162 lines
3.5 KiB
C
162 lines
3.5 KiB
C
//troy Rosin
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#include <SDL2/SDL_net.h>
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#include <SDL2/SDL.h>
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#include <string.h>
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#include <stdio.h>
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#include <mydebug.h>
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#include <net.h>
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#include <game.h>
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#define MAX_LOBBIES 16
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host_info open_hosts[MAX_LOBBIES];
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SDLNet_SocketSet host_socks;
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extern char my_buff[PACKSZ];
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extern char net_buff[PACKSZ];
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packet ser_send, recved;
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void new_host_setup();
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TCPsocket sock, csock;
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void game_server()
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{
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IPaddress *ip, _ip, *cip;
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TCPsocket sock_arr[MAX_LOBBIES];
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ip = &_ip;
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SDLNet_SocketSet socks;
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int i;
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int flag = 1;
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int ret = 0;
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SDL_Init(0);
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SDLNet_Init();
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if(SDLNet_ResolveHost(ip, NULL, PORT) == -1)
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{
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printf("SDLNet_resolvehost error: %s\n", SDLNet_GetError());
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exit(1);
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}
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sock = SDLNet_TCP_Open(ip);
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if(!sock)
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{
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printf("SDL_Net_TCP_Open error: %s\n", SDLNet_GetError());
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exit(1);
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}
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socks = SDLNet_AllocSocketSet(MAX_LOBBIES);
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for(i = 0; i < MAX_LOBBIES; ++i)
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{
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open_hosts[i].name[0] = '\0';
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sock_arr[i] = NULL;
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}
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//main server loop
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while(flag)
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{
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csock = SDLNet_TCP_Accept(sock);
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if(!csock && SDLNet_CheckSockets(socks, 0) > 0 ){
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//no new connection and there is updates on socks
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for(i = 0; i < MAX_LOBBIES; ++i)
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{//check each sock for data and handle it
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csock = sock_arr[i];
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if(csock == NULL){continue;}
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if(SDLNet_SocketReady(csock)){
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ret = SDLNet_TCP_Recv(csock, net_buff, PACKSZ);
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if(ret < PACKSZ){
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printf("TCP recv error: %s\n", SDLNet_GetError());
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sock_arr[i] = NULL;
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SDLNet_TCP_DelSocket(socks, csock);
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SDLNet_TCP_Close(csock);
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continue;
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}
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read_from_packet((Uint32*)&recved, (Uint32*)net_buff, PACKSZ);
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switch(recved.type)
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{
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case G_STATE:
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PRINT_M("got to get state case");
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break;
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case S_STATE:
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PRINT_M("got to set state case");
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break;
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case HOSTS_REQ:
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PRINT_M("got to hosts request state");
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break;
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case NEW_HOST:
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PRINT_M("got to new host state");
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new_host_setup();
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break;
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case JOIN_REQ:
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PRINT_M("got to join request state");
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break;
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case U_NAME:
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PRINT_M("got to update name state");
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break;
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default:
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printf("unknown packet type: %d\n", recved.type);
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break;
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}
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}
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}
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}
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else if (csock) {
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cip = SDLNet_TCP_GetPeerAddress(csock);
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if(!cip){
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printf("get peer addr error: %s\n", SDLNet_GetError());
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}
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else {
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PRINT_M("we got a new connection!");
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if(SDLNet_TCP_AddSocket(socks, csock) <= 0){
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printf("add sock to set error: %s\n", SDLNet_GetError());
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}
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for(i = 0; i < MAX_LOBBIES; ++i){
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if(sock_arr[i] == NULL){ sock_arr[i] = csock; break; }
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}
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}
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}
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}
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SDLNet_TCP_Close(sock);
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SDLNet_Quit();
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SDL_Quit();
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}
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int main(void)
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{
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game_server();
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return 0;
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}
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void new_host_setup()
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{
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int i;
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TCPsocket s = csock;
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PRINT_M(SETUP NEW HOST)
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for(i = 0; i < MAX_LOBBIES; ++i){
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if(!*(open_hosts[i].name)){continue;}
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if(!strcmp(recved.payload, open_hosts[i].name)){
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PRINT_M(ALREAD HAVE THAT LOBBY NAME OPEN)
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return;
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}
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}
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PRINT_M(SENDING BACK THEY GOOD)
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//no lobbies have that name
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write_for_sending((Uint32*)net_buff, (Uint32*)&recved, PACKSZ);
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SDLNet_TCP_Send(s, net_buff, PACKSZ);
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return;
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}
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