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Lag & desync compensation

tags/crossplatform
madiwka3 vor 4 Jahren
Ursprung
Commit
5d42a7c855
4 geänderte Dateien mit 172 neuen und 63 gelöschten Zeilen
  1. +61
    -18
      main.lua
  2. +1
    -1
      readme.md
  3. +47
    -32
      server/server.lua
  4. +63
    -12
      src/baseGame.lua

+ 61
- 18
main.lua Datei anzeigen

@@ -24,7 +24,7 @@ wall1width = 30
nuclearanimation = 3
easternum = 0
ball_DIR = 0
updaterate = 0.03
updaterate = 0.015
RED = 255
hitNum = {}
hitNum[1] = 0
@@ -201,6 +201,7 @@ function love.load()
newButton(
"Online",
function()
MAP_TYPE = 0
gameState = "chooseIP"
end
)
@@ -291,15 +292,15 @@ function love.load()
end
)
)
table.insert(
settings,
newButton(
"Change Map",
function()
MAP_TYPE = MAP_TYPE + 1
end
)
)
--table.insert(
-- settings,
-- newButton(
-- "Change Map",
-- function()
-- MAP_TYPE = MAP_TYPE + 1
-- end
-- )
--)
table.insert(
settings,
newButton(
@@ -588,6 +589,7 @@ function love.load()
function()
gameState = "1serve"
gameMode = "reversegame"
globalState = "base"
end
)
)
@@ -763,6 +765,7 @@ function nettest(dt)
for i = 1, maxBalls do
ts = ts + dt
if ts > updaterate then
if ball[1].dx <= 0 then
--print (tostring(ball[i].dy))
udp:send(tostring(lastSentKey) ..
'|' .. tostring(ball[i].dy) ..
@@ -777,8 +780,12 @@ function nettest(dt)
'|' .. gameState ..
'|' .. tostring(ball[i].dx) ..
'|' .. tostring(ballSpeed) ..
'|' .. tostring(paddle_SPEED) ..
"|HOST")
print("SENT: " .. lastSentKey)
print("PRIVILEGE SENT: " .. lastSentKey)
else
udp:send(tostring(lastSentKey) ..'|' .. player1.y .. "|HOST")
end
ts = 0
end
end
@@ -795,14 +802,23 @@ function nettest(dt)
print("ReceivedINFO: " .. data)
confirmation = "N"
local p = split(data, '|')
if p[3] ~= "CLIENT" then
if p[3] ~= "CLIENT" and not p[15] then
confirmation = "U"
end
if p[15] then
if p[15] ~= "CLIENT" then
confirmation = "U"
end
end
if tonumber(p[4]) > 90 then
confirmation = "L"
end
if ball[1].dx <= 0 then
lastSentKeyClient = p[1]
player2.y = tonumber(p[2])
elseif ball[1].dx > 0 then
lastSentKeyClient, ball[i].dy, player2.y, player1score, player2score, player1nukescore, player2nukescore, ball[i].x, ball[i].y, gameState, ball[i].dx, ballSpeed, paddle_SPEED = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14])
end
end
until not data
@@ -829,7 +845,27 @@ function clienttest(dt)
end
ts = ts + dt
if ts > updaterate then
if ball[1].dx <= 0 then
print("MINOR SENDING")
udp:send(tostring(lastSentKey) ..'|' .. player2.y .. "|CLIENT")
elseif ball[1].dx > 0 then
print("PRIVILEGED SENDING")
udp:send(tostring(lastSentKey) ..
'|' .. tostring(ball[1].dy) ..
'|' .. tostring(player1.y) ..
'|' .. tostring(player2.y) ..
'|' .. tostring(player1score) ..
'|' .. tostring(player2score) ..
'|' .. tostring(player1nukescore) ..
'|' .. tostring(player2nukescore) ..
'|' .. tostring(ball[1].x) ..
'|' .. tostring(ball[1].y) ..
'|' .. gameState ..
'|' .. tostring(ball[1].dx) ..
'|' .. tostring(ballSpeed) ..
'|' .. tostring(paddle_SPEED) ..
"|CLIENT")
end
ts = 0
end
local data
@@ -846,18 +882,25 @@ function clienttest(dt)
print("SENT TO SERVER:" .. lastSentKey)
confirmation = "N"
local p = split(data, '|')
if p[14] then
if p[14] ~= "HOST" then
if p[15] then
if p[15] ~= "HOST" then
confirmation = "U"
end
if tonumber(p[15]) > 90 then
if tonumber(p[16]) > 90 then
confirmation = "L"
end
for i = 1, maxBalls do
local die = tonumber(p[2])
lastSentKeyClient, ball[i].dy, player1.y, player1score, player2score, player1nukescore, player2nukescore, ball[i].x, ball[i].y, gameState, ball[i].dx, ballSpeed = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13])
if ball[i].dx <= 0 then
lastSentKeyClient, ball[i].dy, player1.y, player1score, player2score, player1nukescore, player2nukescore, ball[i].x, ball[i].y, gameState, ball[i].dx, ballSpeed, paddle_SPEED = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14])
elseif ball[i].dx > 0 then
lastSentKeyClient = p[1]
player1.y = tonumber(p[4])
end
end
end
elseif p[3] ~= "HOST" then
confirmation = "U"
end
end
print("GOT: " .. lastSentKeyClient)
until not data
@@ -1360,7 +1403,7 @@ function love.draw()
baseDraw()
if (globalState == "nettest" or globalState == "clienttest") and confirmation == "D" then
love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
love.graphics.printf("WAIT FOR PLAYER 2", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center")
love.graphics.printf("WAIT FOR OPPONENT", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center")
end
if (globalState == "nettest" or globalState == "clienttest") and confirmation == "U" then
love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)


