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Client-Side-Prediction-Test/src/client/cspt-client.c

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// Client-Side Prediction Test - Client
// Barra Ó Catháin - 2023
#include <netdb.h>
#include <stdio.h>
#include <errno.h>
#include <stdlib.h>
#include <unistd.h>
#include <strings.h>
#include <stdbool.h>
#include <pthread.h>
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#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include "../cspt-state.h"
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#include "../cspt-message.h"
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
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struct threadParameters
{
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struct gameState * state;
struct clientInput * message;
};
void * networkHandler(void * parameters)
{
//
struct threadParameters * arguments = parameters;
struct sockaddr_in serverAddress;
int udpSocket = 0;
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// Point at the server:
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_addr.s_addr = inet_addr("192.168.0.100");
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serverAddress.sin_port = htons(5200);
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// Create a UDP socket to send through:
udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
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// Configure a timeout for recieving:
struct timeval timeout;
timeout.tv_sec = 0;
timeout.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
while (true)
{
// Send our input, recieve the state:
sendto(udpSocket, arguments->message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, arguments->state, sizeof(struct gameState), 0, NULL, NULL);
}
}
void * gameThreadHandler(void * parameters)
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{
struct threadParameters * arguments = parameters;
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while (true)
{
updateInput(arguments->state, arguments->message);
doGameTick(arguments->state);
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usleep(15625);
}
}
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void * graphicsThreadHandler(void * parameters)
{
struct gameState * state = ((struct threadParameters *)parameters)->state;
struct clientInput * message = ((struct threadParameters *)parameters)->message;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 600, 600, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
SDL_Event event;
while (true)
{
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while (SDL_PollEvent(&event))
{
switch (event.type)
{
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case SDL_KEYDOWN:
{
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switch( event.key.keysym.sym )
{
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case SDLK_LEFT:
{
message->left = true;
break;
}
case SDLK_RIGHT:
{
message->right = true;
break;
}
case SDLK_UP:
{
message->up = true;
break;
}
case SDLK_DOWN:
{
message->down = true;
break;
}
default:
{
break;
}
}
break;
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}
case SDL_KEYUP:
{
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switch (event.key.keysym.sym)
{
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case SDLK_LEFT:
{
message->left = false;
break;
}
case SDLK_RIGHT:
{
message->right = false;
break;
}
case SDLK_UP:
{
message->up = false;
break;
}
case SDLK_DOWN:
{
message->down = false;
break;
}
}
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break;
}
default:
{
break;
}
}
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
for (int index = 0; index < 16; index++)
{
if (state->clients[index].registered == true)
{
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DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
}
}
// Present the rendered graphics:
SDL_RenderPresent(renderer);
}
return NULL;
}
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int main(int argc, char ** argv)
{
int serverSocket = 0;
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pthread_t graphicsThread, networkThread, gameThread;
struct CsptMessage currentMessage;
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bool continueRunning = true;
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struct gameState * currentState = calloc(1, sizeof(struct gameState));
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struct clientInput * clientInput = calloc(1, sizeof(struct gameState));
uint8_t currentPlayerNumber = 0;
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struct sockaddr_in serverAddress;
printf("Client-Side Prediction Test - Client Starting.\n");
// Give me a socket, and make sure it's working:
serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == -1)
{
printf("Socket creation failed.\n");
exit(EXIT_FAILURE);
}
// Set our IP address and port. Default to localhost for testing:
serverAddress.sin_family = AF_INET;
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serverAddress.sin_addr.s_addr = inet_addr("192.168.0.100");
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serverAddress.sin_port = htons(5200);
// Connect to the server:
if (connect(serverSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in)) != 0)
{
fprintf(stderr, "Connecting to the server failed.\n");
exit(0);
}
currentMessage.type = 0;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
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if (currentMessage.type == 0)
{
currentPlayerNumber = currentMessage.content;
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clientInput->clientNumber = currentPlayerNumber;
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}
printf("Registered as: %u\n", currentPlayerNumber);
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
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struct threadParameters parameters;
parameters.message = clientInput;
parameters.state = currentState;
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters);
pthread_create(&gameThread, NULL, gameThreadHandler, &parameters);
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pthread_create(&networkThread, NULL, networkHandler, &parameters);
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while (continueRunning)
{
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
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{
switch (currentMessage.type)
{
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case 1:
{
// We've been told to disconnect:
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
break;
}
case 2:
{
// Pinged, so we now must pong.
currentMessage.type = 3;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
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}
}
else
{
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currentMessage.type = 1;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
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shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
}
}
return 0;
}