Improve netcode and simplify #4
18 changed files with 155 additions and 223 deletions
more
commit
98c4d63756
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@ -1,5 +1,6 @@
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import { PhysicalContainer } from './physics/containers/physical-container';
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import { Server, Socket } from 'socket.io';
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import { randomUUID } from 'node:crypto';
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import {
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TransportEvents,
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deserialize,
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@ -19,7 +20,7 @@ import {
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} from 'shared';
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import { createWorld } from './create-world';
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import { Options } from './options';
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import { PlayerContainer } from './players/player-container';
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import { CarriedScore, PlayerContainer } from './players/player-container';
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import { ServerFullError } from './players/server-full-error';
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import { Player } from './players/player';
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import { StepCommand, GeneratePointsCommand, AnnounceCommand } from './commands/commands';
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@ -29,7 +30,7 @@ const gameStateSubscribedRoom = 'gameStateSubscribedRoom';
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export class GameServer extends CommandReceiver {
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private objects!: PhysicalContainer;
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private players!: PlayerContainer;
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private lastPhysicsBase: [number, number] = process.hrtime();
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private lastPhysicsBase = process.hrtime.bigint();
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private bluePoints = 0;
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private redPoints = 0;
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@ -50,7 +51,7 @@ export class GameServer extends CommandReceiver {
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this.options.playerLimit,
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this.options.npcCount,
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);
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this.lastPhysicsBase = process.hrtime();
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this.lastPhysicsBase = process.hrtime.bigint();
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this.bluePoints = 0;
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this.redPoints = 0;
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this.matchPointAnnounced = {};
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@ -85,7 +86,10 @@ export class GameServer extends CommandReceiver {
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});
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}
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private readonly joinedSockets = new Map<Socket, Player>();
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private readonly joinedSockets = new Map<
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Socket,
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{ player: Player; release: () => void }
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>();
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private handleJoin(socket: Socket, playerInfo: PlayerInformation) {
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if (this.joinedSockets.has(socket)) {
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@ -98,6 +102,11 @@ export class GameServer extends CommandReceiver {
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return;
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}
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// A reconnect arrives seconds after the drop, long before engine.io times
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// the dead socket out. Retire that ghost first so its slot, team and score
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// go back to the returning client.
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const carried = this.retireGhost(playerInfo.reconnectToken);
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if (this.players.isFull) {
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socket.emit(TransportEvents.JoinRejected, JoinRejectionReason.ServerFull);
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return;
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@ -105,7 +114,7 @@ export class GameServer extends CommandReceiver {
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let player: Player;
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try {
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player = this.players.createPlayer(playerInfo, socket);
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player = this.players.createPlayer(playerInfo, socket, carried);
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} catch (e) {
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console.error('Failed to register joining player', e);
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socket.emit(
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@ -134,31 +143,22 @@ export class GameServer extends CommandReceiver {
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};
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const onDisconnect = () => {
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const p = this.joinedSockets.get(socket);
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this.joinedSockets.delete(socket);
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this.inboundBudget.delete(socket);
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if (!p) {
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return;
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}
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p.detachFromSocket();
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const { kills, deaths } = player.scoreSnapshot;
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this.players.reserveScore(
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player.reconnectToken,
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player.team,
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kills,
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deaths,
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Date.now(),
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);
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player.destroy();
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this.players.deletePlayer(player);
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this.removeJoined(socket);
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this.sendServerStateUpdate();
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};
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socket.on(TransportEvents.PlayerToServer, onPlayerToServer);
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socket.on('disconnect', onDisconnect);
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this.joinedSockets.set(socket, player);
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this.joinedSockets.set(socket, {
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player,
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release: () => {
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socket.off(TransportEvents.PlayerToServer, onPlayerToServer);
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socket.off('disconnect', onDisconnect);
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player.detachFromSocket();
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},
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});
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player.reconnectToken = this.players.issueToken();
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player.reconnectToken = randomUUID();
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socket.emit(TransportEvents.PlayerJoined, player.reconnectToken);
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this.sendServerStateUpdate();
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@ -188,11 +188,36 @@ export class GameServer extends CommandReceiver {
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return true;
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}
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private releaseJoinedSockets() {
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for (const [socket, player] of this.joinedSockets) {
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socket.removeAllListeners();
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player.detachFromSocket();
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private retireGhost(token?: string): CarriedScore | undefined {
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if (!token) {
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return undefined;
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}
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for (const [socket, { player }] of this.joinedSockets) {
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if (player.reconnectToken === token) {
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const carried = { team: player.team, ...player.scoreSnapshot };
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this.removeJoined(socket);
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return carried;
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}
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}
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return undefined;
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}
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private removeJoined(socket: Socket) {
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const joined = this.joinedSockets.get(socket);
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if (!joined) {
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return;
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}
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this.joinedSockets.delete(socket);
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this.inboundBudget.delete(socket);
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// Only the listeners this join added: socket.io keeps its own internal
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// 'error' guard and the connection-scoped PlayerJoining handler here.
