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3 Commits

Author SHA1 Message Date
Barra Ó Catháin 5fea20ff9d Fix minor mistake that lead to extra ships being rendered 2023-11-18 22:17:27 +00:00
Barra Ó Catháin 161f877834 Incredibly basic implementation of client-side prediction 2023-11-18 22:15:02 +00:00
Barra Ó Catháin 51aeaf6c24 Refactored Spacewar to a proper server/client infrastructure with support for up to 32 players.
Next steps: implement client-side prediction, pinging and ponging, and tweak physics.

Squashed commit of the following:

commit 6cc8ea4084
Author: Barra Ó Catháin <barra@ocathain.ie>
Date:   Sat Oct 21 18:21:37 2023 +0100

    Current Working Tree on <2023-10-21>

commit 1a7348dbd0
Author: Barra Ó Catháin <barra@ocathain.ie>
Date:   Mon Oct 16 23:43:21 2023 +0100

    Current Working Tree on <2023-10-16>

commit 11b568550c
Author: Barry Kane <barra@ocathain.ie>
Date:   Sun Oct 15 23:54:02 2023 +0100

    Current Working Tree on <2023-10-15>

commit bc446d457b
Author: Barry Kane <barra@ocathain.ie>
Date:   Sun Oct 15 01:47:23 2023 +0100

    Current Working Tree On <2023-10-15>

commit 17401d3d02
Author: Barry Kane <barra@ocathain.ie>
Date:   Sat Oct 14 00:27:03 2023 +0100

    Current Working Tree On <2023-10-13>

    Signed-off-by: Barry Kane <barra@ocathain.ie>

commit 1e00257754
Author: Barra Ó Catháin <barra@ocathain.ie>
Date:   Fri Oct 13 14:44:24 2023 +0100

    Current Working Tree on <2023-10-13>

commit ce76166c3f
Author: Barra Ó Catháin <barra@ocathain.ie>
Date:   Sun Oct 8 22:22:21 2023 +0100

    Current Working Tree on <2023-10-08>
2023-10-21 18:24:40 +01:00
15 changed files with 1028 additions and 969 deletions

3
.gitignore vendored
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Spacewar!
Spacewar Client!
Spacewar-Client

