This commit is contained in:
Andras Schmelczer 2026-09-14 21:29:18 +01:00
commit 244620105a

View file

@ -38,7 +38,7 @@ describe('local prediction reconciliation', () => {
auth.rightFoot as never,
);
const used = predictor.update([], 1 / 60);
const used = predictor.update([]);
expect(used).toBe(true);
expect(predictor.head.center[0]).toBeCloseTo(auth.head.center[0], 5);
@ -62,7 +62,7 @@ describe('local prediction reconciliation', () => {
predictor.recordInput([1, 0]);
setFrameTimeMs(1100);
predictor.update([], 1 / 60);
predictor.update([]);
return [
predictor.head.center[0],
predictor.head.center[1],
@ -94,7 +94,7 @@ describe('local prediction reconciliation', () => {
predictor.setAlive(false);
setFrameTimeMs(5200);
expect(predictor.update([], 1 / 60)).toBe(false);
expect(predictor.update([])).toBe(false);
});
it('replays the whole un-acknowledged span, so a longer trip predicts further', () => {
@ -113,7 +113,7 @@ describe('local prediction reconciliation', () => {
auth.rightFoot as never,
);
predictor.update([], 1 / 60);
predictor.update([]);
return predictor.head.center[0];
};
@ -146,7 +146,7 @@ describe('local prediction reconciliation', () => {
auth.rightFoot as never,
);
predictor.update([], 1 / 60);
predictor.update([]);
return predictor.head.center[0];
};
@ -175,7 +175,7 @@ describe('local prediction reconciliation', () => {
);
setFrameTimeMs(40);
predictor.update([], 1 / 60);
predictor.update([]);
return [predictor.head.center[0], predictor.head.center[1]];
};
@ -189,3 +189,127 @@ describe('local prediction reconciliation', () => {
expect(apart).toBeGreaterThan(1);
});
});
const settledPoseAt = (x: number) => ({
head: { center: [x, 55 - 55 / 3], radius: HEAD_RADIUS },
leftFoot: { center: [x - 20, -55 / 3], radius: FEET_RADIUS },
rightFoot: { center: [x + 20, -55 / 3], radius: FEET_RADIUS },
});
const install = (predictor: LocalCharacterPredictor, timeMs: number, x: number) => {
const pose = settledPoseAt(x);
predictor.acknowledge(timeMs, movementState() as never, -Infinity);
predictor.setAuthoritative(
pose.head as never,
pose.leftFoot as never,
pose.rightFoot as never,
);
};
describe('prediction corrections and interruptions', () => {
it('blends an authoritative correction and converges without slowing ordinary motion', () => {
const predictor = new LocalCharacterPredictor();
setFrameTimeMs(1000);
install(predictor, 1000, 0);
predictor.update([]);
setFrameTimeMs(1016);
install(predictor, 1016, 100);
predictor.update([]);
expect(predictor.head.center[0]).toBeCloseTo(0, 5);
setFrameTimeMs(1032);
predictor.update([]);
expect(predictor.head.center[0]).toBeGreaterThan(0);
expect(predictor.head.center[0]).toBeLessThan(100);
setFrameTimeMs(1516);
predictor.update([]);
expect(predictor.head.center[0]).toBeCloseTo(100, 0);
});
it('freezes at the replay horizon during an outage even if held input changes', () => {
const predictor = new LocalCharacterPredictor();
setFrameTimeMs(0);
install(predictor, 0, 0);
predictor.recordInput([1, 0] as never);
setFrameTimeMs(400);
predictor.update([]);
const frozen = [...predictor.head.center];
setFrameTimeMs(450);
predictor.recordInput([-1, 0] as never);
setFrameTimeMs(600);
predictor.update([]);
expect([...predictor.head.center]).toEqual(frozen);
setFrameTimeMs(2000);
predictor.recordInput([0, 0] as never);
setFrameTimeMs(2500);
predictor.update([]);
expect([...predictor.head.center]).toEqual(frozen);
});
it('clears visual correction on respawn and disables prediction for end-game snapshots', () => {
const predictor = new LocalCharacterPredictor();
setFrameTimeMs(1000);
install(predictor, 1000, 0);
predictor.update([]);
install(predictor, 1000, 100);
predictor.update([]);
predictor.reset();
install(predictor, 1000, 1000);
predictor.update([]);
expect(predictor.head.center[0]).toBe(1000);
predictor.enabled = false;
expect(predictor.update([])).toBe(false);
predictor.reset();
install(predictor, 1000, 1000);
expect(predictor.update([])).toBe(false);
});
});
const ground = {
id: 1,
vertices: Array.from({ length: 15 }, (_, i) => {
const angle = (i / 15) * -Math.PI * 2;
return [800 * Math.cos(angle), 800 * Math.sin(angle)];
}),
snapshotRotation: 0,
snapshotRotationSpeed: 0,
};
const leapHeight = (cooldown: number, leap: boolean) => {
const predictor = new LocalCharacterPredictor();
setFrameTimeMs(1000);
const pose = poseAt(0, 900);
predictor.acknowledge(
1000,
{
...movementState(),
groundPlanetId: 1,
secondsSinceOnSurface: 0,
leapCooldownRemaining: cooldown,
} as never,
-Infinity,
);
predictor.setAuthoritative(
pose.head as never,
pose.leftFoot as never,
pose.rightFoot as never,
);
if (leap) predictor.recordLeap();
setFrameTimeMs(1002);
predictor.update([ground] as never);
return predictor.head.center[1];
};
describe('leap prediction', () => {
it('applies a newly pressed leap in the very next fractional render tick', () => {
expect(leapHeight(0, true)).toBeGreaterThan(leapHeight(0, false) + 1);
});
it('does not predict a leap the authoritative cooldown will reject', () => {
expect(leapHeight(0.2, true)).toEqual(leapHeight(0.2, false));
});
});