03: migrate player control to the server
This commit is contained in:
parent
771e6f749b
commit
51177e3a19
2
.gitignore
vendored
2
.gitignore
vendored
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@ -1,3 +1,5 @@
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.ccls-cache/
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.cache/
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build/
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*.o
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compile_commands.json
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@ -10,7 +10,6 @@ const Uint32 RENDERER_FLAGS = SDL_RENDERER_ACCELERATED;
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int GAME_RUNNING = 1;
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struct game game;
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int movement_speed = 10;
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int gravity = 8;
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double delta_time;
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double last_frame;
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@ -169,7 +168,7 @@ int main(int argc, char *argv[]) {
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switch_animation(player, idle_animation);
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if (game.jump) {
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switch_animation(player, jump_animation);
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player->force -= movement_speed * 2.5;
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player->force -= movement_speed * 3;
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player->y += player->force;
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player->colliding = 0;
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}
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28
03-network/client/Makefile
Normal file
28
03-network/client/Makefile
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CC=gcc
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CFLAGS=`pkg-config --cflags sdl2 SDL2_image SDL2_net`
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LDFLAGS=`pkg-config --libs sdl2 SDL2_image SDL2_net`
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TARGET=client
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SDIR=src
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ADIR=assets
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ODIR=build
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SRC=$(shell find $(SDIR) -type f -name *.c)
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OBJ=$(SRC:.c=.o)
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all: $(TARGET)
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.PHONY: default
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$(TARGET): $(OBJ)
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mkdir -p build
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cp -rf $(ADIR) $(ODIR)/$(ADIR)
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$(CC) -o $(ODIR)/$@ $^ $(LDFLAGS)
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%.o: %.c
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$(CC) $(CFLAGS) -o $@ -c $<
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run:
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$(ODIR)/$(TARGET)
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.PHONY: clean
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clean:
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rm -f $(ODIR)/$(TARGET) $(OBJ)
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7
03-network/client/README.md
Normal file
7
03-network/client/README.md
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@ -0,0 +1,7 @@
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<p align="center">
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<img src=".imgs/showcase.png" width="300" />
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</p>
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# Network - Client
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Client-side code for 03-network
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BIN
03-network/client/assets/player/idle.png
Normal file
BIN
03-network/client/assets/player/idle.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.4 KiB |
BIN
03-network/client/assets/player/jump.png
Normal file
BIN
03-network/client/assets/player/jump.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1021 B |
BIN
03-network/client/assets/player/land.png
Normal file
BIN
03-network/client/assets/player/land.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.5 KiB |
BIN
03-network/client/assets/player/run.png
Normal file
BIN
03-network/client/assets/player/run.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.2 KiB |
264
03-network/client/src/main.c
Normal file
264
03-network/client/src/main.c
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_net.h>
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#include "structs.h"
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#define DEBUG 1
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#define SERVER_ADDR "127.0.0.1"
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#define SERVER_PORT 9080
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#define SERVER_MESSAGE_LEN 10 // 0-1 BYTE: Action details, 2-9: Other data (not sure we even need this)
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#define CLIENT_MESSAGE_LEN 4 // 4 PROPERTIES (each of 4 BYTES)
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const int SCREEN_WIDTH = 1000;
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const int SCREEN_HEIGHT = 480;
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const Uint32 WINDOW_FLAGS = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
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const Uint32 RENDERER_FLAGS = SDL_RENDERER_ACCELERATED;
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int GAME_RUNNING = 1;
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struct game game;
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int movement_speed = 10;
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double delta_time;
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double last_frame;
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// network
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TCPsocket server_socket;
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// scene
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struct object *player;
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void prepare_scene(void) {
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SDL_SetRenderDrawColor(game.renderer, 96, 128, 255, 255);
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SDL_RenderClear(game.renderer);
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}
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void key(SDL_KeyboardEvent *event) {
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if (event->repeat != 0)
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return;
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if (event->keysym.scancode == SDL_SCANCODE_J)
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game.left = !game.left;
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if (event->keysym.scancode == SDL_SCANCODE_K)
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game.right = !game.right;
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if (event->keysym.scancode == SDL_SCANCODE_SPACE)
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game.jump = !game.jump;
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}
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void handle_input(void) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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GAME_RUNNING = 0;
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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key(&event.key);
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break;
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default:
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break;
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}
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if (event.type == SDL_QUIT) {
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GAME_RUNNING = 0;
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}
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}
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}
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SDL_Texture *load_texture(const char *path) {
