Question: Once a connection has been achieved between the client program and the associated server thread and both programs have set up their respective socket streams

Once a connection has been achieved between the client program and the associated server
thread and both programs have set up their respective socket streams for I/O, the game begins
with the server thread generating a random sequence/code of 4 colored pegs. Each peg is one
of six colors R (red), Y (yellow), G (green), B (blue), W (white) or O (orange). Repeated colors
are allowed within the code/sequence. So for example, our game sequence might be RGGW.
Each turn in the game consists of the player attempting to guess the 4-color sequence. The
client program will prompt the user to enter their guess and (assuming no errors) will forward
the guess to the server thread via the output stream of the socket. Once a guess has been
received on the server side, the server will respond by providing an indication of how close the
guess was. The server encodes its response by reporting a combination of 4 of the following
values. P (correct color and position), C (correct color wrong position), or a string of 4 blanks
indicating neither correct color nor correct positions were found. For example, suppose the
program chose the code RGGW (red, green, green, blue). If the user were to guess WBGG then
the program would respond with CCP_ indicating that two of the guessed pegs are correct in
color but not position and a third peg is both the correct color AND in the correct position. Note
that the _ represents a blank space. All replies from the server will consist of a 4 character
string. If the server thread is ever sent a correct guess, then it will reply with the string "PPPP"
and will cease its execution. When the client receives the "PPPP" string it will report the win to
the user along with the total number of guesses that the user provided during the game.

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