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4 changed files with 254 additions and 74 deletions

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@ -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 <netdb.h>
#include <stdio.h> #include <stdio.h>
#include <errno.h> #include <errno.h>
@ -18,7 +20,21 @@
#include "../cspt-state.h" #include "../cspt-state.h"
#include "../cspt-message.h" #include "../cspt-message.h"
uint8_t colours[16][3] = #define ENABLE_CLIENT_SIDE_PREDICTION
#define ENABLE_SERVER_RECONCILLIATION
// 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}, {255, 255, 255},
{100, 176, 254}, {100, 176, 254},
@ -34,15 +50,9 @@ uint8_t colours[16][3] =
{69 , 225, 130}, {69 , 225, 130},
{72 , 206, 223} {72 , 206, 223}
}; };
// 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) // 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); const int32_t diameter = (radius * 2);
@ -82,67 +92,129 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
void * networkHandler(void * parameters) void * networkHandler(void * parameters)
{ {
// Declare the needed variables for the thread: // Unpack the variables passed to the thread:
struct threadParameters * arguments = parameters; char * ipAddress = ((struct ClientThreadParameters * )parameters)->ipAddress;
struct sockaddr_in serverAddress; bool * keepRunning = ((struct ClientThreadParameters * )parameters)->keepRunning;
int udpSocket = 0; 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: // Point at the server:
struct sockaddr_in serverAddress;
serverAddress.sin_family = AF_INET; 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); serverAddress.sin_port = htons(5200);
// Create a UDP socket to send through: // Create a UDP socket to send through:
int udpSocket = 0;
udpSocket = socket(AF_INET, SOCK_DGRAM, 0); udpSocket = socket(AF_INET, SOCK_DGRAM, 0);
// Configure a timeout for recieving: // Configure a timeout for receiving:
struct timeval timeout; struct timeval receiveTimeout;
timeout.tv_sec = 0; receiveTimeout.tv_sec = 0;
timeout.tv_usec = 1000; receiveTimeout.tv_usec = 1000;
setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout)); setsockopt(udpSocket, SOL_SOCKET, SO_RCVTIMEO, &receiveTimeout, sizeof(struct timeval));
// A structure to store the most recent state from the network:
struct gameState * updatedState = calloc(1, sizeof(struct gameState)); struct gameState * updatedState = calloc(1, sizeof(struct gameState));
while (true)
while (keepRunning)
{ {
// Send our input, recieve the state: // 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); recvfrom(udpSocket, updatedState, sizeof(struct gameState), 0, NULL, NULL);
if(updatedState->timestamp.tv_sec > arguments->state->timestamp.tv_sec)
// Only update the state if the given state is more recent than the current state:
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))
{ {
memcpy(arguments->state, updatedState, sizeof(struct gameState)); #ifdef ENABLE_SERVER_RECONCILLIATION
} // Throw away any already acknowledged inputs:
else if(updatedState->timestamp.tv_sec == arguments->state->timestamp.tv_sec && while (inputBuffer->start != -1 && inputBuffer->inputs[inputBuffer->start].tickNumber < state->tickNumber)
updatedState->timestamp.tv_usec > arguments->state->timestamp.tv_usec)
{ {
memcpy(arguments->state, updatedState, sizeof(struct gameState)); inputBuffer->start = (inputBuffer->start + 1) % 256;
if(inputBuffer->start == inputBuffer->end)
{
inputBuffer->start = -1;
} }
} }
uint8_t currentMessage = inputBuffer->start;
uint64_t lastTickNumber = inputBuffer->inputs[inputBuffer->start].tickNumber;
// Re-apply the currently unused messages:
while (currentMessage != 1 && currentMessage != inputBuffer->end)
{
updateInput(state, &inputBuffer->inputs[currentMessage]);
currentMessage = (currentMessage + 1) % 256;
// When we get to the next tick in the inputs, apply a game tick:
if (inputBuffer->inputs[currentMessage].tickNumber != lastTickNumber)
{
doGameTick(state);
}
}
#endif
// Interpolate to the new state:
lerpStates(state, updatedState);
}
}
return NULL;
} }
void * gameThreadHandler(void * parameters) void * gameThreadHandler(void * parameters)
{ {
struct threadParameters * arguments = parameters; // Unpack the variables passed to the thread:
while (true) 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 (keepRunning)
{ {
updateInput(arguments->state, arguments->message); updateInput(state, message);
doGameTick(arguments->state);
#ifdef ENABLE_SERVER_RECONCILLIATION
if(inputBuffer->start == -1)
{
memcpy(&inputBuffer->inputs[0], message, sizeof(struct clientInput));
inputBuffer->start = 0;
inputBuffer->end = 1;
}
else
{
memcpy(&inputBuffer->inputs[inputBuffer->end], message, sizeof(struct clientInput));
