Added some player message objects to start thinking about initial messages
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0b937b1d6a
commit
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5 changed files with 31 additions and 10 deletions
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@ -1,4 +0,0 @@
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message AMessage {
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required int32 a=1;
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optional int32 b=2;
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}
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@ -2,6 +2,7 @@
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// learn C.
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// learn C.
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#include <error.h>
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#include <error.h>
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#include <message.h>
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#include <netinet/in.h> //sockaddr_in
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#include <netinet/in.h> //sockaddr_in
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h> // Keeping for conversion functions
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#include <stdlib.h> // Keeping for conversion functions
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@ -11,6 +12,8 @@
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#include <sys/types.h>
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#include <sys/types.h>
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int main(int argc, char *argv[]) {
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int main(int argc, char *argv[]) {
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int a = 1;
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msg_amsg_test(a);
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// Set up containers for file descriptor id's
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// Set up containers for file descriptor id's
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int sockfd, clientsockfd, portno, errflag;
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int sockfd, clientsockfd, portno, errflag;
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@ -34,10 +37,6 @@ int main(int argc, char *argv[]) {
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error_crash("Can't open socket.");
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error_crash("Can't open socket.");
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}
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}
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error_warn("Can't open socket.");
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int a = 1;
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msg_amsg_test(a);
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// Make sure there is no junk data in serve_addr
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// Make sure there is no junk data in serve_addr
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bzero((char *)&serv_addr, sizeof serv_addr);
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bzero((char *)&serv_addr, sizeof serv_addr);
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@ -6,3 +6,10 @@
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#include <string.h>
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#include <string.h>
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void msg_amsg_test(int a);
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void msg_amsg_test(int a);
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// Creates a socket set's it up to listen to listen on the specified port and
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// returns the file descriptor
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int msg_create_serv_connection(int portno);
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// Creates a socket for the client and returns the file descriptor
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int msg_accept_cli_connection();
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@ -1,3 +1,5 @@
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syntax = "proto2";
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message AMessage {
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message AMessage {
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required int32 a = 1;
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required int32 a = 1;
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optional int32 b = 2;
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optional int32 b = 2;
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17
urchin-util/protobuf/player.proto
Normal file
17
urchin-util/protobuf/player.proto
Normal file
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@ -0,0 +1,17 @@
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syntax = "proto2";
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message Item {
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required string id = 1;
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}
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message PlayerStatus {
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required int32 id = 1;
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optional int32 health = 2;
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repeated Item inventory = 3;
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}
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// Sending plain text passwords is bad
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message PlayerLogin {
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required string username = 1;
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required string password = 2;
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}
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