diff --git a/backend/src/objects/character-physical.ts b/backend/src/objects/character-physical.ts index 2d145e8..11990d9 100644 --- a/backend/src/objects/character-physical.ts +++ b/backend/src/objects/character-physical.ts @@ -126,6 +126,9 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical } private initMovementBridge() { + // The movementState object-literal getters/setters below can't use `this` + // (it would bind to the literal), so alias the character instance. + // eslint-disable-next-line @typescript-eslint/no-this-alias const self = this; this.movementState = { head: this.head, diff --git a/backend/src/players/npc.ts b/backend/src/players/npc.ts index 23177b6..655ade7 100644 --- a/backend/src/players/npc.ts +++ b/backend/src/players/npc.ts @@ -315,7 +315,7 @@ export class NPC extends PlayerBase { const charge = distance > npcTuning.chargeRangeThreshold && - Random.getRandom() < + Random.getRandom() < npcTuning.chargeBaseChance + npcTuning.chargeAggressionChance * this.aggression ? Random.getRandomInRange(npcTuning.chargeMin, 1) : 0; diff --git a/backend/src/players/player-base.ts b/backend/src/players/player-base.ts index 3d6a561..6de34cd 100644 --- a/backend/src/players/player-base.ts +++ b/backend/src/players/player-base.ts @@ -75,7 +75,7 @@ export abstract class PlayerBase extends CommandReceiver { protected findEmptyPositionForPlayer(preferredCenter: vec2): vec2 { let rotation = 0; let radius = 0; - for (; ;) { + for (;;) { const playerPosition = vec2.fromValues( radius * Math.cos(rotation) + preferredCenter.x, radius * Math.sin(rotation) + preferredCenter.y, diff --git a/frontend/src/main.scss b/frontend/src/main.scss index 8d2e613..3ab46d2 100644 --- a/frontend/src/main.scss +++ b/frontend/src/main.scss @@ -332,6 +332,26 @@ body { &::after { content: '\25C9'; } + + // Twin-stick aim indicator: drawn from the button centre toward the + // current drag direction while aiming a shot (see TouchListener). + .aim-line { + position: absolute; + left: 50%; + top: 50%; + width: 130px; + height: 3px; + border-radius: 2px; + transform-origin: left center; + transform: translateY(-50%) rotate(0rad); + background: linear-gradient(90deg, + rgba(255, 255, 255, 0.85), + rgba(255, 255, 255, 0)); + box-shadow: 0 0 6px rgba(0, 0, 0, 0.6); + opacity: 0; + pointer-events: none; + transition: opacity 80ms; + } } &.leap { @@ -717,6 +737,34 @@ body { } } } + + // Centred "Eliminated" overlay shown while the local player is dead; the + // respawn countdown is the server-driven "Reviving in N…" announcement. + .elimination { + position: absolute; + top: 42%; + left: 50%; + transform: translate(-50%, -50%); + text-align: center; + animation: elimination-in 220ms ease-out; + + .elimination-title { + font-weight: 800; + font-size: 3.4rem; + letter-spacing: 0.04em; + color: $accent; + text-shadow: + 0 0 12px rgba(0, 0, 0, 0.9), + 0 0 28px rgba($accent, 0.6); + } + + .elimination-sub { + margin-top: 6px; + font-size: 1.3rem; + opacity: 0.85; + text-shadow: 0 0 8px rgba(0, 0, 0, 0.9); + } + } } @keyframes contested-pulse { @@ -877,4 +925,16 @@ body { 100% { opacity: 0; } +} + +@keyframes elimination-in { + 0% { + opacity: 0; + transform: translate(-50%, -42%) scale(0.9); + } + + 100% { + opacity: 1; + transform: translate(-50%, -50%) scale(1); + } } \ No newline at end of file diff --git a/frontend/src/scripts/charge-indicator.ts b/frontend/src/scripts/charge-indicator.ts index 7b44718..239e33b 100644 --- a/frontend/src/scripts/charge-indicator.ts +++ b/frontend/src/scripts/charge-indicator.ts @@ -1,7 +1,6 @@ import { holdDurationToCharge } from 'shared'; import { Pointer } from './helper/pointer'; - export abstract class ChargeIndicator { private static element?: HTMLElement; private static heldSince = 0; @@ -41,8 +40,9 @@ export abstract class ChargeIndicator { (performance.now() - ChargeIndicator.heldSince) / 1000, ); element.style.opacity = charge < 0.12 ? '0' : '1'; - element.style.background = `conic-gradient(rgba(255, 255, 255, 0.85) ${charge * 360 - }deg, rgba(255, 255, 255, 0.15) 0deg)`; + element.style.background = `conic-gradient(rgba(255, 255, 255, 0.85) ${ + charge * 360 + }deg, rgba(255, 255, 255, 0.15) 0deg)`; element.classList.toggle('full', charge >= 1); if (ChargeIndicator.followPointer) { diff --git a/frontend/src/scripts/commands/touch-listener.ts b/frontend/src/scripts/commands/touch-listener.ts index 9dd2cfa..ab91ce8 100644 --- a/frontend/src/scripts/commands/touch-listener.ts +++ b/frontend/src/scripts/commands/touch-listener.ts @@ -15,6 +15,9 @@ import { localCharacterPredictor } from '../helper/prediction/local-character-pr export class TouchListener extends CommandGenerator { private static readonly deadZone = 8; private static readonly deltaScaling = 0.4; + // Min screen drag (px) from the fire button before a shot is aimed by the + // drag direction instead of firing straight ahead. + private static readonly aimDeadZone = 18; private joystick: HTMLElement; private joystickButton: HTMLElement; @@ -24,9 +27,12 @@ export class TouchListener extends CommandGenerator { private fireButton: HTMLElement; private fireStrengthRing: HTMLElement; + private fireAimLine!: HTMLElement; private leapButton: HTMLElement; private fireDownAt: number | null = null; + private fireButtonCenter: vec2 | null = null; + private fireAimScreen: vec2 | null = null; constructor( private target: HTMLElement, @@ -45,8 +51,12 @@ export class TouchListener extends CommandGenerator { this.fireStrengthRing = document.createElement('div'); this.fireStrengthRing.className = 'strength-ring'; this.fireButton.appendChild(this.fireStrengthRing); + this.fireAimLine = document.createElement('div'); + this.fireAimLine.className = 'aim-line'; + this.fireButton.appendChild(this.fireAimLine); this.fireButton.addEventListener('touchstart', this.fireButtonDownListener); + this.fireButton.addEventListener('touchmove', this.fireButtonMoveListener); this.fireButton.addEventListener('touchend', this.fireButtonUpListener); this.leapButton = document.createElement('div'); @@ -159,12 +169,41 @@ export class TouchListener extends CommandGenerator { this.swallowTouch(event); this.fireDownAt = performance.now(); const rect = this.fireButton.getBoundingClientRect(); - ChargeIndicator.begin(rect.left + rect.width / 2, rect.top + rect.height / 2); + this.fireButtonCenter = vec2.fromValues( + rect.left + rect.width / 2, + rect.top + rect.height / 2, + ); + this.fireAimScreen = null; + ChargeIndicator.begin(this.fireButtonCenter[0], this.fireButtonCenter[1]); + }; + + // Dragging from the fire button aims the shot: the drag vector sets the + // direction, decoupling aim from movement so a touch player can fire one way + // while walking another. A tap with no meaningful drag fires straight ahead. + private fireButtonMoveListener = (event: TouchEvent) => { + this.swallowTouch(event); + if (this.fireDownAt === null || !this.fireButtonCenter) { + return; + } + const touch = event.targetTouches[0] ?? event.changedTouches[0]; + if (!touch) { + return; + } + this.fireAimScreen = vec2.fromValues(touch.clientX, touch.clientY); + const dx = this.fireAimScreen[0] - this.fireButtonCenter[0]; + const dy = this.fireAimScreen[1] - this.fireButtonCenter[1]; + if (dx * dx + dy * dy > TouchListener.aimDeadZone * TouchListener.aimDeadZone) { + this.fireAimLine.style.opacity = '1'; + this.fireAimLine.style.transform = `translateY(-50%) rotate(${Math.atan2(dy, dx)}rad)`; + } else { + this.fireAimLine.style.opacity = '0'; + } }; private fireButtonUpListener = (event: TouchEvent) => { this.swallowTouch(event); ChargeIndicator.end(); + this.fireAimLine.style.opacity = '0'; if (this.fireDownAt === null) { return; } @@ -174,12 +213,28 @@ export class TouchListener extends CommandGenerator { const character = this.game.gameObjects.player; if (!character) { + this.fireButtonCenter = null; + this.fireAimScreen = null; return; } + + // Screen drag → world aim direction (flip Y: screen +y is down). Below the + // dead-zone it's a tap, so fall back to firing along the facing direction. + let direction = character.facingDirection; + if (this.fireButtonCenter && this.fireAimScreen) { + const dx = this.fireAimScreen[0] - this.fireButtonCenter[0]; + const dy = this.fireAimScreen[1] - this.fireButtonCenter[1]; + if (dx * dx + dy * dy > TouchListener.aimDeadZone * TouchListener.aimDeadZone) { + direction = vec2.normalize(vec2.create(), vec2.fromValues(dx, -dy)); + } + } + this.fireButtonCenter = null; + this.fireAimScreen = null; + const aim = vec2.scaleAndAdd( vec2.create(), character.bodyCenter, - character.facingDirection, + direction, settings.touchAimRange, ); this.sendCommandToSubscribers(new PrimaryActionCommand(aim, charge)); @@ -195,8 +250,9 @@ export class TouchListener extends CommandGenerator { const character = this.game.gameObjects.player; if (character) { - this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${character.strengthFraction * 360 - }deg, transparent 0deg)`; + this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${ + character.strengthFraction * 360 + }deg, transparent 0deg)`; } } @@ -207,6 +263,7 @@ export class TouchListener extends CommandGenerator { this.target.removeEventListener('touchend', this.touchEndListener); this.fireButton.removeEventListener('touchstart', this.fireButtonDownListener); + this.fireButton.removeEventListener('touchmove', this.fireButtonMoveListener); this.fireButton.removeEventListener('touchend', this.fireButtonUpListener); this.leapButton.removeEventListener('touchstart', this.leapButtonListener); diff --git a/frontend/src/scripts/feedback-hud.ts b/frontend/src/scripts/feedback-hud.ts index d6a7ea0..adbf068 100644 --- a/frontend/src/scripts/feedback-hud.ts +++ b/frontend/src/scripts/feedback-hud.ts @@ -4,6 +4,7 @@ import { Pointer } from './helper/pointer'; export abstract class FeedbackHud { private static root?: HTMLElement; private static killfeed?: HTMLElement; + private static elimination?: HTMLElement; private static ensureRoot(): { root: HTMLElement; killfeed: HTMLElement } { if (!this.root || !this.killfeed) { @@ -75,6 +76,29 @@ export abstract class FeedbackHud { } } + // Persistent centred overlay shown while the local player is dead and waiting + // to respawn. The countdown itself is the server-driven "Reviving in N…" + // announcement; this makes the death state unmistakable and stays up until + // hideElimination() is called on respawn. + public static showElimination(): void { + if (this.elimination) { + return; + } + const { root } = this.ensureRoot(); + const el = document.createElement('div'); + el.className = 'elimination'; + el.innerHTML = + '
