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#include "queue.h"
#include "raylib.h"
#include "raymath.h"
#include "shared.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "client.h"
PacketQueue incomingQueue;
ClientPacket latestPacket;
pthread_mutex_t packetLock = PTHREAD_MUTEX_INITIALIZER;
double lastSendTime = 0;
RemotePlayer remotePlayers[MAX_PLAYERS]; // add here
ClientNPC clientNPCs[MAX_VIEW_NPCS];
#define PING_SAMPLES 20
double pingSamples[PING_SAMPLES] = {0};
int pingSampleIndex = 0;
double pingMs = 0;
void SendPing() {
PingPacket ping = {
.type = PACKET_PING,
.sentTime = GetWallTime()
};
sendto(networkFd, &ping, sizeof(ping), 0,
(struct sockaddr *)&server, sizeof(server));
}
float GetTerrainHeight(float x, float z) {
Vector3 rayOrigin = { x, 99999.0f, z };
Ray ray = { rayOrigin, (Vector3){0, -1, 0} };
RayCollision hit = GetRayCollisionMesh(ray, terrainMesh, terrainTransform);
if (hit.hit) return hit.point.y;
return 0.0f; // fallback if miss
}
void PrintAddress(struct sockaddr_in *addr) {
char ip[INET_ADDRSTRLEN];
inet_ntop(AF_INET, &addr->sin_addr, ip, sizeof(ip));
printf("IP: %s, Port: %d\n", ip, ntohs(addr->sin_port));
}
Vector3 ToRaylib(Vec3 v) {
return (Vector3){ v.x, v.y, v.z };
}
Vec3 FromRaylib(Vector3 v) {
return (Vec3){ v.x, v.y, v.z };
}
void NetworkInit() {
net_init();
networkFd = socket(AF_INET, SOCK_DGRAM, 0);
if (networkFd == -1)
err(EXIT_FAILURE, "socket failed");
server.sin_family = AF_INET;
server.sin_port = htons(8080);
inet_pton(AF_INET, "10.148.10.109", &server.sin_addr);
}
void NetworkShutdown() {
close(networkFd);
net_cleanup();
}
void *RecvThread(void *arg) {
uint8_t buffer[PACKET_MAX_SIZE];
struct sockaddr_in from;
socklen_t fromLen = sizeof(from);
while (1) {
int size = recvfrom(networkFd, (char *)buffer, sizeof(buffer), 0,
(struct sockaddr *)&from, &fromLen);
if (size <= 0) continue;
PacketType type = *(PacketType *)buffer;
// handle pong immediately
if (type == PACKET_PONG) {
PingPacket *pong = (PingPacket *)buffer;
double sample = (GetWallTime() - pong->sentTime) * 1000.0;
// update rolling average
pingSamples[pingSampleIndex % PING_SAMPLES] = sample;
pingSampleIndex++;
double total = 0;
int count = pingSampleIndex < PING_SAMPLES ? pingSampleIndex : PING_SAMPLES;
for (int i = 0; i < count; i++) total += pingSamples[i];
pingMs = total / count;
continue;
}
QueuePush(&incomingQueue, buffer, size);
}
return NULL;
}
// send thread - fires every 50ms
void *SendThread(void *arg) {
double accumulator = 0;
double previousTime = GetWallTime();
while (1) {
double currentTime = GetWallTime();
double elapsed = currentTime - previousTime;
previousTime = currentTime;
accumulator += elapsed;
while (accumulator >= NETWORK_RATE) {
pthread_mutex_lock(&packetLock);
lastSendTime = GetWallTime();
sendto(networkFd, (const char *)&latestPacket, sizeof(latestPacket), 0,
(struct sockaddr *)&server, sizeof(server));
pthread_mutex_unlock(&packetLock);
accumulator -= NETWORK_RATE;
}
sleep_us(1000);
}
return NULL;
}
// main thread processes incoming queue each frame
void ProcessIncoming() {
uint8_t buffer[PACKET_MAX_SIZE];
int size;
while (QueuePop(&incomingQueue, buffer, &size)) {
PacketType type = *(PacketType *)buffer;
switch (type) {
case PACKET_SERVER_SNAPSHOT:
HandleSnapshot((ServerSnapshot *)buffer);
break;
case PACKET_PLAYER_JOINED:
HandlePlayerJoined((PlayerJoinedPacket *)buffer);
break;
case PACKET_PLAYER_LEFT:
HandlePlayerLeft((PlayerJoinedPacket *)buffer);
break;
case PACKET_HANDSHAKE_RESPONSE:
HandleHandshakeResponse((HandshakeResponsePacket *)buffer);
break;
}
}
}
void HandleSnapshot(ServerSnapshot *snapshot) {
