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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_net.h>
#include "networking.h"
#include "main.h"
#define BUFFER_SIZE 10240
NetworkClient dummyClient; // For use before server sends the real client
NetworkClient* localClient = NULL;
NetworkClient clients[NETWORK_MAX_PLAYERS];
Network gNetwork = {
.enabled = false,
.tcpSocket = NULL,
.address = { 0, 64010 },
.localPlayer = &gPlayerOne,
.isConnected = false,
.loaded = false, // local player loaded?
.playersLoaded = false,
.gameStarted = false,
};
// Global variables
SDL_Thread* sNetworkThread;
bool threadStarted = false;
int isNetworkingThreadEnabled = true;
void (*remoteConnectedHandler)(void);
void ConnectToServer(char* ip, uint16_t port, char* username) {
if (!threadStarted) {
threadStarted = true;
networking_init(ip, port);
SDL_Delay(20);
localClient = &dummyClient; // Temporary until server sends the real data
set_username(username);
send_str_packet(gNetwork.tcpSocket, PACKET_JOIN, localClient->username);
send_int_packet(gNetwork.tcpSocket, PACKET_SET_CHARACTER, 2, sizeof(uint32_t));
send_str_packet(gNetwork.tcpSocket, PACKET_MESSAGE, "a message");
send_str_packet(gNetwork.tcpSocket, PACKET_MESSAGE, "another message");
}
}
void set_username(const char* username) {
// srand(time(NULL) + rand()); // Use a different seed for each call
// int random_number = rand() % 10000; // Generate a random number between 0 and 9999
// snprintf(localClient->username, sizeof(localClient->username), "%s%d", username, random_number);
strncpy(localClient->username, username, sizeof(localClient->username) - 1);
localClient->username[sizeof(localClient->username) - 1] = '\0'; // Ensure null-termination
}
void networking_init(char* ip, uint16_t port) {
if (SDL_Init(0) == -1) {
fprintf(stderr, "SDL_Init: %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
if (SDLNet_Init() == -1) {
fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
SDL_Quit();
exit(EXIT_FAILURE);
}
if (SDLNet_ResolveHost(&gNetwork.address, ip, port) == -1) {
printf("[GameInteractor] SDLNet_ResolveHost: %s\n", SDLNet_GetError());
}
// Ensure no thread is already running
if (sNetworkThread != NULL) {
SDL_WaitThread(sNetworkThread, NULL);
sNetworkThread = NULL;
}
sNetworkThread = SDL_CreateThread(networking_loop, "NetworkingThread", NULL);
if (sNetworkThread == NULL) {
printf("SDL_CreateThread failed: %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
// sNetworkThread = std::thread(&GameInteractor::ReceiveFromServer, this);
}
int networking_loop(void* data) {
while (isNetworkingThreadEnabled) {
while (!gNetwork.isConnected && isNetworkingThreadEnabled) { // && isRemoteInteractorEnabled) {
printf("[SpaghettiOnline] Attempting to make connection to server...\n");
gNetwork.tcpSocket = SDLNet_TCP_Open(&gNetwork.address);
if (gNetwork.tcpSocket) {
gNetwork.isConnected = true;
printf("[SpaghettiOnline] Connection to server established!\n");
if (remoteConnectedHandler) {
remoteConnectedHandler();
}
break;
}
}
SDLNet_SocketSet socketSet = SDLNet_AllocSocketSet(1);
if (gNetwork.tcpSocket) {
SDLNet_TCP_AddSocket(socketSet, gNetwork.tcpSocket);
}
// Listen to socket messages
while (gNetwork.isConnected && gNetwork.tcpSocket &&
isNetworkingThreadEnabled) { // && isRemoteInteractorEnabled) {
// we check first if socket has data, to not block in the TCP_Recv
int socketsReady = SDLNet_CheckSockets(socketSet, 0);
if (socketsReady == -1) {
printf("[SpaghettiOnline] SDLNet_CheckSockets: %s\n", SDLNet_GetError());
break;
}
if (socketsReady == 0) {
continue;
}
char remoteDataReceived[512];
memset(remoteDataReceived, 0, sizeof(remoteDataReceived));
int len = SDLNet_TCP_Recv(gNetwork.tcpSocket, &remoteDataReceived, sizeof(remoteDataReceived));
if (!len || !gNetwork.tcpSocket || len == -1) {
printf("[SpaghettiOnline] SDLNet_TCP_Recv: %s\n", SDLNet_GetError());
break;
}
handleReceivedData(remoteDataReceived, len); // HandleRemoteData(remoteDataReceived);
// receivedData.append(remoteDataReceived, len);
// // Process all complete packets
// size_t delimiterPos = receivedData.find('\0');
// while (delimiterPos != std::string::npos) {
// // Extract the complete packet until the delimiter
// std::string packet = receivedData.substr(0, delimiterPos);
// // Remove the packet (including the delimiter) from the received data
// receivedData.erase(0, delimiterPos + 1);
// HandleRemoteJson(packet);
// // Find the next delimiter
// delimiterPos = receivedData.find('\0');
// }
}
if (gNetwork.isConnected) {
// SDLNet_TCP_Close(gNetwork.tcpSocket);
gNetwork.isConnected = false;
// if (networking_cleanup) {
networking_cleanup(socketSet);
//}
printf("[SpaghettiOnline] Ending receiving thread...\n");
}
}
return 0;
}
void networking_ready_up(bool value) {
send_int_packet(gNetwork.tcpSocket, PACKET_READY_UP, value, sizeof(int));
}
void handleReceivedData(const char* buffer, size_t bufSize) {
if (bufSize < 4) {
printf("Malformed packet received: too short\n");
return;
}
uint8_t type = (uint8_t) buffer[0];
uint16_t length = (uint16_t) buffer[1] | ((uint16_t) buffer[2] << 8);
// Validate buffer size
if (bufSize < 3 + length) {
printf("Malformed packet received: declared length exceeds buffer size\n");
return;
}
// Point to the data
const char* data = buffer + 3;
switch (type) {
case PACKET_JOIN:
handleJoinPacket(data);
break;
case PACKET_LEAVE:
handleLeavePacket(data);
break;
case PACKET_MESSAGE:
handleMessagePacket(data);
break;
case PACKET_LOADED:
handle_start_game(); // handle_start_game(data);
break;
case PACKET_PLAYER:
replicate_player(data);
break;
case PACKET_SET_COURSE:
set_course(data);
break;
case PACKET_PLAYER_ASSIGN_SLOTS:
printf("\n\n\nASSIGN SLOT\n\n\n");
assign_player_slots(data);
break;
case PACKET_START_SESSION:
networking_start_session(data);
break;
default:
printf("Unknown packet type received: %d\n", type);
break;
}
}
void networking_cleanup(SDLNet_SocketSet socketSet) {
send_str_packet(gNetwork.tcpSocket, PACKET_LEAVE, localClient->username);
SDLNet_TCP_Close(gNetwork.tcpSocket);
SDLNet_FreeSocketSet(socketSet);
SDLNet_Quit();
SDL_Quit;
}
void networking_disconnect(void) {
networking_cleanup(gNetwork.tcpSocket);
}
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