Fixing and cleaning.
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5ca42a160e
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@ -1,5 +1,7 @@
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// Client-Side Prediction Test - Client
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// Barra Ó Catháin - 2023
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/* /======================================\
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| Client-Side Prediction Test - Client |
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| Barra Ó Catháin - 2023 |
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\======================================/ */
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#include <netdb.h>
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#include <stdio.h>
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#include <errno.h>
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@ -17,10 +19,22 @@
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#include <SDL2/SDL_timer.h>
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#include "../cspt-state.h"
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#include "../cspt-message.h"
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#define ENABLE_CLIENT_SIDE_PREDICTION
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#define ENABLE_SERVER_RECONCILLIATION
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const uint8_t colours[16][3] =
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// A structure for binding together the shared state between threads:
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struct ClientThreadParameters
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{
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char * ipAddress;
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bool * keepRunning;
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struct gameState * state;
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struct clientInput * message;
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struct inputHistory * inputBuffer;
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};
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// Seperate colours to distinguish each of the 16 possible clients:
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static const uint8_t colours[16][3] =
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{
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{255, 255, 255},
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{100, 176, 254},
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@ -37,17 +51,8 @@ const uint8_t colours[16][3] =
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{72 , 206, 223}
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};
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// A structure for binding together the shared state between threads:
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struct threadParameters
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{
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char * ipAddress;
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bool * keepRunning;
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struct gameState * state;
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struct clientInput * message;
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struct inputHistory * inputBuffer;
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};
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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// Draws a circle based on the midpoint circle algorithm:
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void drawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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{
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const int32_t diameter = (radius * 2);
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@ -55,7 +60,7 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
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int32_t y = 0;
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int32_t tx = 1;
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int32_t ty = 1;
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int32_t error = (tx - diameter);
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int32_t error = (tx - diameter);
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while (x >= y)
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{
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@ -84,110 +89,124 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
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}
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}
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}
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void * networkHandler(void * parameters)
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{
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// Declare the needed variables for the thread:
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struct threadParameters * arguments = parameters;
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struct sockaddr_in serverAddress;
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int udpSocket = 0;
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// Unpack the variables passed to the thread:
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char * ipAddress = ((struct ClientThreadParameters * )parameters)->ipAddress;
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bool * keepRunning = ((struct ClientThreadParameters * )parameters)->keepRunning;
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struct gameState * state = ((struct ClientThreadParameters * )parameters)->state;
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struct clientInput * message = ((struct ClientThreadParameters * )parameters)->message;
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struct inputHistory * inputBuffer = ((struct ClientThreadParameters * )parameters)->inputBuffer;
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// Point at the server:
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struct sockaddr_in serverAddress;
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_addr.s_addr = inet_addr(arguments->ipAddress);
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serverAddress.sin_addr.s_addr = inet_addr(ipAddress);
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serverAddress.sin_port = htons(5200);
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// Create a UDP socket to send through:
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int udpSocket = 0;
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udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
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// Configure a timeout for recieving:
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struct timeval timeout;
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timeout.tv_sec = 0;
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timeout.tv_usec = 1000;
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setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
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// Configure a timeout for receiving:
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struct timeval receiveTimeout;
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receiveTimeout.tv_sec = 0;
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receiveTimeout.tv_usec = 1000;
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setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &receiveTimeout, sizeof(struct timeval));
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// Store the state we recieve from the network:
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// A structure to store the most recent state from the network:
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struct gameState * updatedState = calloc(1, sizeof(struct gameState));
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while (true)
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while (keepRunning)
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{
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// Send our input, recieve the state:
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sendto(udpSocket, arguments->message, sizeof(struct clientInput), 0,
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(struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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sendto(udpSocket, message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
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recvfrom(udpSocket, updatedState, sizeof(struct gameState), 0, NULL, NULL);
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// Only update the state if the given state is more recent than the current state:
