Files
space-trading/src/server.c
T
2026-01-31 09:59:03 -06:00

786 lines
25 KiB
C

/*
* Code conventions:
* MyStructType
* myFunction()
* MyMacro()
* my_variable
* MY_CONSTANT
* */
#include <stdio.h>
#include <stdlib.h>
#include <sys/random.h>
#include "shared.h"
#include "base/impl.c"
#define NET_OUTGOING_MESSAGE_QUEUE_LEN 64
#include "lib/network.c"
#include "render.c"
#include "string_chunk.c"
///// CONSTANTS
#define MAX_ENTITIES (2<<18)
#define LEFT_ROOM_ENTITES_LEN (KB(1))
#define ROOM_MAP_COLLISIONS_LEN MAX_ROOMS/8
#define CLIENT_COMMAND_LIST_LEN 8
#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 GOAL_NETWORK_SEND_LOOP_US 1000000/GOAL_NETWORK_SEND_LOOPS_PER_S
#define GOAL_GAME_LOOPS_PER_S 4
#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
#define ACCOUNT_CHUNK_SIZE 64
#define PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN 64
///// TypeDefs
typedef struct ParsedClientCommand {
CommandType type;
u8 byte;
u16 sender_port;
u16 alt_port;
u32 sender_ip;
u32 alt_ip;
StringChunkList name;
StringChunkList pass;
u64 id;
} ParsedClientCommand;
typedef struct ParsedClientCommandThreadQueue {
ParsedClientCommand items[PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN];
u32 head;
u32 tail;
u32 count;
Mutex mutex;
Cond not_empty;
Cond not_full;
} ParsedClientCommandThreadQueue;
typedef struct Entity {
bool changed;
u8 x;
u8 y;
u8 color;
EntityType type;
u32 misc;
u64 id;
u64 features;
} Entity;
typedef struct Account {
u64 id;
String name;
String pw;
u64 eid;
} Account;
typedef struct AccountChunk {
u64 length; // the currently used # of accounts in this chunk
u64 capacity; // the "chunk size" / space in this chunk
struct AccountChunk* next; // the next chunk
Account* items; // the actual accounts
} AccountChunk;
typedef struct EntityList {
u64 length; // the currently used length
u64 capacity;
Entity* items;
} EntityList;
typedef struct EntityChunk {
u64 length; // the currently used # of entities in this chunk
u64 capacity; // the "chunk size" / space in this chunk
struct EntityChunk* next; // the next chunk
Entity* items; // the actual entities
} EntityChunk;
typedef struct ChunkedEntityList {
u64 length; // the current number of entities
u64 chunk_size; // the # of entities per chunk
u64 chunks; // the # of chunks in this list so far
EntityChunk* first; // the first chunk of entities
} ChunkedEntityList;
typedef struct Client {
u16 lan_port;
i32 lan_ip;
u64 character_eid;
u64 account_id;
SocketAddress address;
CommandType commands[CLIENT_COMMAND_LIST_LEN];
u64 last_ping;
} Client;
typedef struct ClientList {
u64 length;
u64 capacity;
Client* items;
} ClientList;
typedef struct State {
Mutex client_mutex;
Mutex mutex;
ClientList clients;
u64 next_eid;
AccountChunk accounts;
u64 frame;
Arena game_scratch;
StringArena string_arena;
ParsedClientCommandThreadQueue* network_recv_queue;
OutgoingMessageQueue* network_send_queue;
} State;
///// Global Variables
global State state = { 0 };
global Arena permanent_arena = { 0 };
global const Entity NULL_ENTITY = { 0 };
global bool debug_mode = false;
global ChunkedEntityList free_chunks = { 0, CHUNK_SIZE, 0, NULL };
///// functionImplementations()
fn ParsedClientCommandThreadQueue* newPCCThreadQueue(Arena* a) {
ParsedClientCommandThreadQueue* result = arenaAlloc(a, sizeof(ParsedClientCommandThreadQueue));
MemoryZero(result, (sizeof *result));
result->mutex = newMutex();
result->not_full = newCond();
result->not_empty = newCond();
return result;
}
fn void pccThreadSafeQueuePush(ParsedClientCommandThreadQueue* queue, ParsedClientCommand* msg) {
lockMutex(&queue->mutex); {
while (queue->count == PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN) {
waitForCondSignal(&queue->not_full, &queue->mutex);
