decla-red/test/client-send-cadence.test.ts
2026-08-22 15:29:30 +01:00

77 lines
3.1 KiB
TypeScript

// The client's outbound cadence, which is what the server's inbound allowance
// has to be sized against. Sending once per rendered frame put every display
// above the allowance permanently over it; once the burst was spent the server
// silently discarded whole batches, and movement commands are edge-triggered
// and never re-sent, so a lost batch meant the direction change never happened.
import { describe, it, expect } from 'vitest';
import { createRequire } from 'node:module';
import { CommandSocket } from '../frontend/src/scripts/commands/command-socket';
import { setFrameTimeMs } from '../frontend/src/scripts/helper/prediction/local-character-predictor';
const require = createRequire(import.meta.url);
const shared = require('../shared/lib/main.js');
const { vec2 } = require('../shared/node_modules/gl-matrix');
const { applyArrayPlugins, settings, MoveActionCommand, ClientHeartbeatCommand } = shared;
applyArrayPlugins();
// Collects what would go on the wire.
const drive = (frameRate: number, seconds: number, onFrame?: (socket: any) => void) => {
const batches: Array<string> = [];
const socket = { emit: (_event: string, payload: string) => batches.push(payload) };
const commandSocket = new CommandSocket(socket as never);
const frames = Math.round(frameRate * seconds);
for (let f = 0; f < frames; f++) {
setFrameTimeMs((f * 1000) / frameRate);
onFrame?.(commandSocket);
commandSocket.sendQueuedCommands();
}
return batches;
};
describe('client send cadence', () => {
it('is paced by the clock, not by the frame rate', () => {
const seconds = 3;
const expected = seconds / settings.clientSendInterval;
for (const frameRate of [60, 144, 240]) {
const batches = drive(frameRate, seconds);
// One heartbeat per interval, give or take where the frames fall. The
// point is that the count barely moves across a 4x range of frame rates —
// sending once per frame gave 180, 432 and 720 here.
expect(batches.length).toBeLessThanOrEqual(expected * 1.1);
expect(batches.length).toBeGreaterThanOrEqual(expected * 0.85);
}
});
it('stays under the server allowance even at an absurd frame rate', () => {
const seconds = 5;
const batches = drive(1000, seconds);
expect(batches.length / seconds).toBeLessThan(settings.maxInboundMessagesPerSecond);
});
it('still flushes real input on the frame it happens', () => {
// Input on frame 1 of a 144 Hz client: far inside the heartbeat interval, so
// pacing must not hold it back. Latency the player feels is one frame.
let sentOn = -1;
const batches = drive(144, 0.1, (commandSocket) => {
if (sentOn === -1) {
commandSocket.handleCommand(new MoveActionCommand(vec2.fromValues(1, 0), 0));
sentOn = 0;
}
});
expect(batches.length).toBeGreaterThan(0);
expect(batches[0]).toContain('MoveActionCommand');
});
it('closes every batch with a heartbeat, so a held key keeps the ack moving', () => {
const batches = drive(60, 1);
expect(batches.length).toBeGreaterThan(0);
expect(batches.every((b) => b.includes(ClientHeartbeatCommand.name))).toBe(true);
});
});