for (int i = 0; i < snapshot->playerCount; i++) {
int id = snapshot->players[i].id;
if (id == player.id) {
ReconcilePlayer(&player, ToRaylib(snapshot->players[i].position));
} else {
remotePlayers[id].active = true;
remotePlayers[id].serverPosition = ToRaylib(snapshot->players[i].position);
remotePlayers[id].serverYaw = snapshot->players[i].yaw;
remotePlayers[id].serverVelocityY = snapshot->players[i].velocity.y;
remotePlayers[id].serverOnGround = snapshot->players[i].onGround; // add this
}
}
for (int i = 0; i < snapshot->npcCount; i++) {
clientNPCs[i].id = snapshot->npcs[i].id;
clientNPCs[i].active = true;
clientNPCs[i].serverPosition = ToRaylib(snapshot->npcs[i].position);
clientNPCs[i].serverRotation = snapshot->npcs[i].rotation;
clientNPCs[i].health = snapshot->npcs[i].health;
clientNPCs[i].state = snapshot->npcs[i].state;
clientNPCs[i].model = snapshot->npcs[i].model;
clientNPCs[i].scale = (Vector3){snapshot->npcs[i].scale, snapshot->npcs[i].scale, snapshot->npcs[i].scale};
}
}
void HandlePlayerJoined(PlayerJoinedPacket *packet) {
int id = packet->playerId;
remotePlayers[id].active = true;
remotePlayers[id].id = id;
// set initial position so they don't lerp from 0,0,0
remotePlayers[id].currentPosition = ToRaylib(packet->position);
remotePlayers[id].serverPosition = ToRaylib(packet->position);
remotePlayers[id].serverYaw = 0;
remotePlayers[id].currentYaw = 0;
printf("remote character model %d\n", packet->characterClass);
remotePlayers[id].characterClass = packet->characterClass;
// load correct model based on their class
switch (packet->characterClass) {
case 0: remotePlayers[id].model = LoadModel("assets/dungeon/Models/GLB format/character-orc-f.glb"); break;
case 1:
remotePlayers[id].model = LoadModel("assets/dungeon/Models/GLB format/character-human.glb");
break;
case 2: remotePlayers[id].model = LoadModel("assets/arena/Models/GLB format/character-soldier.glb"); break;
}
TraceLog(LOG_INFO, "Player %d joined", id);
}
void HandlePlayerLeft(PlayerJoinedPacket *packet) {
int id = packet->playerId;
remotePlayers[id].active = false;
// unload their model to free memory
/* UnloadModel(remotePlayers[id].model); */
TraceLog(LOG_INFO, "Player %d left", id);
}
void HandleHandshakeResponse(HandshakeResponsePacket *packet) {
player.id = packet->playerId;
latestPacket.playerId = packet->playerId;
printf("assigned player id: %d\n", player.id);
scene = 1;
DisableCursor();
}
void ReconcilePlayer(Player *p, Vector3 serverPosition) {
p->position.x = Lerp(p->position.x, serverPosition.x, 0.3f);
p->position.z = Lerp(p->position.z, serverPosition.z, 0.3f);
}
void InitRemotePlayers() {
for (int i = 0; i < MAX_PLAYERS; i++) {
remotePlayers[i].active = false;
remotePlayers[i].currentPosition = (Vector3){600, GetTerrainHeight(600,-1200), -1200};
remotePlayers[i].serverPosition = (Vector3){600, GetTerrainHeight(600,-1200), -1200};
remotePlayers[i].currentYaw = 0;
remotePlayers[i].serverYaw = 0;
}
}
// client.c
void UpdateRemotePlayer(RemotePlayer *p, float dt) {
p->currentPosition.x = Lerp(p->currentPosition.x, p->serverPosition.x, 25.0f * dt);
p->currentPosition.z = Lerp(p->currentPosition.z, p->serverPosition.z, 25.0f * dt);
if (p->serverOnGround) {
// on ground - snap Y to terrain
float localY = GetTerrainHeight(p->currentPosition.x, p->currentPosition.z);
if (localY != 0.0f)
p->currentPosition.y = localY;
} else {
// in air - lerp Y toward server position for smooth arc
p->currentPosition.y = Lerp(p->currentPosition.y, p->serverPosition.y, 15.0f * dt);
}
p->currentYaw = Lerp(p->currentYaw, p->serverYaw, 25.0f * dt);
}
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