benjivers/val Public Public: anyone can read this; the crew can change it.
Merge pull request #11 from wren/10-the-whole-thing-is-choppy-the-view-is-st
The whole thing is choppy: the view is stomped 15 times a second, and remote bodies are smoothed wrong
9 files
changed +723
−35
README.md +12 −2
| @@ -59,7 +59,17 @@ Guns: Classic, Ghost, Sheriff, Spectre, Phantom, Vandal, Operator. | ||
| 59 | 59 | snapshot forward by up to a quarter second of held input. It is a drawing |
| 60 | 60 | optimisation only: nothing is sent, every snapshot leans the drawn body |
| 61 | 61 | back onto the server's answer, and a real disagreement is taken outright. |
| 62 | Everybody else is still smoothed toward the last position the server sent. | |
| 62 | Where you are *looking* is the browser's too: the mouse moves it at frame | |
| 63 | rate, and the server's angle is taken back only when it is telling you | |
| 64 | something you did not say (`static/yaw.js`). | |
| 65 | - Everybody else is drawn by entity interpolation (`static/interp.js`): each | |
| 66 | body keeps the last few snapshots with the times they landed, and the frame | |
| 67 | is drawn about one snapshot interval in the past, between the two that | |
| 68 | bracket that moment. So they move at the speed the server moved them and | |
| 69 | arrive where it put them, one interval late. A missed snapshot is carried | |
| 70 | one interval further and then held. Snapshots go out every tick (30Hz, some | |
| 71 | 3.4 KiB a seat) while two or fewer seats are filled, and every other tick | |
| 72 | above that. | |
| 63 | 73 | - The view is a raycaster: walls are one tile tall and flat-shaded, there is |
| 64 | 74 | no looking up or down, and everything that is not a wall — bodies, the |
| 65 | 75 | spike, ability zones — is a flat billboard scaled by distance and clipped |
| @@ -113,7 +123,7 @@ no clock) · `src/bots.ts` the seats nobody is in · `src/arena.ts` the one | ||
| 113 | 123 | live match and its sockets · `src/server.ts` the door · `static/` the browser client — |
| 114 | 124 | `val.js` wires the socket, the keys and the HUD, `raycast.js` is the ray |
| 115 | 125 | maths, `scene.js` the first-person view, `topdown.js` the minimap, |
| 116 | `gun.js`, `beep.js`, `steer.js`, `roster.js` and `prompt.js` the rest; the server bundles | |
| 126 | `gun.js`, `beep.js`, `steer.js`, `roster.js`, `yaw.js`, `interp.js` and `prompt.js` the rest; the server bundles | |
| 117 | 127 | them into one content-named file at start-up. The rules are pure functions and the tests play whole matches |
| 118 | 128 | headlessly. |
| 119 | 129 |
src/arena.test.ts added +66
| @@ -0,0 +1,66 @@ | ||
| 1 | /** | |
| 2 | * How often the arena speaks. | |
| 3 | * | |
| 4 | * The simulation is 30Hz either way; what is decided here is how much of it | |
| 5 | * the browser is told about, which is the difference between a body drawn | |
| 6 | * from fifteen samples a second and one drawn from thirty. | |
| 7 | */ | |
| 8 | ||
| 9 | import { expect, test } from "bun:test"; | |
| 10 | import { mkdtempSync } from "node:fs"; | |
| 11 | import { tmpdir } from "node:os"; | |
| 12 | import { join } from "node:path"; | |
| 13 | ||
| 14 | process.env.FORGE_APP_DATA ??= mkdtempSync(join(tmpdir(), "app-")); | |
| 15 | const { advance, attach, broadcastEvery, match, release, seatCount, snapshot } = await import("./arena.ts"); | |
| 16 | ||
| 17 | test("a small room hears every tick, a full one every other", () => { | |
| 18 | expect(broadcastEvery(0)).toBe(1); | |
| 19 | expect(broadcastEvery(1)).toBe(1); | |
| 20 | expect(broadcastEvery(2)).toBe(1); | |
| 21 | expect(broadcastEvery(3)).toBe(2); | |
| 22 | expect(broadcastEvery(10)).toBe(2); | |
| 23 | }); | |
| 24 | ||
| 25 | /** A seat that only counts what it was sent. */ | |
| 26 | function listen(session: string) { | |
| 27 | const got: string[] = []; | |
| 28 | attach(session, match().players[0]!.id, `test-${session}`, session, (data) => got.push(data)); | |
| 29 | return got; | |
| 30 | } | |
| 31 | ||
| 32 | // The arena is one match shared by the whole test run, and another file may | |
| 33 | // be holding a seat of its own while this one runs; what is checked is that | |
| 34 | // the loop broadcasts at exactly the cadence the room it is in asks for. | |
| 35 | test("the loop sends at the cadence the seat count asks for", () => { | |
| 36 | const one = listen("rate-a"); | |
| 37 | const two = listen("rate-b"); | |
| 38 | const every = broadcastEvery(seatCount()); | |
| 39 | advance(1); | |
| 40 | // Thirty ticks to the second, one snapshot every `every` of them. | |
| 41 | expect(one.length).toBe(30 / every); | |
| 42 | expect(two.length).toBe(one.length); | |
| 43 | release("rate-a", "rate-a"); | |
| 44 | release("rate-b", "rate-b"); | |
| 45 | }); | |
| 46 | ||
| 47 | test("a full room halves the cadence rather than multiplying the traffic", () => { | |
| 48 | const seats = ["rate-c", "rate-d", "rate-e"].map(listen); | |
| 49 | expect(seatCount()).toBeGreaterThan(2); | |
| 50 | advance(1); | |
| 51 | for (const got of seats) expect(got.length).toBe(15); | |
| 52 | for (const session of ["rate-c", "rate-d", "rate-e"]) release(session, session); | |
| 53 | }); | |
| 54 | ||
| 55 | test("a snapshot stays small enough to send thirty times a second", () => { | |
| 56 | // The trade is only worth making if the payload is small. Measured over a | |
| 57 | // live round it is 3.2-4.5 KiB a seat, mean 3.4 — a hundred KiB a second | |
| 58 | // at 30Hz, and at most two seats are sent that much. This is the number | |