inputBuffer->end = (inputBuffer->end + 1) % 256;
}
#endif
memcpy(nextStep, state, sizeof(struct gameState));
doGameTick(nextStep);
lerpStates(state, nextStep);
usleep(15625); usleep(15625);
} }
#endif
return NULL;
} }
void * graphicsThreadHandler(void * parameters) void * graphicsThreadHandler(void * parameters)
{ {
struct gameState * state = ((struct threadParameters *)parameters)->state; bool * keepRunning = ((struct ClientThreadParameters *)parameters)->keepRunning;
struct clientInput * message = ((struct threadParameters *)parameters)->message; struct gameState * state = ((struct ClientThreadParameters *)parameters)->state;
struct clientInput * message = ((struct ClientThreadParameters *)parameters)->message;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED; uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
// Create an SDL window and rendering context in that window: // Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED, SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 512, 512, 0);
SDL_WINDOWPOS_CENTERED, 512, 512, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags); SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_Event event; SDL_Event event;
while (true) while (keepRunning)
{ {
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
@ -154,21 +226,25 @@ void * graphicsThreadHandler(void * parameters)
{ {
case SDLK_LEFT: case SDLK_LEFT:
{ {
message->tickNumber = state->tickNumber;
message->left = true; message->left = true;
break; break;
} }
case SDLK_RIGHT: case SDLK_RIGHT:
{ {
message->tickNumber = state->tickNumber;
message->right = true; message->right = true;
break; break;
} }
case SDLK_UP: case SDLK_UP:
{ {
message->tickNumber = state->tickNumber;
message->up = true; message->up = true;
break; break;
} }
case SDLK_DOWN: case SDLK_DOWN:
{ {
message->tickNumber = state->tickNumber;
message->down = true; message->down = true;
break; break;
} }
@ -185,33 +261,43 @@ void * graphicsThreadHandler(void * parameters)
{ {
case SDLK_LEFT: case SDLK_LEFT:
{ {
message->tickNumber = state->tickNumber;
message->left = false; message->left = false;
break; break;
} }
case SDLK_RIGHT: case SDLK_RIGHT:
{ {
message->tickNumber = state->tickNumber;
message->right = false; message->right = false;
break; break;
} }
case SDLK_UP: case SDLK_UP:
{ {
message->tickNumber = state->tickNumber;
message->up = false; message->up = false;
break; break;
} }
case SDLK_DOWN: case SDLK_DOWN:
{ {
message->tickNumber = state->tickNumber;
message->down = false; message->down = false;
break; break;
} }
} }
break; break;
} }
case SDL_QUIT:
{
*keepRunning = false;
break;
}
default: default:
{ {
break; break;
} }
} }
} }
// Clear the screen, filling it with black: // Clear the screen, filling it with black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
@ -221,8 +307,17 @@ void * graphicsThreadHandler(void * parameters)
{ {
if (state->clients[index].registered == true) if (state->clients[index].registered == true)
{ {
// Set the colour to the correct one for the client:
SDL_SetRenderDrawColor(renderer, colours[index][0], colours[index][1], colours[index][2], 255); SDL_SetRenderDrawColor(renderer, colours[index][0], colours[index][1], colours[index][2], 255);
DrawCircle(renderer, (long)(state->clients[index].xPosition), (long)(state->clients[index].yPosition), 10);
// Draw the circle:
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);
}
} }
} }
@ -239,16 +334,24 @@ void * graphicsThreadHandler(void * parameters)
int main(int argc, char ** argv) int main(int argc, char ** argv)
{ {
int serverSocket = 0; int serverSocket = 0;
bool continueRunning = true; bool keepRunning = true;
uint8_t currentPlayerNumber = 0; uint8_t currentPlayerNumber = 0;
struct sockaddr_in serverAddress; struct sockaddr_in serverAddress;
struct CsptMessage currentMessage; struct CsptMessage currentMessage;
pthread_t graphicsThread, networkThread, gameThread;
struct gameState * currentState = calloc(1, sizeof(struct gameState)); struct gameState * currentState = calloc(1, sizeof(struct gameState));
struct clientInput * clientInput = 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("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: // Give me a socket, and make sure it's working:
serverSocket = socket(AF_INET, SOCK_STREAM, 0); serverSocket = socket(AF_INET, SOCK_STREAM, 0);
@ -293,45 +396,68 @@ int main(int argc, char ** argv)
clientInput->clientNumber = currentPlayerNumber; clientInput->clientNumber = currentPlayerNumber;
} }
printf("Registered as: %u\n", currentPlayerNumber); printf("Joined server as client: %u.\n", currentPlayerNumber);
// Configure the thread parameters: // Configure the thread parameters:
struct threadParameters parameters; struct ClientThreadParameters parameters;
