Current Working Tree on <2023-10-16>

This commit is contained in:
Barra Ó Catháin 2023-10-16 23:43:21 +01:00
parent 11b568550c
commit 1a7348dbd0
4 changed files with 131 additions and 40 deletions

View File

@ -17,8 +17,7 @@
const char * messageStrings[] = {"HELLO", "GOODBYE", "PING", "PONG", "SECRET"};
typedef struct SpacewarNetworkConfig
{
uint8_t playerNumber;
uint32_t secretKey;
SpacewarClientInput input;
SpacewarState * state;
} SpacewarNetworkConfig;
@ -42,23 +41,20 @@ void * runNetworkThread (void * parameters)
// A structure to store the most recent state from the network:
SpacewarState * updatedState = calloc(1, sizeof(SpacewarState));
SpacewarClientInput input;
input.secret = configuration->secretKey;
input.playerNumber = configuration->playerNumber;
while (true)
{
sendto(udpSocket, &input, sizeof(SpacewarClientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
sendto(udpSocket, &configuration->input, sizeof(SpacewarClientInput), 0,
(struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, updatedState, sizeof(SpacewarState), 0, NULL, NULL);
memcpy(configuration->state, updatedState, sizeof(SpacewarState));
// printf("Received, %f\t%f\n", updatedState->playerStates[0].position.xComponent,
// updatedState->playerStates[0].position.yComponent);
}
}
int main(int argc, char ** argv)
{
xyVector upVector = {0, 0.1};
// Initialize the SDL library, video, sound, and input:
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
@ -73,7 +69,8 @@ int main(int argc, char ** argv)
TTF_Init();
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 360, 0);
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 640, 360, 0);
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_SetWindowTitle(window, "Spacewar!");
@ -167,6 +164,7 @@ int main(int argc, char ** argv)
printf("Connected.\n");
bool playerNumberSet, secretKeySet;
uint8_t playerNumber;
SpacewarNetworkConfig networkConfiguration;
SpacewarMessage message;
@ -178,21 +176,20 @@ int main(int argc, char ** argv)
case 0:
{
playerNumberSet = true;
networkConfiguration.playerNumber = message.content;
playerNumber = message.content;
networkConfiguration.input.playerNumber = message.content;
break;
}
case 4:
{
secretKeySet = true;
networkConfiguration.secretKey = message.content;
networkConfiguration.input.secret = message.content;
}
}
}
networkConfiguration.state = calloc(1, sizeof(SpacewarState));
printf("Player Number: %u\n"
"Secret Key: %u\n", networkConfiguration.playerNumber, networkConfiguration.secretKey);
SpacewarState * state = calloc(1, sizeof(SpacewarState));
networkConfiguration.state = state;
// Spawn network thread:
pthread_t networkThread;
@ -203,20 +200,101 @@ int main(int argc, char ** argv)
{
pthread_t clientSidePredictionThread;
}
// 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;
}
// Spawn graphics thread:
int width, height;
while (true)
{
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
SDL_GetWindowSize(window, &width, &height);
// 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];
// Clear the screen:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderDrawLine(renderer, width/2, height/2,
width/2 + (long)(networkConfiguration.state->playerStates[0].velocity.xComponent),
height/2 + (long)(networkConfiguration.state->playerStates[0].velocity.yComponent));
// 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);
starfieldRect.y += 800;
}
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);
// Present to the screen:
SDL_RenderPresent(renderer);
SDL_Delay(1000 / 144);
}
pthread_join(networkThread, NULL);
@ -240,5 +318,5 @@ int main(int argc, char ** argv)
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar-Client.c Spacewar-Graphics.c Spacewar-Server.c -lSDL2_image -lSDL2_ttf -lm -o 'Spacewar-Client'"
// 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'"
// End:

View File

@ -10,7 +10,7 @@
void doPhysicsTick(SpacewarState * state)
{
double gravityMagnitude, gravityAcceleration;
double gravityMagnitude, gravityAcceleration, velocityMagnitude;
for (int shipIndex = 0; shipIndex < 32; shipIndex++)
{
SpacewarShipState * currentShip = &state->playerStates[shipIndex];
@ -21,26 +21,40 @@ void doPhysicsTick(SpacewarState * state)
0.0, 0.0, &currentShip->gravity);
gravityMagnitude = normalizeXYVector(&currentShip->gravity);
gravityAcceleration = 0;
// Some maths that felt okay:
if (gravityMagnitude >= 116)
{
gravityAcceleration = pow(2, (3000 / (gravityMagnitude / 2))) / 16;
gravityAcceleration = (45000 / pow(gravityMagnitude, 2)) * 6.67;
}
// We're actually in the black hole; teleport:
// We're pactually in the black hole; teleport:
else
{
currentShip->position.xComponent = (double)(random() % 7500);
currentShip->position.yComponent = (double)(random() % 7500);
currentShip->velocity.xComponent *= 0.01;
currentShip->velocity.yComponent *= 0.01;
currentShip->velocity.xComponent = 0;
currentShip->velocity.yComponent = 0;
}
multiplyXYVector(&currentShip->gravity, gravityAcceleration);
// Apply Inputs:
// Rotate the engine vector if needed:
if (state->playerInputs[shipIndex].turningClockwise == 1)
{
rotateXYVector(&currentShip->engine, 2.5);
}
if (state->playerInputs[shipIndex].turningAnticlockwise == 1)
{
rotateXYVector(&currentShip->engine, -2.5);
}
// Apply Gravity and Velocity to Position:
if (state->playerInputs[shipIndex].accelerating == 1)
{
addXYVector(&currentShip->velocity, &currentShip->engine);
}
addXYVector(&currentShip->velocity, &currentShip->gravity);
addXYVector(&currentShip->position, &currentShip->velocity);
@ -65,7 +79,6 @@ void doPhysicsTick(SpacewarState * state)
state->playerStates[shipIndex].position.yComponent = 7999.0;
state->playerStates[shipIndex].velocity.yComponent *= 0.9;
}
printf("%f %f\n", currentShip->position.xComponent, currentShip->position.yComponent);
}
}
}

View File

@ -22,7 +22,7 @@ typedef struct SpacewarShipState
typedef struct SpacewarShipInput
{
double turningAmount, acceleratingAmount;
bool turningClockwise, turningAnticlockwise, accelerating;
uint8_t turningClockwise, turningAnticlockwise, accelerating;
} SpacewarShipInput;
typedef struct SpacewarClientInput

View File

@ -43,7 +43,11 @@ void sendCurrentState(SpacewarState * state, SpacewarConnection * connections, i
void * runServerPhysics(void * parameters)
{
SpacewarServerSharedState * sharedState = (SpacewarServerSharedState *)parameters;
for(int index = 0; index < 32; index++)
{
sharedState->physicsState->playerStates[index].engine.yComponent = 0.1;
}
while (true)
{
doPhysicsTick(sharedState->physicsState);
@ -67,25 +71,21 @@ void * runInputReceiver(void * parameters)
{
bytesRead = recvfrom(sharedState->udpSocket, &input, sizeof(SpacewarClientInput), 0,
(struct sockaddr *)&clientAddress, &socketAddressLength);
// printf("Read an input... ");
if (bytesRead == sizeof(SpacewarClientInput))
{
// printf("It's the right size... ");
if (input.playerNumber < 32)
{
// printf("Valid player number... ");
if (input.secret == sharedState->connections[input.playerNumber].playerSecret)
{
// printf("Valid input for player %d!\n", index);
sharedState->physicsState->playerStates[input.playerNumber].inPlay = true;
memcpy(&sharedState->connections[input.playerNumber].clientAddress,
&clientAddress, sizeof(struct sockaddr_in));
memcpy(&sharedState->physicsState->playerInputs[input.playerNumber], &(input.input),
sizeof(struct SpacewarShipInput));
memcpy(&sharedState->physicsState->playerInputs[input.playerNumber], &input.input,
sizeof(SpacewarShipInput));
}
}
}
bzero(&input, sizeof(struct SpacewarClientInput));
bzero(&input, sizeof(SpacewarClientInput));
}
return NULL;