Eliminated
' + + '
Respawning…
'; + root.appendChild(el); + this.elimination = el; + } + + public static hideElimination(): void { + this.elimination?.parentElement?.removeChild(this.elimination); + this.elimination = undefined; + } + private static streakName(streak: number): string | undefined { switch (streak) { case 2: diff --git a/frontend/src/scripts/helper/prediction/local-character-predictor.ts b/frontend/src/scripts/helper/prediction/local-character-predictor.ts index c147477..5d23c1c 100644 --- a/frontend/src/scripts/helper/prediction/local-character-predictor.ts +++ b/frontend/src/scripts/helper/prediction/local-character-predictor.ts @@ -17,6 +17,14 @@ import { InputHistory } from './input-history'; const stepMs = 1000 / 200; // match the server's 200 Hz fixed tick const stepSeconds = 1 / 200; +// Clock source for the predictor. Injectable so deterministic reconciliation +// tests can drive prediction without real time passing; defaults to the +// browser wall clock in production. +let nowMs: () => number = () => performance.now(); +export const setPredictorClockForTesting = (clock: () => number): void => { + nowMs = clock; +}; + // Don't replay more than this far back: if the last acknowledged input is older // (a stall, or a backgrounded tab catching up) snap to the authoritative pose // instead of grinding through hundreds of steps. @@ -74,6 +82,12 @@ export class LocalCharacterPredictor { // Latest streamed shooting-strength, to gate predicted leaps as the server does. private currentStrength = settings.playerMaxStrength; + // Whether the local body is alive on the server. While dead (awaiting respawn) + // prediction is suppressed so the corpse/ghost can't keep walking in response + // to input — the server ignores a dead player's movement, so a predicted body + // that still moved would be a pure client-side desync. + private alive = true; + // Continuous state carried between replays (the snapshot carries only poses). // The facing direction is NOT carried — it is re-derived from the pose each // frame (see directionFromPose / simulate); only the latched planet and the @@ -100,7 +114,7 @@ export class LocalCharacterPredictor { // Stamp a movement command and record it for replay. Returns the wall-clock // time the command should carry so the server can echo it back. public recordInput(direction: vec2): number { - const timeMs = Math.round(performance.now()); + const timeMs = Math.round(nowMs()); this.inputHistory.record(direction, timeMs); return timeMs; } @@ -112,7 +126,10 @@ export class LocalCharacterPredictor { ): void { // Inputs only advance the acknowledgement forward; the launch momentum and // leap boundary always adopt the latest authoritative values. - if (this.lastAckClientTimeMs === undefined || clientTimeMs > this.lastAckClientTimeMs) { + if ( + this.lastAckClientTimeMs === undefined || + clientTimeMs > this.lastAckClientTimeMs + ) { this.lastAckClientTimeMs = clientTimeMs; } vec2.set(this.authoritativeBodyVelocity, bodyVelocity[0], bodyVelocity[1]); @@ -121,7 +138,7 @@ export class LocalCharacterPredictor { public setAuthoritative(head: Circle, leftFoot: Circle, rightFoot: Circle): void { this.authoritative = { head, leftFoot, rightFoot }; - this.authReceiptMs = Math.round(performance.now()); + this.authReceiptMs = Math.round(nowMs()); } // The player pressed leap; remember when, so the replay applies the same @@ -129,7 +146,7 @@ export class LocalCharacterPredictor { // it — a rejected leap (no strength/cooldown) self-corrects via the streamed // authoritative momentum. public recordLeap(): number { - const timeMs = Math.round(performance.now()); + const timeMs = Math.round(nowMs()); this.leapHistory.push(timeMs); const cutoff = timeMs - 1500; while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) { @@ -142,6 +159,10 @@ export class LocalCharacterPredictor { this.currentStrength = strength; } + public setAlive(alive: boolean): void { + this.alive = alive; + } + public reset(): void { this.inputHistory.reset(); this.leapHistory = []; @@ -154,6 +175,7 @@ export class LocalCharacterPredictor { this.carriedPlanetId = undefined; this.carriedSecondsSinceSurface = 1; this.hasRender = false; + this.alive = true; } public get canPredict(): boolean { @@ -175,7 +197,7 @@ export class LocalCharacterPredictor { // caller should use (otherwise fall back to interpolation). `planets` is the // current collision world; `frameSeconds` is the render delta. public update(planets: Array, frameSeconds: number): boolean { - if (!this.canPredict || this.isAnimatingInOrOut) { + if (!this.alive || !this.canPredict || this.isAnimatingInOrOut) { // Resume from the authoritative pose with a snap rather than gliding from // a stale rendered one. this.hasRender = false; @@ -209,7 +231,7 @@ export class LocalCharacterPredictor { private simulate(): CharacterMovementState { const