| 59 | // the pull quotes, so it is checked here rather than assumed; the ceiling | |
| 60 | // is loose enough not to fail on a busy tick and tight enough that a | |
| 61 | // snapshot which doubled in size would say so. | |
| 62 | for (let i = 0; i < 40 && match().phase !== "live"; i++) advance(1); | |
| 63 | const bytes = Buffer.byteLength(snapshot(match().players[0]!.id)); | |
| 64 | expect(bytes).toBeGreaterThan(200); | |
| 65 | expect(bytes).toBeLessThan(8000); | |
| 66 | }); |
src/arena.ts +15 −2
| @@ -29,7 +29,20 @@ import type { MatchState, Player } from "./state.ts"; | ||
| 29 | 29 | import { isWeaponId, WEAPONS } from "./weapons.ts"; |
| 30 | 30 | |
| 31 | 31 | export const TICK = 1 / 30; |
| 32 | const BROADCAST_EVERY = 2; | |
| 32 | ||
| 33 | /** | |
| 34 | * How many ticks apart the snapshots go out. | |
| 35 | * | |
| 36 | * The simulation runs at 30Hz and used to broadcast every other tick, which | |
| 37 | * gave the browser fifteen positions a second to draw sixty frames from — | |
| 38 | * not many, and with interpolation it also doubles the delay the drawing has | |
| 39 | * to sit behind the present. A small room gets every tick: it is the case | |
| 40 | * that matters (one or two people playing each other), the payload is a | |
| 41 | * couple of kilobytes of JSON a seat, and the arena only runs at all while | |
| 42 | * somebody is connected. Above that the cost multiplies by seats and the | |
| 43 | * older cadence comes back. | |
| 44 | */ | |
| 45 | export const broadcastEvery = (filled: number): number => (filled <= 2 ? 1 : 2); | |
| 33 | 46 | |
| 34 | 47 | export type Seat = { playerId: string; token: string; address: string; send: (data: string) => void }; |
| 35 | 48 | |
| @@ -378,7 +391,7 @@ function step(): void { | ||
| 378 | 391 | } |
| 379 | 392 | if (state.result === null) lastResult = null; |
| 380 | 393 | ticks += 1; |
| 381 | if (ticks % BROADCAST_EVERY !== 0) return; | |
| 394 | if (ticks % broadcastEvery(seats.size) !== 0) return; | |
| 382 | 395 | for (const seat of seats.values()) { |
| 383 | 396 | try { |
| 384 | 397 | seat.send(snapshot(seat.playerId)); |
src/client.test.ts +18
| @@ -264,6 +264,24 @@ test("the bundled client connects, paints the HUD and draws a frame", async () = | ||
| 264 | 264 | press("KeyV"); |
| 265 | 265 | expect(nodes.get("stage")!.dataset).toMatchObject({ mode: "fp" }); |
| 266 | 266 | |
| 267 | // Where you are looking is this browser's between snapshots. Turning with | |
| 268 | // the arrow key, the angle the server is told only ever climbs: the client | |
| 269 | // used to take `snap.me.angle` back on every snapshot, so the view was | |
| 270 | // dragged to a stale angle thirty times a second and what it sent stepped | |
| 271 | // backwards in between. | |
| 272 | const shortWay = (from: number, to: number) => ((to - from + Math.PI * 3) % (Math.PI * 2)) - Math.PI; | |
| 273 | press("ArrowRight"); | |
| 274 | const angles: number[] = []; | |
| 275 | for (let i = 0; i < 60; i++) { | |
| 276 | runFrame(performance.now()); | |
| 277 | await Bun.sleep(10); | |
| 278 | angles.push(seat.input.angle); | |
| 279 | } | |
| 280 | release("ArrowRight"); | |
| 281 | const steps = angles.slice(1).map((angle, i) => shortWay(angles[i]!, angle)); | |
| 282 | expect(Math.min(...steps)).toBeGreaterThan(-1e-9); | |
| 283 | expect(steps.reduce((sum, step) => sum + step, 0)).toBeGreaterThan(0.2); | |
| 284 | ||
| 267 | 285 | // H toggles the card either way, and the button closes it for good. |
| 268 | 286 | const help = nodes.get("help")!.style as Record<string, string>; |
| 269 | 287 | const before = help.display; |
src/interp.test.ts added +230
| @@ -0,0 +1,230 @@ | ||
| 1 | /** | |
| 2 | * Entity interpolation: a pure function of two samples and a time. | |
| 3 | * | |
| 4 | * What is checked here is what a browser cannot be asked about — that the | |
| 5 | * body walks between the pair at the server's own speed, that a missed | |
| 6 | * snapshot is carried exactly one interval and no further, that the turn is | |
| 7 | * taken the short way round, and that a time between the pair never draws | |
| 8 | * the body anywhere but between them. | |
| 9 | */ | |
| 10 | ||
| 11 | import { expect, test } from "bun:test"; | |
| 12 | import { arrive, bodyAt, delay, feed, GONE, LAG, LAG_MAX, LAG_MIN, makeTimeline, sample } from "../static/interp.js"; | |
| 13 | ||
| 14 | type Mark = { t: number; x: number; y: number; angle: number }; | |
| 15 | const pair = (a: Mark, b: Mark) => [a, b]; | |
| 16 | ||
| 17 | const walk = pair({ t: 10, x: 100, y: 200, angle: 0 }, { t: 10.1, x: 120, y: 200, angle: 1 }); | |
| 18 | ||
| 19 | test("between the pair it walks at the speed the server moved it", () => { | |
| 20 | expect(sample(walk, 10)).toMatchObject({ x: 100, y: 200 }); | |
| 21 | expect(sample(walk, 10.05).x).toBeCloseTo(110, 6); | |
| 22 | expect(sample(walk, 10.1)).toMatchObject({ x: 120, y: 200 }); | |
| 23 | // Constant speed: equal steps of time are equal steps of distance, which | |
| 24 | // is the whole difference from an exponential chase that never arrives. | |
| 25 | const a = sample(walk, 10.02).x; | |
| 26 | const b = sample(walk, 10.04).x; | |
| 27 | const c = sample(walk, 10.06).x; | |
| 28 | expect(b - a).toBeCloseTo(c - b, 6); | |
| 29 | }); | |
| 30 | ||
| 31 | test("a time inside the pair is never a position outside it", () => { | |
| 32 | const diagonal = pair({ t: 1, x: -30, y: 80, angle: 2 }, { t: 1.07, x: 45, y: -10, angle: -2 }); | |
| 33 | for (let when = 1; when <= 1.07; when += 0.002) { | |
| 34 | const at = sample(diagonal, when); | |