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// Spacewar Client, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_ttf.h>
#include <math.h>
#include <stdbool.h>
#include <stdint.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "xyVector.h"
#include "spacewarPlayer.h"
#include "spacewarGraphics.h"
int main(int argc, char ** argv)
{
SDL_Event event;
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
int width = 0, height = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
long positionX = 512, positionY = 512, starPositionX = 0, starPositionY = 0;
xyVector positionVector = {512, 512}, velocityVector = {1, 0}, gravityVector = {0, 0},
engineVector = {0.04, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
// Create the socket:
int receiveSocket = socket(AF_INET, SOCK_DGRAM, 0);
if (receiveSocket < 0)
{
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
exit(0);
}
printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
// Make the socket timeout:
struct timeval read_timeout;
read_timeout.tv_sec = 0;
read_timeout.tv_usec = 8;
setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &read_timeout, sizeof(read_timeout));
// Create and fill the information needed to bind to the socket:
struct sockaddr_in serverAddress;
memset(&serverAddress, 0, sizeof(serverAddress));
serverAddress.sin_family = AF_INET; // IPv4
serverAddress.sin_addr.s_addr = INADDR_ANY;
serverAddress.sin_port = htons(12000);
// Bind to the socket:
if (bind(receiveSocket, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0)
{
perror("bind failed");
exit(EXIT_FAILURE);
}
// Create the socket:
int sendSocket = socket(AF_INET, SOCK_DGRAM, 0);
if (sendSocket < 0)
{
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
exit(0);
}
printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
// Create and fill the information needed to bind to the socket:
struct sockaddr_in sendAddress;
memset(&sendAddress, 0, sizeof(sendAddress));
sendAddress.sin_family = AF_INET; // IPv4
sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
sendAddress.sin_port = htons(12001);
// Get the initial
ship shipA;
ship shipB;
// 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);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
// Initialize font support:
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, 800, 450, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_SetWindowTitle(window, "Spacewar!");
// Load in all of our textures:
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
* acceleratingTexture2, * blackHoleTexture;
idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.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");
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
// Load the starfield texture:
SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "./Images/Starfield.png");
SDL_Rect starfieldRect;
SDL_QueryTexture(starfieldTexture, NULL, NULL, NULL, &starfieldRect.h);
SDL_QueryTexture(starfieldTexture, NULL, NULL, &starfieldRect.w, NULL);
blackHoleTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole.png");
SDL_Rect blackHoleRectangle;
blackHoleRectangle.x = 0;
blackHoleRectangle.y = 0;
SDL_QueryTexture(blackHoleTexture, NULL, NULL, NULL, &blackHoleRectangle.h);
SDL_QueryTexture(blackHoleTexture, NULL, NULL, &blackHoleRectangle.w, NULL);
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
ship Temp;
playerController playerOne;
playerOne.number = 1;
bool shipAUpdated, shipBUpdated;
TTF_Font * font = TTF_OpenFont("./Robtronika.ttf", 12);
SDL_Color white = {255, 255, 255};
int keyCount = 0;
const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
// Prep the titlescreen struct:
SpacewarTitlescreen titlescreen = prepareTitleScreen(window, renderer, "./Images/Starfield.png",
"./Images/Title.png", font,
"Press Enter or Button 0 on your joystick to connect!");
// Load all joysticks:
int joystickListLength = SDL_NumJoysticks();
SDL_Joystick ** joysticksList = calloc(joystickListLength, sizeof(SDL_Joystick*));
for(int index = 0; index < SDL_NumJoysticks(); index++)
{
joysticksList[index] = SDL_JoystickOpen(index);
}
// Choose a player joystick:
printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
int joystickIndex = 0;
bool inputSelected = false;
// Render the title text:
while(!inputSelected)
{
// Draw the title screen according to the titlescreen struct:
drawTitleScreen(&titlescreen);
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
joysticksList[joystickIndex] = NULL;
inputSelected = true;
}
joystickIndex++;
if(joystickIndex >= joystickListLength)
{
joystickIndex = 0;
}
if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
{
inputSelected = true;
}
// Delay enough so that we run at 30 frames in the menu:
SDL_Delay(1000 / 30);
}
// Load joystick
playerOne.joystick = joysticksList[joystickIndex];
if (playerOne.joystick == NULL )
{
printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
}
playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick);
SDL_HapticRumbleInit(playerOne.haptic);
while (!quit)
{
while(!(shipAUpdated && shipBUpdated))
{
// Receive data from the socket:
recvfrom(receiveSocket, &Temp, sizeof(ship), 0, NULL, NULL);
if(Temp.number == 0)
{
shipA = Temp;
shipAUpdated = true;
}
if(Temp.number == 1)
{
shipB = Temp;
shipBUpdated = true;
}
}
// Check if the user wants to quit:
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
{
quit = true;
break;
}
case SDL_KEYDOWN:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
playerOne.turningAnticlockwise = true;
break;
}
case SDLK_RIGHT:
{
playerOne.turningClockwise = true;
break;
}
case SDLK_UP:
{
playerOne.accelerating = true;
break;
}
default:
{
break;
}
}
break;
}
case SDL_KEYUP:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
playerOne.turningAnticlockwise = false;
break;
}
case SDLK_RIGHT:
{
playerOne.turningClockwise = false;
break;
}
case SDLK_UP:
{
playerOne.accelerating = false;
break;
}
}
}
default:
{
break;
}
break;
}
}
sendto(sendSocket, &playerOne, sizeof(playerOne), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
// Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height);
// Set the texture to idle:
currentTexture = idleTexture;
// Calculate the position of the sprites:
shipB.rectangle.x = (width/2) - 16 - (shipB.velocity.xComponent * 15);
shipB.rectangle.y = (height/2) - 16 - (shipB.velocity.yComponent * 15);
shipA.rectangle.x = (long)((((shipA.position.xComponent - shipB.position.xComponent) - 32) + width/2) - (shipB.velocity.xComponent * 15));
shipA.rectangle.y = (long)((((shipA.position.yComponent - shipB.position.yComponent) - 32) + height/2) - (shipB.velocity.yComponent * 15));
// Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
// Draw the starfield:
starfieldRect.x = -900 - (long)shipB.position.xComponent % 800 - (shipB.velocity.xComponent * 15);
starfieldRect.y = -900 - (long)shipB.position.yComponent % 800 - (shipB.velocity.yComponent * 15);
while(starfieldRect.x <= (width + 800))
{
while(starfieldRect.y <= (height + 800))
{
SDL_RenderCopy(renderer, starfieldTexture, NULL, &starfieldRect);
starfieldRect.y += 800;
}
starfieldRect.y = -900 - (long)shipB.position.yComponent % 800 - (shipB.velocity.yComponent * 15);
starfieldRect.x += 800;
}
// Draw the ship:
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0);
// Calculate the position of the black hole on screen and render it:
blackHoleRectangle.x = ((long)(starPositionX - shipB.position.xComponent - (blackHoleRectangle.w / 2)) + width/2)
- (shipB.velocity.xComponent * 15);
blackHoleRectangle.y = ((long)(starPositionY - shipB.position.yComponent - (blackHoleRectangle.h / 2)) + height/2)
- (shipB.velocity.yComponent * 15);
SDL_RenderCopy(renderer, blackHoleTexture, NULL, &blackHoleRectangle);
// Present the rendered graphics:
SDL_RenderPresent(renderer);
shipAUpdated = false;
shipBUpdated = false;
}
return 0;
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar-Client.c spacewarPlayer.c spacewarGraphics.c -lSDL2_image -lSDL2_ttf -lm -o 'Spacewar Client!'"
// End:

