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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)
}
}
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