Improve netcode and simplify (#4)
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- Simplify the logic wherever possible to remove overengineering and simplify the netcode
- Actually improve the netcode
- The new lines are mainly the package locks and tests

Reviewed-on: https://home.schmelczer.dev/git/andras/decla-red/pulls/4
This commit is contained in:
Andras Schmelczer 2026-09-15 07:57:57 +01:00
commit 93a7fe01ab

167
test/backpressure.test.ts Normal file
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import { describe, it, expect, beforeEach } from 'vitest';
import { createRequire } from 'node:module';
import { PhysicalContainer } from '../backend/src/physics/physical-container';
import { PlayerContainer } from '../backend/src/players/player-container';
import { createWorld } from '../backend/src/create-world';
const require = createRequire(import.meta.url);
const shared = require('../shared/lib/main.js');
const {
Random,
settings,
TransportEvents,
deserialize,
CreateObjectsCommand,
DeleteObjectsCommand,
PropertyUpdatesForObjects,
PropertyUpdatesForObject,
UpdatePropertyCommand,
InputAcknowledgement,
UpdateMinimap,
ServerAnnouncement,
} = shared;
class FakeSocket {
public readonly sent: Array<{ event: string; payload: unknown }> = [];
public readonly conn = {
transport: { socket: { bufferedAmount: 0 } },
writeBuffer: [] as Array<{ data: unknown }>,
};
public set bufferedAmount(bytes: number) {
this.conn.transport.socket.bufferedAmount = bytes;
}
public on() {}
public off() {}
public emit(event: string, payload?: unknown) {
this.sent.push({ event, payload });
}
public get lastBatch(): Array<{ constructor: { name: string } }> {
const last = [...this.sent]
.reverse()
.find((m) => m.event === TransportEvents.ServerToPlayer);
return last ? deserialize(last.payload as string) : [];
}
}
const makePlayer = () => {
Random.seed = 3;
const objects = new PhysicalContainer({ addPoints() {}, announce() {} });
createWorld(objects);
const players = new PlayerContainer(objects, 4, 0);
const socket = new FakeSocket();
const player = players.createPlayer({ name: 'player' }, socket as never);
player.sendQueuedCommandsToClient();
socket.sent.length = 0;
return { player, socket };
};
const queueOneSnapshot = (player: ReturnType<typeof makePlayer>['player']) => {
player.queueCommandSend(new CreateObjectsCommand([]));
player.queueCommandSend(new DeleteObjectsCommand([1234]));
player.queueCommandSend(new ServerAnnouncement('team blue wins'));
player.queueCommandSend(new UpdateMinimap([]));
player.queueCommandSend(
new PropertyUpdatesForObjects(
[
new PropertyUpdatesForObject(1234, [
new UpdatePropertyCommand('ownership', 1, 0),
]),
],
1,
),
);
player.queueCommandSend(
new InputAcknowledgement(123, player.character!.movementSnapshot, 0, 0),
);
};
const typesIn = (batch: Array<{ constructor: { name: string } }>) =>
batch.map((c) => c.constructor.name);
describe('slow-client backpressure', () => {
beforeEach(() => {
Random.seed = 3;
});
it('sends everything while the socket is draining', () => {
const { player, socket } = makePlayer();
queueOneSnapshot(player);
player.sendQueuedCommandsToClient();
expect(typesIn(socket.lastBatch)).toEqual([
CreateObjectsCommand.name,
DeleteObjectsCommand.name,
ServerAnnouncement.name,
UpdateMinimap.name,
PropertyUpdatesForObjects.name,
InputAcknowledgement.name,
]);
});
it('reads the buffered byte count engine.io actually exposes', () => {
const { player, socket } = makePlayer();
socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
queueOneSnapshot(player);
player.sendQueuedCommandsToClient();
const marker = socket.lastBatch.find((c) => c instanceof PropertyUpdatesForObjects);
expect(marker).toMatchObject({ updates: [], timestamp: 1 });
});
it('sheds only the state the next tick regenerates', () => {
const { player, socket } = makePlayer();
socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
queueOneSnapshot(player);
player.sendQueuedCommandsToClient();
const types = typesIn(socket.lastBatch);
expect(types).toContain(PropertyUpdatesForObjects.name);
expect(types).not.toContain(InputAcknowledgement.name);
expect(types).not.toContain(UpdateMinimap.name);
expect(types).toContain(CreateObjectsCommand.name);
expect(types).toContain(DeleteObjectsCommand.name);
expect(types).toContain(ServerAnnouncement.name);
});
it('stays quiet when a backed-up client has nothing but sheddable state', () => {
const { player, socket } = makePlayer();
socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
player.queueCommandSend(new PropertyUpdatesForObjects([], 1));
const before = socket.sent.length;
player.sendQueuedCommandsToClient();
expect(socket.sent.length).toBe(before);
});
it('also measures packets waiting inside Engine.IO for the transport to drain', () => {
const { player, socket } = makePlayer();
socket.conn.writeBuffer.push({
data: Buffer.alloc(settings.maxBufferedBytesPerClient + 1),
});
queueOneSnapshot(player);
player.sendQueuedCommandsToClient();
const marker = socket.lastBatch.find((c) => c instanceof PropertyUpdatesForObjects);
expect(marker).toMatchObject({ updates: [], timestamp: 1 });
expect(typesIn(socket.lastBatch)).not.toContain(InputAcknowledgement.name);
});
it('sends a fresh pose and acknowledgement after the transport drains', () => {
const { player, socket } = makePlayer();
socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
queueOneSnapshot(player);
player.sendQueuedCommandsToClient();
socket.bufferedAmount = 0;
queueOneSnapshot(player);
player.sendQueuedCommandsToClient();
const snapshot = socket.lastBatch.find((c) => c instanceof PropertyUpdatesForObjects);
expect(snapshot).toMatchObject({ updates: [expect.anything()], timestamp: 1 });
expect(typesIn(socket.lastBatch)).toContain(InputAcknowledgement.name);
});
});