}
MemoryCopy(&queue->items[queue->tail], msg, (sizeof *msg));
queue->tail = (queue->tail + 1) % PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN;
queue->count++;
signalCond(&queue->not_empty);
} unlockMutex(&queue->mutex);
}
fn ParsedClientCommand* pccThreadSafeNonblockingQueuePop(ParsedClientCommandThreadQueue* q, ParsedClientCommand* copy_target) {
// immediately returns NULL if there's nothing in the ThreadQueue
// copies the ParsedClientCommand into `copy_target` if there is something in the queue
// and marks it as popped from the queue
ParsedClientCommand* result = NULL;
lockMutex(&q->mutex); {
if (q->count > 0) {
result = &q->items[q->head];
MemoryCopy(copy_target, result, (sizeof *copy_target));
q->head = (q->head + 1) % PARSED_CLIENT_COMMAND_THREAD_QUEUE_LEN;
q->count--;
signalCond(&q->not_full);
}
} unlockMutex(&q->mutex);
return result;
}
fn u64 entitySerialize(Entity current, Account* acct, u64 index, u8 bytes[]) {
// send entity header (common to all entity types)
index += writeU64ToBufferLE(bytes + index, current.id);
index += writeU64ToBufferLE(bytes + index, current.features);
bytes[index++] = current.x;
bytes[index++] = current.y;
bytes[index++] = (u8)current.type; // EntityType
//if (CheckFlag(current.features, FeatureRegensHp)) {
// index += writeU16ToBufferLE(bytes + index, current.hp);
// index += writeU16ToBufferLE(bytes + index, current.max_hp);
//}
// send character-specific details (color and name)
if (current.type == EntityCharacter) {
bytes[index++] = current.color;
// send name string
index += writeU64ToBufferLE(bytes + index, acct->name.length);
for (u32 j = 0; j < acct->name.length; j++) {
bytes[index++] = acct->name.bytes[j];
}
}
return index;
}
fn u64 entityFeaturesFromType(EntityType type) {
u64 result = 0;
switch (type) {
case EntityCharacter: {
SetFlag(result, FeatureWalksAround);
SetFlag(result, FeatureCanFight);
} break;
default: {
} break;
}
return result;
}
fn Account* findAccountById(u64 id) {
AccountChunk* current = &state.accounts;
while (current != NULL) {
for (u32 i = 0; i < current->length; i++) {
if (current->items[i].id == id) {
return &current->items[i];
}
}
current = current->next;
}
return NULL;
}
fn Account* findAccountByEId(u64 id) {
AccountChunk* current = &state.accounts;
while (current != NULL) {
for (u32 i = 0; i < current->length; i++) {
if (current->items[i].eid == id) {
return &current->items[i];
}
}
current = current->next;
}
return NULL;
}
fn Account* findAccountByName(String name) {
AccountChunk* current = &state.accounts;
while (current != NULL) {
for (u32 i = 0; i < current->length; i++) {
if (stringsEq(&current->items[i].name, &name)) {
return &current->items[i];
}
}
current = current->next;
}
return NULL;
}
fn Account* newAccount(Arena* a, Account details) {
u64 id = 0;
AccountChunk* current = &state.accounts;
while (current != NULL) {
id += current->length;
if (current->length < current->capacity) {
Account* result = &current->items[current->length];
*result = details;
result->id = id;
current->length += 1;
printf("new account created id=%lld\n", id);
return result;
}
if (current->next == NULL) {
// alloc next chunk of accounts
AccountChunk* next = arenaAlloc(a, sizeof(AccountChunk));
next->capacity = ACCOUNT_CHUNK_SIZE;
next->items = arenaAllocArray(a, Account, next->capacity);
current->next = next;
}
current = current->next;
}
assert(false); // never should be reached
return NULL;
}
fn u64 pushEntity(EntityChunk* chunk, Entity e) {
assert(chunk->length < chunk->capacity);
chunk->items[chunk->length] = e;
u64 result = chunk->length;
chunk->length += 1;
return result;
}
fn bool isSpaceInChunk(EntityChunk* chunk) {
return chunk->length < chunk->capacity;
