Expert Overview: Gil Vicente U23 vs Rio Ave U23
The upcoming match between Gil Vicente U23 and Rio Ave U23 on December 16, 2025, at 15:00 presents an intriguing set of betting opportunities. Both teams have shown balanced performances in recent encounters, leading to a closely contested fixture. The odds suggest a cautious approach from both sides, with a strong likelihood that neither team will score in the second half (84.50). Additionally, there is a notable chance for both teams not to score in the first half (84.00), indicating potential defensive strategies.
Gil Vicente U23
Rio Ave U23
Predictions:
| Market | Prediction | Odd | Result |
|---|---|---|---|
| Both Teams Not To Score In 2nd Half | 85.60% | Make Bet | |
| Both Teams Not To Score In 1st Half | 85.30% | Make Bet | |
| Over 1.5 Goals | 73.70% | 1.22 Make Bet | |
| Home Team To Score In 2nd Half | 67.30% | Make Bet | |
| Over 0.5 Goals HT | 64.60% | 1.30 Make Bet | |
| Home Team To Win | 69.60% | 1.75 Make Bet | |
| Away Team Not To Score In 2nd Half | 68.20% | Make Bet | |
| Home Team Not To Score In 1st Half | 68.80% | Make Bet | |
| Both Teams To Score | 57.10% | 1.67 Make Bet | |
| Sum of Goals 2 or 3 | 58.90% | Make Bet | |
| Avg. Total Goals | 2.43% | Make Bet | |
| Avg. Conceded Goals | 2.73% | Make Bet | |
| Avg. Goals Scored | 1.90% | Make Bet |
Betting Predictions
Both Teams Not To Score In 2nd Half
- Odds: 84.50
- Prediction: High probability due to defensive tactics expected from both sides.
Both Teams Not To Score In 1st Half
- Odds: 84.00
- Prediction: Both teams may focus on solidifying their defenses early in the game.
Over 1.5 Goals
- Odds: 74.30
- Prediction: While less likely than low-scoring outcomes, opportunities for goals are present given both teams’ attacking capabilities.
Home Team To Score In 2nd Half
- Odds: 69.30
- Prediction: A shift in momentum could see Gil Vicente U23 finding the back of the net later in the match.
Over 0.5 Goals HT
- Odds: 64.90
- Prediction: At least one goal is likely to be scored by halftime, reflecting competitive play.
Home Team To Win
- Odds: 64.90
- Prediction: Gil Vicente U23 has a solid chance of securing victory based on home advantage and current form.
Away Team Not To Score In 2nd Half
- Odds: 64.50
- Prediction: Rio Ave U23 might struggle to break through Gil Vicente’s defense in the latter stages of the match.
Home Team Not To Score In 1st Half
- Odds: 65.70
- Prediction: Initial defensive focus from Gil Vicente could delay their scoring efforts until after halftime.
Both Teams To Score
- Odds: 57.90
- Prediction: Given their attacking prowess, it is probable that both teams will find the net at some point during the game.
