Add notion of multiple connected players to lockstep protocol
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39018635cd
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6 changed files with 91 additions and 40 deletions
4
plan.txt
4
plan.txt
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@ -1,10 +1,12 @@
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Open:
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- Refactor input messages for more than one player
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- Refactor input generics to distinct local/full types
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- Multiplayer loopback server
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- Insecured websocket server implementation
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- Cloneable RNG that goes in state (use MurmurHash3 finalizer in counter mode?)
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- remove all random() calls
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Done:
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- Refactor input messages for more than one player
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- Rework State implementation for easier cloning/deserialization
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- Test Lockstep/rollback
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- Smarter typings for Join/Lookup functions
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@ -2,15 +2,16 @@
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export const INPUT_FREQUENCY = 33; // roughly 30fps
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export interface LockstepProcessor<Input, State> {
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compareInput(a: Input, b: Input): boolean;
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compareInput(a: Input[], b: Input[]): boolean;
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predictInput(prev: Input[] | null, localPlayer: number, localInput: Input): Input[];
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cloneState(source: State): State;
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advanceState(state: State, input: Input): void;
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advanceState(state: State, input: Input[]): void;
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}
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export class LockstepState<Input, State> {
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private inputIndex = -1;
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private inputLog: Input[] = [];
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private inputLog: Input[][] = [];
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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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@ -21,7 +22,7 @@ export class LockstepState<Input, State> {
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this.renderState = engine.cloneState(initialState);
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}
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public addCanonInput(input: Input): void {
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public addCanonInput(input: Input[]): void {
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this.canonIndex++;
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// advance canonical game state
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@ -37,13 +38,14 @@ export class LockstepState<Input, State> {
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this.inputLog[this.canonIndex] = input;
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}
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public addLocalInput(input: Input): void {
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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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public addLocalInput(player: number, input: Input): void {
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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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this.inputLog[this.inputIndex] = input;
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this.inputLog[this.inputIndex] = this.engine.predictInput(this.inputLog[this.inputIndex - 1] ?? null, player, input);
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}
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}
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@ -69,7 +71,7 @@ export class Playback<Input, State> {
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public constructor(
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private state: State,
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private inputLog: Input[],
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private inputLog: Input[][],
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private engine: LockstepProcessor<Input, State>,
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) {}
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@ -23,7 +23,7 @@ export class World {
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phase = GamePhase.TITLE;
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score = 0;
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constructor() {}
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constructor() { }
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/*
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* Drawing Layers
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@ -50,9 +50,9 @@ export class World {
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const score = `Score: ${this.score}`;
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cx.fillStyle = "#000";
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cx.fillText(score, this.width/3 + 1, this.height - 18 + 1, this.width/4);
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cx.fillText(score, this.width / 3 + 1, this.height - 18 + 1, this.width / 4);
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cx.fillStyle = "#0ff";
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cx.fillText(score, this.width/3, this.height - 18, this.width/4);
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cx.fillText(score, this.width / 3, this.height - 18, this.width / 4);
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}));
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}
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}
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@ -71,6 +71,7 @@ export class Data extends EcsData implements StateForSchema<GameSchema> {
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hp: Store<Hp>;
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lifetime: Store<Lifetime>;
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message: Store<Message>;
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playerControl: Store<PlayerControl>;
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// globals
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debugLayer = new Layer(2);
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@ -82,6 +83,7 @@ export class Data extends EcsData implements StateForSchema<GameSchema> {
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this.hp = copySparse(from.hp);
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this.lifetime = copySparse(from.lifetime);
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this.message = copySparse(from.message);
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this.playerControl = copySparse(from.playerControl);
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}
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clone() {
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@ -124,7 +126,7 @@ export class Hp extends Component<Hp> {
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export class Lifetime extends Component<Lifetime> {
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time: number;
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constructor(from: Partial<Lifetime> & {time: number}) {
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constructor(from: Partial<Lifetime> & { time: number }) {
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super(from);
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this.time = from.time;
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}
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@ -163,35 +165,55 @@ export class Message extends Component<Message> {
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}
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}
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export class PlayerControl extends Component<PlayerControl> {
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playerNumber: number;
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constructor(from: Partial<PlayerControl> & {playerNumber: number}) {
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super(from);
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this.playerNumber = from.playerNumber;
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}
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clone(): PlayerControl {
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return new PlayerControl(this);
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}
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}
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export class Engine implements LockstepProcessor<KeyName[], Data> {
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cloneState(old: Data) {
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return new Data(old);
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}
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compareInput(a: KeyName[], b: KeyName[]): boolean {
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predictInput(prev: KeyName[][] | null, localPlayer: number, localInput: KeyName[]): KeyName[][] {
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return prev?.map((prevInput, player) => (player == localPlayer) ? localInput : prevInput) ?? [];
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}
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compareInput(a: KeyName[][], b: KeyName[][]): boolean {
