Fixing and cleaning.

This commit is contained in:
Barra Ó Catháin 2023-08-06 01:30:33 +01:00
parent 5ca42a160e
commit d10ed76e7b
2 changed files with 109 additions and 76 deletions

View File

@ -1,5 +1,7 @@
// Client-Side Prediction Test - Client
// Barra Ó Catháin - 2023
/* /======================================\
| Client-Side Prediction Test - Client |
| Barra Ó Catháin - 2023 |
\======================================/ */
#include <netdb.h>
#include <stdio.h>
#include <errno.h>
@ -17,10 +19,22 @@
#include <SDL2/SDL_timer.h>
#include "../cspt-state.h"
#include "../cspt-message.h"
#define ENABLE_CLIENT_SIDE_PREDICTION
#define ENABLE_SERVER_RECONCILLIATION
const uint8_t colours[16][3] =
// A structure for binding together the shared state between threads:
struct ClientThreadParameters
{
char * ipAddress;
bool * keepRunning;
struct gameState * state;
struct clientInput * message;
struct inputHistory * inputBuffer;
};
// Seperate colours to distinguish each of the 16 possible clients:
static const uint8_t colours[16][3] =
{
{255, 255, 255},
{100, 176, 254},
@ -37,17 +51,8 @@ const uint8_t colours[16][3] =
{72 , 206, 223}
};
// A structure for binding together the shared state between threads:
struct threadParameters
{
char * ipAddress;
bool * keepRunning;
struct gameState * state;
struct clientInput * message;
struct inputHistory * inputBuffer;
};
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
// Draws a circle based on the midpoint circle algorithm:
void drawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
@ -87,107 +92,121 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
void * networkHandler(void * parameters)
{
// Declare the needed variables for the thread:
struct threadParameters * arguments = parameters;
struct sockaddr_in serverAddress;
int udpSocket = 0;
// Unpack the variables passed to the thread:
char * ipAddress = ((struct ClientThreadParameters * )parameters)->ipAddress;
bool * keepRunning = ((struct ClientThreadParameters * )parameters)->keepRunning;
struct gameState * state = ((struct ClientThreadParameters * )parameters)->state;
struct clientInput * message = ((struct ClientThreadParameters * )parameters)->message;
struct inputHistory * inputBuffer = ((struct ClientThreadParameters * )parameters)->inputBuffer;
// Point at the server:
struct sockaddr_in serverAddress;
serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr(arguments->ipAddress);
serverAddress.sin_addr.s_addr = inet_addr(ipAddress);
serverAddress.sin_port = htons(5200);
// Create a UDP socket to send through:
int udpSocket = 0;
udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
// Configure a timeout for recieving:
struct timeval timeout;
timeout.tv_sec = 0;
timeout.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
// Configure a timeout for receiving:
struct timeval receiveTimeout;
receiveTimeout.tv_sec = 0;
receiveTimeout.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &receiveTimeout, sizeof(struct timeval));
// Store the state we recieve from the network:
// A structure to store the most recent state from the network:
struct gameState * updatedState = calloc(1, sizeof(struct gameState));
while (true)
while (keepRunning)
{
// Send our input, recieve the state:
sendto(udpSocket, arguments->message, sizeof(struct clientInput), 0,
(struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
sendto(udpSocket, message, sizeof(struct clientInput), 0, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in));
recvfrom(udpSocket, updatedState, sizeof(struct gameState), 0, NULL, NULL);
// Only update the state if the given state is more recent than the current state:
if(updatedState->timestamp.tv_sec > arguments->state->timestamp.tv_sec ||
(updatedState->timestamp.tv_sec == arguments->state->timestamp.tv_sec &&
updatedState->timestamp.tv_usec > arguments->state->timestamp.tv_usec))
if (updatedState->timestamp.tv_sec > state->timestamp.tv_sec ||
(updatedState->timestamp.tv_sec == state->timestamp.tv_sec &&
updatedState->timestamp.tv_usec > state->timestamp.tv_usec))
{
#ifdef ENABLE_SERVER_RECONCILLIATION
// Throw away any already acknowledged inputs:
while (arguments->inputBuffer->start != -1 &&
arguments->inputBuffer->inputs[arguments->inputBuffer->start].tickNumber < arguments->state->tickNumber)
while (inputBuffer->start != -1 && inputBuffer->inputs[inputBuffer->start].tickNumber < state->tickNumber)
{
arguments->inputBuffer->start = (arguments->inputBuffer->start + 1) % 256;
if(arguments->inputBuffer->start == arguments->inputBuffer->end)
inputBuffer->start = (inputBuffer->start + 1) % 256;
if(inputBuffer->start == inputBuffer->end)
{
arguments->inputBuffer->start = -1;
inputBuffer->start = -1;
}
}
uint8_t currentMessage = arguments->inputBuffer->start;
uint64_t lastTickNumber = arguments->inputBuffer->inputs[arguments->inputBuffer->start].tickNumber;
uint8_t currentMessage = inputBuffer->start;
uint64_t lastTickNumber = inputBuffer->inputs[inputBuffer->start].tickNumber;
// Re-apply the currently unused messages:
while (currentMessage != 1 &&
currentMessage != arguments->inputBuffer->end)
while (currentMessage != 1 && currentMessage != inputBuffer->end)
{
updateInput(arguments->state, &arguments->inputBuffer->inputs[currentMessage]);
updateInput(state, &inputBuffer->inputs[currentMessage]);
currentMessage = (currentMessage + 1) % 256;
if (arguments->inputBuffer->inputs[currentMessage].tickNumber != lastTickNumber)
// When we get to the next tick in the inputs, apply a game tick:
if (inputBuffer->inputs[currentMessage].tickNumber != lastTickNumber)
{
doGameTick(arguments->state);