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if(updatedState->timestamp.tv_sec > arguments->state->timestamp.tv_sec ||
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(updatedState->timestamp.tv_sec == arguments->state->timestamp.tv_sec &&
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updatedState->timestamp.tv_usec > arguments->state->timestamp.tv_usec))
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if (updatedState->timestamp.tv_sec > state->timestamp.tv_sec ||
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(updatedState->timestamp.tv_sec == state->timestamp.tv_sec &&
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updatedState->timestamp.tv_usec > state->timestamp.tv_usec))
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{
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#ifdef ENABLE_SERVER_RECONCILLIATION
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// Throw away any already acknowledged inputs:
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while (arguments->inputBuffer->start != -1 &&
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arguments->inputBuffer->inputs[arguments->inputBuffer->start].tickNumber < arguments->state->tickNumber)
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while (inputBuffer->start != -1 && inputBuffer->inputs[inputBuffer->start].tickNumber < state->tickNumber)
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{
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arguments->inputBuffer->start = (arguments->inputBuffer->start + 1) % 256;
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if(arguments->inputBuffer->start == arguments->inputBuffer->end)
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inputBuffer->start = (inputBuffer->start + 1) % 256;
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if(inputBuffer->start == inputBuffer->end)
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{
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arguments->inputBuffer->start = -1;
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inputBuffer->start = -1;
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}
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}
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uint8_t currentMessage = arguments->inputBuffer->start;
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uint64_t lastTickNumber = arguments->inputBuffer->inputs[arguments->inputBuffer->start].tickNumber;
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uint8_t currentMessage = inputBuffer->start;
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uint64_t lastTickNumber = inputBuffer->inputs[inputBuffer->start].tickNumber;
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// Re-apply the currently unused messages:
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while (currentMessage != 1 &&
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currentMessage != arguments->inputBuffer->end)
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while (currentMessage != 1 && currentMessage != inputBuffer->end)
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{
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updateInput(arguments->state, &arguments->inputBuffer->inputs[currentMessage]);
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updateInput(state, &inputBuffer->inputs[currentMessage]);
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currentMessage = (currentMessage + 1) % 256;
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if (arguments->inputBuffer->inputs[currentMessage].tickNumber != lastTickNumber)
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// When we get to the next tick in the inputs, apply a game tick:
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if (inputBuffer->inputs[currentMessage].tickNumber != lastTickNumber)
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{
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doGameTick(arguments->state);
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doGameTick(state);
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}
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}
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}
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#endif
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// Interpolate to the new state:
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lerpStates(state, updatedState);
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}
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lerpStates(arguments->state, updatedState);
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}
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return NULL;
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}
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void * gameThreadHandler(void * parameters)
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{
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struct threadParameters * arguments = parameters;
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// Unpack the variables passed to the thread:
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bool * keepRunning = ((struct ClientThreadParameters * )parameters)->keepRunning;
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struct gameState * state = ((struct ClientThreadParameters * )parameters)->state;
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struct clientInput * message = ((struct ClientThreadParameters * )parameters)->message;
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struct inputHistory * inputBuffer = ((struct ClientThreadParameters * )parameters)->inputBuffer;
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#ifdef ENABLE_CLIENT_SIDE_PREDICTION
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struct gameState * nextStep = calloc(1, sizeof(struct gameState));
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while (true)
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while (keepRunning)
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{
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updateInput(arguments->state, arguments->message);
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updateInput(state, message);
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#ifdef ENABLE_SERVER_RECONCILLIATION
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if(arguments->inputBuffer->start = -1)
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if(inputBuffer->start == -1)
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{
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memcpy(&arguments->inputBuffer->inputs[0], arguments->message, sizeof(struct clientInput));
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arguments->inputBuffer->start = 0;
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arguments->inputBuffer->end = 1;
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memcpy(&inputBuffer->inputs[0], message, sizeof(struct clientInput));
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inputBuffer->start = 0;
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inputBuffer->end = 1;
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}
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else
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{
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memcpy(&arguments->inputBuffer->inputs[arguments->inputBuffer->end], arguments->message, sizeof(struct clientInput));
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arguments->inputBuffer->end = (arguments->inputBuffer->end + 1) % 256;
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memcpy(&inputBuffer->inputs[inputBuffer->end], message, sizeof(struct clientInput));
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inputBuffer->end = (inputBuffer->end + 1) % 256;
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}
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#endif
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memcpy(nextStep, arguments->state, sizeof(struct gameState));
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memcpy(nextStep, state, sizeof(struct gameState));
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doGameTick(nextStep);
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lerpStates(arguments->state, nextStep);
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lerpStates(state, nextStep);
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usleep(15625);
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}
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#endif
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#endif
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return NULL;
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}
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void * graphicsThreadHandler(void * parameters)
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{
