Compare commits
37 Commits
06f44d385d
...
v0.2
Author | SHA1 | Date | |
---|---|---|---|
f42ac94a45 | |||
4ff840e91e | |||
fd4ad04aeb | |||
d842485103 | |||
3bf65ab8f9 | |||
f3dcbc3b3e | |||
463dfbd3e5 | |||
d3716536f9 | |||
8805402241 | |||
3d0aeac943 | |||
c490eaa301 | |||
0e7ebb4d78 | |||
c94138ad8b | |||
cfbc726dca | |||
ec2f3320e3 | |||
43ba4aba0c | |||
c2bedb0601 | |||
77a147e08f | |||
26999a1145 | |||
f41c3d22e2 | |||
9f1f313091 | |||
8401f74922 | |||
d2dd95b7cc | |||
5cf11ac014 | |||
0dbf8936fd | |||
3ab97b3853 | |||
aea8f3dfd2 | |||
94e08f3863 | |||
a847da5339 | |||
550643281e | |||
ef869710e5 | |||
00d20ebc88 | |||
839efc3c44 | |||
0a1934fdf9 | |||
24b2a83044 | |||
7d4fd929c7 | |||
54f7dbe7ee |
@@ -1,4 +1,5 @@
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#include <iostream>
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#include <cstdint>
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#include "includes/easysock.h"
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#include "includes/connect_code.hpp"
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#include "includes/server.hpp"
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@@ -7,19 +8,20 @@
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#include "includes/raygui/raygui.h"
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#include "includes/exception_consts.hpp"
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#include "includes/raygui_helpers.hpp"
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#include "includes/display_text.hpp"
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#include "includes/timer.h"
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GameType check_server(char* ip_text, char* port_text) {
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GameType check_server(char* ip_text, char* port_text, const int if_mode) {
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GameType type;
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std::string addr;
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uint16_t port;
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/* Check if IP address and port are in valid forms */
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if (check_ip_ver(ip_text) < 0) {
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throw std::invalid_argument("Invalid IP address");
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throw std::invalid_argument("Invalid IP address.");
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}
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if (port_to_num(port_text) < 0) {
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throw std::invalid_argument("Invalid port");
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throw std::invalid_argument("Invalid port.");
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}
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/* From here on, we assume that the IP and port are valid */
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@@ -32,7 +34,7 @@ GameType check_server(char* ip_text, char* port_text) {
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/* Create server socket and wait for client to connect */
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Server* server = new Server(ES_UDP, addr.data(), port);
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server->create_socket();
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display_text_centered("Your code is " + code + "\nWaiting for connection...");
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display_text("Your code is " + code + "\nWaiting for connection...", if_mode);
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std::string response = "";
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char* temp_response = NULL;
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/* Wait for the client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL.
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@@ -43,33 +45,31 @@ GameType check_server(char* ip_text, char* port_text) {
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response = std::string(temp_response);
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server->sendAll("U2");
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display_text_centered("Connection received from " + server->get_peer_addr());
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Timer timer = timer_init(3);
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while (!timer_done(timer)); // Wait for five seconds
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display_text("Connection received from " + server->get_peer_addr(), if_mode);
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type.mode = M_SERVER;
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type.netsock = server;
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return type;
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}
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GameType check_client(char* code_text) {
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GameType check_client(char* code_text, const int if_mode) {
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GameType type;
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std::vector<std::string> addr_port;
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std::string connect_code = std::string(code_text); /* The connect code is a special string, that contains the server address and port. It is given by the server. */
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try {
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addr_port = connect_code::decode(connect_code);
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if (check_ip_ver(addr_port[0].data()) < 0) {
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throw std::invalid_argument("Invalid code entered.");
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}
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Client* client = new Client(ES_UDP, addr_port[0].data(), std::stoi(addr_port[1]));
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client->create_socket();
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/* Send a specific message to the server, and wait for the appropriate response, to know that the server is ready */
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client->sendAll("GG");
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// display_text_centered("Connecting...");
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std::string msg_from_server = client->recvAll();
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if (msg_from_server == "U2") {
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display_text_centered("Connection made");
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Timer timer = timer_init(3);
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while (!timer_done(timer));
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display_text("Connection made", if_mode);
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} else {
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throw EXCEPT_WRONGRESPONSE;
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throw std::invalid_argument("Server didn't respond with correct message.");
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}
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type.mode = M_CLIENT;
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type.netsock = client;
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@@ -5,15 +5,25 @@
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set -o errexit # Stop executing when a command fails
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BASE_DIR=$(dirname $0)
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REL_DIR="$BASE_DIR/release/dist"
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RAYLIB_DLL="$BASE_DIR/build/subprojects/raylib/libraylib.dll"
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mkdir -p "$REL_DIR"
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# Parse the output of the 'ldd' command, and create a file with the required DLL paths.
