we have a core game-loop

This commit is contained in:
Tenari
2026-03-08 10:07:49 -05:00
parent 002ce851ca
commit a95315f3a3
4 changed files with 261 additions and 62 deletions
+135 -27
View File
@@ -24,10 +24,10 @@
#define SERVER_PORT 7777
#define SERVER_MAX_HEAP_MEMORY MB(256)
#define SERVER_MAX_CLIENTS 16
#define GAME_THREAD_CONCURRENCY 4
#define GOAL_NETWORK_SEND_LOOPS_PER_S 4
#define GAME_THREAD_CONCURRENCY 2
#define GOAL_NETWORK_SEND_LOOPS_PER_S 8
#define GOAL_NETWORK_SEND_LOOP_US 1000000/GOAL_NETWORK_SEND_LOOPS_PER_S
#define GOAL_GAME_LOOPS_PER_S 4
#define GOAL_GAME_LOOPS_PER_S 24
#define GOAL_GAME_LOOP_US 1000000/GOAL_GAME_LOOPS_PER_S
#define CLIENT_TIMEOUT_FRAMES GOAL_GAME_LOOPS_PER_S*3
#define CHUNK_SIZE 64
@@ -71,8 +71,9 @@ typedef struct Entity {
} Entity;
typedef struct Account {
u8 destination_sys_idx;
bool changed;
u32 id; // the index in the array
Pos2 pos;
String name;
String pw;
PlayerShip ship;
@@ -114,6 +115,7 @@ typedef struct ClientList {
} ClientList;
typedef struct State {
bool all_accounts_ready;
Mutex client_mutex;
Mutex mutex;
ClientList clients;
@@ -373,7 +375,7 @@ fn u32 findClientHandleBySocketAddress(ClientList* clients, SocketAddress addres
fn StarSystem* findAccountsSystem(Account* a) {
for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
if (state.map[i].x == a->pos.x && state.map[i].y == a->pos.y) {
if (i == a->ship.system_idx) {
return &state.map[i];
}
}
@@ -418,11 +420,13 @@ fn void sendMessageTransactionResult(SocketAddress addr, u32 qty, bool buying, u
printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
}
fn void sendMessagePlayerDetails(PlayerShip ship, SocketAddress addr) {
UDPMessage outgoing_message = {.address = addr};
fn UDPMessage makeMessagePlayerDetails(PlayerShip ship) {
UDPMessage outgoing_message = {0};
u32 msg_i = 0;
outgoing_message.bytes[msg_i++] = (u8)MessagePlayerDetails;
outgoing_message.bytes[msg_i++] = ship.type;
outgoing_message.bytes[msg_i++] = ship.system_idx;
outgoing_message.bytes[msg_i++] = ship.ready_to_depart;
outgoing_message.bytes[msg_i++] = ship.drive_efficiency;
outgoing_message.bytes[msg_i++] = ship.life_support_efficiency;
msg_i += writeU16ToBufferLE(outgoing_message.bytes + msg_i, ship.vacuum_cargo_slots);
@@ -439,8 +443,13 @@ fn void sendMessagePlayerDetails(PlayerShip ship, SocketAddress addr) {
for (u32 i = 0; i < Commodity_Count; i++) {
msg_i += writeU32ToBufferLE(outgoing_message.bytes + msg_i, ship.commodities[i]);
}
outgoing_message.bytes_len = msg_i;
return outgoing_message;
}
fn void sendMessagePlayerDetails(PlayerShip ship, SocketAddress addr) {
UDPMessage outgoing_message = makeMessagePlayerDetails(ship);
outgoing_message.address = addr;
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
printf("%s sent\n", MESSAGE_STRINGS[outgoing_message.bytes[0]]);
}
@@ -496,6 +505,12 @@ fn void handleIncomingMessage(u8* message, u32 len, SocketAddress sender, i32 so
} break;
case CommandKeepAlive:
break;
case CommandSetDestination: {
parsed.byte = message[1]; // index of system in array
} break;
case CommandReadyStatus: {
parsed.byte = message[1]; // boolean ready_to_depart
} break;
case CommandTransact: {
printf("command transact received\n");
parsed.byte = message[1]; // buy?
