Current Working Tree On <2023-10-13>
Signed-off-by: Barry Kane <barra@ocathain.ie>
This commit is contained in:
parent
1e00257754
commit
17401d3d02
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@ -3,15 +3,18 @@
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// | Copyright (C) 2023, Barra Ó Catháin |
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// | See end of file for copyright notice. |
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// =========================================
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#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>
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#include <SDL2/SDL_ttf.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_timer.h>
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#include "Spacewar-Server.h"
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#include "Spacewar-Messages.h"
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#include "Spacewar-Graphics.h"
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#include "Spacewar-Server.h"
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const char * messageStrings[] = {"HELLO", "GOODBYE", "PING", "PONG", "SECRET"};
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int main(int argc, char ** argv)
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{
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@ -49,10 +52,7 @@ int main(int argc, char ** argv)
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// Set up event handling:
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SDL_Event event;
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bool keepRunning = true;
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SpacewarServerConfiguration serverConfig = {5200};
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pthread_t serverThread;
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pthread_create(&serverThread, NULL, runSpacewarServer, &serverConfig);
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bool runServer = false;
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// Display the titlescreen until we get an input:
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while (!titlescreenInput && keepRunning)
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@ -79,7 +79,12 @@ int main(int argc, char ** argv)
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{
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titlescreenInput = true;
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}
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if(keyboardState[SDL_SCANCODE_SPACE] == 1 && !runServer)
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{
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runServer = true;
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printf("Running server!\n");
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}
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// Draw the title screen:
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drawTitleScreen(&titlescreen);
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@ -87,6 +92,14 @@ int main(int argc, char ** argv)
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SDL_Delay(1000 / 60);
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}
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if (runServer)
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{
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SpacewarServerConfiguration serverConfig = {5200};
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pthread_t serverThread;
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pthread_create(&serverThread, NULL, runSpacewarServer, &serverConfig);
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sleep(1);
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}
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// Give me a socket, and make sure it's working:
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int serverSocket = socket(AF_INET, SOCK_STREAM, 0);
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if (serverSocket == -1)
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@ -108,13 +121,40 @@ int main(int argc, char ** argv)
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exit(0);
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}
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while(true)
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printf("Connected.\n");
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bool playerNumberSet, secretKeySet;
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uint32_t playerNumber, secretKey;
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SpacewarMessage message;
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while (!playerNumberSet || !secretKeySet)
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{
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usleep(1);
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recv(serverSocket, &message, sizeof(SpacewarMessage), 0);
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switch (message.type)
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{
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case 0:
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{
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playerNumberSet = true;
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playerNumber = message.content;
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break;
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}
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case 4:
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{
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secretKeySet = true;
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secretKey = message.content;
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}
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}
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}
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printf("Player Number: %u\n"
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"Secret Key: %u\n", playerNumber, secretKey);
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// Spawn network thread:
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// Spawn game thread:
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while(keepRunning)
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{
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}
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// Spawn graphics thread:
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@ -3,8 +3,8 @@
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// | Copyright (C) 2023, Barra Ó Catháin |
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// | See end of file for copyright notice. |
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// =========================================
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#ifndef SPACEWAR_GRAPHICS
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#define SPACEWAR_GRAPHICS
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#ifndef SPACEWAR_GRAPHICS_H
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#define SPACEWAR_GRAPHICS_H
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#include <stdint.h>
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#include <SDL2/SDL.h>
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@ -3,13 +3,10 @@
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// | Copyright (C) 2023, Barra Ó Catháin |
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// | See end of file for copyright notice. |
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// =========================================
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#ifndef SPACEWAR_MESSAGES
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#define SPACEWAR_MESSAGES
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#ifndef SPACEWAR_MESSAGES_H
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#define SPACEWAR_MESSAGES_H
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#include <stdint.h>
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const char * messageStrings[] = {"HELLO", "GOODBYE", "PING", "PONG", "SECRET"};
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typedef struct SpacewarMessage
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{
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uint8_t type;
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@ -20,6 +20,8 @@ typedef struct SpacewarShipState
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typedef struct SpacewarClientInput
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{
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uint8_t playerNumber;
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uint32_t secret;
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double turningAmount, acceleratingAmount;
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bool turningClockwise, turningAnticlockwise, accelerating;
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} SpacewarClientInput;
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@ -35,9 +37,6 @@ typedef struct SpacewarState
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// Does a single step of the physics:
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void doPhysicsTick(SpacewarState * state);
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// Adds a new player to a physics simulation:
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void addNewPlayer(SpacewarConnection * connection, SpacewarState * state);
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#endif
