Basic stubs for graphical output and UDP thread.
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@ -7,22 +7,109 @@
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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 <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_timer.h>
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#include "../cspt-state.h"
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#include "../cspt-message.h"
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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{
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const int32_t diameter = (radius * 2);
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int32_t x = (radius - 1);
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int32_t y = 0;
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int32_t tx = 1;
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int32_t ty = 1;
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int32_t error = (tx - diameter);
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while (x >= y)
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{
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// Each of the following renders an octant of the circle
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SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
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if (error <= 0)
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{
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++y;
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error += ty;
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ty += 2;
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}
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if (error > 0)
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{
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--x;
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tx += 2;
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error += (tx - diameter);
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}
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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 gameState *)parameters;
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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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SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 640, 640, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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// Enable resizing the window:
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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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while (true)
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{
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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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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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for (int index = 0; index < 16; index++)
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{
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if (state->clients[index].registered == true)
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{
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DrawCircle(renderer, (int)state->clients[index].xPosition, (int)state->clients[index].yPosition,
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10);
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}
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}
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// Present the rendered graphics:
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SDL_RenderPresent(renderer);
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SDL_Delay(1000/60);
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}
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return NULL;
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}
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int main(int argc, char ** argv)
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{
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uint8_t currentPlayerNumber = 0;
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int serverSocket = 0;
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pthread_t graphicsThread;
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struct CsptMessage currentMessage;
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bool continueRunning = true;
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CsptMessage currentMessage;
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struct gameState currentState;
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uint8_t currentPlayerNumber = 0;
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struct sockaddr_in serverAddress;
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printf("Client-Side Prediction Test - Client Starting.\n");
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bzero(¤tState, sizeof(struct gameState));
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// Give me a socket, and make sure it's working:
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serverSocket = socket(AF_INET, SOCK_STREAM, 0);
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if (serverSocket == -1)
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@ -46,8 +133,8 @@ int main(int argc, char ** argv)
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currentMessage.type = 0;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(CsptMessage), 0);
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recv(serverSocket, ¤tMessage, sizeof(CsptMessage), 0);
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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recv(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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if (currentMessage.type == 0)
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{
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@ -57,9 +144,10 @@ int main(int argc, char ** argv)
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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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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, ¤tState);
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while (continueRunning)
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{
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if (recv(serverSocket, ¤tMessage, sizeof(CsptMessage), 0) > 0)
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if (recv(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0) > 0)
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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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@ -77,7 +165,7 @@ int main(int argc, char ** argv)
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// Pinged, so we now must pong.
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currentMessage.type = 3;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(CsptMessage), 0);
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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}
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}
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@ -2,11 +2,12 @@
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#define CSPT_MESSAGE_H
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#include <stdint.h>
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const char * messageStrings[] = {"HELLO", "GOODBYE", "PING", "PONG"};
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typedef struct CsptMessage
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struct CsptMessage
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{
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uint8_t type;
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uint8_t content;
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} CsptMessage;
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};
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/* Message Types:
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0 - HELLO: Contents sent to client indicate a given player number.
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@ -14,4 +15,5 @@ typedef struct CsptMessage
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2 - PING: Contents indicate the missed amount of pongs.
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3 - PONG: No contents.
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*/
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#endif
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@ -0,0 +1,59 @@
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#include "cspt-state.h"
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void doGameTick(struct gameState * state)
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{
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state->timestamp = time(NULL);
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for (int index = 0; index < 16; index++)
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{
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if (state->clients[index].registered == true)
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{
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// Calculate acceleration:
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if (state->clients[index].leftAcceleration)
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{
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state->clients[index].xVelocity -= 0.1;
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}
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if (state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity += 0.1;
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}
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if (state->clients[index].upAcceleration)
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{
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state->clients[index].yVelocity += 0.1;
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}
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if (state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity += 0.1;
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}
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if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
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{
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state->clients[index].xVelocity *= 0.1;
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}
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if (!state->clients[index].upAcceleration && !state->clients[index].downAcceleration)
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{
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state->clients[index].yVelocity *= 0.1;
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}
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// Clamp speed:
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if (state->clients[index].xVelocity > 10)
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{
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state->clients[index].xVelocity = 10;
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}
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if (state->clients[index].xVelocity < -10)
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{
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state->clients[index].xVelocity = -10;
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}
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if (state->clients[index].yVelocity > 10)
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{
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state->clients[index].yVelocity = 10;
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}
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if (state->clients[index].yVelocity < -10)
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{
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state->clients[index].yVelocity = -10;
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}
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// Do movement:
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state->clients[index].xPosition += state->clients[index].xVelocity;
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state->clients[index].yPosition += state->clients[index].yVelocity;
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}
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}
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}
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@ -0,0 +1,25 @@
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#ifndef CSPT_STATE_H
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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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struct clientMovement
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{
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double xPosition, yPosition, xVelocity, yVelocity;
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bool leftAcceleration, rightAcceleration, upAcceleration, downAcceleration, registered;
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};
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struct clientInput
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{
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bool left, right, up, down;
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};
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struct gameState
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{
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time_t timestamp;
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struct clientMovement clients[16];
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};
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void doGameTick(struct gameState * state);
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#endif
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@ -4,6 +4,7 @@
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#include <netdb.h>
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#include <stdio.h>
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#include <errno.h>
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#include <string.h>
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#include <signal.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <netinet/in.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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struct connectionStatus
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{
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uint8_t remainingPongs;
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keepRunning = false;
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}
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void * networkThreadHandler(void * arguments)
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{
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int udpSocket;
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struct sockaddr_in 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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}
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memset(&serverAddress, 0, sizeof(serverAddress));
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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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return NULL;
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}
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int main(int argc, char ** argv)
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{
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int returnValue = 0;
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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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CsptMessage currentMessage;
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struct CsptMessage currentMessage;
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printf("Client-Side Prediction Test - Server Starting.\n");
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// Setup the sigint handler:
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if (FD_ISSET(clientSockets[index], &connectedClients))
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{
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// The client has sent a message, recieve it and process:
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if ((returnValue = recv(clientSockets[index], ¤tMessage, sizeof(CsptMessage), 0)) > 0)
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if ((returnValue = recv(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0)) > 0)
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{
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printf("%s, %u\n", messageStrings[currentMessage.type], currentMessage.content);
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switch (currentMessage.type)
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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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send(clientSockets[index], ¤tMessage, sizeof(CsptMessage), 0);
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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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currentMessage.type = 1;
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currentMessage.content = 0;
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FD_CLR(clientSockets[index], &connectedClients);
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send(clientSockets[index], ¤tMessage, sizeof(CsptMessage), 0);
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send(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(clientSockets[index], SHUT_RDWR);
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clientSockets[index] = 0;
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}
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{
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currentMessage.type = 2;
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currentMessage.content = 0;
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send(clientSockets[index], ¤tMessage, sizeof(CsptMessage), 0);
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send(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0);
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clientStatus[index].remainingPongs++;
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if (clientStatus[index].remainingPongs >= 10)
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{
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currentMessage.type = 1;
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currentMessage.content = 0;
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send(clientSockets[index], ¤tMessage, sizeof(CsptMessage), 0);
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send(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(clientSockets[index], SHUT_RDWR);
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clientSockets[index] = 0;
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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(clientSockets[index], ¤tMessage, sizeof(CsptMessage), 0);
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send(clientSockets[index], ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(clientSockets[index], SHUT_RDWR);
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clientSockets[index] = 0;
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}
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