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joined.release();
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joined.player.destroy();
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this.players.deletePlayer(joined.player);
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}
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private releaseJoinedSockets() {
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this.joinedSockets.forEach(({ release }) => release());
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this.joinedSockets.clear();
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this.inboundBudget.clear();
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}
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@ -255,9 +280,9 @@ export class GameServer extends CommandReceiver {
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private saturatedFrames = 0;
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private handlePhysics() {
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const now = process.hrtime(this.lastPhysicsBase);
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const delta = now[0] + now[1] / 1e9;
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this.lastPhysicsBase = process.hrtime();
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const frameStart = process.hrtime.bigint();
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const delta = Number(frameStart - this.lastPhysicsBase) / 1e9;
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this.lastPhysicsBase = frameStart;
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if (Date.now() - this.statReportMs > 30000) {
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this.statReportMs = Date.now();
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@ -317,13 +342,9 @@ export class GameServer extends CommandReceiver {
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this.players.stepCommunication(delta);
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this.objects.resetRemoteCalls();
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const elapsed = process.hrtime(now);
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const physicsDelta = elapsed[0] + elapsed[1] / 1e9;
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const elapsed = Number(process.hrtime.bigint() - frameStart) / 1e9;
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setTimeout(
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this.handlePhysics.bind(this),
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Math.max(0, fixedDelta - physicsDelta) * 1000,
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);
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setTimeout(this.handlePhysics.bind(this), Math.max(0, fixedDelta - elapsed) * 1000);
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}
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public get serverInfo(): ServerInformation {
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@ -249,7 +249,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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}
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}
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public shootTowards(position: vec2, charge = 0, catchUpSeconds = 0) {
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public shootTowards(position: vec2, charge = 0) {
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if (
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!this.isAlive ||
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this.timeSinceLastShot < settings.projectileCreationInterval ||
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@ -295,7 +295,6 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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c,
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);
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this.container.addObject(projectile);
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projectile.fastForward(catchUpSeconds);
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if (c > 0) {
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vec2.scaleAndAdd(
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@ -175,24 +175,8 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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}
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}
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private get flipTeam(): CharacterTeam {
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const control = this.ownership - 0.5;
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const enter = settings.planetControlThreshold + settings.planetFlipHysteresis;
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if (control > enter) {
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return CharacterTeam.red;
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}
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if (control < -enter) {
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return CharacterTeam.blue;
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}
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if (Math.abs(control) < settings.planetControlThreshold) {
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return CharacterTeam.neutral;
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}
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return this.lastTeam;
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}
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private detectFlip(game: CommandReceiver) {
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const currentTeam = this.flipTeam;
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const currentTeam = this.team;
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if (currentTeam === this.lastTeam) {
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return;
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}
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@ -82,25 +82,6 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
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wasCollision = hitSurface;
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this.object.syncBoundingBox();
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}
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vec2.add(this.center, this.center, delta);
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vec2.add(this.center, this.center, delta);
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this.object.syncBoundingBox();
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}
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/**
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* Lag compensation: runs the projectile forward by the time its command spent
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* travelling to the server. Capped by settings.maxProjectileCatchUpSeconds so
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* a forged timestamp cannot spawn a shot arbitrarily far downrange.
