mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-08 10:53:05 -04:00
76f19c6de3
* Update start_game.c * Update networking.c * Update networking.h * Create MultiplayerWindow.cpp * Create MultiplayerWindow.h * Update start_game.c * Update render_player.c
230 lines
7.4 KiB
C
230 lines
7.4 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_net.h>
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#include "networking.h"
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#include "main.h"
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#define BUFFER_SIZE 10240
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NetworkClient dummyClient; // For use before server sends the real client
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NetworkClient* localClient = NULL;
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NetworkClient clients[NETWORK_MAX_PLAYERS];
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Network gNetwork = {
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.enabled = false,
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.tcpSocket = NULL,
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.address = { 0, 64010 },
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.localPlayer = &gPlayerOne,
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.isConnected = false,
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.loaded = false, // local player loaded?
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.playersLoaded = false,
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.gameStarted = false,
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};
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// Global variables
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SDL_Thread* sNetworkThread;
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bool threadStarted = false;
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int isNetworkingThreadEnabled = true;
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void (*remoteConnectedHandler)(void);
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void ConnectToServer(char* ip, uint16_t port, char* username) {
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if (!threadStarted) {
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threadStarted = true;
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networking_init(ip, port);
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SDL_Delay(20);
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localClient = &dummyClient; // Temporary until server sends the real data
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set_username(username);
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send_str_packet(gNetwork.tcpSocket, PACKET_JOIN, localClient->username);
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send_int_packet(gNetwork.tcpSocket, PACKET_SET_CHARACTER, 2, sizeof(uint32_t));
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send_str_packet(gNetwork.tcpSocket, PACKET_MESSAGE, "a message");
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send_str_packet(gNetwork.tcpSocket, PACKET_MESSAGE, "another message");
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}
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}
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void set_username(const char* username) {
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// srand(time(NULL) + rand()); // Use a different seed for each call
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// int random_number = rand() % 10000; // Generate a random number between 0 and 9999
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// snprintf(localClient->username, sizeof(localClient->username), "%s%d", username, random_number);
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strncpy(localClient->username, username, sizeof(localClient->username) - 1);
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localClient->username[sizeof(localClient->username) - 1] = '\0'; // Ensure null-termination
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}
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void networking_init(char* ip, uint16_t port) {
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if (SDL_Init(0) == -1) {
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fprintf(stderr, "SDL_Init: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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if (SDLNet_Init() == -1) {
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fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
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SDL_Quit();
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exit(EXIT_FAILURE);
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}
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if (SDLNet_ResolveHost(&gNetwork.address, ip, port) == -1) {
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printf("[GameInteractor] SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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}
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// Ensure no thread is already running
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if (sNetworkThread != NULL) {
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SDL_WaitThread(sNetworkThread, NULL);
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sNetworkThread = NULL;
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}
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sNetworkThread = SDL_CreateThread(networking_loop, "NetworkingThread", NULL);
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if (sNetworkThread == NULL) {
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printf("SDL_CreateThread failed: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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}
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// sNetworkThread = std::thread(&GameInteractor::ReceiveFromServer, this);
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}
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int networking_loop(void* data) {
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while (isNetworkingThreadEnabled) {
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while (!gNetwork.isConnected && isNetworkingThreadEnabled) { // && isRemoteInteractorEnabled) {
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printf("[SpaghettiOnline] Attempting to make connection to server...\n");
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gNetwork.tcpSocket = SDLNet_TCP_Open(&gNetwork.address);
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if (gNetwork.tcpSocket) {
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gNetwork.isConnected = true;
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printf("[SpaghettiOnline] Connection to server established!\n");
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if (remoteConnectedHandler) {
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remoteConnectedHandler();
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}
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break;
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}
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}
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SDLNet_SocketSet socketSet = SDLNet_AllocSocketSet(1);
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if (gNetwork.tcpSocket) {
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SDLNet_TCP_AddSocket(socketSet, gNetwork.tcpSocket);
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}
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// Listen to socket messages
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while (gNetwork.isConnected && gNetwork.tcpSocket &&
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isNetworkingThreadEnabled) { // && isRemoteInteractorEnabled) {
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// we check first if socket has data, to not block in the TCP_Recv
