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This commit is contained in:
Andras Schmelczer 2026-06-20 11:30:49 +01:00
parent b6db7e8dc7
commit d9b80b92ca
22 changed files with 563 additions and 62 deletions

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// 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);
});
});