| 35 | expect(at.x).toBeGreaterThanOrEqual(-30); | |
| 36 | expect(at.x).toBeLessThanOrEqual(45); | |
| 37 | expect(at.y).toBeGreaterThanOrEqual(-10); | |
| 38 | expect(at.y).toBeLessThanOrEqual(80); | |
| 39 | } | |
| 40 | }); | |
| 41 | ||
| 42 | test("before the older sample it holds rather than running backwards", () => { | |
| 43 | expect(sample(walk, 9.5)).toMatchObject({ x: 100, y: 200 }); | |
| 44 | expect(sample(walk, 0)).toMatchObject({ x: 100, y: 200 }); | |
| 45 | }); | |
| 46 | ||
| 47 | test("a missed snapshot is carried one interval and then held", () => { | |
| 48 | // Half an interval late: half an interval of the pair's own velocity. | |
| 49 | expect(sample(walk, 10.15).x).toBeCloseTo(130, 6); | |
| 50 | // A whole one: exactly one more interval of it. | |
| 51 | expect(sample(walk, 10.2).x).toBeCloseTo(140, 6); | |
| 52 | // And never a step further, however long the silence lasts. | |
| 53 | expect(sample(walk, 10.3).x).toBeCloseTo(140, 6); | |
| 54 | expect(sample(walk, 30).x).toBeCloseTo(140, 6); | |
| 55 | expect(sample(walk, 30).angle).toBeCloseTo(2, 6); | |
| 56 | }); | |
| 57 | ||
| 58 | test("two samples at one instant are one sample", () => { | |
| 59 | const still = pair({ t: 5, x: 7, y: 8, angle: 0.5 }, { t: 5, x: 7, y: 8, angle: 0.5 }); | |
| 60 | expect(sample(still, 9)).toMatchObject({ x: 7, y: 8, angle: 0.5 }); | |
| 61 | }); | |
| 62 | ||
| 63 | test("the turn is taken the short way round", () => { | |
| 64 | const spin = pair({ t: 0, x: 0, y: 0, angle: 3.0 }, { t: 0.1, x: 0, y: 0, angle: -3.0 }); | |
| 65 | // Not back through zero: onward past π, by a sixth of a radian or so. | |
| 66 | expect(sample(spin, 0.05).angle).toBeCloseTo(3.0 + 0.2831853 / 2, 6); | |
| 67 | const back = pair({ t: 0, x: 0, y: 0, angle: -3.0 }, { t: 0.1, x: 0, y: 0, angle: 3.0 }); | |
| 68 | expect(sample(back, 0.05).angle).toBeCloseTo(-3.0 - 0.2831853 / 2, 6); | |
| 69 | }); | |
| 70 | ||
| 71 | // ------------------------------------------------------------- the timeline | |
| 72 | ||
| 73 | const body = (id: string, x: number, y = 0, angle = 0) => ({ id, x, y, angle }); | |
| 74 | ||
| 75 | test("a body is drawn where the server says until there are two of it", () => { | |
| 76 | const timeline = makeTimeline(); | |
| 77 | const first = body("a", 50); | |
| 78 | expect(bodyAt(timeline, first, 10)).toBe(first); | |
| 79 | feed(timeline, "a", first, 10); | |
| 80 | expect(bodyAt(timeline, first, 10.2)).toMatchObject({ x: 50, y: 0 }); | |
| 81 | feed(timeline, "a", body("a", 60), 10.1); | |
| 82 | expect(bodyAt(timeline, body("a", 60), 10.05).x).toBeCloseTo(55, 6); | |
| 83 | }); | |
| 84 | ||
| 85 | test("each body keeps its own answer: one can be held while another is asked", () => { | |
| 86 | const timeline = makeTimeline(); | |
| 87 | feed(timeline, "a", body("a", 0), 1); | |
| 88 | feed(timeline, "a", body("a", 10), 1.1); | |
| 89 | feed(timeline, "b", body("b", 100), 1); | |
| 90 | feed(timeline, "b", body("b", 110), 1.1); | |
| 91 | const a = bodyAt(timeline, body("a", 10), 1.05); | |
| 92 | const b = bodyAt(timeline, body("b", 110), 1.05); | |
| 93 | expect(a.x).toBeCloseTo(5, 6); | |
| 94 | expect(b.x).toBeCloseTo(105, 6); | |
| 95 | }); | |
| 96 | ||
| 97 | test("a body that was out of sight starts again rather than sliding back", () => { | |
| 98 | const timeline = makeTimeline(); | |
| 99 | feed(timeline, "a", body("a", 0), 1); | |
| 100 | feed(timeline, "a", body("a", 10), 1.1); | |
| 101 | feed(timeline, "a", body("a", 900), 1.1 + GONE + 0.1); | |
| 102 | expect(bodyAt(timeline, body("a", 900), 1.1 + GONE + 0.15).x).toBeCloseTo(900, 6); | |
| 103 | }); | |
| 104 | ||
| 105 | test("a jump no one could have run is a respawn, not a walk", () => { | |
| 106 | const timeline = makeTimeline(); | |
| 107 | feed(timeline, "a", body("a", 0), 1); | |
| 108 | feed(timeline, "a", body("a", 10), 1.1); | |
| 109 | // A third of a second's running is 80-odd units; 600 is a teleport. | |
| 110 | feed(timeline, "a", body("a", 610), 1.2); | |
| 111 | expect(bodyAt(timeline, body("a", 610), 1.25).x).toBeCloseTo(610, 6); | |
| 112 | }); | |
| 113 | ||
| 114 | test("a sample that arrives out of order is dropped", () => { | |
| 115 | const timeline = makeTimeline(); | |
| 116 | feed(timeline, "a", body("a", 0), 1); | |
| 117 | feed(timeline, "a", body("a", 10), 1.1); | |
| 118 | feed(timeline, "a", body("a", 999), 1.05); | |
| 119 | expect(bodyAt(timeline, body("a", 10), 1.1).x).toBeCloseTo(10, 6); | |
| 120 | }); | |
| 121 | ||
| 122 | test("the delay follows the rate the snapshots actually arrive at", () => { | |
| 123 | const slow = makeTimeline(); | |
| 124 | for (let i = 0; i < 60; i++) arrive(slow, 10 + i / 15); | |
| 125 | const fast = makeTimeline(); | |
| 126 | for (let i = 0; i < 60; i++) arrive(fast, 10 + i / 30); | |
| 127 | expect(delay(slow)).toBeGreaterThan(delay(fast)); | |
| 128 | expect(delay(slow)).toBeCloseTo((1 / 15) * LAG, 3); | |
| 129 | // Thirty a second wants less of a delay, and both stay inside the bounds. | |
| 130 | for (const d of [delay(slow), delay(fast)]) { | |
| 131 | expect(d).toBeGreaterThanOrEqual(LAG_MIN); | |
| 132 | expect(d).toBeLessThanOrEqual(LAG_MAX); | |
| 133 | } | |
| 134 | // A pause — a backgrounded tab, a reconnect — says nothing about the rate. | |
| 135 | arrive(fast, 40); | |
| 136 | expect(delay(fast)).toBeCloseTo(LAG_MIN, 3); | |
| 137 | }); | |
| 138 | ||
| 139 | test("the moment being drawn is always bracketed by samples on hand", () => { | |
| 140 | // Thirty snapshots a second, a frame every 16ms: the moment being drawn | |
