Compare commits
20 Commits
2c735896df
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v0.1
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
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main.o
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easysock.o
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pong
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release/
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3
.gitmodules
vendored
Normal file
3
.gitmodules
vendored
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@@ -0,0 +1,3 @@
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[submodule "subprojects/raylib"]
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path = subprojects/raylib
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url = https://github.com/raysan5/raylib.git
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32
README.md
Normal file
32
README.md
Normal file
@@ -0,0 +1,32 @@
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## Netpong - A Pong game for the internet era
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__Netpong__ is a network-enabled Pong game, written in C++. It enables two players to play against each other, provided an IP address and a port. It also supports a single-player mode.
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## How it works
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The game has only one runtime dependency: The [raylib](https://www.raylib.com/) graphics system. In order to write idiomatic C++, I chose to use the [raylib-cpp](https://robloach.github.io/raylib-cpp/) wrapper, which provides an object-oriented interface to the Raylib library. However, this wrapper is bundled with the project, and is thus not required to be installed.
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## Building
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This application uses [Meson](https://mesonbuild.com/) as a build system. To build the application:
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1. Install __meson__ from the link above.
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2. Install __raylib__ from the link above (THIS IS OPTIONAL, SEE STEP 5)
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3. Set up the build directory with the `meson setup build` command.
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4. Compile the application, with the existing raylib installation, using `meson compile -C build`.
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5. If you don't have raylib installed, you can create a statically linked version of the library on Linux by running the following commands:
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```
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meson configure -Ddefault_library=static build/
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meson compile -C build -Ddefault_library=static
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```
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## Running
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- To run in single-player mode:
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- Run the application with no arguments: `build/pong`
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- Left paddle is controlled with `W` and `S` keys, right paddle is controlled with `Up` and `Down` arrow keys.
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- To run in multi-player mode:
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- One player runs the application in Server mode, specifying their IP address and a port: `build/pong -S <ip_address> <port>`
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- The other player connects to the first player by running in Client mode, specifying the first player's IP address and port: `build/pong -C <ip_address> <port>`.
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- The server controls the left paddle by default (WIP to allow the user to modify this), and the client controls the right paddle.
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21
create_release_build.sh
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21
create_release_build.sh
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@@ -0,0 +1,21 @@
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#!/bin/bash
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# This script copies required DLLs, and the application itself into a folder called 'release'. It only runs on MinGW.
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BASE_DIR=$(dirname $0)
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REL_DIR="$BASE_DIR/release/dist"
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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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# Copy the required DLLs.
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cp $(cat "$BASE_DIR/tmp_file.txt") "$REL_DIR"
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# Copy the executable itself
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cp "$BASE_DIR/build/pong" "$REL_DIR"
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# Remove the temporary file.
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rm "$BASE_DIR/tmp_file.txt"
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@@ -6,7 +6,7 @@
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#include <winsock.h>
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#include <ws2tcpip.h>
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#endif
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#ifdef linux
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#ifdef __unix__
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netdb.h>
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@@ -6,17 +6,19 @@ extern "C" {
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#endif
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#include <stdint.h>
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#include <stdbool.h>
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/* Struct used to hold the data that will be sent between sockets */
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typedef struct {
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uint16_t pad_x;
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uint16_t pad_y;
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uint16_t ball_x;
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uint16_t ball_y;
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uint16_t pad_x; // X-coordinate of sending paddle
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uint16_t pad_y; // Y-coordinate of sending paddle
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uint16_t ball_x; // X-coordinate of ball (only the server fills this in)
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uint16_t ball_y; // Y-coordinate of ball (only the server fills this in)
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bool should_quit; // Flag to indicate whether game should be quit or not
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} Serial_Data;
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/* Create a Serial_Data struct from float values */
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Serial_Data Serial_create_data(float pad_x, float pad_y, float ball_x, float ball_y);
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Serial_Data Serial_create_data(float pad_x, float pad_y, float ball_x, float ball_y, bool should_quit);
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/* Serialize a struct into a byte array, that can be sent through a socket */
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uint8_t* Serial_serialize(Serial_Data data);
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@@ -2,7 +2,7 @@
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#define _SOCK_CLASS
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#include <string>
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#ifdef linux
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#ifdef __unix__
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#include <sys/socket.h>
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#endif
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#ifdef _WIN32
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38
main.cpp
38
main.cpp
@@ -211,7 +211,7 @@ int main(int argc, char** argv) {
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SetTraceLogLevel(LOG_NONE);
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raylib::Window window = raylib::Window(WIDTH, HEIGHT, "Pong");
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window.ClearBackground(BLACK);
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SetTargetFPS(10);
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SetTargetFPS(60);
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SetExitKey(KEY_Q);
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std::string points_str = std::string("0\t\t0");
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bool game_started = false;
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@@ -264,33 +264,35 @@ int main(int argc, char** argv) {
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if (game_started) {
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/* Serialize the data that we need to send, and then send it to the peer paddle */
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if (type.mode == M_SERVER) {
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/* 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.*/
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to_send_data = Serial_create_data(pad2.getRect().x, pad2.getRect().y, ball.pos.x, ball.pos.y);
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/* Serial_create_data creates a Serial_Data struct from our values.
