Modernise & make fun #3

Merged
andras merged 18 commits from asch/modernise into main 2026-06-21 10:43:50 +01:00
22 changed files with 563 additions and 62 deletions
Showing only changes of commit d9b80b92ca - Show all commits

View file

@ -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,

View file

@ -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 {
@ -878,3 +926,15 @@ body {
opacity: 0;
}
}
@keyframes elimination-in {
0% {
opacity: 0;
transform: translate(-50%, -42%) scale(0.9);
}
100% {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
}

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@ -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;
@ -41,7 +40,8 @@ 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
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);

View file

@ -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));
@ -195,7 +250,8 @@ 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
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);

View file

@ -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 =
'<div class="elimination-title">Eliminated</div>' +
'<div class="elimination-sub">Respawning…</div>';
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:

View file

@ -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<PredictablePlanet>, 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

View file

@ -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;

View file

@ -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<Id, GameObject> = 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;

View file

@ -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(

View file

@ -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,
) {

View file

@ -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,
@ -47,16 +60,6 @@ export class CharacterBase extends GameObject {
}
public toArray(): Array<any> {
return [
this.id,
this.name,
this.killCount,
this.deathCount,
this.team,
this.health,
this.head,
this.leftFoot,
this.rightFoot,
];
return toArrayFromFields(this, CharacterBase.serializedFields);
}
}

View file

@ -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<any> {
const { id, center, color, lightness } = this;
return [id, center, color, lightness];
return toArrayFromFields(this, LampBase.serializedFields);
}
}

View file

@ -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<any> {
return [this.id, this.vertices, this.ownership, this.isKeystone];
return toArrayFromFields(this, PlanetBase.serializedFields);
}
}

View file

@ -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<any> {
return [this.id, this.center, this.radius, this.team, this.strength];
return toArrayFromFields(this, ProjectileBase.serializedFields);
}
}

View file

@ -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);

View file

@ -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<string>,
): Array<any> => fields.map((field) => object[field]);

View file

@ -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]}"`;

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@ -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();
});
});

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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);
});
});

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@ -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);