fix movement

This commit is contained in:
Andras Schmelczer 2026-08-22 15:29:30 +01:00
commit aa02d0ab6f
10 changed files with 269 additions and 149 deletions

View file

@ -12,6 +12,7 @@ import {
UpdatePropertyCommand, UpdatePropertyCommand,
CommandExecutors, CommandExecutors,
CommandReceiver, CommandReceiver,
CharacterMovementSnapshot,
mix, mix,
clamp01, clamp01,
stepCharacterMovement, stepCharacterMovement,
@ -209,10 +210,18 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
return this.currentPlanet; return this.currentPlanet;
} }
// Persistent launch momentum, streamed to the owning client so its predictor // The continuous movement state streamed to the owning client, so its
// can reproduce a leap/slingshot/recoil flight instead of only snapping to it. // predictor resumes this simulation instead of guessing at the parts of it
public get launchMomentum(): vec2 { // the pose does not show. See CharacterMovementSnapshot.
return this.bodyVelocity; public get movementSnapshot(): CharacterMovementSnapshot {
return new CharacterMovementSnapshot(
this.direction,
vec2.clone(this.bodyVelocity),
vec2.clone(this.leftFoot.lastNormal),
vec2.clone(this.rightFoot.lastNormal),
this.currentPlanet?.id ?? null,
this.secondsSinceOnSurface,
);
} }
public addKill(victimName: string, charge = 0) { public addKill(victimName: string, charge = 0) {

View file

@ -283,7 +283,7 @@ export class Player extends PlayerBase {
this.queueCommandSend( this.queueCommandSend(
new InputAcknowledgement( new InputAcknowledgement(
this.lastInputClientTimeMs, this.lastInputClientTimeMs,
this.character.launchMomentum, this.character.movementSnapshot,
this.lastLeapClientTimeMs, this.lastLeapClientTimeMs,
this.lastInputReceiptMs > 0 this.lastInputReceiptMs > 0
? Math.max(0, performance.now() - this.lastInputReceiptMs) ? Math.max(0, performance.now() - this.lastInputReceiptMs)
@ -369,6 +369,10 @@ export class Player extends PlayerBase {
const sheddable: ReadonlyArray<string> = [ const sheddable: ReadonlyArray<string> = [
PropertyUpdatesForObjects.type, PropertyUpdatesForObjects.type,
UpdateMinimap.type, UpdateMinimap.type,
// Only meaningful together with the pose it describes, and regenerated
// in full next tick — so it is shed with it rather than advancing the
// client's replay anchor past a snapshot it never received.
InputAcknowledgement.type,
]; ];
this.commandsToBeSent = this.commandsToBeSent.filter( this.commandsToBeSent = this.commandsToBeSent.filter(
(c) => !sheddable.includes(c.type), (c) => !sheddable.includes(c.type),

View file

@ -36,7 +36,10 @@ import { PlanetShape } from './shapes/planet-shape';
import { RenderCommand } from './commands/types/render'; import { RenderCommand } from './commands/types/render';
import { StepCommand } from './commands/types/step'; import { StepCommand } from './commands/types/step';
import { serverTimeline } from './helper/server-timeline'; import { serverTimeline } from './helper/server-timeline';
import { localCharacterPredictor } from './helper/prediction/local-character-predictor'; import {
localCharacterPredictor,
setFrameTimeMs,
} from './helper/prediction/local-character-predictor';
import { Tutorial } from './tutorial'; import { Tutorial } from './tutorial';
import { Scoreboard } from './scoreboard'; import { Scoreboard } from './scoreboard';
import { Minimap } from './minimap'; import { Minimap } from './minimap';
@ -226,7 +229,7 @@ export class Game extends CommandReceiver {
[InputAcknowledgement.type]: (c: InputAcknowledgement) => [InputAcknowledgement.type]: (c: InputAcknowledgement) =>
localCharacterPredictor.acknowledge( localCharacterPredictor.acknowledge(
c.clientTimeMs, c.clientTimeMs,
c.bodyVelocity, c.movement,
c.lastLeapClientTimeMs, c.lastLeapClientTimeMs,
c.ackAgeMs, c.ackAgeMs,
), ),
@ -334,10 +337,16 @@ export class Game extends CommandReceiver {
private framesSinceLastLayoutUpdate = 0; private framesSinceLastLayoutUpdate = 0;
private gameLoop( private gameLoop(
renderer: Renderer, renderer: Renderer,
_: DOMHighResTimeStamp, currentTime: DOMHighResTimeStamp,
deltaTime: DOMHighResTimeStamp, deltaTime: DOMHighResTimeStamp,
): boolean { ): boolean {
this.resolveStarted(); this.resolveStarted();
// The client's one clock, for input stamps, the outgoing send cadence and
// the prediction replay window alike. It has to be the frame's timestamp
// rather than performance.now(): the two differ by however long the browser
// took to dispatch this callback, and that difference would land straight
// in the replay window and jitter the predicted body.
setFrameTimeMs(currentTime);
deltaTime /= 1000; deltaTime /= 1000;
// Decay the camera impact effects on raw wall-clock time, before any of the // Decay the camera impact effects on raw wall-clock time, before any of the