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ldd build/pong.exe | awk ' NF == 4 {print $3}' > "$BASE_DIR/tmp_file.txt"
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# Set up the build directory
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meson setup build/
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# Build the application
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meson compile -C build/
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# Parse the output of the 'ldd' command (using only DLLs that are found) and create a file with the required DLL paths.
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ldd build/pong.exe | awk ' NF == 4 {print $3}' | grep -i "dll" > "$BASE_DIR/tmp_file.txt"
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# Copy the required DLLs.
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cp $(cat "$BASE_DIR/tmp_file.txt") "$REL_DIR"
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# Copy the raylib DLL, if it does not exist in the directory
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cp -n "$RAYLIB_DLL" "$REL_DIR"
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# Copy the executable itself
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cp "$BASE_DIR/build/pong" "$REL_DIR"
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13
display_text.cpp
Normal file
13
display_text.cpp
Normal file
@@ -0,0 +1,13 @@
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#include "includes/display_text.hpp"
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#include <iostream>
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#include <string>
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void display_text(std::string to_disp, const int if_mode) {
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if (if_mode == IF_CLI) {
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std::cout << to_disp << std::endl;
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}
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if (if_mode == IF_GUI) {
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display_text_raygui(to_disp);
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}
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return;
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}
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23
easysock.c
23
easysock.c
@@ -52,22 +52,23 @@ SOCKET create_socket(int network, char transport) {
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int newSock = socket(domain,type,0);
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/* Set REUSEADDR flag, allowing program to be run twice */
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int set_opt = 1;
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setsockopt(newSock, SOL_SOCKET, SO_REUSEADDR, (char *)&set_opt, sizeof(set_opt));
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/* Set REUSEADDR flag for TCP, allowing program to be run twice */
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if (transport == ES_TCP) {
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int set_opt = 1;
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setsockopt(newSock, SOL_SOCKET, SO_REUSEADDR, (char *)&set_opt, sizeof(set_opt));
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}
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return newSock;
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}
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int create_addr(int network, const char* address, int port,struct sockaddr* dest) {
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int create_addr(int network, const char* address, int port,struct sockaddr_storage* dest) {
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if (network == 4) {
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struct sockaddr_in listen_address;
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listen_address.sin_family = AF_INET;
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listen_address.sin_port = htons(port);
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inet_pton(AF_INET,address,&listen_address.sin_addr);
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memcpy(dest,&listen_address,sizeof(listen_address));
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memcpy((struct sockaddr *)dest,&listen_address,sizeof(listen_address));
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return 0;
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} else if (network == 6) {
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@@ -75,7 +76,7 @@ int create_addr(int network, const char* address, int port,struct sockaddr* dest
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listen_ipv6.sin6_family = AF_INET6;
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listen_ipv6.sin6_port = htons(port);
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inet_pton(AF_INET6,address,&listen_ipv6.sin6_addr);
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memcpy(dest,&listen_ipv6,sizeof(listen_ipv6));
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memcpy((struct sockaddr_in6 *)dest,&listen_ipv6,sizeof(listen_ipv6));
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return 0;
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} else {
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@@ -84,7 +85,7 @@ int create_addr(int network, const char* address, int port,struct sockaddr* dest
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}
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SOCKET create_local (int network, char transport, const char* address, int port,struct sockaddr* addr_struct) {
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SOCKET create_local (int network, char transport, const char* address, int port,struct sockaddr_storage* addr_struct) {
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int socket = create_socket(network,transport);
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if (socket < 0) {
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return (-1 * errno);
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@@ -103,14 +104,14 @@ SOCKET create_local (int network, char transport, const char* address, int port,
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This should be set to the size of 'sockaddr_in' for IPv4, and 'sockaddr_in6' for IPv6.
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See https://stackoverflow.com/questions/73707162/socket-bind-failed-with-invalid-argument-error-for-program-running-on-macos */
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int i = bind (socket,addr_struct,(socklen_t)addrlen);
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int i = bind (socket,(struct sockaddr *)addr_struct,(socklen_t)addrlen);
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if (i < 0) {
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return (-1 * errno);
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}
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return socket;
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}
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SOCKET create_remote (int network,char transport, const char* address,int port,struct sockaddr* remote_addr_struct) {
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SOCKET create_remote (int network,char transport, const char* address,int port,struct sockaddr_storage* remote_addr_struct) {
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struct addrinfo hints; /* Used to tell getaddrinfo what kind of address we want */
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struct addrinfo* results; /* Used by getaddrinfo to store the addresses */
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@@ -130,7 +131,7 @@ SOCKET create_remote (int network,char transport, const char* address,int port,s
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if (err_code != 0) {
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return (-1 * err_code);
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}
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remote_addr_struct = results->ai_addr;
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remote_addr_struct = (struct sockaddr_storage *)results->ai_addr;
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network = inet_to_int(results->ai_family);
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} else {
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create_addr(network,address,port,remote_addr_struct);
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@@ -17,12 +17,14 @@ typedef struct {
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/* This function checks the IP address and port passed to it, and returns a struct,
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that contains information about the game mode, and contains the server socket.
