Add notion of multiple connected players to lockstep protocol

This commit is contained in:
Tangent Wantwight 2020-05-01 21:45:31 -04:00
parent 39018635cd
commit 743905cad4
6 changed files with 91 additions and 40 deletions

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@ -1,10 +1,12 @@
Open:
- Refactor input messages for more than one player
- Refactor input generics to distinct local/full types
- Multiplayer loopback server
- Insecured websocket server implementation
- Cloneable RNG that goes in state (use MurmurHash3 finalizer in counter mode?)
- remove all random() calls
Done:
- Refactor input messages for more than one player
- Rework State implementation for easier cloning/deserialization
- Test Lockstep/rollback
- Smarter typings for Join/Lookup functions

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@ -2,15 +2,16 @@
export const INPUT_FREQUENCY = 33; // roughly 30fps
export interface LockstepProcessor<Input, State> {
compareInput(a: Input, b: Input): boolean;
compareInput(a: Input[], b: Input[]): boolean;
predictInput(prev: Input[] | null, localPlayer: number, localInput: Input): Input[];
cloneState(source: State): State;
advanceState(state: State, input: Input): void;
advanceState(state: State, input: Input[]): void;
}
export class LockstepState<Input, State> {
private inputIndex = -1;
private inputLog: Input[] = [];
private inputLog: Input[][] = [];
private canonIndex = -1;
private canonState: State;
private renderIndex = -1;
@ -21,7 +22,7 @@ export class LockstepState<Input, State> {
this.renderState = engine.cloneState(initialState);
}
public addCanonInput(input: Input): void {
public addCanonInput(input: Input[]): void {
this.canonIndex++;
// advance canonical game state
@ -37,13 +38,14 @@ export class LockstepState<Input, State> {
this.inputLog[this.canonIndex] = input;
}
public addLocalInput(input: Input): void {
/** Warning: this only supports one player input per frame. There is no support for two players using the same lockstep simulation instance. */
public addLocalInput(player: number, input: Input): void {
this.inputIndex++;
// ensure that we don't overwrite the canon input with local input somehow
// (probably only possible in situations where game is unplayable anyways? but still for sanity.)
if(this.inputIndex > this.canonIndex) {
this.inputLog[this.inputIndex] = input;
this.inputLog[this.inputIndex] = this.engine.predictInput(this.inputLog[this.inputIndex - 1] ?? null, player, input);
}
}
@ -69,7 +71,7 @@ export class Playback<Input, State> {
public constructor(
private state: State,
private inputLog: Input[],
private inputLog: Input[][],
private engine: LockstepProcessor<Input, State>,
) {}

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@ -23,7 +23,7 @@ export class World {
phase = GamePhase.TITLE;
score = 0;
constructor() {}
constructor() { }
/*
* Drawing Layers
@ -50,9 +50,9 @@ export class World {
const score = `Score: ${this.score}`;
cx.fillStyle = "#000";
cx.fillText(score, this.width/3 + 1, this.height - 18 + 1, this.width/4);
cx.fillText(score, this.width / 3 + 1, this.height - 18 + 1, this.width / 4);
cx.fillStyle = "#0ff";
cx.fillText(score, this.width/3, this.height - 18, this.width/4);
cx.fillText(score, this.width / 3, this.height - 18, this.width / 4);
}));
}
}
@ -71,6 +71,7 @@ export class Data extends EcsData implements StateForSchema<GameSchema> {
hp: Store<Hp>;
lifetime: Store<Lifetime>;
message: Store<Message>;
playerControl: Store<PlayerControl>;
// globals
debugLayer = new Layer(2);
@ -82,6 +83,7 @@ export class Data extends EcsData implements StateForSchema<GameSchema> {
this.hp = copySparse(from.hp);
this.lifetime = copySparse(from.lifetime);
this.message = copySparse(from.message);
this.playerControl = copySparse(from.playerControl);
}
clone() {
@ -124,7 +126,7 @@ export class Hp extends Component<Hp> {
export class Lifetime extends Component<Lifetime> {
time: number;
constructor(from: Partial<Lifetime> & {time: number}) {
constructor(from: Partial<Lifetime> & { time: number }) {
super(from);
this.time = from.time;
}
@ -163,35 +165,55 @@ export class Message extends Component<Message> {
}
}
export class PlayerControl extends Component<PlayerControl> {
playerNumber: number;
constructor(from: Partial<PlayerControl> & {playerNumber: number}) {
super(from);
this.playerNumber = from.playerNumber;
}
clone(): PlayerControl {
return new PlayerControl(this);
}
}
export class Engine implements LockstepProcessor<KeyName[], Data> {
cloneState(old: Data) {
return new Data(old);
}
compareInput(a: KeyName[], b: KeyName[]): boolean {
if (a.length != b.length) return false;
let matches = true;
a.forEach((keyA, i) => {
if (keyA != b[i]) {
matches = false;
}
});
return matches;
predictInput(prev: KeyName[][] | null, localPlayer: number, localInput: KeyName[]): KeyName[][] {
return prev?.map((prevInput, player) => (player == localPlayer) ? localInput : prevInput) ?? [];
}
advanceState(state: Data, input: KeyName[]) {
compareInput(a: KeyName[][], b: KeyName[][]): boolean {
if (a.length != b.length) return false;
for (let i = 0; i < a.length; i++) {
if (a[i].length != b[i].length) return false;
for (let j = 0; j < a[i].length; j++) {
if (a[i][j] != b[i][j]) {
return false;
}
}
}
return true;
}
advanceState(state: Data, input: KeyName[][]) {
DumbMotion(state, INPUT_FREQUENCY);
Join(state, "location").forEach(([location]) => {
let dir = 0;
if(input.indexOf("left") != -1) {
dir -= 1;
Join(state, "playerControl", "location").forEach(([player, location]) => {
const playerInput = input[player.playerNumber];
if(playerInput) {
let dir = 0;
if (playerInput.indexOf("left") != -1) {
dir -= 1;
}
if (playerInput.indexOf("right") != -1) {
dir += 1;
}
location.VAngle = dir * 0.01;
}
if(input.indexOf("right") != -1) {
dir += 1;
}
location.VAngle = dir * 0.01;
});
}
}