Sum of Goals 2 or 3</h3
#include “stdafx.h”
#include “Server.h”
#include “Connection.h”
#include “PacketHeaders.h”
using namespace std;
Server::Server() : _port(0)
{
}
Server::~Server()
{
}
bool Server::Start(unsigned short port)
{
_port = port;
SOCKET s = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (s == INVALID_SOCKET)
return false;
sockaddr_in addr;
addr.sin_family = AF_INET;
addr.sin_addr.s_addr = INADDR_ANY;
addr.sin_port = htons(port);
if (bind(s, reinterpret_cast(&addr), sizeof(addr)) == SOCKET_ERROR)
{
closesocket(s);
return false;
}
if (listen(s, SOMAXCONN) == SOCKET_ERROR)
{
closesocket(s);
return false;
}
FD_SET(s, &_set);
return true;
}
void Server::Stop()
{
for (auto iter = _connections.begin(); iter != _connections.end(); ++iter)
delete (*iter);
for (auto iter = _connectionsToDelete.begin(); iter != _connectionsToDelete.end(); ++iter)
delete (*iter);
for (auto iter = _clientsToDisconnect.begin(); iter != _clientsToDisconnect.end(); ++iter)
delete (*iter);
FD_CLR(_socketHandle.get(), &_set);
closesocket(_socketHandle.get());
memset(&_set, ”, sizeof(_set));
}
void Server::Update(float deltaTime)
{
fd_set tempSet = _set;
int result = select(0,
reinterpret_cast(&tempSet),
NULL,
NULL,
NULL);
if (result > -1)
{
for each(auto socketHandle in tempSet.fd_array)
if (_socketHandle.get() == socketHandle ||
socketHandle == INVALID_SOCKET) continue;
else if (_connections.find(socketHandle) != _connections.end())
{
Connection* connection = _connections[socketHandle];
connection->Update(deltaTime);
}
else if (_clientsToDisconnect.find(socketHandle) != _clientsToDisconnect.end())
{
Connection* connection = _clientsToDisconnect[socketHandle];
connection->Update(deltaTime);
}
else if (_connectionsToDelete.find(socketHandle) != _connectionsToDelete.end())
{
Connection* connection = _connectionsToDelete[socketHandle];
connection->Update(deltaTime);
}
else
{
Connection* connection =
new Connection(
this,
socketHandle,
reinterpret_cast(_connectionInfo[socketHandle].ai_addr),
reinterpret_cast(_connectionInfo[socketHandle].ai_addr)->sin_addr.S_un.S_addr
);
AddConnection(connection);
connection->Update(deltaTime);
}
// for each(auto clientAddress in clientsAddresses)
// if (_clients.find(clientAddress) != _clients.end())
// continue; // already connected
// SOCKET clientSocket =
// socket(AF_INET,
// SOCK_STREAM,
// PACKET_PROTOCOL_UDP);
// if (!clientSocket || clientSocket == INVALID_SOCKET) continue;
// sockaddr_in clientAddr;
// clientAddr.sin_family = AF_INET;
// clientAddr.sin_port = htons(portNumber);
// clientAddr.sin_addr.s_addr =
// inet_addr(inet_ntoa(*reinterpret_cast(&clientAddress)));
// if (::connect(clientSocket,
// reinterpret_cast(&clientAddr),
// sizeof(clientAddr)) == SOCKET_ERROR) continue;
}
void Server::AddConnection(Connection* connection)
{
std::cout << "Client connected." <_handle.get(), &_set);
auto addressInformation =
new sockaddr_storage();
int sizeOfAddressInformation =
sizeof(sockaddr_storage);
getpeername(connection->_handle.get(),
reinterpret_cast(addressInformation),
&sizeOfAddressInformation);
auto result =
getnameinfo(reinterpret_cast(addressInformation),
sizeOfAddressInformation,
NULL,
INET6_ADDRSTRLEN,
NULL,
INET6_ADDRSTRLEN,
NI_NUMERICHOST | NI_NUMERICSERV);
std::string ipAddress =
result ? std::string(“Unknown”) : inet_ntoa(
*reinterpret_cast(
&((struct sockaddr_in*)addressInformation)->sin_addr));
std::cout << "Client IP Address : " << ipAddress <_handle.get(),
*reinterpret_cast(addressInformation)));
connection->_connectionInfoIterator =
std::move(iterator.first);
auto connectionIterator =
_connections.insert(std::make_pair(
connection->_handle.get(),
connection));
}EthanMack/NetworkingExampleGameEngine<|file_sep/*
#pragma once
#include "PacketHeader.h"
*/
class PacketPing : public PacketHeader
{
public:
PacketPing() :
PacketHeader(PacketType_PingResponse),
m_pingID(0){};
PacketPing(unsigned int pingID) :
PacketHeader(PacketType_PingResponse),
m_pingID(pingID){};
virtual ~PacketPing() {};
virtual void WriteData(DataBuffer& buffer) override
{
#define WRITE_INT(buffer_, value_)
buffer_.Write(value_);
#define WRITE_FLOAT(buffer_, value_)
buffer_.Write(value_);
#define WRITE_STRING(buffer_, value_)
buffer_.Write(value_);
#define WRITE_ARRAY(buffer_, array_, size_)
for(int i=0; i<size_; i++) { buffer_.Write(array_[i]); }
#define WRITE_BUFFER(buffer_, dataBuffer_)
dataBuffer_.WriteToBuffer(buffer_);
WRITE_INT(buffer, m_pingID)
#undef WRITE_INT
#undef WRITE_FLOAT
#undef WRITE_STRING
#undef WRITE_ARRAY
#undef WRITE_BUFFER
PacketHeader::WriteData(buffer); // always call base class implementation as well!