View file

@ -118,10 +118,6 @@ export class ClientCharacterWorld implements CharacterWorld {
return id == null ? undefined : this.surfaces.get(id); return id == null ? undefined : this.surfaces.get(id);
} }
public idOf(surface: GroundSurface | undefined): Id | undefined {
return surface instanceof PlanetSurface ? surface.id : undefined;
}
public groundsNear(): Array<GroundSurface> { public groundsNear(): Array<GroundSurface> {
return this.ordered; return this.ordered;
} }

View file

@ -1,8 +1,8 @@
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { import {
Circle, Circle,
CharacterMovementSnapshot,
CharacterMovementState, CharacterMovementState,
Id,
PhysicsBody, PhysicsBody,
settings, settings,
stepCharacterMovement, stepCharacterMovement,
@ -17,18 +17,22 @@ import { InputHistory } from './input-history';
const stepMs = 1000 / 200; // match the server's 200 Hz fixed tick const stepMs = 1000 / 200; // match the server's 200 Hz fixed tick
const stepSeconds = 1 / 200; const stepSeconds = 1 / 200;
// Clock source for the predictor. Injectable so deterministic reconciliation // The client's clock: the timestamp of the frame currently being rendered, set
// tests can drive prediction without real time passing; defaults to the // once per frame by the game loop (requestAnimationFrame hands it to us
// browser wall clock in production. // already). Everything time-related on the client reads it from here, so input
let nowMs: () => number = () => performance.now(); // stamps, the outgoing send cadence and the replay window all sit on one
export const setPredictorClockForTesting = (clock: () => number): void => { // timeline.
nowMs = clock; //
// Sampling performance.now() ad hoc instead — which is what this used to do —
// reads the frame's *dispatch* time, and the few ms of scheduling jitter
// between the frame's timestamp and the callback actually running went straight
// into the replay window. The body then advanced by a slightly different amount
// than the frame it was drawn in.
let frameTimeMs = 0;
export const setFrameTimeMs = (timeMs: number): void => {
frameTimeMs = timeMs;
}; };
export const predictorNowMs = (): number => frameTimeMs;
// The same clock the predictor stamps input with. Anything that tells the server
// "this is how far my input timeline has got" must read it from here, or the
// acknowledgement comes back in a different time base than the replay window.
export const predictorNowMs = (): number => nowMs();
// Don't replay more than this far back: if the last acknowledged input is older // Don't replay more than this far back: if the last acknowledged input is older
// (a stall, or a backgrounded tab catching up) fall back to a shorter window // (a stall, or a backgrounded tab catching up) fall back to a shorter window
@ -46,11 +50,15 @@ const smoothSeconds = 0.06;
// the predictor doesn't model. Snap to it rather than gliding across the gap. // the predictor doesn't model. Snap to it rather than gliding across the gap.
const snapDistance = 250; const snapDistance = 250;
const makeBody = (center: vec2, radius: number): PhysicsBody => ({ const upwards = vec2.fromValues(0, 1);
// Velocity is deliberately zero: the movement simulation rebuilds it from
// scratch every tick and zeroes it again at the end, so it is not carried state.
const makeBody = (center: vec2, radius: number, normal: vec2): PhysicsBody => ({
center: vec2.clone(center), center: vec2.clone(center),
radius, radius,
velocity: vec2.create(), velocity: vec2.create(),
lastNormal: vec2.fromValues(0, 1), lastNormal: vec2.fromValues(normal[0], normal[1]),
restitution: 0, restitution: 0,
}); });
@ -77,12 +85,12 @@ export class LocalCharacterPredictor {
// snapshot was actually taken. Both halves are needed. // snapshot was actually taken. Both halves are needed.
// //
// Anchoring on the acknowledged input time ALONE beats against the send // Anchoring on the acknowledged input time ALONE beats against the send
// cadence: input is sent once per frame, so at snapshot time the newest input // cadence: at snapshot time the newest input the server holds is 0..1 send
// the server holds is 0..1 frame old depending on where the client's frames // interval old depending on where the client's sends fell, and that age lands
// fell, and that age lands directly in the replay window. Measured on // directly in the replay window. Measured on localhost it walked a sawtooth —
// localhost it walked a sawtooth — 17, 10, 6, 1, 11, 6, 2, 12 ms — so the // 17, 10, 6, 1, 11, 6, 2, 12 ms — so the window jumped by up to a frame of
// window jumped by up to a frame of travel every snapshot and the body // travel every snapshot and the body stuttered at 25 Hz. ackAgeMs cancels it
// stuttered at 25 Hz. ackAgeMs cancels it exactly. // exactly.
// //
// Anchoring on the snapshot's ARRIVAL is free of that beat, but it under- // Anchoring on the snapshot's ARRIVAL is free of that beat, but it under-
// advances by a one-way trip, so the local body trails its own input at any // advances by a one-way trip, so the local body trails its own input at any