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int socketsReady = SDLNet_CheckSockets(socketSet, 0);
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if (socketsReady == -1) {
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printf("[SpaghettiOnline] SDLNet_CheckSockets: %s\n", SDLNet_GetError());
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break;
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}
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if (socketsReady == 0) {
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continue;
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}
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char remoteDataReceived[512];
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memset(remoteDataReceived, 0, sizeof(remoteDataReceived));
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int len = SDLNet_TCP_Recv(gNetwork.tcpSocket, &remoteDataReceived, sizeof(remoteDataReceived));
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if (!len || !gNetwork.tcpSocket || len == -1) {
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printf("[SpaghettiOnline] SDLNet_TCP_Recv: %s\n", SDLNet_GetError());
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break;
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}
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handleReceivedData(remoteDataReceived, len); // HandleRemoteData(remoteDataReceived);
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// receivedData.append(remoteDataReceived, len);
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// // Process all complete packets
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// size_t delimiterPos = receivedData.find('\0');
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// while (delimiterPos != std::string::npos) {
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// // Extract the complete packet until the delimiter
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// std::string packet = receivedData.substr(0, delimiterPos);
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// // Remove the packet (including the delimiter) from the received data
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// receivedData.erase(0, delimiterPos + 1);
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// HandleRemoteJson(packet);
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// // Find the next delimiter
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// delimiterPos = receivedData.find('\0');
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// }
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}
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if (gNetwork.isConnected) {
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// SDLNet_TCP_Close(gNetwork.tcpSocket);
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gNetwork.isConnected = false;
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// if (networking_cleanup) {
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networking_cleanup(socketSet);
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//}
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printf("[SpaghettiOnline] Ending receiving thread...\n");
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}
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}
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return 0;
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}
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void networking_ready_up(bool value) {
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send_int_packet(gNetwork.tcpSocket, PACKET_READY_UP, value, sizeof(int));
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}
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void handleReceivedData(const char* buffer, size_t bufSize) {
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if (bufSize < 4) {
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printf("Malformed packet received: too short\n");
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return;
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}
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uint8_t type = (uint8_t) buffer[0];
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uint16_t length = (uint16_t) buffer[1] | ((uint16_t) buffer[2] << 8);
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// Validate buffer size
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if (bufSize < 3 + length) {
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printf("Malformed packet received: declared length exceeds buffer size\n");
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return;
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}
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// Point to the data
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const char* data = buffer + 3;
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switch (type) {
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case PACKET_JOIN:
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handleJoinPacket(data);
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break;
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case PACKET_LEAVE:
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handleLeavePacket(data);
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break;
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case PACKET_MESSAGE:
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handleMessagePacket(data);
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break;
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case PACKET_LOADED:
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handle_start_game(); // handle_start_game(data);
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break;
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case PACKET_PLAYER:
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replicate_player(data);
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break;
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case PACKET_SET_COURSE:
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set_course(data);
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break;
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case PACKET_PLAYER_ASSIGN_SLOTS:
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printf("\n\n\nASSIGN SLOT\n\n\n");
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assign_player_slots(data);
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break;
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case PACKET_START_SESSION:
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networking_start_session(data);
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break;
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default:
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printf("Unknown packet type received: %d\n", type);
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break;
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}
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}
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void networking_cleanup(SDLNet_SocketSet socketSet) {
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send_str_packet(gNetwork.tcpSocket, PACKET_LEAVE, localClient->username);
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SDLNet_TCP_Close(gNetwork.tcpSocket);
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SDLNet_FreeSocketSet(socketSet);
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SDLNet_Quit();
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SDL_Quit;
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}
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void networking_disconnect(void) {
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networking_cleanup(gNetwork.tcpSocket);
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}
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