decla-red/test/render-smoothness.test.ts
Andras Schmelczer 93a7fe01ab
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Improve netcode and simplify (#4)
- Simplify the logic wherever possible to remove overengineering and simplify the netcode
- Actually improve the netcode
- The new lines are mainly the package locks and tests

Reviewed-on: https://home.schmelczer.dev/git/andras/decla-red/pulls/4
2026-09-15 07:57:57 +01:00

367 lines
11 KiB
TypeScript

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