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It assumes that both ip_text and port_text are non-null
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It assumes that both ip_text and port_text are non-null.
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Any errors are printed using the display_text function, with the given if_type.
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TODO - Add better error checking. */
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GameType check_server(char* ip_text, char* port_text);
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GameType check_server(char* ip_text, char* port_text, const int if_type);
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/* NOT IMPLEMENTED YET - This function checks the code given to it, and returns a struct
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that contains information about the game mode, and contains the client socket. */
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GameType check_client(char* code);
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that contains information about the game mode, and contains the client socket.
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Any errors are printed using the display_text function, with the given if_type. */
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GameType check_client(char* code, const int if_type);
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#endif
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10
includes/display_text.hpp
Normal file
10
includes/display_text.hpp
Normal file
@@ -0,0 +1,10 @@
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#include "includes/raygui_helpers.hpp"
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/* Constants that can be used by caller function. */
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const int IF_CLI = 1;
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const int IF_GUI = 2;
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/* This function is used to display text. It is used to abstract the differences
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between GUI invocation and CLI invocation. The if_mode parameter is used to
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determine whether the game was launched from GUI or CLI. */
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void display_text(std::string to_disp, const int if_mode);
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@@ -5,6 +5,9 @@ extern "C" {
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#define EASYSOCK_H_
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#ifdef _WIN32
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#define NOGDI // All GDI defines and routines
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#define NOUSER // All USER defines and routines
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#define WIN32_LEAN_AND_MEAN
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#include <winsock2.h>
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#include <winsock.h>
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#include <ws2tcpip.h>
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@@ -47,7 +50,7 @@ and dest is a pointer to the sockaddr struct that will be filled in.
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The function returns with -202 if the network parameter contained neither '4'
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nor '6'. */
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int create_addr(int network, const char* address, int port,struct sockaddr* dest);
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int create_addr(int network, const char* address, int port,struct sockaddr_storage* dest);
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@@ -57,7 +60,7 @@ same as above.
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It prints the error returned by 'bind' if something went wrong, and returns ( -1 * errno ).*/
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SOCKET create_local (int network, char transport, const char* address, int port,struct sockaddr* addr_struct);
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SOCKET create_local (int network, char transport, const char* address, int port,struct sockaddr_storage* addr_struct);
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/* This function utilizes the same functions as 'create_local' but _connects_ to the
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@@ -66,7 +69,7 @@ as above. This function needs an empty 'sockaddr *' structure passed to it, whic
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If something goes wrong, this function returns with ( -1 * errno ). */
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SOCKET create_remote (int network,char transport, const char* address,int port,struct sockaddr* remote_addr_struct);
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SOCKET create_remote (int network,char transport, const char* address,int port,struct sockaddr_storage* remote_addr_struct);
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/* check_ip_ver - This function checks if the given string is an IPv4 address (returns 4),
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IPv6 address (returns 6) or neither (returns -1). */
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|
@@ -4,8 +4,8 @@
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/* Display the given text, centered on the screen, as a label.
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NEEDS RAYGUI LIBRARY. */
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void display_text_centered(std::string to_disp);
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void display_text_raygui(std::string to_disp);
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/* Display the given string, and exit the game after 'time' seconds. */
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void display_and_exit(std::string to_disp, int time);
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void display_and_exit_raygui(std::string to_disp, int time);
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#endif
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|
@@ -23,7 +23,7 @@ protected:
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int port;
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int sock_fd;
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std::string address;
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struct sockaddr* dest;
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struct sockaddr_storage* dest;
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socklen_t addrlen;
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int other_socket; // The peer socket (the client if this socket is a server, and the server if this socket is a client) */
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@@ -49,7 +49,8 @@ public:
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/* Method to receive data sent to the 'other_socket' socket */
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char* recvAll();
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/* Non-blocking receive method - calls the method above after polling for data */
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/* Non-blocking receive method - calls the method above after polling for data. Returns
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an empty string if there is nothing to read. */
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char* recvAllNB();
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/* Returns socket identifier */
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|
210
main.cpp
210
main.cpp
@@ -14,6 +14,7 @@
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#include <iostream>
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include <cstring>
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#include <ctime>
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@@ -31,7 +32,7 @@
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#include "includes/server.hpp"
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#include "includes/exception_consts.hpp"
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#include "includes/check_input.hpp"
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#include "includes/raygui_helpers.hpp"
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#include "includes/display_text.hpp"
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#include "includes/easysock.h"
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#include "includes/serialization.h"
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#include "includes/timer.h"
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@@ -48,6 +49,24 @@ const float BASE_BOUNCE_RAD = (BASE_BOUNCE_DEG / 180.0) * M_PI;
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const float BASE_SPEED_COMPONENTS = 15;
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const float BASE_SPEED = sqrt(powf(BASE_SPEED_COMPONENTS, 2) * 2);
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std::string HELP_TEXT = "\nnetpong - A networked pong game for the internet era.\n"
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"\n"
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"Usage: \n"
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"netpong [MODE] [ADDRESS PORT]|[CODE]\n"
|
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"\n"
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"MODE: \n"
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"-S : Server mode. Starts a server to allow the other player to connect.\n"
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"IP address and port must be specified.\n"
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"\n"
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"-C: Client mode. Connects to a server, using the provided connection code.\n"
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"\n"
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"If no mode is specified, single player mode is used as default.\n"
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"\n"
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"CONTROLS:"
|
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"\'W\' and \'S\' control left paddle (AKA client paddle)\n"
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"Up and Down arrow keys control right paddle (AKA server paddle)\n";
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|
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/* Simple function to return 1 if a value is positive, and -1 if it is negative */
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int signum(int num) {
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int retval = 0;
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@@ -75,142 +94,68 @@ raylib::Vector2 changeVelocityAfterCollision(Paddle paddle, Ball ball) {
|
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return raylib::Vector2(new_x_vel, new_y_vel);
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}
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|
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/* This function checks the command-line arguments passed to the program.