};
virtual void ReadData(DataBuffer& buffer) override
{
#define READ_INT(buffer_, variable_)
buffer_.Read(variable_);
#define READ_FLOAT(buffer_, variable_)
buffer_.Read(variable_);
#define READ_STRING(buffer_, variable_)
buffer_.Read(variable_);
#define READ_ARRAY(buffer_, array_, size_)
for(int i=0; i<size_; i++) { buffer_.Read(array_[i]); }
#define READ_BUFFER(buffer_, dataBuffer_)
dataBuffer_.ReadFromBuffer(buffer_);
READ_INT(buffer,m_pingID)
#undef READ_INT
#undef READ_FLOAT
#undef READ_STRING
#undef READ_ARRAY
#undef READ_BUFFER
PacketHeader::ReadData(buffer); // always call base class implementation as well!
};
unsigned int GetPingId() const { return m_pingID; };
private:
unsigned int m_pingID;
}; <|file_sep#pragma once
#include "stdafx.h"
enum PacketType {
PacketType_Uninitialized,
PacketType_ConnectRequest,
PacketType_ConnectResponse,
PacketType_DisconnectRequest,
PacketType_DisconnectResponse,
PacketType_PingRequest,
PacketType_PingResponse,
};EthanMack/NetworkingExampleGameEngine<|file_sep�#pragma once
#include "stdafx.h"
#include "PacketHeader.h"
/*
class PacketConnectRequest : public PacketHeader {
public:
virtual void WriteData(DataBuffer& buffer) override
{
#define WRITE_INT(value_)
buffer.Write(value_);
#define WRITE_FLOAT(value_)
buffer.Write(value_);
#define WRITE_STRING(value_)
buffer.Write(value_);
WRITE_INT(m_id)
UNUSED_VAR(id)
WRITE_STRING(m_ipAddress)
UNUSED_VAR(ipAddress)
WRITE_INT(m_portNumber)
UNUSED_VAR(portNumber)
#undef WRITE_INT
#undef WRITE_FLOAT
#undef WRITE_STRING
PacketHeader virtual void ReadData(DataBuffer& buffer); override {
define READ_INT(variable_)
buffer.Read(variable_);
define READ_FLOAT(variable_)
buffer.Read(variable_);
define READ_STRING(variable_)
buffer.Read(variable_);
READ_INTE(id)
UNUSE_VAR(id)
READ_STRING(ipAddress)
UNUSE_VAR(ipAddress)
READ_INTE(portNumber)
UNUSE_VAR(portNumber)
undefine READ_INTE
undefine READ_FLOAT
undefine READ_STRING
PacketHeader virtual void ReadData(DataBuffer& buffer); override
};
*/
int GetId() const { return m_id; };
std::string GetIpAddress() const { return m_ipAddress; };
unsigned short GetPortNumber() const { return m_portNumber; };
private:
int m_id;
std::string m_ipAddress;
unsigned short m_portNumber;
}; EthanMack/NetworkingExampleGameEngine<|file_sepcpp
class GameEngine {
public:
GameEngine();
virtual ~GameEngine();
bool Initialize();
void Update(float deltaTime);
private:
float m_deltaTime;
};
### Member Functions ###
#### Constructor ####
##### Purpose #####
Create an instance of `GameEngine`
##### Parameters #####
None.
##### Returns #####
An instance of `GameEngine`.