auth = this.authoritative!; - const now = Math.round(performance.now()); + const now = Math.round(nowMs()); // Predict forward from the latest snapshot by its age, clamped so a stall // (or a backgrounded tab catching up) snaps instead of grinding hundreds of // steps. This advances with wall-clock time even while a held key sends no diff --git a/frontend/src/scripts/landing-page-background.ts b/frontend/src/scripts/landing-page-background.ts index 6371e62..bafe559 100644 --- a/frontend/src/scripts/landing-page-background.ts +++ b/frontend/src/scripts/landing-page-background.ts @@ -11,10 +11,11 @@ import { import { settings, rgb, PlanetBase, Random } from 'shared'; import { PlanetShape } from './shapes/planet-shape'; -// colorMixQ ends of PlanetShape's blue<->red gradient, so the two backdrop -// planets read as the two in-game teams. +// PlanetShape colours by mixing blue (0) -> red (1). The two backdrop planets +// read as the two in-game teams; the red planet is pulled a little off the +// pure-red end so it shows as a more muted, less saturated red. const bluePlanet = 0; -const redPlanet = 1; +const redPlanet = 0.85; export class LandingPageBackground { private isActive = true; diff --git a/frontend/src/scripts/objects/game-object-container.ts b/frontend/src/scripts/objects/game-object-container.ts index fa48f08..2b03836 100644 --- a/frontend/src/scripts/objects/game-object-container.ts +++ b/frontend/src/scripts/objects/game-object-container.ts @@ -16,6 +16,7 @@ import { } from 'shared'; import { BeforeDestroyCommand } from '../commands/types/before-destroy'; import { StepCommand } from '../commands/types/step'; +import { FeedbackHud } from '../feedback-hud'; import { Game } from '../game'; import { serverTimeline } from '../helper/server-timeline'; import { PredictablePlanet } from '../helper/prediction/client-character-world'; @@ -28,6 +29,7 @@ export class GameObjectContainer extends CommandReceiver { protected objects: Map = new Map(); public player!: CharacterView; public camera: Camera = new Camera(this.game); + private wasLocalPlayerAlive = false; protected commandExecutors: CommandExecutors = { [CreatePlayerCommand.type]: (c: CreatePlayerCommand) => { @@ -37,6 +39,9 @@ export class GameObjectContainer extends CommandReceiver { // Fresh character (first spawn or respawn at a far planet): drop any // prediction state so it snaps to the new body instead of gliding across. localCharacterPredictor.reset(); + // Respawned — clear the elimination overlay. + FeedbackHud.hideElimination(); + this.wasLocalPlayerAlive = true; }, [CreateObjectsCommand.type]: (c: CreateObjectsCommand) => @@ -45,15 +50,32 @@ export class GameObjectContainer extends CommandReceiver { [StepCommand.type]: (c: StepCommand) => { this.defaultCommandExecutor(c); - if (this.player) { + // The local body is alive only while its object still exists (the server + // deletes it on death) and its health is above zero — `player` keeps + // pointing at the now-stale view after death, so both checks are needed. + const bodyPresent = !!this.player && this.objects.has(this.player.id); + const alive = bodyPresent && this.player.health > 0; + + // Show the elimination overlay on the alive→dead edge; CreatePlayerCommand + // clears it on respawn. + if (this.wasLocalPlayerAlive && !alive) { + FeedbackHud.showElimination(); + } + this.wasLocalPlayerAlive = alive; + + if (bodyPresent) { // Override the interpolated pose of the local player with the predicted - // one so it responds to input immediately. Remote objects keep - // interpolating. A large correction (respawn / death) snaps inside the - // predictor rather than rubber-banding. + // one so it responds to input immediately. Suppressed while dead so the + // corpse can't be walked around (the server ignores a dead player's + // input — a moving predicted body would be a pure client-side desync). + // A large correction (respawn / death) snaps inside the predictor. + localCharacterPredictor.setAlive(alive); localCharacterPredictor.setStrength( this.player.strengthFraction * settings.playerMaxStrength, ); - if (localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds)) { + if ( + localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds) + ) { this.player.head = localCharacterPredictor.head; this.player.leftFoot = localCharacterPredictor.leftFoot; this.player.rightFoot = localCharacterPredictor.rightFoot; diff --git a/frontend/src/scripts/shapes/planet-shape.ts b/frontend/src/scripts/shapes/planet-shape.ts index 1d1ec9e..ceb2e35 100644 --- a/frontend/src/scripts/shapes/planet-shape.ts +++ b/frontend/src/scripts/shapes/planet-shape.ts @@ -103,8 +103,8 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) { if (dist < minDistance) { minDistance = dist; color = mix(${colorToString(settings.bluePlanetColor)}, ${colorToString( - settings.redPlanetColor, - )}, planetColorMixQ[j]); + settings.redPlanetColor, + )}, planetColorMixQ[j]); } } @@ -141,10 +141,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) { ) { super(vertices); - this.cullCenter = vertices.reduce( - (sum, v) => vec2.add(sum, sum, v), - vec2.create(), - ); + this.cullCenter = vertices.reduce((sum, v) => vec2.add(sum, sum, v), vec2.create()); vec2.scale(this.cullCenter, this.cullCenter, 1 / vertices.length); this.cullRadius = vertices.reduce( diff --git a/shared/src/objects/game-object.ts b/shared/src/objects/game-object.ts index 4793d2f..f851137 100644 --- a/shared/src/objects/game-object.ts +++ b/shared/src/objects/game-object.ts @@ -15,10 +15,24 @@ export class RemoteCall { } } +// Every object property streamed via UpdatePropertyCommand. A single union means +// a typo or rename on the producing (server *-physical) or consuming (client +// *-view) side is a compile error instead of a silently dropped update that +// just stops a body interpolating. The wire format is unchanged — these remain +// the same strings, only now compiler-checked at both ends. +export type SyncPropertyKey = + | 'head' + | 'leftFoot' + | 'rightFoot' + | 'strength' + | 'center' + | 'ownership' + | 'rotation'; + @serializable export class UpdatePropertyCommand extends Command { constructor( - public readonly propertyKey: string, + public readonly propertyKey: SyncPropertyKey, public readonly propertyValue: any, public readonly rateOfChange: any, ) { diff --git a/shared/src/objects/types/character-base.ts b/shared/src/objects/types/character-base.ts index b461127..f6cad5c 100644 --- a/shared/src/objects/types/character-base.ts +++ b/shared/src/objects/types/character-base.ts @@ -1,6 +1,7 @@ import { Id } from '../../communication/id'; import { Circle } from '../../helper/circle'; import { serializable } from '../../serialization/serializable'; +import { toArrayFromFields } from '../../serialization/serialized-fields'; import { GameObject } from '../game-object'; export enum CharacterTeam { @@ -11,6 +12,18 @@ export enum CharacterTeam { @serializable export class CharacterBase extends GameObject { + private static readonly serializedFields = [ + 'id', + 'name', + 'killCount', + 'deathCount', + 'team', + 'health', + 'head', + 'leftFoot', + 'rightFoot', + ] as const; + constructor( id: Id, public name: string, @@ -26,37 +39,27 @@ export class CharacterBase extends GameObject { } // eslint-disable-next-line @typescript-eslint/no-unused-vars - public onShoot(strength: number) { } + public onShoot(strength: number) {} - public onLeap() { } + public onLeap() {} // eslint-disable-next-line @typescript-eslint/no-unused-vars - public onHitConfirmed(charge?: number) { } + public onHitConfirmed(charge?: number) {} // eslint-disable-next-line @typescript-eslint/no-unused-vars - public onKillConfirmed(victimName?: string, streak?: number, charge?: number) { } + public onKillConfirmed(victimName?: string, streak?: number, charge?: number) {} public setHealth(health: number) { this.health = health; } - public onDie() { } + public onDie() {} public setKillCount(killCount: number) { this.killCount = killCount; } public toArray(): Array { - return [ - this.id, - this.name, - this.killCount, - this.deathCount, - this.team, - this.health, - this.head, - this.leftFoot, - this.rightFoot, - ]; + return toArrayFromFields(this, CharacterBase.serializedFields); } } diff --git a/shared/src/objects/types/lamp-base.ts b/shared/src/objects/types/lamp-base.ts index 794e75b..9f86ca6 100644 --- a/shared/src/objects/types/lamp-base.ts +++ b/shared/src/objects/types/lamp-base.ts @@ -1,9 +1,17 @@ import { vec2, vec3 } from 'gl-matrix'; import { Id, serializable } from '../../main'; +import { toArrayFromFields } from '../../serialization/serialized-fields'; import { GameObject } from '../game-object'; @serializable export class LampBase extends GameObject { + private static readonly serializedFields = [ + 'id', + 'center', + 'color', + 'lightness', + ] as const; + constructor( id: Id, public center: vec2, @@ -19,7 +27,6 @@ export class LampBase extends GameObject { public setLight(color: vec3, lightness: number) {} public toArray(): Array { - const { id, center, color, lightness } = this; - return [id, center, color, lightness]; + return toArrayFromFields(this, LampBase.serializedFields); } } diff --git a/shared/src/objects/types/planet-base.ts b/shared/src/objects/types/planet-base.ts index e3835e1..bafea38 100644 --- a/shared/src/objects/types/planet-base.ts +++ b/shared/src/objects/types/planet-base.ts @@ -2,12 +2,22 @@ import { vec2 } from 'gl-matrix'; import { Random } from '../../helper/random'; import { settings } from '../../settings'; import { serializable } from '../../serialization/serializable'; +import { toArrayFromFields } from '../../serialization/serialized-fields'; import { GameObject } from '../game-object'; import { Id } from '../../communication/id'; import { CharacterTeam } from './character-base'; @serializable export class PlanetBase extends GameObject { + // centre/radius are derived from vertices in the constructor, so they are not + // serialized — only the constructor parameters are. + private static readonly serializedFields = [ + 'id', + 'vertices', + 'ownership', + 'isKeystone', + ] as const; + public readonly center: vec2; public readonly radius: number; @@ -57,6 +67,6 @@ export class PlanetBase extends GameObject { } public toArray(): Array { - return [this.id, this.vertices, this.ownership, this.isKeystone]; + return