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*/
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public fastForward(seconds: number) {
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const step = settings.targetPhysicsDeltaTimeInSeconds;
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let remaining = Math.min(Math.max(seconds, 0), settings.maxProjectileCatchUpSeconds);
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while (remaining > 0 && this.isAlive) {
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const delta = Math.min(step, remaining);
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this.advance(delta);
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remaining -= delta;
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}
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}
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// Live view of the circle's box, not a snapshot — the circle keeps it in sync
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@ -9,10 +9,10 @@ export class BoundingBoxList {
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}
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public remove(object: DynamicPhysical) {
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this.objects.splice(
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this.objects.findIndex((i) => i === object),
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1,
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);
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const index = this.objects.indexOf(object);
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if (index >= 0) {
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this.objects.splice(index, 1);
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}
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}
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public forEach(func: (object: DynamicPhysical) => unknown) {
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@ -8,10 +8,10 @@ import {
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settings,
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sanitizeName,
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boundRadius,
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evaluateSdf,
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} from 'shared';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { evaluateSdf } from 'shared';
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import { CharacterPhysical } from '../objects/character-physical';
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import { PlanetPhysical } from '../objects/planet-physical';
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import { PlayerContainer } from './player-container';
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@ -5,21 +5,18 @@ import { NPC } from './npc';
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import { Player } from './player';
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import { PlayerBase } from './player-base';
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import { ServerFullError } from './server-full-error';
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import { randomUUID } from 'node:crypto';
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// Score held for a dropped player so a reconnect inside the grace window
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// resumes the match instead of starting from zero.
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interface ReservedScore {
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// Team and score carried over from the connection a reconnecting client is
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// replacing, so it resumes the match instead of starting from zero.
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export interface CarriedScore {
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team: CharacterTeam;
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kills: number;
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deaths: number;
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expiresAtMs: number;
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}
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export class PlayerContainer {
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private _players: Array<Player> = [];
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private _npcs: Array<NPC> = [];
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private reservedScores = new Map<string, ReservedScore>();
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constructor(
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private readonly objects: PhysicalContainer,
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@ -42,80 +39,34 @@ export class PlayerContainer {
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}
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}
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public createPlayer(playerInfo: PlayerInformation, socket: Socket): Player {
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public createPlayer(
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playerInfo: PlayerInformation,
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socket: Socket,
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carried?: CarriedScore,
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): Player {
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if (this._players.length >= this.playerMaxCount) {
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throw new ServerFullError();
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}
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const reserved = this.claimReservedScore(playerInfo.reconnectToken);
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const team = reserved ? reserved.team : this.getTeamOfNextPlayer();
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const team = carried ? carried.team : this.getTeamOfNextPlayer();
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const player = new Player(playerInfo, this, this.objects, team, socket);
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let npcToReplace = this._npcs.find((n) => n.team === team);
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if (!npcToReplace) {
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npcToReplace = this._npcs.find((n) => n.team !== team);
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}
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// Retire the bot before the player spawns: its body would otherwise push
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// the spawn search away from the position it picked.
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const npcToReplace =
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this._npcs.find((n) => n.team === team) ?? this._npcs.find((n) => n.team !== team);
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npcToReplace?.destroy();
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this._npcs = this._npcs.filter((n) => n !== npcToReplace);
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const player = new Player(playerInfo, this, this.objects, team, socket);
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this._players.push(player);
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if (reserved) {
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player.restoreScore(reserved.kills, reserved.deaths);
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if (carried) {
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player.restoreScore(carried.kills, carried.deaths);
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}
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return player;
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}
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/**
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* A fresh token for a joining player; only redeemable once the player
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* actually drops (see reserveScore).
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*/
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public issueToken(): string {
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return randomUUID();
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}
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/**
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* Hold a dropped player's team and score against its token for the grace
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* window, so a reconnecting client rejoins as itself.
