decla-red/frontend/src/scripts/helper/server-timeline.ts
2026-06-14 15:01:36 +01:00

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