Initial work on connecting clients over UDP.
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a6d27ecfa4
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@ -60,6 +60,15 @@ void * graphicsThreadHandler(void * parameters)
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{
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struct gameState * state = (struct gameState *)parameters;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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int udpSocket = 0;
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struct sockaddr_in recieveAddress;
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// Set our IP address and port. Default to localhost for testing:
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recieveAddress.sin_family = AF_INET;
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recieveAddress.sin_addr.s_addr = INADDR_ANY;
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recieveAddress.sin_port = htons(5200);
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udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
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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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@ -70,10 +79,13 @@ void * graphicsThreadHandler(void * parameters)
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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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// while (parameters->keepRunning)
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bind(udpSocket, (struct sockaddr *)&recieveAddress, sizeof(struct sockaddr));
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while (true)
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{
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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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// Clear the screen, filling it with black:
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SDL_RenderClear(renderer);
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@ -1,4 +1,21 @@
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#include "cspt-state.h"
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void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets)
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{
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int index = 0;
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struct sockaddr_in currentClientAddress;
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for (index = 0; index < 16; index++)
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{
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getsockname(clientSockets[index], (struct sockaddr *)¤tClientAddress, (socklen_t *)sizeof(struct sockaddr_in));
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if (currentClientAddress.sin_addr.s_addr == address->sin_addr.s_addr)
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{
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state->clients[index].leftAcceleration = message->left;
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state->clients[index].rightAcceleration = message->right;
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state->clients[index].upAcceleration = message->up;
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state->clients[index].downAcceleration = message->down;
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break;
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}
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}
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}
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void doGameTick(struct gameState * state)
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{
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@ -2,7 +2,7 @@
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#define CSPT_STATE_H
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#include <time.h>
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#include <stdbool.h>
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#include <netinet/in.h>
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struct clientMovement
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{
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double xPosition, yPosition, xVelocity, yVelocity;
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@ -20,6 +20,14 @@ struct gameState
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struct clientMovement clients[16];
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};
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struct networkThreadArguments
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{
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int * clientSockets;
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struct gameState * state;
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};
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void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets);
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void doGameTick(struct gameState * state);
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#endif
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@ -10,10 +10,12 @@
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#include <unistd.h>
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#include <strings.h>
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#include <stdbool.h>
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#include <pthread.h>
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#include <sys/types.h>
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#include <arpa/inet.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include "../cspt-state.h"
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#include "../cspt-message.h"
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bool keepRunning = true;
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const int PORT = 5200;
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@ -29,8 +31,13 @@ void sigintHandler(int signal)
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void * networkThreadHandler(void * arguments)
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{
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struct networkThreadArguments * args = (struct networkThreadArguments *)arguments;
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int udpSocket;
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struct sockaddr_in serverAddress;
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pthread_t networkThread;
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struct clientInput message;
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socklen_t clientAddressLength;
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struct sockaddr_in clientAddress, serverAddress;
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if ((udpSocket = socket(AF_INET, SOCK_DGRAM, 0)) < 0)
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{
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exit(EXIT_FAILURE);
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@ -40,6 +47,25 @@ void * networkThreadHandler(void * arguments)
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_port = htons(PORT);
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serverAddress.sin_addr.s_addr = INADDR_ANY;
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// bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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printf("Started network thread.\n");
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while (true)
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{
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// bzero(&message, sizeof(struct clientInput));
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// recvfrom(udpSocket, &message, sizeof(struct clientInput), 0, (struct sockaddr *)&clientAddress, &clientAddressLength);
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// updateInput(args->state, &message, &clientAddress, args->clientSockets);
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for (int index = 0; index < 16; index++)
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{
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if(args->clientSockets[index] > 0)
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{
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// getsockname(args->clientSockets[index], (struct sockaddr *)&clientAddress, (socklen_t *)sizeof(struct sockaddr_in));
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sendto(udpSocket, args->state, sizeof(struct gameState), 0, (struct sockaddr *)&serverAddress, (socklen_t)sizeof(struct sockaddr_in));
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}
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}
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}
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return NULL;
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}
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@ -50,14 +76,23 @@ int main(int argc, char ** argv)
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int masterSocket = 0;
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int clientSockets[16];
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fd_set connectedClients;
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struct connectionStatus clientStatus[16];
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struct sockaddr_in serverAddress, clientAddress;
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pthread_t networkThread;
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struct gameState currentState;
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struct CsptMessage currentMessage;
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struct connectionStatus clientStatus[16];
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struct networkThreadArguments networkArguments;
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struct sockaddr_in serverAddress, clientAddress;
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printf("Client-Side Prediction Test - Server Starting.\n");
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// Setup the sigint handler:
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signal(SIGINT, sigintHandler);
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networkArguments.clientSockets = clientSockets;
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networkArguments.state = ¤tState;
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pthread_create(&networkThread, NULL, networkThreadHandler, (void *)&networkArguments);
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// Setup TCP Master Socket:
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printf("Setting up master socket... ");
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masterSocket = socket(AF_INET, SOCK_STREAM, 0);
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@ -179,13 +214,15 @@ int main(int argc, char ** argv)
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case 0:
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{
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currentMessage.type = 0;
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currentMessage.content = (uint8_t)random() % 16;
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currentState.clients[index].registered = true;
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currentMessage.content = (uint8_t)index;
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send(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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}
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// Goodbye:
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case 1:
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{
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currentState.clients[index].registered = false;
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FD_CLR(clientSockets[index], &connectedClients);
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shutdown(clientSockets[index], SHUT_RDWR);
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clientSockets[index] = 0;
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@ -238,7 +275,6 @@ int main(int argc, char ** argv)
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}
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}
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}
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printf("Waiting on pongs.\n");
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}
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}
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}
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