|
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It then decides whether the game is in Server or Client mode (or neither), and
|
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instantiates the appropriate object. The (uninitialized) objects are passed to the
|
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function as pointers. It returns a GameType struct, that indicates whether the game
|
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is in server, client or single player mode, and contains the appropriate socket object. */
|
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|
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GameType check_server_client(int argc, char** argv) {
|
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std::string connect_code;
|
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std::vector<std::string> addr_port; /* Vector to store (IPv4) address and port */
|
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GameType type;
|
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|
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if (argc < 2) { /* Game was not started in client or server mode */
|
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type.mode = M_SINGLE;
|
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type.netsock = nullptr;
|
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return type;
|
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/* Checks the number and type of the command-line arguments. Throws an exception
|
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if the args are invalid. DOES NOT PROCESS VALID ARGUMENTS. */
|
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void check_num_args(int argc, char** argv) {
|
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if (argc > 4) {
|
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throw std::invalid_argument("ARGUMENT ERROR: Too many arguments. To view syntax, use -h or --help.");
|
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}
|
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|
||||
/* GAME STARTED IN CLIENT MODE */
|
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if (strcmp(argv[1],"-C") == 0) {
|
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if (argc < 3) { /* No address was provided */
|
||||
throw EXCEPT_TOOFEWARGS;
|
||||
}
|
||||
connect_code = std::string(argv[2]); /* The connect code is a special string, that contains the server address and port. It is given by the server. */
|
||||
try {
|
||||
addr_port = connect_code::decode(connect_code);
|
||||
/* Check IP address version */
|
||||
if (check_ip_ver(addr_port[0].data()) < 0) {
|
||||
throw std::invalid_argument("Invalid code entered.");
|
||||
if (argc > 1) { // Either server or client mode
|
||||
if (std::string(argv[1]) == "-S") {
|
||||
if (argc < 4) { // Server mode but no address and/or port
|
||||
throw std::invalid_argument("ARGUMENT ERROR: Server mode specified without any address or port.");
|
||||
}
|
||||
Client* client = new Client(ES_UDP, addr_port[0].data(), std::stoi(addr_port[1]));
|
||||
client->create_socket();
|
||||
/* Send a specific message to the server, and wait for the appropriate response, to know that the server is ready */
|
||||
client->sendAll("GG");
|
||||
std::string msg_from_server = client->recvAll();
|
||||
if (msg_from_server == "U2") {
|
||||
std::cout << "Connection made. Waiting for server to begin game..." << std::endl;
|
||||
} else {
|
||||
throw EXCEPT_WRONGRESPONSE;
|
||||
}
|
||||
else if (std::string(argv[1]) == "-C") {
|
||||
if (argc < 3) { // Client mode but no code
|
||||
throw std::invalid_argument("ARGUMENT ERRROR: Client mode specified without any code.");
|
||||
}
|
||||
type.mode = M_CLIENT;
|
||||
type.netsock = client;
|
||||
return type;
|
||||
} catch (int e) {
|
||||
throw;
|
||||
} catch (std::exception& e) {
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
/* GAME STARTED IN SERVER MODE */
|
||||
else if (strcmp(argv[1],"-S") == 0) {
|
||||
std::string addr;
|
||||
uint16_t port;
|
||||
|
||||
/* No IP address or port specified */
|
||||
if (argc < 3) {
|
||||
throw EXCEPT_TOOFEWARGS;
|
||||
}
|
||||
|
||||
/* IP address but no port */
|
||||
else if (argc < 4) {
|
||||
std::cout << "No port specified, using 6500..." << std::endl;
|
||||
addr = std::string(argv[2]);
|
||||
port = 6500;
|
||||
else if (std::string(argv[1]) == "-h" || std::string(argv[1]) == "--help") {
|
||||
throw std::invalid_argument(HELP_TEXT); // I am abusing the exception mechanism here, so that I can ensure that the caller quits the program after printing the help message.