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// Spacewar, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_ttf.h>
#include <math.h>
#include <stdbool.h>
#include <stdint.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "xyVector.h"
#include "spacewarPlayer.h"
#include "spacewarGraphics.h"
int main(int argc, char ** argv)
{
SDL_Event event;
int width = 0, height = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
long starPositionX = 0, starPositionY = 0;
double deltaTime = 0, frameAccumulator = 0;
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
xyVector engineVector = {0.85, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
// Create the socket:
int sendSocket = socket(AF_INET, SOCK_DGRAM, 0);
if (sendSocket < 0)
{
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
exit(0);
}
printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
// Create and fill the information needed to bind to the socket:
struct sockaddr_in sendAddress;
sendAddress.sin_family = AF_INET; // IPv4
sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
sendAddress.sin_port = htons(12000);
int receiveSocket = socket(AF_INET, SOCK_DGRAM, 0);
if (receiveSocket < 0)
{
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
exit(0);
}
printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
// Make the socket timeout:
struct timeval readTimeout;
readTimeout.tv_sec = 0;
readTimeout.tv_usec = 800;
setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &readTimeout, sizeof(readTimeout));
// Create and fill the information needed to bind to the socket:
struct sockaddr_in receiveAddress;
memset(&receiveAddress, 0, sizeof(receiveAddress));
receiveAddress.sin_family = AF_INET; // IPv4
receiveAddress.sin_addr.s_addr = INADDR_ANY;
receiveAddress.sin_port = htons(12001);
// Bind to the socket:
if (bind(receiveSocket, (const struct sockaddr *)&receiveAddress, sizeof(receiveAddress)) < 0)
{
perror("bind failed");
exit(EXIT_FAILURE);
}
ship shipA = createShip(32, 32, 512, 512, 1, 0, 0);
ship shipB = createShip(32, 32, -512, -512, 0, 1, 1);
// 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);
// Initialize font support:
TTF_Init();
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
playerController playerOne = createShipPlayerController(&shipA);
playerController playerTwo = createShipPlayerController(&shipB);
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Set some properties for the window:
SDL_SetWindowResizable(window, SDL_TRUE);
SDL_SetWindowTitle(window, "Spacewar!");
int keyCount = 0;
const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "./Images/Starfield.png");
SDL_Rect starfieldRect;
SDL_QueryTexture(starfieldTexture, NULL, NULL, NULL, &starfieldRect.h);
SDL_QueryTexture(starfieldTexture, NULL, NULL, &starfieldRect.w, NULL);
TTF_Font * font = TTF_OpenFont("./Robtronika.ttf", 12);
SDL_Color white = {255, 255, 255};
// Check for joysticks:
if (SDL_NumJoysticks() < 1 )
{
playerOne.joystick = NULL;
bool inputSelected = false;
// Prep the titlescreen struct:
SpacewarTitlescreen titlescreen = prepareTitleScreen(window, renderer, "./Images/Starfield.png",
"./Images/Title.png", font, "Press Enter to play.");
// Render the title text:
while(!inputSelected)
{
// Draw the title screen according to the titlescreen struct:
drawTitleScreen(&titlescreen);
// Wait until they press enter:
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
inputSelected = true;
}
// Delay enough so that we run at 30 frames in the menu:
SDL_Delay(1000 / 30);
}
}
else
{
// Prep the titlescreen struct:
SpacewarTitlescreen titlescreen = prepareTitleScreen(window, renderer, "./Images/Starfield.png",
"./Images/Title.png", font,
"Press Enter or Button 0 on your joystick to play.");
// Load all joysticks:
int joystickListLength = SDL_NumJoysticks();
SDL_Joystick ** joysticksList = calloc(joystickListLength, sizeof(SDL_Joystick*));
for(int index = 0; index < SDL_NumJoysticks(); index++)
{
joysticksList[index] = SDL_JoystickOpen(index);
}
// Choose a player joystick:
printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
int joystickIndex = 0;
bool inputSelected = false;
// Render the title text:
while(!inputSelected)
{
// Draw the title screen according to the titlescreen struct:
drawTitleScreen(&titlescreen);
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
joysticksList[joystickIndex] = NULL;
inputSelected = true;
}
joystickIndex++;
if(joystickIndex >= joystickListLength)
{
joystickIndex = 0;
}
if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
{
inputSelected = true;
}
// Delay enough so that we run at 30 frames in the menu:
SDL_Delay(1000 / 30);
}
// Load joystick
playerOne.joystick = joysticksList[joystickIndex];
if (playerOne.joystick == NULL )
{
printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
}
playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick);
SDL_HapticRumbleInit(playerOne.haptic);
}
// Load in all of our textures:
SDL_Texture * blackHoleTexture, * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture,
* currentTexture, * acceleratingTexture2, *blackHolePointerTexture;
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, NULL, &blackHoleRectangle.h);
SDL_QueryTexture(blackHoleTexture, NULL, NULL, &blackHoleRectangle.w, NULL);
SDL_Rect blackHolePointerRectangle;
blackHolePointerRectangle.x = 0;
blackHolePointerRectangle.y = 0;
blackHolePointerRectangle.w = 128;
blackHolePointerRectangle.h = 128;
lastFrameTime = SDL_GetPerformanceCounter();
thisFrameTime = SDL_GetPerformanceCounter();
while (!quit)
{
lastFrameTime = thisFrameTime;
thisFrameTime = SDL_GetPerformanceCounter();
deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency());
sendto(sendSocket, &shipA, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
sendto(sendSocket, &shipB, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
// Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height);
// Check input:
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
{
quit = true;
break;
}
}
}
// Wrap the positions if the ship goes interstellar:
if(shipA.position.xComponent > 4096)
{
shipA.position.xComponent = -2000;
}
else if(shipA.position.xComponent < -4096)
{
shipA.position.xComponent = 2000;
}
if(shipA.position.yComponent > 4096)
{
shipA.position.yComponent = -2000;
}
else if(shipA.position.yComponent < -4096)
{
shipA.position.yComponent = 2000;
}
if(shipB.position.xComponent > 4096)
{
shipB.position.xComponent = -2000;
shipB.velocity.xComponent *= 0.9;
}
else if(shipB.position.xComponent < -4096)
{
shipB.position.xComponent = 2000;
shipB.velocity.xComponent *= 0.9;
}
if(shipB.position.yComponent > 4096)
{
shipB.position.yComponent = -2000;
shipB.velocity.yComponent *= 0.9;
}
else if(shipB.position.yComponent < -4096)
{
shipB.position.yComponent = 2000;
shipB.velocity.yComponent *= 0.9;
}
// Get the needed input:
getPlayerInput(&playerOne);
takeNetworkInput(&playerTwo, receiveSocket);
// Do the needed input:
doShipInput(&playerOne, &shipA, starPosition, deltaTime);
doShipInput(&playerTwo, &shipB, starPosition, deltaTime);
shipA.rectangle.x = (width/2) - 16 - (shipA.velocity.xComponent * 15);
shipA.rectangle.y = (height/2) - 16 - (shipA.velocity.yComponent * 15);
shipB.rectangle.x = (long)((((shipB.position.xComponent - shipA.position.xComponent) - 32) + width/2) - (shipA.velocity.xComponent * 15));
shipB.rectangle.y = (long)((((shipB.position.yComponent - shipA.position.yComponent) - 32) + height/2) - (shipA.velocity.yComponent * 15));
// Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
starfieldRect.x = -900 - (long)shipA.position.xComponent % 800 - (shipA.velocity.xComponent * 15);
starfieldRect.y = -900 - (long)shipA.position.yComponent % 800 - (shipA.velocity.yComponent * 15);
while(starfieldRect.x <= (width + 800))
{
while(starfieldRect.y <= (height + 800))
{
SDL_RenderCopy(renderer, starfieldTexture, NULL, &starfieldRect);
starfieldRect.y += 800;
}
starfieldRect.y = -900 - (long)shipA.position.yComponent % 800 - (shipA.velocity.yComponent * 15);
starfieldRect.x += 800;
}
// Draw the ship:
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0);
// Draw the black hole:
blackHoleRectangle.x = ((long)(starPositionX - shipA.position.xComponent - (blackHoleRectangle.w / 2)) + width/2)
- (shipA.velocity.xComponent * 15);
blackHoleRectangle.y = ((long)(starPositionY - shipA.position.yComponent - (blackHoleRectangle.h / 2)) + height/2)
- (shipA.velocity.yComponent * 15);
SDL_RenderCopy(renderer, blackHoleTexture, NULL, &blackHoleRectangle);
// Set the colour to yellow:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
// Draw a line representing the velocity:
SDL_RenderDrawLine(renderer, width/2 - (shipA.velocity.xComponent * 15),
height/2 - (shipA.velocity.yComponent * 15),
(long)((width/2) + shipA.velocity.xComponent * 15) - (shipA.velocity.xComponent * 15),
(long)((height/2) + shipA.velocity.yComponent * 15) - (shipA.velocity.yComponent * 15));
// Set the colour to blue:
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
// Draw a line representing the direction of the star:
blackHolePointerRectangle.x = width/2 - (shipA.velocity.xComponent * 15) - (blackHolePointerRectangle.w / 2);
blackHolePointerRectangle.y = height/2 - (shipA.velocity.yComponent * 15) - (blackHolePointerRectangle.h / 2);
SDL_RenderCopyEx(renderer, blackHolePointerTexture, NULL, &blackHolePointerRectangle,
angleBetweenVectors(&shipA.gravity, &upVector) + 90, NULL, 0);
// Present the rendered graphics:
SDL_RenderPresent(renderer);
}
return 0;
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar.c spacewarPlayer.c spacewarGraphics.c -lSDL2_image -lSDL2_ttf -lm -o 'Spacewar!'"
// End:

377
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@ -0,0 +1,377 @@
// =========================================
// | Spacewar-Client.c |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#include <unistd.h>
#include <stdbool.h>
#include <pthread.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include "Spacewar-Messages.h"
#include "Spacewar-Graphics.h"
#include "Spacewar-Server.h"
const char * messageStrings[] = {"HELLO", "GOODBYE", "PING", "PONG", "SECRET"};
typedef struct SpacewarSharedState
{
SpacewarClientInput input;
SpacewarState * state;
} SpacewarSharedState;
void * runNetworkThread (void * parameters)
{
SpacewarSharedState * sharedState = (SpacewarSharedState *)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)
{
sendto(udpSocket, &sharedState->input, sizeof(SpacewarClientInput), 0,
(struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, updatedState, sizeof(SpacewarState), 0, NULL, NULL);
memcpy(sharedState->state, updatedState, sizeof(SpacewarState));
}
}
void * runPredictionThread(void * parameters)
{
SpacewarSharedState * sharedState = (SpacewarSharedState *)parameters;
while (true)
{
memcpy(&sharedState->state->playerInputs[sharedState->input.playerNumber],
&sharedState->input.input, sizeof(SpacewarShipInput));
doPhysicsTick(sharedState->state);
usleep(15625);
}
}
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)
{
printf("SDL Initialization Error: %s\n", SDL_GetError());
}
// Initialize image loading:
IMG_Init(IMG_INIT_PNG);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
// Initialize font support:
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);
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;
// 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;
}
// Check if Space was pressed:
if(keyboardState[SDL_SCANCODE_SPACE] == 1 && !runServer)
{
runServer = true;
printf("Running server!\n");
}
// 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);
}
// Give me a socket, and make sure it's working:
int serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == -1)
{
printf("Socket creation failed.\n");
exit(EXIT_FAILURE);
}
// 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);
}
printf("Connected.\n");
bool playerNumberSet, secretKeySet;
uint8_t playerNumber;
SpacewarSharedState sharedState;
SpacewarMessage message;
while (!playerNumberSet || !secretKeySet)
{
recv(serverSocket, &message, sizeof(SpacewarMessage), 0);
switch (message.type)
{
case 0:
{
playerNumberSet = true;
playerNumber = message.content;
sharedState.input.playerNumber = message.content;
break;
}
case 4:
{
secretKeySet = true;
sharedState.input.secret = message.content;
}
}
}
SpacewarState * state = calloc(1, sizeof(SpacewarState));
sharedState.state = state;
// Spawn network thread:
pthread_t networkThread;
pthread_create(&networkThread, NULL, runNetworkThread, &sharedState);
// 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;
}
SDL_Rect rendererSize;
int width, height;
// Spawn client-side-prediction thread:
pthread_t predictionThread;
if (!runServer)
{
pthread_create(&predictionThread, NULL, runPredictionThread, &sharedState);
}
while (true)
{
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
//SDL_GetWindowSize(window, &width, &height);
// Do input:
sharedState.input.input.turningClockwise = keyboardState[SDL_SCANCODE_RIGHT];
sharedState.input.input.turningAnticlockwise = keyboardState[SDL_SCANCODE_LEFT];
sharedState.input.input.accelerating = keyboardState[SDL_SCANCODE_UP];
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;
// Clear the screen:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// 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);
// Draw every other ship:
for (int index = 0; index < 32; index++)
{
if (index == playerNumber)
{
continue;
}
if (state->playerStates[index].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);
}
}
// Present to the screen:
SDL_RenderPresent(renderer);
SDL_Delay(1000 / 144);
}
pthread_join(networkThread, NULL);
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:
// 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

