![]() Telnet should retrieve the HTML for the webpage at. If you now type (where ↵ indicates a newline): GET /↵ Since port 80 is usually used for HTTP, we can now make HTTP requests through telnet. You can have telnet connect to a host and port (for example, :80) from the command line with: telnet 80 The last option will prevent the window from disappearing as soon as the server closes its end of the connection. To connect using PuTTY, enter a hostname and port, select Connection type: Raw, and Close window on exit: Never. If it does not show you what you’re typing, you will need to turn on the localecho option.Ī better alternative is PuTTY: download putty.exe. However, this version of telnet may be very hard to use. If you do not have telnet, you can install it via Control Panel → Programs and Features → Turn Windows features on/off → Telnet client. Windows users should first check if telnet is installed by running the command telnet on the command line. *nix operating systems (including Mac OS X) should have telnet installed by default. ![]() Telnet is a utility that allows you to make a direct network connection to a listening server and communicate with it via a terminal interface.īefore starting this problem set, please ensure that you have telnet installed. We are not specifically defining, or asking you to implement, any kind of “win condition” for the game. Your program should allow the user to dig in that square - a user of Multiplayer Minesweeper must accept this kind of risk. Meanwhile, user B has not observed the board state since this update has taken place, so user B goes ahead and digs in square i,j. by digging in one or more squares) such that square i,j obviously has a bomb. Note that there are some tricky cases of user-level concurrency.įor example, say user A has just modified the game state (i.e. The player who lost may reconnect to the same game again via telnet to start playing again. The square where the bomb was blown up is now a dug square with no bomb. In our version, when one player blows up a bomb, they still lose, and the game ends for them (the server ends their connection), but the other players may continue playing. Whereas a standard Minesweeper game would end at this point, in our version, the game keeps going for the other players. In both versions, players lose when they try to dig an untouched square that happens to contain a bomb. Our variant works very similarly to standard Minesweeper, but with multiple players simultaneously playing on a single board. We will refer to the board as a grid of squares.Įach square is either flagged, dug, or untouched.Įach square also either contains a bomb, or does not contain a bomb. It is your responsibility to examine Didit feedback and make sure your code compiles and runs for grading, but you must do your own testing to ensure correctness.īeyond these requirements you have complete design freedom.įor example, you can add new methods, classes, and packages rewrite or delete other pieces of provided code etc. Changing these interfaces or axes will cause the tests to fail, and you will receive 0 points for the submission. Your code will be tested against the specification. The (x, y) coordinates start at (0, 0) in the top-left corner, extend horizontally to the right in the x direction, and extend vertically downwards in the y direction. You may change any of the other provided code in MinesweeperServer.Īlso note that the axis definition of your board must match what is defined in Protocol and specification. ![]() Your solution must not change the name, signature, or specification of the MinesweeperServer methods main() or runMinesweeperServer() you also should not change the implementation of main(). On this problem set, you have substantial design freedom.
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