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SDL_Texture *texture;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", path);
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texture = IMG_LoadTexture(game.renderer, path);
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return texture;
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}
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void switch_animation(struct object *object, SDL_Texture *animation) {
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if (object->texture == animation)
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return;
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object->animation_slide = 0;
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object->texture = animation;
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}
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struct object *create_object(SDL_Texture *texture, int scale, int resolution) {
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struct object *object = (struct object *) calloc(1, sizeof(struct object));
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if (object == NULL) {
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fprintf(stderr, "Error: failed allocating memory for new object\n");
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return NULL;
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}
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object->texture = texture;
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object->resolution = resolution;
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object->animation_speed = 13;
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object->scale = scale;
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return object;
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}
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void draw_object(struct object *object) {
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int texture_width;
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SDL_Rect src;
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SDL_Rect dest;
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src.x = object->animation_slide * object->resolution;
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src.y = 0;
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src.w = object->resolution;
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src.h = object->resolution;
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dest.x = object->x;
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dest.y = object->y;
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dest.w = object->resolution * object->scale;
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dest.h = object->resolution * object->scale;
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SDL_RenderCopyEx(game.renderer, object->texture, &src, &dest, 0, NULL, object->flip);
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// update animation slide
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SDL_QueryTexture(object->texture, NULL, NULL, &texture_width, NULL);
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object->animation_clock += object->animation_speed*(delta_time/1000);
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if (object->animation_clock >= 1) {
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object->animation_clock = 0;
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object->animation_slide = (object->animation_slide+1) % (texture_width / object->resolution); // clock arithmetic: jump back to first animation slide
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}
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}
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void present_scene(void) {
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SDL_RenderPresent(game.renderer);
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}
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int handle_server(void *data) {
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for (;;) {
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int message[CLIENT_MESSAGE_LEN];
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int recv_len = SDLNet_TCP_Recv(server_socket, message, sizeof(int)*CLIENT_MESSAGE_LEN);
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if (!recv_len) {
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fprintf(stderr, "Error: failed receiving message from server\n%s\n", SDLNet_GetError());
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break;
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}
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if (DEBUG)
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fprintf(stdout, "Notice: received '%d' bytes from server\n", recv_len);
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player->x = message[0];
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player->y = message[1];
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player->colliding = message[2];
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player->force = message[3];
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}
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return 0;
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}
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int connect_to_server(void) {
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IPaddress ip;
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if (SDLNet_ResolveHost(&ip, SERVER_ADDR, SERVER_PORT) != 0) {
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fprintf(stderr, "Error: resolving host of server\n%s\n", SDLNet_GetError());
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return -1;
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}
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server_socket = SDLNet_TCP_Open(&ip);
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if (!server_socket) {
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fprintf(stderr, "Error: failed opening socket to '%s' at '%d'\n%s\n", SERVER_ADDR, SERVER_PORT, SDLNet_GetError());
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return -1;
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}
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SDL_CreateThread(handle_server, "server", NULL);
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return 0;
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}
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int main(int argc, char *argv[]) {
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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fprintf(stderr, "Error: could not initialize SDL\n%s\n", SDL_GetError());
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return -1;
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}
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if (SDLNet_Init() != 0) {
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fprintf(stderr, "Error: could not initialize SDL net\n%s\n", SDL_GetError());
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return -1;
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}
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game.window = SDL_CreateWindow("03-network", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_FLAGS);
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if (game.window == NULL) {
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fprintf(stderr, "Error: could not create window\n%s\n", SDL_GetError());
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return -1;
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}
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game.renderer = SDL_CreateRenderer(game.window, -1, RENDERER_FLAGS);
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if (game.renderer == NULL) {
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fprintf(stderr, "Error: could not create renderer\n%s\n", SDL_GetError());
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return -1;
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}
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// load player animations
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SDL_Texture *idle_animation = load_texture("assets/player/idle.png");
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SDL_Texture *jump_animation = load_texture("assets/player/jump.png");
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SDL_Texture *run_animation = load_texture("assets/player/run.png");
