there is now a player character and the world renders using a cammera

This commit is contained in:
2026-04-09 13:11:55 -07:00
parent 09c310cb4a
commit af639e62c3
47 changed files with 1737 additions and 83 deletions

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target_sources(${PROJECT_NAME} PRIVATE
game_client.c
server.c
transactions.c
)

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#include "game_client.h"
#include <netinet/in.h>
#include <arpa/inet.h>
#include <stdlib.h>
#include <string.h>
#include <sys/ioctl.h>
#include <unistd.h>
#include <sys/socket.h>
int Connect(game_server* gs) {
struct sockaddr_in serverAddr;
serverAddr.sin_family = AF_INET;
serverAddr.sin_port = htons(gs->info.port);
int blocking_mode = 1;
gs->socket = socket(AF_INET, SOCK_STREAM, 0);
inet_pton(AF_INET, gs->info.ip, &serverAddr.sin_addr);
if(connect(gs->socket, (struct sockaddr*)&serverAddr, sizeof(serverAddr)) < 0) {
ioctl(gs->socket, FIONBIO, &blocking_mode); // Shuld be 1
return 0;
}
return -1;
}
int Client_Send(game_server* gs,packet* packet) {
int sendPacketSize = sizeof(int) + sizeof(int) + packet->size;
unsigned char* buffer = malloc(sizeof(int) + sizeof(int) + packet->size);
memcpy(buffer, &packet->packetTpye, sizeof(int));
memcpy(buffer+sizeof(int), &packet->size, sizeof(int));
memcpy(buffer+sizeof(int)+sizeof(int), &packet->packet, packet->size);
write(gs->socket, buffer, sendPacketSize);
return 0;
}
int Client_Recive(game_server* gs, packet* packet) {
if(read(gs->socket, &packet->packetTpye, sizeof(int)) <= 0) {
return 0;
}
if(read(gs->socket, &packet->size, sizeof(int)) <= 0 ) {
return -1;
}
packet->packet = malloc(packet->size);
if(read(gs->socket, &packet->packet, packet->size) <= 0) {
free(packet->packet);
return -1;
}
return 1;
}
int Disconnect(game_server* gs) {
close(gs->socket);
return 0;
}

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#ifndef GAME_CLIENT_H
#define GAME_CLIENT_H
#include "transactions.h"
typedef struct {
const char* ip;
int port;
int id;
} server_info;
typedef struct {
int socket;
server_info info;
}game_server;
int Connect(game_server* gs);
int Send(game_server* gs,packet* packet);
int Recive(game_server* gs, packet* pakcet);
int Disconnect(game_server* gs);
#endif

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#include "server.h"
#include <netinet/in.h>
#include <arpa/inet.h>
#include <stdlib.h>
#include <string.h>
#include <sys/ioctl.h>
#include <unistd.h>
#include <sys/socket.h>
int start_server() {
struct sockaddr_in server;
int serverSock;
serverSock = socket(AF_INET, SOCK_STREAM, 0);
server.sin_family = AF_INET;
server.sin_port = htons(2223);
server.sin_addr.s_addr = INADDR_ANY;
if(bind(serverSock, (struct sockaddr*)&serverSock, sizeof(server)) < 0) {
return -1;
}
listen(serverSock, 4);
return 0;
}

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@@ -1,11 +1,14 @@
#ifndef SERVER_H
#define SERVER_H
typedef struct {
int port;
int id;
} server_info;
#include "transactions.h"
typedef struct {
} client;
typedef struct {
} client_manager;
int start_server();
server_info start_server();
#endif // !SERVER_H

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#include "transactions.h"
#include <netinet/in.h>
#include <arpa/inet.h>
#include <stdlib.h>
#include <string.h>
#include <sys/socket.h>
#define PORT 2223
#define IP_ADDRESS "127.0.0.1"
int CreateTransaction(action *act) {
int bufferSize = sizeof(int)*3 + act->argsize;
//unsigned char* buffer = malloc(bufferSize);
//buffer[0] = act->id;
//buffer[sizeof(int)*1] = act->action;
//buffer[sizeof(int)*2] = act->argsize;
//memcpy(&buffer[sizeof(int)*3], act->userArg, act->argsize);
//free(buffer);
return 0;
}
int GetTransaction(action *act) {
int id;
int action;
int argsize;
void* data;
act->id = id;
act->action = action;
act->argsize = argsize;
act->userArg = data;
return 0;
}
int ProssesTransaction(action *act) {
return 0;
}

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/* =============================================================================
* # Server Transactions.
* Transactions in the contexts of a entity, is an action. This action could be
* anything that my include moving, shooting, douging, etc.
*
* Transactions take an entity id, action id, argsize and user
*
*
* =============================================================================
* */
#ifndef TRANSACTIONS_H
#define ENTITY_ACTION_MOVE_UP 1
#define ENTITY_ACTION_MOVE_DOWN 2
#define ENTITY_ACTION_MOVE_LEFT 3
#define ENTITY_ACTION_MOVE_RIGHT 4
typedef struct {
int packetTpye, size;
void* packet;
}packet;
typedef struct {
int id;
int action;
int argsize;
void* userArg;
}action;
int CreateTransaction(action* act);
int GetTransaction(action* act);
int ProssesTransaction(action* act);
#define TRANSACTIONS_H
#endif