter = new BinaryWriter(stream);
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//checks the type of server connection request for
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switch (serType)
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{
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//connection request for chat server
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case 1:
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//locks to ensure ChatServer's currentID is not changed
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lock (ChatServer.IDLock)
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{
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//tells chat servers listener that incoming request is for server with specified ID
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ChatServer.setCurrentID(serverID);
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//tells chat server that a connection is expected
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ChatServer.setConnectExpected();
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//tells client to connect
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cWriter.Write(serType);
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cWriter.Write(serverID);
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//waits for client to connect to unlock, connectExpected set to false when it does
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while (ChatServer.getConnectExpected() && connect.Connected) { }
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}
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break;
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//connection request for resource server
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case 2:
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//structure same as chat server, see comments for case 1
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lock (ResourceServer.IDLock)
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{
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ResourceServer.setCurrentID(serverID);
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ResourceServer.setConnectExpected();
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cWriter.Write(serType);
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cWriter.Write(serverID);
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while (ResourceServer.getConnectExpected() && connect.Connected) { }
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}
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break;
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//connection request for real time collaboration server
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case 3:
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//structure same as chat server, see comments for case 1
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lock (RTCServer.IDLock)
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{
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RTCServer.setCurrentID(serverID);
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RTCServer.setConnectExpected();
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cWriter.Write(serType);
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cWriter.Write(serverID);
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while (RTCServer.getConnectExpected() && connect.Connected) { }
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}
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break;
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}
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//checks if requested client still connected
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if (connect.Connected)
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{
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//tells requester client successfully connected if it is
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writer.Write(true);
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}
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else
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{
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//else indicates connection unsuccessful
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writer.Write(false);
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}
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}
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//requested client not connected
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else
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{
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//tells client connection request was unsuccessful
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writer.Write(false);
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}
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break;
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//request for status of indicated client
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case 5:
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TcpClient temp;
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//checks if indicated client is in list of connected clients
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if (clientList.TryGetValue(reader.ReadUInt32(), out temp))
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uint thisClientID = reader.ReadUInt32();
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//control while client connected and server running
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while (thisClient.Connected && running)
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{
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//checks if data is available on the clients stream
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if (stream.DataAvailable)
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{
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//gets the type of request sent by the client
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byte reqType = reader.ReadByte();
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switch (reqType)
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{
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//request for chat server
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case 1:
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//locks to ensure server counter not modified by another thread
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lock (serverCounterLock)
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{
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//increments server counter
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serverCounter++;
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//creates chat server with serverCounter as its ID in new thread
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Thread tC = new Thread(startChatServer);
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tC.Start(serverCounter);
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//writes the assigned serverID to client
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writer.Write(serverCounter);
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}
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break;
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//request for resource server
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case 2:
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//locks to ensure server counter not modified by another thread
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lock (serverCounterLock)
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{
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//increments server counter
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serverCounter++;
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//creates resource server with serverCounter as its ID in new thread
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Thread tR = new Thread(startResourceServer);
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tR.Start(serverCounter);
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//writes the assigned serverID to client
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writer.Write(serverCounter);
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}
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break;
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//request for real time collaboration server
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case 3:
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//locks to ensure server counter not modified by another thread
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lock (serverCounterLock)
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{
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//increments server counter
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serverCounter++;
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//creates real time collaboration server with serverCounter as its ID in new thread
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Thread tRTC = new Thread(startRTCServer);
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tRTC.Start(serverCounter);
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//writes the assigned serverID to client
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writer.Write(serverCounter);
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}
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break;
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//request to connect a client to a server
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case 4:
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TcpClient connect;
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//reads connection info from stream
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byte serType = reader.ReadByte();
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uint serverID = reader.ReadUInt32();
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uint clientID = reader.ReadUInt32();
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//checks if specified client connected, and gets corresponding TcpClient
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if (clientList.TryGetValue(clientID, out connect))
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{
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//creates reader and writer on requested clients stream
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NetworkStream cStream = connect.GetStream();
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BinaryWriter cWriter = new BinaryWriter(stream);
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//checks the type of server connection request for
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switch (serType)
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{
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//tells requester specified client is connected
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//connection request for chat server
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case 1:
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//locks to ensure ChatServer's currentID is not changed
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lock (ChatServer.IDLock)
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{
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//tells chat servers listener that incoming request is for server with specified ID
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ChatServer.setCurrentID(serverID);
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//tells chat server that a connection is expected
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ChatServer.setConnectExpected();
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//tells client to connect
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cWriter.Write(serType);
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cWriter.Write(serverID);
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//waits for client to connect to unlock, connectExpected set to false when it does
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while (ChatServer.getConnectExpected() && connect.Connected) { }
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}
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break;
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//connection request for resource server
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case 2:
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//structure same as chat server, see comments for case 1
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lock (ResourceServer.IDLock)
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{
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ResourceServer.setCurrentID(serverID);
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ResourceServer.setConnectExpected();
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cWriter.Write(serType);
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cWriter.Write(serverID);
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while (ResourceServer.getConnectExpected() && connect.Connected) { }
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}
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break;
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//connection request for real time collaboration server
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case 3:
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//structure same as chat server, see comments for case 1
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lock (RTCServer.IDLock)
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{
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RTCServer.setCurrentID(serverID);
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RTCServer.setConnectExpected();
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cWriter.Write(serType);
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cWriter.Write(serverID);
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while (RTCServer.getConnectExpected() && connect.Connected) { }
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}
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break;
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}
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//checks if requested client still connected
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if (connect.Connected)
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{
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//tells requester client successfully connected if it is
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writer.Write(true);
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}
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else
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{
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//tells requester specified client is not connected
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//else indicates connection unsuccessful
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writer.Write(false);
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}
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break;
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}
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}
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//requested client not connected
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else
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{
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//tells client connection request was unsuccessful
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writer.Write(false);
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}
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break;
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//request for status of indicated client
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case 5:
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TcpClient temp;
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//checks if indicated client is in list of connected clients
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if (clientList.TryGetValue(reader.ReadUInt32(), out temp))
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{
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//tells requester specified client is connected
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writer.Write(true);
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}
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else
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{
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//tells requester specified client is not connected
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writer.Write(false);
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}
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break;
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}
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}
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}
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//cleanup
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if (writer != null) { writer.Close(); }
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if (reader != null) { reader.Close(); }
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//removes client from list of connected clients
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lock (clientList)
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{
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clientList.Remove(thisClientID);
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}
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//client type waits for requests from server
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if (type == 1)
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{
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//adds client to a dictionary for use
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if (clientList != null)
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TcpClient close;
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if (clientList.TryGetValue(thisClientID, out close))
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{
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clientList.Add(thisClientID, thisClient);
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close.GetStream().Close();
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close.Close();
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clientList.Remove(thisClientID);
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}
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}
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}
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@ -1,9 +0,0 @@
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\bin\Debug\Server application.exe.config
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\bin\Debug\Server application.exe
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\bin\Debug\Server application.pdb
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\obj\Debug\Server application.csprojResolveAssemblyReference.cache
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\obj\Debug\Server_application.Form1.resources
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\obj\Debug\Server_application.Properties.Resources.resources
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\obj\Debug\Server application.csproj.GenerateResource.Cache
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\obj\Debug\Server application.exe
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C:\cygwin64\home\AquaC\CS-350-410-431-Group-Project\Server application\Server application\obj\Debug\Server application.pdb
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