| 141 | // always falls between the two samples on hand, never before them. | |
| 142 | const timeline = makeTimeline(); | |
| 143 | let x = 0; | |
| 144 | let last = { t: 0, x: 0 }; | |
| 145 | for (let i = 0; i < 40; i++) { | |
| 146 | const at = 10 + i / 30; | |
| 147 | arrive(timeline, at); | |
| 148 | x += 8; | |
| 149 | feed(timeline, "a", body("a", x), at); | |
| 150 | last = { t: at, x }; | |
| 151 | if (i < 3) continue; | |
| 152 | for (let f = 0; f < 2; f++) { | |
| 153 | const now = at + f * 0.016; | |
| 154 | const marks = timeline.bodies.get("a")!.marks as Mark[]; | |
| 155 | const when = now - delay(timeline); | |
| 156 | expect(when).toBeGreaterThanOrEqual(marks[0]!.t - 1e-9); | |
| 157 | expect(when).toBeLessThanOrEqual(marks[marks.length - 1]!.t + 1e-9); | |
| 158 | } | |
| 159 | } | |
| 160 | // And late is what late means: behind the newest word by the delay, which | |
| 161 | // at eight units an interval is between one and two of them. | |
| 162 | const drawn = bodyAt(timeline, body("a", last.x), last.t - delay(timeline)); | |
| 163 | expect(last.x - drawn.x).toBeGreaterThan(0); | |
| 164 | expect(last.x - drawn.x).toBeLessThan(20); | |
| 165 | }); | |
| 166 | ||
| 167 | // --------------------------------------------- against the real simulation | |
| 168 | ||
| 169 | /** | |
| 170 | * The match's own motion, sampled at the rate the server broadcasts it and | |
| 171 | * drawn at the rate a browser draws: what a bot walking across the map | |
| 172 | * actually looks like. The samples carry exactly what a snapshot carries — | |
| 173 | * a position rounded to a tenth, thirty times a second. | |
| 174 | * | |
| 175 | * The measure is the spread of the per-frame steps. A body drawn at the | |
| 176 | * server's speed takes even steps; the exponential chase this replaced took | |
| 177 | * a long step just after each snapshot and shorter ones after it, which is | |
| 178 | * choppiness with a number on it — twice this spread, measured the same way. | |
| 179 | */ | |
| 180 | test("the simulation's own motion is drawn at an even speed", async () => { | |
| 181 | const { runBots } = await import("./bots.ts"); | |
| 182 | const { newMatch, tick } = await import("./match.ts"); | |
| 183 | const round2 = (n: number) => Math.round(n * 10) / 10; | |
| 184 | ||
| 185 | // A match of its own: nothing here touches the arena everybody shares. | |
| 186 | const state = newMatch(); | |
| 187 | const step = () => { | |
| 188 | runBots(state, 1 / 30); | |
| 189 | tick(state, 1 / 30); | |
| 190 | }; | |
| 191 | for (let i = 0; i < 30 * 40 && state.phase !== "live"; i++) step(); | |
| 192 | const stream: { t: number; bodies: { id: string; x: number; y: number; angle: number }[] }[] = []; | |
| 193 | for (let i = 0; i < 60; i++) { | |
| 194 | step(); | |
| 195 | stream.push({ | |
| 196 | t: i / 30, | |
| 197 | bodies: state.players.map((p) => ({ id: p.id, x: round2(p.x), y: round2(p.y), angle: round2(p.angle) })), | |
| 198 | }); | |
| 199 | } | |
| 200 | ||
| 201 | const timeline = makeTimeline(); | |
| 202 | const paths = new Map<string, { x: number; y: number }[]>(); | |
| 203 | let next = 0; | |
| 204 | for (let f = 0; f / 60 < 1.8; f++) { | |
| 205 | const now = f / 60; | |
| 206 | while (next < stream.length && stream[next]!.t <= now) { | |
| 207 | arrive(timeline, stream[next]!.t); | |
| 208 | for (const p of stream[next]!.bodies) feed(timeline, p.id, p, stream[next]!.t); | |
| 209 | next += 1; | |
| 210 | } | |
| 211 | for (const p of stream[Math.max(0, next - 1)]!.bodies) { | |
| 212 | const at = bodyAt(timeline, p, now - delay(timeline)); | |
| 213 | paths.set(p.id, [...(paths.get(p.id) ?? []), { x: at.x, y: at.y }]); | |
| 214 | } | |
| 215 | } | |
| 216 | ||
| 217 | // Whoever walked furthest in that second and a half. | |
| 218 | const walked = [...paths.values()] | |
| 219 | .filter((path) => path.length > 80) | |
| 220 | .map((path) => path.slice(1).map((at, i) => Math.hypot(at.x - path[i]!.x, at.y - path[i]!.y))) | |
| 221 | .map((steps) => steps.filter((step) => step > 0.001)) | |
| 222 | .sort((a, b) => b.reduce((s, x) => s + x, 0) - a.reduce((s, x) => s + x, 0))[0]!; | |
| 223 | expect(walked.length).toBeGreaterThan(30); | |
| 224 | const mean = walked.reduce((s, x) => s + x, 0) / walked.length; | |
| 225 | const spread = Math.sqrt(walked.reduce((s, x) => s + (x - mean) ** 2, 0) / walked.length) / mean; | |
| 226 | // A body moving at the server's own speed: about four units every sixtieth | |
| 227 | // of a second, which is the run speed. | |
| 228 | expect(mean * 60).toBeGreaterThan(150); | |
| 229 | expect(spread).toBeLessThan(0.15); | |
| 230 | }); |
src/yaw.test.ts added +118
| @@ -0,0 +1,118 @@ | ||
| 1 | /** | |
| 2 | * The view angle belongs to the browser between snapshots, and the server | |
| 3 | * gets it back only when it has something to say that we did not. | |
| 4 | */ | |
| 5 | ||
| 6 | import { expect, test } from "bun:test"; | |
| 7 | import { makeYaw, settle, shortWay, told, turn, SENT_TOLERANCE } from "../static/yaw.js"; | |
| 8 | ||
| 9 | const me = (angle: number, extra: Partial<{ id: string; alive: boolean }> = {}) => ({ | |
| 10 | id: "p1", | |
| 11 | alive: true, | |
| 12 | angle, | |
| 13 | ...extra, | |
| 14 | }); | |
| 15 | ||
| 16 | // The server rounds an angle to a tenth of a radian on the way out. | |
| 17 | const echoed = (angle: number) => Math.round(angle * 10) / 10; | |
| 18 | ||
| 19 | test("the first snapshot is where you are looking: there is no view of your own yet", () => { | |
