change server to not depend on real time to calculate ball position and movements

This commit is contained in:
2024-10-06 03:16:22 +02:00
parent aabf888e25
commit 73b5dc7323

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@ -6,7 +6,7 @@
# By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2024/09/13 16:20:58 by tomoron #+# #+# #
# Updated: 2024/10/05 03:50:25 by tomoron ### ########.fr #
# Updated: 2024/10/06 03:14:29 by tomoron ### ########.fr #
# #
# **************************************************************************** #
@ -72,6 +72,7 @@ class Game:
self.left = None
self.winner = None
self.gameStart = 0
self.gameTime = 0
self.ballPos = {"pos":(0, 0), "up": False}
self.ballVel = (0, 0)
@ -211,21 +212,18 @@ class Game:
def sendNewBallInfo(self, reset = False):
print("send new ball info")
if(reset):
gameTime = 0
self.gameStart = time.time() * 1000
else:
gameTime = (time.time() * 1000) - self.gameStart
self.gameTime = 0
if(self.p1.socket):
self.p1.socket.sync_send({"type":"game", "content":{"action":5,
"pos" : [self.ballPos["pos"][0],self.ballPos["pos"][1]],
"velocity":[self.ballVel[0], self.ballVel[1]],
"game_time":gameTime
"game_time":self.gameTime * 1000
}})
if(self.p2.socket):
self.p2.socket.sync_send({"type":"game","content":{"action":5,
"pos" : [-self.ballPos["pos"][0],-self.ballPos["pos"][1]],
"velocity":[-self.ballVel[0], -self.ballVel[1]],
"game_time":gameTime
"game_time":self.gameTime * 1000
}})
def solve_quadratic(self, a, b, c):
@ -375,9 +373,8 @@ class Game:
continue;
if(self.obstacles[i]["isUp"] != self.ballPos["up"]):
continue;
if(abs(ballPos[1]) < (Game.wallWidth / 2) + Game.ballRadius):
if(abs(ballPos[1]) <= (Game.wallWidth / 2) + Game.ballRadius):
if(abs(self.obstacles[i]["pos"]["x"] - ballPos[0]) < (Game.wallLength / 2) + Game.ballRadius):
print("not in wall 2")
return(True)
return(False)
@ -387,11 +384,8 @@ class Game:
self.ballVel = (x, y)
self.speed += Game.bounceSpeedIncrease
async def updateBall(self):
async def updateBall(self, delta):
print("AAAAAAAAAAAAAAAAAAAAAAA update")
now = time.time()
delta = now - self.lastUpdate
print("delta :", delta)
currentBallPos = self.ballPos["pos"]
velX = self.ballVel[0]
velZ = self.ballVel[1]
@ -417,7 +411,7 @@ class Game:
self.checkJumpersDistance(newBallPos)
self.ballVel = (velX, velZ)
self.increaseSpeed()
self.lastUpdate = now
self.lastUpdate = time.time()
self.ballPos["pos"] = newBallPos
self.sendNewBallInfo()
@ -433,6 +427,7 @@ class Game:
velZ = -velZ
self.ballVel = (velX, velZ)
self.sendNewBallInfo(True)
self.gameStart = time.time()
self.lastUpdate = time.time()
async def gameLoop(self):
@ -442,12 +437,12 @@ class Game:
await asyncio.sleep(3)
self.prepareGame()
while(not self.end):
await self.updateBall()
if(self.end):
break;
sleep_time = self.getSleepTime()
print("sleep time : " , sleep_time)
await asyncio.sleep(sleep_time)
if((time.time() - self.gameStart) - self.gameTime < sleep_time):
await asyncio.sleep(sleep_time - ((time.time() - self.gameStart) - self.gameTime))
self.gameTime += sleep_time
await self.updateBall(sleep_time)
print("game end")
await self.saveResults()
self.p1.socket.game = None