server reconciliation OK (a little rubberbanding)
This commit is contained in:
@@ -2,12 +2,12 @@
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import * as c from ".././constants.js"
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class GameArea {
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keys: string[];
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interval: number = 0;
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keys: string[] = [];
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handleInputInterval: number = 0;
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gameLoopInterval: number = 0;
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canvas: HTMLCanvasElement;
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ctx: CanvasRenderingContext2D;
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constructor() {
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this.keys = [];
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this.canvas = document.createElement("canvas");
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this.ctx = this.canvas.getContext("2d") as CanvasRenderingContext2D;
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this.canvas.width = c.CanvasWidth;
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@@ -7,6 +7,8 @@ export const scoreSize = Math.floor(w/16);
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export const gridSize = Math.floor(w/500);
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// min interval on Firefox seems to be 15. Chrome can go lower.
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export const handleInputIntervalMS = 15; // millisecond
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export const gameLoopIntervalMS = 15; // millisecond
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export const soundRobloxVolume = 0.3; // between 0 and 1
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export const soundPongVolume = 0.3; // between 0 and 1
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export const soundRobloxVolume = 0; // between 0 and 1
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export const soundPongVolume = 0; // between 0 and 1
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@@ -1,6 +1,5 @@
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import {gc} from "./global.js";
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import * as d from "./draw.js";
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import {handleInput} from "./handleInput.js";
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let actual_time: number = Date.now();
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let last_time: number;
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@@ -17,9 +16,7 @@ function gameLoop()
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actual_time = Date.now();
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delta_time = (actual_time - last_time) / 1000;
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handleInput(delta_time);
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// prediction
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// client prediction
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gc.ball.moveAndBounce(delta_time, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
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d.draw();
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@@ -1,13 +1,42 @@
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import {pong, gc, clientInfo} from "./global.js"
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import * as d from "./draw.js";
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import { socket } from "./ws.js";
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import {InputEnum} from "../shared_js/enums.js"
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import {EventInput} from "../shared_js/class/Event.js"
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import * as ev from "../shared_js/class/Event.js"
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import * as en from "../shared_js/enums.js"
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export let gridDisplay = false;
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function handleInput(delta: number)
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let actual_time: number = Date.now();
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let last_time: number;
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let delta_time: number;
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class InputHistory {
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input: en.InputEnum;
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inputId: number;
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deltaTime: number;
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constructor(input: en.InputEnum, inputId: number, deltaTime: number) {
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this.input = input;
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this.inputId = inputId;
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this.deltaTime = deltaTime;
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}
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}
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const inputHistoryArr: InputHistory[] = [];
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let id = 0;
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/* idMax should be high enough to prevent duplicate "id" in "inputHistoryArr".
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In theory a little more than (1000/handleInputIntervalMS) should be enough. */
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const idMax = 999; // 999 arbitrary
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function handleInput()
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{
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console.log("handleInput");
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last_time = actual_time;
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actual_time = Date.now();
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delta_time = (actual_time - last_time) / 1000;
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if (id > idMax) {
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id = 0;
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}
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var keys = pong.keys;
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if (keys.length == 0)
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return;
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@@ -22,28 +51,63 @@ function handleInput(delta: number)
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gridDisplay = !gridDisplay;
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pong.deleteKey("g");
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}
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playerMove(delta, keys);
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playerMove(delta_time, keys);
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}
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function playerMove(delta: number, keys: string[])
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{
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if (keys.indexOf("w") != -1 || keys.indexOf("ArrowUp".toLowerCase()) != -1) {
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socket.send(JSON.stringify(new EventInput(InputEnum.up)));
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if (keys.indexOf("w") !== -1 || keys.indexOf("ArrowUp".toLowerCase()) !== -1) {
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if (keys.indexOf("s") === -1 && keys.indexOf("ArrowDown".toLowerCase()) === -1) {
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const input = new ev.EventInput(en.InputEnum.up, ++id);
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inputHistoryArr.push(new InputHistory(input.input, input.inputId, delta));
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socket.send(JSON.stringify(input));
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playerMovePrediction(delta, input.input); // client prediction