}
fn bool allChunksFull(ChunkedEntityList list) {
return list.length >= (list.chunk_size * list.chunks);
}
fn EntityChunk* pushNewChunk(Arena* a, ChunkedEntityList* list) {
EntityChunk* new_chunk;
if (free_chunks.length > 0) {
new_chunk = free_chunks.first;
free_chunks.length -= 1;
free_chunks.first = new_chunk->next;
} else {
new_chunk = arenaAlloc(a, sizeof(EntityChunk));
// alloc the new chunk of entities
new_chunk->length = 0;
new_chunk->capacity = list->chunk_size;
new_chunk->next = NULL;
new_chunk->items = arenaAllocArray(a, Entity, list->chunk_size);
}
// bookeeping in the list
list->chunks += 1;
if (list->first == NULL) {
list->first = new_chunk;
} else {
EntityChunk* last = list->first;
while (last->next != NULL) {
last = last->next;
}
last->next = new_chunk;
}
return new_chunk;
}
fn Entity* entityPtrFromChunkList(ChunkedEntityList* list, i32 index) {
Entity* result = (Entity*)&NULL_ENTITY;
i32 chunk_index = index / list->chunk_size;
EntityChunk* chunk = list->first;
for (i32 i = 0; i < chunk_index; i++) {
chunk = chunk->next;
}
result = &chunk->items[index % list->chunk_size];
return result;
}
fn Entity entityFromChunkList(ChunkedEntityList* list, i32 index) {
Entity result = {0};
i32 chunk_index = index / list->chunk_size;
EntityChunk* chunk = list->first;
for (i32 i = 0; i < chunk_index; i++) {
chunk = chunk->next;
}
result = chunk->items[index % list->chunk_size];
return result;
}
fn bool deleteLastEntity(ChunkedEntityList* list, EntityChunk* last_chunk, EntityChunk* second_to_last_chunk) {
last_chunk->length -= 1;
list->length -= 1;
// don't delete the room's only chunk, but otherwise move the chunk to the free-list
if (last_chunk->length == 0 && last_chunk != list->first) {
list->chunks -= 1;
second_to_last_chunk->next = NULL;
free_chunks.length += 1;
EntityChunk* last_free_chunk = free_chunks.first;
if (last_free_chunk) {
while (last_free_chunk->next != NULL) {
last_free_chunk = last_free_chunk->next;
}
last_free_chunk->next = last_chunk;
} else {
free_chunks.first = last_chunk;
}
}
return true;
}
fn void exitWithErrorMessage(ptr msg) {
printf("error: %s", msg);
exit(1);
}
fn u32 pushClient(ClientList* clients, SocketAddress addr) {
Client new_client = {0};
new_client.last_ping = state.frame;
new_client.address = addr;
// first, try to overwrite an old dc'ed client
for (u32 i = 1; i < clients->length; i++) {
if (clients->items[i].character_eid == 0) {
clients->items[i] = new_client;
return i;
}
}
// if there are none, then add the client to the end of the list
assert(clients->capacity > clients->length);//TODO grow the list if we need to
clients->items[clients->length] = new_client;
u32 result = clients->length;
clients->length += 1;
return result;
}
fn bool deleteClientByEId(ClientList* clients, u64 id) {
bool succeeded = false;
Client blank_client = {0};
// i=1 because first client is null-client
for (u32 i = 1; i < clients->length && !succeeded; i++) {
if (clients->items[i].character_eid == id) {
clients->items[i] = blank_client;
succeeded = true;
}
}
return succeeded;
}
fn u32 findClientHandleByEId(ClientList* clients, u64 id) {
for (u32 i = 0; i < clients->length; i++) {
Client c = clients->items[i];
if (c.character_eid == id) {
return i;
}
}
return 0;
}
fn u32 findClientHandleBySocketAddress(ClientList* clients, SocketAddress address) {
for (u32 i = 0; i < clients->length; i++) {
Client c = clients->items[i];
if (socketAddressEqual(address, c.address)) {
return i;
}
}
return 0;
}
fn void handleIncomingMessage(u8* message, u32 len, SocketAddress sender, i32 socket) {
dbg("%d: %s from %s:%d\n", len, command_type_strings[message[0]], inet_ntoa(sender.sin_addr), sender.sin_port);
u32 msg_idx = 0;
ParsedClientCommand parsed = {
