Initial work on connecting clients over UDP.

This commit is contained in:
Barra Ó Catháin 2023-07-02 23:08:59 +01:00
parent a6d27ecfa4
commit 56c1332675
4 changed files with 81 additions and 8 deletions

View File

@ -60,6 +60,15 @@ void * graphicsThreadHandler(void * parameters)
{
struct gameState * state = (struct gameState *)parameters;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
int udpSocket = 0;
struct sockaddr_in recieveAddress;
// Set our IP address and port. Default to localhost for testing:
recieveAddress.sin_family = AF_INET;
recieveAddress.sin_addr.s_addr = INADDR_ANY;
recieveAddress.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,
@ -70,10 +79,13 @@ void * graphicsThreadHandler(void * parameters)
SDL_SetWindowResizable(window, SDL_TRUE);
state->clients[0].xPosition = 300;
state->clients[0].yPosition = 300;
// while (parameters->keepRunning)
bind(udpSocket, (struct sockaddr *)&recieveAddress, sizeof(struct sockaddr));
while (true)
{
recvfrom(udpSocket, state, sizeof(struct gameState), 0, NULL, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);

View File

@ -1,4 +1,21 @@
#include "cspt-state.h"
void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets)
{
int index = 0;
struct sockaddr_in currentClientAddress;
for (index = 0; index < 16; index++)
{
getsockname(clientSockets[index], (struct sockaddr *)&currentClientAddress, (socklen_t *)sizeof(struct sockaddr_in));
if (currentClientAddress.sin_addr.s_addr == address->sin_addr.s_addr)
{
state->clients[index].leftAcceleration = message->left;
state->clients[index].rightAcceleration = message->right;
state->clients[index].upAcceleration = message->up;
state->clients[index].downAcceleration = message->down;
break;
}
}
}
void doGameTick(struct gameState * state)
{

View File

@ -2,7 +2,7 @@
#define CSPT_STATE_H
#include <time.h>
#include <stdbool.h>
#include <netinet/in.h>
struct clientMovement
{
double xPosition, yPosition, xVelocity, yVelocity;
@ -20,6 +20,14 @@ struct gameState
struct clientMovement clients[16];
};
struct networkThreadArguments
{
int * clientSockets;
struct gameState * state;
};
void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets);
void doGameTick(struct gameState * state);
#endif

View File

@ -10,10 +10,12 @@
#include <unistd.h>
#include <strings.h>
#include <stdbool.h>
#include <pthread.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "../cspt-state.h"
#include "../cspt-message.h"
bool keepRunning = true;
const int PORT = 5200;
@ -29,8 +31,13 @@ void sigintHandler(int signal)
void * networkThreadHandler(void * arguments)
{
struct networkThreadArguments * args = (struct networkThreadArguments *)arguments;
int udpSocket;
struct sockaddr_in serverAddress;
pthread_t networkThread;
struct clientInput message;
socklen_t clientAddressLength;
struct sockaddr_in clientAddress, serverAddress;
if ((udpSocket = socket(AF_INET, SOCK_DGRAM, 0)) < 0)
{
exit(EXIT_FAILURE);
@ -40,6 +47,25 @@ void * networkThreadHandler(void * arguments)
serverAddress.sin_family = AF_INET;
serverAddress.sin_port = htons(PORT);
serverAddress.sin_addr.s_addr = INADDR_ANY;
// bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
printf("Started network thread.\n");
while (true)
{
// bzero(&message, sizeof(struct clientInput));
// recvfrom(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&clientAddress, &clientAddressLength);
// updateInput(args->state, &message, &clientAddress, args->clientSockets);
for (int index = 0; index < 16; index++)
{
if(args->clientSockets[index] > 0)
{
// getsockname(args->clientSockets[index], (struct sockaddr *)&clientAddress, (socklen_t *)sizeof(struct sockaddr_in));
sendto(udpSocket, args->state, sizeof(struct gameState), 0, (struct sockaddr *)&serverAddress, (socklen_t)sizeof(struct sockaddr_in));
}
}
}
return NULL;
}
@ -50,14 +76,23 @@ int main(int argc, char ** argv)
int masterSocket = 0;
int clientSockets[16];
fd_set connectedClients;
struct connectionStatus clientStatus[16];
struct sockaddr_in serverAddress, clientAddress;
pthread_t networkThread;
struct gameState currentState;
struct CsptMessage currentMessage;
struct connectionStatus clientStatus[16];
struct networkThreadArguments networkArguments;
struct sockaddr_in serverAddress, clientAddress;
printf("Client-Side Prediction Test - Server Starting.\n");
// Setup the sigint handler:
signal(SIGINT, sigintHandler);
networkArguments.clientSockets = clientSockets;
networkArguments.state = &currentState;
pthread_create(&networkThread, NULL, networkThreadHandler, (void *)&networkArguments);
// Setup TCP Master Socket:
printf("Setting up master socket... ");
masterSocket = socket(AF_INET, SOCK_STREAM, 0);
@ -179,13 +214,15 @@ int main(int argc, char ** argv)
case 0:
{
currentMessage.type = 0;
currentMessage.content = (uint8_t)random() % 16;
currentState.clients[index].registered = true;
currentMessage.content = (uint8_t)index;
send(clientSockets[index], &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
// Goodbye:
case 1:
{
currentState.clients[index].registered = false;
FD_CLR(clientSockets[index], &connectedClients);
shutdown(clientSockets[index], SHUT_RDWR);
clientSockets[index] = 0;
@ -238,7 +275,6 @@ int main(int argc, char ** argv)
}
}
}
printf("Waiting on pongs.\n");
}
}
}