Update devlog and add ability to choose IP address to connect to
This commit is contained in:
parent
09f5684d3e
commit
b903be7aa9
11
README.org
11
README.org
|
@ -3,7 +3,7 @@ An example of client-side prediction for networked games, as research and
|
||||||
training for 'Spacewar!'
|
training for 'Spacewar!'
|
||||||
|
|
||||||
** What is this repository for?
|
** What is this repository for?
|
||||||
I realized that the current netcode of Spacewar was fine for simply running two
|
I realized that the current net-code of Spacewar was fine for simply running two
|
||||||
instances of the game on the same computer; but it would not hold up to
|
instances of the game on the same computer; but it would not hold up to
|
||||||
latencies of actual networks nor would it be able to do any structured
|
latencies of actual networks nor would it be able to do any structured
|
||||||
communication due to being entirely over UDP. I knew this when writing it, but I
|
communication due to being entirely over UDP. I knew this when writing it, but I
|
||||||
|
@ -21,7 +21,7 @@ latency issues, and must be reasonably smooth.
|
||||||
|
|
||||||
This will provide a simple enough simulation to learn the techniques, while also
|
This will provide a simple enough simulation to learn the techniques, while also
|
||||||
being similar enough to "Spacewar!" so that it's not too big of a stretch to
|
being similar enough to "Spacewar!" so that it's not too big of a stretch to
|
||||||
update that project's netcode. It may be cute to have this be some sort of chat
|
update that project's net-code. It may be cute to have this be some sort of chat
|
||||||
program, but that's another project for another day.
|
program, but that's another project for another day.
|
||||||
|
|
||||||
For now, circles moving around in an empty space that move smoothly over network
|
For now, circles moving around in an empty space that move smoothly over network
|
||||||
|
@ -56,6 +56,13 @@ packets that aren't tied to the game tick is causing it; I'm going to change
|
||||||
that. It probably should have been done that way from the start; but I didn't
|
that. It probably should have been done that way from the start; but I didn't
|
||||||
really think about that.
|
really think about that.
|
||||||
|
|
||||||
|
** Entry 06: Fixed it!
|
||||||
|
Tying it to the game ticks made it much better. Packet spam was not the way to
|
||||||
|
go, and I should have realized that had I thought about it more. I'm now going
|
||||||
|
to work on improving the client and separating out the techniques so at the end
|
||||||
|
just by changing preprocessor statements you'll be able to see the effects of
|
||||||
|
each technique.
|
||||||
|
|
||||||
* Notes On Techniques:
|
* Notes On Techniques:
|
||||||
** Entry 00: Where I'm Learning All This From:
|
** Entry 00: Where I'm Learning All This From:
|
||||||
I'm using a series of articles from gabrielgambetta.com, which seem to be well
|
I'm using a series of articles from gabrielgambetta.com, which seem to be well
|
||||||
|
|
|
@ -18,6 +18,14 @@
|
||||||
#include "../cspt-state.h"
|
#include "../cspt-state.h"
|
||||||
#include "../cspt-message.h"
|
#include "../cspt-message.h"
|
||||||
|
|
||||||
|
// A structure for binding together the shared state between threads:
|
||||||
|
struct threadParameters
|
||||||
|
{
|
||||||
|
struct gameState * state;
|
||||||
|
struct clientInput * message;
|
||||||
|
char * ipAddress;
|
||||||
|
};
|
||||||
|
|
||||||
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
|
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
|
||||||
{
|
{
|
||||||
const int32_t diameter = (radius * 2);
|
const int32_t diameter = (radius * 2);
|
||||||
|
@ -56,22 +64,16 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
struct threadParameters
|
|
||||||
{
|
|
||||||
struct gameState * state;
|
|
||||||
struct clientInput * message;
|
|
||||||
};
|
|
||||||
|
|
||||||
void * networkHandler(void * parameters)
|
void * networkHandler(void * parameters)
|
||||||
{
|
{
|
||||||
//
|
// Declare the needed variables for the thread:
|
||||||
struct threadParameters * arguments = parameters;
|
struct threadParameters * arguments = parameters;
|
||||||
struct sockaddr_in serverAddress;
|
struct sockaddr_in serverAddress;
|
||||||
int udpSocket = 0;
|
int udpSocket = 0;
|
||||||
|
|
||||||
// Point at the server:
|
// Point at the server:
|
||||||
serverAddress.sin_family = AF_INET;
|
serverAddress.sin_family = AF_INET;
|
||||||
serverAddress.sin_addr.s_addr = inet_addr("192.168.0.100");
|
serverAddress.sin_addr.s_addr = inet_addr(arguments->ipAddress);
|
||||||
serverAddress.sin_port = htons(5200);
|
serverAddress.sin_port = htons(5200);
|
||||||
|
|
||||||
// Create a UDP socket to send through:
|
// Create a UDP socket to send through:
|
||||||
|
@ -82,6 +84,7 @@ void * networkHandler(void * parameters)
|
||||||
timeout.tv_sec = 0;
|
timeout.tv_sec = 0;
|
||||||
timeout.tv_usec = 1000;
|
timeout.tv_usec = 1000;
|
||||||
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
|
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
|
||||||
|
|
||||||
struct gameState * updatedState = calloc(1, sizeof(struct gameState));
|
struct gameState * updatedState = calloc(1, sizeof(struct gameState));