|
||||
} else {
|
||||
addr = std::string(argv[2]);
|
||||
port = std::stoi(std::string(argv[3]));
|
||||
throw std::invalid_argument("Unrecognized argument.");
|
||||
}
|
||||
|
||||
/* Check if IP is valid */
|
||||
if (check_ip_ver(addr.data()) < 0) {
|
||||
throw EXCEPT_INVALIDIP;
|
||||
}
|
||||
|
||||
std::string code = connect_code::encode(addr, std::to_string(port));
|
||||
std::cout << "Your code is " << code << std::endl;
|
||||
|
||||
/* Create server socket and wait for client to connect */
|
||||
Server* server = new Server(ES_UDP, addr.data(), port);
|
||||
server->create_socket();
|
||||
std::cout << "Waiting for connection..." << std::endl;
|
||||
std::string response = "";
|
||||
char* temp_response = NULL;
|
||||
/* Wait for the right client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL.
|
||||
TODO - Check that the client actually sends 'GG'. */
|
||||
do {
|
||||
temp_response = server->recvAll();
|
||||
} while (temp_response == NULL);
|
||||
response = std::string(temp_response);
|
||||
|
||||
std::cout << "Connection received from " << server->get_peer_addr() << std::endl;
|
||||
server->sendAll("U2");
|
||||
type.mode = M_SERVER;
|
||||
type.netsock = server;
|
||||
return type;
|
||||
}
|
||||
|
||||
else {
|
||||
throw EXCEPT_INVALIDARGS;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
/* Check if game was started in server or client mode, and set appropriate variables */
|
||||
|
||||
/* GameType struct, to define whether the game is in single or muilti-player mode, and
|
||||
/* Check the number and validity of command-line arguments. Invalid arguments
|
||||
will throw an exception. */
|
||||
try {
|
||||
check_num_args(argc, argv);
|
||||
} catch (std::invalid_argument& inv) {
|
||||
std::cout << inv.what() << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* From here on, we assume that:
|
||||
a. The program was started with no arguments (User is prompted in GUI), OR
|
||||
b. The program was started in server mode, and an additional was given, OR
|
||||
c. The program was started in client mode, and an additional argument was given. */
|
||||
|
||||
/* GameType struct, to define whether the game is in single or multi-player mode, and
|
||||
to hold the appropriate socket */
|
||||
GameType type;
|
||||
|
||||
try {
|
||||
type = check_server_client(argc, argv);
|
||||
} catch(int e) {
|
||||
if (e == EXCEPT_TOOFEWARGS) {
|
||||
std::cout << "Started in client mode, but no address was specified." << std::endl;
|
||||
return -1;
|
||||
|
||||
/* Check if game was started in server or client mode, and call the appropriate function to process the arguments.
|
||||
If game was started in single-player mode (i.e. with no arguments), then the user is prompted in the GUI. */
|
||||
try { // I put this try-catch block outside the if-statement because the exception handling is the same for both client and server.
|
||||
if (argc > 1) { // Server or client mode
|
||||
if (std::string(argv[1]) == "-S") { // Server mode
|
||||
type = check_server(argv[2], argv[3], IF_CLI);
|
||||
}
|
||||
if (std::string(argv[1]) == "-C") { // Client mode
|
||||
type = check_client(argv[2], IF_CLI);
|
||||
}
|
||||
}
|
||||
if (e == EXCEPT_INVALIDARGS) {
|
||||
std::cout << "Invalid argument." << std::endl;
|
||||
return -2;
|
||||
}
|
||||
if (e == EXCEPT_INVALIDIP) {
|
||||
std::cout << "Invalid IP address provided." << std::endl;
|
||||
return -5;
|
||||
}
|
||||
if (e == EXCEPT_WRONGRESPONSE) {
|
||||
std::cout << "The server didn't respond with the correct message. Are you sure you have used the right server?" << std::endl;
|
||||
return -6;
|
||||
}
|
||||
else {
|
||||
std::cout << strerror(e) << std::endl;
|
||||
return -7;
|
||||
}
|
||||
} catch(std::invalid_argument& inv) {
|
||||
std::cout << inv.what() << std::endl;
|
||||
return -8;
|
||||
} catch (std::invalid_argument& inv) {
|
||||
std::cout << inv.what() << std::endl;
|
||||
return -1;
|
||||
} catch (int err) {
|
||||
std::cout << strerror(err) << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Initialize window and other variables */
|
||||