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*/
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public reserveScore(
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token: string,
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team: CharacterTeam,
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kills: number,
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deaths: number,
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nowMs: number,
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) {
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this.expireReservations(nowMs);
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this.reservedScores.set(token, {
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team,
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kills,
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deaths,
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expiresAtMs: nowMs + settings.reconnectGraceSeconds * 1000,
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});
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}
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private claimReservedScore(token?: string): ReservedScore | undefined {
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if (!token || typeof token !== 'string') {
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return undefined;
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}
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const reserved = this.reservedScores.get(token);
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if (!reserved) {
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return undefined;
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}
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this.reservedScores.delete(token);
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return reserved;
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}
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private expireReservations(nowMs: number) {
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for (const [token, reserved] of this.reservedScores) {
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if (reserved.expiresAtMs <= nowMs) {
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this.reservedScores.delete(token);
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}
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}
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}
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public get players(): Array<PlayerBase> {
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return [...this._players, ...this._npcs];
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}
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|
|
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|
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@ -92,11 +92,7 @@ export class Player extends PlayerBase {
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return;
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}
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this.observeClientTime(c.clientTimeMs);
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this.character?.shootTowards(
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position,
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finiteInRange(c.charge, 0, 1, 0),
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this.catchUpSeconds,
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);
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this.character?.shootTowards(position, finiteInRange(c.charge, 0, 1, 0));
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},
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[LeapActionCommand.type]: (c: LeapActionCommand) => {
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if (!isFiniteNumber(c.clientTimeMs)) {
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|
|
@ -125,12 +121,6 @@ export class Player extends PlayerBase {
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}
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}
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// Derived from the measured RTT, NOT the client's timestamp, so a forged
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// stamp cannot buy extra lag compensation. fastForward caps the result.
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private get catchUpSeconds(): number {
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return Math.max(0, this.rttMs / 2 / 1000);
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}
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constructor(
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playerInfo: PlayerInformation,
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playerContainer: PlayerContainer,
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|
|
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|||
|
|
@ -173,4 +173,9 @@ const main = async () => {
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}
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};
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main();
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main().catch((error) => {
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console.error(error);
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hide(spinner);
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joinNotice.innerText = 'Something went wrong. Please reload the page.';
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joinNotice.style.display = 'block';
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});
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|
|
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|
@ -93,6 +93,7 @@ export class Game extends CommandReceiver {
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this.gameObjects = new GameObjectContainer(this);
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this.overlay.innerHTML = '';
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this.keystoneArrow = undefined;
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this.connectionBanner = undefined;
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this.lastMinimap = undefined;
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this.isEnding = false;
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this.lastAnnouncementText = '';
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|
|
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|
|
@ -5,6 +5,7 @@
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"target": "es6",
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"esModuleInterop": true,
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"strict": true,
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"experimentalDecorators": true,
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"moduleResolution": "node",
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"ignoreDeprecations": "6.0",
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"skipLibCheck": true,
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|
|
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|||
|
|
@ -1,23 +1,7 @@
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let _seed = Math.random();
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let seed = Math.random();
|
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|
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export function setRandomSeed(value: number) {
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_seed = value;
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}
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export function chooseRandom<T>(values: Array<T>): T | undefined {
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const to = values.length;
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if (to === 0) {
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return undefined;
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}
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return values[Math.floor(getRandomInRange(0, to))];
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}
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export function getRandomInRange(from: number, to: number): number {
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return from + getRandom() * (to - from);
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}
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export function getRandom(): number {
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let t = (_seed += 0x6d2b79f5);
|
||||
function getRandom(): number {
|
||||
let t = (seed += 0x6d2b79f5);
|
||||
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
|
|
@ -25,12 +9,18 @@ export function getRandom(): number {
|
|||
|
||||
export const Random = {
|
||||
get seed() {
|
||||
return _seed;
|
||||
return seed;
|
||||
},
|
||||
set seed(v: number) {
|
||||
_seed = v;
|
||||
set seed(value: number) {
|
||||
seed = value;
|
||||
},
|
||||
choose: chooseRandom,
|
||||
getRandomInRange,
|
||||
getRandom,
|
||||
getRandomInRange(from: number, to: number): number {
|
||||
return from + getRandom() * (to - from);
|
||||
},
|
||||
choose<T>(values: Array<T>): T | undefined {
|
||||
return values.length === 0
|
||||
? undefined
|
||||
: values[Math.floor(getRandom() * values.length)];
|
||||
},
|
||||
};
|
||||
|
|
|
|||
|
|
@ -34,8 +34,8 @@ export class PlanetBase extends GameObject {
|
|||
this.vertices.length;
|
||||
}
|
||||
|
||||
// Single rule for the dead-band: scoring (server) and every tint (client)
|
||||
// read this rather than duplicating the comparison.
