Improve netcode and simplify (#4)
- 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
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1 changed files with 15073 additions and 4754 deletions
367
test/render-smoothness.test.ts
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367
test/render-smoothness.test.ts
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import { describe, it, expect } from 'vitest';
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import {
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LocalCharacterPredictor,
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setFrameTimeMs,
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} from '../frontend/src/scripts/helper/prediction/local-character-predictor';
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import { ClientCharacterWorld } from '../frontend/src/scripts/helper/prediction/client-character-world';
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import {
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stepCharacterMovement,
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tickPlanetDetachment,
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headRadius,
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feetRadius,
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} from '../shared/src/physics/character-movement';
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import { settings } from '../shared/src/settings';
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const stepSeconds = settings.targetPhysicsDeltaTimeInSeconds;
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const snapshotMs = settings.updateMessageInterval * 1000;
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const heartbeatMs = settings.clientSendInterval * 1000;
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const planetRadius = 800;
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// The client's frame clock is rebased to its first frame (sdf-2d passes currentTime - startTime),
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// so it shares no origin with the server's clock. Anything that only works when the two happen to
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// agree is not a fix.
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const clientClockOffsetMs = 987_654.321;
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const vertices = Array.from({ length: settings.planetEdgeCount }, (_, i) => {
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const angle = (i / settings.planetEdgeCount) * -Math.PI * 2;
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return [planetRadius * Math.cos(angle), planetRadius * Math.sin(angle)];
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});
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const planetAt = (rotation: number) =>
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({ id: 1, vertices, snapshotRotation: rotation, snapshotRotationSpeed: 0 }) as never;
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const body = (center: Array<number>, radius: number) => ({
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center: center.slice(),
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radius,
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velocity: [0, 0],
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lastNormal: [0, 1],
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restitution: 0,
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});
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interface Conditions {
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fps: number;
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/** One way. The round trip is twice this. */
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wireMs: number;
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/** Client CPU spent between the frame timestamp and the socket emit at the end of the loop. */
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emitLagMs: number;
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/** Peak random variation in frame duration, as a fraction of the nominal frame. */
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frameJitter: number;
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/** Probability that a frame is missed entirely and the next one is twice as long. */
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dropRate: number;
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/** Server work that can delay a socket callback past the packet's arrival. */
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serverBusyMs: number;
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wireJitterMs?: number;
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emitJitterMs?: number;
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changeInput?: boolean;
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}
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interface Result {
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/** Peak-to-peak variation in apparent speed, over its mean. Zero means perfectly even motion. */
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speedSpread: number;
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/** How far the rendered character trails the true server pose, in world units. */
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lagUnits: number;
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finalError: number;
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maximumSpeed: number;
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}
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// Measure world travel: the camera tracks the local character exactly, so measuring
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// their relative position would always report zero even when the world visibly stutters.
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const measure = ({
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fps,
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wireMs,
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emitLagMs,
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frameJitter,
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dropRate,
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serverBusyMs,
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wireJitterMs = 0,
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emitJitterMs = 0,
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changeInput = false,
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}: Conditions): Result => {
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const world = new ClientCharacterWorld();
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world.sync([planetAt(0)]);
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const server: any = {
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head: body([0, planetRadius + 90], headRadius),
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leftFoot: body([-33, planetRadius + 35], feetRadius),
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rightFoot: body([33, planetRadius + 35], feetRadius),
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direction: 0,
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currentPlanet: world.surfaceById(1),
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secondsSinceOnSurface: 0,
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bodyVelocity: [0, 0],
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};
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let input = [1, 0];
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let serverInput = [1, 0];
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const predictor = new LocalCharacterPredictor();
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predictor.setStrength(settings.playerMaxStrength);
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let seed = 12345;
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const random = () => (seed = (seed * 1103515245 + 12345) & 0x7fffffff) / 0x7fffffff;
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const nominalFrameMs = 1000 / fps;
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const toServer: Array<{ atMs: number; clientStampMs: number; direction?: number[] }> =
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[];
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const toClient: Array<{
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atMs: number;
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ackAgeMs: number;
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clientStampMs: number;
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pose: any;
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}> = [];
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const samples: Array<{
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world: Array<number>;
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atMs: number;
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error: number;
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}> = [];
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let simMs = 0;
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let nextSnapshotMs = 0;
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let nextFrameAtMs = 0;
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let lastHeartbeatClientMs = -Infinity;
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let lastInputClientTimeMs = 0;
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let lastInputReceiptMs = 0;
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let hasPressed = false;
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let lastServerArrivalMs = 0;
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let lastClientArrivalMs = 0;
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while (simMs < 8000) {
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tickPlanetDetachment(server, stepSeconds);
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stepCharacterMovement(server, world, serverInput.slice() as never, stepSeconds);
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simMs += stepSeconds * 1000;
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while (toServer.length > 0 && toServer[0].atMs <= simMs) {
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const packet = toServer.shift()!;
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if (packet.direction) serverInput = packet.direction;
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if (packet.clientStampMs > lastInputClientTimeMs) {
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lastInputClientTimeMs = packet.clientStampMs;
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// Socket callbacks run between physics frames, so this is the true arrival instant,
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// not the frame boundary — plus however long the frame in progress still had to run.
