First Draft of Lockstep logic (untested)
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src/Ecs/Lockstep.ts
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93
src/Ecs/Lockstep.ts
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export interface DeepCopy<T> {
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deepCopy(patch: Partial<T>): T;
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}
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export interface Equals {
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equals(other: this): boolean;
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}
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function equals<T extends Equals | string | number>(a: T, b: T): boolean {
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if(typeof a === "string"){
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return a == b;
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}
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if(typeof a === "number"){
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return a == b;
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}
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return (a as Equals).equals(b as Equals);
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}
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// TODO: probably an incoherent idea. Instead consider having two state objects,
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// a synchronized state object that can be rolled back / predicted, and
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// a cosmetic state object that glosses the synchronized state and never rolls back
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export const enum TickType {
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/// a "canonical" update that will not be rolled back;
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/// this must be fully deterministic based on the state and input.
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CANON,
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/// a "predicted" update that may or may not be rolled back;
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/// if possible, avoid changes that could be distracting if rolled back.
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PREDICTED,
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}
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export type Advancer<Input, State> = (state: State, input: Input) => void;
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export class LockstepState<Input extends Equals, State extends DeepCopy<State>> {
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private inputIndex = -1;
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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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private renderState: State;
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constructor(private initialState: State, private advancer: Advancer<Input, State>) {
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this.canonState = initialState.deepCopy({});
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this.renderState = initialState.deepCopy({});
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}
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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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this.advancer(this.canonState, input);
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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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if(!equals(this.inputLog[this.canonIndex], input)) {
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this.renderState = this.canonState.deepCopy({});
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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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public addLocalInput(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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}
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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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this.advancer(this.renderState, this.inputLog[this.renderIndex]);
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}
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return this.renderState;
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}
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}
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export class LockstepLoop<Input, State extends DeepCopy<State>> {
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}
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