NOTE! OBSOLETE PAGE! A new page has been created to replace this! This page is no longer updated!
Material for the Networked Pacman scenario.
by Ingemar Ragnemalm, Information Coding, ISY
Added information about libraries required for Linux (already installed in the lab).
A new version, tested under Linux Mint, is uploaded!
The support has now investigated, and the problem appears to be a
firewall problem. Port 32000, which is what I used in my demos, should
now be open so it should work as intended. (I can't test it right now
There seems to be a problem with connecting between lab computers with
my example code. This is unexpected, the code worked fine last year.
Unfortunately I only tested it locally now. I am investigating the
problem. In the mean time, in case anyone who knows the workaround that
I am looking for, please tell me and save me a day's work or two. :)
(It does happen sometimes, that students find unexpected solutions. And
I like good students like that, and I don't mind being corrected if I
New version of the game code (v3)! This comes with a makefile for Linux.
The information below will be updated shortly. Please notice that the
game code/animation package will be updated! Please do not use the old
one, update to the new as soon as it is available!
The Networked Pacman scenario involves some experimental TCL/UDP coding.
You are not expected to implement the game itself! This has been done for you. Your task is limited to the networking.
The game code is fairly new, part of recent year's pretty major
of the course. The current
version has been tested on Mac OSX and Linux. It will not
compile on computers without OpenAL (i.e. at IDA) but you can easily
map out the sound calls. They are not vital, just included in order to
make the game feel more complete.
There is also a network simulation layer.
work just like the normal API to TCP and UDP but has some user
controlled parameters that are important for your testing. You should
apply this when you have a working network solution. (See below for
details and download.)
This is what the game looks at on OSX:
DownloadsHere is the current base game (tested on CentOS 6 and MacOSX 10.9):
Here is a preliminary version that supports Windows (Visual
compiles and runs, but not satisfactory (severe graphics glitches), and
some project files have the wrong name. I havn't managed to make Visual
Studio rename projects properly. Also tested on MacOSX with no
problems. So this is no "official release" but a preview for the daring.
Older versions (tested on CentOS 6 and MacOSX 10.7):
The code has been tested on Linux, and should work on Mac with no
changes. It was developed on a Mac but has been edited on Linux since
then. OpenAL must be
installed for Linux, but feel free to comment out the sound code if you
like. Most of the code has also been tested under Windows, but not all
so it will most likely require some editing to support Windows.
If you are using Linux on your own computer, you will need to install the following packages:
libxt-dev (the Xt library)
libgl1-mesa-dev (OpenGL, the open graphics library)
libopenal-dev (OpenAL, the open audio library)
Your problem is to make this run over a network, trying to
give the two players have the same experience. This poses some
challenges, which is what this is all about.
Here are some fundamental network code examples: network%20demos.tar.gz
Finally, here is the "bad network simulator":
This is a layer between your network code and the sockets API. Its main
function is to intercept the recvfrom() call in order to buffer data,
delay, reorder and skip packages to simulate a "bad" network. By also
intercepting socket(), it keeps track of whether you are using a TCP or
You should plug this in into the game (so it affects your already
working network solution), and using the calls BADsetUDPerrorrate(),
BADsetUDPdelay() and BADsetTCPdelay(), you should experiment with
different delays and (for UDP) packet losses in order to see how bad
problems your solution can manage.
You are not expected to make wonders in terms of fault tolerance, but rather analyze what your existing solution can do, and why.
Planned downloads later during the course:
- Any bug fixes we come across. (Please report if you find something.)
Report and source-code required
You are required to hand in both your source code (for the networking
part) as well as a report. The requirements for the report will be
noticably lower for this scenario than for the other, since you will
spend much of your time creating your solution.
We have modest
expectations; this is a course project, not a thesis. We don't expect you to come up with perfect solutions,
but rather to come up with something that works at all, and evaluate
what you did.