From 91bf5e2ce1cc41f286178c4bcc391b98d64c977c Mon Sep 17 00:00:00 2001 From: Aadhavan Srinivasan Date: Fri, 1 Mar 2024 22:35:31 -0500 Subject: [PATCH] Fixed some commenting issues; Added code to detect if game was quit by peer and, if so, quit the game locally --- main.cpp | 38 +++++++++++++++++++++++--------------- 1 file changed, 23 insertions(+), 15 deletions(-) diff --git a/main.cpp b/main.cpp index fd6bb57..fdd740d 100644 --- a/main.cpp +++ b/main.cpp @@ -264,34 +264,36 @@ int main(int argc, char** argv) { if (game_started) { /* Serialize the data that we need to send, and then send it to the peer paddle */ if (type.mode == M_SERVER) { - /* Serial_create_data creates a Serial_Data struct from our values, and Serial_serialize serializes it Paddle 2 is controled by the server, Paddle 1, by the client.*/ - to_send_data = Serial_create_data(pad2.getRect().x, pad2.getRect().y, ball.pos.x, ball.pos.y); + /* Serial_create_data creates a Serial_Data struct from our values. + Paddle 2 is controlled by the server, Paddle 1, by the client.*/ + to_send_data = Serial_create_data(pad2.getRect().x, pad2.getRect().y, ball.pos.x, ball.pos.y, false); } else if (type.mode == M_CLIENT) { /* The _server_ is the authoritative peer for the ball position, so the client sends (0, 0) as the ball position instead of actually sending a position */ - to_send_data = Serial_create_data(pad1.getRect().x, pad1.getRect().y, 0, 0); + to_send_data = Serial_create_data(pad1.getRect().x, pad1.getRect().y, 0, 0, false); } /* Only send and receive data if the game is not in single player mode */ if (type.mode != M_SINGLE) { - - type.netsock->sendAll((char *)Serial_serialize(to_send_data), 9); + /* Serial_serialize serializes the struct into a byte_array. Since sendAll accepts a string, we have to convert this byte array into a string. */ + type.netsock->sendAll((char *)Serial_serialize(to_send_data), sizeof(Serial_Data) + 1); + /* Create Serial_data struct from the response of the server. Since recvAll returns a char*, we need to convert it to a byte array */ uint8_t* response_array = (uint8_t *)(type.netsock->recvAll()); if (response_array != NULL) { - /* If the response is NULL, that means it timed-out. In this case, there's no value to print */ response_data = Serial_deserialize(response_array); std::cout << response_data.pad_x << "\t" << response_data.pad_y << "\t" << response_data.ball_x << "\t" << response_data.ball_y << std::endl; } else { + /* If the response is NULL, that means it timed-out. In this case, there's no value to print */ std::cout << "NOTHING RECEIVED" << std::endl; } - } - /* When updating the paddle positions, update the peer paddle's positions based on the vector set earlier */ - - std::string to_send = ""; - /* Update paddle velocity */ - + /* Check to see if peer has quit the game */ + if (response_data.should_quit == true) { + std::cout << "Peer unexpectedly quit game." << std::endl; + break; // Break out of main game loop + } + /* Left paddle (controlled by client) - I use type.mode != M_SERVER, because I also want the single player mode to be able to control the paddle. Therefore, the only mode that _can't_ control the paddle is the server mode. */ @@ -327,7 +329,8 @@ int main(int argc, char** argv) { pad2.velocity.y = 0; } - /* The client should set the ball position based on the data sent by the server. It doesn't have to do any calculations of its own. */ + /* Why did I use 'type.mode != M_CLIENT'? - The client should set the ball position solely based + on the data sent by the server. It doesn't have to do any calculations of its own. */ if (type.mode != M_CLIENT) { /* Update ball velocity based on collision detection */ if (pad1.getRect().CheckCollision(ball.pos, ball.radius)) { /* Collision with paddle 1 */ @@ -366,7 +369,8 @@ int main(int argc, char** argv) { ball.vel.y = ball.vel.y * -1; } - /* Update positions based on velocities - Client only updates pad1, server updates pad2 and ball */ + /* Update positions based on velocities - Client only updates pad1 (and receives data for pad2), + server updates pad2 and ball (and receives data for pad1) */ if (type.mode != M_CLIENT) { ball.updatePosition(); pad2.updatePosition(); @@ -390,7 +394,11 @@ int main(int argc, char** argv) { ball.draw(); window.EndDrawing(); } - + + /* If the game has been quit, ask the peer to quit as well */ + to_send_data = Serial_create_data(0, 0, 0, 0, true); + type.netsock->sendAll((char *)Serial_serialize(to_send_data), sizeof(Serial_Data) + 1); + window.Close(); sock_quit();