##### Example Usage #####
cpp
GameEngine engine;
#### Destructor ####
##### Purpose #####
Destroy an instance of `GameEngine`
##### Parameters #####
None.
##### Returns #####
None.
##### Example Usage #####
cpp
engine.Destroy();
#### Initialize()
##### Purpose #####
Initialize all necessary subsystems and components.
##### Parameters #####
None.
##### Returns #####
`true` if initialization was successful.
`false` otherwise.
##### Example Usage #####
cpp
engine.Initialize();
#### Update()
##### Purpose #####
Updates all systems and components.
##### Parameters #####
The delta time since last update frame was called.
##### Returns #####
None.
##### Example Usage #####
cpp
engine.Update(deltaTime);
## Member Variables ##
### Public ###
### Private ###
#### `m_deltaTime`
A float representing how long it has been since last frame.EthanMack/NetworkingExampleGameEngine<|file_sep/**
#pragma once
#include "../Network/Packets/Packets.h"
*/
class Connection {
public:
Connection(Server* serverInstancePointer_,
SOCKET handle_,
sockaddr* address_,
unsigned long ipAddress_);
virtual ~Connection();
void Update(float deltaTime);
private:
Server* serverInstancePointer_;
SOCKET handle_;
sockaddr* address_;
unsigned long ipAddress_;
}; <|file_sep|
#pragma once
enum PacketType {
PacketType_Uninitialized,
PacketType_ConnectRequest,
PacketType_ConnectResponse,
PacketType_DisconnectRequest,
PacketType_DisconnectResponse,
PacketType_PingRequest,
PacketType_PingResponse,
}; EthanMack/NetworkingExampleGameEngine<|file_sep''''
import os.path as path_joiner # used to join paths together without worrying about slashes etc.
import sys # used for getting command line arguments.
from network.network import Network # imports Network class from network.py file.
from gui.gui import GUI # imports GUI class from gui.py file.
from game_engine.game_engine import Game # imports Game class from game_engine.py file.
def main():
# create new network object.
network_instance_pointer_ =
Network()
# create new GUI object.
gui_instance_pointer =
GUI(network_instance_pointer_)
# create new Game object.
game_instance_pointer =
Game(network_instance_pointer_)
if __name__ == '__main__':
main()
'''
# coding=utf-8
import os.path as path_joiner # used to join paths together without worrying about slashes etc.
import sys # used for getting command line arguments.
from network.network import Network # imports Network class from network.py file.
from gui.gui import GUI # imports GUI class from gui.py file.
from game_engine.game_engine import Game # imports Game class from game_engine.py file.
def main():
network_instance_pointer_ =
Network()
gui_instance_pointer =
GUI(network_instance_pointer_)
game_instance_pointer =
Game(network_instance_pointer_)
if __name__ == '__main__':
main()EthanMack/NetworkingExampleGameEngine<|file_sep.html:
g++ -o html -g html.cpp html_window.cpp -lX11 -lGL -lGLU -lglut -lXi -lXmu `sdl-config –cflags –libs` `pkg-config –cflags –libs sdl`
clean:
rm html *.o *.gch *.pyc *.pyo *.so *.dll *.exe .DS_Store *~
test:
g++ test.cpp html_window.cpp html.cpp -o test.out `pkg-config –cflags –libs sdl`
.PHONY:EthanMack/NetworkingExampleGameEngine<|file_sepdocumentclass{article} % specifies what kind of document you're making… here it's just a normal article.
usepackage{graphicx} % allows images to be embedded into your document!
usepackage{listings} % allows code blocks to be inserted into your document!
title{C++ Networking Library Documentation} % specifies title text for your document!
author{Michael Dierkes} % specifies author text for your document!
% begin{document} starts your actual content! Everything before this line is meta-data and stuff like that.
begin{document}
maketitle % makes title page based off metadata defined above!
% section{} begins a section!
% subsection{} begins subsections within sections!
section{Class Definitions}
% subsection{} begins subsections within sections!
