// the find
Aymen1234567/Network-Multiplayer-Game
Implementation of the card game “6 qui prend” as a multiplayer client–server application using TCP sockets in C. This project was developed as part of the Systèmes et Réseaux course (L3 Informatique) at Université Bourgogne Europe.
A university course project implementing the card game '6 qui prend' as a TCP client-server application in C. It covers socket programming, pthreads, and basic game logic — exactly what an L3 systems course assignment looks like.
- The separation between human and robot clients is clean conceptually — same protocol, different decision logic, which mirrors how real networked games are structured.
- Using mutexes for turn synchronization rather than polling is the right call for a threaded server.
- The stats.sh + log pipeline is a practical addition that goes slightly beyond a minimal assignment submission.
- Compiled binaries (joueur_humain, joueur_robot, serveur) and generated output files (log_jeu.tex, statistiques.pdf, stats.txt) are committed to the repo — there's no .gitignore, which is sloppy housekeeping.
- Zero stars, zero forks, last pushed February 2026 — this is a single student's coursework with no community or ongoing development.
- The robot AI is almost certainly a random card picker or minimal heuristic; the README says 'automatic decisions' but gives no detail, which usually means it's trivial.
- No error handling discussion, no protocol documentation beyond commun.h, and no tests — it may work in the lab environment and nowhere else.