working server and gameloop
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133
gameServer.c
Normal file
133
gameServer.c
Normal file
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#include "game.h"
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#include <curses.h>
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#include <signal.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <unistd.h>
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void CreateGameServer(Server* serv, GameData* gd)
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{
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Server s = *serv;
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bool game_running = true;
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fd_set fds;
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FD_ZERO(&fds);
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FD_SET(s.server_fd, &fds);
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struct timeval tv = { 0, 0 }; // non-blocking check
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SetupTermWin();
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DrawWalls(*gd);
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while (game_running) {
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fd_set read_fds;
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FD_ZERO(&read_fds);
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// Add server socket
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FD_SET(s.server_fd, &read_fds);
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int max_fd = s.server_fd;
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// Add client sockets
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for (int i = 0; i < s.client_count; i++) {
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int fd = s.clients[i];
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FD_SET(fd, &read_fds);
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if (fd > max_fd)
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max_fd = fd;
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}
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// Small timeout (prevents 100% CPU usage)
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struct timeval tv;
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tv.tv_sec = 0;
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tv.tv_usec = 1000; // 1ms
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int ret = select(max_fd + 1, &read_fds, NULL, NULL, &tv);
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if (ret < 0) {
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perror("select");
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break;
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}
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// New connection
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if (FD_ISSET(s.server_fd, &read_fds)) {
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int client_fd = accept(s.server_fd, NULL, NULL);
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if (client_fd >= 0 && s.client_count < MAX_SERVER_CLIENTS) {
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s.clients[s.client_count++] = client_fd;
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char msg[64];
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snprintf(msg, sizeof(msg), "New client connected: %d\n", client_fd);
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GameAlert(msg);
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}
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}
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// Handle client data
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for (int i = 0; i < s.client_count; i++) {
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int fd = s.clients[i];
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if (FD_ISSET(fd, &read_fds)) {
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char buffer[1024];
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int bytes = recv(fd, buffer, sizeof(buffer) - 1, 0);
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if (bytes > 0) {
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buffer[bytes] = '\0';
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char msg[1024];
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snprintf(msg, sizeof(msg), "Client %d says: %s\r", fd, buffer);
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GameAlert(msg);
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// Example: echo back
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send(fd, buffer, bytes, 0);
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} else if (bytes == 0) {
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char msg[64];
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snprintf(msg, sizeof(msg), "Client %d disconnected\n", fd);
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GameAlert(msg);
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RemoveClient(&s, i);
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i--; // re-check swapped client
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} else {
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perror("recv");
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RemoveClient(&s, i);
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i--;
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}
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}
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}
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if (s.client_count < 1) {
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char msg[64];
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snprintf(msg, sizeof(msg), "Waiting for other player\n");
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GameAlert(msg);
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} else {
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// Process Game Data
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}
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}
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CloseTermWin();
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}
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void RunGameClient(Client* client)
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{
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Client c = *client;
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// char* msg = "Hello from client, this is a test, I really want to see what happens if I create a really long packet and try to send it. I would imagine it will be some kind of buffer overflow";
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// send(c.client_fd, msg, strlen(msg), 0);
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// {
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// char buffer[1024] = { 0 };
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// read(c.client_fd, buffer, sizeof(buffer));
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// printf("Server: %s\n", buffer);
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// }
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sleep(10);
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// char* msg2 = "Ok I am leaving now";
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// send(c.client_fd, msg2, strlen(msg2), 0);
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// {
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// char buffer[1024] = { 0 };
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// read(c.client_fd, buffer, sizeof(buffer));
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// printf("Server: %s\n", buffer);
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// }
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}
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