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Paddle 2 is controlled by the server, Paddle 1, by the client.*/
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to_send_data = Serial_create_data(pad2.getRect().x, pad2.getRect().y, ball.pos.x, ball.pos.y, false);
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}
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else if (type.mode == M_CLIENT) {
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/* 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 */
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to_send_data = Serial_create_data(pad1.getRect().x, pad1.getRect().y, 0, 0);
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to_send_data = Serial_create_data(pad1.getRect().x, pad1.getRect().y, 0, 0, false);
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}
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/* Only send and receive data if the game is not in single player mode */
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if (type.mode != M_SINGLE) {
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/* Serial_serialize serializes the struct into a byte_array. Since sendAll accepts a string, we have to convert this byte array into a string. */
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type.netsock->sendAll((char *)Serial_serialize(to_send_data), sizeof(Serial_Data) + 1);
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type.netsock->sendAll((char *)Serial_serialize(to_send_data), 9);
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/* Create Serial_data struct from the response of the server. Since recvAll returns a char*, we need to convert it to a byte array */
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uint8_t* response_array = (uint8_t *)(type.netsock->recvAll());
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if (response_array != NULL) {
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/* If the response is NULL, that means it timed-out. In this case, there's no value to print */
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response_data = Serial_deserialize(response_array);
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std::cout << response_data.pad_x << "\t" << response_data.pad_y << "\t" << response_data.ball_x << "\t" << response_data.ball_y << std::endl;
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} else {
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/* If the response is NULL, that means it timed-out. In this case, there's no value to print */
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std::cout << "NOTHING RECEIVED" << std::endl;
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}
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}
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/* When updating the paddle positions, update the peer paddle's positions based on the vector set earlier */
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std::string to_send = "";
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/* Update paddle velocity */
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/* Check to see if peer has quit the game */
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if (response_data.should_quit == true) {
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std::cout << "Peer unexpectedly quit game." << std::endl;
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break; // Break out of main game loop
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}
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/* Left paddle (controlled by client) - I use type.mode != M_SERVER, because I also want the single player
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mode to be able to control the paddle. Therefore, the only mode that _can't_ control the paddle is the server
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@@ -327,7 +329,8 @@ int main(int argc, char** argv) {
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pad2.velocity.y = 0;
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}
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/* 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. */
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/* Why did I use 'type.mode != M_CLIENT'? - The client should set the ball position solely based
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on the data sent by the server. It doesn't have to do any calculations of its own. */
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if (type.mode != M_CLIENT) {
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/* Update ball velocity based on collision detection */
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if (pad1.getRect().CheckCollision(ball.pos, ball.radius)) { /* Collision with paddle 1 */
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@@ -366,7 +369,8 @@ int main(int argc, char** argv) {
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ball.vel.y = ball.vel.y * -1;
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}
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/* Update positions based on velocities - Client only updates pad1, server updates pad2 and ball */
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/* Update positions based on velocities - Client only updates pad1 (and receives data for pad2),
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server updates pad2 and ball (and receives data for pad1) */
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if (type.mode != M_CLIENT) {
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ball.updatePosition();
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pad2.updatePosition();
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@@ -391,8 +395,14 @@ int main(int argc, char** argv) {
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window.EndDrawing();
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}
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/* If the game has been quit, ask the peer to quit as well */
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if (type.mode != M_SINGLE) {
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to_send_data = Serial_create_data(0, 0, 0, 0, true);
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type.netsock->sendAll((char *)Serial_serialize(to_send_data), sizeof(Serial_Data) + 1);
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sock_quit();
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}
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window.Close();
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sock_quit();
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return 0;
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}
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37
meson.build
37
meson.build
@@ -1,13 +1,36 @@
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project('Pong', ['cpp', 'c'])
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add_global_arguments('-g', '-Wall', '-pedantic', '-Wno-unused-function', '-Werror', language : ['cpp', 'c'])
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raylib = dependency('raylib', native: true)
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project('Pong', ['cpp', 'c'], version: '0.1')
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add_global_arguments('-g', '-Wall', '-pedantic', '-Wno-unused-function', language : ['cpp', 'c'])
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compiler = meson.get_compiler('cpp')
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ws2_dep = compiler.find_library('ws2_32', required: false)
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cmake = import('cmake')
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if get_option('default_library') == 'shared'
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raylib = dependency('raylib', required: false) # Try to find dependency with pkg-config
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if not raylib.found()
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raylib = compiler.find_library('raylib', has_headers: ['raylib.h', 'raymath.h'], required: true) # Try to manually search for the dependency
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endif
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# if not raylib.found()