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// ========================================================
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// | End of Spacewar-Physics.h, copyright notice follows. |
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@ -14,8 +14,20 @@
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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 "Spacewar-Physics.h"
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#include "Spacewar-Messages.h"
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#include "Spacewar-Physics.h"
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SpacewarConnection * getConnectionBySocket(SpacewarConnection * connections, size_t connectionCount, int socket)
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{
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for (size_t connectionIndex = 0; connectionIndex < connectionCount; connectionIndex++)
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{
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if (connections[connectionIndex].clientSocket == socket)
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{
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return &connections[connectionIndex];
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}
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}
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return NULL;
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}
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void * runServerPhysics(void * parameters)
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{
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while (true)
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{
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// doPhysicsTick(state);
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//doPhysicsTick(state);
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//sendCurrentState();
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usleep(15625);
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}
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return NULL;
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}
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void * runUDPSocket(void * parameters)
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{
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SpacewarServerSharedState * sharedState = (SpacewarServerSharedState *)parameters;
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int udpSocket, bytesRead;
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socklen_t socketAddressLength;
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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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}
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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(5200);
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serverAddress.sin_addr.s_addr = INADDR_ANY;
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SpacewarClientInput input;
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bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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while (true)
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{
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bytesRead = recvfrom(udpSocket, &input, sizeof(SpacewarClientInput), 0,
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(struct sockaddr *)&clientAddress, &socketAddressLength);
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if (bytesRead == sizeof(SpacewarClientInput))
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{
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if (input.playerNumber < 32)
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{
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if (input.secret == sharedState->connections[input.playerNumber].playerSecret)
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{
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memcpy(&sharedState->connections[input.playerNumber].clientAddress,
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&clientAddress, sizeof(struct sockaddr_in));
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memcpy(&sharedState->state->playerInputs[input.playerNumber], &input,
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sizeof(struct SpacewarClientInput));
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}
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}
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}
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bzero(&input, sizeof(struct SpacewarClientInput));
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}
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return NULL;
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}
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// Adds a new player to a physics simulation. Returns a randomly generated secret key:
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uint32_t addPlayer(SpacewarConnection * connection, int playerNumber, SpacewarState * state)
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{
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connection->playerSecret = rand();
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state->playerStates[playerNumber].inPlay = false;
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return connection->playerSecret;
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}
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// Creates a Spacewar server, intended to be ran by the standalone server or forked by the game client:
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void * runSpacewarServer(void * configuration)
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{
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SpacewarServerConfiguration * serverConfig = (SpacewarServerConfiguration *)configuration;
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printf("Starting Server. \n");
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// Initialize a simulation:
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SpacewarState * currentState = calloc(1, sizeof(SpacewarState));
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printf("Starting Server.\n");
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// Create our network listeners:
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int masterSocket = socket(AF_INET, SOCK_STREAM, 0);
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int masterListeningSocket = socket(AF_INET, SOCK_DGRAM, 0);
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int masterSendingSocket = socket(AF_INET, SOCK_DGRAM, 0);
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if (masterListeningSocket < 0 || masterSendingSocket < 0 || masterSocket < 0)
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if (masterSocket < 0)
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{
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fprintf(stderr, "Failed to create socket.\n");
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exit(EXIT_FAILURE);
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}
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// Make the socket timeout:
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struct timeval readTimeout;
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readTimeout.tv_sec = 0;
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readTimeout.tv_usec = 800;
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setsockopt(masterListeningSocket, SOL_SOCKET, SO_RCVTIMEO, &readTimeout, sizeof(readTimeout));
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// Create a structure to store the address we're sending to:
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struct sockaddr_in sendingAddress;
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sendingAddress.sin_family = AF_INET; // IPv4
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sendingAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
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sendingAddress.sin_port = htons(serverConfig->port);
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setsockopt(masterSocket, SOL_SOCKET, SO_REUSEADDR, &(int){1}, sizeof(int));
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setsockopt(masterSocket, SOL_SOCKET, SO_REUSEPORT, &(int){1}, sizeof(int));
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// Create a structure to bind the listening socket:
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struct sockaddr_in listeningAddress;
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fprintf(stderr, "Failed to bind socket.\n");
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exit(EXIT_FAILURE);
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}
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if (bind(masterListeningSocket, (const struct sockaddr *)&listeningAddress, sizeof(listeningAddress)) < 0)
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{
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fprintf(stderr, "Failed to bind socket.\n");
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exit(EXIT_FAILURE);
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}
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// Begin listening on the master socket:
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listen(masterSocket, 32);
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// Create an epoll descriptor to keep track of clients:
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int recievedEventCount = 0;