@ -1,10 +1,11 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_ttf.h>
#include <stdint.h>
#include <stdlib.h>
#include "spacewarGraphics.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include "Spacewar-Graphics.h"
SpacewarTitlescreen prepareTitleScreen(SDL_Window * window, SDL_Renderer * renderer,
char * starfieldTexturePath, char * logoTexturePath,
@ -120,4 +121,37 @@ void drawTitleScreen(SpacewarTitlescreen * titlescreen)
SDL_RenderPresent(titlescreen->renderer);
}
/* void drawMenuScreen(SpacewarMenuscreen * menuscreen) */
/* { */
/* // Get the current size of the window: */
/* int width = 0, height = 0; */
/* SDL_GetWindowSize(menuscreen->window, &width, &height); */
/* // Set the renderer colour to black and clear the screen: */
/* SDL_SetRenderDrawColor(menuscreen->renderer, 0, 0, 0, 255); */
/* SDL_RenderClear(menuscreen->renderer); */
/* // Set the correct position to begin the starfield, and scroll it back for the next frame: */
/* menuscreen->starfieldRectangle->x = 0 - menuscreen->xScroll++; */
/* menuscreen->starfieldRectangle->y = 0; */
/* // Draw the starfield by tiling the starfield texture: */
/* while (menuscreen->starfieldRectangle->x <= (width + menuscreen->starfieldRectangle->w)) */
/* { */
/* // Go down, covering a column of the screen: */
/* while(menuscreen->starfieldRectangle->y <= (height + menuscreen->starfieldRectangle->h)) */
/* { */
/* SDL_RenderCopy(menuscreen->renderer, menuscreen->starfieldTexture, NULL, */
/* menuscreen->starfieldRectangle); */
/* menuscreen->starfieldRectangle->y += menuscreen->starfieldRectangle->h; */
/* } */
/* // Back to the top, move over one texture width: */
/* menuscreen->starfieldRectangle->y = 0; */
/* menuscreen->starfieldRectangle->x += menuscreen->starfieldRectangle->w; */
/* } */
/* // Display to the renderer: */
/* SDL_RenderPresent(menuscreen->renderer); */
/* } */

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@ -0,0 +1,55 @@
// =========================================
// | Spacewar-Graphics.h |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#ifndef SPACEWAR_GRAPHICS_H
#define SPACEWAR_GRAPHICS_H
#include <stdint.h>
#include <SDL2/SDL.h>
typedef struct SpacewarTitlescreen
{
SDL_Window * window;
SDL_Renderer * renderer;
uint16_t xScroll, titleAlpha, textAlpha;
SDL_Texture * titleTexture, * textTexture, * starfieldTexture;
SDL_Rect * titleRectangle, * textRectangle, * starfieldRectangle;
} SpacewarTitlescreen;
typedef struct SpacewarMenuscreen
{
SDL_Window * window;
SDL_Renderer * renderer;
uint16_t xScroll;
SDL_Texture * starfieldTexture;
} SpacewarMenuscreen;
SpacewarTitlescreen prepareTitleScreen(SDL_Window * window, SDL_Renderer * renderer,
char * starfieldTexturePath, char * logoTexturePath,
TTF_Font * font, char * text);
SpacewarMenuscreen prepareMenuscreenFromTitle(SpacewarTitlescreen * titlescreen);
void drawTitleScreen(SpacewarTitlescreen * titlescreen);
void drawMenuScreen(SpacewarMenuscreen * menuscreen);
#endif
// =========================================================
// | End of Spacewar-Graphics.h, 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/>.

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@ -0,0 +1,40 @@
// =========================================
// | Spacewar-Messages.h |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#ifndef SPACEWAR_MESSAGES_H
#define SPACEWAR_MESSAGES_H
#include <stdint.h>
typedef struct SpacewarMessage
{
uint8_t type;
uint32_t content;
} SpacewarMessage;
/* Message Types:
0 - HELLO: Contents sent to client indicate a given player number.
1 - GOODBYE: No contents, end the connection.
2 - PING: Contents indicate the missed amount of pongs.
3 - PONG: No contents.
4 - SECRET: Contents indicate the secret key that must be sent with UDP packets to the server.
*/
#endif
// =========================================================
// | End of Spacewar-Messages.h, 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/>.

100
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@ -0,0 +1,100 @@
// =========================================
// | Spacewar-Physics.c |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "Spacewar-Physics.h"
void doPhysicsTick(SpacewarState * state)
{
double gravityMagnitude, gravityAcceleration, velocityMagnitude;
for (int shipIndex = 0; shipIndex < 32; shipIndex++)
{
SpacewarShipState * currentShip = &state->playerStates[shipIndex];
if (currentShip->inPlay)
{
// Calculate Gravity:
xyVectorBetweenPoints(currentShip->position.xComponent, currentShip->position.yComponent,
0.0, 0.0, &currentShip->gravity);
gravityMagnitude = normalizeXYVector(&currentShip->gravity);
gravityAcceleration = 0;
// Some maths that felt okay:
if (gravityMagnitude >= 116)
{
gravityAcceleration = (45000 / pow(gravityMagnitude, 2)) * 6.67;
}
// 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;
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);
// Wrap position to game field:
if (currentShip->position.xComponent > 8000.0)
{
state->playerStates[shipIndex].position.xComponent = -7999.0;
state->playerStates[shipIndex].velocity.xComponent *= 0.9;
}
if (currentShip->position.xComponent < -8000.0)
{
state->playerStates[shipIndex].position.xComponent = 7999.0;
state->playerStates[shipIndex].velocity.xComponent *= 0.9;
}
if (currentShip->position.yComponent > 8000.0)
{
state->playerStates[shipIndex].position.yComponent = -7999.0;
state->playerStates[shipIndex].velocity.yComponent *= 0.9;
}
if (currentShip->position.yComponent < -8000.0)
{
state->playerStates[shipIndex].position.yComponent = 7999.0;
state->playerStates[shipIndex].velocity.yComponent *= 0.9;
}
}
}
}
// ========================================================
// | End of Spacewar-Physics.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/>.