parameters.message = clientInput;
parameters.state = currentState; parameters.state = currentState;
parameters.message = clientInput;
parameters.ipAddress = ipAddress; parameters.ipAddress = ipAddress;
parameters.keepRunning = &keepRunning;
parameters.inputBuffer = calloc(1, sizeof(struct inputHistory));
parameters.inputBuffer->start = -1;
parameters.inputBuffer->end = -1;
// Create all of our threads: // Create all of our threads:
pthread_t graphicsThread, networkThread, gameThread;
pthread_create(&gameThread, NULL, gameThreadHandler, &parameters); pthread_create(&gameThread, NULL, gameThreadHandler, &parameters);
pthread_create(&networkThread, NULL, networkHandler, &parameters); pthread_create(&networkThread, NULL, networkHandler, &parameters);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters); pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters);
while (continueRunning) while (keepRunning)
{ {
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0) if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
{ {
switch (currentMessage.type) switch (currentMessage.type)
{ {
// Recieved a "GOODBYE" message:
case 1: case 1:
{ {
// We've been told to disconnect: // Close the socket, and stop the client:
shutdown(serverSocket, SHUT_RDWR); shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0; serverSocket = 0;
continueRunning = false; keepRunning = false;
break; break;
} }
// Recieved a "PING" message:
case 2: case 2:
{ {
// Pinged, so we now must pong. // Setup and send a "PONG" message:
currentMessage.type = 3; currentMessage.type = 3;
currentMessage.content = 0; currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0); send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break; break;
} }
} }
} }
// If we've lost connection for some reason:
else else
{ {
// Setup a "GOODBYE" message:
currentMessage.type = 1;
currentMessage.content = 0;
// Send the "GOODBYE" message and shutdown the socket:
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
keepRunning = false;
}
}
// Say goodbye to the server: // Say goodbye to the server:
currentMessage.type = 1; currentMessage.type = 1;
currentMessage.content = 0; currentMessage.content = 0;
@ -340,9 +466,7 @@ int main(int argc, char ** argv)
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0); send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR); shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0; serverSocket = 0;
continueRunning = false; keepRunning = false;
}
}
return 0; return 0;
} }

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@ -1,5 +1,12 @@
#include <math.h>
#include <stdio.h> #include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <stdbool.h>
#include "cspt-state.h" #include "cspt-state.h"
void updateInput(struct gameState * state, struct clientInput * message) void updateInput(struct gameState * state, struct clientInput * message)
{ {
if(message->clientNumber < 16 && message->clientNumber >= 0) if(message->clientNumber < 16 && message->clientNumber >= 0)
@ -9,11 +16,50 @@ void updateInput(struct gameState * state, struct clientInput * message)
state->clients[message->clientNumber].upAcceleration = message->up; state->clients[message->clientNumber].upAcceleration = message->up;
state->clients[message->clientNumber].downAcceleration = message->down; state->clients[message->clientNumber].downAcceleration = message->down;
} }
}
void lerpStates (struct gameState * state, struct gameState * endState)
{
// Create a copy of the initial state for interpolating to the final state:
struct gameState * startState = calloc(1, sizeof(struct gameState));
memcpy(startState, state, sizeof(struct gameState));
for (double progress = 0.0; progress < 1.0; progress += 0.01)
{
for (uint8_t index = 0; index < 16; index++)
{
// Movement:
state->clients[index].xPosition = startState->clients[index].xPosition +
(progress * (endState->clients[index].xPosition - startState->clients[index].xPosition));
state->clients[index].yPosition = startState->clients[index].yPosition +
(progress * (endState->clients[index].yPosition - startState->clients[index].yPosition));
// If the movement is too dramatic, just go to the new position. Stops "zooming" when teleported:
if (fabs(startState->clients[index].xPosition - endState->clients[index].xPosition) >= 200)
{
state->clients[index].xPosition = endState->clients[index].xPosition;
}
if (fabs(startState->clients[index].yPosition - endState->clients[index].yPosition) >= 200)
{
state->clients[index].yPosition = endState->clients[index].yPosition;
}
}
usleep(100);
}
free(startState);
memcpy(state, endState, sizeof(struct gameState));
} }
void doGameTick(struct gameState * state) void doGameTick(struct gameState * state)
