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#pragma once
#include "raylib.h"
#include "shared.h"
#include "queue.h"
#include "net_compat.h"
static int networkFd = -1;
static struct sockaddr_in server;
extern PacketQueue incomingQueue;
extern ClientPacket latestPacket;
extern pthread_mutex_t packetLock;
extern double lastSendTime;
extern Mesh terrainMesh;
extern Matrix terrainTransform;
extern double pingMs;
extern int scene;
// your own player - full prediction
typedef struct {
int id;
Vector3 position;
Vector3 velocity;
float yaw;
float pitch;
float height;
float speed;
int sprint;
bool onGround;
} Player;
// other players - no prediction, just interpolate
typedef struct {
int id;
bool active;
Vector3 currentPosition; // what we render
Vector3 serverPosition; // latest from server
float currentYaw;
float serverYaw;
float serverVelocityY; // add this
bool serverOnGround;
int animationState;
Model model;
int characterClass;
} RemotePlayer;
// npcs - no AI, just interpolate
typedef struct {
int id;
bool active;
Vector3 currentPosition; // what we render
Vector3 serverPosition; // latest from server
float currentRotation;
float serverRotation;
int state;
int health;
int model;
Vector3 scale;
} ClientNPC;
extern Player player;
extern RemotePlayer remotePlayers[MAX_PLAYERS];
extern ClientNPC clientNPCs[MAX_VIEW_NPCS];
void NetworkInit();
void NetworkShutdown();
void SendPlayerUpdate(ClientPacket*);
void *RecvThread(void *arg);
void *SendThread(void *arg);
void ProcessIncoming();
void ReconcilePlayer(Player *p, Vector3 serverPosition);
void HandleSnapshot(ServerSnapshot *snapshot);
void HandlePlayerJoined(PlayerJoinedPacket *packet);
void HandlePlayerLeft(PlayerJoinedPacket *packet);
void HandleHandshakeResponse(HandshakeResponsePacket *packet);
void InitRemotePlayers();
float GetTerrainHeight(float x, float z);
void UpdateRemotePlayer(RemotePlayer *p, float dt);
void SendPing();
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