decla-red/test/prediction-reconciliation.test.ts
2026-08-22 15:29:30 +01:00

250 lines
10 KiB
TypeScript

// Reconciliation guard for the REAL client predictor. It exercises
// LocalCharacterPredictor end-to-end with a driven frame clock, verifying the
// properties reconciliation depends on:
// 1. a fully-acknowledged snapshot reproduces the authoritative pose exactly
// (no spurious drift on top of server truth),
// 2. un-acknowledged input is replayed forward deterministically, and
// 3. the replayed body advances smoothly as the window grows.
// This is the net for prediction-touching changes (the death-while-dead fix,
// future netcode work) — a regression shows up as drift or non-determinism.
import { describe, it, expect } from 'vitest';
import {
LocalCharacterPredictor,
setFrameTimeMs,
} from '../frontend/src/scripts/helper/prediction/local-character-predictor';
const HEAD_RADIUS = 50;
const FEET_RADIUS = 20;
// A Circle-shaped pose; the predictor only reads .center / .radius, so plain
// objects with array centres are sufficient (and avoid importing gl-matrix).
const poseAt = (cx: number, cy: number) => ({
head: { center: [cx, cy + 37], radius: HEAD_RADIUS },
leftFoot: { center: [cx - 33, cy - 18], radius: FEET_RADIUS },
rightFoot: { center: [cx + 33, cy - 18], radius: FEET_RADIUS },
});
// The authoritative movement state that rides along with every snapshot: the
// pose is only half of what the simulation carries between ticks. Upright,
// airborne and with no launch momentum unless a test says otherwise.
const movementState = (direction = 0) => ({
direction,
bodyVelocity: [0, 0],
leftFootNormal: [0, 1],
rightFootNormal: [0, 1],
groundPlanetId: null,
secondsSinceOnSurface: 1,
});
describe('local prediction reconciliation', () => {
it('reproduces the authoritative pose exactly when all input is acknowledged', () => {
setFrameTimeMs(1000);
const predictor = new LocalCharacterPredictor();
const auth = poseAt(500, 500);
const t = predictor.recordInput([1, 0]);
predictor.acknowledge(t, movementState() as never, -Infinity); // server has consumed this input
predictor.setStrength(80);
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
// No clock advance → zero replay window → predicted pose == authoritative.
const used = predictor.update([], 1 / 60);
expect(used).toBe(true);
expect(predictor.head.center[0]).toBeCloseTo(auth.head.center[0], 5);
expect(predictor.head.center[1]).toBeCloseTo(auth.head.center[1], 5);
expect(predictor.leftFoot.center[0]).toBeCloseTo(auth.leftFoot.center[0], 5);
expect(predictor.rightFoot.center[0]).toBeCloseTo(auth.rightFoot.center[0], 5);
});
it('replays un-acknowledged input deterministically', () => {
const drive = () => {
const predictor = new LocalCharacterPredictor();
setFrameTimeMs(1000);
predictor.acknowledge(900, movementState() as never, -Infinity); // baseline ack (older than the input below)
predictor.setStrength(80);
const auth = poseAt(0, 0);
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
predictor.recordInput([1, 0]); // unacked rightward input at t=1000
setFrameTimeMs(1100); // replay ~100 ms forward
predictor.update([], 1 / 60);
return [
predictor.head.center[0],
predictor.head.center[1],
predictor.leftFoot.center[0],
predictor.rightFoot.center[0],
];
};
const a = drive();
const b = drive();
expect(a).toEqual(b); // deterministic replay
expect(a.every((n) => Number.isFinite(n))).toBe(true);
expect(a[0]).toBeGreaterThan(0.5); // rightward input actually moved the body
});
it('suppresses prediction while the local player is dead', () => {
setFrameTimeMs(5000);
const predictor = new LocalCharacterPredictor();
const auth = poseAt(200, 200);
const t = predictor.recordInput([1, 0]);
predictor.acknowledge(t, movementState() as never, -Infinity);
predictor.setStrength(80);
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
predictor.setAlive(false); // dead, awaiting respawn
setFrameTimeMs(5200); // input + elapsed time that would otherwise be replayed forward
// Even with a valid authoritative pose and pending input, a dead body must
// not be predicted/moved — that was the "move while dead" bug.
expect(predictor.update([], 1 / 60)).toBe(false);
});
// The replay window spans everything the server has not acknowledged, not just
// the snapshot's age. Anchoring on the snapshot's arrival made the window just
// that age, so prediction cancelled the interpolation buffer and nothing else
// and the local body sat a full one-way trip behind the server.
it('replays the whole un-acknowledged span, so a longer trip predicts further', () => {
const driveWithUnackedSpan = (ackAgeMs: number) => {
const predictor = new LocalCharacterPredictor();
predictor.setStrength(80);
// The key went down well before the acknowledged span and is still held —
// the case that used to freeze the acknowledgement, because movement is
// only transmitted when it changes.