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lastInputReceiptMs = packet.atMs;
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}
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}
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if (simMs >= nextSnapshotMs) {
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nextSnapshotMs += snapshotMs;
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lastClientArrivalMs = Math.max(
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lastClientArrivalMs,
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simMs + Math.max(0, wireMs + (random() * 2 - 1) * wireJitterMs),
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);
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toClient.push({
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atMs: lastClientArrivalMs,
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clientStampMs: lastInputClientTimeMs,
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ackAgeMs: lastInputReceiptMs > 0 ? Math.max(0, simMs - lastInputReceiptMs) : 0,
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pose: {
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head: server.head.center.slice(),
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leftFoot: server.leftFoot.center.slice(),
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rightFoot: server.rightFoot.center.slice(),
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movement: {
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direction: server.direction,
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bodyVelocity: server.bodyVelocity.slice(),
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leftFootNormal: server.leftFoot.lastNormal.slice(),
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rightFootNormal: server.rightFoot.lastNormal.slice(),
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groundPlanetId: 1,
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secondsSinceOnSurface: server.secondsSinceOnSurface,
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},
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},
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});
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}
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while (toClient.length > 0 && toClient[0].atMs <= simMs) {
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const packet = toClient.shift()!;
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predictor.acknowledge(
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packet.clientStampMs,
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packet.pose.movement,
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-Infinity,
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packet.ackAgeMs,
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);
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predictor.setAuthoritative(
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{ center: packet.pose.head, radius: headRadius } as never,
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{ center: packet.pose.leftFoot, radius: feetRadius } as never,
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{ center: packet.pose.rightFoot, radius: feetRadius } as never,
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);
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}
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while (nextFrameAtMs <= simMs) {
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const frameClientMs = nextFrameAtMs + clientClockOffsetMs;
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setFrameTimeMs(frameClientMs);
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// Movement input is edge-triggered, exactly as KeyboardListener sends it: recorded once
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// when the key goes down, then held by both sides.
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const desiredInput =
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changeInput && nextFrameAtMs >= 4500
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? nextFrameAtMs >= 6000
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? [0, 0]
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: [-1, 0]
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: [1, 0];
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const inputChanged = !hasPressed || desiredInput[0] !== input[0];
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if (inputChanged) {
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hasPressed = true;
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input = desiredInput;
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predictor.recordInput(input as never);
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}
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const dropped = random() < dropRate;
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const jitter = 1 + (random() * 2 - 1) * frameJitter;
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const frameMs = nominalFrameMs * jitter * (dropped ? 2 : 1);
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if (!dropped) {
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predictor.update([planetAt(0)]);
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const head = predictor.head.center;
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samples.push({
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world: [head[0], head[1]],
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atMs: frameClientMs,
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error: Math.hypot(
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head[0] - server.head.center[0],
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head[1] - server.head.center[1],
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),
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});
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}
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// Stamped at the top of the frame, emitted at the bottom.