| 20 | const yaw = makeYaw(); | |
| 21 | expect(yaw.ready).toBe(false); | |
| 22 | expect(settle(yaw, me(1.4), 10)).toBeCloseTo(1.4, 6); | |
| 23 | expect(yaw.ready).toBe(true); | |
| 24 | }); | |
| 25 | ||
| 26 | test("a snapshot does not drag the camera back to the angle it was told", () => { | |
| 27 | const yaw = makeYaw(); | |
| 28 | settle(yaw, me(0), 10); | |
| 29 | // A flick: the mouse moves at frame rate, and every angle is announced. | |
| 30 | for (let i = 1; i <= 10; i++) { | |
| 31 | turn(yaw, 0.12); | |
| 32 | told(yaw, yaw.angle, 10 + i * 0.016); | |
| 33 | } | |
| 34 | expect(yaw.angle).toBeCloseTo(1.2, 6); | |
| 35 | // The snapshot is the angle the server last heard — four frames ago. | |
| 36 | settle(yaw, me(echoed(0.72)), 10.17); | |
| 37 | expect(yaw.angle).toBeCloseTo(1.2, 6); | |
| 38 | }); | |
| 39 | ||
| 40 | test("an angle we never sent is a correction, and is taken", () => { | |
| 41 | const yaw = makeYaw(); | |
| 42 | settle(yaw, me(0), 10); | |
| 43 | told(yaw, 0, 10); | |
| 44 | turn(yaw, 0.5); | |
| 45 | told(yaw, 0.5, 10.05); | |
| 46 | // The round starts and the match points everybody at the site. | |
| 47 | settle(yaw, me(-2.1), 10.1); | |
| 48 | expect(yaw.angle).toBeCloseTo(-2.1, 6); | |
| 49 | }); | |
| 50 | ||
| 51 | test("an echo just inside the rounding is ours, one just outside is not", () => { | |
| 52 | const near = makeYaw(); | |
| 53 | settle(near, me(0), 10); | |
| 54 | told(near, 0.5, 10); | |
| 55 | turn(near, 0.4); | |
| 56 | settle(near, me(0.5 + SENT_TOLERANCE / 2), 10.05); | |
| 57 | expect(near.angle).toBeCloseTo(0.4, 6); | |
| 58 | ||
| 59 | const far = makeYaw(); | |
| 60 | settle(far, me(0), 10); | |
| 61 | told(far, 0.5, 10); | |
| 62 | turn(far, 0.4); | |
| 63 | settle(far, me(0.5 + SENT_TOLERANCE * 2), 10.05); | |
| 64 | expect(far.angle).toBeCloseTo(0.5 + SENT_TOLERANCE * 2, 6); | |
| 65 | }); | |
| 66 | ||
| 67 | test("an echo from a second ago has expired: only recent angles are ours", () => { | |
| 68 | const yaw = makeYaw(); | |
| 69 | settle(yaw, me(0), 10); | |
| 70 | told(yaw, 0.5, 10); | |
| 71 | turn(yaw, 0.4); | |
| 72 | settle(yaw, me(0.5), 12); | |
| 73 | expect(yaw.angle).toBeCloseTo(0.5, 6); | |
| 74 | }); | |
| 75 | ||
| 76 | test("a client that has not spoken yet keeps what it has", () => { | |
| 77 | const yaw = makeYaw(); | |
| 78 | settle(yaw, me(0), 10); | |
| 79 | turn(yaw, 0.8); | |
| 80 | // No input has been sent between the two snapshots; the server can only be | |
| 81 | // repeating what it already knew, so there is nothing here to take. | |
| 82 | settle(yaw, me(0), 10.03); | |
| 83 | expect(yaw.angle).toBeCloseTo(0.8, 6); | |
| 84 | }); | |
| 85 | ||
| 86 | test("a respawn and a seat change both point you where the server points you", () => { | |
| 87 | const respawn = makeYaw(); | |
| 88 | settle(respawn, me(0, { alive: false }), 10); | |
| 89 | told(respawn, 0, 10); | |
| 90 | turn(respawn, 1); | |
| 91 | settle(respawn, me(0, { alive: true }), 10.1); | |
| 92 | expect(respawn.angle).toBeCloseTo(0, 6); | |
| 93 | ||
| 94 | const seat = makeYaw(); | |
| 95 | settle(seat, me(0), 10); | |
| 96 | told(seat, 0, 10); | |
| 97 | turn(seat, 1); | |
| 98 | settle(seat, { id: "p2", alive: true, angle: 0 }, 10.1); | |
| 99 | expect(seat.angle).toBeCloseTo(0, 6); | |
| 100 | }); | |
| 101 | ||
| 102 | test("the wrap is taken the short way round", () => { | |
| 103 | expect(shortWay(3.0, -3.0)).toBeCloseTo(0.2831853, 6); | |
| 104 | expect(shortWay(-3.0, 3.0)).toBeCloseTo(-0.2831853, 6); | |
| 105 | // Which means an echo either side of π is still ours. | |
| 106 | const yaw = makeYaw(); | |
| 107 | settle(yaw, me(0), 10); | |
| 108 | told(yaw, Math.PI - 0.01, 10); | |
| 109 | turn(yaw, 0.3); | |
| 110 | settle(yaw, me(-Math.PI + 0.01), 10.05); | |
| 111 | expect(yaw.angle).toBeCloseTo(0.3, 6); | |
| 112 | }); | |
| 113 | ||
| 114 | test("the sent log does not grow without bound", () => { | |
| 115 | const yaw = makeYaw(); | |
| 116 | for (let i = 0; i < 500; i++) told(yaw, i * 0.01, 10 + i * 0.05); | |
| 117 | expect(yaw.sent.length).toBeLessThan(30); | |
| 118 | }); |
static/interp.js added +146
| @@ -0,0 +1,146 @@ | ||
| 1 | /** | |
| 2 | * Everybody else, drawn between the things the server said about them. | |
| 3 | * | |
| 4 | * A remote body is only ever heard about a few dozen times a second, so it | |
| 5 | * has to be drawn somewhere in between. The old way was an exponential chase | |
| 6 | * — `now.x += (x - now.x) * 0.35` every frame — which is wrong twice: it is a | |
| 7 | * different speed at 60Hz than at 144Hz, and it is a pursuit that never | |
| 8 | * arrives, so every other player was permanently behind and rubbery. | |
| 9 | * | |
| 10 | * This is entity interpolation instead. Each body keeps the last few samples | |
| 11 | * with the times they landed, and the frame is drawn at `now - delay`, about | |
| 12 | * a snapshot interval in the past. That moment falls between two samples on | |
| 13 | * hand, so the body moves at exactly the speed the server moved it and | |
| 14 | * arrives exactly where the server put it — one interval late, which nobody | |
| 15 | * can see. A handful of samples rather than strictly two is what buys the | |
| 16 | * delay a margin: a snapshot that arrives late or early still brackets the | |
| 17 | * moment being drawn instead of stalling the body. | |
| 18 | * | |
| 19 | * When a snapshot really is missed the newest pair's own velocity is carried | |
| 20 | * forward for one interval and then held: a guess that long is better than a | |