@ -93,14 +101,17 @@ export class LocalCharacterPredictor {
// altogether; that is fixed at the source, by closing every outgoing batch // altogether; that is fixed at the source, by closing every outgoing batch
// with a ClientHeartbeatCommand. // with a ClientHeartbeatCommand.
private replayAnchorMs?: number; private replayAnchorMs?: number;
// Authoritative launch momentum at the last snapshot — seeds each replay so a // The rest of the server's movement state at that same instant: facing
// leap/slingshot/recoil flight is reproduced and continuously corrected. // direction, launch momentum, foot contact normals and the latched planet.
private authoritativeBodyVelocity = vec2.create(); // Together with the pose above it is everything stepCharacterMovement carries
// Wall-clock times the player issued a leap, replayed (with the impulse // between ticks, so a replay continues the server's simulation instead of
// applied locally) so the launch is felt immediately, not after a round trip. // approximating it.
private movement?: CharacterMovementSnapshot;
// Frame times the player issued a leap, replayed (with the impulse applied
// locally) so the launch is felt immediately, not after a round trip.
private leapHistory: Array<number> = []; private leapHistory: Array<number> = [];
// clientTimeMs of the last leap the server has folded into the streamed // clientTimeMs of the last leap the server has folded into the streamed
// momentum. Leaps at or before this are already in authoritativeBodyVelocity; // momentum. Leaps at or before this are already in movement.bodyVelocity;
// only newer ones are replayed, so a leap is never applied twice. // only newer ones are replayed, so a leap is never applied twice.
private lastLeapAckMs = -Infinity; private lastLeapAckMs = -Infinity;
// Latest streamed shooting-strength, to gate predicted leaps as the server does. // Latest streamed shooting-strength, to gate predicted leaps as the server does.
@ -112,13 +123,6 @@ export class LocalCharacterPredictor {
// that still moved would be a pure client-side desync. // that still moved would be a pure client-side desync.
private alive = true; private alive = true;
// Continuous state carried between replays (the snapshot carries only poses).
// The facing direction is NOT carried — it is re-derived from the pose each
// frame (see directionFromPose / simulate); only the latched planet and the
// time-since-surface persist.
private carriedPlanetId?: Id;
private carriedSecondsSinceSurface = 1;
// The eased, rendered pose handed to the view. // The eased, rendered pose handed to the view.
private renderHead = new Circle(vec2.create(), headRadius); private renderHead = new Circle(vec2.create(), headRadius);
private renderLeftFoot = new Circle(vec2.create(), feetRadius); private renderLeftFoot = new Circle(vec2.create(), feetRadius);
@ -135,27 +139,27 @@ export class LocalCharacterPredictor {
return this.renderRightFoot; return this.renderRightFoot;
} }
// Stamp a movement command and record it for replay. Returns the wall-clock // Stamp a movement command and record it for replay. Returns the client-clock
// time the command should carry so the server can echo it back. // time the command should carry so the server can echo it back.
public recordInput(direction: vec2): number { public recordInput(direction: vec2): number {
const timeMs = Math.round(nowMs()); const timeMs = Math.round(frameTimeMs);
this.inputHistory.record(direction, timeMs); this.inputHistory.record(direction, timeMs);
return timeMs; return timeMs;
} }
public acknowledge( public acknowledge(
clientTimeMs: number, clientTimeMs: number,
bodyVelocity: vec2, movement: CharacterMovementSnapshot,
lastLeapClientTimeMs: number, lastLeapClientTimeMs: number,
ackAgeMs = 0, ackAgeMs = 0,
): void { ): void {
// Inputs only advance the acknowledgement forward; the launch momentum and // Inputs only advance the acknowledgement forward; the movement state and
// leap boundary always adopt the latest authoritative values. // leap boundary always adopt the latest authoritative values.
const anchor = clientTimeMs + Math.max(0, ackAgeMs); const anchor = clientTimeMs + Math.max(0, ackAgeMs);
if (this.replayAnchorMs === undefined || anchor > this.replayAnchorMs) { if (this.replayAnchorMs === undefined || anchor > this.replayAnchorMs) {
this.replayAnchorMs = anchor; this.replayAnchorMs = anchor;
} }
vec2.set(this.authoritativeBodyVelocity, bodyVelocity[0], bodyVelocity[1]); this.movement = movement;
this.lastLeapAckMs = lastLeapClientTimeMs; this.lastLeapAckMs = lastLeapClientTimeMs;
} }
@ -168,7 +172,7 @@ export class LocalCharacterPredictor {
// it — a rejected leap (no strength/cooldown) self-corrects via the streamed // it — a rejected leap (no strength/cooldown) self-corrects via the streamed
// authoritative momentum. // authoritative momentum.
public recordLeap(): number { public recordLeap(): number {
const timeMs = Math.round(nowMs()); const timeMs = Math.round(frameTimeMs);
this.leapHistory.push(timeMs); this.leapHistory.push(timeMs);
