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authorTyler Murphy <tylerm@tylerm.dev>2023-06-16 20:38:55 -0400
committerTyler Murphy <tylerm@tylerm.dev>2023-06-16 20:38:55 -0400
commit44334fc3852eb832280a335f72e6416c93a9f19f (patch)
tree4a97b6064a97c4ad58c07d89050ad8a11e7a4f70 /client/src/net
parentbetter map bg renderer (diff)
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ts
Diffstat (limited to 'client/src/net')
-rw-r--r--client/src/net/game.ts186
-rw-r--r--client/src/net/input.ts70
-rw-r--r--client/src/net/multiplayer.ts303
3 files changed, 559 insertions, 0 deletions
diff --git a/client/src/net/game.ts b/client/src/net/game.ts
new file mode 100644
index 0000000..c8e5991
--- /dev/null
+++ b/client/src/net/game.ts
@@ -0,0 +1,186 @@
+import { Frame, GameState, Input, Key, KeyMap, PlayerInput } from "../types.js";
+import { startInputListener } from "./input.js";
+import { multiplayer } from "./multiplayer.js";
+
+/**
+ * @author tint
+ * @template Data, Input
+ */
+export class Game {
+
+ historysize: number
+ history: Frame[]
+ historyStart: number
+ currentFrame: number
+ advance: (pastData: GameState, input: Input, frame: number) => GameState
+
+ constructor(history: number) {
+ this.historysize = history;
+
+ this.history = [];
+ this.historyStart = 0;
+
+ // the game may have inputs from the "future"
+ // (local input delay to make sure inputs play at the same time on all machines)
+ // so the "present" isn't always the latest frame
+ // the game loop should set this every frame
+ this.currentFrame = 0;
+ }
+
+ startHistory(frame: number, data: GameState) {
+ this.historyStart = frame;
+ this.history = [{ data, input: { players: {} }}];
+ this.currentFrame = frame;
+ }
+
+ getHistory(frame: number): Frame {
+ return this.history[frame - this.historyStart];
+ }
+
+ getFrame(): number {
+ return this.historyStart + this.history.length - 1;
+ }
+
+ getCurrentData(): GameState {
+ const entry = this.history[this.history.length - 1];
+ return entry && entry.data;
+ }
+
+ /**
+ * Sets the input at a specific frame. If that frame is in history,
+ * the game will be rewound, the input applied, and then fast-forwarded to the current head.
+ * If the frame is ahead of the current latest frame, the game will be run until that frame.
+ */
+ setInput(frame: number, input: Input) {
+ console.log('input', frame, input)
+ this.editFrame(frame, (index: number): void => {
+ let past = this.history[index - 1];
+ if(index === 0) {
+ past = { data: undefined, input: undefined };
+ }
+ this.history[index] = {
+ input,
+ data: this.advance(past ? past.data : undefined, input, frame),
+ };
+ });
+ }
+
+ setData(frame: number, data: GameState) {
+ console.log('data', frame, data)
+ this.editFrame(frame, (index: number): void => {
+ this.history[index] = {
+ data,
+ input: this.history[index] && this.history[index].input,
+ }
+ });
+ }
+
+ editFrame(frame: number, edit: (index: number) => void) {
+ const head = this.historyStart + this.history.length;
+ if(frame < head) {
+ if(frame < this.historyStart) {
+ throw new Error("Tried to edit a past frame not in history: " + frame);
+ }
+
+ edit(frame - this.historyStart);
+ // fast forward back to the present with the new data
+ for(let i = frame + 1; i < head; i++) {
+ const past = this.history[i - this.historyStart - 1];
+ this.history[i - this.historyStart].data = this.advance(
+ past ? past.data : undefined,
+ this.history[i - this.historyStart].input,
+ i
+ );
+ }
+ } else {
+ // fast forward the inbetween frames with no input
+ for(let i = head; i < frame; i++) {
+ const entry = this.history[i - this.historyStart - 1];
+ this.history[i - this.historyStart] = {
+ input: undefined,
+ data: this.advance(entry ? entry.data : undefined, undefined, i),
+ };
+ }
+ edit(frame - this.historyStart);
+ }
+
+ while(this.history.length > this.historysize) {
+ this.history.shift();
+ this.historyStart++;
+ }
+ }
+
+ start (
+ code: string,
+ keymap: KeyMap,
+ onLoad: (startFrame: Frame) => boolean,
+ onFrame: (data: Frame, frame: number) => void,
+ onLogic: (pastData: GameState, input: Input, frame: number) => GameState,
+ data: PlayerInput = { start: false, key: Key.NOTHING }
+ ): void {
+
+ const fps = 60;
+ let delay = 3;
+
+ this.advance = onLogic
+
+ const onStart = (
+ startFrame: number,
+ latency: number,
+ _connection: number,
+ update: (input: PlayerInput, frame: number) => void,
+ _ping: () => Promise<number>,
+ _desyncCheck: (frame: number) => Promise<boolean>,
+ ) => {
+ console.log("started game at frame", startFrame);
+ // window.desyncCheck = () => desyncCheck(this.currentFrame - 5);
+
+ let startTs = performance.now() - latency;
+ let lastFrame = startFrame;
+ update(data, startFrame + 1);
+
+ let getInput = startInputListener(keymap)
+
+ const startData = this.getHistory(startFrame)
+
+ if (!onLoad(startData)) return false
+
+ let lastTs = performance.now();
+
+ let loop = (ts: number) => {
+
+ const frame = Math.floor((ts - startTs) / 1000 * fps) + startFrame;
+
+ if(frame !== lastFrame) { // update input once per frame, regardless of the display refresh rate
+ lastFrame = frame;
+
+ // gather input
+ const input: PlayerInput = getInput();
+
+ // apply input
+ update(input, frame + delay);
+ }
+
+ this.currentFrame = frame
+ const data = this.getHistory(frame)
+
+ onFrame(data, frame)
+
+ lastTs = ts
+
+ requestAnimationFrame(loop)
+ }
+
+ requestAnimationFrame(loop)
+
+ if(startFrame === -1) {
+ update(data, 0);
+ }
+
+ return true
+ }
+
+ multiplayer(this, code, onStart)
+
+ }
+}
diff --git a/client/src/net/input.ts b/client/src/net/input.ts
new file mode 100644
index 0000000..75be3e6
--- /dev/null
+++ b/client/src/net/input.ts
@@ -0,0 +1,70 @@
+import { Key, KeyMap, PlayerInput } from "../types.js"
+
+let pressed = {}
+
+const updateRecent = (keymap: KeyMap) => {
+ let max = -1
+ let key = undefined
+ for (let code in pressed) {
+ let weight = pressed[code]
+ if (weight < max) continue
+ max = weight
+ key = keymap[code]
+ }
+
+ return key
+}
+
+export const startInputListener = (keymap: KeyMap): () => PlayerInput => {
+ let key: Key = Key.NOTHING;
+ let start = false;
+
+ document.getElementById("start").onclick = function() {
+ start = true
+ }
+
+ window.addEventListener("keydown", ev => {
+ if(ev.repeat) {
+ return;
+ }
+ if(!(ev.code in keymap)) {
+ return;
+ }
+ pressed[ev.code] = Object.keys(pressed).length
+ key = updateRecent(keymap)
+ });
+
+ window.addEventListener("keyup", ev => {
+ if (ev.repeat) {
+ return;
+ }
+ if (!(ev.code in keymap)) {
+ return
+ }
+ delete pressed[ev.code]
+ key = updateRecent(keymap)
+ })
+
+ let last = {
+ key: Key.NOTHING,
+ }
+
+ return (): PlayerInput => {
+
+ if(key === last.key && !start) {
+ return;
+ }
+
+ last = {
+ key,
+ };
+
+ let s = start;
+ start = false;
+
+ return {
+ key,
+ start: s,
+ }
+ }
+}
diff --git a/client/src/net/multiplayer.ts b/client/src/net/multiplayer.ts
new file mode 100644
index 0000000..e9f3057
--- /dev/null
+++ b/client/src/net/multiplayer.ts
@@ -0,0 +1,303 @@
+/**
+ * @author tint
+ */
+
+import { GameState, Message, PlayerInput } from "../types.js";
+import { Game } from "./game";
+
+export function multiplayer(
+ game: Game,
+ code: string,
+ onStart: (
+ startFrame: number,
+ latency: number,
+ connection: number,
+ update: (input: PlayerInput, frame: number) => void,
+ ping: () => Promise<number>,
+ desyncCheck: (frame: number) => Promise<boolean>,
+ ) => boolean
+) {
+ const url = new URL("api/join/" + encodeURIComponent(code), window.location.toString());
+ url.protocol = url.protocol.replace("http", "ws");
+
+ const socket = new WebSocket(url);
+
+ let requestStateTime: number;
+ let hasState = false;
+ let connectionId: number;
+ let cachedInputs = [];
+ let connections = [];
+
+ let pingPromise: (type: Promise<number>) => void;
+
+ function send(obj: any) {
+ socket.send(JSON.stringify(obj));
+ }
+
+ function applyInput(input: Message) {
+ let prev = game.getHistory(input.frame);
+ let newInput = prev && prev.input ? {...prev.input} : { players: {} };
+
+ if(input.type === "input") {
+ if(input.connection === undefined) { // local input
+ if(input.data) {
+ // send it to the server
+ send(input);
+
+ // then apply it
+ newInput.players[connectionId] = input.data;
+ }
+ } else {
+ newInput.players[input.connection] = input.data;
+ }
+ } else if(input.type === "connections") {
+ if(input.added !== null) {
+ newInput.added = (newInput.added || []).concat([input.added]);
+ }
+ if(input.removed !== null) {
+ if(newInput.added) {
+ newInput.added = newInput.added.filter(n => n !== input.removed);
+ }
+ newInput.removed = (newInput.removed || []).concat([input.removed]);
+ }
+ }
+ game.setInput(input.frame, newInput);
+ }
+
+ function flushCachedInputs(latency = 0): boolean {
+ for(const input of cachedInputs) {
+ // only care about inputs after the new state
+ if(input.frame <= game.historyStart) {
+ continue;
+ }
+
+ applyInput(input);
+ }
+ cachedInputs = [];
+ return onStart(game.getFrame(), latency, connectionId, update, ping, desyncCheck);
+ }
+
+ function update(input: PlayerInput, frame: number) {
+ if(input === undefined) { // used to update the game locally
+ if(hasState) {
+ applyInput({})
+ }
+ return;
+ }
+
+ const data = {
+ type: "input",
+ data: input,
+ frame: frame,
+ };
+
+ if(!hasState) {
+ cachedInputs.push(data);
+ } else {
+ applyInput(data);
+ }
+ }
+
+ async function ping() {
+ send({
+ type: "ping",
+ frame: Math.max(0, game.currentFrame),
+ });
+ const frame: number = await new Promise(r => pingPromise = r);
+ return game.currentFrame - frame;
+ }
+
+ async function desyncCheck(frame: number): Promise<boolean> {
+ const history = game.getHistory(frame);
+ if(!history) {
+ console.error("tried to check for desyncs on a frame not in memory", frame);
+ return true;
+ }
+ // const localstate = history.data;
+ const proms = connections
+ .filter(n => n !== connectionId)
+ .map(connection => {
+ send({
+ type: "requeststate",
+ frame,
+ connection,
+ });
+ return new Promise(r => {
+ stateRequests[frame + "," + connection] = (state: GameState) => {
+ r({
+ state,
+ connection,
+ });
+ }
+ });
+ });
+
+ if(!proms.length) {
+ return false; // this is the only connection, no check necessary
+ }
+ // const states = await Promise.all(proms);
+ // if(!states.every(({ state }) => objeq(localstate, state))) {
+ // console.error("desync! remote states:", states, "local state:", localstate);
+ // return true;
+ // }
+ return false;
+ }
+
+ let stateRequests = {};
+
+ socket.onmessage = message => {
+ const data = JSON.parse(message.data.toString());
+
+ switch(data.type) {
+ case "error":
+ console.error(data);
+ break;
+ case "framerequest":
+ send({
+ type: "frame",
+ frame: Math.max(game.currentFrame, 1),
+ });
+ break;
+ case "state":
+ if(data.frame + "," + data.connection in stateRequests) {
+ stateRequests[data.frame + "," + data.connection](data.state);
+ }
+ if(!hasState) {
+ game.startHistory(data.frame, data.state);
+ hasState = true;
+
+ // this state is from the past
+ // i want to find out exactly how far in the past
+ // the sequence of requests looks like:
+ // client -[staterequest]-> server -[staterequest]-> client2
+ // client2 -[state]-> server -[state]-> client
+ // and the time i'm concerned with is the second half,
+ // how long it takes the state to come from client2
+ let delta = 0;
+ if(requestStateTime !== undefined) {
+ delta = performance.now() - requestStateTime;
+ }
+ if (!flushCachedInputs(delta / 2)) {
+ socket.close()
+ document.getElementById("lobby").style.display = "none"
+ document.getElementById("join").style.display = ""
+ return
+ }
+ }
+ break;
+ case "requeststate":
+ // wait until there's some state to send
+ const startTime = performance.now();
+ const check = () => {
+ if(performance.now() - startTime > 5000) {
+ return; // give up after 5s
+ }
+ const state = game.getHistory(data.frame);
+ if(!state) {
+ return;
+ }
+
+ send({
+ type: "state",
+ frame: data.frame,
+ state: state.data,
+ });
+ clearInterval(interval);
+ }
+ const interval = setInterval(check, 100);
+ check();
+ break;
+ case "connections":
+ connections = data.connections;
+ if(connectionId === undefined) {
+ console.log("setting connection id", data.id);
+ connectionId = data.id;
+ if(data.connections.length === 1) { // no need to request state
+ hasState = true;
+ applyInput(data);
+ flushCachedInputs(); // just in case, also it calls onStart
+ break;
+ }
+
+ // grab the state from another client
+ console.log("requesting state");
+ // measure the time it takes for state to be delivered
+ requestStateTime = performance.now();
+ send({
+ type: "requeststate",
+ frame: data.frame,
+ });
+ }
+
+ if(!hasState) {
+ cachedInputs.push(data);
+ } else {
+ applyInput(data);
+ }
+
+ break;
+ case "input":
+ if(!hasState) {
+ cachedInputs.push(data);
+ } else {
+ applyInput(data);
+ }
+ break;
+ case "pong":
+ if(pingPromise) {
+ pingPromise(data.frame);
+ pingPromise = undefined;
+ }
+ break;
+ default:
+ console.warn("unknown server message", data);
+ break;
+ }
+ }
+}
+
+// compare two plain objects (things that can be JSON.stringified)
+function objeq(a: any, b: any) {
+ if(typeof(a) !== typeof(b)) {
+ return false;
+ }
+ // array diff
+ if(Array.isArray(a) && Array.isArray(b)) {
+ if(a.length !== b.length) {
+ return false;
+ }
+ for(let i = 0; i < a.length; i++) {
+ if(!objeq(a[i], b[i])) {
+ return false;
+ }
+ }
+ return true;
+ }
+ switch(typeof(a)) {
+ // primitives can be compared directly
+ case "number":
+ case "boolean":
+ case "string":
+ case "undefined": return a === b;
+
+ case "object":
+ // typeof(null) = "object" but null can be compared directly
+ if(a === null || b === null) {
+ return a === b;
+ }
+ // object diff
+ for(let k in a) {
+ if(!(k in b) || !objeq(a[k], b[k])) {
+ return false;
+ }
+ }
+ for(let k in b) {
+ if(!(k in a)) {
+ return false;
+ }
+ }
+ return true;
+ default: // incomparable things
+ return false;
+ }
+}