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struct epoll_event receivedEvents[32];
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int epollDescriptor = epoll_create(1);
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// Add the master socket to the epoll set:
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requestedEvents.data.fd = masterSocket;
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epoll_ctl(epollDescriptor, EPOLL_CTL_ADD, masterSocket, &requestedEvents);
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int recievedEventCount = 0;
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struct epoll_event receivedEvents[32];
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// Create a set of connection structs to store the current connection information:
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SpacewarConnection connectedClients[32];
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SpacewarConnection * connectedClients = calloc(32, sizeof(SpacewarConnection));
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for(int index = 0; index < 32; index++)
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{
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connectedClients[index].active = false;
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}
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// Begin the simulation:
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pthread_t physicsThread;
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pthread_create(&physicsThread, NULL, runServerPhysics, currentState);
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pthread_t physicsThread, udpThread;
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SpacewarState * currentState = calloc(1, sizeof(SpacewarState));
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SpacewarServerSharedState threadState;
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threadState.state = currentState;
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threadState.connections = connectedClients;
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pthread_create(&physicsThread, NULL, runServerPhysics, &threadState);
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pthread_create(&udpThread, NULL, runUDPSocket, &threadState);
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// Manage clients and sending packets back and forth:
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while (true)
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// If there's activity on the master socket, there's a new connection:
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if (receivedEvents[eventIndex].data.fd == masterSocket)
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{
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struct sockaddr_in clientAddress;
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socklen_t clientSocketLength = sizeof(struct sockaddr_in);
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int newClientSocket = accept(masterSocket, (struct sockaddr *)&clientAddress,
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&clientSocketLength);
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struct sockaddr_in clientAddress;
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int newClientSocket = accept(masterSocket, NULL, NULL);
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// Check that the socket is functional:
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if (newClientSocket < 0)
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connectedClients[index].active = true;
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connectedClients[index].missedPongs = false;
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connectedClients[index].clientSocket = newClientSocket;
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memcpy(&connectedClients[index].clientAddress, &clientAddress,
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sizeof(struct sockaddr_in));
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// Send the HELLO packet to the player:
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SpacewarMessage helloMessage;
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send(newClientSocket, &helloMessage, sizeof(SpacewarMessage), 0);
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// Add the player to the simulation:
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//addPlayer(&connectedClients[index], index, currentState);
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uint32_t secret = addPlayer(&connectedClients[index], index, currentState);
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// Send the SECRET packet to the player:
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helloMessage.type = 4;
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helloMessage.content = secret;
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send(newClientSocket, &helloMessage, sizeof(SpacewarMessage), 0);
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break;
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}
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// Otherwise, we've been sent a packet from one of the connected clients:
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else
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{
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SpacewarConnection * client = getConnectionBySocket(connectedClients, 32,
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receivedEvents->data.fd);
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SpacewarMessage receivedMessage;
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size_t bytesRead = recv(receivedEvents->data.fd, &receivedMessage,
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size_t bytesRead = recv(client->clientSocket, &receivedMessage,
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sizeof(SpacewarMessage), 0);
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if (bytesRead == 0)
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SpacewarMessage goodbyeMessage;
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goodbyeMessage.type = 1;
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goodbyeMessage.content = 0;
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send(receivedEvents->data.fd, &goodbyeMessage, sizeof(SpacewarMessage), 0);
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send(client->clientSocket, &goodbyeMessage, sizeof(SpacewarMessage), 0);
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// Remove the socket from the epoll interest set:
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epoll_ctl(epollDescriptor, EPOLL_CTL_DEL, receivedEvents->data.fd, NULL);
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epoll_ctl(epollDescriptor, EPOLL_CTL_DEL, client->clientSocket, NULL);
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// Remove the player from the simulation:
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// removePlayer(&connectedClients[index], currentState);
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// Clear the player struct:
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// clearPlayer(findPlayerBySocket(connectedClients, 32, receivedEvents->data.fd));
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//removePlayer(&connectedClients[index], currentState);
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// Shutdown the socket:
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shutdown(receivedEvents->data.fd, SHUT_RDWR);
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shutdown(client->clientSocket, SHUT_RDWR);
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// Deactivate the connection:
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client->active = false;
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}
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else
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@ -10,6 +10,10 @@
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include "Spacewar-Physics.h"
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typedef struct SpacewarState SpacewarState;
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typedef struct SpacewarConnection
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{
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bool active;
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struct sockaddr_in clientAddress;
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} SpacewarConnection;
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typedef struct SpacewarServerConfiguration
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{
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uint16_t port;
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} SpacewarServerConfiguration;
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typedef struct SpacewarServerSharedState
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{
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SpacewarState * state;
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SpacewarConnection * connections;
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} SpacewarServerSharedState;
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// Creates a spacewar server, intended to be ran by the standalone server or forked by the game client:
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void * runSpacewarServer(void * configuration);
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// GNU Affero General Public License for more details.
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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