setFrameTimeMs(9_000);
predictor.recordInput([1, 0]);
setFrameTimeMs(10_000);
const auth = poseAt(0, 0);
// The server has confirmed input only up to `ackAgeMs` ago; the snapshot
// carrying that acknowledgement arrives now.
predictor.acknowledge(10_000 - ackAgeMs, movementState() as never, -Infinity);
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
predictor.update([], 1 / 60);
return predictor.head.center[0];
};
const shortTrip = driveWithUnackedSpan(40);
const longTrip = driveWithUnackedSpan(200);
expect(shortTrip).toBeGreaterThan(0);
// A 200 ms un-acknowledged span must predict meaningfully further ahead than
// a 40 ms one; when the window was pinned to the snapshot they were equal.
expect(longTrip).toBeGreaterThan(shortTrip * 2);
});
// ...but the anchor must not also inherit the AGE of whichever input happened
// to be the newest one the server had when it took the snapshot. Input is sent
// at a fixed cadence, so that age is 0..1 send interval depending on where the
// client's sends fell between two snapshots, and it walks a sawtooth: measured
// against a real server on localhost it ran 5, 16, 12, 8, 3, 14, 9, 1 ms and so
// on. Left in the window, it jumped the predicted body by up to a frame of
// travel 25 times a second — the local body was choppy on a link with no
// latency at all to hide it. The server reports the age with the
// acknowledgement so the anchor lands on the snapshot instant instead.
it('cancels the age of the acknowledged input, so the send cadence cannot beat', () => {
// Both runs describe the SAME snapshot: taken 20 ms ago, of the same pose.
// They differ only in how long before it the server's newest input arrived.
const snapshotAgeMs = 20;
const drive = (inputAgeMs: number, serverReportsAge: boolean) => {
const predictor = new LocalCharacterPredictor();
predictor.setStrength(80);
setFrameTimeMs(9_000);
predictor.recordInput([1, 0]); // held down throughout
setFrameTimeMs(10_000);
predictor.acknowledge(
10_000 - snapshotAgeMs - inputAgeMs,
movementState() as never,
-Infinity,
serverReportsAge ? inputAgeMs : 0,
);
const auth = poseAt(0, 0);
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
predictor.update([], 1 / 60);
return predictor.head.center[0];
};
expect(drive(16, true)).toBeCloseTo(drive(0, true), 6);
// And the difference being cancelled is a real one: uncancelled, the same
// 16 ms moves the body, so the assertion above does not hold vacuously.
expect(Math.abs(drive(16, false) - drive(0, false))).toBeGreaterThan(0.5);
});
// The jitter this file exists to catch. A walking body's posture springs lag,
// so its head trails the upright position — and the facing direction is NOT
// recoverable from such a pose: the angle you get back is tens of degrees off.
// The predictor used to derive it that way rather than take the server's, so
// every replay opened by twisting the body towards the pose-implied posture,
// by an amount that depended on how many ticks the window happened to contain.
// The rendered body then advanced a different distance each frame.
it('replays the streamed facing direction, not one guessed from the pose', () => {
// Head pulled 35 units behind the upright position: the steady-state posture
// lag of a body walking to the right. atan2 on this pose gives ~0.57 rad;
// the server's own direction is 0.
const walkingPose = () => ({
head: { center: [-35, 37], radius: HEAD_RADIUS },
leftFoot: { center: [-33, -18], radius: FEET_RADIUS },
rightFoot: { center: [33, -18], radius: FEET_RADIUS },
});
// One snapshot interval of replay, which is as much as reconciliation ever
// asks for on a healthy link.
const predictWithDirection = (direction: number) => {
const predictor = new LocalCharacterPredictor();
predictor.setStrength(80);
setFrameTimeMs(0);
predictor.recordInput([1, 0]);
predictor.acknowledge(0, movementState(direction) as never, -Infinity);
const auth = walkingPose();
predictor.setAuthoritative(
auth.head as never,
auth.leftFoot as never,
auth.rightFoot as never,
);
// A fresh predictor renders its first pose by snapping, so this is the raw
// prediction with no easing laid over it.
setFrameTimeMs(40);
predictor.update([], 1 / 60);
return [predictor.head.center[0], predictor.head.center[1]];
};
const upright = predictWithDirection(0);
const asThePoseImplies = predictWithDirection(0.566);
const apart = Math.hypot(
upright[0] - asThePoseImplies[0],
upright[1] - asThePoseImplies[1],
);
// The guess moved the body by a visible amount every 40 ms — and by a
// different amount each frame, because the correction it triggers decays
// over the replay. If the streamed direction were ignored again the two
// would come out identical (this was exactly 0 before the fix).
expect(apart).toBeGreaterThan(1);
});
});