62
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@ -0,0 +1,62 @@
// =========================================
// | Spacewar-Physics.h |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#ifndef SPACEWAR_PHYSICS
#define SPACEWAR_PHYSICS
#include <stdint.h>
#include "xyVector.h"
#include "Spacewar-Server.h"
typedef struct SpacewarShipState
{
bool inPlay;
xyVector engine;
xyVector gravity;
xyVector position;
xyVector velocity;
} SpacewarShipState;
typedef struct SpacewarShipInput
{
double turningAmount, acceleratingAmount;
uint8_t turningClockwise, turningAnticlockwise, accelerating;
} SpacewarShipInput;
typedef struct SpacewarClientInput
{
uint8_t playerNumber;
uint32_t secret;
SpacewarShipInput input;
} SpacewarClientInput;
typedef struct SpacewarState
{
uint64_t tickNumber;
struct timeval timestamp;
SpacewarShipState playerStates[32];
SpacewarShipInput playerInputs[32];
} SpacewarState;
// Does a single step of the physics:
void doPhysicsTick(SpacewarState * state);
#endif
// ========================================================
// | End of Spacewar-Physics.h, 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/>.

295
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@ -0,0 +1,295 @@
// =========================================
// | Spacewar Server.c |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <stdlib.h>
#include <stdbool.h>
#include <pthread.h>
#include <sys/epoll.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "Spacewar-Messages.h"
#include "Spacewar-Physics.h"
SpacewarConnection * getConnectionBySocket(SpacewarConnection * connections, size_t connectionCount, int socket)
{
for (size_t connectionIndex = 0; connectionIndex < connectionCount; connectionIndex++)
{
if (connections[connectionIndex].clientSocket == socket)
{
return &connections[connectionIndex];
}
}
return NULL;
}
void sendCurrentState(SpacewarState * state, SpacewarConnection * connections, int udpSocket)
{
for (int connectionIndex = 0; connectionIndex < 32; connectionIndex++)
{
if (connections[connectionIndex].active)
{
sendto(udpSocket, state, sizeof(SpacewarState), 0,
(struct sockaddr *)&connections[connectionIndex].clientAddress,
sizeof(struct sockaddr_in));
}
}
}
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);
sendCurrentState(sharedState->physicsState, sharedState->connections, sharedState->udpSocket);
usleep(15625);
}
return NULL;
}
void * runInputReceiver(void * parameters)
{
SpacewarServerSharedState * sharedState = (SpacewarServerSharedState *)parameters;
int bytesRead;
socklen_t socketAddressLength;
struct sockaddr_in clientAddress;
SpacewarClientInput input;
while (true)
{
bytesRead = recvfrom(sharedState->udpSocket, &input, sizeof(SpacewarClientInput), 0,
(struct sockaddr *)&clientAddress, &socketAddressLength);
if (bytesRead == sizeof(SpacewarClientInput))
{
if (input.playerNumber < 32)
{
if (input.secret == sharedState->connections[input.playerNumber].playerSecret)
{
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(SpacewarShipInput));
}
}
}
bzero(&input, sizeof(SpacewarClientInput));
}
return NULL;
}
// Adds a new player to a physics simulation. Returns a randomly generated secret key:
uint32_t addPlayer(SpacewarConnection * connection, int playerNumber, SpacewarState * state)
{
connection->playerSecret = rand();
state->playerStates[playerNumber].inPlay = false;
return connection->playerSecret;
}
// Creates a Spacewar server, intended to be ran by the standalone server or forked by the game client:
void * runSpacewarServer(void * configuration)
{
SpacewarServerConfiguration * serverConfig = (SpacewarServerConfiguration *)configuration;
printf("Starting Server.\n");
// Create our network listeners:
int masterSocket = socket(AF_INET, SOCK_STREAM, 0);
if (masterSocket < 0)
{
fprintf(stderr, "Failed to create socket.\n");
exit(EXIT_FAILURE);
}
setsockopt(masterSocket, SOL_SOCKET, SO_REUSEADDR, &(int){1}, sizeof(int));
setsockopt(masterSocket, SOL_SOCKET, SO_REUSEPORT, &(int){1}, sizeof(int));
// Create a structure to bind the listening socket:
struct sockaddr_in listeningAddress;
memset(&listeningAddress, 0, sizeof(listeningAddress));
listeningAddress.sin_family = AF_INET; // IPv4
listeningAddress.sin_addr.s_addr = INADDR_ANY;
listeningAddress.sin_port = htons(serverConfig->port);
// Bind to the listening socket:
if (bind(masterSocket, (const struct sockaddr *)&listeningAddress, sizeof(listeningAddress)) < 0)
{
fprintf(stderr, "Failed to bind socket.\n");
exit(EXIT_FAILURE);
}
// Begin listening on the master socket:
listen(masterSocket, 32);
// Create an epoll descriptor to keep track of clients:
int recievedEventCount = 0;
struct epoll_event receivedEvents[32];
int epollDescriptor = epoll_create(1);
// Add the master socket to the epoll set:
struct epoll_event requestedEvents;
requestedEvents.events = EPOLLIN | EPOLLET;
requestedEvents.data.fd = masterSocket;
epoll_ctl(epollDescriptor, EPOLL_CTL_ADD, masterSocket, &requestedEvents);
// Create a set of connection structs to store the current connection information:
SpacewarConnection * connectedClients = calloc(32, sizeof(SpacewarConnection));
for(int index = 0; index < 32; index++)
{
connectedClients[index].active = false;
}
// Create a UDP socket:
int udpSocket = 0;
if ((udpSocket = socket(AF_INET, SOCK_DGRAM, 0)) < 0)
{
exit(EXIT_FAILURE);
}
// Create a struct to bind the UDP socket to a port:
struct sockaddr_in serverAddress;
memset(&serverAddress, 0, sizeof(serverAddress));
serverAddress.sin_family = AF_INET;
serverAddress.sin_port = htons(5200);
serverAddress.sin_addr.s_addr = INADDR_ANY;
// Bind it:
bind(udpSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
// Setup the server threads:
pthread_t physicsThread, inputThread;
SpacewarState * currentState = calloc(1, sizeof(SpacewarState));
SpacewarServerSharedState threadState;
threadState.udpSocket = udpSocket;
threadState.physicsState = currentState;
threadState.connections = connectedClients;
// Begin the simulation:
pthread_create(&inputThread, NULL, runInputReceiver, &threadState);
pthread_create(&physicsThread, NULL, runServerPhysics, &threadState);
// Manage clients and sending packets back and forth:
while (true)
{
int receivedEventCount = epoll_wait(epollDescriptor, receivedEvents, 32, -1);
for (int eventIndex = 0; eventIndex < receivedEventCount; eventIndex++)
{
// If there's activity on the master socket, there's a new connection:
if (receivedEvents[eventIndex].data.fd == masterSocket)
{
struct sockaddr_in clientAddress;
int newClientSocket = accept(masterSocket, NULL, NULL);
// Check that the socket is functional:
if (newClientSocket < 0)
{
fprintf(stderr, "Failed to accept client connection.\n");
continue;
}
// Register the new client in the epoll set:
requestedEvents.events = EPOLLIN | EPOLLET;
requestedEvents.data.fd = newClientSocket;
epoll_ctl(epollDescriptor, EPOLL_CTL_ADD, newClientSocket, &requestedEvents);
for (int index = 0; index < 32; index++)
{
if (connectedClients[index].active == false)
{
// Configure the new connection:
connectedClients[index].active = true;
connectedClients[index].missedPongs = false;
connectedClients[index].clientSocket = newClientSocket;
// Send the HELLO packet to the player:
SpacewarMessage helloMessage;
helloMessage.type = 0;
helloMessage.content = index;
send(newClientSocket, &helloMessage, sizeof(SpacewarMessage), 0);
// Add the player to the simulation:
uint32_t secret = addPlayer(&connectedClients[index], index, currentState);
// Send the SECRET packet to the player:
helloMessage.type = 4;
helloMessage.content = secret;
send(newClientSocket, &helloMessage, sizeof(SpacewarMessage), 0);
break;
}
}
}
// Otherwise, we've been sent a packet from one of the connected clients:
else
{
SpacewarConnection * client = getConnectionBySocket(connectedClients, 32,
receivedEvents->data.fd);
SpacewarMessage receivedMessage;
size_t bytesRead = recv(client->clientSocket, &receivedMessage,
sizeof(SpacewarMessage), 0);
if (bytesRead == 0)
{
// Send a goodbye message:
SpacewarMessage goodbyeMessage;
goodbyeMessage.type = 1;
goodbyeMessage.content = 0;
send(client->clientSocket, &goodbyeMessage, sizeof(SpacewarMessage), 0);
// Remove the socket from the epoll interest set:
epoll_ctl(epollDescriptor, EPOLL_CTL_DEL, client->clientSocket, NULL);
// Remove the player from the simulation:
//removePlayer(&connectedClients[index], currentState);
// Shutdown the socket:
shutdown(client->clientSocket, SHUT_RDWR);
// Deactivate the connection:
client->active = false;
}
else
{
switch (receivedMessage.content)
{
// Handle message contents:
}
}
}
}
}
return NULL;
}
// =======================================================
// | End of Spacewar-Server.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/>.