@@ -319,12 +264,16 @@ int main(int argc, char** argv) {
|
||||
}
|
||||
|
||||
try {
|
||||
type = check_server(ip_text, port_text);
|
||||
type = check_server(ip_text, port_text, IF_GUI);
|
||||
} catch (int e) {
|
||||
display_and_exit(std::string(std::strerror(e)) + "\nClosing game...", 2); // The server constructor throws the errno if it cannot create a socket
|
||||
display_and_exit_raygui(std::string(std::strerror(e)) + "\nClosing game...", 2); // The server constructor throws the errno if it cannot create a socket
|
||||
free(ip_text);
|
||||
free(port_text);
|
||||
return -1;
|
||||
} catch (std::invalid_argument& inv) {
|
||||
display_and_exit(std::string(inv.what()) + "\nClosing game...", 2);
|
||||
display_and_exit_raygui(std::string(inv.what()) + "\nClosing game...", 2);
|
||||
free(ip_text);
|
||||
free(port_text);
|
||||
return -1;
|
||||
}
|
||||
free(ip_text);
|
||||
@@ -355,9 +304,12 @@ int main(int argc, char** argv) {
|
||||
EndDrawing();
|
||||
}
|
||||
try {
|
||||
type = check_client(code_text);
|
||||
type = check_client(code_text, IF_GUI);
|
||||
} catch (int e) {
|
||||
display_and_exit(std::string(std::strerror(e)) + "\nClosing game...", 2); // The client constructor throws the errno if it cannot create a socket
|
||||
display_and_exit_raygui(std::string(std::strerror(e)) + "\nClosing game...", 2); // The client constructor throws the errno if it cannot create a socket
|
||||
return -1;
|
||||
} catch (std::invalid_argument& inv) {
|
||||
display_and_exit_raygui(std::string(inv.what()) + "\nClosing game...", 2);
|
||||
return -1;
|
||||
}
|
||||
free(code_text);
|
||||
|
@@ -29,12 +29,12 @@ endif
|
||||
ws2_dep = compiler.find_library('ws2_32', required: false)
|
||||
winmm = compiler.find_library('winmm', required: false)
|
||||
if build_machine.system() == 'windows'
|
||||
add_global_arguments('-Wl,--subsystem,windows', '-mwindows', language: ['cpp', 'c']) # Prevent opening console when game is run
|
||||
add_project_arguments('-Wl,--subsystem,windows', '-mwindows', language: ['cpp', 'c']) # Prevent opening console when game is run
|
||||
|
||||
endif
|
||||
|
||||
executable('pong',
|
||||
'main.cpp', 'sock.cpp','paddle.cpp', 'ball.cpp', 'numeric_base.cpp', 'connect_code.cpp', 'server.cpp', 'client.cpp', 'check_input.cpp', 'raygui_helpers.cpp',
|
||||
'main.cpp', 'sock.cpp','paddle.cpp', 'ball.cpp', 'numeric_base.cpp', 'connect_code.cpp', 'server.cpp', 'client.cpp', 'check_input.cpp', 'raygui_helpers.cpp', 'display_text.cpp',
|
||||
'serialization.c', 'timer.c', 'easysock.c',
|
||||
dependencies: [raylib, ws2_dep, winmm]
|
||||
)
|
||||
|
@@ -1,7 +1,7 @@
|
||||
#include "includes/raygui_helpers.hpp"
|
||||
#include "includes/raygui/raygui.h"
|
||||
#include "includes/timer.h"
|
||||
void display_text_centered(std::string to_disp) {
|
||||
void display_text_raygui(std::string to_disp) {
|
||||
const char* to_disp_cstr = to_disp.c_str();
|
||||
Vector2 label_size = MeasureTextEx(GetFontDefault(), to_disp_cstr, GuiGetStyle(DEFAULT, TEXT_SIZE)+1, GuiGetStyle(DEFAULT, TEXT_SPACING)+1); // The '+1' is there to account for any rounding errors
|
||||
|
||||
@@ -12,8 +12,8 @@ void display_text_centered(std::string to_disp) {
|
||||
return;
|
||||
}
|
||||
|
||||
void display_and_exit(std::string to_disp, int time) {
|
||||
display_text_centered(to_disp);
|
||||
void display_and_exit_raygui(std::string to_disp, int time) {
|
||||
display_text_raygui(to_disp);
|
||||
Timer timer = timer_init(time);
|
||||
while (!timer_done(timer));
|
||||
return;
|
||||
|
21
server.cpp
21
server.cpp
@@ -43,11 +43,14 @@ char* Server::recvAll() {
|
||||
if (this->ip_ver == 4) {
|
||||
/* FOR IPv4 */
|
||||
struct sockaddr_in* temp_struct = (struct sockaddr_in*)this->dest;
|
||||
/* Convert the s_addr field of the caseted struct to host network-byte, and convert it to a dotted decimal */
|
||||
/* Convert the s_addr field of the casted struct to host network-byte, and convert it to a dotted decimal */
|
||||
peer_addr = connect_code::dec_to_dotted_dec(std::to_string(htonl(temp_struct->sin_addr.s_addr)));
|
||||
} else {
|
||||
/* FOR IPv6 */