| 21 | * stall, and a guess longer than that is fiction. The delay follows the rate | |
| 22 | * snapshots actually arrive at, so the same code is right at 15Hz and at | |
| 23 | * 30Hz without being told which it is. | |
| 24 | * | |
| 25 | * Nothing here is ever sent anywhere: it is a drawing, and the server is | |
| 26 | * still the only thing that says where anybody is. | |
| 27 | */ | |
| 28 | ||
| 29 | /** The render delay, as a multiple of the interval snapshots arrive at. */ | |
| 30 | export const LAG = 1.3; | |
| 31 | /** ...never tighter than this, never looser, in seconds. */ | |
| 32 | export const LAG_MIN = 0.045; | |
| 33 | export const LAG_MAX = 0.13; | |
| 34 | /** How many samples a body keeps: enough to bracket the delay, and no more. */ | |
| 35 | export const KEEP = 4; | |
| 36 | /** How fast the measured interval follows the arrivals. */ | |
| 37 | const INTERVAL_PULL = 0.25; | |
| 38 | /** A gap this long means the body was gone, not slow: start it again. */ | |
| 39 | export const GONE = 0.4; | |
| 40 | /** Faster than anything can run: a respawn, or a body back from nowhere. */ | |
| 41 | const TOP_SPEED = 400; | |
| 42 | ||
| 43 | const clamp = (n, low, high) => (n < low ? low : n > high ? high : n); | |
| 44 | ||
| 45 | /** The short way round from one angle to another, in (-π, π]. */ | |
| 46 | export const shortWay = (from, to) => ((to - from + Math.PI * 3) % (Math.PI * 2)) - Math.PI; | |
| 47 | ||
| 48 | /** One timeline for the whole snapshot stream: the bodies, and the rate. */ | |
| 49 | export const makeTimeline = (interval = 1 / 15) => ({ bodies: new Map(), interval, at: 0 }); | |
| 50 | ||
| 51 | /** | |
| 52 | * A snapshot landed at `at` seconds. The gap since the last one is what the | |
| 53 | * render delay is built out of; a gap wilder than any real rate (a tab that | |
| 54 | * was in the background, a reconnect) says nothing about the rate and is | |
| 55 | * left out of it. | |
| 56 | */ | |
| 57 | export function arrive(timeline, at) { | |
| 58 | const gap = at - timeline.at; | |
| 59 | if (timeline.at > 0 && gap > 1 / 120 && gap < 0.5) | |
| 60 | timeline.interval += (gap - timeline.interval) * INTERVAL_PULL; | |
| 61 | timeline.at = at; | |
| 62 | return timeline; | |
| 63 | } | |
| 64 | ||
| 65 | /** How far behind the present this timeline is drawn, in seconds. */ | |
| 66 | export const delay = (timeline) => clamp(timeline.interval * LAG, LAG_MIN, LAG_MAX); | |
| 67 | ||
| 68 | /** The moment being drawn, given the clock now. */ | |
| 69 | export const renderTime = (timeline, now) => now - delay(timeline); | |
| 70 | ||
| 71 | const mark = (at, body) => ({ t: at, x: body.x, y: body.y, angle: body.angle }); | |
| 72 | ||
| 73 | /** | |
| 74 | * What the server just said about one body. Out-of-order samples are | |
| 75 | * dropped; a body that has been away, or that has moved further than anyone | |
| 76 | * can run, starts fresh rather than sliding across the map to its new place. | |
| 77 | * | |
| 78 | * The drawn position lives on the track — one object per body, so a caller | |
| 79 | * may hold the answer it was given while asking about somebody else. | |
| 80 | */ | |
| 81 | export function feed(timeline, id, body, at) { | |
| 82 | const track = timeline.bodies.get(id); | |
| 83 | if (!track) { | |
| 84 | timeline.bodies.set(id, { marks: [mark(at, body)], out: { x: 0, y: 0, angle: 0 } }); | |
| 85 | return timeline; | |
| 86 | } | |
| 87 | const last = track.marks[track.marks.length - 1]; | |
| 88 | if (at <= last.t) return timeline; | |
| 89 | const gap = at - last.t; | |
| 90 | const jumped = Math.hypot(body.x - last.x, body.y - last.y) > TOP_SPEED * gap + 4; | |
| 91 | if (gap > GONE || jumped) track.marks.length = 0; | |
| 92 | track.marks.push(mark(at, body)); | |
| 93 | if (track.marks.length > KEEP) track.marks.shift(); | |
| 94 | return timeline; | |
| 95 | } | |
| 96 | ||
| 97 | /** | |
| 98 | * Where a body was at a moment, given the samples it has — ascending in | |
| 99 | * time, and at least one. | |
| 100 | * | |
| 101 | * Between two samples this is a straight walk from one to the other at the | |
| 102 | * server's own speed. Before the oldest it holds, because running backwards | |
| 103 | * to meet a moment we have no answer for would be inventing one. After the | |
| 104 | * newest it carries the last pair's velocity for one interval — no more, | |
| 105 | * ever — and then holds there. | |
| 106 | */ | |
| 107 | export function sample(marks, when, out = { x: 0, y: 0, angle: 0 }) { | |
| 108 | const last = marks[marks.length - 1]; | |
| 109 | if (marks.length === 1 || when >= last.t) return beyond(marks, when, out); | |
| 110 | if (when <= marks[0].t) return at(marks[0], marks[0], 0, out); | |
| 111 | let i = marks.length - 2; | |
| 112 | while (i > 0 && marks[i].t > when) i -= 1; | |
| 113 | const from = marks[i]; | |
| 114 | const to = marks[i + 1]; | |
| 115 | const span = to.t - from.t; | |
| 116 | return at(from, to, span > 0 ? (when - from.t) / span : 1, out); | |
| 117 | } | |
| 118 | ||
| 119 | /** Past the newest sample: one interval of the last pair's velocity, held. */ | |
| 120 | function beyond(marks, when, out) { | |
| 121 | const last = marks[marks.length - 1]; | |
| 122 | const before = marks[marks.length - 2]; | |
| 123 | if (!before) return at(last, last, 0, out); | |
| 124 | const span = last.t - before.t; | |
| 125 | if (span <= 0) return at(last, last, 0, out); | |
| 126 | return at(before, last, clamp((when - before.t) / span, 1, 2), out); | |
| 127 | } | |
| 128 | ||
| 129 | /** A point `u` of the way from one sample to another; the turn is short. */ | |
