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FIVE IN A ROW
Presented By:
Anushka H Patil
Snehal S Vyawahare
Guided By:
Prof. Yao Liang
Date: Dec 4, 2017
Data Communication and Computer Networks
(CSCI 53600 20530)
IUPUI – Fall 2017
Abstract The basic idea of this project is to develop:
• Peer- peer networking application for a Five
in a row game
• Implement using web socket protocol.
• Analyze the networking activities on both
the end systems using Wireshark network
analyzer tool
2
Table of
contents
1. Introduction
2. Problem Statement
3. Implementation
4. System design
5. Demo
6. Wireshark analysis
7. Conclusion
3
Introduction
4
• Gomoku or Five in a Row, is an
abstract strategy board game.
• It originated in Japan during
the Heian period.
• In this game, players alternate
turns placing a stone of their
color on an empty intersection.
• The winner is the first player to
form an unbroken chain of five
stones horizontally, vertically,
or diagonally
Problem
Statement
The main objective of this project is to
develop a real-time peer-to-peer
networking application of the Five in a
row online game. In this application
we have designed a game application
where two players can play this
game.
5
Implementation
6
• For every web based game, there
are two important components:
Client-Side Component and Server-
Side Component.
1. Client-Side Component: User
Experience and Game logic (HTML,
CSS and JavaScript)
2. Server-Side Component: Backend
Programming- Parameter and
session handling (Java)
7
• Developed and Styled: HTML,
CSS, JavaScript
• User-defined actions :
a) Add
b) Move
c) Quit
• Scenarios in game :
a) "Waiting for another player to
connect!“
b) "Wait for opponents move“
c) "Select Another location“
d) " Player name Win“
• JsonObject is created and send
using socket.send() and
onmessage() is fired.
7
CLIENT- SIDE
COMPONENT
SERVER- SIDE
COMPONENT
• Programmed using Java
• Features: Session and
parameter handling
• Important Class file :
a) Web Socket server
b) Session handler
• Web Socket server :
a) JsonObject from client is read
using JsonReader.
b) WebSocket API events: Open,
Message, Close and Error are
used
• Session Handler:
a) add() and remove() to manage
the sessions.
b) 3 functions: addUser(),
userMove() and QuitGame()
c) JsonProvider it adds and
builds the object, sends to all
connected players.
System Design
DEMO VIDEO
9
Wireshark
Analysis
TCP connection establishment and http request for the
game URL
10
Wireshark
Analysis
Action performed by the client and switching protocol
11
Wireshark
Analysis
Move action performed by each player
12
Wireshark
Analysis
Wining Scenario
13
Additional
Features
14
▪ Simple and User Friendly User
Interface
▪Player’s information is
displayed during the game
▪End game feature: The player
can quit the game at any point
of time
Conclusion
Thus, we have used Web Socket protocol for
implementation of a real-time peer-to-peer
networking application of the online - Five in a Row
game. We have done the analysis of this game
using Wireshark network analysis tool; the analysis
reports shown above depicts the details of how
precisely the network protocol activities are being
performed on each end systems. Hence, the client
systems are able to successfully communicate with
each other and play the game. The results of the
game and network analysis report clearly indicates
that we are successfully running this peer-to-peer
application using Web Socket
15
Thank you!
16

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Five In A Row Game- Networking Protocol Analysis

  • 1. FIVE IN A ROW Presented By: Anushka H Patil Snehal S Vyawahare Guided By: Prof. Yao Liang Date: Dec 4, 2017 Data Communication and Computer Networks (CSCI 53600 20530) IUPUI – Fall 2017
  • 2. Abstract The basic idea of this project is to develop: • Peer- peer networking application for a Five in a row game • Implement using web socket protocol. • Analyze the networking activities on both the end systems using Wireshark network analyzer tool 2
  • 3. Table of contents 1. Introduction 2. Problem Statement 3. Implementation 4. System design 5. Demo 6. Wireshark analysis 7. Conclusion 3
  • 4. Introduction 4 • Gomoku or Five in a Row, is an abstract strategy board game. • It originated in Japan during the Heian period. • In this game, players alternate turns placing a stone of their color on an empty intersection. • The winner is the first player to form an unbroken chain of five stones horizontally, vertically, or diagonally
  • 5. Problem Statement The main objective of this project is to develop a real-time peer-to-peer networking application of the Five in a row online game. In this application we have designed a game application where two players can play this game. 5
  • 6. Implementation 6 • For every web based game, there are two important components: Client-Side Component and Server- Side Component. 1. Client-Side Component: User Experience and Game logic (HTML, CSS and JavaScript) 2. Server-Side Component: Backend Programming- Parameter and session handling (Java)
  • 7. 7 • Developed and Styled: HTML, CSS, JavaScript • User-defined actions : a) Add b) Move c) Quit • Scenarios in game : a) "Waiting for another player to connect!“ b) "Wait for opponents move“ c) "Select Another location“ d) " Player name Win“ • JsonObject is created and send using socket.send() and onmessage() is fired. 7 CLIENT- SIDE COMPONENT SERVER- SIDE COMPONENT • Programmed using Java • Features: Session and parameter handling • Important Class file : a) Web Socket server b) Session handler • Web Socket server : a) JsonObject from client is read using JsonReader. b) WebSocket API events: Open, Message, Close and Error are used • Session Handler: a) add() and remove() to manage the sessions. b) 3 functions: addUser(), userMove() and QuitGame() c) JsonProvider it adds and builds the object, sends to all connected players.
  • 10. Wireshark Analysis TCP connection establishment and http request for the game URL 10
  • 11. Wireshark Analysis Action performed by the client and switching protocol 11
  • 14. Additional Features 14 ▪ Simple and User Friendly User Interface ▪Player’s information is displayed during the game ▪End game feature: The player can quit the game at any point of time
  • 15. Conclusion Thus, we have used Web Socket protocol for implementation of a real-time peer-to-peer networking application of the online - Five in a Row game. We have done the analysis of this game using Wireshark network analysis tool; the analysis reports shown above depicts the details of how precisely the network protocol activities are being performed on each end systems. Hence, the client systems are able to successfully communicate with each other and play the game. The results of the game and network analysis report clearly indicates that we are successfully running this peer-to-peer application using Web Socket 15