2020-01-29 03:51:15 +00:00
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2020-02-16 00:52:00 +00:00
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export const INPUT_FREQUENCY = 33; // roughly 30fps
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2020-05-02 02:51:21 +00:00
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export interface LockstepProcessor<LocalInput, GlobalInput, State> {
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compareInput(a: GlobalInput, b: GlobalInput): boolean;
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2020-05-18 23:32:56 +00:00
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predictInput(prev: GlobalInput | undefined, localPlayer: number, localInput: LocalInput): GlobalInput;
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2020-02-15 18:54:59 +00:00
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cloneState(source: State): State;
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2020-05-02 02:51:21 +00:00
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advanceState(state: State, input: GlobalInput): void;
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2020-02-15 18:54:59 +00:00
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}
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2020-01-29 03:51:15 +00:00
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2020-05-02 02:51:21 +00:00
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export class LockstepState<LocalInput, GlobalInput, State> {
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2020-01-29 03:51:15 +00:00
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private inputIndex = -1;
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2020-05-02 02:51:21 +00:00
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private inputLog: GlobalInput[] = [];
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2020-01-29 03:51:15 +00:00
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private canonIndex = -1;
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private canonState: State;
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private renderIndex = -1;
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private renderState: State;
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2020-05-02 02:51:21 +00:00
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constructor(private initialState: State, private engine: LockstepProcessor<LocalInput, GlobalInput, State>) {
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2020-02-15 18:54:59 +00:00
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this.canonState = engine.cloneState(initialState);
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this.renderState = engine.cloneState(initialState);
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2020-01-29 03:51:15 +00:00
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}
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2020-05-02 02:51:21 +00:00
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public addCanonInput(input: GlobalInput): void {
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2020-01-29 03:51:15 +00:00
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this.canonIndex++;
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// advance canonical game state
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2020-02-15 18:54:59 +00:00
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this.engine.advanceState(this.canonState, input);
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2020-01-29 03:51:15 +00:00
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if(this.canonIndex <= this.renderIndex) {
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// we're rendering predicted states, so if the input changes we need to invalidate the rendered state
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2020-02-15 18:54:59 +00:00
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if(!this.engine.compareInput(this.inputLog[this.canonIndex], input)) {
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this.renderState = this.engine.cloneState(this.canonState);
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2020-01-29 03:51:15 +00:00
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this.renderIndex = this.canonIndex;
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}
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}
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this.inputLog[this.canonIndex] = input;
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}
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2020-05-02 01:45:31 +00:00
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/** Warning: this only supports one player input per frame. There is no support for two players using the same lockstep simulation instance. */
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2020-05-02 02:51:21 +00:00
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public addLocalInput(player: number, input: LocalInput): void {
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2020-01-29 03:51:15 +00:00
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this.inputIndex++;
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// ensure that we don't overwrite the canon input with local input somehow
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// (probably only possible in situations where game is unplayable anyways? but still for sanity.)
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if(this.inputIndex > this.canonIndex) {
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2020-05-18 23:32:56 +00:00
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this.inputLog[this.inputIndex] = this.engine.predictInput(this.inputLog[this.inputIndex - 1] ?? undefined, player, input);
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2020-01-29 03:51:15 +00:00
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}
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}
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/**
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* Do any necessary simulation to catchup the predicted game state to the frame
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* that should be rendered, then return it.
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*/
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public getStateToRender(): State {
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// TODO: input lag by X frames
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const targetIndex = this.inputLog.length - 1;
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while(this.renderIndex < targetIndex) {
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this.renderIndex++;
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2020-02-15 18:54:59 +00:00
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this.engine.advanceState(this.renderState, this.inputLog[this.renderIndex]);
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2020-01-29 03:51:15 +00:00
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}
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return this.renderState;
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}
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}
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2020-05-02 02:51:21 +00:00
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export class Playback<LocalInput, GlobalInput, State> {
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2020-02-15 19:12:53 +00:00
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private frame = 0;
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public constructor(
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private state: State,
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2020-05-02 02:51:21 +00:00
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private inputLog: GlobalInput[],
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private engine: LockstepProcessor<LocalInput, GlobalInput, State>,
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2020-02-15 19:12:53 +00:00
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) {}
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public getNextState(): State {
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if(this.frame < this.inputLog.length) {
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this.engine.advanceState(this.state, this.inputLog[this.frame]);
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this.frame++;
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}
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return this.state;
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}
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}
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