generated from AfonsoCMSousa/CPP-Template
Feature: parce Contacs and laying ground for a iRacing Contact system
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PlayerTracker
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PlayerTracker
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@ -49,16 +49,18 @@ int32_t read_int32(const u_int8_t *buf, size_t recv_len, size_t *offset, int *ok
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return (int32_t)ntohl(v);
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}
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void read_float(const u_int8_t *buf, size_t recv_len, size_t *offset, float *out, int *ok) {
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float read_float(const u_int8_t *buf, size_t recv_len, size_t *offset, int *ok) {
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if (!ensure(recv_len, *offset, sizeof(float))) {
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*ok = 0;
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return;
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return 0.0f;
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}
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uint32_t v;
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memcpy(&v, buf + *offset, sizeof(v));
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*offset += sizeof(v);
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v = ntohl(v);
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memcpy(out, &v, sizeof(float));
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u_int32_t v_int;
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memcpy(&v_int, buf + *offset, sizeof(v_int));
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*offset += sizeof(v_int);
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v_int = ntohl(v_int);
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float v_float;
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memcpy(&v_float, &v_int, sizeof(v_float));
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return v_float;
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}
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void read_bytes(const u_int8_t *buf, size_t recv_len, size_t *offset, u_int8_t *out, size_t len, int *ok) {
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@ -35,7 +35,7 @@ int32_t read_int32(const u_int8_t *buf, size_t recv_len, size_t *offset, int *ok
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// Reads a 32-bit float from the buffer in network byte order.
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// Advances the offset by 4 bytes.
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void read_float(const u_int8_t *buf, size_t recv_len, size_t *offset, float *out, int *ok);
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float read_float(const u_int8_t *buf, size_t recv_len, size_t *offset, int *ok);
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// Reads a fixed number of bytes into the output buffer.
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// The output buffer must be at least 'len' bytes long.
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@ -59,10 +59,18 @@ struct postion {
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float z;
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} __attribute__((packed));
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enum flag {
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NO_FLAG = 0,
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YELLOW_FLAG = 1,
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BLUE_FLAG = 2,
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BLACK_FLAG = 3,
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CHECKERED_FLAG = 4,
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}
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struct carAtributes {
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// Related to ACSP_CAR_INFO
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u_char isConnected; // 1 = connected, 0 = disconnected
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u_char isLoading; // 1 = loading, 0 = not loading
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u_char isLoading; // 1 = loading, 0 = not isLoading
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char *car_model;
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char *car_skin;
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@ -80,6 +88,13 @@ struct carAtributes {
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u_int32_t cuts;
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u_int32_t total_cuts;
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u_int32_t total_cuts_alltime;
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u_int16_t total_laps_completed;
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u_int16_t contacts;
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u_int16_t total_contacts;
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flag current_flag; // TODO: implement flag status updates
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// TAG:3
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float_t normalizedSplinePos;
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} __attribute__((packed));
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@ -52,6 +52,12 @@ void init_carupdate(carAtributes *car) {
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car->cuts = 0;
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car->total_cuts = 0;
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car->total_cuts_alltime = 0; // TODO: SQL querry to get total cuts of all time;
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// TAG:1
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car->total_laps_completed = 0;
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car->contacts = 0;
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car->total_contacts = 0; // TODO: SQL querry to get total contacts of all time;
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// TAG:2
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car->normalizedSplinePos = 0.0f;
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}
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@ -148,8 +154,9 @@ int main(void) {
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str_len_8 = read_uint8((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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read_string((const u_int8_t *)buffer, recv_bytes, &offset, trackInfo.weather_graphics, str_len_8, &ok);
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// FIX: elapsed_ms was/is incorrectly read
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trackInfo.elapsed_ms = read_uint32((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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// FIX: elapsed_ms was/is incorrectly read
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// TEST: Verify with actual server
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trackInfo.elapsed_ms = read_uint32((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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if (!ok) {
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fprintf(stderr, "[-] Error parsing NEW_SESSION packet (offset=%zu)\n", offset);
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@ -384,14 +391,14 @@ int main(void) {
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printf("\tServer Message: \"%s\"\n\n", message);
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break;
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case ACSP_LAP_COMPLETED: // TODO: Handle lap completed events