.type = (CommandType)message[msg_idx++],
.sender_ip = sender.sin_addr.s_addr,
.sender_port = sender.sin_port,
};
u8 temp_bytes[UDP_MAX_MESSAGE_LEN] = {0};
String temp_str = {
.bytes = (char*)temp_bytes,
.length = 0,
.capacity = 0,
};
switch (parsed.type) {
case CommandLogin: {
// parse the login command
parsed.alt_port = ~readU16FromBufferLE(message + msg_idx);
msg_idx += 2;
parsed.alt_ip = ~readI32FromBufferLE(message + msg_idx);
msg_idx += 4;
// parse the name
u8 name_len = message[msg_idx++];
MemoryZero(temp_bytes, UDP_MAX_MESSAGE_LEN);
temp_str.length = name_len;
temp_str.capacity = temp_str.length+1;
for (u32 j = 0; j < temp_str.length; j++) {
temp_str.bytes[j] = message[msg_idx+j];
}
parsed.name = allocStringChunkList(&state.string_arena, temp_str);
msg_idx += temp_str.length;
// parse the password
u32 pw_len = 0;
while (message[msg_idx+pw_len]) {
pw_len += 1;
}
MemoryZero(temp_bytes, UDP_MAX_MESSAGE_LEN);
temp_str.length = pw_len;
temp_str.capacity = temp_str.length+1;
for (u32 j = 0; j < temp_str.length; j++) {
temp_str.bytes[j] = message[msg_idx+j];
}
parsed.pass = allocStringChunkList(&state.string_arena, temp_str);
msg_idx += temp_str.length;
printf("Logging in player: %s %d %s\n", MESSAGE_STRINGS[parsed.type], name_len, message + 7);
} break;
case CommandKeepAlive:
break;
case CommandCreateCharacter: {
printf("command create character received\n");
parsed.byte = message[1];
} break;
case CommandInvalid:
case CommandType_Count: {
dbg("invalid command type");
} break;
}
pccThreadSafeQueuePush(state.network_recv_queue, &parsed);
fflush(stdout);
}
fn void* receiveNetworkUpdates(void* udp) {
UDPServer server = *(UDPServer*)udp;
dbg("receiveNetworkUpdates() sock=%d\n", server.server_socket);
infiniteReadUDPServer(&server, handleIncomingMessage);
return NULL;
}
fn void* sendNetworkUpdates(void* sock) {
ThreadContext tctx = {0};
tctxInit(&tctx);
i32* socket_ptr = (i32*)sock;
i32 socket = *socket_ptr;
while (true) {
u64 loop_start = osTimeMicrosecondsNow();
// 1. clear out our "outgoingMessage" queue
{
UDPMessage to_send = { 0 };
UDPMessage* next_to_send = outgoingMessageNonblockingQueuePop(state.network_send_queue, &to_send);
u8List bytes_list = { 0 };
while (next_to_send != NULL) {
bytes_list.items = to_send.bytes;
bytes_list.length = to_send.bytes_len;
bytes_list.capacity = to_send.bytes_len;
sendUDPu8List(socket, &to_send.address, &bytes_list);
next_to_send = outgoingMessageNonblockingQueuePop(state.network_send_queue, &to_send);
}
}
lockMutex(&state.client_mutex); {
// WARNING the `i` starts at 1 here because state.clients.items[0] is a "null" Client
for (u32 i = 1; i < state.clients.length; i++) {
Client client = state.clients.items[i];
if (client.last_ping+CLIENT_TIMEOUT_FRAMES < state.frame) {
memset(&state.clients.items[i], 0, sizeof(Client));
continue;
}
if (client.character_eid == 0) {
continue; // they are still creating their character
}
}
} unlockMutex(&state.client_mutex);
u32 loop_duration = osTimeMicrosecondsNow() - loop_start;
i32 remaining_time = GOAL_NETWORK_SEND_LOOP_US - loop_duration;
if (remaining_time > 0) {
osSleepMicroseconds(remaining_time);
}
}
return NULL;
}
fn void* gameLoop(void* params) {
LaneCtx* lane_ctx = (LaneCtx*)params;
ThreadContext tctx = {
.lane_ctx = *lane_ctx,
};
tctxInit(&tctx);
printf("Lane %lld (%lld) of %lld starting.\n", lane_ctx->lane_idx, LaneIdx(), lane_ctx->lane_count);
fflush(stdout);
UDPMessage outgoing_message = {0};
u64 loop_start;
u64 last_burn = 0;
u64 last_hp_regen = 0;
Arena scratch_arena = {0};
arenaInit(&scratch_arena);
while (true) {
loop_start = osTimeMicrosecondsNow();
if (LaneIdx() == 0) { // narrow
state.frame += 1;
// 1. process client messages
