TUTORIAL: Account for network lag.

This commit is contained in:
Nick Couchman 2020-12-30 23:13:35 -05:00
parent 4a6d83d55c
commit 0acb1e30ca

View File

@ -23,6 +23,7 @@
#include <guacamole/layer.h>
#include <guacamole/protocol.h>
#include <guacamole/socket.h>
#include <guacamole/timestamp.h>
#include <guacamole/user.h>
#include <pthread.h>
@ -37,15 +38,30 @@ void* ball_render_thread(void* arg) {
guac_client* client = (guac_client*) arg;
ball_client_data* data = (ball_client_data*) client->data;
/* Init time of last frame to current time */
guac_timestamp last_frame = guac_timestamp_current();
/* Update ball position as long as client is running */
while (client->state == GUAC_CLIENT_RUNNING) {
/* Sleep a bit */
usleep(30000);
/* Default to 30ms frames */
int frame_duration = 30;
/* Lengthen frame duration if client is lagging */
int processing_lag = guac_client_get_processing_lag(client);
if (processing_lag > frame_duration)
frame_duration = processing_lag;
/* Sleep for duration of frame, then get timestamp */
usleep(frame_duration);
guac_timestamp current = guac_timestamp_current();
/* Calculate change in time */
int delta_t = current - last_frame;
/* Update position */
data->ball_x += data->ball_velocity_x * 30 / 1000;
data->ball_y += data->ball_velocity_y * 30 / 1000;
data->ball_x += data->ball_velocity_x * delta_t / 1000;
data->ball_y += data->ball_velocity_y * delta_t / 1000;
/* Bounce if necessary */
if (data->ball_x < 0) {
@ -72,6 +88,9 @@ void* ball_render_thread(void* arg) {
/* End frame and flush socket */
guac_client_end_frame(client);
guac_socket_flush(client->socket);
/* Update timestamp */
last_frame = current;
}