+ 1
- 1
readme.md Datei anzeigen

@@ -32,4 +32,4 @@ To play on Windows, download and install <a href = "https://love2d.org">Love</a>
To play an old, outdated EXE version on Windows, head to <a href = "https://madi-wka.club/Downloads.php">my website</a>, and download the old, outdated game.

# Changes
<p>0.7.6 is here! With this update, I improved the AI, allowing it to follow 2 balls at the same time! I also added "Smart" difficulty, where the AI uses physics and math to pre-calculate where the ball is going to land. Alpha-testing of the Online gameplay is now here, although its stupid and doesnt work. </p>
<p>0.7.7 is here! Wiht this uodate, Online mode FINALLY, FINALLY WORKS! The default IP is my server, but you can launch the server from anywhere! The code for the server is under the server/ directory. The client is kind of laggy, though. I am trying my best to fix the issue. </p>

+ 47
- 32
server/server.lua Datei anzeigen

@@ -1,15 +1,20 @@
local running = true
local socket = require 'socket'
local udp = socket.udp()
local player1ip, player2ip, p1data, p2data, player1port, player2port = "none", "none", nil, nil, nil, nil
local player1ip, player2ip, player1port, player2port = "none", "none", nil, nil
udp:settimeout(0)
udp:setsockname('*', 12345)
local p1ping = 0
local p2ping = 0
local data, msg_or_ip, port_or_nil
while running do
local data, msg_or_ip, port_or_nil
local p1data, p2data
repeat
data, msg_or_ip, port_or_nil = udp:receivefrom()
if data then
print(string.sub(data,1,1) .. "Playerlist: " .. player1ip .. " " .. player2ip)
if (player1ip == msg_or_ip) then
p1ping = 0
p1data = data
@@ -20,11 +25,13 @@ while running do
if (player1ip == "none") then
player1ip = msg_or_ip
p1data = data
p1ping = 0
player1port = port_or_nil
print("CONNECTED: PLAYER 1 FROM: " .. player1ip)
elseif player2ip == "none" and msg_or_ip ~= player1ip then
player2ip = msg_or_ip
p2data = data
p2ping = 0
player2port = port_or_nil
print("CONNECTED: PLAYER 2 FROM: " .. player2ip)
elseif (player1ip ~= msg_or_ip and player2ip ~= msg_or_ip) then
@@ -32,38 +39,46 @@ while running do
end
end


elseif player1ip ~= "none" then
p1ping = p1ping + 1
if p1ping > 5 then
if p2data then
udp:sendto(p2data .. '|' .. p1ping, player1ip, player1port)
end
print("PLAYER 1 DISCONNECTED")
p1data = nil
player1ip = "none"
player1port = nil
end
elseif player2ip ~= "none" then
p2ping = p2ping + 1
if p2ping > 5 then
if p1data then
udp:sendto(p1data .. '|' .. p2ping, player2ip, player2port)
end
print("PLAYER 2 DISCONNECTED")
p2data = nil
player2ip = "none"
player2port = nil
else
end
until not data
if player1ip ~= "none" then
p1ping = p1ping + 1
if p1ping > 100 then
if p2data then
udp:sendto(p2data .. '|' .. p1ping, player1ip, player1port)
end
print("PLAYER 1 DISCONNECTED")
p1data = nil
player1ip = "none"
player1port = nil
end
if data then
print(data .. "FROM " .. msg_or_ip .. "Playerlist: " .. player1ip .. " " .. player2ip)
end
if p1data and p2data then
end
if player2ip ~= "none" then
p2ping = p2ping + 1
if p2ping > 100 then
if p1data then
udp:sendto(p1data .. '|' .. p2ping, player2ip, player2port)
udp:sendto(p2data .. '|' .. p1ping, player1ip, player1port)
print("SENT1: " .. player2ip .. " " .. player2port .. " " .. p1data)
print("SENT2: " .. player1ip .. " " .. player1port .. " " .. p2data)
end
print("PLAYER 2 DISCONNECTED")
p2data = nil
player2ip = "none"
player2port = nil
end
socket.sleep(0.01)
end
if p1data and player2port then
udp:sendto(p1data .. '|' .. p2ping, player2ip, player2port)
print("SENT TO " .. player2ip .. ":" .. player2port .. " : " .. string.sub(p1data,1,1))
end
if p2data and player1port then
udp:sendto(p2data .. '|' .. p1ping, player1ip, player1port)
print("SENT TO " .. player1ip .. ":" .. player1port .. " : " .. string.sub(p2data,1,1))
--print("1::" .. p1data)
--print("2::" .. p2data)
--print("SENT1: " .. player2ip .. " " .. player2port .. " " .. p1data)
--print("SENT2: " .. player1ip .. " " .. player1port .. " " .. p2data)
end
socket.sleep(0.015)

