Networked Pong

For this lesson I have provided a PongClient and a PongServer where users can log in and play
against another user. The user specifies the Internet address of the server he/she wants to
connect to and then selects a user to play against who is in a waiting queue.

Here is the server

Here is the client

Here is the constants required in both the server and client

I have included Java comments in the server and client for guiding you in what the code is doing.

I just want to comment real quick on modifying the java.awt.Components that are added to the
displayed java.awt.Frame . Whenever a component is added or removed from a displayed Frame the
following code must be executed on the displayed Frame:
invalidate(); validate(); repaint();
You will see the validation process in several locations in the client when different java.awt.Panels are removed and added to the displayed Frame. When I executed the server and client applications I used the following commands: java PongServer 25432 800 400 11 11 20 80 20 and java PongClient then in the displayed Frame: User Name: Matthew Server Address: Server Port: 25432 The server address corresponds to the local host which is the computer that the Java virtual machine is executing on. then execute the client again by using another command prompt console: java PongClient then in the displayed Frame: User Name: John Server Address: Server Port: 25432 Next choose either of the client frames and challenge the user from the list. If you switch back and forth between the displayed frames you will notice that each of the users can see the pong game in action. After the game is over you can click on "Join Queue" to rejoin the list of challengeable users. In this lesson, you learned how to create server and client threads with ServerSockets on both the client and server for handling blocking input stream reading. You learned how to send initialization data when a socket is first opened and how to close sockets if an exception occurs.