const cutoff = timeMs - 1500; const cutoff = timeMs - 1500;
while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) { while (this.leapHistory.length > 0 && this.leapHistory[0] <= cutoff) {
@ -191,16 +195,18 @@ export class LocalCharacterPredictor {
this.lastLeapAckMs = -Infinity; this.lastLeapAckMs = -Infinity;
this.authoritative = undefined; this.authoritative = undefined;
this.replayAnchorMs = undefined; this.replayAnchorMs = undefined;
vec2.zero(this.authoritativeBodyVelocity); this.movement = undefined;
this.currentStrength = settings.playerMaxStrength; this.currentStrength = settings.playerMaxStrength;
this.carriedPlanetId = undefined;
this.carriedSecondsSinceSurface = 1;
this.hasRender = false; this.hasRender = false;
this.alive = true; this.alive = true;
} }
public get canPredict(): boolean { public get canPredict(): boolean {
return this.authoritative !== undefined && this.replayAnchorMs !== undefined; return (
this.authoritative !== undefined &&
this.movement !== undefined &&
this.replayAnchorMs !== undefined
);
} }
// During spawn-in and death the server freezes walking and only scales the // During spawn-in and death the server freezes walking and only scales the
@ -237,22 +243,10 @@ export class LocalCharacterPredictor {
return true; return true;
} }
// The body's facing angle is encoded in the pose: each part is sprung toward
// center + R(direction)*offset and the head's offset points +y, so
// direction = atan2(head - center) - PI/2. Re-deriving it from the snapshot
// each frame (rather than carrying the previous frame's evolved value onto
// this past pose, re-evolved by a variable substep count) keeps the posture
// seed a pure function of the snapshot — carrying it fed a frame-rate-dependent
// loop that wobbled the rendered limbs.
private directionFromPose(head: Circle, leftFoot: Circle, rightFoot: Circle): number {
const cx = (head.center[0] + leftFoot.center[0] + rightFoot.center[0]) / 3;
const cy = (head.center[1] + leftFoot.center[1] + rightFoot.center[1]) / 3;
return Math.atan2(head.center[1] - cy, head.center[0] - cx) - Math.PI / 2;
}
private simulate(): CharacterMovementState { private simulate(): CharacterMovementState {
const auth = this.authoritative!; const auth = this.authoritative!;
const now = Math.round(nowMs()); const movement = this.movement!;
const now = Math.round(frameTimeMs);
// Replay every input the server has not confirmed yet: from the anchor up to // Replay every input the server has not confirmed yet: from the anchor up to
// now, clamped so a stall (or a backgrounded tab catching up) cannot grind // now, clamped so a stall (or a backgrounded tab catching up) cannot grind
// through hundreds of steps. // through hundreds of steps.
@ -261,16 +255,30 @@ export class LocalCharacterPredictor {
const steps = Math.floor(windowMs / stepMs); const steps = Math.floor(windowMs / stepMs);
const remainderSeconds = (windowMs - steps * stepMs) / 1000; const remainderSeconds = (windowMs - steps * stepMs) / 1000;
// The full authoritative state: the pose from the property updates, the
// rest from the acknowledgement. Nothing here is inferred or carried over
// from the previous frame, so a replay is a pure function of (snapshot,
// input history, window) and cannot drift.
const state: CharacterMovementState = { const state: CharacterMovementState = {
head: makeBody(auth.head.center, auth.head.radius), // The head's contact normal is written by the collision but never read by
leftFoot: makeBody(auth.leftFoot.center, auth.leftFoot.radius), // the movement, so it does not need to travel.
rightFoot: makeBody(auth.rightFoot.center, auth.rightFoot.radius), head: makeBody(auth.head.center, auth.head.radius, upwards),
direction: this.directionFromPose(auth.head, auth.leftFoot, auth.rightFoot), leftFoot: makeBody(
currentPlanet: this.world.surfaceById(this.carriedPlanetId), auth.leftFoot.center,
secondsSinceOnSurface: this.carriedSecondsSinceSurface, auth.leftFoot.radius,
movement.leftFootNormal,
),
rightFoot: makeBody(
auth.rightFoot.center,
auth.rightFoot.radius,
movement.rightFootNormal,
),
direction: movement.direction,
currentPlanet: this.world.surfaceById(movement.groundPlanetId),
secondsSinceOnSurface: movement.secondsSinceOnSurface,
// Leaps before the replay window are already baked into this; leaps inside // Leaps before the replay window are already baked into this; leaps inside
// the window are re-applied below, so neither is double-counted. // the window are re-applied below, so neither is double-counted.
bodyVelocity: vec2.clone(this.authoritativeBodyVelocity), bodyVelocity: vec2.fromValues(movement.bodyVelocity[0], movement.bodyVelocity[1]),
}; };
// The planet collision frames were synced (in update(), just before this) // The planet collision frames were synced (in update(), just before this)
@ -332,9 +340,6 @@ export class LocalCharacterPredictor {
this.world.advance(remainderSeconds); this.world.advance(remainderSeconds);
} }
this.carriedPlanetId = this.world.idOf(state.currentPlanet);
this.carriedSecondsSinceSurface = state.secondsSinceOnSurface;
return state; return state;
} }

