Split out threads in client

This commit is contained in:
Barra Ó Catháin 2023-07-06 21:28:32 +01:00
parent 3a25a86f82
commit 1fcdba4555
1 changed files with 118 additions and 85 deletions

View File

@ -56,20 +56,46 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
} }
} }
void * graphicsThreadHandler(void * parameters) struct threadParameters
{ {
struct gameState * state = (struct gameState *)parameters; struct gameState * state;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED; struct clientInput * message;
};
void * networkHandler(void * parameters)
{
//
struct threadParameters * arguments = parameters;
struct sockaddr_in serverAddress;
int udpSocket = 0; int udpSocket = 0;
struct sockaddr_in recieveAddress, serverAddress;
struct clientInput message;
message.clientNumber = 1;
// Point at the server:
serverAddress.sin_family = AF_INET; serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1"); serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
serverAddress.sin_port = htons(5200); serverAddress.sin_port = htons(5200);
// Create a UDP socket to send through:
udpSocket = socket(AF_INET, SOCK_DGRAM, 0); udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
// 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 * 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: // Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED, SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
@ -78,79 +104,78 @@ void * graphicsThreadHandler(void * parameters)
// Enable resizing the window: // Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE); SDL_SetWindowResizable(window, SDL_TRUE);
// state->clients[0].xPosition = 300;
// state->clients[0].yPosition = 300;
struct timeval tv;
tv.tv_sec = 0;
tv.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
SDL_Event event; SDL_Event event;
while (true) while (true)
{ {
while( SDL_PollEvent( &event ) ){ while (SDL_PollEvent(&event))
switch( event.type ) {
switch (event.type)
{ {
case SDL_KEYDOWN: case SDL_KEYDOWN:
switch( event.key.keysym.sym )
{ {
case SDLK_LEFT: switch( event.key.keysym.sym )
{ {
message.left = true; case SDLK_LEFT:
break; {
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;
}
} }
case SDLK_RIGHT:
{
message.right = true;
break;
}
case SDLK_UP:
{
message.up = true;
break;
}
case SDLK_DOWN:
{
message.down = true;
break;
}
default:
break; break;
} }
break; case SDL_KEYUP:
case SDL_KEYUP:
switch( event.key.keysym.sym )
{ {
case SDLK_LEFT: switch (event.key.keysym.sym)
{ {
message.left = false; case SDLK_LEFT:
break; {
} message->left = false;
case SDLK_RIGHT: break;
{ }
message.right = false; case SDLK_RIGHT:
break; {
} message->right = false;
case SDLK_UP: break;
{ }
message.up = false; case SDLK_UP:
break; {
} message->up = false;
case SDLK_DOWN: break;
{ }
message.down = false; case SDLK_DOWN:
break; {
message->down = false;
break;
}
} }
break;
}
default:
{
break;
} }
break;
default:
break;
} }
} }
sendto(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, state, sizeof(struct gameState), 0, NULL, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black: // Clear the screen, filling it with black:
@ -162,8 +187,7 @@ void * graphicsThreadHandler(void * parameters)
{ {
if (state->clients[index].registered == true) if (state->clients[index].registered == true)
{ {
DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
10);
} }
} }
@ -177,10 +201,11 @@ void * graphicsThreadHandler(void * parameters)
int main(int argc, char ** argv) int main(int argc, char ** argv)
{ {
int serverSocket = 0; int serverSocket = 0;
pthread_t graphicsThread; pthread_t graphicsThread, networkThread;
struct CsptMessage currentMessage; struct CsptMessage currentMessage;
bool continueRunning = true; bool continueRunning = true;
struct gameState * currentState = calloc(1, sizeof(struct gameState)); struct gameState * currentState = calloc(1, sizeof(struct gameState));
struct clientInput * clientInput = calloc(1, sizeof(struct gameState));
uint8_t currentPlayerNumber = 0; uint8_t currentPlayerNumber = 0;
struct sockaddr_in serverAddress; struct sockaddr_in serverAddress;
printf("Client-Side Prediction Test - Client Starting.\n"); printf("Client-Side Prediction Test - Client Starting.\n");
@ -214,39 +239,47 @@ int main(int argc, char ** argv)
if (currentMessage.type == 0) if (currentMessage.type == 0)
{ {
currentPlayerNumber = currentMessage.content; currentPlayerNumber = currentMessage.content;
clientInput->clientNumber = currentPlayerNumber;
} }
printf("Registered as: %u\n", currentPlayerNumber); printf("Registered as: %u\n", currentPlayerNumber);
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content); printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
struct threadParameters parameters;
parameters.message = clientInput;
parameters.state = currentState;
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters);
pthread_create(&networkThread, NULL, networkHandler, &parameters);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, currentState);
while (continueRunning) while (continueRunning)
{ {
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0) if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
{ {
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
switch (currentMessage.type) switch (currentMessage.type)
{ {
case 1: case 1:
{ {
// We've been told to disconnect: // We've been told to disconnect:
shutdown(serverSocket, SHUT_RDWR); shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0; serverSocket = 0;
continueRunning = false; continueRunning = false;
break; break;
} }
case 2: case 2:
{ {
// Pinged, so we now must pong. // Pinged, so we now must pong.
currentMessage.type = 3; currentMessage.type = 3;
currentMessage.content = 0; currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0); send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break; break;
} }
} }
} }
else else
{ {
currentMessage.type = 1;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR); shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0; serverSocket = 0;
continueRunning = false; continueRunning = false;