Files
Client-Side-Prediction-Test/src/client/cspt-client.c

440 lines
12 KiB
C

// Client-Side Prediction Test - Client
// Barra Ó Catháin - 2023
#include <netdb.h>
#include <stdio.h>
#include <errno.h>
#include <stdlib.h>
#include <unistd.h>
#include <strings.h>
#include <stdbool.h>
#include <pthread.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#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] =
{
{255, 255, 255},
{100, 176, 254},
{147, 122, 254},
{199, 119, 254},
{243, 106, 254},
{254, 110, 205},
{254, 130, 112},
{235, 159, 35},
{189, 191, 0},
{137, 217, 0},
{93 , 229, 48},
{69 , 225, 130},
{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)
{
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
void * networkHandler(void * parameters)
{
// Declare the needed variables for the thread:
struct threadParameters * arguments = parameters;
struct sockaddr_in serverAddress;
int udpSocket = 0;
// Point at the server:
serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr(arguments->ipAddress);
serverAddress.sin_port = htons(5200);
// Create a UDP socket to send through:
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));
// Store the state we recieve from the network:
struct gameState * updatedState = calloc(1, sizeof(struct gameState));
while (true)
{
// Send our input, recieve the state:
sendto(udpSocket, arguments->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))
{
#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)
{
arguments->inputBuffer->start = (arguments->inputBuffer->start + 1) % 256;
if(arguments->inputBuffer->start == arguments->inputBuffer->end)
{
arguments->inputBuffer->start = -1;
}
}
uint8_t currentMessage = arguments->inputBuffer->start;
uint64_t lastTickNumber = arguments->inputBuffer->inputs[arguments->inputBuffer->start].tickNumber;
// Re-apply the currently unused messages:
while (currentMessage != 1 &&
currentMessage != arguments->inputBuffer->end)
{
updateInput(arguments->state, &arguments->inputBuffer->inputs[currentMessage]);
currentMessage = (currentMessage + 1) % 256;
if (arguments->inputBuffer->inputs[currentMessage].tickNumber != lastTickNumber)
{
doGameTick(arguments->state);
}
}
#endif
}
lerpStates(arguments->state, updatedState);
}
}
void * gameThreadHandler(void * parameters)
{
struct threadParameters * arguments = parameters;
#ifdef ENABLE_CLIENT_SIDE_PREDICTION
struct gameState * nextStep = calloc(1, sizeof(struct gameState));
while (true)
{
updateInput(arguments->state, arguments->message);
#ifdef ENABLE_SERVER_RECONCILLIATION
if(arguments->inputBuffer->start = -1)
{
memcpy(&arguments->inputBuffer->inputs[0], arguments->message, sizeof(struct clientInput));
arguments->inputBuffer->start = 0;
arguments->inputBuffer->end = 1;
}
else
{
memcpy(&arguments->inputBuffer->inputs[arguments->inputBuffer->end], arguments->message, sizeof(struct clientInput));
arguments->inputBuffer->end = (arguments->inputBuffer->end + 1) % 256;
}
#endif
memcpy(nextStep, arguments->state, sizeof(struct gameState));
doGameTick(nextStep);
lerpStates(arguments->state, nextStep);
usleep(15625);
}
#endif
}
void * graphicsThreadHandler(void * parameters)
{
bool * keepRunning = ((struct threadParameters *)parameters)->keepRunning;
struct gameState * state = ((struct threadParameters *)parameters)->state;
struct clientInput * message = ((struct threadParameters *)parameters)->message;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 512, 512, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_Event event;
while (true)
{
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_KEYDOWN:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
message->tickNumber = state->tickNumber;
message->left = true;
break;
}
case SDLK_RIGHT:
{
message->tickNumber = state->tickNumber;
message->right = true;
break;
}
case SDLK_UP:
{
message->tickNumber = state->tickNumber;
message->up = true;
break;
}
case SDLK_DOWN:
{
message->tickNumber = state->tickNumber;
message->down = true;
break;
}
default:
{
break;
}
}
break;
}
case SDL_KEYUP:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
message->tickNumber = state->tickNumber;
message->left = false;
break;
}
case SDLK_RIGHT:
{
message->tickNumber = state->tickNumber;
message->right = false;
break;
}
case SDLK_UP:
{
message->tickNumber = state->tickNumber;
message->up = false;
break;
}
case SDLK_DOWN:
{
message->tickNumber = state->tickNumber;
message->down = false;
break;
}
}
break;
}
case SDL_QUIT:
{
*keepRunning = false;
break;
}
default:
{
break;
}
}
}
// Clear the screen, filling it with black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Draw all the connected clients:
for (int index = 0; index < 16; index++)
{
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);
// 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);
}
}
}
// Present the rendered graphics:
SDL_RenderPresent(renderer);
// Delay enough so that we only hit 144 frames:
SDL_Delay(1000/144);
}
return NULL;
}
int main(int argc, char ** argv)
{
int serverSocket = 0;
bool keepRunning = true;
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:
printf("Client-Side Prediction Test - Client Starting.\n");
// Give me a socket, and make sure it's working:
serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == -1)
{
printf("Socket creation failed.\n");
exit(EXIT_FAILURE);
}
// Set our IP address and port. Default to localhost for testing:
char * ipAddress = calloc(46, sizeof(char));
if (argc < 2)
{
strncpy(ipAddress, "127.0.0.1", 10);
}
else
{
strncpy(ipAddress, argv[1], strlen(argv[1]));
}
// Create an address struct to point at the server:
serverAddress.sin_family = AF_INET;
serverAddress.sin_addr.s_addr = inet_addr(ipAddress);
serverAddress.sin_port = htons(5200);
// Connect to the server:
if (connect(serverSocket, (struct sockaddr *)&serverAddress, sizeof(struct sockaddr_in)) != 0)
{
fprintf(stderr, "Connecting to the server failed.\n");
exit(0);
}
currentMessage.type = 0;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
if (currentMessage.type == 0)
{
currentPlayerNumber = currentMessage.content;
clientInput->clientNumber = currentPlayerNumber;
}
printf("Registered as: %u\n", currentPlayerNumber);
// Configure the thread parameters:
struct threadParameters parameters;
parameters.state = currentState;
parameters.message = clientInput;
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:
pthread_create(&gameThread, NULL, gameThreadHandler, &parameters);
pthread_create(&networkThread, NULL, networkHandler, &parameters);
pthread_create(&graphicsThread, NULL, graphicsThreadHandler, &parameters);
while (keepRunning)
{
if (recv(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0) > 0)
{
switch (currentMessage.type)
{
case 1:
{
// We've been told to disconnect:
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
keepRunning = false;
break;
}
case 2:
{
// Pinged, so we now must pong.
currentMessage.type = 3;
currentMessage.content = 0;
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
break;
}
}
}
else
{
// Say goodbye to the server:
currentMessage.type = 1;
currentMessage.content = 0;
// Send the goodbye message and shutdown:
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
keepRunning = false;
}
}
// Say goodbye to the server:
currentMessage.type = 1;
currentMessage.content = 0;
// Send the goodbye message and shutdown:
send(serverSocket, &currentMessage, sizeof(struct CsptMessage), 0);
shutdown(serverSocket, SHUT_RDWR);
serverSocket = 0;
keepRunning = false;
return 0;
}