View file

@ -1,29 +1,72 @@
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { Id } from '../../communication/id';
import { serializable } from '../../serialization/serializable'; import { serializable } from '../../serialization/serializable';
import { Command } from '../command'; import { Command } from '../command';
/**
* Everything the character's movement simulation carries from one tick to the
* next that is *not* in the pose.
*
* The pose (head/feet circles) travels as ordinary property updates because
* every viewer needs it; this travels to the owning client only. Together they
* are the complete state `stepCharacterMovement` needs, so the predictor can
* resume the server's simulation rather than approximate it.
*
* It all has to be here. `direction` in particular is not recoverable from the
* pose: the body is sprung *towards* the posture that direction implies and
* lags it while walking, so deriving the angle back out of a walking pose is
* off by tens of degrees — and every replay then spent its first ticks
* twisting the body back, by an amount that varied with the replay length.
*/
@serializable
export class CharacterMovementSnapshot {
public constructor(
public readonly direction: number,
// Persistent launch momentum (leap / slingshot / recoil), so the predictor
// reproduces a flight rather than only snapping to it.
public readonly bodyVelocity: vec2,
// Foot contact normals: the on-surface branch projects gravity onto these,
// so a body standing on a slope needs the real ones.
public readonly leftFootNormal: vec2,
public readonly rightFootNormal: vec2,
// The planet being stood on, or null while airborne.
public readonly groundPlanetId: Id,
public readonly secondsSinceOnSurface: number,
) {}
public toArray(): Array<any> {
return [
this.direction,
this.bodyVelocity,
this.leftFootNormal,
this.rightFootNormal,
this.groundPlanetId,
this.secondsSinceOnSurface,
];
}
}
// Sent server -> owning client only, alongside that client's own character // Sent server -> owning client only, alongside that client's own character
// snapshot. Carries the clientTimeMs of the most recent movement input the // snapshot. Carries the clientTimeMs of the most recent input the server had
// server had received when the snapshot was taken (so the client's predictor // received when the snapshot was taken (so the client's predictor can reset to
// can reset to the snapshot and replay just the inputs the server hasn't seen // the snapshot and replay just the inputs the server hasn't seen yet) and the
// yet) and the authoritative launch momentum (so the predictor reproduces a // authoritative movement state the replay resumes from. See
// leap/slingshot/recoil flight rather than only snapping to it). See
// LocalCharacterPredictor. // LocalCharacterPredictor.
@serializable @serializable
export class InputAcknowledgement extends Command { export class InputAcknowledgement extends Command {
public constructor( public constructor(
public readonly clientTimeMs: number, public readonly clientTimeMs: number,
public readonly bodyVelocity: vec2, public readonly movement: CharacterMovementSnapshot,
// clientTimeMs of the most recent leap the server has received: any leap at // clientTimeMs of the most recent leap the server has received: any leap at
// or before it is already reflected in bodyVelocity, so the predictor must // or before it is already reflected in movement.bodyVelocity, so the
// not replay it. // predictor must not replay it.
public readonly lastLeapClientTimeMs: number, public readonly lastLeapClientTimeMs: number,
// How long before this snapshot the acknowledged input arrived. The client // How long before this snapshot the acknowledged input arrived. The client
// sends at its frame rate, so by the time a snapshot is taken the newest // sends at a fixed cadence, so by the time a snapshot is taken the newest
// input it has is already 0..1 frame old — and that age varies with where // input it has is already 0..1 send interval old — and that age varies with
// the client's frames happened to fall between two snapshots. Adding it // where the client's sends happened to fall between two snapshots. Adding
// back places the replay anchor at the snapshot instant itself instead of // it back places the replay anchor at the snapshot instant itself instead
// at whichever input happened to land last, which is what keeps the // of at whichever input happened to land last, which is what keeps the
// predicted pose free of the send-cadence beat. See LocalCharacterPredictor. // predicted pose free of the send-cadence beat. See LocalCharacterPredictor.
public readonly ackAgeMs: number = 0, public readonly ackAgeMs: number = 0,
) { ) {
@ -31,11 +74,6 @@ export class InputAcknowledgement extends Command {
} }
public toArray(): Array<any> { public toArray(): Array<any> {
return [ return [this.clientTimeMs, this.movement, this.lastLeapClientTimeMs, this.ackAgeMs];
this.clientTimeMs,
this.bodyVelocity,
this.lastLeapClientTimeMs,
this.ackAgeMs,
];
} }
} }

View file

@ -1,3 +0,0 @@
import { vec2 } from 'gl-matrix';
export const rotateMinus90Deg = (vec: vec2): vec2 => vec2.fromValues(vec[1], -vec[0]);

View file

@ -1,3 +0,0 @@
export const wait = (ms: number): Promise<void> => {
return new Promise<void>((resolve, _) => setTimeout(resolve, ms));
};