| 130 | function at(from, to, u, out) { | |
| 131 | out.x = from.x + (to.x - from.x) * u; | |
| 132 | out.y = from.y + (to.y - from.y) * u; | |
| 133 | out.angle = from.angle + shortWay(from.angle, to.angle) * u; | |
| 134 | return out; | |
| 135 | } | |
| 136 | ||
| 137 | /** | |
| 138 | * Where to draw a body out of a snapshot. One with no samples yet — the | |
| 139 | * first frame it is seen on — is drawn where the server says, which is the | |
| 140 | * only honest answer available. | |
| 141 | */ | |
| 142 | export function bodyAt(timeline, body, when, out = null) { | |
| 143 | const track = timeline.bodies.get(body.id); | |
| 144 | if (!track) return body; | |
| 145 | return sample(track.marks, when, out ?? track.out); | |
| 146 | } |
static/val.js +43 −31
| @@ -12,6 +12,7 @@ | ||
| 12 | 12 | "use strict"; |
| 13 | 13 | |
| 14 | 14 | import { makeBeeper } from "./beep.js"; |
| 15 | import { arrive, bodyAt, feed, makeTimeline, renderTime } from "./interp.js"; | |
| 15 | 16 | import { BODY_R, moveSpeed } from "../src/glide.ts"; |
| 16 | 17 | import { drawGun, gunSnapshot, gunTick, makeGun } from "./gun.js"; |
| 17 | 18 | import { advance, anchor, holdBack, insideWall, makeLocal, project, reconcile } from "./predict.js"; |
| @@ -20,6 +21,7 @@ import { roster, rosterKey } from "./roster.js"; | ||
| 20 | 21 | import { AGENT_COLOUR, drawScene, makeScene } from "./scene.js"; |
| 21 | 22 | import { moveVector } from "./steer.js"; |
| 22 | 23 | import { drawTopdown } from "./topdown.js"; |
| 24 | import { aim as aimAt, makeYaw, settle, told, turn } from "./yaw.js"; | |
| 23 | 25 | |
| 24 | 26 | const $ = (id) => document.getElementById(id); |
| 25 | 27 | const view = $("view"); |
| @@ -36,9 +38,16 @@ let world = null; // what predict.js slides against: the grid, from map.json | ||
| 36 | 38 | let snap = null; |
| 37 | 39 | let socket = null; |
| 38 | 40 | let agents = null; |
| 39 | const shown = new Map(); // smoothed positions, so 15 frames a second look like 60 | |
| 41 | // Everybody else, kept as the last few things the server said about them and | |
| 42 | // drawn between those — see interp.js. `drawAt` is the moment this frame is | |
| 43 | // drawing, a snapshot interval behind the present. | |
| 44 | const timeline = makeTimeline(); | |
| 45 | let drawAt = 0; | |
| 40 | 46 | const keys = new Set(); |
| 41 | let yaw = 0; // where this person is looking, theirs to move between snapshots | |
| 47 | // Where this person is looking: the browser's between snapshots, and the | |
| 48 | // server's word taken only when it is saying something we did not. See | |
| 49 | // yaw.js — a snapshot that stomps this is what made looking around choppy. | |
| 50 | const head = makeYaw(); | |
| 42 | 51 | let locked = false; |
| 43 | 52 | let firing = false; |
| 44 | 53 | let mode = COARSE ? "top" : "fp"; // a raycaster with touch look is miserable |
| @@ -76,10 +85,16 @@ function connect() { | ||
| 76 | 85 | socket.onmessage = (event) => { |
| 77 | 86 | const data = JSON.parse(event.data); |
| 78 | 87 | if (data.t !== "s") return; |
| 79 | const first = snap === null; | |
| 80 | 88 | snap = data; |
| 81 | 89 | snapAt = performance.now(); |
| 82 | if (first && mode === "fp") yaw = data.me.angle; | |
| 90 | // Timed samples for every body in it, ours included: the drawing walks | |
| 91 | // between them rather than chasing the newest one. | |
| 92 | arrive(timeline, snapAt / 1000); | |
| 93 | feed(timeline, data.me.id, data.me, snapAt / 1000); | |
| 94 | for (const player of data.players) feed(timeline, player.id, player, snapAt / 1000); | |
| 95 | // The server's angle is taken only when it is a correction, never as the | |
| 96 | // routine echo of the angle we sent it a moment ago. | |
| 97 | settle(head, data.me, snapAt / 1000); | |
| 83 | 98 | gunSnapshot(gun, data); |
| 84 | 99 | paintHud(data); |
| 85 | 100 | maybeHelp(data); |
| @@ -92,11 +107,14 @@ const send = (message) => { | ||
| 92 | 107 | |
| 93 | 108 | // ------------------------------------------------------------------- input |
| 94 | 109 | |
| 110 | /** | |
| 111 | * Swap the view. The two share one facing — whichever you leave, you keep | |
| 112 | * looking the way you were looking — so nothing here touches the angle. | |
| 113 | */ | |
| 95 | 114 | function setMode(next) { |
| 96 | 115 | mode = next; |
| 97 | 116 | $("stage").dataset.mode = next; |
| 98 | 117 | if (next !== "fp" && document.pointerLockElement === view) document.exitPointerLock(); |
| 99 | if (snap) yaw = snap.me.angle; | |
| 100 | 118 | } |
| 101 | 119 | |
| 102 | 120 | addEventListener("keydown", (event) => { |
| @@ -157,7 +175,7 @@ document.addEventListener("pointerlockchange", () => { | ||
| 157 | 175 | $("stage").dataset.locked = locked ? "1" : ""; |
| 158 | 176 | }); |
| 159 | 177 | addEventListener("mousemove", (event) => { |
| 160 | if (locked) yaw += event.movementX * LOOK; | |
| 178 | if (locked) turn(head, event.movementX * LOOK); | |
| 161 | 179 | }); |
| 162 | 180 | addEventListener("mousedown", (event) => { |
| 163 | 181 | if (locked && event.button === 0) firing = true; |
| @@ -236,15 +254,17 @@ function readIntent() { | ||
| 236 | 254 | intent.mx = ax; |
| 237 | 255 | intent.my = ay; |
| 238 | 256 | if (mode === "fp") { |
| 239 | intent.angle = yaw; | |
| 240 | moveVector(ax, ay, yaw, walk); | |
| 257 | intent.angle = head.angle; | |
| 258 | moveVector(ax, ay, head.angle, walk); | |
| 241 | 259 | intent.mx = walk.x; |
| 242 | 260 | intent.my = walk.y; |
| 243 | 261 | } else { |
