Question: In this project, you will implement a turn - based multiplayer game where a server manages a number - guessing game, and clients take turns

In this project, you will implement a turn-based multiplayer game where a server manages a number-guessing game, and clients take turns making guesses. You will develop this project twice: once using TCP and once using UDP. This will help you understand the practical differences between the two transport layer protocols, including reliability, connection handling, latency, and implementation complexity. To give you an example of a potential use case for this project, consider an online multiplayer quiz game where players take turns answering questions. Like our number-guessing game, the quiz server would manage players and ensure each player gets a chance to answer while keeping score. This can help you understand how turn-taking mechanics work over a network using both reliable (TCP) and unreliable (UDP) protocols. Objective: The objective of this project is to gain hands-on experience with both TCP and UDP socket programming. You will understand how these protocols differ in terms of connection establishment, reliability, and data transmission. This project will require you to manage serverclient communication for a simple turn-based game. Game Concept: The server will host a simple number-guessing game. Clients will take turns trying to guess a random number chosen by the server. The server will communicate whether the guess is too high, too low, or correct. The game ends when one client guesses the number correctly. Requirements: Note: Before diving into the requirements, heres a brief overview of TCP and UDP differences. TCP (Transmission Control Protocol) is a connection-oriented protocol that ensures reliable communication, meaning it provides a guaranteed delivery of packets in the correct order. UDP (User Datagram Protocol), on the other hand, is connectionless, faster, and does not guarantee delivery or order, which makes it more efficient for certain use cases but less reliable. 1. TCP Version Server Implementation: TCP Protocol o Use a connection-oriented approach with TCP to manage client-server communication. o Create a server that binds to a specific IP address and listens for incoming connections. o Use accept() to handle incoming client connections. o Manage multiple clients using turn-based logic, for simplicity, its enough to run two clients only. o For each client, prompt them to make a guess, receive the guess, and provide feedback. o Ensure that turns are handled in a sequential manner, with one client guessing at a time. o At the end of each turn, provide feedback on whether the guess is too high, too low, or correct. o Send the final result to the winning client when the number is guessed correctly. Client Implementation: TCP Protocol o Use connect() to establish a connection to the server. o Implement functionality to receive prompts from the server, send guesses, and display server responses. o Implement error handling for lost connections. 2. UDP Version Server Implementation: UDP Protocol o Use a connectionless approach with UDP to manage client-server communication. o Create a server that binds to a specific IP address and listens for incoming data using recvfrom(). o Manage client turns by keeping track of the client's IP and port. o Send feedback to clients about their guess using sendto(), specifying the appropriate IP and port. o Implement simple logic to deal with unreliable packet delivery (e.g., retry if no response is received). Client Implementation: UDP Protocol o Send data to the server using sendto(), and receive responses using recvfrom(). o Implement retry logic if feedback is not received from the server within a certain timeframe.
Pseudocode for Server and Client Server Pseudocode 1. Initialize server socket (TCP/UDP depending on version).2. Bind socket to a specific IP and port. 3. Listen for incoming client connections (for TCP version) or wait for data (for UDP version).4. Generate a random number to be guessed. 5. While the game is not over: a. Wait for a client to connect (TCP) or send data (UDP). b. Prompt the current client to make a guess. c. Receive the guess from the client. d. Check if the guess is too high, too low, or correct. e. Send feedback to the client. f. If the guess is correct, declare the winner and end the game. 6. Close connections when the game is over. Client Pseudocode 1. Initialize client socket (TCP/UDP depending on version).2. Connect to the server (TCP) or prepare to send data (UDP).3. While the game is not over: a. Wait for a prompt from the server. b. Enter a guess. c. Send the guess to the server. d. Receive feedback from the server. e. Display feedback to the user. 4. Close the connection when the game is over.

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