View file

@ -7,7 +7,7 @@ import { describe, it, expect } from 'vitest';
import { createRequire } from 'node:module'; import { createRequire } from 'node:module';
import { CommandSocket } from '../frontend/src/scripts/commands/command-socket'; import { CommandSocket } from '../frontend/src/scripts/commands/command-socket';
import { setPredictorClockForTesting } from '../frontend/src/scripts/helper/prediction/local-character-predictor'; import { setFrameTimeMs } from '../frontend/src/scripts/helper/prediction/local-character-predictor';
const require = createRequire(import.meta.url); const require = createRequire(import.meta.url);
const shared = require('../shared/lib/main.js'); const shared = require('../shared/lib/main.js');
@ -18,16 +18,13 @@ applyArrayPlugins();
// Collects what would go on the wire. // Collects what would go on the wire.
const drive = (frameRate: number, seconds: number, onFrame?: (socket: any) => void) => { const drive = (frameRate: number, seconds: number, onFrame?: (socket: any) => void) => {
let clock = 0;
setPredictorClockForTesting(() => clock);
const batches: Array<string> = []; const batches: Array<string> = [];
const socket = { emit: (_event: string, payload: string) => batches.push(payload) }; const socket = { emit: (_event: string, payload: string) => batches.push(payload) };
const commandSocket = new CommandSocket(socket as never); const commandSocket = new CommandSocket(socket as never);
const frames = Math.round(frameRate * seconds); const frames = Math.round(frameRate * seconds);
for (let f = 0; f < frames; f++) { for (let f = 0; f < frames; f++) {
clock = (f * 1000) / frameRate; setFrameTimeMs((f * 1000) / frameRate);
onFrame?.(commandSocket); onFrame?.(commandSocket);
commandSocket.sendQueuedCommands(); commandSocket.sendQueuedCommands();
} }