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case ACSP_LAP_COMPLETED: // DONE: Handle lap completed events
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printf("[+] Message Type: ACSP_LAP_COMPLETED\n");
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offset = 1; // Reset offset to 1 to read after message types
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update.carID = read_uint8((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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// TEST: Possiblity of lap_time not behing correct
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// TODO: Verify with actual server
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// TEST: Possiblity of lap_time not behing correct
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// TODO: Verify with actual server
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update.lap_time = read_uint32((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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update.cuts = read_uint32((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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@ -407,24 +414,70 @@ int main(void) {
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// ============================
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// EVENTS
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// ============================
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case ACSP_CLIENT_EVENT:
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case ACSP_CLIENT_EVENT: {
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printf("[+] Message Type: ACSP_CLIENT_EVENT\n");
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break;
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offset = 1; // Reset offset to 1 to read after message types
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// ============================
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// EVENT TYPES
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// ============================
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case ACSP_CE_COLLISION_WITH_CAR:
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printf("[+] Event Type: ACSP_CE_COLLISION_WITH_CAR\n");
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break;
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u_int8_t event_type = read_uint8((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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case ACSP_CE_COLLISION_WITH_ENV:
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printf("[+] Event Type: ACSP_CE_COLLISION_WITH_ENV\n");
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break;
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update.carID = read_uint8((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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u_int8_t event_car_id = 255; // If event doesnt involve another car, set to 255
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// TODO: Add for ranking system
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// OPTIMIZE: Make sure DB queries are optimized for speed has there can be more that 30 players querying at the same time
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//
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switch (event_type) {
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// ============================
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// EVENT TYPES
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// ============================
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case ACSP_CE_COLLISION_WITH_CAR: {
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printf("[+] Event Type: ACSP_CE_COLLISION_WITH_CAR\n");
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event_car_id = read_uint8((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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printf("Car ID: %d (%s) collided with Car ID: %d (%s)\n", update.carID, players[update.carID].driver_name, event_car_id, players[event_car_id].driver_name);
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players[update.carID].collisions++;
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players[event_car_id].collisions++;
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// TODO: Update total contacts for both players in the database
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// TAG:2 Update total contacts for both players
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} break;
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case ACSP_CE_COLLISION_WITH_ENV: {
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printf("[+] Event Type: ACSP_CE_COLLISION_WITH_ENV\n");
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printf("Car ID: %d (%s) collided with the environment\n", update.carID, players[update.carID].driver_name);
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players[update.carID].contacts++;
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// TODO: Update total contacts for the player in the database
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// TAG:2 Update total contacts for the player
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} break;
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}
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// TODO: possible iRacing style impact severity system
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// With X velues and (e.g >5 m/s = 0x, >10 m/s = 2x, >15 m/s = 4x) && Blackflag limits (e.g x17 = DQ)
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float impact_speed = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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postion world_pos = {0};
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world_pos.x = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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world_pos.y = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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world_pos.z = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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postion rel_pos = {0};
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rel_pos.x = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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rel_pos.y = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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rel_pos.z = read_float((const u_int8_t *)buffer, recv_bytes, &offset, &ok);
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printf("\tImpact Speed: %.2f m/s\n", impact_speed);
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printf("\tWorld Position: X: %.2f Y: %.2f Z: %.2f\n", world_pos.x, world_pos.y, world_pos.z);
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printf("\tRelative Position: X: %.2f Y: %.2f Z: %.2f\n\n", rel_pos.x, rel_pos.y, rel_pos.z);
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} break;
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// TODO: Add for ranking system
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// OPTIMIZE: Make sure DB queries are optimized for speed has there can be more that 30 players querying at the same time
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//
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// ============================
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// CLIENT → SERVER COMMANDS
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// ============================
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