|
||||
peer_addr = "IPV6 NOT SUPPORTED YET";
|
||||
/* FOR IPv6 - Use the inet_ntop function, and convert the struct's address into a string */
|
||||
struct sockaddr_in6* temp_struct = (struct sockaddr_in6*)this->dest;
|
||||
char* temp_buf = (char *)malloc(sizeof(char) * (INET6_ADDRSTRLEN + 1));
|
||||
peer_addr = std::string(inet_ntop(AF_INET6, temp_struct->sin6_addr.s6_addr, temp_buf, INET6_ADDRSTRLEN));
|
||||
free(temp_buf);
|
||||
}
|
||||
|
||||
return to_return;
|
||||
@@ -69,8 +72,11 @@ char* Server::recvAllNB() {
|
||||
/* Convert the s_addr field of the caseted struct to host network-byte, and convert it to a dotted decimal */
|
||||
peer_addr = connect_code::dec_to_dotted_dec(std::to_string(htonl(temp_struct->sin_addr.s_addr)));
|
||||
} else {
|
||||
/* FOR IPv6 */
|
||||
peer_addr = "IPV6 NOT SUPPORTED YET";
|
||||
/* FOR IPv6 - Use the inet_ntop function, and convert the struct's address into a string */
|
||||
struct sockaddr_in6* temp_struct = (struct sockaddr_in6*)this->dest;
|
||||
char* temp_buf = (char *)malloc(sizeof(char) * (INET6_ADDRSTRLEN + 1));
|
||||
peer_addr = std::string(inet_ntop(AF_INET6, temp_struct->sin6_addr.s6_addr, temp_buf, INET6_ADDRSTRLEN));
|
||||
free(temp_buf);
|
||||
}
|
||||
|
||||
return to_return;
|
||||
@@ -83,7 +89,7 @@ is thrown as an exception. */
|
||||
|
||||
void Server::wait_for_peer() {
|
||||
if (this->protocol == ES_TCP) {
|
||||
this->other_socket = accept(this->sock_fd, dest, &addrlen);
|
||||
this->other_socket = accept(this->sock_fd, (struct sockaddr *)dest, &addrlen);
|
||||
if (this->other_socket < 0) {
|
||||
throw errno;
|
||||
}
|
||||
@@ -95,8 +101,7 @@ called immediately after the constructor. If the socket is TCP, it also sets the
|
||||
socket to listen for incoming connections. This function throws an exception if
|
||||
the socket could not be created. The excpetion is an integer corresponding to the errno
|
||||
of the failing function, and enables the caller to print a corresponding error message by
|
||||
'catching' the thrown exception and using strerror().
|
||||
This function also sets a timeout of 100ms for UDP sockets */
|
||||
'catching' the thrown exception and using strerror().*/
|
||||
|
||||
void Server::create_socket() {
|
||||
Sock::create_socket();
|
||||
|
24
sock.cpp
24
sock.cpp
@@ -8,7 +8,7 @@
|
||||
extend this function, and create the appropriate sockets. */
|
||||
|
||||
void Sock::create_socket() {
|
||||
dest = (struct sockaddr *)malloc(sizeof(struct sockaddr));
|
||||
dest = (struct sockaddr_storage *)malloc(sizeof(struct sockaddr_storage));
|
||||
addrlen = sizeof(*dest);
|
||||
}
|
||||
|
||||
@@ -20,7 +20,6 @@ Sock::~Sock() {}
|
||||
parameters. The address version (IPv4 or IPv6) is determined based on the given address. */
|
||||
|
||||
Sock::Sock(char protocol, const char* address, int port) {
|
||||
/* Error checking */
|
||||
this->ip_ver = check_ip_ver(address);
|
||||
|
||||
if (ip_ver != 4 && ip_ver != 6) {
|
||||
@@ -33,7 +32,6 @@ Sock::Sock(char protocol, const char* address, int port) {
|
||||
throw std::invalid_argument("Invalid protocol");
|
||||
}
|
||||
|
||||
this->ip_ver = ip_ver;
|
||||
this->protocol = protocol;
|
||||
this->port = port;
|
||||
this->address = std::string(address);
|
||||
@@ -50,7 +48,9 @@ void Sock::sendAll(std::string to_send) {
|
||||
|
||||
/* For UDP sockets */
|
||||
if (this->protocol == ES_UDP) {
|
||||
sendto(this->sock_fd, to_send.data(), str_length, 0, dest, addrlen);
|
||||
if (sendto(this->sock_fd, to_send.data(), str_length, 0, (struct sockaddr *)dest, addrlen) == -1) {
|
||||
throw errno;
|
||||
}
|
||||
}
|
||||
/* For TCP sockets */
|
||||
else {
|
||||
@@ -58,7 +58,7 @@ void Sock::sendAll(std::string to_send) {
|
||||
/* Send the data to the 'other_socket' variable, which should be set by the client and server methods */
|
||||
num_bytes_sent = send(this->other_socket, to_send.substr(total_bytes_sent).c_str(), str_length - total_bytes_sent, 0);
|
||||
if (num_bytes_sent < 0) {
|
||||
throw errno * -1;
|
||||
throw errno;
|
||||
}
|
||||
total_bytes_sent += num_bytes_sent;
|
||||