59
source/Spacewar-Server.h Normal file
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@ -0,0 +1,59 @@
// =========================================
// | Spacewar-Server.h |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#ifndef SPACEWAR_SERVER
#define SPACEWAR_SERVER
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "Spacewar-Physics.h"
typedef struct SpacewarState SpacewarState;
typedef struct SpacewarConnection
{
bool active;
int clientSocket;
uint8_t missedPongs;
uint32_t playerSecret;
struct sockaddr_in clientAddress;
} SpacewarConnection;
typedef struct SpacewarServerConfiguration
{
uint16_t port;
} SpacewarServerConfiguration;
typedef struct SpacewarServerSharedState
{
int udpSocket;
SpacewarState * physicsState;
SpacewarConnection * connections;
} SpacewarServerSharedState;
// Creates a spacewar server, intended to be ran by the standalone server or forked by the game client:
void * runSpacewarServer(void * configuration);
#endif
// =======================================================
// | End of Spacewar-Server.h, 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/>.

View File

@ -13,7 +13,6 @@ static inline double angleBetweenVectors(xyVector * vectorA, xyVector * vectorB)
{
double dotProduct = (vectorA->xComponent * vectorB->xComponent) + (vectorA->yComponent * vectorB->yComponent);
double determinant = (vectorA->xComponent * vectorB->yComponent) - (vectorA->yComponent * vectorB->xComponent);
return atan2(dotProduct, determinant) / 0.01745329;
}

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@ -1,58 +0,0 @@
#ifndef SPACEWAR_GRAPHICS_H
#define SPACEWAR_GRAPHICS_H
#include <SDL2/SDL.h>
typedef struct SpacewarTitlescreen
{
SDL_Window * window;
SDL_Renderer * renderer;
uint16_t xScroll, titleAlpha, textAlpha;
SDL_Texture * titleTexture, * textTexture, * starfieldTexture;
SDL_Rect * titleRectangle, * textRectangle, * starfieldRectangle;
} SpacewarTitlescreen;
SpacewarTitlescreen prepareTitleScreen(SDL_Window * window, SDL_Renderer * renderer,
char * starfieldTexturePath, char * logoTexturePath,
TTF_Font * font, char * text);
void drawTitleScreen(SpacewarTitlescreen * titlescreen);
static inline void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
#endif

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@ -1,102 +0,0 @@
// spacewarPlayer.c: Contains function definitions for player interaction.
// Barra Ó Catháin, 2023
// =======================================================================
#include <stdbool.h>
#include <SDL2/SDL.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "xyVector.h"
#include "spacewarPlayer.h"
void takeNetworkInput(playerController * controller, int descriptor)
{
recvfrom(descriptor, controller, sizeof(playerController), 0, NULL, NULL);
}
void getPlayerInput(playerController * controller)
{
SDL_PumpEvents();
const uint8_t * keyboardState = SDL_GetKeyboardState(NULL);
if(keyboardState[SDL_SCANCODE_UP] == 1)
{
controller->accelerating = true;
}
else
{
controller->accelerating = false;
}
if(keyboardState[SDL_SCANCODE_LEFT] == 1)
{
controller->turningAnticlockwise = true;
}
else
{
controller->turningAnticlockwise = false;;
}
if(keyboardState[SDL_SCANCODE_RIGHT] == 1)
{
controller->turningClockwise = true;
}
else
{
controller->turningClockwise = false;
}
if(controller->joystick != NULL)
{
controller->turningAmount = SDL_JoystickGetAxis(controller->joystick, 0);
controller->acceleratingAmount = SDL_JoystickGetAxis(controller->joystick, 5);
}
}
void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime)
{
if(controller->number == ship->number)
{
// Calculate the gravity for the ships:
calculateGravity(&starPosition, ship);
// Rotate the engine vector if needed:
if (controller->turningClockwise)
{
rotateXYVector(&ship->engine, 0.25 * deltaTime);
}
else if (controller->turningAmount > 2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
if (controller->turningAnticlockwise)
{
rotateXYVector(&ship->engine, -0.25 * deltaTime);
}
else if (controller->turningAmount < -2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
// Calculate the new current velocity:
addXYVectorDeltaScaled(&ship->velocity, &ship->gravity, deltaTime);
if (controller->acceleratingAmount > 2500)
{
xyVector temporary = ship->engine;
multiplyXYVector(&ship->engine, controller->acceleratingAmount/ 32748);
SDL_HapticRumblePlay(controller->haptic, (float)controller->acceleratingAmount / 32768, 20);
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
ship->engine = temporary;
}
else if (controller->accelerating)
{
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
}
// Calculate the new position:
addXYVectorDeltaScaled(&ship->position, &ship->velocity, deltaTime);
}
}

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@ -1,110 +0,0 @@
#ifndef SPACEWARPLAYER_H
#define SPACEWARPLAYER_H
#include "xyVector.h"
// A struct storing the needed data to draw a ship:
typedef struct ship
{
int number;
xyVector engine;
xyVector gravity;
xyVector position;
xyVector velocity;
SDL_Rect rectangle;
} ship;
// A struct to store the input state for one player:
typedef struct playerController
{
SDL_Joystick * joystick;
SDL_Haptic * haptic;
int number;
double turningAmount, acceleratingAmount;
bool turningClockwise, turningAnticlockwise, accelerating;
} playerController;
static inline void calculateGravity(xyVector * starPosition, ship * shipUnderGravity)
{
// Calculate the vector between the star and ship:
xyVectorBetweenPoints(shipUnderGravity->position.xComponent, shipUnderGravity->position.yComponent,
starPosition->xComponent, starPosition->yComponent, &shipUnderGravity->gravity);
// Make it into a unit vector:
double gravityMagnitude = normalizeXYVector(&shipUnderGravity->gravity);
double gravityAcceleration = 0;
// Calculate the gravity between the star and ship:
if(gravityMagnitude != 0)
{
if(gravityMagnitude >= 116)
{
gravityAcceleration = pow(2, (3000 / (pow(gravityMagnitude, 2)))) / 8;
}
else
{
shipUnderGravity->position.xComponent = random() % 4000;
shipUnderGravity->position.yComponent = random() % 4000;
shipUnderGravity->velocity.xComponent = 0;
shipUnderGravity->velocity.yComponent = 0;
}
}
else
{
gravityAcceleration = 1;
}
if(gravityAcceleration < 0.01)
{
gravityAcceleration = 0.01;
}
// Scale the vector:
multiplyXYVector(&shipUnderGravity->gravity, gravityAcceleration);
}
static inline playerController createShipPlayerController(ship * ship)
{
playerController newController;
newController.number = ship->number;
newController.joystick = NULL;
return newController;
}
// Create a ship with the given parameters:
static inline ship createShip(int width, int height, double positionX, double positionY, double velocityX, double velocityY, int number)
{
ship newShip;
// Player number:
newShip.number = number;
// Rectangle to show the ship in:
newShip.rectangle.w = width;
newShip.rectangle.h = height;
// Position:
newShip.position.xComponent = positionX;
newShip.position.yComponent = positionY;
// Velocity:
newShip.velocity.xComponent = velocityX;
newShip.velocity.yComponent = velocityY;
// Gravity:
newShip.gravity.xComponent = 0;
newShip.gravity.yComponent = 0;
// Engine:
newShip.engine.yComponent = 0;
newShip.engine.xComponent = 0.1;
return newShip;
}
// Function prototypes:
void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime);
void takeNetworkInput(playerController * controller, int descriptor);
void getPlayerInput(playerController * controller);
#endif