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bool * keepRunning = ((struct threadParameters *)parameters)->keepRunning;
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struct gameState * state = ((struct threadParameters *)parameters)->state;
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struct clientInput * message = ((struct threadParameters *)parameters)->message;
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bool * keepRunning = ((struct ClientThreadParameters *)parameters)->keepRunning;
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struct gameState * state = ((struct ClientThreadParameters *)parameters)->state;
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struct clientInput * message = ((struct ClientThreadParameters *)parameters)->message;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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// Create an SDL window and rendering context in that window:
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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SDL_Event event;
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while (true)
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while (keepRunning)
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{
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while (SDL_PollEvent(&event))
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{
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SDL_SetRenderDrawColor(renderer, colours[index][0], colours[index][1], colours[index][2], 255);
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// Draw the circle:
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DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
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drawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
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// Draw an additional circle so we can tell ourselves apart from the rest:
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if (index == message->clientNumber)
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{
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DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 5);
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drawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 5);
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}
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}
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}
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bool keepRunning = true;
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uint8_t currentPlayerNumber = 0;
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struct sockaddr_in serverAddress;
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struct CsptMessage currentMessage;
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pthread_t graphicsThread, networkThread, gameThread;
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struct CsptMessage currentMessage;
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struct gameState * currentState = calloc(1, sizeof(struct gameState));
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struct clientInput * clientInput = calloc(1, sizeof(struct gameState));
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// Say hello:
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// Print a welcome message:
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printf("Client-Side Prediction Test - Client Starting.\n");
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printf("==============================================\n");
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// Print a list of enabled features:
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#ifdef ENABLE_CLIENT_SIDE_PREDICTION
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printf("Client-side prediction is enabled in this build.\n");
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#endif
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#ifdef ENABLE_SERVER_RECONCILLIATION
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printf("Server reconcilliation is enabled in this build.\n");
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#endif
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// Give me a socket, and make sure it's working:
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serverSocket = socket(AF_INET, SOCK_STREAM, 0);
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if (serverSocket == -1)
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clientInput->clientNumber = currentPlayerNumber;
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}
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printf("Registered as: %u\n", currentPlayerNumber);
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printf("Joined server as client: %u.\n", currentPlayerNumber);
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// Configure the thread parameters:
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struct threadParameters parameters;
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struct ClientThreadParameters parameters;
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parameters.state = currentState;
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parameters.message = clientInput;
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parameters.ipAddress = ipAddress;
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parameters.inputBuffer->end = -1;
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// Create all of our threads:
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pthread_t graphicsThread, networkThread, gameThread;
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pthread_create(&gameThread, NULL, gameThreadHandler, ¶meters);
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pthread_create(&networkThread, NULL, networkHandler, ¶meters);
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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, ¶meters);
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{
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switch (currentMessage.type)
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{
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// Recieved a "GOODBYE" message:
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case 1:
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{
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// We've been told to disconnect:
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// Close the socket, and stop the client:
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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keepRunning = false;
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break;
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}
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// Recieved a "PING" message:
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case 2:
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{
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// Pinged, so we now must pong.
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// Setup and send a "PONG" message:
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currentMessage.type = 3;
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currentMessage.content = 0;
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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break;
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}
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}
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}
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// If we've lost connection for some reason:
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else
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{
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// Say goodbye to the server:
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// Setup a "GOODBYE" message:
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currentMessage.type = 1;
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currentMessage.content = 0;
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// Send the goodbye message and shutdown:
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// Send the "GOODBYE" message and shutdown the socket:
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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@ -33,7 +33,7 @@ struct networkThreadArguments
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struct inputHistory
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{
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uint8_t start, end;
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int16_t start, end;
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struct clientInput inputs[256];
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};
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