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@ -8,7 +8,7 @@ import { Create } from "../Ecs/Data";
import { RunRenderBounds } from "../Ecs/Renderers";
import { LockstepClient } from "../Net/LockstepClient";
import { Loopback } from "../Net/LoopbackServer";
import { Data, Engine } from "./GameComponents";
import { Data, Engine, PlayerControl } from "./GameComponents";
import { Buttons } from "./Input";
export class Main extends LockstepClient<KeyName[], Data> {
@ -43,8 +43,11 @@ export class Main extends LockstepClient<KeyName[], Data> {
const newState = new Data(patch);
Create(newState, {
playerControl: new PlayerControl({
playerNumber: 0
}),
location: new Location({
X: 200,
X: 100,
Y: 200,
}),
bounds: new PolygonComponent({points: [-30, 0, 30, 0, 0, 40]}),
@ -54,6 +57,21 @@ export class Main extends LockstepClient<KeyName[], Data> {
}),
});
Create(newState, {
playerControl: new PlayerControl({
playerNumber: 1
}),
location: new Location({
X: 400,
Y: 200,
}),
bounds: new PolygonComponent({points: [-30, 0, 30, 0, 0, 40]}),
renderBounds: new RenderBounds({
color: "#f0a",
layer: 0
}),
});
return newState;
}

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@ -43,8 +43,8 @@ export type ClientMessage<Input, State> =
;
export type ServerMessage<Input, State> =
| Packet<MessageTypes.SET_STATE, { s: Partial<State> }>
| Packet<MessageTypes.INPUT, { i: Input }>
| Packet<MessageTypes.SET_STATE, { u: number, s: Partial<State> }>
| Packet<MessageTypes.INPUT, { i: Input[] }>
| Packet<MessageTypes.GET_STATE, { c: number }>
| Packet<MessageTypes.PING, { z: number }>
;
@ -53,6 +53,7 @@ export type Server<Input, State> = Callbag<ClientMessage<Input, State>, ServerMe
export abstract class LockstepClient<Input, State> {
private playerNumber = -1;
private state: LockstepState<Input, State>;
public constructor(
@ -75,8 +76,10 @@ export abstract class LockstepClient<Input, State> {
const sampleInput = () => {
if (serverTalkback) {
const input = this.gatherInput();
this.state.addLocalInput(input);
serverTalkback(1, { t: MessageTypes.INPUT, i: input });
if(this.playerNumber >= 0) {
this.state.addLocalInput(this.playerNumber, input);
serverTalkback(1, { t: MessageTypes.INPUT, i: input });
}
setTimeout(sampleInput, INPUT_FREQUENCY);
}
};
@ -95,6 +98,7 @@ export abstract class LockstepClient<Input, State> {
case MessageTypes.SET_STATE:
const resetState = this.initState(message.s);
this.state = new LockstepState(resetState, this.engine);
this.playerNumber = message.u;
break;
case MessageTypes.INPUT:
this.state.addCanonInput(message.i);

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@ -15,10 +15,13 @@ export function Loopback<Input, State>(start: number, data?: Client<Input, State
const message = data as ClientMessage<Input, State>;
switch(message.t) {
case MessageTypes.INPUT:
sink(1, message);
sink(1, {
t: MessageTypes.INPUT,
i: [message.i],
});
break;
}
}
});
sink(1, {t: MessageTypes.SET_STATE, s: {}});
sink(1, {t: MessageTypes.SET_STATE, u: 0, s: {}});
};