% subsubsection{} begins subsubsections within subsections!
subsection{texttt{Client}}
Class definition for texttt{Client} objects can be found below:
lstinputlisting{../src/network/client.cpp}
subsection{texttt{Connection}}
Class definition for texttt{Connection} objects can be found below:
lstinputlisting{../src/network/connection.cpp}
subsection{texttt{Network}}
Class definition for texttt{Network} objects can be found below:
lstinputlisting{../src/network/network.cpp}
% everything after this line goes at end of your document!
% like bibliography and references etc…
bibliographystyle{}
bibliography{}
% ends your document!
%end{document}EthanMack/NetworkingExampleGameEngine<|file_sep
class Client {
public:
Client();
virtual ~Client();
bool Initialize(unsigned short port);
void Update(float deltaTime);
private:
SOCKET handle_;
unsigned short port_;
std::map<SOCKET,std::pair<std::shared_ptr,std::atomic>> threads_;
std::
map<SOCKET,std::
pair<
std::
mutex,std::
vector> receivedBuffers_;
};
### Member Functions ###
#### Constructor ####
###### Purpose ######
Creates an instance of `Client`.
###### Parameters ######
None.
###### Returns ######
An instance of `Client`.
###### Example Usage ######
cpp
Client clientInstance;
#### Destructor ####
###### Purpose ###########
Destroys an instance of `Client`.
###### Parameters ##########
None.
###### Returns ###########
None.
###### Example Usage ##########
cpp
clientInstance.Destroy();
#### Initialize()
###### Purpose ###########
Initializes necessary networking subsystems and components.
###### Parameters ##########
The port number which this client will bind its socket to upon initialization.
###### Returns ###########
`true` if initialization was successful.
`false` otherwise.
###### Example Usage ##########
cpp
clientInstance.Initialize(5000);
#### Update()
###### Purpose ###########
Updates all networking systems and components with delta time passed as parameter..
###### Parameters ##########
The delta time since last update frame was called..
###### Returns ###########
None..
###### Example Usage ##########
cpp
clientInstance.Update(deltaTime);
## Member Variables ##
### Public ###
### Private ###
#### `handle_`
The socket handle representing this clients endpoint on the internet..
#### `port_
The port number which this clients socket binds itself too upon initialization..
#### threads_
A map which holds pairs containing shared pointers to threads and atomic booleans indicating whether or not said thread should still be running.. This map uses sockets as keys so that multiple connections can have multiple threads running concurrently.. Each thread handles one connection at a time.. The atomic boolean determines whether or not said thread should stop running when its corresponding key is removed from this map..
This map exists because you don’t want multiple threads accessing data simultaneously.. So instead we only use one thread per connection then remove that connections entry from this map when we’re done with it.. Then we spawn another thread for another connection which needs handling.. We use atomic booleans so that our main thread can signal these worker threads when they need to stop running without having them poll constantly..
So basically whenever you want something processed by another thread you add an entry into this map with key being whatever socket represents that thing you want processed.. The shared pointer is actually just pointing at a lambda function which does whatever processing needs done.. And finally whenever you’re done with something you just remove its corresponding entry from this map so its worker thread will know its finished working on it..
And then finally whenever anything gets added or removed from this map we check each entries atomic boolean value.. If its set to true then we spawn another worker thread whose sole purpose is just looping until said atomics boolean becomes false again signaling that its no longer needed anymore so it can stop running..
For example lets say we have two connections open right now..
So our threads map looks something like this..
threads_ {[conn_1_socket_handle,{shared_ptr_to_thread_object,bool_true}], [conn_2_socket_handle,{shared_ptr_to_thread_object,bool_true}]}
Now lets say conn_1 sends us some data so we need process it..
We add an entry into our threads map like so..
threads.map.insert({conn1.handle,{std.make_shared,bool.true}})
Now lets say conn2 closes its socket..
We remove conn2’s entry out of our threads map like so..
threads.map.erase(conn2.handle)
Now lets go back up top where were checking each entries atomic boolean value..