@@ -557,10 +572,23 @@ fn void* sendNetworkUpdates(void* sock) {
// continue; // they are still creating their character
//}
// update allthe changed systems
for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
if (state.map[i].changed == true) {
UDPMessage msg_data = makeMessageSystemCommodities(&state.map[i]);
// update all the changed systems
UDPMessage msg_data;
for (u32 ii = 0; ii < STAR_SYSTEM_COUNT; ii++) {
if (state.map[ii].changed == true) {
msg_data = makeMessageSystemCommodities(&state.map[ii]);
u8List msg = {
.capacity = UDP_MAX_MESSAGE_LEN,
.items = msg_data.bytes,
.length = msg_data.bytes_len,
};
sendUDPu8List(socket, &client.address, &msg);
}
}
// update all the changed accounts
for (u32 ii = 0; ii < ACCOUNT_LEN; ii++) {
if (state.accounts[ii].changed == true) {
msg_data = makeMessagePlayerDetails(state.accounts[ii].ship);
u8List msg = {
.capacity = UDP_MAX_MESSAGE_LEN,
.items = msg_data.bytes,
@@ -572,9 +600,14 @@ fn void* sendNetworkUpdates(void* sock) {
}
} unlockMutex(&state.client_mutex);
for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
state.map[i].changed = false;
}
lockMutex(&state.mutex); {
for (u32 i = 0; i < STAR_SYSTEM_COUNT; i++) {
state.map[i].changed = false;
}
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
state.accounts[i].changed = false;
}
} unlockMutex(&state.mutex);
u32 loop_duration = osTimeMicrosecondsNow() - loop_start;
i32 remaining_time = GOAL_NETWORK_SEND_LOOP_US - loop_duration;
@@ -585,6 +618,10 @@ fn void* sendNetworkUpdates(void* sock) {
return NULL;
}
fn bool accountIsEmpty(Account* a) {
return a->id == 0 && a->name.length == 0;
}
fn void* gameLoop(void* params) {
LaneCtx* lane_ctx = (LaneCtx*)params;
ThreadContext tctx = {
@@ -620,6 +657,23 @@ fn void* gameLoop(void* params) {
u32 client_handle = findClientHandleBySocketAddress(&state.clients, sender);
Client* client = &state.clients.items[client_handle];
switch (msg.type) {
case CommandSetDestination: {
Account* account = &state.accounts[client->account_id];
account->destination_sys_idx = msg.byte;
} break;
case CommandReadyStatus: {
Account* account = &state.accounts[client->account_id];
account->ship.ready_to_depart = msg.byte;
sendMessagePlayerDetails(account->ship, sender);
state.all_accounts_ready = true;
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
if (!accountIsEmpty(&state.accounts[i])) {
if (state.accounts[i].ship.ready_to_depart == false) {
state.all_accounts_ready = false;
}
}
}
} break;
case CommandTransact: {
printf("Transact for client_handle=%d, on #%lld", client_handle, state.frame);
bool is_buying_from_system = msg.byte;
@@ -629,7 +683,10 @@ fn void* gameLoop(void* params) {
u32 qty_traded = 0;
u32 credit_value = 0;
if (is_buying_from_system) {
u32 ship_space = account->ship.vacuum_cargo_slots - usedVacuumCargoSlots(account->ship);
u32 ship_space = MAX_u32;
if (COMMODITIES[msg.commodity].unit == StorageUnitContainer) {
ship_space = account->ship.vacuum_cargo_slots - usedVacuumCargoSlots(account->ship);
}
for (u32 amount_to_buy = Min(msg.qty, total_available); amount_to_buy > 0; amount_to_buy--, total_available--, ship_space--) {
u32 price = priceForCommodity(msg.commodity, total_available, false);
if (price > account->ship.credits || ship_space == 0) {
