Files
netpong/gameServer.c

133 lines
3.5 KiB
C

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