lockMutex(&state.client_mutex); lockMutex(&state.mutex); {
u32 msg_iters = 0;
SocketAddress sender = {0};
ParsedClientCommand msg = {0};
ParsedClientCommand* next_net_msg = pccThreadSafeNonblockingQueuePop(state.network_recv_queue, &msg);
while (next_net_msg != NULL) {
msg_iters += 0;
sender.sin_addr.s_addr = msg.sender_ip;
sender.sin_port = msg.sender_port;
// find which client it is
u32 client_handle = findClientHandleBySocketAddress(&state.clients, sender);
Client* client = &state.clients.items[client_handle];
switch (msg.type) {
case CommandKeepAlive: {
dbg("KeepAlive for client_handle=%d, %ld", client_handle, state.frame);
state.clients.items[client_handle].last_ping = state.frame;
} break;
case CommandLogin: {
if (client_handle == 0) {
client_handle = pushClient(&state.clients, sender);
client = &state.clients.items[client_handle];
printf("pushed new client handle = %d\n", client_handle);
}
// update/set the lan_ip/port info for p2p connections
client->lan_ip = htonl(msg.alt_ip);
client->lan_port = htons(msg.alt_port);
/*
struct in_addr ipaddr;
ipaddr.s_addr = htonl(msg.alt_ip);
printf("client #%d: SENDER=%s:%d\n", client_handle, inet_ntoa(sender.sin_addr), ntohs(sender.sin_port));
printf(" LAN=%s:%d %d vs %d vs %d\n", inet_ntoa(ipaddr), msg.alt_port, msg.alt_ip, htonl(msg.alt_ip), sender.sin_addr.s_addr);
*/
String name = stringChunkToString(&permanent_arena, msg.name);
releaseStringChunkList(&state.string_arena, &msg.name);
String pw = stringChunkToString(&permanent_arena, msg.pass);
releaseStringChunkList(&state.string_arena, &msg.pass);
Account* existing_account = findAccountByName(name);
printf("name(%d): %s pw(%d): %s acct?: %d\n", name.length, name.bytes, pw.length, pw.bytes, existing_account != NULL);
fflush(stdout);
if (existing_account) {
printf(" existing account\n");
bool pw_matches = stringsEq(&pw, &existing_account->pw);
arenaDealloc(&permanent_arena, pw.capacity);
arenaDealloc(&permanent_arena, name.capacity);
if (pw_matches) {
printf(" pw matched\n");
} else {
// tell the client they did a bad pw
outgoing_message.bytes[0] = (u8)MessageBadPw;
outgoing_message.bytes_len = 1;
outgoing_message.address = sender;
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
printf("MessageBadPw sent\n");
break;
}
} else {
Account new_account = {
.eid = 0,
.name = name,
.pw = pw,
};
existing_account = newAccount(&permanent_arena, new_account);
}
client->account_id = existing_account->id;
if (existing_account->eid != 0) {
client->character_eid = existing_account->eid;
// tell the client their character id
outgoing_message.bytes[0] = (u8)MessageCharacterId;
writeU64ToBufferLE(outgoing_message.bytes + 1, existing_account->eid);
outgoing_message.bytes_len = 9;
outgoing_message.address = sender;
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
printf("MessageCharacterId sent\n");
} else {
// tell the client they made a new account
outgoing_message.bytes[0] = (u8)MessageNewAccountCreated;
outgoing_message.bytes_len = 1;
outgoing_message.address = sender;
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
printf("MessageNewAccountCreated sent\n");
}
printf("eid=%lld, client_handle=%d, acct_id=%lld\n", existing_account->eid, client_handle, existing_account->id);
} break;
case CommandCreateCharacter: {
if (client->character_eid == 0) {
// Create new character
XYZ room_xyz = {0, 0, 0 };
Entity character = {
.type = EntityCharacter,
.id = state.next_eid++,
.changed = true,
.features = entityFeaturesFromType(EntityCharacter),
.color = msg.byte,
};
dbg("made new character id=%ld\n", character.id);
client->character_eid = character.id;
Account* account = findAccountById(client->account_id);
account->eid = character.id;