|
||||
// The one capture rule: server flips and scoring, client tints and the
|
||||
// keystone arrow all read this.
|
||||
public get team(): CharacterTeam {
|
||||
return Math.abs(this.ownership - 0.5) < settings.planetControlThreshold
|
||||
? CharacterTeam.neutral
|
||||
|
|
|
|||
|
|
@ -78,7 +78,9 @@ export const marchCircle = (
|
|||
);
|
||||
}
|
||||
|
||||
vec2.scaleAndAdd(body.center, body.center, direction, deltaLength);
|
||||
// lastFreeDistance, not deltaLength: on a completed march they are equal, and
|
||||
// if the step budget ran out it is the furthest point actually checked.
|
||||
vec2.scaleAndAdd(body.center, body.center, direction, lastFreeDistance);
|
||||
|
||||
return {
|
||||
hitSurface: false,
|
||||
|
|
|
|||
|
|
@ -30,12 +30,9 @@ export const settings = {
|
|||
maxGravityDistance: 800,
|
||||
minGravityDistance: 1,
|
||||
maxGravityQ: 5000,
|
||||
// Neutral dead-band around 50% ownership; the rendered ring uses the same
|
||||
// threshold as scoring so visuals match state.
|
||||
// Neutral dead-band around 50% ownership. The single capture rule: flips,
|
||||
// scoring and every client-side tint all read PlanetBase.team.
|
||||
planetControlThreshold: 0.12,
|
||||
// Schmitt trigger: extra margin beyond planetControlThreshold before a flip
|
||||
// pays out again, so boundary-hovering doesn't re-trigger the reward.
|
||||
planetFlipHysteresis: 0.06,
|
||||
playerMaxHealth: 100,
|
||||
maxGravityStrength: 50000,
|
||||
planetMinReferenceRadius: 150,
|
||||
|
|
@ -171,11 +168,6 @@ export const settings = {
|
|||
|
||||
chargeShotRecoilMax: 650,
|
||||
|
||||
// Capped so a forged timestamp cannot spawn a shot arbitrarily far downrange.
|
||||
maxProjectileCatchUpSeconds: 0.2,
|
||||
|
||||
reconnectGraceSeconds: 30,
|
||||
|
||||
// DoS guard: parsing is synchronous with the physics loop, so one oversized
|
||||
// message stalls the tick for everyone.
|
||||
maxInboundMessageBytes: 16 * 1024,
|
||||
|
|
|
|||
|
|
@ -7,6 +7,7 @@
|
|||
"target": "es6",
|
||||
"esModuleInterop": true,
|
||||
"strict": true,
|
||||
"experimentalDecorators": true,
|
||||
"moduleResolution": "node",
|
||||
"ignoreDeprecations": "6.0",
|
||||
"module": "commonjs",
|
||||
|
|
|
|||
|
|
@ -69,31 +69,7 @@ describe('projectile broadphase registration', () => {
|
|||
expect(container.findIntersecting(boxAround([0, 0], 100))).not.toContain(projectile);
|
||||
});
|
||||
|
||||
it('fast-forwards a shot by the sender latency', () => {
|
||||
const container = new PhysicalContainer();
|
||||
container.initialize();
|
||||
const spawn = vec2.fromValues(0, 0);
|
||||
|
||||
const make = () =>
|
||||
new ProjectilePhysical(
|
||||
vec2.clone(spawn),
|
||||
20,
|
||||
40,
|
||||
CharacterTeam.blue,
|
||||
vec2.fromValues(3000, 0),
|
||||
{ team: CharacterTeam.blue } as never,
|
||||
container,
|
||||
0,
|
||||
);
|
||||
|
||||
const plain = make();
|
||||
const compensated = make();
|
||||
compensated.fastForward(0.1);
|
||||
|
||||
expect(compensated.center[0]).toBeGreaterThan(plain.center[0] + 200);
|
||||
});
|
||||
|
||||
it('never fast-forwards further than the cap', () => {
|
||||
