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server.c
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#include <winsock2.h>
#include "network_datatypes.c"
// Description: Creates the main server socket and enters the game loop
int main(void)
{
SOCKET server_socket;
if (CreateServerContext(&server_socket) == 0)
{
GameLoop(&server_socket);
// After the game loop stops, turn off the server
DestroyServerContext(&server_socket);
}
else return -1;
}
// Description: General socket setup and initialization
int CreateServerContext(SOCKET* server_socket)
{
// Loads the required DLLs for WinSock v2.2 usage
WSADATA wsa;
WSAStartup(MAKEWORD(2,2), &wsa);
// Sets up socket address (localhost) and port
sockaddr_in server_addr;
server_addr.sin_family = AF_INET;
server_addr.sin_port = htons(43424);
server_addr.sin_addr.s_addr = INADDR_ANY;
server_socket* = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
bind(server_socket, (sockaddr*)&server_addr, sizeof(server_addr));
return 0;
}
// Description: Socket deinitialization
void DestroyServerContext(void)
{
closesocket(server_socket);
WSACleanup();
}
void GameLoop()
{
Client client_list[5];
while (!END)
{
ReceiveAndDecodeLoginPacket();
}
while (!GAMEEND)
{
ReceiveAndDecodePlayerInfoPacket();
UpdatePlayerInfo(&client_list);
SendPlayerInfoToClients(client_list);
}
}
void ReceiveAndDecodeLoginPacket()
{
sockaddr_in client_addr;
int client_addr_size = sizeof(client_addr);
LoginPacket packet;
recvfrom(server_socket, &packet, sizeof(packet), 0, (sockaddr*)&client_addr, &client_addr_size);
MessageHandler(packet);
}
void ReceivePacket(SOCKET* server_socket)
{
sockaddr_in client_addr;
int client_addr_size = sizeof(client_addr);
ClientPacket packet;
while (true)
{
recvfrom(server_socket, &packet, sizeof(packet), 0, (sockaddr*)&client_addr, &client_addr_size);
MessageHandler(packet);
}
}
void MessageHandler(ClientPacket packet)
{
switch (packet.msgType)
{
case CLIENT_CONNECTION:
/* code */
break;
case PLAYER_INFORMATION:
/* code */
break;
default: // Unknown msgType
break;
}
}