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# opt_var = cmake.subproject_options()
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# opt_var.add_cmake_defines({'BUILD_SHARED_LIBS' : true})
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# opt_var.add_cmake_defines({'CMAKE_SKIP_RPATH' : true})
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# raylib_proj = cmake.subproject('raylib', options: opt_var)
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# raylib = raylib_proj.dependency('raylib')
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# endif
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endif
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if get_option('default_library') == 'static'
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raylib_proj = cmake.subproject('raylib')
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raylib = raylib_proj.dependency('raylib')
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endif
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#For Windows only
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ws2_dep = compiler.find_library('ws2_32', required: false)
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winmm = compiler.find_library('winmm', required: false)
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if build_machine.system() == 'windows'
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add_global_arguments('-Wl,--subsystem,windows', '-mwindows', language: ['cpp', 'c']) # Prevent opening console when game is run
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endif
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executable('pong',
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'main.cpp', 'easysock.cpp', 'sock.cpp','paddle.cpp', 'ball.cpp', 'numeric_base.cpp', 'connect_code.cpp', 'server.cpp', 'client.cpp',
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'serialization.c',
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dependencies: [raylib, ws2_dep]
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dependencies: [raylib, ws2_dep, winmm]
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)
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@@ -1,7 +1,8 @@
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#include <stdint.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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#ifdef linux
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#ifdef __unix__
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#include <arpa/inet.h>
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#endif
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#ifdef _WIN32
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@@ -11,29 +12,32 @@
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/* Takes in float values, casts them to uint16_t and creates a Serial_Data struct */
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Serial_Data Serial_create_data(float pad_x, float pad_y, float ball_x, float ball_y) {
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Serial_Data Serial_create_data(float pad_x, float pad_y, float ball_x, float ball_y, bool should_quit) {
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Serial_Data data;
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data.pad_x = (uint16_t)pad_x;
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data.pad_y = (uint16_t)pad_y;
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data.ball_x = (uint16_t)ball_x;
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data.ball_y = (uint16_t)ball_y;
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data.should_quit = should_quit;
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return data;
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}
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/* Serializes a 'Data' struct into a byte array, converted to network-byte order */
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uint8_t* Serial_serialize(Serial_Data data) {
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/* Create a pointer that can fit the entire struct */
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uint8_t* serialized = malloc(4 * sizeof(uint16_t) + 1);
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uint8_t* serialized = malloc(sizeof(Serial_Data) + 1);
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uint8_t* pad_x_ptr;
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uint8_t* pad_y_ptr;
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uint8_t* ball_x_ptr;
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uint8_t* ball_y_ptr;
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memset(serialized, 0, 4 * sizeof(uint16_t) + 1); // Zero out the memory
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uint8_t* should_quit_ptr;
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memset(serialized, 0, sizeof(Serial_Data) + 1); // Zero out the memory
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pad_x_ptr = serialized;
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pad_y_ptr = pad_x_ptr + sizeof(uint16_t);
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ball_x_ptr = pad_y_ptr + sizeof(uint16_t);
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ball_y_ptr = ball_x_ptr + sizeof(uint16_t);
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should_quit_ptr = ball_y_ptr + sizeof(uint16_t);
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*((uint16_t *)pad_x_ptr) = data.pad_x;
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*((uint16_t *)pad_x_ptr) = htons(*((uint16_t *)pad_x_ptr));
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@@ -46,7 +50,9 @@ uint8_t* Serial_serialize(Serial_Data data) {
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*((uint16_t *)ball_y_ptr) = data.ball_y;
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*((uint16_t *)ball_y_ptr) = htons(*((uint16_t *)ball_y_ptr));
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*(ball_y_ptr + sizeof(uint16_t)) = '\0';
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*((bool *)should_quit_ptr) = data.should_quit;
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*(should_quit_ptr + sizeof(bool)) = '\0';
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return serialized;
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}
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@@ -59,6 +65,7 @@ Serial_Data Serial_deserialize(uint8_t* serialized) {
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uint8_t* pad_y_ptr = serialized + sizeof(uint16_t);
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uint8_t* ball_x_ptr = pad_y_ptr + sizeof(uint16_t);
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uint8_t* ball_y_ptr = ball_x_ptr + sizeof(uint16_t);
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uint8_t* should_quit_ptr = ball_y_ptr + sizeof(uint16_t);
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/* Dereference (and cast) the pointers, and store them into the struct */
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deserialized.pad_x = *((uint16_t *)pad_x_ptr);
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@@ -73,6 +80,8 @@ Serial_Data Serial_deserialize(uint8_t* serialized) {
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deserialized.ball_y = *((uint16_t *)ball_y_ptr);
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deserialized.ball_y = ntohs(deserialized.ball_y);
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deserialized.should_quit = *((bool *)should_quit_ptr);
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return deserialized;
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}
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@@ -1,4 +1,4 @@
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#ifdef linux
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#ifdef __unix__
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#include <sys/socket.h>
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#endif
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#ifdef _WIN32
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1
subprojects/raylib
Submodule
1
subprojects/raylib
Submodule
Submodule subprojects/raylib added at c7b362d19d
Reference in New Issue
Block a user