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if (
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inputChanged ||
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(!dropped && frameClientMs - lastHeartbeatClientMs >= heartbeatMs - 1)
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) {
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lastHeartbeatClientMs = frameClientMs;
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lastServerArrivalMs = Math.max(
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lastServerArrivalMs,
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nextFrameAtMs +
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serverBusyMs +
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Math.max(0, emitLagMs + (random() * 2 - 1) * emitJitterMs) +
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Math.max(0, wireMs + (random() * 2 - 1) * wireJitterMs),
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);
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toServer.push({
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atMs: lastServerArrivalMs,
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clientStampMs: frameClientMs,
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direction: inputChanged ? input.slice() : undefined,
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});
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}
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nextFrameAtMs += frameMs;
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}
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}
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const tail = samples.slice(Math.floor(samples.length / 2));
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// Apparent speed: world travel divided by how long the frame was on screen. A longer frame
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// should show proportionally more travel; anything else reads as a lurch.
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const speeds = tail
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.slice(1)
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.map(
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(s, i) =>
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Math.hypot(s.world[0] - tail[i].world[0], s.world[1] - tail[i].world[1]) /
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(s.atMs - tail[i].atMs),
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);
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const meanSpeed = speeds.reduce((a, b) => a + b, 0) / speeds.length;
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return {
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speedSpread: (Math.max(...speeds) - Math.min(...speeds)) / meanSpeed,
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lagUnits: tail.reduce((sum, s) => sum + s.error, 0) / tail.length,
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finalError: tail[tail.length - 1].error,
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maximumSpeed: Math.max(...speeds),
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};
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};
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const CONDITIONS: Array<[string, Conditions]> = [
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[
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'localhost, clean frames',
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{ fps: 60, wireMs: 0.2, emitLagMs: 2, frameJitter: 0, dropRate: 0, serverBusyMs: 0 },
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],
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[
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'localhost, 144 Hz',
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{ fps: 144, wireMs: 0.2, emitLagMs: 2, frameJitter: 0, dropRate: 0, serverBusyMs: 0 },
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],
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[
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'localhost, frame jitter',
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{
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fps: 60,
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wireMs: 0.2,
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emitLagMs: 2,
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frameJitter: 0.15,
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dropRate: 0,
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serverBusyMs: 0,
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},
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],
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[
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'localhost, 2% dropped',
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{
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fps: 60,
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wireMs: 0.2,
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emitLagMs: 2,
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frameJitter: 0.05,
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dropRate: 0.02,
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serverBusyMs: 0,
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},
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],
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[
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'localhost, slower CPU',
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{
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fps: 60,
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wireMs: 0.2,
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emitLagMs: 8,
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frameJitter: 0.15,
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dropRate: 0.02,
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serverBusyMs: 0,
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},
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],
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[
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'30 ms link',
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{
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fps: 60,
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wireMs: 15,
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emitLagMs: 2,
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frameJitter: 0.05,
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dropRate: 0,
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serverBusyMs: 0,
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},
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],
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[
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'120 ms link',
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{
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fps: 60,
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wireMs: 60,
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emitLagMs: 2,
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frameJitter: 0.05,
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dropRate: 0,
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serverBusyMs: 0,
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},
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],
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];
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describe('local character render smoothness', () => {
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it.each(CONDITIONS)('keeps travel even with %s', (_label, conditions) => {
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const result = measure(conditions);
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expect(result.speedSpread).toBeLessThan(0.05);
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if (conditions.wireMs < 1) expect(result.lagUnits).toBeLessThan(5);
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});
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it('absorbs changing network and client CPU delay without snapshot jumps', () => {
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const result = measure({
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fps: 144,
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wireMs: 30,
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emitLagMs: 5,
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wireJitterMs: 10,
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emitJitterMs: 5,
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frameJitter: 0.15,
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dropRate: 0.02,
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serverBusyMs: 2,
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});
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expect(result.speedSpread).toBeLessThan(0.4);
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expect(result.lagUnits).toBeLessThan(25);
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});
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it('reconciles direction changes and stopping across an irregular link', () => {
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const result = measure({
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fps: 144,
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wireMs: 30,
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emitLagMs: 5,
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wireJitterMs: 10,
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emitJitterMs: 5,
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frameJitter: 0.15,
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dropRate: 0.02,
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serverBusyMs: 2,
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changeInput: true,
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});
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expect(result.maximumSpeed).toBeLessThan(1);
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expect(result.finalError).toBeLessThan(3);
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});
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});
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