}
|
||||
@@ -81,14 +81,17 @@ This function also needs more testing for TCP. */
|
||||
char* Sock::recvAll() {
|
||||
int num_bytes_received = 0;
|
||||
int total_bytes_received = 0;
|
||||
char* buffer = (char *)malloc(100);
|
||||
char* buffer = (char *)malloc(150 * sizeof(char));
|
||||
bool has_been_read = false;
|
||||
|
||||
if (this->protocol == ES_UDP) {
|
||||
num_bytes_received = recvfrom(this->sock_fd, buffer, 99, 0, dest, &addrlen);
|
||||
num_bytes_received = recvfrom(this->sock_fd, buffer, 99, 0, (struct sockaddr *)dest, &addrlen);
|
||||
if (num_bytes_received == 0) {
|
||||
return NULL;
|
||||
}
|
||||
if (num_bytes_received < 0) {
|
||||
throw errno;
|
||||
}
|
||||
/* Null-terminate the string */
|
||||
*(buffer + num_bytes_received) = '\0';
|
||||
return buffer;
|
||||
@@ -106,7 +109,7 @@ char* Sock::recvAll() {
|
||||
}
|
||||
|
||||
if (num_bytes_received < 0) {
|
||||
throw errno * -1;
|
||||
throw errno;
|
||||
}
|
||||
total_bytes_received += num_bytes_received;
|
||||
has_been_read = true;
|
||||
@@ -117,7 +120,8 @@ char* Sock::recvAll() {
|
||||
return buffer;
|
||||
}
|
||||
|
||||
/* Non-blocking recv call - Uses 'select' to poll for data from the FD. */
|
||||
/* Non-blocking recv call - Uses 'select' to poll for data from the FD. Returns an empty string if there
|
||||
is nothing to read. */
|
||||
char* Sock::recvAllNB() {
|
||||
struct timeval tv;
|
||||
fd_set readfs;
|
||||
@@ -131,7 +135,7 @@ char* Sock::recvAllNB() {
|
||||
if (FD_ISSET(this->sock_fd, &readfs)) {
|
||||
return Sock::recvAll();
|
||||
} else {
|
||||
return NULL;
|
||||
return (char *)"";
|
||||
}
|
||||
}
|
||||
|
||||
|
24
todo.txt
24
todo.txt
@@ -1,14 +1,10 @@
|
||||
1. Try to make the ball go between screens.
|
||||
3. Sign Windows executable, to remove 'Unknown Publisher' warnings.
|
||||
4. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
|
||||
5. ----IN PROGRESS---- Figure out how to input game mode and (if applicable) IP address and port through the GUI, instead of the command-line.
|
||||
6. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
|
||||
7. Allow the user to quit before the game actually starts i.e. while they are inputting the game mode.
|
||||
8. Add better error checking in check_server and check_client functions in check_input.cpp. e.g. If client fails to connect, display a message.
|
||||
9. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
|
||||
10. Allow the user to specify which paddle they want to control, in multi-player mode.
|
||||
11. Add IPv6 support for the server and client sockets (and everything that goes along with it, such as error handling for IP addresses).
|
||||
12. Communicate the paddle reset position to the peer, after a round.
|
||||
13. Test with valgrind.
|
||||
14. Use the struct to establish a connection, and to start each round (instead of sending strings).
|
||||
15. Use check_client() and check_server() for CLI invocation as well, and pass a flag that indicataes whether the parameters were entered through GUI or CLI (also probably create a function to handle printing vs. GUI display).
|
||||
1. Sign Windows executable, to remove 'Unknown Publisher' warnings.
|
||||
2. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
|
||||
3. Use free() to free allocated memory.
|
||||
4. Use the struct to establish a connection, and to start each round (instead of sending strings).
|
||||
5. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
|
||||
6. Communicate the paddle reset position to the peer, after a round.
|
||||
7. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
|
||||
8. Allow the user to specify which paddle they want to control, in multi-player mode.
|
||||
9. Try to make the ball go between screens.
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10. Change the networking code, so that a single server can connect two clients with each other. The server should provide player 1 with a code, and player 2 can connect with player 1 using that code (essentially like a room).
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Reference in New Issue
Block a user