@@ -717,7 +774,7 @@ fn void* gameLoop(void* params) {
}
} else {
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
if (state.accounts[i].id == 0 && state.accounts[i].name.length == 0) {
if (accountIsEmpty(&state.accounts[i])) {
existing_account = &state.accounts[i];
existing_account->id = i;
break;
@@ -772,8 +829,7 @@ fn void* gameLoop(void* params) {
printf("ship_type=%s, client_handle=%d, acct_id=%d\n", SHIP_TYPE_STRINGS[msg.byte], client_handle, account->id);
u32 starting_system_idx = rand() % STAR_SYSTEM_COUNT;
StarSystem starting_system = state.map[starting_system_idx];
account->pos.x = starting_system.x;
account->pos.y = starting_system.y;
account->ship.system_idx = starting_system_idx;
// tell the client their account id
outgoing_message.address = sender;
@@ -817,21 +873,73 @@ fn void* gameLoop(void* params) {
msg_iters++;
}
if (state.all_accounts_ready) {
for (u32 i = 1; i < SERVER_MAX_CLIENTS; i++) {
if (state.clients.items[i].last_ping != 0) {
outgoing_message.address = state.clients.items[i].address;
outgoing_message.bytes_len = 1;
outgoing_message.bytes[0] = (u8)MessageTurnTick;
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
}
}
}
} unlockMutex(&state.mutex); unlockMutex(&state.client_mutex);
}
LaneSync();
// 2. tick non-user entities
// iterate all the rooms
/*
Room* room = NULL;
Range1u64 room_range = LaneRange(MAX_ROOMS);
for (u32 i = room_range.min; i < room_range.max; i++) {
room = &state.rooms->items[i];
simulateRoom(&scratch_arena, room, burn_tick, regen_hp_tick);
if (state.all_accounts_ready) {
// tick all the star systems
StarSystem* sys = NULL;
Range1u64 sys_range = LaneRange(STAR_SYSTEM_COUNT);
for (u32 i = sys_range.min; i < sys_range.max; i++) {
sys = &state.map[i];
sys->changed = true;
for (u32 ii = 0; ii < Commodity_Count; ii++) {
for (u32 iii = 0; iii < MAX_PLANETS; iii++) {
if (sys->planets[iii].type != PlanetTypeNull) {
if (sys->planets[iii].commodities[ii] > COMMODITIES[ii].consumption) {
sys->planets[iii].commodities[ii] -= COMMODITIES[ii].consumption;
} else {
sys->planets[iii].commodities[ii] = 0;
}
sys->planets[iii].commodities[ii] += sys->planets[iii].production[ii];
}
}
}
}
// move all the players
u32 player_count = 0;
for (u32 i = 0; i < ACCOUNT_LEN; i++) {
if (!accountIsEmpty(&state.accounts[i])) {
player_count += 1;
}
}
Range1u64 ship_range = LaneRange(player_count);
for (u32 i = ship_range.min; i < ship_range.max; i++) {
Account* acct = &state.accounts[i];
StarSystem dest = state.map[acct->destination_sys_idx];
StarSystem current = state.map[acct->ship.system_idx];
Pos2 dest_pos = {dest.x, dest.y};
Pos2 curr_pos = {current.x, current.y};
u32 projected_fuel_cost = fuelCostForTravel(acct->ship.drive_efficiency, curr_pos, dest_pos);
bool have_enough_fuel = projected_fuel_cost < acct->ship.commodities[CommodityHydrogenFuel];
if (have_enough_fuel) {
// remove the fuel they used on the journey
acct->ship.commodities[CommodityHydrogenFuel] -= projected_fuel_cost;
// set the pos to be the system they had as destination
acct->ship.system_idx = acct->destination_sys_idx;
}
acct->ship.ready_to_depart = false;
acct->changed = true;
}
// TODO pay the mortgage payment
}
*/
state.all_accounts_ready = false;
// 3. scratch cleanup
arenaClear(&scratch_arena);