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if (a.length != b.length) return false;
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let matches = true;
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a.forEach((keyA, i) => {
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if (keyA != b[i]) {
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matches = false;
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for (let i = 0; i < a.length; i++) {
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if (a[i].length != b[i].length) return false;
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for (let j = 0; j < a[i].length; j++) {
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if (a[i][j] != b[i][j]) {
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return false;
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}
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}
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});
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return matches;
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}
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advanceState(state: Data, input: KeyName[]) {
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return true;
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}
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advanceState(state: Data, input: KeyName[][]) {
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DumbMotion(state, INPUT_FREQUENCY);
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Join(state, "location").forEach(([location]) => {
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Join(state, "playerControl", "location").forEach(([player, location]) => {
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const playerInput = input[player.playerNumber];
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if(playerInput) {
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let dir = 0;
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if(input.indexOf("left") != -1) {
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if (playerInput.indexOf("left") != -1) {
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dir -= 1;
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}
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if(input.indexOf("right") != -1) {
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if (playerInput.indexOf("right") != -1) {
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dir += 1;
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}
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location.VAngle = dir * 0.01;
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}
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});
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}
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}
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@ -8,7 +8,7 @@ import { Create } from "../Ecs/Data";
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import { RunRenderBounds } from "../Ecs/Renderers";
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import { LockstepClient } from "../Net/LockstepClient";
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import { Loopback } from "../Net/LoopbackServer";
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import { Data, Engine } from "./GameComponents";
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import { Data, Engine, PlayerControl } from "./GameComponents";
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import { Buttons } from "./Input";
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export class Main extends LockstepClient<KeyName[], Data> {
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@ -43,8 +43,11 @@ export class Main extends LockstepClient<KeyName[], Data> {
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const newState = new Data(patch);
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Create(newState, {
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playerControl: new PlayerControl({
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playerNumber: 0
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}),
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location: new Location({
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X: 200,
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X: 100,
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Y: 200,
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}),
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bounds: new PolygonComponent({points: [-30, 0, 30, 0, 0, 40]}),
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@ -54,6 +57,21 @@ export class Main extends LockstepClient<KeyName[], Data> {
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}),
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});
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Create(newState, {
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playerControl: new PlayerControl({
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playerNumber: 1
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}),
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location: new Location({
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X: 400,
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Y: 200,
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}),
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bounds: new PolygonComponent({points: [-30, 0, 30, 0, 0, 40]}),
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renderBounds: new RenderBounds({
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color: "#f0a",
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layer: 0
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}),
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});
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return newState;
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}
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@ -43,8 +43,8 @@ export type ClientMessage<Input, State> =
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;
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export type ServerMessage<Input, State> =
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| Packet<MessageTypes.SET_STATE, { s: Partial<State> }>
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| Packet<MessageTypes.INPUT, { i: Input }>
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| Packet<MessageTypes.SET_STATE, { u: number, s: Partial<State> }>
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| Packet<MessageTypes.INPUT, { i: Input[] }>
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| Packet<MessageTypes.GET_STATE, { c: number }>
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| Packet<MessageTypes.PING, { z: number }>
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;
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@ -53,6 +53,7 @@ export type Server<Input, State> = Callbag<ClientMessage<Input, State>, ServerMe
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export abstract class LockstepClient<Input, State> {
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private playerNumber = -1;
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private state: LockstepState<Input, State>;
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public constructor(
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@ -75,8 +76,10 @@ export abstract class LockstepClient<Input, State> {
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const sampleInput = () => {
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if (serverTalkback) {
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const input = this.gatherInput();
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this.state.addLocalInput(input);
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if(this.playerNumber >= 0) {
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this.state.addLocalInput(this.playerNumber, input);
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serverTalkback(1, { t: MessageTypes.INPUT, i: input });
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}
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setTimeout(sampleInput, INPUT_FREQUENCY);
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}
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};
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@ -95,6 +98,7 @@ export abstract class LockstepClient<Input, State> {
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case MessageTypes.SET_STATE:
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const resetState = this.initState(message.s);
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this.state = new LockstepState(resetState, this.engine);
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this.playerNumber = message.u;
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break;
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case MessageTypes.INPUT:
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this.state.addCanonInput(message.i);
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@ -15,10 +15,13 @@ export function Loopback<Input, State>(start: number, data?: Client<Input, State
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const message = data as ClientMessage<Input, State>;
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switch(message.t) {
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case MessageTypes.INPUT:
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sink(1, message);
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sink(1, {
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t: MessageTypes.INPUT,
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i: [message.i],
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});
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break;
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}
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}
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});
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sink(1, {t: MessageTypes.SET_STATE, s: {}});
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sink(1, {t: MessageTypes.SET_STATE, u: 0, s: {}});
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};
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