CMSC 22001: Software Construction Assignment 2u: Networked Player | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
In this assignment, you must implement an automated, networked player for Scrabble. Download the zipfile or the tgz file containing the server. Use it to play games with your player (Of course, you'll want to test your player independently.) Read the README file in the archive for details on how to run it. The interaction between the client and server mirrors the method calls that you would get if you had objects implemeting the PlayerI and TurnI interfaces. Each method call corresponds to a pair of messages across the network: one for the method invocation and one for the method return. To begin the communication, the client establishes a TCP/IP connection to the server and then sends a registerPlayer message to the server, to which the server replies with a void message (see below for the precise content of all of the messages). After that initial sequence of messages, the communication follows this state machine: ![]() These are the precise specification of the messages on the edges in the above diagram (see the data page for the definitions of the non-terminals and whitespace conventions):
For now, test your new system on a local machine. Use port 9000 to communicate via TCP/IP. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| CMSC 22001: Software Construction |