{ {
if ((state->tickNumber % UINT64_MAX) == 0)
{
state->tickNumber = 0;
}
else
{
state->tickNumber++;
}
for (int index = 0; index < 16; index++) for (int index = 0; index < 16; index++)
{ {
// Calculate acceleration: // Calculate acceleration:
@ -41,28 +87,25 @@ void doGameTick(struct gameState * state)
{ {
state->clients[index].yVelocity *= 0.9; state->clients[index].yVelocity *= 0.9;
} }
// Do movement: // Do movement:
state->clients[index].xPosition += state->clients[index].xVelocity; state->clients[index].xPosition += state->clients[index].xVelocity;
state->clients[index].yPosition += state->clients[index].yVelocity; state->clients[index].yPosition += state->clients[index].yVelocity;
if(state->clients[index].xPosition > 1000) if(state->clients[index].xPosition > 512)
{ {
state->clients[index].xPosition = 1000; state->clients[index].xPosition = 0;
state->clients[index].xVelocity = 0;
} }
if(state->clients[index].xPosition < 0) if(state->clients[index].xPosition < 0)
{ {
state->clients[index].xPosition = 0; state->clients[index].xPosition = 512;
state->clients[index].xVelocity = 0;
} }
if(state->clients[index].yPosition > 1000) if(state->clients[index].yPosition > 512)
{ {
state->clients[index].yPosition = 1000; state->clients[index].yPosition = 0;
state->clients[index].yVelocity = 0;
} }
if(state->clients[index].yPosition < 0) if(state->clients[index].yPosition < 0)
{ {
state->clients[index].yPosition = 0; state->clients[index].yPosition = 512;
state->clients[index].yVelocity = 0;
} }
} }
} }

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@ -4,6 +4,7 @@
#include <stdbool.h> #include <stdbool.h>
#include <sys/time.h> #include <sys/time.h>
#include <netinet/in.h> #include <netinet/in.h>
struct clientMovement struct clientMovement
{ {
double xPosition, yPosition, xVelocity, yVelocity; double xPosition, yPosition, xVelocity, yVelocity;
@ -13,11 +14,13 @@ struct clientMovement
struct clientInput struct clientInput
{ {
int clientNumber; int clientNumber;
uint64_t tickNumber;
bool left, right, up, down; bool left, right, up, down;
}; };
struct gameState struct gameState
{ {
uint64_t tickNumber;
struct timeval timestamp; struct timeval timestamp;
struct clientMovement clients[16]; struct clientMovement clients[16];
}; };
@ -28,8 +31,16 @@ struct networkThreadArguments
struct gameState * state; struct gameState * state;
}; };
struct inputHistory
{
int16_t start, end;
struct clientInput inputs[256];
};
void updateInput(struct gameState * state, struct clientInput * message); void updateInput(struct gameState * state, struct clientInput * message);
void lerpStates (struct gameState * state, struct gameState * endState);
void doGameTick(struct gameState * state); void doGameTick(struct gameState * state);
#endif #endif

View File

@ -62,7 +62,10 @@ void * networkThreadHandler(void * arguments)
while (true) while (true)
{ {
returnvalue = recvfrom(*(args.udpSocket), args.message, sizeof(struct clientInput), 0, (struct sockaddr *)&clientAddress, &test); returnvalue = recvfrom(*(args.udpSocket), args.message, sizeof(struct clientInput), 0, (struct sockaddr *)&clientAddress, &test);
if (args.message->clientNumber < 16 && args.message->clientNumber > -1)
{
memcpy(&(args.clientAddresses[args.message->clientNumber]), &clientAddress, sizeof(struct sockaddr_in)); memcpy(&(args.clientAddresses[args.message->clientNumber]), &clientAddress, sizeof(struct sockaddr_in));
}
if(returnvalue > 0) if(returnvalue > 0)
{ {
@ -115,7 +118,6 @@ int main(int argc, char ** argv)
pthread_create(&networkThread, NULL, networkThreadHandler, globalState); pthread_create(&networkThread, NULL, networkThreadHandler, globalState);
pthread_create(&gameThread, NULL, gameThreadHandler, globalState); pthread_create(&gameThread, NULL, gameThreadHandler, globalState);
// Setup TCP Master Socket: // Setup TCP Master Socket:
printf("Setting up master socket... "); printf("Setting up master socket... ");
masterSocket = socket(AF_INET, SOCK_STREAM, 0); masterSocket = socket(AF_INET, SOCK_STREAM, 0);
@ -237,8 +239,8 @@ int main(int argc, char ** argv)
{ {
currentMessage.type = 0; currentMessage.type = 0;
globalState->state->clients[index].registered = true; globalState->state->clients[index].registered = true;
globalState->state->clients[index].xPosition = 300; globalState->state->clients[index].xPosition = 256;
globalState->state->clients[index].yPosition = 300; globalState->state->clients[index].yPosition = 256;
globalState->state->clients[index].xVelocity = 0; globalState->state->clients[index].xVelocity = 0;
globalState->state->clients[index].yVelocity = 0; globalState->state->clients[index].yVelocity = 0;
currentMessage.content = (uint8_t)index; currentMessage.content = (uint8_t)index;