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player = create_object(idle_animation, 4, 48);
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if (connect_to_server() != 0)
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return -1;
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// game loop
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while (GAME_RUNNING) {
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double current_frame = SDL_GetTicks();
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delta_time = current_frame - last_frame;
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last_frame = current_frame;
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prepare_scene();
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handle_input();
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// The reason why I don't do
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// that much game development
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// in my free time. Damn youuu ifs
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if (player->colliding) {
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if (game.left)
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switch_animation(player, run_animation);
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if (game.right)
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switch_animation(player, run_animation);
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if (!game.left && !game.right)
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switch_animation(player, idle_animation);
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if (game.jump) {
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switch_animation(player, jump_animation);
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uint8_t message[SERVER_MESSAGE_LEN];
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message[0] = 2;
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SDLNet_TCP_Send(server_socket, message, sizeof(uint8_t)*SERVER_MESSAGE_LEN);
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}
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}
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if (game.left) {
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player->flip = SDL_FLIP_HORIZONTAL;
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uint8_t message[SERVER_MESSAGE_LEN];
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message[0] = 1;
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SDLNet_TCP_Send(server_socket, message, sizeof(uint8_t)*SERVER_MESSAGE_LEN);
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}
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if (game.right) {
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player->flip = SDL_FLIP_NONE;
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uint8_t message[SERVER_MESSAGE_LEN];
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message[0] = 0;
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SDLNet_TCP_Send(server_socket, message, sizeof(uint8_t)*SERVER_MESSAGE_LEN);
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}
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draw_object(player);
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present_scene();
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SDL_Delay(16);
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}
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SDL_DestroyWindow(game.window);
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SDL_Quit();
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return 0;
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}
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40
03-network/client/src/structs.h
Normal file
40
03-network/client/src/structs.h
Normal file
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#ifndef STRUCTS_H
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#define STRUCTS_H
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#include <SDL2/SDL.h>
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struct game {
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SDL_Window *window;
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SDL_Renderer *renderer;
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int left;
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int right;
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int jump;
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};
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struct animation {
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SDL_Texture *tilemap;
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int resolution;
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int skippable;
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};
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struct object {
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SDL_Texture *texture;
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int resolution; // of the texture/every tile
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int x;
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int y;
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int scale;
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Uint32 flip;
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// animation
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double animation_clock; // everytime it reaches 1, the texture switches to the next slide
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double animation_speed; // how fast will the clock reach 1 with respect to delta_time
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int animation_slide; // the current slide of the animation
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int colliding;
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int force;
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};
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#endif
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4
03-network/script
Normal file
4
03-network/script
Normal file
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Message:
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* 10 Bytes long
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* 0-1 byte: action
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* 2-10 byte: additional data
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28
03-network/server/Makefile
Normal file
28
03-network/server/Makefile
Normal file
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@ -0,0 +1,28 @@
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CC=gcc
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CFLAGS=`pkg-config --cflags sdl2 SDL2_net`
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LDFLAGS=`pkg-config --libs sdl2 SDL2_net`
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TARGET=server
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SDIR=src
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ADIR=assets
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ODIR=build
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SRC=$(shell find $(SDIR) -type f -name *.c)
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OBJ=$(SRC:.c=.o)
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all: $(TARGET)
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.PHONY: default
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$(TARGET): $(OBJ)
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mkdir -p build
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cp -rf $(ADIR) $(ODIR)/$(ADIR)
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$(CC) -o $(ODIR)/$@ $^ $(LDFLAGS)
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%.o: %.c
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$(CC) $(CFLAGS) -o $@ -c $<
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run:
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$(ODIR)/$(TARGET)
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.PHONY: clean
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clean:
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rm -f $(ODIR)/$(TARGET) $(OBJ)
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3
03-network/server/README.md
Normal file
3
03-network/server/README.md
Normal file
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@ -0,0 +1,3 @@
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# Network - Server
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Server-side code for 03-network
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20
03-network/server/src/defs.h
Normal file
20
03-network/server/src/defs.h
