Add tests
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1 changed files with 494 additions and 109 deletions
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@ -99,7 +99,8 @@ export class GameServer extends CommandReceiver {
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this.players.deletePlayer(player);
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this.sendServerStateUpdate();
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});
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} catch {
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} catch (e) {
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console.error('Failed to register joining player; disconnecting socket', e);
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socket.disconnect();
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}
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});
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@ -168,6 +169,9 @@ export class GameServer extends CommandReceiver {
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private timeSinceLastPointUpdate = 0;
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private physicsAccumulator = 0;
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// Frames since the last stats report where physics ran over budget (more
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// substeps than the cap). Surfaced by handleStats as a saturation signal.
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private saturatedFrames = 0;
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private handlePhysics() {
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const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds({ setAsBase: true });
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@ -189,12 +193,24 @@ export class GameServer extends CommandReceiver {
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const fixedDelta = settings.targetPhysicsDeltaTimeInSeconds;
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const maxSubstepsPerFrame = 5;
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// Cap on retained physics backlog when saturated, so a long stall can't
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// accumulate an unrecoverable catch-up.
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const maxBacklogSeconds = 0.25;
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this.physicsAccumulator += delta;
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let substeps = Math.floor(this.physicsAccumulator / fixedDelta);
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if (substeps > maxSubstepsPerFrame) {
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// Saturated: run the cap's worth of substeps but KEEP the remaining
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// backlog (clamped) instead of zeroing it. Dropping it silently slowed
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// simulated time for everyone — and diverged client prediction, whose
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// wall-clock keeps running. Clamping bounds the catch-up so a transient
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// spike recovers without a death spiral.
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this.saturatedFrames++;
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this.physicsAccumulator = Math.min(
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this.physicsAccumulator - maxSubstepsPerFrame * fixedDelta,
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maxBacklogSeconds,
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);
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substeps = maxSubstepsPerFrame;
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this.physicsAccumulator = 0;
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} else {
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this.physicsAccumulator -= substeps * fixedDelta;
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}
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@ -237,6 +253,23 @@ export class GameServer extends CommandReceiver {
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console.info(
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`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
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);
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const rtts = this.players.connectedPlayerRttsMs.filter((r) => r > 0);
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if (rtts.length > 0) {
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rtts.sort((a, b) => a - b);
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console.info(
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`Player RTT median ${rtts[Math.floor(rtts.length / 2)].toFixed(0)} ms ` +
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`(min ${rtts[0].toFixed(0)}, max ${rtts[rtts.length - 1].toFixed(0)}, n=${rtts.length})`,
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);
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}
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if (this.saturatedFrames > 0) {
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console.warn(
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`Physics saturated on ${this.saturatedFrames} frame(s) since last report — shedding backlog`,
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);
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this.saturatedFrames = 0;
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}
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this.deltaTimes = [];
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}
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}
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