UDP data going back and forth
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56c1332675
commit
ff01152aa1
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@ -61,12 +61,14 @@ void * graphicsThreadHandler(void * parameters)
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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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struct sockaddr_in recieveAddress, serverAddress;
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struct clientInput message;
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message.right = true;
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message.clientNumber = 1;
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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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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_port = htons(5200);
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udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
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@ -77,15 +79,19 @@ void * graphicsThreadHandler(void * parameters)
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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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bind(udpSocket, (struct sockaddr *)&recieveAddress, sizeof(struct sockaddr));
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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 = 100000;
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setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO,&tv,sizeof(tv));
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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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sendto(udpSocket, &message, sizeof(struct clientInput), MSG_CONFIRM, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, state, sizeof(struct gameState), MSG_WAITALL, 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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@ -96,14 +102,13 @@ void * graphicsThreadHandler(void * parameters)
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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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DrawCircle(renderer, (int)state->clients[index].yPosition, (int)state->clients[index].xPosition,
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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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@ -115,13 +120,11 @@ int main(int argc, char ** argv)
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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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struct gameState currentState;
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struct gameState * currentState = calloc(1, sizeof(struct gameState));
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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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@ -156,7 +159,7 @@ 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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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, currentState);
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while (continueRunning)
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{
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if (recv(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0) > 0)
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@ -1,20 +1,14 @@
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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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void updateInput(struct gameState * state, struct clientInput * message)
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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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if(message->clientNumber < 16 && message->clientNumber >= 0)
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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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state->clients[message->clientNumber].leftAcceleration = message->left;
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state->clients[message->clientNumber].rightAcceleration = message->right;
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state->clients[message->clientNumber].upAcceleration = message->up;
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state->clients[message->clientNumber].downAcceleration = message->down;
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}
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}
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void doGameTick(struct gameState * state)
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@ -27,19 +21,19 @@ void doGameTick(struct gameState * state)
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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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state->clients[index].xVelocity -= 0.5;
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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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state->clients[index].xVelocity += 0.5;
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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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state->clients[index].yVelocity += 0.5;
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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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state->clients[index].yVelocity += 0.5;
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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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@ -51,21 +45,21 @@ void doGameTick(struct gameState * state)
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}
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// Clamp speed:
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if (state->clients[index].xVelocity > 10)
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if (state->clients[index].xVelocity > 15)
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{
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state->clients[index].xVelocity = 10;
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state->clients[index].xVelocity = 15;
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}
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if (state->clients[index].xVelocity < -10)
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if (state->clients[index].xVelocity < -15)
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{
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state->clients[index].xVelocity = -10;
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state->clients[index].xVelocity = -15;
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}
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if (state->clients[index].yVelocity > 10)
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if (state->clients[index].yVelocity > 15)
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{
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state->clients[index].yVelocity = 10;
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state->clients[index].yVelocity = 15;
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}
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if (state->clients[index].yVelocity < -10)
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if (state->clients[index].yVelocity < -15)
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{
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state->clients[index].yVelocity = -10;
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state->clients[index].yVelocity = -15;
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}
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// Do movement:
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@ -11,6 +11,7 @@ struct clientMovement
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struct clientInput
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{
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int clientNumber;
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bool left, right, up, down;
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};
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@ -26,7 +27,7 @@ struct networkThreadArguments
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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 updateInput(struct gameState * state, struct clientInput * message);
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void doGameTick(struct gameState * state);
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@ -31,7 +31,6 @@ 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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pthread_t networkThread;
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struct clientInput message;
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@ -45,26 +44,21 @@ void * networkThreadHandler(void * arguments)
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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_port = htons(5200);
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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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bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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printf("Started network thread.\n");
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socklen_t test = sizeof(clientAddress);
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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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recvfrom(udpSocket, &message, sizeof(struct clientInput), MSG_WAITALL, (struct sockaddr *)&clientAddress, &test);
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sendto(udpSocket, arguments, sizeof(struct gameState), MSG_CONFIRM,
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(struct sockaddr *)&clientAddress, (socklen_t)sizeof(struct sockaddr_in));
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updateInput(arguments, &message);
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doGameTick(arguments);
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bzero(&message, sizeof(struct clientInput));
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}
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return NULL;
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@ -88,10 +82,7 @@ int main(int argc, char ** argv)
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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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pthread_create(&networkThread, NULL, networkThreadHandler, ¤tState);
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// Setup TCP Master Socket:
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printf("Setting up master socket... ");
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