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
|
@ -196,13 +199,14 @@ void * graphicsThreadHandler(void * parameters)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
|
||||||
// Clear the screen, filling it with black:
|
// Clear the screen, filling it with black:
|
||||||
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||||
SDL_RenderClear(renderer);
|
SDL_RenderClear(renderer);
|
||||||
|
|
||||||
|
// Set the colour to yellow:
|
||||||
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
|
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
|
||||||
|
|
||||||
|
// Draw all the connected clients:
|
||||||
for (int index = 0; index < 16; index++)
|
for (int index = 0; index < 16; index++)
|
||||||
{
|
{
|
||||||
if (state->clients[index].registered == true)
|
if (state->clients[index].registered == true)
|
||||||
|
@ -213,6 +217,9 @@ void * graphicsThreadHandler(void * parameters)
|
||||||
|
|
||||||
// Present the rendered graphics:
|
// Present the rendered graphics:
|
||||||
SDL_RenderPresent(renderer);
|
SDL_RenderPresent(renderer);
|
||||||
|
|
||||||
|
// Delay enough so that we only hit 144 frames:
|
||||||
|
SDL_Delay(1000/144);
|
||||||
}
|
}
|
||||||
|
|
||||||
return NULL;
|
return NULL;
|
||||||
|
@ -221,13 +228,15 @@ void * graphicsThreadHandler(void * parameters)
|
||||||
int main(int argc, char ** argv)
|
int main(int argc, char ** argv)
|
||||||
{
|
{
|
||||||
int serverSocket = 0;
|
int serverSocket = 0;
|
||||||
pthread_t graphicsThread, networkThread, gameThread;
|
|
||||||
struct CsptMessage currentMessage;
|
|
||||||
bool continueRunning = true;
|
bool continueRunning = true;
|
||||||
struct gameState * currentState = calloc(1, sizeof(struct gameState));
|
|
||||||
struct clientInput * clientInput = calloc(1, sizeof(struct gameState));
|
|
||||||
uint8_t currentPlayerNumber = 0;
|
uint8_t currentPlayerNumber = 0;
|
||||||
struct sockaddr_in serverAddress;
|
struct sockaddr_in serverAddress;
|
||||||
|
struct CsptMessage currentMessage;
|
||||||
|
pthread_t graphicsThread, networkThread, gameThread;
|
||||||
|
struct gameState * currentState = calloc(1, sizeof(struct gameState));
|
||||||
|
struct clientInput * clientInput = calloc(1, sizeof(struct gameState));
|
||||||
|
|
||||||
|
// Say hello:
|
||||||
printf("Client-Side Prediction Test - Client Starting.\n");
|
printf("Client-Side Prediction Test - Client Starting.\n");
|
||||||
|
|
||||||
// Give me a socket, and make sure it's working:
|
// Give me a socket, and make sure it's working:
|
||||||
|
@ -239,8 +248,19 @@ int main(int argc, char ** argv)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set our IP address and port. Default to localhost for testing:
|
// Set our IP address and port. Default to localhost for testing:
|
||||||
|
char * ipAddress = calloc(46, sizeof(char));
|
||||||
|
if (argc < 1)
|
||||||
|
{
|
||||||
|
strncpy(ipAddress,"127.0.0.1", 9);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
strncpy(ipAddress, argv[1], strlen(argv[1]));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create an address struct to point at the server:
|
||||||
serverAddress.sin_family = AF_INET;
|
serverAddress.sin_family = AF_INET;
|
||||||
serverAddress.sin_addr.s_addr = inet_addr("192.168.0.100");
|
serverAddress.sin_addr.s_addr = inet_addr(ipAddress);
|
||||||
serverAddress.sin_port = htons(5200);
|
serverAddress.sin_port = htons(5200);
|
||||||
|
|
||||||
// Connect to the server:
|
// Connect to the server:
|
||||||
|
@ -263,14 +283,17 @@ int main(int argc, char ** argv)
|
||||||
}
|
}
|
||||||
|
|
||||||
printf("Registered as: %u\n", currentPlayerNumber);
|
printf("Registered as: %u\n", currentPlayerNumber);
|
||||||
printf("%-7s | %u\n", messageStrings[currentMessage.type], currentMessage.content);
|
|
||||||
|
|
||||||
|
// Configure the thread parameters:
|
||||||
struct threadParameters parameters;
|
struct threadParameters parameters;
|
||||||
parameters.message = clientInput;
|
parameters.message = clientInput;
|
||||||
parameters.state = currentState;
|
parameters.state = currentState;
|
||||||
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, ¶meters);
|
parameters.ipAddress = ipAddress;
|
||||||
|
|
||||||
|
// Create all of our threads:
|
||||||
pthread_create(&gameThread, NULL, gameThreadHandler, ¶meters);
|
pthread_create(&gameThread, NULL, gameThreadHandler, ¶meters);
|
||||||
pthread_create(&networkThread, NULL, networkHandler, ¶meters);
|
pthread_create(&networkThread, NULL, networkHandler, ¶meters);
|
||||||
|
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, ¶meters);
|
||||||
|
|
||||||
while (continueRunning)
|
while (continueRunning)
|
||||||
{
|
{
|
||||||
|
@ -298,8 +321,11 @@ int main(int argc, char ** argv)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
// Say goodbye to the server:
|
||||||
currentMessage.type = 1;
|
currentMessage.type = 1;
|
||||||
currentMessage.content = 0;
|
currentMessage.content = 0;
|
||||||
|
|
||||||
|
// Send the goodbye message and shutdown:
|
||||||
send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
|
send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
|
||||||
shutdown(serverSocket, SHUT_RDWR);
|
shutdown(serverSocket, SHUT_RDWR);
|
||||||
serverSocket = 0;
|
serverSocket = 0;
|
||||||
|
|
Loading…
Reference in New Issue