Uninlined I/O bound functions.

Yeah, I was meming when I inlined everything. It's kind of pointless for I/O bound functions, but there are actually a lot of candidates for inlining that make sense.
This commit is contained in:
Barra Ó Catháin 2023-03-20 17:27:34 +00:00
parent 958e7b65ff
commit 7c22fdeefb
4 changed files with 112 additions and 95 deletions

View File

@ -230,5 +230,5 @@ int main(int argc, char ** argv)
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar-Client.c -lSDL2_image -lm -o 'Spacewar Client!'"
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar-Client.c spacewarPlayer.c -lSDL2_image -lm -o 'Spacewar Client!'"
// End:

View File

@ -212,7 +212,7 @@ int main(int argc, char ** argv)
}
// Get the needed input:
getPlayerInput(&playerOne, 0);
getPlayerInput(&playerOne);
takeNetworkInput(&playerTwo, receiveSocket);
// Do the needed input:
@ -270,5 +270,5 @@ int main(int argc, char ** argv)
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar.c -lSDL2_image -lm -o 'Spacewar!'"
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar.c spacewarPlayer.c -lSDL2_image -lm -o 'Spacewar!'"
// End:

102
spacewarPlayer.c Normal file
View File

@ -0,0 +1,102 @@
// spacewarPlayer.c: Contains function definitions for player interaction.
// Barra Ó Catháin, 2023
// =======================================================================
#include <stdbool.h>
#include <SDL2/SDL.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "xyVector.h"
#include "spacewarPlayer.h"
void takeNetworkInput(playerController * controller, int descriptor)
{
recvfrom(descriptor, controller, sizeof(playerController), 0, NULL, NULL);
}
void getPlayerInput(playerController * controller)
{
SDL_PumpEvents();
const uint8_t * keyboardState = SDL_GetKeyboardState(NULL);
if(keyboardState[SDL_SCANCODE_UP] == 1)
{
controller->accelerating = true;
}
else
{
controller->accelerating = false;
}
if(keyboardState[SDL_SCANCODE_LEFT] == 1)
{
controller->turningAnticlockwise = true;
}
else
{
controller->turningAnticlockwise = false;;
}
if(keyboardState[SDL_SCANCODE_RIGHT] == 1)
{
controller->turningClockwise = true;
}
else
{
controller->turningClockwise = false;
}
if(controller->joystick != NULL)
{
controller->turningAmount = SDL_JoystickGetAxis(controller->joystick, 0);
controller->acceleratingAmount = SDL_JoystickGetAxis(controller->joystick, 5);
}
}
void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime)
{
if(controller->number == ship->number)
{
// Calculate the gravity for the ships:
calculateGravity(&starPosition, ship);
// Rotate the engine vector if needed:
if (controller->turningClockwise)
{
rotateXYVector(&ship->engine, 0.25 * deltaTime);
}
else if (controller->turningAmount > 2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
if (controller->turningAnticlockwise)
{
rotateXYVector(&ship->engine, -0.25 * deltaTime);
}
else if (controller->turningAmount < -2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
// Calculate the new current velocity:
addXYVectorDeltaScaled(&ship->velocity, &ship->gravity, deltaTime);
if (controller->acceleratingAmount > 2500)
{
xyVector temporary = ship->engine;
multiplyXYVector(&ship->engine, controller->acceleratingAmount/ 32748);
SDL_HapticRumblePlay(controller->haptic, (float)controller->acceleratingAmount / 32768, 20);
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
ship->engine = temporary;
}
else if (controller->accelerating)
{
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
}
// Calculate the new position:
addXYVectorDeltaScaled(&ship->position, &ship->velocity, deltaTime);
}
}

View File

@ -59,105 +59,14 @@ static inline void calculateGravity(xyVector * starPosition, ship * shipUnderGra
multiplyXYVector(&shipUnderGravity->gravity, gravityAcceleration);
}
static inline void takeNetworkInput(playerController * controller, int descriptor)
{
recvfrom(descriptor, controller, sizeof(playerController), 0, NULL, NULL);
}
static inline void getPlayerInput(playerController * controller, int playerNumber)
{
SDL_PumpEvents();
const uint8_t * keyboardState = SDL_GetKeyboardState(NULL);
if(keyboardState[SDL_SCANCODE_UP] == 1)
{
controller->accelerating = true;
}
else
{
controller->accelerating = false;
}
if(keyboardState[SDL_SCANCODE_LEFT] == 1)
{
controller->turningAnticlockwise = true;
}
else
{
controller->turningAnticlockwise = false;;
}
if(keyboardState[SDL_SCANCODE_RIGHT] == 1)
{
controller->turningClockwise = true;
}
else
{
controller->turningClockwise = false;
}
if(controller->joystick != NULL)
{
controller->turningAmount = SDL_JoystickGetAxis(controller->joystick, 0);
controller->acceleratingAmount = SDL_JoystickGetAxis(controller->joystick, 5);
}
}
static inline playerController createShipPlayerController(ship * ship)
{
playerController newController;
newController.number = ship->number;
newController.joystick = NULL;
return newController;
}
static inline void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime)
{
if(controller->number == ship->number)
{
// Calculate the gravity for the ships:
calculateGravity(&starPosition, ship);
// Rotate the engine vector if needed:
if (controller->turningClockwise)
{
rotateXYVector(&ship->engine, 0.25 * deltaTime);
}
else if (controller->turningAmount > 2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
if (controller->turningAnticlockwise)
{
rotateXYVector(&ship->engine, -0.25 * deltaTime);
}
else if (controller->turningAmount < -2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
// Calculate the new current velocity:
addXYVectorDeltaScaled(&ship->velocity, &ship->gravity, deltaTime);
if (controller->acceleratingAmount > 2500)
{
xyVector temporary = ship->engine;
multiplyXYVector(&ship->engine, controller->acceleratingAmount/ 32748);
SDL_HapticRumblePlay(controller->haptic, (float)controller->acceleratingAmount / 32768, 20);
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
ship->engine = temporary;
}
else if (controller->accelerating)
{
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
}
// Calculate the new position:
addXYVectorDeltaScaled(&ship->position, &ship->velocity, deltaTime);
}
}
// Create a ship with the given parameters:
static inline ship createShip(int width, int height, double positionX, double positionY, double velocityX, double velocityY, int number)
{
@ -188,5 +97,11 @@ static inline ship createShip(int width, int height, double positionX, double po
return newShip;
}
// Function prototypes:
void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime);
void takeNetworkInput(playerController * controller, int descriptor);
void getPlayerInput(playerController * controller);
#endif