toArrayFromFields(this, PlanetBase.serializedFields); } } diff --git a/shared/src/objects/types/projectile-base.ts b/shared/src/objects/types/projectile-base.ts index c334cb8..f96fd94 100644 --- a/shared/src/objects/types/projectile-base.ts +++ b/shared/src/objects/types/projectile-base.ts @@ -1,12 +1,21 @@ import { vec2 } from 'gl-matrix'; import { settings } from '../../settings'; import { serializable } from '../../serialization/serializable'; +import { toArrayFromFields } from '../../serialization/serialized-fields'; import { GameObject } from '../game-object'; import { Id } from '../../communication/id'; import { CharacterTeam } from './character-base'; @serializable export class ProjectileBase extends GameObject { + private static readonly serializedFields = [ + 'id', + 'center', + 'radius', + 'team', + 'strength', + ] as const; + constructor( id: Id, public center: vec2, @@ -23,6 +32,6 @@ export class ProjectileBase extends GameObject { } public toArray(): Array { - return [this.id, this.center, this.radius, this.team, this.strength]; + return toArrayFromFields(this, ProjectileBase.serializedFields); } } diff --git a/shared/src/physics/character-movement.ts b/shared/src/physics/character-movement.ts index a5744b9..21355a5 100644 --- a/shared/src/physics/character-movement.ts +++ b/shared/src/physics/character-movement.ts @@ -107,7 +107,13 @@ const springMove = ( const keepPosture = (state: CharacterMovementState) => { const center = characterCenter(state); - springMove(state, state.leftFoot, center, leftFootOffset, settings.postureFeetStiffness); + springMove( + state, + state.leftFoot, + center, + leftFootOffset, + settings.postureFeetStiffness, + ); springMove( state, state.rightFoot, @@ -133,7 +139,12 @@ const carryWithRotatingPlanet = ( const angle = -planet.angularVelocity * deltaTimeInSeconds; const center = planet.center; state.head.center = vec2.rotate(vec2.create(), state.head.center, center, angle); - state.leftFoot.center = vec2.rotate(vec2.create(), state.leftFoot.center, center, angle); + state.leftFoot.center = vec2.rotate( + vec2.create(), + state.leftFoot.center, + center, + angle, + ); state.rightFoot.center = vec2.rotate( vec2.create(), state.rightFoot.center, @@ -148,10 +159,7 @@ const carryWithRotatingPlanet = ( // server's leap() and the client's prediction apply the exact same impulse. // The caller does the gating (strength, cooldown, alive); this is a no-op when // not on a surface. -export const applyLeapImpulse = ( - state: CharacterMovementState, - moveDirection: vec2, -) => { +export const applyLeapImpulse = (state: CharacterMovementState, moveDirection: vec2) => { const planet = state.currentPlanet; if (!planet) { return; @@ -206,7 +214,9 @@ export const tickPlanetDetachment = ( state: CharacterMovementState, deltaTimeInSeconds: number, ) => { - if ((state.secondsSinceOnSurface += deltaTimeInSeconds) > settings.planetDetachmentSeconds) { + if ( + (state.secondsSinceOnSurface += deltaTimeInSeconds) > settings.planetDetachmentSeconds + ) { state.currentPlanet = undefined; } }; @@ -255,10 +265,7 @@ export const decayMomentum = ( } }; -const decayBodyMomentum = ( - state: CharacterMovementState, - deltaTimeInSeconds: number, -) => { +const decayBodyMomentum = (state: CharacterMovementState, deltaTimeInSeconds: number) => { decayMomentum(state.bodyVelocity, !!state.currentPlanet, deltaTimeInSeconds); }; @@ -293,7 +300,11 @@ export const stepCharacterMovement = ( const center = characterCenter(state); const grounds = world.groundsNear(center, boundRadius + settings.maxGravityDistance); - const movementForce = vec2.scale(inputDirection, inputDirection, settings.maxAcceleration); + const movementForce = vec2.scale( + inputDirection, + inputDirection, + settings.maxAcceleration, + ); applyForce(state.leftFoot, movementForce, deltaTimeInSeconds); applyForce(state.rightFoot, movementForce, deltaTimeInSeconds); diff --git a/shared/src/serialization/serialized-fields.ts b/shared/src/serialization/serialized-fields.ts new file mode 100644 index 0000000..48733e8 --- /dev/null +++ b/shared/src/serialization/serialized-fields.ts @@ -0,0 +1,13 @@ +// Derive a serializable object's positional wire array from a single declared +// list of field names, so toArray() and the constructor share ONE source of +// truth for field order instead of a hand-written array that can silently drift +// out of step with the parameters. +// +// deserialize reconstructs via `new Ctor(...array.slice(1))`, so the field list +// MUST name the constructor's parameters in order. Fields a constructor +// recomputes from others (e.g. a planet's centre/radius from its vertices) are +// derived, not serialized, and so are deliberately absent from the list. +export const toArrayFromFields = ( + object: any, + fields: ReadonlyArray, +): Array => fields.map((field) => object[field]); diff --git a/test/__snapshots__/physics-determinism.test.mjs.snap b/test/__snapshots__/physics-determinism.test.mjs.snap new file mode 100644 index 0000000..50ab1c3 --- /dev/null +++ b/test/__snapshots__/physics-determinism.test.mjs.snap @@ -0,0 +1,3 @@ +// Vitest Snapshot v1, https://vitest.dev/guide/snapshot.html + +exports[`shared character simulation determinism > matches the pinned reference pose (changes only with intentional physics edits) 1`] = `"{"head":[76.14,123.412],"leftFoot":[83.214,105.036],"rightFoot":[79.974,123.01],"bodyVelocity":[0,0]}"`; diff --git a/test/physics-determinism.test.mjs b/test/physics-determinism.test.mjs new file mode 100644 index 0000000..d0fee1a --- /dev/null +++ b/test/physics-determinism.test.mjs @@ -0,0 +1,83 @@ +// Determinism guard for the shared character simulation. The client predictor +// and the authoritative server run the EXACT same stepCharacterMovement; if it +// were non-deterministic (a stray Math.random / Date, or an order-dependent +// reduce) prediction would rubber-band and could never reconcile. This is also +// the regression net for the upcoming GC/scratch-pool perf rewrites: the pinned +// hash must not change unless physics behaviour is intentionally changed. +import { describe, it, expect } from 'vitest'; +import { createRequire } from 'node:module'; + +const require = createRequire(import.meta.url); +const shared = require('../shared/lib/main.js'); +const { vec2 } = require('../shared/node_modules/gl-matrix'); + +const { + stepCharacterMovement, + resolveCircleMovement, + headRadius, + feetRadius, + headOffset, + leftFootOffset, + rightFootOffset, +} = shared; + +const makeBody = (center, radius) => ({ + center: vec2.clone(center), + radius, + velocity: vec2.create(), + lastNormal: vec2.fromValues(0, 1), + restitution: 0, +}); + +// A free-space world (no planets): the body is driven purely by the movement +// input force, posture springs and momentum decay — enough to exercise the +// deterministic core without coupling the test to planet SDF geometry. +const emptyWorld = { + groundsNear: () => [], + stepBody: (body, dt) => { + resolveCircleMovement(body, dt, []); + return undefined; + }, +}; + +const stepSeconds = 1 / 200; + +// Run a fixed, scripted input sequence through the shared sim and return a +// stable string snapshot of the final pose + carried momentum. +const runSimulation = () => { + const start = vec2.fromValues(100, 100); + const state = { + head: makeBody(vec2.add(vec2.create(), start, headOffset), headRadius), + leftFoot: makeBody(vec2.add(vec2.create(), start, leftFootOffset), feetRadius), + rightFoot: makeBody(vec2.add(vec2.create(), start, rightFootOffset), feetRadius), + direction: 0, + currentPlanet: undefined, + secondsSinceOnSurface: 1, + bodyVelocity: vec2.create(), + }; + + for (let i = 0; i < 300; i++) { + const angle = i * 0.1; + const input = vec2.fromValues(Math.cos(angle), Math.sin(angle)); + stepCharacterMovement(state, emptyWorld, input, stepSeconds); + } + + const round = (v) => Math.round(v * 1000) / 1000; + return JSON.stringify({ + head: [round(state.head.center[0]), round(state.head.center[1])], + leftFoot: [round(state.leftFoot.center[0]), round(state.leftFoot.center[1])], + rightFoot: [round(state.rightFoot.center[0]), round(state.rightFoot.center[1])], + bodyVelocity: [round(state.bodyVelocity[0]), round(state.bodyVelocity[1])], + }); +}; + +describe('shared character simulation determinism', () => { + it('produces identical output across independent runs', () => { + expect(runSimulation()).toBe(runSimulation()); + }); + + it('matches the pinned reference pose (changes only with intentional physics edits)', () => { + // Regression pin — update deliberately when physics behaviour changes. + expect(runSimulation()).toMatchSnapshot(); + }); +}); diff --git a/test/prediction-reconciliation.test.ts b/test/prediction-reconciliation.test.ts new file mode 100644 index 0000000..98ffc1d --- /dev/null +++ b/test/prediction-reconciliation.test.ts @@ -0,0 +1,96 @@ +// Reconciliation guard for the REAL client predictor. It exercises +// LocalCharacterPredictor end-to-end with an injected clock, verifying the two +// properties reconciliation depends on: +// 1. a fully-acknowledged snapshot reproduces the authoritative pose exactly +// (no spurious drift on top of server truth), and +// 2. un-acknowledged input is replayed forward deterministically. +// This is the net for prediction-touching changes (the death-while-dead fix, +// future netcode work) — a regression shows up as drift or non-determinism. +import { describe, it, expect } from 'vitest'; +import { + LocalCharacterPredictor, + setPredictorClockForTesting, +} from '../frontend/src/scripts/helper/prediction/local-character-predictor'; + +const HEAD_RADIUS = 50; +const FEET_RADIUS = 20; + +// A Circle-shaped pose; the predictor only reads .center / .radius, so plain +// objects with array centres are sufficient (and avoid importing gl-matrix). +const poseAt = (cx: number, cy: number) => ({ + head: { center: [cx, cy + 37], radius: HEAD_RADIUS }, + leftFoot: { center: [cx - 33, cy - 18], radius: FEET_RADIUS }, + rightFoot: { center: [cx + 33, cy - 18], radius: FEET_RADIUS }, +}); + +describe('local prediction reconciliation', () => { + it('reproduces the authoritative pose exactly when all input is acknowledged', () => { + let clock = 1000; + setPredictorClockForTesting(() => clock); + + const predictor = new