View file

@ -1,15 +1,16 @@
// Reconciliation guard for the REAL client predictor. It exercises // Reconciliation guard for the REAL client predictor. It exercises
// LocalCharacterPredictor end-to-end with an injected clock, verifying the two // LocalCharacterPredictor end-to-end with a driven frame clock, verifying the
// properties reconciliation depends on: // properties reconciliation depends on:
// 1. a fully-acknowledged snapshot reproduces the authoritative pose exactly // 1. a fully-acknowledged snapshot reproduces the authoritative pose exactly
// (no spurious drift on top of server truth), and // (no spurious drift on top of server truth),
// 2. un-acknowledged input is replayed forward deterministically. // 2. un-acknowledged input is replayed forward deterministically, and
// 3. the replayed body advances smoothly as the window grows.
// This is the net for prediction-touching changes (the death-while-dead fix, // This is the net for prediction-touching changes (the death-while-dead fix,
// future netcode work) — a regression shows up as drift or non-determinism. // future netcode work) — a regression shows up as drift or non-determinism.
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from 'vitest';
import { import {
LocalCharacterPredictor, LocalCharacterPredictor,
setPredictorClockForTesting, setFrameTimeMs,
} from '../frontend/src/scripts/helper/prediction/local-character-predictor'; } from '../frontend/src/scripts/helper/prediction/local-character-predictor';
const HEAD_RADIUS = 50; const HEAD_RADIUS = 50;
@ -23,18 +24,33 @@ const poseAt = (cx: number, cy: number) => ({
rightFoot: { center: [cx + 33, cy - 18], radius: FEET_RADIUS }, rightFoot: { center: [cx + 33, cy - 18], radius: FEET_RADIUS },
}); });
// The authoritative movement state that rides along with every snapshot: the
// pose is only half of what the simulation carries between ticks. Upright,
// airborne and with no launch momentum unless a test says otherwise.
const movementState = (direction = 0) => ({
direction,
bodyVelocity: [0, 0],
leftFootNormal: [0, 1],
rightFootNormal: [0, 1],
groundPlanetId: null,
secondsSinceOnSurface: 1,
});
describe('local prediction reconciliation', () => { describe('local prediction reconciliation', () => {
it('reproduces the authoritative pose exactly when all input is acknowledged', () => { it('reproduces the authoritative pose exactly when all input is acknowledged', () => {
let clock = 1000; setFrameTimeMs(1000);
setPredictorClockForTesting(() => clock);
const predictor = new LocalCharacterPredictor(); const predictor = new LocalCharacterPredictor();
const auth = poseAt(500, 500); const auth = poseAt(500, 500);
const t = predictor.recordInput([1, 0]); const t = predictor.recordInput([1, 0]);
predictor.acknowledge(t, [0, 0], -Infinity); // server has consumed this input predictor.acknowledge(t, movementState() as never, -Infinity); // server has consumed this input
predictor.setStrength(80); predictor.setStrength(80);
predictor.setAuthoritative(auth.head as never, auth.leftFoot as never, auth.rightFoot as never); predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
// No clock advance → zero replay window → predicted pose == authoritative. // No clock advance → zero replay window → predicted pose == authoritative.
const used = predictor.update([], 1 / 60); const used = predictor.update([], 1 / 60);
@ -48,18 +64,19 @@ describe('local prediction reconciliation', () => {
it('replays un-acknowledged input deterministically', () => { it('replays un-acknowledged input deterministically', () => {
const drive = () => { const drive = () => {
let clock = 0;
setPredictorClockForTesting(() => clock);
const predictor = new LocalCharacterPredictor(); const predictor = new LocalCharacterPredictor();
clock = 1000; setFrameTimeMs(1000);
predictor.acknowledge(900, [0, 0], -Infinity); // baseline ack (older than the input below) predictor.acknowledge(900, movementState() as never, -Infinity); // baseline ack (older than the input below)
predictor.setStrength(80); predictor.setStrength(80);
const auth = poseAt(0, 0); const auth = poseAt(0, 0);
predictor.setAuthoritative(auth.head as never, auth.leftFoot as never, auth.rightFoot as never); predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
predictor.recordInput([1, 0]); // unacked rightward input at t=1000 predictor.recordInput([1, 0]); // unacked rightward input at t=1000
clock = 1100; // replay ~100 ms forward setFrameTimeMs(1100); // replay ~100 ms forward
predictor.update([], 1 / 60); predictor.update([], 1 / 60);
return [ return [
predictor.head.center[0], predictor.head.center[0],
@ -77,18 +94,21 @@ describe('local prediction reconciliation', () => {
}); });
it('suppresses prediction while the local player is dead', () => { it('suppresses prediction while the local player is dead', () => {
let clock = 5000; setFrameTimeMs(5000);
setPredictorClockForTesting(() => clock);
const predictor = new LocalCharacterPredictor(); const predictor = new LocalCharacterPredictor();
const auth = poseAt(200, 200); const auth = poseAt(200, 200);
const t = predictor.recordInput([1, 0]); const t = predictor.recordInput([1, 0]);
predictor.acknowledge(t, [0, 0], -Infinity); predictor.acknowledge(t, movementState() as never, -Infinity);
predictor.setStrength(80); predictor.setStrength(80);
predictor.setAuthoritative(auth.head as never, auth.leftFoot as never, auth.rightFoot as never); predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
predictor.setAlive(false); // dead, awaiting respawn predictor.setAlive(false); // dead, awaiting respawn
clock = 5200; // input + elapsed time that would otherwise be replayed forward setFrameTimeMs(5200); // input + elapsed time that would otherwise be replayed forward
// Even with a valid authoritative pose and pending input, a dead body must // Even with a valid authoritative pose and pending input, a dead body must
// not be predicted/moved — that was the "move while dead" bug. // not be predicted/moved — that was the "move while dead" bug.
expect(predictor.update([], 1 / 60)).toBe(false); expect(predictor.update([], 1 / 60)).toBe(false);
@ -100,22 +120,19 @@ describe('local prediction reconciliation', () => {
// and the local body sat a full one-way trip behind the server. // and the local body sat a full one-way trip behind the server.
it('replays the whole un-acknowledged span, so a longer trip predicts further', () => { it('replays the whole un-acknowledged span, so a longer trip predicts further', () => {
const driveWithUnackedSpan = (ackAgeMs: number) => { const driveWithUnackedSpan = (ackAgeMs: number) => {
let clock = 0;
setPredictorClockForTesting(() => clock);
const predictor = new LocalCharacterPredictor(); const predictor = new LocalCharacterPredictor();
