there is now a player character and the world renders using a cammera
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60
source/server_source/game_client.c
Normal file
60
source/server_source/game_client.c
Normal file
@@ -0,0 +1,60 @@
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#include "game_client.h"
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/ioctl.h>
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#include <unistd.h>
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#include <sys/socket.h>
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int Connect(game_server* gs) {
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struct sockaddr_in serverAddr;
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serverAddr.sin_family = AF_INET;
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serverAddr.sin_port = htons(gs->info.port);
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int blocking_mode = 1;
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gs->socket = socket(AF_INET, SOCK_STREAM, 0);
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inet_pton(AF_INET, gs->info.ip, &serverAddr.sin_addr);
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if(connect(gs->socket, (struct sockaddr*)&serverAddr, sizeof(serverAddr)) < 0) {
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ioctl(gs->socket, FIONBIO, &blocking_mode); // Shuld be 1
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return 0;
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}
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return -1;
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}
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int Client_Send(game_server* gs,packet* packet) {
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int sendPacketSize = sizeof(int) + sizeof(int) + packet->size;
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unsigned char* buffer = malloc(sizeof(int) + sizeof(int) + packet->size);
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memcpy(buffer, &packet->packetTpye, sizeof(int));
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memcpy(buffer+sizeof(int), &packet->size, sizeof(int));
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memcpy(buffer+sizeof(int)+sizeof(int), &packet->packet, packet->size);
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write(gs->socket, buffer, sendPacketSize);
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return 0;
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}
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int Client_Recive(game_server* gs, packet* packet) {
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if(read(gs->socket, &packet->packetTpye, sizeof(int)) <= 0) {
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return 0;
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}
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if(read(gs->socket, &packet->size, sizeof(int)) <= 0 ) {
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return -1;
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}
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packet->packet = malloc(packet->size);
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if(read(gs->socket, &packet->packet, packet->size) <= 0) {
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free(packet->packet);
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return -1;
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}
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return 1;
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}
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int Disconnect(game_server* gs) {
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close(gs->socket);
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return 0;
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}
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