begin client-server
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@@ -2,6 +2,8 @@
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#include <chrono>
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#include <iostream>
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namespace td {
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namespace sim {
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@@ -30,13 +32,13 @@ ClientSimulation::ClientSimulation(game::World& a_World, GameHistory&& a_History
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ClientSimulation::ClientSimulation(game::World& a_World, std::uint64_t a_StepTime) :
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m_StepTime(a_StepTime),
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m_World(a_World),
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m_History(std::numeric_limits<std::uint16_t>::max()),
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m_History(std::numeric_limits<StepTime>::max()),
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m_CurrentTime(0),
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m_LastTime(GetTime()),
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m_CurrentStep(0),
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m_LastSnapshot(std::make_shared<WorldSnapshot>()),
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m_LastValidStep(0) {
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Step();
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// Step();
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}
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float ClientSimulation::Update() {
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@@ -45,7 +47,7 @@ float ClientSimulation::Update() {
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m_LastTime = GetTime();
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if (m_CurrentTime > m_StepTime) {
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Step();
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m_CurrentTime -= m_StepTime;
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m_CurrentTime %= m_StepTime;
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}
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return (float)m_CurrentTime / (float)m_StepTime;
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}
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@@ -69,25 +71,25 @@ void ClientSimulation::Handle(const protocol::packets::LockStepsPacket& a_LockSt
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FastReplay();
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}
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void ClientSimulation::Handle(const protocol::packets::PredictCommandPacket& a_Predict) {
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}
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void ClientSimulation::Handle(const protocol::packets::PredictCommandPacket& a_Predict) {}
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void ClientSimulation::FastForward(std::size_t a_Count) {
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for (std::size_t i = 0; i < a_Count; i++) {
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Step();
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}
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std::cout << "Was behind " << a_Count << " ticks !\n";
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}
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void ClientSimulation::FastReplay() {
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if (m_LastValidStep >= m_CurrentStep)
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if (m_LastValidStep + 1 >= m_CurrentStep)
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return;
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m_World.ResetSnapshots(m_LastSnapshot, m_LastSnapshot);
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// TODO: cover holes
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const std::size_t stepCount = m_CurrentStep - m_LastValidStep;
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m_CurrentStep = m_LastValidStep;
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FastForward(stepCount);
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}
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@@ -1,36 +0,0 @@
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#include <td/simulation/GameHistory.h>
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namespace td {
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namespace game {
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GameHistory::GameHistory() : m_History(std::numeric_limits<HistorySizeType>::max()) {}
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void GameHistory::SetLockStep(HistorySizeType a_Index, protocol::LockStep&& a_LockStep) {
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m_History[a_Index] = std::move(a_LockStep);
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}
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const protocol::LockStep& GameHistory::GetLockStep(HistorySizeType a_Index) const {
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return *m_History[a_Index];
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}
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bool GameHistory::HasLockStep(HistorySizeType a_Index) const {
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return m_History[a_Index].has_value();
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}
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void GameHistory::FromPacket(protocol::pdata::LockSteps&& a_Steps) {
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for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
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protocol::LockStep& step = a_Steps.m_LockSteps[i];
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SetLockStep(i + a_Steps.m_FirstFrameNumber, std::move(step));
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}
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}
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protocol::packets::LockStepsPacket GameHistory::ToPacket(HistorySizeType a_StartIndex) {
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std::array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps;
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for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
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steps[i] = GetLockStep(a_StartIndex + i);
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}
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return {a_StartIndex, std::move(steps)};
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}
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} // namespace game
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} // namespace td
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@@ -4,20 +4,24 @@ namespace td {
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namespace sim {
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ServerSimulation::ServerSimulation(game::World& a_World, std::uint64_t a_StepTime) :
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m_World(a_World), m_StepTime(a_StepTime), m_CurrentTime(0) {}
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m_World(a_World), m_StepTime(a_StepTime), m_CurrentTime(0), m_History(std::numeric_limits<StepTime>::max()) {}
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protocol::packets::LockStepsPacket ServerSimulation::Update() {
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std::lock_guard<std::mutex> lock(m_Mutex);
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m_World.Tick(m_History[m_CurrentTime], FpFloat(m_StepTime) / FpFloat(1000));
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m_CurrentTime++;
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return MakePacket();
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}
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protocol::packets::LockStepsPacket ServerSimulation::MakePacket() {
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std::array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> nextSteps;
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std::copy(m_History.begin() + m_CurrentTime, m_History.begin() + m_CurrentTime + nextSteps.size(), nextSteps.begin());
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return {m_CurrentTime, std::move(nextSteps)};
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}
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template<typename T>
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template <typename T>
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void AddToCommandHistory(protocol::LockStep& a_LockStep, const T& a_Cmd) {
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a_LockStep.push_back({std::make_shared<T>(a_Cmd)});
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}
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