UDP data going back and forth

This commit is contained in:
Barra Ó Catháin 2023-07-06 00:22:59 +01:00
parent 56c1332675
commit ff01152aa1
4 changed files with 51 additions and 62 deletions

View File

@ -61,12 +61,14 @@ void * graphicsThreadHandler(void * parameters)
struct gameState * state = (struct gameState *)parameters;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
int udpSocket = 0;
struct sockaddr_in recieveAddress;
struct sockaddr_in recieveAddress, serverAddress;
struct clientInput message;
message.right = true;
message.clientNumber = 1;
// 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);
serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
serverAddress.sin_port = htons(5200);
udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
@ -77,15 +79,19 @@ void * graphicsThreadHandler(void * parameters)
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
state->clients[0].xPosition = 300;
state->clients[0].yPosition = 300;
bind(udpSocket, (struct sockaddr *)&recieveAddress, sizeof(struct sockaddr));
// state->clients[0].xPosition = 300;
// state->clients[0].yPosition = 300;
struct timeval tv;
tv.tv_sec = 0;
tv.tv_usec = 100000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
while (true)
{
recvfrom(udpSocket, state, sizeof(struct gameState), 0, NULL, NULL);
sendto(udpSocket, &message, sizeof(struct clientInput), MSG_CONFIRM, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, state, sizeof(struct gameState), MSG_WAITALL, NULL, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
@ -96,14 +102,13 @@ void * graphicsThreadHandler(void * parameters)
{
if (state->clients[index].registered == true)
{
DrawCircle(renderer, (int)state->clients[index].xPosition, (int)state->clients[index].yPosition,
DrawCircle(renderer, (int)state->clients[index].yPosition, (int)state->clients[index].xPosition,
10);
}
}
// Present the rendered graphics:
SDL_RenderPresent(renderer);
SDL_Delay(1000/60);
}
return NULL;
@ -115,13 +120,11 @@ int main(int argc, char ** argv)
pthread_t graphicsThread;
struct CsptMessage currentMessage;
bool continueRunning = true;
struct gameState currentState;
struct gameState * currentState = calloc(1, sizeof(struct gameState));
uint8_t currentPlayerNumber = 0;
struct sockaddr_in serverAddress;
printf("Client-Side Prediction Test - Client Starting.\n");
bzero(&currentState, sizeof(struct gameState));
// Give me a socket, and make sure it's working:
serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == -1)
@ -156,7 +159,7 @@ int main(int argc, char ** argv)
printf("Registered as: %u\n", currentPlayerNumber);
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &currentState);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, currentState);
while (continueRunning)
{
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)

View File

@ -1,20 +1,14 @@
#include "cspt-state.h"
void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets)
void updateInput(struct gameState * state, struct clientInput * message)
{
int index = 0;
struct sockaddr_in currentClientAddress;
for (index = 0; index < 16; index++)
if(message->clientNumber < 16 && message->clientNumber >= 0)
{
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;
}
state->clients[message->clientNumber].leftAcceleration = message->left;
state->clients[message->clientNumber].rightAcceleration = message->right;
state->clients[message->clientNumber].upAcceleration = message->up;
state->clients[message->clientNumber].downAcceleration = message->down;
}
}
void doGameTick(struct gameState * state)
@ -27,19 +21,19 @@ void doGameTick(struct gameState * state)
// Calculate acceleration:
if (state->clients[index].leftAcceleration)
{
state->clients[index].xVelocity -= 0.1;
state->clients[index].xVelocity -= 0.5;
}
if (state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity += 0.1;
state->clients[index].xVelocity += 0.5;
}
if (state->clients[index].upAcceleration)
{
state->clients[index].yVelocity += 0.1;
state->clients[index].yVelocity += 0.5;
}
if (state->clients[index].downAcceleration)
{
state->clients[index].yVelocity += 0.1;
state->clients[index].yVelocity += 0.5;
}
if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
{
@ -51,21 +45,21 @@ void doGameTick(struct gameState * state)
}
// Clamp speed:
if (state->clients[index].xVelocity > 10)
if (state->clients[index].xVelocity > 15)
{
state->clients[index].xVelocity = 10;
state->clients[index].xVelocity = 15;
}
if (state->clients[index].xVelocity < -10)
if (state->clients[index].xVelocity < -15)
{
state->clients[index].xVelocity = -10;
state->clients[index].xVelocity = -15;
}
if (state->clients[index].yVelocity > 10)
if (state->clients[index].yVelocity > 15)
{
state->clients[index].yVelocity = 10;
state->clients[index].yVelocity = 15;
}
if (state->clients[index].yVelocity < -10)
if (state->clients[index].yVelocity < -15)
{
state->clients[index].yVelocity = -10;
state->clients[index].yVelocity = -15;
}
// Do movement:

View File

@ -11,6 +11,7 @@ struct clientMovement
struct clientInput
{
int clientNumber;
bool left, right, up, down;
};
@ -26,7 +27,7 @@ struct networkThreadArguments
struct gameState * state;
};
void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets);
void updateInput(struct gameState * state, struct clientInput * message);
void doGameTick(struct gameState * state);

View File

@ -31,7 +31,6 @@ void sigintHandler(int signal)
void * networkThreadHandler(void * arguments)
{
struct networkThreadArguments * args = (struct networkThreadArguments *)arguments;
int udpSocket;
pthread_t networkThread;
struct clientInput message;
@ -45,26 +44,21 @@ void * networkThreadHandler(void * arguments)
memset(&serverAddress, 0, sizeof(serverAddress));
serverAddress.sin_family = AF_INET;
serverAddress.sin_port = htons(PORT);
serverAddress.sin_port = htons(5200);
serverAddress.sin_addr.s_addr = INADDR_ANY;
// bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
printf("Started network thread.\n");
socklen_t test = sizeof(clientAddress);
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));
}
}
recvfrom(udpSocket, &message, sizeof(struct clientInput), MSG_WAITALL, (struct sockaddr *)&clientAddress, &test);
sendto(udpSocket, arguments, sizeof(struct gameState), MSG_CONFIRM,
(struct sockaddr *)&clientAddress, (socklen_t)sizeof(struct sockaddr_in));
updateInput(arguments, &message);
doGameTick(arguments);
bzero(&message, sizeof(struct clientInput));
}
return NULL;
@ -88,10 +82,7 @@ int main(int argc, char ** argv)
// Setup the sigint handler:
signal(SIGINT, sigintHandler);
networkArguments.clientSockets = clientSockets;
networkArguments.state = &currentState;
pthread_create(&networkThread, NULL, networkThreadHandler, (void *)&networkArguments);
pthread_create(&networkThread, NULL, networkThreadHandler, &currentState);
// Setup TCP Master Socket:
printf("Setting up master socket... ");