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}
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}
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if (keys.indexOf("s") != -1 || keys.indexOf("ArrowDown".toLowerCase()) != -1) {
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socket.send(JSON.stringify(new EventInput(InputEnum.down)));
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else if (keys.indexOf("s") !== -1 || keys.indexOf("ArrowDown".toLowerCase()) !== -1) {
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const input = new ev.EventInput(en.InputEnum.down, ++id);
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inputHistoryArr.push(new InputHistory(input.input, input.inputId, delta));
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socket.send(JSON.stringify(input));
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playerMovePrediction(delta, input.input); // client prediction
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}
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}
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// prediction
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function playerMovePrediction(delta: number, input: en.InputEnum)
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{
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// client prediction
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const racket = clientInfo.racket;
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racket.dir.y = 0;
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if (keys.indexOf("w") != -1 || keys.indexOf("ArrowUp".toLowerCase()) != -1) {
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if (input === en.InputEnum.up) {
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racket.dir.y += -1;
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}
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if (keys.indexOf("s") != -1 || keys.indexOf("ArrowDown".toLowerCase()) != -1) {
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else if (input === en.InputEnum.down) {
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racket.dir.y += 1;
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}
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racket.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
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}
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export {handleInput}
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function repeatInput(lastInputId: number)
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{
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// server reconciliation
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let i = inputHistoryArr.findIndex((value: InputHistory) => {
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if (value.inputId === lastInputId) {
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return true;
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}
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return false;
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});
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// console.log("repeatInput, lastInputId = " + lastInputId);
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// console.log("repeatInput, before splice up to index " + i);
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// console.log(inputHistoryArr);
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inputHistoryArr.splice(0, i+1);
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// console.log("repeatInput, after splice");
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// console.log(inputHistoryArr);
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inputHistoryArr.forEach((value: InputHistory) => {
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playerMovePrediction(value.deltaTime, value.input);
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});
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}
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export {handleInput, repeatInput}
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@@ -5,6 +5,7 @@ import {gameLoop} from "./gameLoop.js"
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import * as c from "./constants.js"
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import { GameComponentsClient } from "./class/GameComponentsClient.js";
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import {countdown} from "./utils.js";
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import {handleInput} from "./handleInput.js";
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import {socket} from "./ws.js"; socket; // no-op
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@@ -38,7 +39,8 @@ function resumeGame()
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window.addEventListener('keyup', function (e) {
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pong.deleteKey(e.key);
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});
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pong.interval = window.setInterval(gameLoop, c.gameLoopIntervalMS);
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pong.handleInputInterval = window.setInterval(handleInput, c.handleInputIntervalMS);
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pong.gameLoopInterval = window.setInterval(gameLoop, c.gameLoopIntervalMS);
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}
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@@ -3,10 +3,11 @@ import {pong, gc} from "./global.js"
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import * as ev from "../shared_js/class/Event.js"
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import {matchmaking, matchmakingComplete, startGame} from "./pong.js";
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import * as en from "../shared_js/enums.js"
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import { Racket } from "../shared_js/class/Rectangle.js";
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import { RacketClient } from "./class/RectangleClient.js";
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import { sleep } from "./utils.js";
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import * as c from "./constants.js"
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import {soundRoblox} from "./audio.js"
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import { repeatInput } from "./handleInput.js";
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const wsPort = 8042;
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const wsUrl = "ws://" + document.location.hostname + ":" + wsPort + "/pong";
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@@ -15,7 +16,7 @@ const socket = new WebSocket(wsUrl, "json");
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class ClientInfo {
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id = "";
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side: en.PlayerSide;
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racket: Racket;
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racket: RacketClient;
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}
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export const clientInfo = new ClientInfo();
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@@ -24,7 +25,7 @@ socket.addEventListener("open", (event) => {
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socket.send(JSON.stringify( new ev.ClientAnnounce(en.ClientRole.player, clientInfo.id) ));
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});
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socket.addEventListener("message", logListener);
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// socket.addEventListener("message", logListener); // for testing purpose
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socket.addEventListener("message", preMatchListener);
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function logListener(this: WebSocket, event: MessageEvent) {
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@@ -48,6 +49,7 @@ function preMatchListener(this: WebSocket, event: MessageEvent) {
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else if (clientInfo.side === en.PlayerSide.right) {
