Split out threads in client
This commit is contained in:
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3a25a86f82
commit
1fcdba4555
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@ -56,20 +56,46 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
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}
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}
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}
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}
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void * graphicsThreadHandler(void * parameters)
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struct threadParameters
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{
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{
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struct gameState * state = (struct gameState *)parameters;
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struct gameState * state;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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struct clientInput * message;
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};
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void * networkHandler(void * parameters)
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{
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//
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struct threadParameters * arguments = parameters;
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struct sockaddr_in serverAddress;
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int udpSocket = 0;
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int udpSocket = 0;
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struct sockaddr_in recieveAddress, serverAddress;
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struct clientInput message;
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message.clientNumber = 1;
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// Point at the server:
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
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serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
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serverAddress.sin_port = htons(5200);
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serverAddress.sin_port = htons(5200);
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// Create a UDP socket to send through:
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udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
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udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
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// Configure a timeout for recieving:
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struct timeval timeout;
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timeout.tv_sec = 0;
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timeout.tv_usec = 1000;
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setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
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while (true)
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{
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// Send our input, recieve the state:
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sendto(udpSocket, arguments->message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, arguments->state, sizeof(struct gameState), 0, NULL, NULL);
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}
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}
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void * graphicsThreadHandler(void * parameters)
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{
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struct gameState * state = ((struct threadParameters *)parameters)->state;
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struct clientInput * message = ((struct threadParameters *)parameters)->message;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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// Create an SDL window and rendering context in that window:
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
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SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
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@ -78,79 +104,78 @@ void * graphicsThreadHandler(void * parameters)
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// Enable resizing the window:
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// Enable resizing the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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SDL_SetWindowResizable(window, SDL_TRUE);
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// state->clients[0].xPosition = 300;
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// state->clients[0].yPosition = 300;
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struct timeval tv;
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tv.tv_sec = 0;
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tv.tv_usec = 1000;
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setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
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SDL_Event event;
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SDL_Event event;
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while (true)
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while (true)
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{
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{
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while( SDL_PollEvent( &event ) ){
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while (SDL_PollEvent(&event))
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switch( event.type )
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{
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switch (event.type)
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{
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{
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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switch( event.key.keysym.sym )
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{
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{
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case SDLK_LEFT:
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switch( event.key.keysym.sym )
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{
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{
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message.left = true;
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case SDLK_LEFT:
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break;
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{
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message->left = true;
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break;
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}
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case SDLK_RIGHT:
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{
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message->right = true;
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break;
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}
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case SDLK_UP:
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{
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message->up = true;
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break;
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}
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case SDLK_DOWN:
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{
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message->down = true;
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break;
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}
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default:
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{
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break;
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}
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}
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}
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case SDLK_RIGHT:
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{
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message.right = true;
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break;
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}
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case SDLK_UP:
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{
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message.up = true;
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break;
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}
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case SDLK_DOWN:
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{
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message.down = true;
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break;
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}
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default:
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break;
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break;
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}
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}
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break;
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case SDL_KEYUP:
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case SDL_KEYUP:
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switch( event.key.keysym.sym )
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{
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{
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case SDLK_LEFT:
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switch (event.key.keysym.sym)
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{
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{
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message.left = false;
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case SDLK_LEFT:
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break;
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{
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}
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message->left = false;
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case SDLK_RIGHT:
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break;
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{
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}
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message.right = false;
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case SDLK_RIGHT:
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break;
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{
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}
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message->right = false;
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case SDLK_UP:
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break;
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{
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}
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message.up = false;
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case SDLK_UP:
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break;
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{
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}
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message->up = false;
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case SDLK_DOWN:
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break;
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{
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}
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message.down = false;
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case SDLK_DOWN:
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break;
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{
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message->down = false;
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break;
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}
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}
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}
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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default:
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break;
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}
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}
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}
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}
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sendto(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, state, sizeof(struct gameState), 0, NULL, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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// Clear the screen, filling it with black:
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// Clear the screen, filling it with black:
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@ -162,8 +187,7 @@ void * graphicsThreadHandler(void * parameters)
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{
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{
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if (state->clients[index].registered == true)
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if (state->clients[index].registered == true)
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{
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{
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DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition),
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DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
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10);
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}
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}
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}
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}
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@ -177,10 +201,11 @@ void * graphicsThreadHandler(void * parameters)
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int main(int argc, char ** argv)
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int main(int argc, char ** argv)
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{
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{
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int serverSocket = 0;
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int serverSocket = 0;
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pthread_t graphicsThread;
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pthread_t graphicsThread, networkThread;
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struct CsptMessage currentMessage;
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struct CsptMessage currentMessage;
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bool continueRunning = true;
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bool continueRunning = true;
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struct gameState * currentState = calloc(1, sizeof(struct gameState));
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struct gameState * currentState = calloc(1, sizeof(struct gameState));
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struct clientInput * clientInput = calloc(1, sizeof(struct gameState));
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uint8_t currentPlayerNumber = 0;
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uint8_t currentPlayerNumber = 0;
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struct sockaddr_in serverAddress;
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struct sockaddr_in serverAddress;
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printf("Client-Side Prediction Test - Client Starting.\n");
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printf("Client-Side Prediction Test - Client Starting.\n");
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@ -214,39 +239,47 @@ int main(int argc, char ** argv)
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if (currentMessage.type == 0)
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if (currentMessage.type == 0)
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{
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{
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currentPlayerNumber = currentMessage.content;
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currentPlayerNumber = currentMessage.content;
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clientInput->clientNumber = currentPlayerNumber;
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}
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}
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printf("Registered as: %u\n", currentPlayerNumber);
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printf("Registered as: %u\n", currentPlayerNumber);
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printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
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printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
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struct threadParameters parameters;
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parameters.message = clientInput;
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parameters.state = currentState;
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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, ¶meters);
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pthread_create(&networkThread, NULL, networkHandler, ¶meters);
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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, currentState);
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while (continueRunning)
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while (continueRunning)
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{
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{
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if (recv(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0) > 0)
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if (recv(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0) > 0)
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{
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{
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printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
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switch (currentMessage.type)
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switch (currentMessage.type)
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{
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{
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case 1:
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case 1:
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{
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{
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// We've been told to disconnect:
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// We've been told to disconnect:
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shutdown(serverSocket, SHUT_RDWR);
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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serverSocket = 0;
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continueRunning = false;
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continueRunning = false;
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break;
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break;
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}
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}
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case 2:
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case 2:
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{
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{
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// Pinged, so we now must pong.
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// Pinged, so we now must pong.
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currentMessage.type = 3;
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currentMessage.type = 3;
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currentMessage.content = 0;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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break;
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}
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}
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}
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}
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}
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}
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else
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else
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{
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{
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currentMessage.type = 1;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(serverSocket, SHUT_RDWR);
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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serverSocket = 0;
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continueRunning = false;
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continueRunning = false;
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