Fix net code

This commit is contained in:
Andras Schmelczer 2026-06-14 15:01:36 +01:00
commit a1fb6755c7
5 changed files with 408 additions and 236 deletions

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export class LinearExtrapolator {
private velocity = 0;
private compensationVelocity = 0;
private timeSinceSet = 0;
constructor(private currentValue: number) {}
public addFrame(value: number, rateOfChange: number) {
this.timeSinceSet = 0;
const differenceFromCurrent = value - this.currentValue;
if (Math.abs(differenceFromCurrent) > 200) {
this.currentValue = value;
this.compensationVelocity = 0;
} else {
this.compensationVelocity = differenceFromCurrent / (1 / 30);
}
this.velocity = rateOfChange;
}
public getValue(deltaTime: number): number {
this.currentValue += deltaTime * this.velocity;
const compensationTimeLeft = 1 / 30 - this.timeSinceSet;
if (compensationTimeLeft > 0) {
this.currentValue +=
Math.min(compensationTimeLeft, deltaTime) * this.compensationVelocity;
}
this.timeSinceSet += deltaTime;
return this.currentValue;
}
}

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import { Circle } from 'shared';
import { LinearInterpolator } from './linear-interpolator';
import { Vec2Interpolator } from './vec2-interpolator';
export class CircleInterpolator {
private center: Vec2Interpolator;
private radius: LinearInterpolator;
constructor(currentValue: Circle) {
this.center = new Vec2Interpolator(currentValue.center);
this.radius = new LinearInterpolator(currentValue.radius);
}
public addFrame(value: Circle, rateOfChange: Circle) {
this.center.addFrame(value.center, rateOfChange.center);
this.radius.addFrame(value.radius, rateOfChange.radius);
}
public getValue(deltaTime: number): Circle {
return new Circle(this.center.getValue(deltaTime), this.radius.getValue(deltaTime));
}
}

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import { last, mix } from 'shared';
import { serverTimeline } from '../server-timeline';
interface Frame {
time: number;
value: number;
velocity: number;
}
// How far past the newest snapshot the value may coast on its last known
// velocity (network hiccup) before freezing in place.
const maxCoastSeconds = 0.06;
// When fresh snapshots arrive after a coast, they usually disagree with where
// the coast ended up; the difference decays away with this time constant
// instead of being shown as a jump.
const blendSeconds = 0.12;
// At 25 snapshots per second this spans over a second of state, far more than
// rendering ever needs; it only bounds memory while the tab is hidden and
// snapshots keep arriving without being consumed.
const maxFrames = 32;
/**
* Replays a server-streamed scalar by interpolating between timestamped
* snapshots at the shared timeline's render time, which trails the newest
* snapshot. The streamed rate of change is only used to coast briefly when
* the buffer runs dry.
*/
export class LinearInterpolator {
private frames: Array<Frame> = [];
private blendOffset = 0;
private lastValue: number;
private isCoasting = false;
constructor(private readonly initialValue: number) {
this.lastValue = initialValue;
}
public addFrame(value: number, rateOfChange: number) {
const time = serverTimeline.snapshotTime;
const newest = last(this.frames);
const wasCoasting = this.isCoasting;
if (newest && time <= newest.time) {
this.frames[this.frames.length - 1] = {
time: newest.time,
value,
velocity: rateOfChange,
};
} else {
this.frames.push({ time, value, velocity: rateOfChange });
if (this.frames.length > maxFrames) {
this.frames.shift();
}
}
if (wasCoasting) {
// Continue from where the coast left off and let the offset decay,
// instead of jumping onto the freshly revealed trajectory.
this.blendOffset = this.lastValue - this.sample(serverTimeline.renderTime);
}
}
public getValue(deltaTimeInSeconds: number): number {
this.blendOffset *= Math.exp(-deltaTimeInSeconds / blendSeconds);
return (this.lastValue = this.sample(serverTimeline.renderTime) + this.blendOffset);
}
private sample(time: number): number {
if (this.frames.length === 0) {
return this.initialValue;
}
while (this.frames.length >= 2 && this.frames[1].time <= time) {
this.frames.shift();
}
const [current, next] = this.frames;
this.isCoasting = false;
if (time <= current.time) {
return current.value;
}
if (next) {
return mix(
current.value,
next.value,
(time - current.time) / (next.time - current.time),
);
}
this.isCoasting = true;
return (
current.value + current.velocity * Math.min(time - current.time, maxCoastSeconds)
);
}
}

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import { vec2 } from 'gl-matrix';
import { LinearInterpolator } from './linear-interpolator';
export class Vec2Interpolator {
private x: LinearInterpolator;
private y: LinearInterpolator;
constructor(currentValue: vec2) {
this.x = new LinearInterpolator(currentValue.x);
this.y = new LinearInterpolator(currentValue.y);
}
public addFrame(value: vec2, rateOfChange: vec2) {
this.x.addFrame(value.x, rateOfChange.x);
this.y.addFrame(value.y, rateOfChange.y);
}
public getValue(deltaTime: number): vec2 {
return vec2.fromValues(this.x.getValue(deltaTime), this.y.getValue(deltaTime));
}
}

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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();