fprintf(stderr, "BLUE! (blue: \"%s\")\n", bluePath);
exit(EXIT_FAILURE);
}
- logMessage("Game initialised.\n");
+// logMessage("Game initialised.\n");
}
Game::Game(const char * fromFile, const bool enableGraphics, double newStallTime, const bool allowIllegal, FILE * newLog, const Piece::Colour & newReveal, int newMaxTurns, bool newPrintBoard, double newTimeoutTime) : red(NULL), blue(NULL), turn(Piece::RED), theBoard(10,10), graphicsEnabled(enableGraphics), stallTime(newStallTime), allowIllegalMoves(allowIllegal), log(newLog), reveal(newReveal), turnCount(0), input(NULL), maxTurns(newMaxTurns), printBoard(newPrintBoard), timeoutTime(newTimeoutTime)
- logMessage("Messaging red with \"START\"\n");
+// logMessage("Messaging red with \"START\"\n");
red->Message("START");
{
Network * redNetwork = NULL;
Network * blueNetwork = NULL;
+ //To allow for running two network controllers (I don't know why you would, but beside the point...) use two ports
+ static const int port1 = 4560;
+ static const int port2 = 4561;
if (redPath[0] == '@')
{
if (network == NULL)
{
logMessage("Creating server for red AI... ");
- redNetwork = new Server();
+ redNetwork = new Server(port1);
logMessage("Successful!\n");
}
{
network = (const char*)(network+1);
logMessage("Creating client for red AI... ");
- redNetwork = new Client(network);
+ redNetwork = new Client(network, port2);
logMessage("Connected to address %s\n", network);
}
if (network == NULL)
{
logMessage("Creating server for blue AI... ");
- blueNetwork = new Server();
+ blueNetwork = new Server(port2);
logMessage("Successful!\n");
}
{
network = (const char*)(network+1);
logMessage("Creating client for blue AI... ");
- blueNetwork = new Client(network);
+ blueNetwork = new Client(network, port1);
logMessage("Connected to address %s\n", network);
}
logMessage(" (Blue's responses will be received over the connection)\n");
red = new NetworkSender(Piece::RED, red, blueNetwork);
logMessage(" (Red's responses will be copied over the connection)\n");
}
+
+ red->FixName(); blue->FixName();
}