end

+ 63
- 12
src/baseGame.lua Datei anzeigen

@@ -1,5 +1,5 @@
function basegame(dt)
if gameMode == "reverse" then
if gameMode == "reversegame" then
reversegame(dt)
end
if player1nukescore > 300 then
@@ -89,7 +89,7 @@ function basegame(dt)
end
if (striken == 1) then
player1nukescore = player1nukescore * 1.2
player1nukescore = player1nukescore * 1.5
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 1.10
elseif (synctype == 1) then
@@ -355,7 +355,7 @@ end
function debugCheck(dt)
if (gameState == "menu") then
updateTEXT = "0.7.6 Chalkboard Update"
updateTEXT = "0.7.7 Chalkboard Update"
end
dangerChecker()
elapsed = elapsed + dt
@@ -604,12 +604,7 @@ function normalDraw()
end
end

if gameMode == 'practice' then
practiceDraw()
end
if gameMode == 'normal' then
pongDraw()
end
pongDraw()
love.graphics.setFont(smallfont)
for i = 1, maxBalls do
if areanuclear == 1 then
@@ -743,7 +738,7 @@ function baseDraw()
nuclearDraw()
end
if gameState == 'play' or gameState == '1serve' or gameState == '2serve' or gameState == 'done' then
--print("Drawing normally")
print("Drawing normally")
normalDraw()
end

@@ -1056,7 +1051,7 @@ function clientsBaseGame(dt)
end
if (striken == 1) then
player1nukescore = player1nukescore * 1.2
player1nukescore = player1nukescore * 1.5
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 1.10
elseif (synctype == 1) then
@@ -1148,6 +1143,61 @@ function clientsBaseGame(dt)
player2nukescore = player2nukescore + 10
ball[i].dx = -ball[i].dx
ball[i].x = player2.x - 30
if ((love.keyboard.isDown(p2control.up))) then
select = math.random(1, 5)
if select == 1 then
ball[i].dy = -1
elseif select == 2 then
ball[i].dy = -1.2
elseif select == 3 then
ball[i].dy = -1.5
elseif select == 4 then
ball[i].dy = -1.8
elseif select == 5 then
ball[i].dy = -2
end
elseif (love.keyboard.isDown(p2control.down))then
select = math.random(1, 5)
if select == 1 then
ball[i].dy = 1
elseif select == 2 then
ball[i].dy = 1.2
elseif select == 3 then
ball[i].dy = 1.5
elseif select == 4 then
ball[i].dy = 1.8
elseif select == 5 then
ball[i].dy = 2
end
else
if ball[i].dy < 0 then
select = math.random(1, 5)
if select == 1 then
ball[i].dy = -1
elseif select == 2 then
ball[i].dy = -1.2
elseif select == 3 then
ball[i].dy = -1.5
elseif select == 4 then
ball[i].dy = -1.8
elseif select == 5 then
ball[i].dy = -2
end
else
select = math.random(1, 5)
if select == 1 then
ball[i].dy = 1
elseif select == 2 then
ball[i].dy = 1.2
elseif select == 3 then
ball[i].dy = 1.5
elseif select == 4 then
ball[i].dy = 1.8
elseif select == 5 then
ball[i].dy = 2
end
end
end
end
hitIdentifier()
if ball[i].y <= 0 then
@@ -1155,7 +1205,7 @@ function clientsBaseGame(dt)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
ball[i].y = 0
ball[i].dy = -ball[i].dy
end

-- -4 to account for the ball's size
@@ -1164,6 +1214,7 @@ function clientsBaseGame(dt)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
ball[i].y = VIRTUAL_HEIGHT - 40
ball[i].dy = -ball[i].dy
end
--love.window.setTitle('Trying to update the ball')


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