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-rw-r--r--client/src/net/game.ts186
1 files changed, 186 insertions, 0 deletions
diff --git a/client/src/net/game.ts b/client/src/net/game.ts
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+++ 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)
+
+ }
+}