- 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
167 lines
5.6 KiB
TypeScript
167 lines
5.6 KiB
TypeScript
import { describe, it, expect, beforeEach } from 'vitest';
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import { createRequire } from 'node:module';
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import { PhysicalContainer } from '../backend/src/physics/physical-container';
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import { PlayerContainer } from '../backend/src/players/player-container';
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import { createWorld } from '../backend/src/create-world';
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const require = createRequire(import.meta.url);
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const shared = require('../shared/lib/main.js');
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const {
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Random,
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settings,
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TransportEvents,
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deserialize,
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CreateObjectsCommand,
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DeleteObjectsCommand,
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PropertyUpdatesForObjects,
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PropertyUpdatesForObject,
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UpdatePropertyCommand,
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InputAcknowledgement,
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UpdateMinimap,
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ServerAnnouncement,
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} = shared;
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class FakeSocket {
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public readonly sent: Array<{ event: string; payload: unknown }> = [];
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public readonly conn = {
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transport: { socket: { bufferedAmount: 0 } },
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writeBuffer: [] as Array<{ data: unknown }>,
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};
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public set bufferedAmount(bytes: number) {
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this.conn.transport.socket.bufferedAmount = bytes;
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}
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public on() {}
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public off() {}
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public emit(event: string, payload?: unknown) {
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this.sent.push({ event, payload });
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}
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public get lastBatch(): Array<{ constructor: { name: string } }> {
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const last = [...this.sent]
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.reverse()
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.find((m) => m.event === TransportEvents.ServerToPlayer);
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return last ? deserialize(last.payload as string) : [];
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}
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}
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const makePlayer = () => {
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Random.seed = 3;
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const objects = new PhysicalContainer({ addPoints() {}, announce() {} });
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createWorld(objects);
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const players = new PlayerContainer(objects, 4, 0);
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const socket = new FakeSocket();
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const player = players.createPlayer({ name: 'player' }, socket as never);
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player.sendQueuedCommandsToClient();
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socket.sent.length = 0;
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return { player, socket };
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};
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const queueOneSnapshot = (player: ReturnType<typeof makePlayer>['player']) => {
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player.queueCommandSend(new CreateObjectsCommand([]));
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player.queueCommandSend(new DeleteObjectsCommand([1234]));
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player.queueCommandSend(new ServerAnnouncement('team blue wins'));
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player.queueCommandSend(new UpdateMinimap([]));
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player.queueCommandSend(
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new PropertyUpdatesForObjects(
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[
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new PropertyUpdatesForObject(1234, [
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new UpdatePropertyCommand('ownership', 1, 0),
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]),
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],
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1,
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),
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);
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player.queueCommandSend(
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new InputAcknowledgement(123, player.character!.movementSnapshot, 0, 0),
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);
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};
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const typesIn = (batch: Array<{ constructor: { name: string } }>) =>
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batch.map((c) => c.constructor.name);
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describe('slow-client backpressure', () => {
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beforeEach(() => {
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Random.seed = 3;
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});
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it('sends everything while the socket is draining', () => {
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const { player, socket } = makePlayer();
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queueOneSnapshot(player);
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player.sendQueuedCommandsToClient();
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expect(typesIn(socket.lastBatch)).toEqual([
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CreateObjectsCommand.name,
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DeleteObjectsCommand.name,
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ServerAnnouncement.name,
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UpdateMinimap.name,
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PropertyUpdatesForObjects.name,
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InputAcknowledgement.name,
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]);
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});
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it('reads the buffered byte count engine.io actually exposes', () => {
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const { player, socket } = makePlayer();
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socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
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queueOneSnapshot(player);
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player.sendQueuedCommandsToClient();
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const marker = socket.lastBatch.find((c) => c instanceof PropertyUpdatesForObjects);
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expect(marker).toMatchObject({ updates: [], timestamp: 1 });
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});
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it('sheds only the state the next tick regenerates', () => {
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const { player, socket } = makePlayer();
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socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
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queueOneSnapshot(player);
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player.sendQueuedCommandsToClient();
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const types = typesIn(socket.lastBatch);
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expect(types).toContain(PropertyUpdatesForObjects.name);
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expect(types).not.toContain(InputAcknowledgement.name);
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expect(types).not.toContain(UpdateMinimap.name);
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expect(types).toContain(CreateObjectsCommand.name);
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expect(types).toContain(DeleteObjectsCommand.name);
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expect(types).toContain(ServerAnnouncement.name);
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});
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it('stays quiet when a backed-up client has nothing but sheddable state', () => {
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const { player, socket } = makePlayer();
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socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
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player.queueCommandSend(new PropertyUpdatesForObjects([], 1));
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const before = socket.sent.length;
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player.sendQueuedCommandsToClient();
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expect(socket.sent.length).toBe(before);
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});
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it('also measures packets waiting inside Engine.IO for the transport to drain', () => {
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const { player, socket } = makePlayer();
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socket.conn.writeBuffer.push({
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data: Buffer.alloc(settings.maxBufferedBytesPerClient + 1),
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});
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queueOneSnapshot(player);
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player.sendQueuedCommandsToClient();
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const marker = socket.lastBatch.find((c) => c instanceof PropertyUpdatesForObjects);
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expect(marker).toMatchObject({ updates: [], timestamp: 1 });
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expect(typesIn(socket.lastBatch)).not.toContain(InputAcknowledgement.name);
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});
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it('sends a fresh pose and acknowledgement after the transport drains', () => {
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const { player, socket } = makePlayer();
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socket.bufferedAmount = settings.maxBufferedBytesPerClient + 1;
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queueOneSnapshot(player);
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player.sendQueuedCommandsToClient();
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socket.bufferedAmount = 0;
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queueOneSnapshot(player);
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player.sendQueuedCommandsToClient();
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const snapshot = socket.lastBatch.find((c) => c instanceof PropertyUpdatesForObjects);
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expect(snapshot).toMatchObject({ updates: [expect.anything()], timestamp: 1 });
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expect(typesIn(socket.lastBatch)).toContain(InputAcknowledgement.name);
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});
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});
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