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clientInfo.racket = gc.playerRight;
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}
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clientInfo.racket.color = "darkgreen"; // for testing purpose
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socket.send(JSON.stringify( new ev.ClientEvent(en.EventTypes.clientPlayerReady) ));
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matchmakingComplete();
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break;
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@@ -65,6 +67,7 @@ function inGameListener(event: MessageEvent)
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switch (data.type) {
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case en.EventTypes.gameUpdate:
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console.log("gameUpdate");
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// setTimeout(gameUpdate, 1000, data as ev.EventGameUpdate); // artificial latency for testing purpose
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gameUpdate(data as ev.EventGameUpdate);
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break;
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case en.EventTypes.scoreUpdate:
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@@ -78,14 +81,15 @@ function inGameListener(event: MessageEvent)
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}
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}
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async function gameUpdate(data: ev.EventGameUpdate)
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function gameUpdate(data: ev.EventGameUpdate)
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{
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// await sleep(1000); // artificial latency for testing purpose
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gc.playerLeft.pos.y = Math.floor(data.playerLeft.y);
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gc.playerRight.pos.y = Math.floor(data.playerRight.y);
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gc.ball.pos.x = Math.floor(data.ball.x);
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gc.ball.pos.y = Math.floor(data.ball.y);
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gc.ball.speed = Math.floor(data.ball.speed);
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repeatInput(data.lastInputId); // server reconciliation
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}
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function scoreUpdate(data: ev.EventScoreUpdate)
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@@ -6,12 +6,12 @@ import { GameSession } from "./GameSession.js";
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class Client {
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socket: WebSocket;
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id: string; // Pas indispensable si "socket" a une copie de "id"
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isAlive: boolean;
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lastInputId: number = 0;
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isAlive: boolean = true;
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gameSession: GameSession;
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constructor(socket: WebSocket, id: string) {
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this.socket = socket;
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this.id = id;
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this.isAlive = true;
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}
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}
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@@ -50,8 +50,11 @@ class GameSession {
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clearInterval(s.gameLoopInterval);
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clearInterval(s.clientsUpdateInterval);
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}
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handleInput(client: ClientPlayer, input: en.InputEnum) {
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handleInput(client: ClientPlayer, inputEvent: ev.EventInput) {
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const gc = this.components;
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const input = inputEvent.input;
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client.lastInputId = inputEvent.inputId;
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client.racket.dir.y = 0;
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if (input === en.InputEnum.up) {
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client.racket.dir.y += -1;
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@@ -96,9 +99,11 @@ class GameSession {
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type: en.EventTypes.gameUpdate,
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playerLeft: {y: gc.playerLeft.pos.y},
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playerRight: {y: gc.playerRight.pos.y},
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ball: {x: gc.ball.pos.x, y: gc.ball.pos.y, speed: gc.ball.speed}
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ball: {x: gc.ball.pos.x, y: gc.ball.pos.y, speed: gc.ball.speed},
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lastInputId: 0
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};
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s.playersMap.forEach( (client) => {
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update.lastInputId = client.lastInputId;
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client.socket.send(JSON.stringify(update));
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});
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}
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@@ -151,7 +151,7 @@ export function clientInputListener(this: WebSocket, data: string)
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const input: ev.EventInput = JSON.parse(data);
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if (input.type === en.EventTypes.clientInput) {
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const client = clientsMap.get(this.id);
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client.gameSession.handleInput(client as ClientPlayer, input.input);
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client.gameSession.handleInput(client as ClientPlayer, input);
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}
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else {
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console.log("Invalid clientInput");
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@@ -29,6 +29,7 @@ class EventGameUpdate extends ServerEvent {
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playerLeft = {y: 0};
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playerRight = {y: 0};
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ball = {x: 0, y: 0, speed: 0};
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lastInputId = 0;
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constructor() { // TODO: constructor that take GameComponentsServer maybe ?
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super(en.EventTypes.gameUpdate);
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}
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@@ -73,9 +74,11 @@ class ClientAnnounce extends ClientEvent {
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class EventInput extends ClientEvent {
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input: en.InputEnum;
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constructor(input: en.InputEnum = 0) {
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inputId: number;
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constructor(input: en.InputEnum = 0, inputId: number = 0) {
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super(en.EventTypes.clientInput);
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this.input = input;
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this.inputId = inputId;
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}
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}
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