it('spawns a shot just clear of the shooter, not a jump downrange', () => {
|
||||
const container = new PhysicalContainer();
|
||||
container.initialize();
|
||||
const projectile = new ProjectilePhysical(
|
||||
|
|
@ -106,9 +82,8 @@ describe('projectile broadphase registration', () => {
|
|||
container,
|
||||
0,
|
||||
);
|
||||
projectile.fastForward(10);
|
||||
const cap = settings.chargeShotSpeedMax * settings.maxProjectileCatchUpSeconds;
|
||||
expect(projectile.center[0]).toBeLessThanOrEqual(cap + 50);
|
||||
|
||||
expect(projectile.center[0]).toBeLessThanOrEqual(15);
|
||||
});
|
||||
});
|
||||
|
||||
|
|
|
|||
|
|
@ -255,6 +255,44 @@ describe('reconnect tokens', () => {
|
|||
});
|
||||
});
|
||||
|
||||
describe('reconnect while the dropped socket is still live', () => {
|
||||
// engine.io needs ~45 s to notice a transport drop; the client is back in ~1 s.
|
||||
it('retires the ghost so the returning player keeps its slot, team and score', () => {
|
||||
const { server, attach } = startServer({ playerLimit: 1, npcCount: 0 });
|
||||
|
||||
const first = attach();
|
||||
first.fire(TransportEvents.PlayerJoining, { name: 'flaky' });
|
||||
const token = first.lastPayloadFor(TransportEvents.PlayerJoined) as string;
|
||||
expect(server.serverInfo.playerCount).toBe(1);
|
||||
|
||||
// No 'disconnect' fired: the server still holds the dead socket's player.
|
||||
const second = attach();
|
||||
second.fire(TransportEvents.PlayerJoining, { name: 'flaky', reconnectToken: token });
|
||||
|
||||
expect(second.lastPayloadFor(TransportEvents.JoinRejected)).toBeUndefined();
|
||||
expect(second.lastPayloadFor(TransportEvents.PlayerJoined)).toBeTruthy();
|
||||
expect(server.serverInfo.playerCount).toBe(1);
|
||||
expect(first.listenerCount(TransportEvents.PlayerToServer)).toBe(0);
|
||||
});
|
||||
|
||||
it('does not hand a slot to an unknown token', () => {
|
||||
const { server, attach } = startServer({ playerLimit: 1, npcCount: 0 });
|
||||
|
||||
attach().fire(TransportEvents.PlayerJoining, { name: 'holder' });
|
||||
|
||||
const stranger = attach();
|
||||
stranger.fire(TransportEvents.PlayerJoining, {
|
||||
name: 'stranger',
|
||||
reconnectToken: 'not-a-real-token',
|
||||
});
|
||||
|
||||
expect(stranger.lastPayloadFor(TransportEvents.JoinRejected)).toBe(
|
||||
JoinRejectionReason.ServerFull,
|
||||
);
|
||||
expect(server.serverInfo.playerCount).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('socket listeners', () => {
|
||||
it('takes every listener back off when the player drops', () => {
|
||||
const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
|
||||
|
|
@ -266,7 +304,8 @@ describe('socket listeners', () => {
|
|||
socket.fire('disconnect');
|
||||
|
||||
expect(socket.listenerCount(TransportEvents.Pong)).toBe(0);
|
||||
expect(socket.listenerCount(TransportEvents.PlayerToServer)).toBe(1);
|
||||
expect(socket.listenerCount(TransportEvents.PlayerToServer)).toBe(0);
|
||||
expect(socket.listenerCount('disconnect')).toBe(0);
|
||||
});
|
||||
|
||||
it('does not stack a listener per reconnect', () => {
|
||||
|
|
|
|||
Loading…
Reference in a new issue