Sketch out first pass of lockstep client code

This commit is contained in:
Tangent Wantwight 2020-02-15 19:52:00 -05:00
parent 33ddb75b14
commit 5e29841717
3 changed files with 89 additions and 5 deletions

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@ -1,4 +1,6 @@
export const INPUT_FREQUENCY = 33; // roughly 30fps
export interface DeepCopy<T> {
deepCopy(patch: Partial<T>): T;
}
@ -17,7 +19,7 @@ function equals<T extends Equals | string | number>(a: T, b: T): boolean {
return (a as Equals).equals(b as Equals);
}
interface LockstepProcessor<Input, State> {
export interface LockstepProcessor<Input, State> {
compareInput(a: Input, b: Input): boolean;
cloneState(source: State): State;
advanceState(state: State, input: Input): void;
@ -97,7 +99,3 @@ export class Playback<Input, State> {
return this.state;
}
}
export class LockstepLoop<Input, State extends DeepCopy<State>> {
}

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@ -1 +1,2 @@
import {} from "../Ecs/Lockstep";
import {} from "./GameComponents";

85
src/Net/LockstepClient.ts Normal file
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@ -0,0 +1,85 @@
import { Callbag } from "callbag";
import { INPUT_FREQUENCY, LockstepProcessor, LockstepState } from "../Ecs/Lockstep";
export const enum MessageTypes {
RESET = 0,
INPUT = 1,
}
export type Packet<TypeId, Payload> = { t: TypeId } & Payload;
export type ClientMessage<Input, State> =
| Packet<MessageTypes.INPUT, { i: Partial<Input> }>;
export type ServerMessage<Input, State> =
| Packet<MessageTypes.RESET, { s: Partial<State> }>
| Packet<MessageTypes.INPUT, { i: Input }>;
type Server<Input, State> = Callbag<ClientMessage<Input, State>, ServerMessage<Input, State>>;
export abstract class LockstepClient<Input, State> {
private state: LockstepState<Input, State>;
public constructor(
public readonly engine: LockstepProcessor<Input, State>,
) {
const initialState = this.initState({});
this.state = new LockstepState(initialState, engine);
}
public abstract initState(init: Partial<State>): State;
public abstract gatherInput(): Input;
/**
* Connect to a [perhaps emulated] server and return a disconnect callback
*/
public connect(server: Server<Input, State>): () => void {
let serverTalkback: Server<Input, State> | null = null;
const sampleInput = () => {
if (serverTalkback) {
const input = this.gatherInput();
this.state.addLocalInput(input);
serverTalkback(1, {t: MessageTypes.INPUT, i: input});
setTimeout(sampleInput, INPUT_FREQUENCY);
}
};
// connect to server
server(0, (mode: number, data: Server<Input, State> | ServerMessage<Input, State>) => {
if (mode == 0) {
serverTalkback = data as Server<Input, State>;
// kickoff input sender
setTimeout(sampleInput, INPUT_FREQUENCY);
} else if (mode == 1) {
// server message
const message = data as ServerMessage<Input, State>;
switch(message.t) {
case MessageTypes.RESET:
const resetState = this.initState(message.s);
this.state = new LockstepState(resetState, this.engine);
break;
case MessageTypes.INPUT:
this.state.addCanonInput(message.i);
break;
}
} else if (mode == 2) {
// disconnected
console.log("Disconnected from server", data);
serverTalkback = null;
}
});
// disposal
return () => {
serverTalkback?.(2);
serverTalkback = null;
};
}
}