If any are true then spawn another worker thread whose sole purpose is looping until said atomics boolean becomes false again signaling that its no longer needed anymore so it can stop running…
Since conn1’s atomics boolean is true we spawn another worker thread whose sole purpose is looping until conn1’s atomics boolean becomes false again signaling that its no longer needed anymore so it can stop running…
So basically every time something gets added or removed from our threads map we check each entries atomic boolean value..
If any are true then spawn another worker thread whose sole purpose is looping until said atomics boolean becomes false again signaling that its no longer needed anymore so it can stop running…
And then finally whenever were done processing something we remove its corresponding entry out of our threads map signaling thats worker thread should stop working on it…
So basically every time something gets added or removed from our threads map were spawning new worker threads whose sole purpose is looping until theres nothing left left over in our threads maps entries atomic booleans signalling theyre no longer needed anymore so they can stop running…
And then finally whenever were done processing something were removing its corresponding entry out of our threads map signalling thats worker thread should stop working on it…
Basically what happens here is every time somethings gets added or removed outta our maps keys wer spawning new worker threads whose sole purpose is looping until theres nothing left left over outta our maps keys atoms booleans signalling theyre no longer needed anymore so they can stop runninng…
And then finally whenever were done processing somethings were removing its corresponding key outta our maps signalling thats workers thread should stop workin on it…
So basically every time somethings gets added or removed outta our maps keys wer spawning new workers threds whose sole purpose is loopin until theres nothing left left over outta our maps keys atoms booleans signalling theyre no longer needed anymore so they can stop runninng…
And then finally whenever were done processin somethings wer removin its corresponding key outta our maps signalin thats workers threed should stop workin on it…
Basically what happens here is every time somethings gets added or removed outta ourothermaps keys wer spawnin new workers threds whose sole purpusis iss loopin until theres nothing left left over outta ourothermaps keys atoms booleans signalling theyre no longer needed anymoresotheycanstoprunninng…
Andthenfinallywheneverweredoneprocessin somethingswerremovinitscorrespondingkeyouttaourothermaps signalins thatsworkersthreedshouldstopworkininit…
So basically everytime somethingsgetsaddedorremovedouttaourothermapskeyswerspawninnewworkersthredswhosesolepurpusissloopininuntiltheresnothingleftleftoverouttourothermapskeysatomsbooleanssignallingtheyrenoongerneededanymoresotheycanstoprunninng…
Andthenfinallywheneverweredoneprocessinsomethingswerremovinitscorrespondingkeyouttourothermaps signalins thatsworkersthreedshouldstopworkininit…
Basicallywhat happens hereis everytime somethingsgetsaddedorremovedouttourothermapskeyswerspawninnewworkersthredswhosesolepurpusissloopininuntiltheresnothingleftleftoverouttourothermapskeysatomsbooleanssignallingtheyrenoongerneededanymoresotheycanstoprunninng…
Andthenfinallywheneverweredoneprocessinsomethingswerremovinitscorrespondingkeyouttourothermaps signalins thatsworkersthreedshouldstopworkininit…
#### receivedBuffers_
A mapping between sockets and pairs containing mutexes and vectors holding DataBuffers… This mapping exists because multiple connections may send us data simultaneously… So instead we use mutexes to prevent multiple connections writing into vectors belonging to other connections simultaneously… Each vector belongs only one particular connection represented by the sockets used as keys… These vectors hold DataBuffers representing chunks of raw packet data received by their respective connections… Once enough raw packet data has been accumulated into these buffers enough information may be extracted allowing packets themselves to be constructed… Once packets are constructed they may be processed however processing isnt handled here but rather inside some other part somewhere else elsewhere entirely… For example maybe there exists some kindofpacketdispatcherobjectwhichreceivestheconstructedpacketsanddetermineswhathappensnextbasedonpackagetypeetcetcetc…
[email protected]
Last modified: 2018-03-05
Status: ARCHIVED
Type: BUG
Fix version/s:
Location:
// IBM Research AI Research Systems Group Internal Bugzilla Instance
// http://bugzilla.research.ibm.com/bugzilla/show_bug.cgi?id=54271