predictor.setStrength(80); predictor.setStrength(80);
// The key went down well before the acknowledged span and is still held — // The key went down well before the acknowledged span and is still held —
// the case that used to freeze the acknowledgement, because movement is // the case that used to freeze the acknowledgement, because movement is
// only transmitted when it changes. // only transmitted when it changes.
clock = 9_000; setFrameTimeMs(9_000);
predictor.recordInput([1, 0]); predictor.recordInput([1, 0]);
clock = 10_000; setFrameTimeMs(10_000);
const auth = poseAt(0, 0); const auth = poseAt(0, 0);
// The server has confirmed input only up to `ackAgeMs` ago; the snapshot // The server has confirmed input only up to `ackAgeMs` ago; the snapshot
// carrying that acknowledgement arrives now. // carrying that acknowledgement arrives now.
predictor.acknowledge(clock - ackAgeMs, [0, 0], -Infinity); predictor.acknowledge(10_000 - ackAgeMs, movementState() as never, -Infinity);
predictor.setAuthoritative( predictor.setAuthoritative(
auth.head as never, auth.head as never,
auth.leftFoot as never, auth.leftFoot as never,
@ -134,32 +151,30 @@ describe('local prediction reconciliation', () => {
// a 40 ms one; when the window was pinned to the snapshot they were equal. // a 40 ms one; when the window was pinned to the snapshot they were equal.
expect(longTrip).toBeGreaterThan(shortTrip * 2); expect(longTrip).toBeGreaterThan(shortTrip * 2);
}); });
// ...but the anchor must not also inherit the AGE of whichever input happened // ...but the anchor must not also inherit the AGE of whichever input happened
// to be the newest one the server had when it took the snapshot. Input is sent // to be the newest one the server had when it took the snapshot. Input is sent
// once per frame, so that age is 0..1 frame depending on where the client's // at a fixed cadence, so that age is 0..1 send interval depending on where the
// frames fell between two snapshots, and it walks a sawtooth: measured against // client's sends fell between two snapshots, and it walks a sawtooth: measured
// a real server on localhost it ran 5, 16, 12, 8, 3, 14, 9, 1 ms and so on. // against a real server on localhost it ran 5, 16, 12, 8, 3, 14, 9, 1 ms and so
// Left in the window, it jumped the predicted body by up to a frame of travel // on. Left in the window, it jumped the predicted body by up to a frame of
// 25 times a second — the local body was choppy on a link with no latency at // travel 25 times a second — the local body was choppy on a link with no
// all to hide it. The server reports the age with the acknowledgement so the // latency at all to hide it. The server reports the age with the
// anchor lands on the snapshot instant instead. // acknowledgement so the anchor lands on the snapshot instant instead.
it('cancels the age of the acknowledged input, so the send cadence cannot beat', () => { it('cancels the age of the acknowledged input, so the send cadence cannot beat', () => {
// Both runs describe the SAME snapshot: taken 20 ms ago, of the same pose. // Both runs describe the SAME snapshot: taken 20 ms ago, of the same pose.
// They differ only in how long before it the server's newest input arrived. // They differ only in how long before it the server's newest input arrived.
const snapshotAgeMs = 20; const snapshotAgeMs = 20;
const drive = (inputAgeMs: number, serverReportsAge: boolean) => { const drive = (inputAgeMs: number, serverReportsAge: boolean) => {
let clock = 0;
setPredictorClockForTesting(() => clock);
const predictor = new LocalCharacterPredictor(); const predictor = new LocalCharacterPredictor();
predictor.setStrength(80); predictor.setStrength(80);
clock = 9_000; setFrameTimeMs(9_000);
predictor.recordInput([1, 0]); // held down throughout predictor.recordInput([1, 0]); // held down throughout
clock = 10_000; setFrameTimeMs(10_000);
predictor.acknowledge( predictor.acknowledge(
clock - snapshotAgeMs - inputAgeMs, 10_000 - snapshotAgeMs - inputAgeMs,
[0, 0], movementState() as never,
-Infinity, -Infinity,
serverReportsAge ? inputAgeMs : 0, serverReportsAge ? inputAgeMs : 0,
); );
@ -179,4 +194,57 @@ describe('local prediction reconciliation', () => {
// 16 ms moves the body, so the assertion above does not hold vacuously. // 16 ms moves the body, so the assertion above does not hold vacuously.
expect(Math.abs(drive(16, false) - drive(0, false))).toBeGreaterThan(0.5); expect(Math.abs(drive(16, false) - drive(0, false))).toBeGreaterThan(0.5);
}); });
// The jitter this file exists to catch. A walking body's posture springs lag,
// so its head trails the upright position — and the facing direction is NOT
// recoverable from such a pose: the angle you get back is tens of degrees off.
// The predictor used to derive it that way rather than take the server's, so
// every replay opened by twisting the body towards the pose-implied posture,
// by an amount that depended on how many ticks the window happened to contain.
// The rendered body then advanced a different distance each frame.
it('replays the streamed facing direction, not one guessed from the pose', () => {
// Head pulled 35 units behind the upright position: the steady-state posture
// lag of a body walking to the right. atan2 on this pose gives ~0.57 rad;
// the server's own direction is 0.
const walkingPose = () => ({
head: { center: [-35, 37], radius: HEAD_RADIUS },
leftFoot: { center: [-33, -18], radius: FEET_RADIUS },
rightFoot: { center: [33, -18], radius: FEET_RADIUS },
});
// One snapshot interval of replay, which is as much as reconciliation ever
// asks for on a healthy link.
const predictWithDirection = (direction: number) => {
const predictor = new LocalCharacterPredictor();
predictor.setStrength(80);
setFrameTimeMs(0);
predictor.recordInput([1, 0]);
predictor.acknowledge(0, movementState(direction) as never, -Infinity);
const auth = walkingPose();
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
// A fresh predictor renders its first pose by snapping, so this is the raw
// prediction with no easing laid over it.
setFrameTimeMs(40);
predictor.update([], 1 / 60);
return [predictor.head.center[0], predictor.head.center[1]];
};
const upright = predictWithDirection(0);
const asThePoseImplies = predictWithDirection(0.566);
const apart = Math.hypot(
upright[0] - asThePoseImplies[0],
upright[1] - asThePoseImplies[1],
);
// The guess moved the body by a visible amount every 40 ms — and by a
// different amount each frame, because the correction it triggers decays
// over the replay. If the streamed direction were ignored again the two
// would come out identical (this was exactly 0 before the fix).
expect(apart).toBeGreaterThan(1);
});
}); });