LocalCharacterPredictor(); + const auth = poseAt(500, 500); + + const t = predictor.recordInput([1, 0]); + predictor.acknowledge(t, [0, 0], -Infinity); // server has consumed this input + predictor.setStrength(80); + predictor.setAuthoritative(auth.head as never, auth.leftFoot as never, auth.rightFoot as never); + + // No clock advance → zero replay window → predicted pose == authoritative. + const used = predictor.update([], 1 / 60); + + expect(used).toBe(true); + expect(predictor.head.center[0]).toBeCloseTo(auth.head.center[0], 5); + expect(predictor.head.center[1]).toBeCloseTo(auth.head.center[1], 5); + expect(predictor.leftFoot.center[0]).toBeCloseTo(auth.leftFoot.center[0], 5); + expect(predictor.rightFoot.center[0]).toBeCloseTo(auth.rightFoot.center[0], 5); + }); + + it('replays un-acknowledged input deterministically', () => { + const drive = () => { + let clock = 0; + setPredictorClockForTesting(() => clock); + + const predictor = new LocalCharacterPredictor(); + clock = 1000; + predictor.acknowledge(900, [0, 0], -Infinity); // baseline ack (older than the input below) + predictor.setStrength(80); + const auth = poseAt(0, 0); + predictor.setAuthoritative(auth.head as never, auth.leftFoot as never, auth.rightFoot as never); + predictor.recordInput([1, 0]); // unacked rightward input at t=1000 + + clock = 1100; // replay ~100 ms forward + predictor.update([], 1 / 60); + return [ + predictor.head.center[0], + predictor.head.center[1], + predictor.leftFoot.center[0], + predictor.rightFoot.center[0], + ]; + }; + + const a = drive(); + const b = drive(); + expect(a).toEqual(b); // deterministic replay + expect(a.every((n) => Number.isFinite(n))).toBe(true); + expect(a[0]).toBeGreaterThan(0.5); // rightward input actually moved the body + }); + + it('suppresses prediction while the local player is dead', () => { + let clock = 5000; + setPredictorClockForTesting(() => clock); + + const predictor = new LocalCharacterPredictor(); + const auth = poseAt(200, 200); + const t = predictor.recordInput([1, 0]); + predictor.acknowledge(t, [0, 0], -Infinity); + predictor.setStrength(80); + predictor.setAuthoritative(auth.head as never, auth.leftFoot as never, auth.rightFoot as never); + predictor.setAlive(false); // dead, awaiting respawn + + clock = 5200; // input + elapsed time that would otherwise be replayed forward + // Even with a valid authoritative pose and pending input, a dead body must + // not be predicted/moved — that was the "move while dead" bug. + expect(predictor.update([], 1 / 60)).toBe(false); + }); +}); diff --git a/test/serialization.test.mjs b/test/serialization.test.mjs index 4387661..9c7bc11 100644 --- a/test/serialization.test.mjs +++ b/test/serialization.test.mjs @@ -17,6 +17,11 @@ const { MoveActionCommand, UpdatePropertyCommand, PropertyUpdatesForObject, + // networked entity bases — their toArray() must mirror their constructor order + CharacterBase, + PlanetBase, + ProjectileBase, + LampBase, // geometry — single source of truth shared by server & client prediction headRadius, feetRadius, @@ -77,6 +82,67 @@ describe('serialization round-trip (built shared lib)', () => { }); }); +describe('networked entity round-trips (toArray ↔ constructor contract)', () => { + it('round-trips a ProjectileBase', () => { + const out = deserialize(serialize(new ProjectileBase(7, [10, 20], 30, 'blue', 40))); + expect(out).toBeInstanceOf(ProjectileBase); + expect(out.id).toBe(7); + expect(out.center[0]).toBeCloseTo(10, 5); + expect(out.center[1]).toBeCloseTo(20, 5); + expect(out.radius).toBe(30); + expect(out.team).toBe('blue'); + expect(out.strength).toBe(40); + }); + + it('round-trips a CharacterBase with its nested body Circles', () => { + const out = deserialize( + serialize( + new CharacterBase( + 8, + 'Bob', + 2, + 1, + 'red', + 100, + new Circle([1, 2], 50), + new Circle([3, 4], 20), + new Circle([5, 6], 20), + ), + ), + ); + expect(out).toBeInstanceOf(CharacterBase); + expect(out.id).toBe(8); + expect(out.name).toBe('Bob'); + expect(out.killCount).toBe(2); + expect(out.deathCount).toBe(1); + expect(out.team).toBe('red'); + expect(out.health).toBe(100); + expect(out.head).toBeInstanceOf(Circle); + expect(out.head.center[0]).toBeCloseTo(1, 5); + expect(out.head.radius).toBe(50); + }); + + it('round-trips a LampBase', () => { + const out = deserialize(serialize(new LampBase(9, [7, 8], [1, 0.5, 0.2], 0.8))); + expect(out).toBeInstanceOf(LampBase); + expect(out.center[1]).toBeCloseTo(8, 5); + expect(out.color[2]).toBeCloseTo(0.2, 5); + expect(out.lightness).toBeCloseTo(0.8, 5); + }); + + it('round-trips a PlanetBase (derived centre/radius recomputed from vertices)', () => { + const out = deserialize( + serialize(new PlanetBase(10, [[0, 0], [100, 0], [50, 100]], 0.7, true)), + ); + expect(out).toBeInstanceOf(PlanetBase); + expect(out.id).toBe(10); + expect(out.vertices).toHaveLength(3); + expect(out.ownership).toBeCloseTo(0.7, 5); + expect(out.isKeystone).toBe(true); + expect(out.center[0]).toBeCloseTo(50, 5); // recomputed by the constructor + }); +}); + describe('shared character geometry — single source of truth', () => { it('matches the known body layout', () => { expect(headRadius).toBe(50);