From 44334fc3852eb832280a335f72e6416c93a9f19f Mon Sep 17 00:00:00 2001 From: Tyler Murphy Date: Fri, 16 Jun 2023 20:38:55 -0400 Subject: ts --- client/src/net/multiplayer.ts | 303 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 303 insertions(+) create mode 100644 client/src/net/multiplayer.ts (limited to 'client/src/net/multiplayer.ts') 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, + desyncCheck: (frame: number) => Promise, + ) => 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) => 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 { + 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; + } +} -- cgit v1.2.3-freya