Spacewar/source/Spacewar-Client.c

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// =========================================
// | Spacewar-Client.c |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#include <unistd.h>
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#include <stdbool.h>
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#include <pthread.h>
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#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include "Spacewar-Messages.h"
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#include "Spacewar-Graphics.h"
#include "Spacewar-Server.h"
const char * messageStrings[] = {"HELLO", "GOODBYE", "PING", "PONG", "SECRET"};
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typedef struct SpacewarNetworkConfig
{
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SpacewarClientInput input;
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SpacewarState * state;
} SpacewarNetworkConfig;
void * runNetworkThread (void * parameters)
{
SpacewarNetworkConfig * configuration = (SpacewarNetworkConfig *)parameters;
int udpSocket = 0;
udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
// Configure a timeout for receiving:
struct timeval receiveTimeout;
receiveTimeout.tv_sec = 0;
receiveTimeout.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &receiveTimeout, sizeof(struct timeval));
// Point at the server:
struct sockaddr_in serverAddress;
serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
serverAddress.sin_port = htons(5200);
// A structure to store the most recent state from the network:
SpacewarState * updatedState = calloc(1, sizeof(SpacewarState));
while (true)
{
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sendto(udpSocket, &configuration->input, sizeof(SpacewarClientInput), 0,
(struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, updatedState, sizeof(SpacewarState), 0, NULL, NULL);
memcpy(configuration->state, updatedState, sizeof(SpacewarState));
}
}
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int main(int argc, char ** argv)
{
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xyVector upVector = {0, 0.1};
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// Initialize the SDL library, video, sound, and input:
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
printf("SDL Initialization Error: %s\n", SDL_GetError());
}
// Initialize image loading:
IMG_Init(IMG_INIT_PNG);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
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// Initialize font support:
TTF_Init();
// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 640, 360, 0);
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_SetWindowTitle(window, "Spacewar!");
SDL_SetWindowResizable(window, SDL_TRUE);
// Set up keyboard input:
int keyCount = 0;
const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
// Prep the titlescreen struct:
bool titlescreenInput = false;
TTF_Font * font = TTF_OpenFont("../Robtronika.ttf", 12);
SpacewarTitlescreen titlescreen = prepareTitleScreen(window, renderer,
"../Images/Starfield.png",
"../Images/Title.png", font,
"Press Enter or Button 0.");
// Set up event handling:
SDL_Event event;
bool keepRunning = true;
bool runServer = false;
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// Display the titlescreen until we get an input:
while (!titlescreenInput && keepRunning)
{
// Update events and input:
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
// Check windowing system events:
while (SDL_PollEvent(&event) != 0)
{
switch (event.type)
{
case SDL_QUIT:
{
keepRunning = false;
continue;
}
}
}
// Check if Enter was pressed:
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
titlescreenInput = true;
}
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// Check if Space was pressed:
if(keyboardState[SDL_SCANCODE_SPACE] == 1 && !runServer)
{
runServer = true;
printf("Running server!\n");
}
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// Draw the title screen:
drawTitleScreen(&titlescreen);
// Delay enough so that we run at 60 frames in the menu:
SDL_Delay(1000 / 60);
}
if (runServer)
{
SpacewarServerConfiguration serverConfig = {5200};
pthread_t serverThread;
pthread_create(&serverThread, NULL, runSpacewarServer, &serverConfig);
sleep(1);
}
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// Give me a socket, and make sure it's working:
int serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == -1)
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{
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printf("Socket creation failed.\n");
exit(EXIT_FAILURE);
}
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// Create an address struct to point at the server:
struct sockaddr_in serverAddress;
serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
serverAddress.sin_port = htons(5200);
// Connect to the server:
if (connect(serverSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in)) != 0)
{
fprintf(stderr, "Connecting to the server failed.\n");
exit(0);
}
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printf("Connected.\n");
bool playerNumberSet, secretKeySet;
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uint8_t playerNumber;
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SpacewarNetworkConfig networkConfiguration;
SpacewarMessage message;
while (!playerNumberSet || !secretKeySet)
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{
recv(serverSocket, &message, sizeof(SpacewarMessage), 0);
switch (message.type)
{
case 0:
{
playerNumberSet = true;
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playerNumber = message.content;
networkConfiguration.input.playerNumber = message.content;
break;
}
case 4:
{
secretKeySet = true;
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networkConfiguration.input.secret = message.content;
}
}
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}
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SpacewarState * state = calloc(1, sizeof(SpacewarState));
networkConfiguration.state = state;
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// Spawn network thread:
pthread_t networkThread;
pthread_create(&networkThread, NULL, runNetworkThread, &networkConfiguration);
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// Spawn client-side-prediction thread:
if (!runServer)
{
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pthread_t clientSidePredictionThread;
}
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// Load in all of our textures:
SDL_Texture * blackHoleTexture, * idleTexture, * acceleratingTexture, * clockwiseTexture,
* anticlockwiseTexture, * currentTexture, * acceleratingTexture2, *blackHolePointerTexture;
SDL_Rect starfieldRect;
SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "../Images/Starfield.png");
SDL_QueryTexture(starfieldTexture, NULL, NULL, &starfieldRect.w, &starfieldRect.h);
idleTexture = IMG_LoadTexture(renderer, "../Images/Ship-Idle.png");
blackHoleTexture = IMG_LoadTexture(renderer, "../Images/Black-Hole.png");
clockwiseTexture = IMG_LoadTexture(renderer, "../Images/Ship-Clockwise.png");
acceleratingTexture = IMG_LoadTexture(renderer, "../Images/Ship-Accelerating.png");
anticlockwiseTexture = IMG_LoadTexture(renderer, "../Images/Ship-Anticlockwise.png");
blackHolePointerTexture = IMG_LoadTexture(renderer, "../Images/Black-Hole-Pointer.png");
acceleratingTexture2 = IMG_LoadTexture(renderer, "../Images/Ship-Accelerating-Frame-2.png");
currentTexture = acceleratingTexture;
SDL_Rect blackHoleRectangle;
blackHoleRectangle.x = 0;
blackHoleRectangle.y = 0;
SDL_QueryTexture(blackHoleTexture, NULL, NULL,
&blackHoleRectangle.w, &blackHoleRectangle.h);
SDL_Rect blackHolePointerRectangle;
blackHolePointerRectangle.x = 0;
blackHolePointerRectangle.y = 0;
blackHolePointerRectangle.w = 128;
blackHolePointerRectangle.h = 128;
SDL_Rect shipRectangles[32];
for (int index = 0; index < 32; index++)
{
shipRectangles[index].w = 32;
shipRectangles[index].h = 32;
}
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SDL_Rect rendererSize;
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int width, height;
while (true)
{
SDL_PumpEvents();
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SDL_GetKeyboardState(&keyCount);
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//SDL_GetWindowSize(window, &width, &height);
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// Do input:
networkConfiguration.input.input.turningClockwise = keyboardState[SDL_SCANCODE_RIGHT];
networkConfiguration.input.input.turningAnticlockwise = keyboardState[SDL_SCANCODE_LEFT];
networkConfiguration.input.input.accelerating = keyboardState[SDL_SCANCODE_UP];
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if (keyboardState[SDL_SCANCODE_PAGEUP] == 1)
{
float scaleX, scaleY;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
SDL_RenderSetScale(renderer, scaleX + 0.01, scaleY + 0.01);
}
if (keyboardState[SDL_SCANCODE_PAGEDOWN] == 1)
{
float scaleX, scaleY;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
SDL_RenderSetScale(renderer, scaleX - 0.01, scaleY - 0.01);
}
SDL_RenderGetViewport(renderer, &rendererSize);
width = rendererSize.w;
height = rendererSize.h;
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// Clear the screen:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
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// Draw the starfield:
starfieldRect.x = -900 - (long)state->playerStates[playerNumber].position.xComponent % 800;
starfieldRect.y = -900 - (long)state->playerStates[playerNumber].position.yComponent % 800;
while(starfieldRect.x <= (width + 800))
{
while(starfieldRect.y <= (height + 800))
{
SDL_RenderCopy(renderer, starfieldTexture, NULL, &starfieldRect);
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starfieldRect.y += 800;
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}
starfieldRect.y = -900 - (long)state->playerStates[playerNumber].position.yComponent % 800;
starfieldRect.x += 800;
}
// Draw the black hole:
blackHoleRectangle.x = ((long)(0 - state->playerStates[playerNumber].position.xComponent
- (blackHoleRectangle.w / 2)) + width/2);
blackHoleRectangle.y = ((long)(0 - state->playerStates[playerNumber].position.yComponent
- (blackHoleRectangle.h / 2)) + height/2);
SDL_RenderCopy(renderer, blackHoleTexture, NULL, &blackHoleRectangle);
// Draw the black hole directional indicator:
blackHolePointerRectangle.x = width/2 - (blackHolePointerRectangle.w / 2);
blackHolePointerRectangle.y = height/2 - (blackHolePointerRectangle.h / 2);
SDL_RenderCopyEx(renderer, blackHolePointerTexture, NULL, &blackHolePointerRectangle,
angleBetweenVectors(&state->playerStates[playerNumber].gravity, &upVector) + 90,
NULL, 0);
// Draw the player's ship:
shipRectangles[playerNumber].x = (width/2) - 16;
shipRectangles[playerNumber].y = (height/2) - 16;
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipRectangles[playerNumber],
angleBetweenVectors(&state->playerStates[playerNumber].engine, &upVector) + 90,
NULL, 0);
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// Draw every other ship:
for (int index = 0; index < 32; index++)
{
if (index == playerNumber)
{
continue;
}
if (state->playerStates[playerNumber].inPlay == true)
{
shipRectangles[index].x = ((long)(state->playerStates[index].position.xComponent -
state->playerStates[playerNumber].position.xComponent) -
32 + (width/2));
shipRectangles[index].y = ((long)(state->playerStates[index].position.yComponent -
state->playerStates[playerNumber].position.yComponent) -
32 + (height/2));
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipRectangles[index],
angleBetweenVectors(&state->playerStates[index].engine, &upVector) + 90,
NULL, 0);
}
}
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// Present to the screen:
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SDL_RenderPresent(renderer);
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SDL_Delay(1000 / 144);
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}
pthread_join(networkThread, NULL);
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return 0;
}
// =======================================================
// | End of Spacewar-Client.c, copyright notice follows. |
// =======================================================
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// Local Variables:
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// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar-Client.c Spacewar-Graphics.c Spacewar-Server.c Spacewar-Physics.c -lSDL2_image -lSDL2_ttf -lm -o 'Spacewar-Client'"
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// End: