Fix net code
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23 changed files with 408 additions and 236 deletions
84
frontend/src/scripts/helper/server-timeline.ts
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84
frontend/src/scripts/helper/server-timeline.ts
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import { clamp, settings } from 'shared';
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// Convergence rate of the playback cursor towards its target; a deviation
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// decays with a time constant of 1 / rateGain seconds.
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const rateGain = 2;
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// Playback speed stays within [0.75, 1.25]× so corrections are invisible.
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const maxRateAdjustment = 0.25;
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// Beyond this divergence (tab was in the background, server changed) chasing
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// the target is pointless: jump straight to it.
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const resyncSeconds = 0.3;
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/**
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* The playback clock for state streamed from the server.
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*
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* Snapshot timestamps estimate the server's clock: the newest received
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* timestamp plus the time elapsed since it arrived. Rendering happens
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* settings.interpolationDelaySeconds behind that estimate, so there is
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* normally a newer snapshot to interpolate towards and network jitter is
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* absorbed by the buffer instead of being shown.
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*
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* The cursor never jumps under normal operation: it runs at a gently adjusted
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* rate to stay on target and only snaps after a long divergence.
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*/
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class ServerTimeline {
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private cursor?: number;
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private newestSnapshotTime?: number;
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private sinceNewestSnapshot = 0;
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private _snapshotTime = 0;
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/** Timestamp of the update batch currently being applied. */
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public get snapshotTime(): number {
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return this._snapshotTime;
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}
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/** The point on the server's clock that should be rendered this frame. */
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public get renderTime(): number {
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return this.cursor ?? 0;
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}
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public onSnapshot(timestamp: number) {
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this._snapshotTime = timestamp;
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if (this.newestSnapshotTime === undefined || timestamp > this.newestSnapshotTime) {
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this.newestSnapshotTime = timestamp;
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this.sinceNewestSnapshot = 0;
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}
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}
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// Must be called with unscaled wall-clock time, even during the end-game
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// slow motion: the slowdown is already baked into the snapshots.
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public step(deltaTimeInSeconds: number) {
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if (this.newestSnapshotTime === undefined) {
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return;
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}
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this.sinceNewestSnapshot += deltaTimeInSeconds;
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const target =
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this.newestSnapshotTime +
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this.sinceNewestSnapshot -
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settings.interpolationDelaySeconds;
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if (this.cursor === undefined || Math.abs(target - this.cursor) > resyncSeconds) {
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this.cursor = target;
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return;
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}
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const rate = clamp(
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1 + (target - this.cursor) * rateGain,
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1 - maxRateAdjustment,
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1 + maxRateAdjustment,
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);
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this.cursor += deltaTimeInSeconds * rate;
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}
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public reset() {
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this.cursor = undefined;
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this.newestSnapshotTime = undefined;
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this.sinceNewestSnapshot = 0;
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this._snapshotTime = 0;
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}
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}
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export const serverTimeline = new ServerTimeline();
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