printf("character_eid=%lld, client_handle=%d, acct_id=%lld\n", account->eid, client_handle, account->id);
// tell the client their character id
outgoing_message.address = sender;
outgoing_message.bytes_len = 9;
outgoing_message.bytes[0] = (u8)MessageCharacterId;
writeU64ToBufferLE(outgoing_message.bytes + 1, character.id);
outgoingMessageQueuePush(state.network_send_queue, &outgoing_message);
printf("MessageCharacterId sent\n");
} else {
printf("client tried to create a character when he already has one.");
}
} break;
case CommandType_Count:
case CommandInvalid:
dbg("invalid message from queue");
break;
}
next_net_msg = pccThreadSafeNonblockingQueuePop(state.network_recv_queue, &msg);
msg_iters++;
}
} 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);
}
*/
// 3. scratch cleanup
arenaClear(&scratch_arena);
// 4. loop timing
u32 loop_duration = osTimeMicrosecondsNow() - loop_start;
i32 remaining_time = GOAL_GAME_LOOP_US - loop_duration;
if (remaining_time > 0) {
osSleepMicroseconds(remaining_time);
}
}
return NULL;
}
// THE SERVER
i32 main(i32 argc, ptr argv[]) {
osInit();
// multi-thread architecture:
// - the gameLoop() which just inifinite loops every "tick" and processes user input and updates gameworld state
// - TODO: actually make this N "lanes" as described https://www.rfleury.com/p/multi-core-by-default
// such that we can split room-work among all the various cores on our machine
// - one is the sendNetworkUpdates() infinite loop, which sends a UDP snapshot-or-delta update to each connected client N/sec
// - one is the receiveNetworkUpdates() infinte loop, which waits for new UDP messages from clients
// 1. initialize gameworld, and spin off infinite game-loop thread
// 2. spin off sendNetworkUpdates() infinite loop thread
// 3. infinitely wait for incoming UDP messages and process them (usually by just dropping user-commands into the relevant block of shared memory)
// 1. initialize gameworld, and spin off infinite game-loop thread
arenaInit(&permanent_arena);
arenaInit(&state.game_scratch);
arenaInit(&state.string_arena.a);
state.string_arena.mutex = newMutex();
state.client_mutex = newMutex();
state.mutex = newMutex();
state.network_recv_queue = newPCCThreadQueue(&permanent_arena);
state.network_send_queue = newOutgoingMessageQueue(&permanent_arena);
// alloc the global hashmap of rooms
// init + alloc clients
state.clients.capacity = SERVER_MAX_CLIENTS;
state.clients.length = 1; // making entry 0 to be a "null" client
state.clients.items = (Client*)arenaAllocArray(&permanent_arena, Client, SERVER_MAX_CLIENTS);
state.accounts.capacity = ACCOUNT_CHUNK_SIZE;
state.accounts.items = arenaAllocArray(&permanent_arena, Account, ACCOUNT_CHUNK_SIZE);
// 2. spin off sendNetworkUpdates() infinite loop thread
UDPServer listener = createUDPServer(SERVER_PORT);
if (!listener.ready) {
exitWithErrorMessage("Couldn't start the udp server");
}
Thread send_thread = spawnThread(&sendNetworkUpdates, &listener.server_socket);
// 3. infinitely wait for incoming UDP messages and process them (usually by just dropping user-commands into the relevant block of shared memory)
Thread recv_thread = spawnThread(&receiveNetworkUpdates, &listener);
u64 lane_broadcast_val = 0;
Barrier barrier = osBarrierAlloc(GAME_THREAD_CONCURRENCY);
LaneCtx lane_ctxs[GAME_THREAD_CONCURRENCY] = {0};
Thread game_threads[GAME_THREAD_CONCURRENCY] = {0};
for (u32 i = 0; i < GAME_THREAD_CONCURRENCY; i++) {
lane_ctxs[i].lane_idx = i;
lane_ctxs[i].lane_count = GAME_THREAD_CONCURRENCY;
lane_ctxs[i].barrier = barrier;
lane_ctxs[i].broadcast_memory = &lane_broadcast_val;
game_threads[i] = spawnThread(&gameLoop, &lane_ctxs[i]);
}
for (u32 i = 0; i < GAME_THREAD_CONCURRENCY; i++) {
osThreadJoin(game_threads[i], MAX_u64);
}
return 0;
}