Normal file
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#ifndef DEFS_H
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#define DEFS_H
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#include <SDL2/SDL.h>
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// MCS: Message Communication Standard
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#define SERVER_MESSAGE_LEN 10
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#define CLIENT_MESSAGE_LEN 4
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// MCSA: Message Communication Standard Actions
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#define RIGHT_MOVEMENT 0
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#define LEFT_MOVEMENT 1
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#define JUMP_MOVEMENT 2
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#define CROUCH_MOVEMENT 3
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// OC: Object Constants
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#define GRAVITY 2
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#define MOVEMENT_SPEED 10
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#endif
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181
03-network/server/src/main.c
Normal file
181
03-network/server/src/main.c
Normal file
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@ -0,0 +1,181 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <signal.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_net.h>
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#include <SDL2/SDL_error.h>
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#include "structs.h"
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#include "defs.h"
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#define PORT 9080
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#define DEBUG 1
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int objects_count = 0;
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struct object **objects_map;
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int handle_player(void *data) {
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struct connection *connection_data = (struct connection *) data;
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struct object *obj = objects_map[connection_data->obj_id];
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memset(obj, 0, sizeof(struct object));
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SDLNet_SocketSet set = SDLNet_AllocSocketSet(1);
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if (set == NULL) {
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fprintf(stderr, "Error: cannot allocate memory for a new socket set\n");
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return -1;
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}
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int ret = SDLNet_TCP_AddSocket(set, connection_data->socket);
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if (ret == -1) {
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fprintf(stderr, "Error: max socket count in socket set reached\n");
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return -1;
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}
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|
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for (;;) {
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char message[SERVER_MESSAGE_LEN];
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int ready_sockets = SDLNet_CheckSockets(set, 10);
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if (ready_sockets == -1) {
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fprintf(stderr, "Error: cannot call select() system call with SDLNet_CheckSockets()\n");
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continue;
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}
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if (ready_sockets == 0)
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goto update_client;
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int recv_len = SDLNet_TCP_Recv(connection_data->socket, message, SERVER_MESSAGE_LEN);
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if (!recv_len) {
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// player disconnected
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fprintf(stderr, "Error: failed receiving message\n%s\n", SDLNet_GetError());
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break;
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}
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if (DEBUG)
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||||
fprintf(stdout, "Notice: received '%s' and '%d' bytes\n", message, recv_len);
|
||||
|
||||
// parsing the message
|
||||
uint8_t action = message[0];
|
||||
|
||||
switch (action) {
|
||||
case RIGHT_MOVEMENT:
|
||||
obj->x += MOVEMENT_SPEED;
|
||||
break;
|
||||
case LEFT_MOVEMENT:
|
||||
obj->x -= MOVEMENT_SPEED;
|
||||
break;
|
||||
case JUMP_MOVEMENT:
|
||||
obj->force -= MOVEMENT_SPEED * 2.5;
|
||||
obj->colliding = 0;
|
||||
break;
|
||||
case CROUCH_MOVEMENT: // TODO
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
update_client:
|
||||
if (obj->y < 200) {
|
||||
obj->force += GRAVITY;
|
||||
} else {
|
||||
obj->colliding = 1;
|
||||
// obj->force = 0;
|
||||
obj->y = 200;
|
||||
}
|
||||
|
||||
// gravity
|
||||
obj->y += obj->force;
|
||||
|
||||
// Update the client with information
|
||||
// Note: the order OBVIOUSLY matters
|
||||
int reply[] = {
|
||||
obj->x,
|
||||
obj->y,
|
||||
obj->colliding,
|
||||
obj->force
|
||||
};
|
||||
|
||||
if (DEBUG)
|
||||
fprintf(stdout, "Notice: new player properties (%d, %d, %d, %d)\n", reply[0], reply[1], reply[2], reply[3]);
|
||||
|
||||
SDLNet_TCP_Send(connection_data->socket, reply, sizeof(int)*CLIENT_MESSAGE_LEN);
|
||||
}
|
||||
|
||||
SDLNet_FreeSocketSet(set);
|
||||
SDLNet_TCP_Close(connection_data->socket);
|
||||
free(obj);
|
||||
free(data);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void catch_alarm(int sig) {
|
||||
fprintf(stdout, "Notice: force stopping server...\n");
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
signal(SIGINT, catch_alarm);
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
fprintf(stderr, "Error: could not initialize SDL\n%s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (SDLNet_Init() != 0) {
|
||||
fprintf(stderr, "Error: could not initialize SDL net\n%s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
IPaddress ip;
|
||||
if (SDLNet_ResolveHost(&ip, NULL, PORT) == -1) {
|
||||
fprintf(stderr, "Error: failed resolving host \n%s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
TCPsocket server = SDLNet_TCP_Open(&ip);
|
||||
if (!server) {
|
||||
fprintf(stderr, "Error: failed opening socket at %d\n%s\n", PORT, SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (;;) {
|
||||
TCPsocket client = SDLNet_TCP_Accept(server);
|
||||
if (!client) {
|
||||
SDL_Delay(100);
|
||||
continue;
|
||||
}
|
||||
|
||||
fprintf(stdout, "Notice: accepted a connection from client!\n");
|
||||
|
||||
objects_map = (struct object **) realloc(objects_map, sizeof(struct object *)*(objects_count+1));
|
||||
if (objects_map == NULL) {
|
||||
fprintf(stderr, "Error: failed reallocating objects hash map\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
struct object *new_object = (struct object *) calloc(1, sizeof(struct object));
|
||||
if (new_object == NULL) {
|
||||
fprintf(stderr, "Error: failed allocating memory for new object\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
objects_map[objects_count] = new_object;
|
||||
|
||||
struct connection *new_connection = (struct connection *) calloc(1, sizeof(struct connection));
|
||||
if (new_connection == NULL) {
|
||||
fprintf(stderr, "Error: failed allocating memory for new connection object\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
new_object->id = objects_count;
|
||||
new_connection->socket = client;
|
||||
new_connection->obj_id = objects_count;
|
||||
|
||||
objects_count++;
|
||||
|
||||
SDL_CreateThread(handle_player, "client", new_connection);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
20
03-network/server/src/structs.h
Normal file
20
03-network/server/src/structs.h
Normal file
|
@ -0,0 +1,20 @@
|
|||
#ifndef STRUCTS_H
|
||||
#define STRUCTS_H
|
||||
|
||||
#include <SDL2/SDL_net.h>
|
||||
|
||||
struct connection {
|
||||
TCPsocket socket;
|
||||
int obj_id;
|
||||
};
|
||||
|
||||
struct object {
|
||||
int id;
|
||||
int x;
|
||||
int y;
|
||||
|
||||
int colliding;
|
||||
int force;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user