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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);
}
}
}
void * graphicsThreadHandler(void * parameters)
{
struct gameState * state = (struct gameState *)parameters;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
int udpSocket = 0;
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struct sockaddr_in recieveAddress, serverAddress;
struct clientInput message;
message.right = true;
message.clientNumber = 1;
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serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
serverAddress.sin_port = htons(5200);
udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 640, 640, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
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// state->clients[0].xPosition = 300;
// state->clients[0].yPosition = 300;
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struct timeval tv;
tv.tv_sec = 0;
tv.tv_usec = 100000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
while (true)
{
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sendto(udpSocket, &message, sizeof(struct clientInput), MSG_CONFIRM, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, state, sizeof(struct gameState), MSG_WAITALL, NULL, NULL);
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, (int)state->clients[index].yPosition, (int)state->clients[index].xPosition,
10);
}
}
// Present the rendered graphics:
SDL_RenderPresent(renderer);
}
return NULL;
}
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int main(int argc, char ** argv)
{
int serverSocket = 0;
pthread_t graphicsThread;
struct CsptMessage currentMessage;
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bool continueRunning = true;
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struct gameState * currentState = 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;
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
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;
}
printf("Registered as: %u\n", currentPlayerNumber);
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, currentState);
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while (continueRunning)
{
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
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{
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
switch (currentMessage.type)
{
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);
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break;
}
}
}
else
{
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
continueRunning = false;
}
}
return 0;
}