doGameTick(state);
}
}
#endif
// Interpolate to the new state:
lerpStates(state, updatedState);
}
lerpStates(arguments->state, updatedState);
}
return NULL;
}
void * gameThreadHandler(void * parameters)
{
struct threadParameters * arguments = parameters;
// Unpack the variables passed to the thread:
bool * keepRunning = ((struct ClientThreadParameters * )parameters)->keepRunning;
struct gameState * state = ((struct ClientThreadParameters * )parameters)->state;
struct clientInput * message = ((struct ClientThreadParameters * )parameters)->message;
struct inputHistory * inputBuffer = ((struct ClientThreadParameters * )parameters)->inputBuffer;
#ifdef ENABLE_CLIENT_SIDE_PREDICTION
struct gameState * nextStep = calloc(1, sizeof(struct gameState));
while (true)
while (keepRunning)
{
updateInput(arguments->state, arguments->message);
updateInput(state, message);
#ifdef ENABLE_SERVER_RECONCILLIATION
if(arguments->inputBuffer->start = -1)
if(inputBuffer->start == -1)
{
memcpy(&arguments->inputBuffer->inputs[0], arguments->message, sizeof(struct clientInput));
arguments->inputBuffer->start = 0;
arguments->inputBuffer->end = 1;
memcpy(&inputBuffer->inputs[0], message, sizeof(struct clientInput));
inputBuffer->start = 0;
inputBuffer->end = 1;
}
else
{
memcpy(&arguments->inputBuffer->inputs[arguments->inputBuffer->end], arguments->message, sizeof(struct clientInput));
arguments->inputBuffer->end = (arguments->inputBuffer->end + 1) % 256;
memcpy(&inputBuffer->inputs[inputBuffer->end], message, sizeof(struct clientInput));
inputBuffer->end = (inputBuffer->end + 1) % 256;
}
#endif
memcpy(nextStep, arguments->state, sizeof(struct gameState));
memcpy(nextStep, state, sizeof(struct gameState));
doGameTick(nextStep);
lerpStates(arguments->state, nextStep);
lerpStates(state, nextStep);
usleep(15625);
}
#endif
return NULL;
}
void * graphicsThreadHandler(void * parameters)
{
bool * keepRunning = ((struct threadParameters *)parameters)->keepRunning;
struct gameState * state = ((struct threadParameters *)parameters)->state;
struct clientInput * message = ((struct threadParameters *)parameters)->message;
bool * keepRunning = ((struct ClientThreadParameters *)parameters)->keepRunning;
struct gameState * state = ((struct ClientThreadParameters *)parameters)->state;
struct clientInput * message = ((struct ClientThreadParameters *)parameters)->message;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
// Create an SDL window and rendering context in that window:
@ -195,7 +214,7 @@ void * graphicsThreadHandler(void * parameters)
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_Event event;
while (true)
while (keepRunning)
{
while (SDL_PollEvent(&event))
{
@ -292,14 +311,13 @@ void * graphicsThreadHandler(void * parameters)
SDL_SetRenderDrawColor(renderer, colours[index][0], colours[index][1], colours[index][2], 255);
// Draw the circle:
DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
drawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
// Draw an additional circle so we can tell ourselves apart from the rest:
if (index == message->clientNumber)
{
DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 5);
drawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 5);
}
}
}
@ -320,12 +338,20 @@ int main(int argc, char ** argv)
uint8_t currentPlayerNumber = 0;
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:
// Print a welcome message:
printf("Client-Side Prediction Test - Client Starting.\n");
printf("==============================================\n");
// Print a list of enabled features:
#ifdef ENABLE_CLIENT_SIDE_PREDICTION
printf("Client-side prediction is enabled in this build.\n");
#endif
#ifdef ENABLE_SERVER_RECONCILLIATION
printf("Server reconcilliation is enabled in this build.\n");
#endif
// Give me a socket, and make sure it's working:
serverSocket = socket(AF_INET, SOCK_STREAM, 0);
@ -370,10 +396,10 @@ int main(int argc, char ** argv)
clientInput->clientNumber = currentPlayerNumber;
}
printf("Registered as: %u\n", currentPlayerNumber);
printf("Joined server as client: %u.\n", currentPlayerNumber);
// Configure the thread parameters:
struct threadParameters parameters;
struct ClientThreadParameters parameters;
parameters.state = currentState;
parameters.message = clientInput;
parameters.ipAddress = ipAddress;
@ -383,6 +409,7 @@ int main(int argc, char ** argv)
parameters.inputBuffer->end = -1;
// Create all of our threads:
pthread_t graphicsThread, networkThread, gameThread;
pthread_create(&gameThread, NULL, gameThreadHandler, &parameters);
pthread_create(&networkThread, NULL, networkHandler, &parameters);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters);
@ -393,31 +420,37 @@ int main(int argc, char ** argv)
{
switch (currentMessage.type)
{
// Recieved a "GOODBYE" message:
case 1:
{
// We've been told to disconnect:
// Close the socket, and stop the client:
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
keepRunning = false;
break;
}
// Recieved a "PING" message:
case 2:
{
// Pinged, so we now must pong.
// Setup and send a "PONG" message:
currentMessage.type = 3;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
}
}
// If we've lost connection for some reason:
else
{
// Say goodbye to the server:
// Setup a "GOODBYE" message:
currentMessage.type = 1;
currentMessage.content = 0;
// Send the goodbye message and shutdown:
// Send the "GOODBYE" message and shutdown the socket:
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;

View File

@ -33,7 +33,7 @@ struct networkThreadArguments
struct inputHistory
{
uint8_t start, end;
int16_t start, end;
struct clientInput inputs[256];
};