SFML packets have no documented structure so I had to packet them out myself. Low Energy
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62
src/main.cpp
62
src/main.cpp
@@ -26,6 +26,7 @@
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#include <iostream>
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#include <chrono>
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#include <SFML/Graphics.hpp>
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#include <SFML/Network.hpp>
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#include "Old_Map.h"
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#include "util.hpp"
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#include "RayCaster.h"
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@@ -40,8 +41,8 @@ const int WINDOW_X = 1000;
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const int WINDOW_Y = 1000;
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const int WORK_SIZE = WINDOW_X * WINDOW_Y;
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const int MAP_X = 1024;
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const int MAP_Y = 1024;
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const int MAP_X = 256;
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const int MAP_Y = 256;
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const int MAP_Z = 256;
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float elap_time(){
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@@ -64,9 +65,66 @@ sf::Texture window_texture;
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// Y: -1.57 is straight up
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// Y: 1.57 is straight down
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struct CustomPacket {
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char data[1024];
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int position = 0;
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int size = 12;
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};
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int main() {
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// Create a listener to wait for incoming connections on port 55001
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sf::TcpListener listener;
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listener.listen(5000);
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// Wait for a connection
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sf::TcpSocket socket;
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listener.accept(socket);
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std::cout << "New client connected: " << socket.getRemoteAddress() << std::endl;
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// Receive a message from the client
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char buffer[1024];
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std::vector<CustomPacket> packets;
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sf::TcpSocket::Status status;
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do {
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std::size_t received = 0;
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status = socket.receive(buffer, 1024, received);
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while (received < 12) {
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std::size_t tack_on;
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status = socket.receive(&buffer[received], 1024 - received, tack_on);
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received += tack_on;
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}
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int position = 0;
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while (position < received) {
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CustomPacket p;
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memcpy(p.data, &buffer[position], p.size);
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packets.push_back(p);
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position += p.size;
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}
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std::cout << "packet_count = " << packets.size() << std::endl;
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int left_over = 12 - (position - received);
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memcpy(buffer, &buffer[received - left_over], left_over);
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} while (status != sf::TcpSocket::Status::Disconnected);
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//Map _map(sf::Vector3i(0, 0, 0));
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//_map.generate_octree();
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