| 244 | 262 | const aim = aimTouch || pointer; |
| 245 | 263 | const me = worldToScreen(drawnMe.id ? drawnMe : snap.me); |
| 246 | intent.angle = aim ? Math.atan2(aim.y - me.y, aim.x - me.x) : snap.me.angle; | |
| 247 | yaw = intent.angle; | |
| 264 | // The pointer is this view's aim, and it is ours the same way the mouse | |
| 265 | // is: with no pointer yet, keep the facing rather than the stale answer. | |
| 266 | if (aim) aimAt(head, Math.atan2(aim.y - me.y, aim.x - me.x)); | |
| 267 | intent.angle = head.angle; | |
| 248 | 268 | } |
| 249 | 269 | intent.fire = firing || keys.has("Space"); |
| 250 | 270 | intent.use = keys.has("KeyF"); |
| @@ -258,6 +278,8 @@ setInterval(() => { | ||
| 258 | 278 | if (!snap || !map) return; |
| 259 | 279 | const now = readIntent(); |
| 260 | 280 | send({ t: "i", mx: now.mx, my: now.my, a: now.angle, f: now.fire, u: now.use, r: now.reload }); |
| 281 | // What we told it, so its echo is recognisable as ours when it comes back. | |
| 282 | told(head, now.angle, performance.now() / 1000); | |
| 261 | 283 | }, 50); |
| 262 | 284 | |
| 263 | 285 | // ------------------------------------------------------------------ drawing |
| @@ -273,26 +295,13 @@ addEventListener("resize", resize); | ||
| 273 | 295 | const scale = () => (map ? view.width / (map.rows[0].length * map.tile) : 1); |
| 274 | 296 | const worldToScreen = (p) => ({ x: p.x * scale(), y: p.y * scale() }); |
| 275 | 297 | |
| 276 | function smooth(id, x, y, angle) { | |
| 277 | const now = shown.get(id); | |
| 278 | if (!now) { | |
| 279 | const fresh = { x, y, angle }; | |
| 280 | shown.set(id, fresh); | |
| 281 | return fresh; | |
| 282 | } | |
| 283 | now.x += (x - now.x) * 0.35; | |
| 284 | now.y += (y - now.y) * 0.35; | |
| 285 | const turn = ((angle - now.angle + Math.PI * 3) % (Math.PI * 2)) - Math.PI; | |
| 286 | now.angle += turn * 0.4; | |
| 287 | return now; | |
| 288 | } | |
| 289 | ||
| 290 | 298 | /** |
| 291 | * Everybody else is smoothed toward the last position the server sent. | |
| 299 | * Everybody else is drawn at `drawAt`: between the two samples that bracket | |
| 300 | * it, so they move at the server's own speed and arrive where it put them. | |
| 292 | 301 | * You are not: your own body is the one this browser can run forward |
| 293 | * honestly, and smoothing it is what dragged the camera backwards. | |
| 302 | * honestly, and drawing it late is what dragged the camera backwards. | |
| 294 | 303 | */ |
| 295 | const look = (p) => (predicting() && p.id === snap.me.id ? drawnMe : smooth(p.id, p.x, p.y, p.angle)); | |
| 304 | const look = (p) => (predicting() && p.id === snap.me.id ? drawnMe : bodyAt(timeline, p, drawAt)); | |
| 296 | 305 | |
| 297 | 306 | /** |
| 298 | 307 | * Your own movement is only guessed at while the round is live and you are |
| @@ -328,13 +337,16 @@ function predict(dt, now) { | ||
| 328 | 337 | drawnMe.id = snap.me.id; |
| 329 | 338 | drawnMe.x = local.x; |
| 330 | 339 | drawnMe.y = local.y; |
| 331 | drawnMe.angle = mode === "fp" ? yaw : snap.me.angle; | |
| 340 | // Either view: the facing is the one this browser is holding, whether the | |
| 341 | // mouse moved it or the pointer aim did. The server hears it a moment later. | |
| 342 | drawnMe.angle = head.angle; | |
| 332 | 343 | } |
| 333 | 344 | |
| 334 | 345 | function frame(now) { |
| 335 | 346 | requestAnimationFrame(frame); |
| 336 | 347 | const dt = Math.min(0.1, (now - last) / 1000); |
| 337 | 348 | last = now; |
| 349 | drawAt = renderTime(timeline, now / 1000); | |
| 338 | 350 | if (!map) return; |
| 339 | 351 | gunTick(gun, dt); |
| 340 | 352 | ctx.clearRect(0, 0, view.width, view.height); |
| @@ -345,12 +357,12 @@ function frame(now) { | ||
| 345 | 357 | } |
| 346 | 358 | // Turning with the arrow keys belongs to the frame, at a rate a second, |
| 347 | 359 | // rather than to whatever the input timer happens to do. |
| 348 | if (mode === "fp" && keys.has("ArrowLeft")) yaw -= 0.9 * dt; | |
| 349 | if (mode === "fp" && keys.has("ArrowRight")) yaw += 0.9 * dt; | |
| 360 | if (mode === "fp" && keys.has("ArrowLeft")) turn(head, -0.9 * dt); | |
| 361 | if (mode === "fp" && keys.has("ArrowRight")) turn(head, 0.9 * dt); | |
| 350 | 362 | predict(dt, now); |
| 351 | 363 | beeper.update(snap.spike.planted, snap.spike.fuse, now / 1000); |
| 352 | 364 | const eye = look(snap.me); |
| 353 | const facing = mode === "fp" ? yaw : eye.angle; | |
| 365 | const facing = mode === "fp" ? head.angle : eye.angle; | |
| 354 | 366 | |
| 355 | 367 | if (mode === "fp" && !mapOpen) { |
| 356 | 368 | drawScene(ctx, scene, { solid, tile: map.tile }, { x: eye.x, y: eye.y, angle: facing }, snap, { |
static/yaw.js added +75
| @@ -0,0 +1,75 @@ | ||
| 1 | /** | |
| 2 | * Where this person is looking. | |
| 3 | * | |
| 4 | * The view angle is the browser's to move: the mouse arrives at frame rate, | |
| 5 | * and a snapshot is a description of a moment already gone. The client used | |
| 6 | * to take `snap.me.angle` on every snapshot, which dragged the camera back | |
| 7 | * to a stale angle thirty times a second — worst exactly when you turned | |
| 8 | * fastest, because that is when the stale angle is furthest away. | |
| 9 | * | |
| 10 | * So the local angle is the camera's, and the server's angle is taken only | |
| 11 | * when it is telling us something we did not say: there is no view yet, the | |
| 12 | * body under us changed, we respawned, or the angle that came back is one we | |
| 13 | * never sent. That last one is what the sent log is for — the server echoes | |
| 14 | * our own angle back, rounded, so an angle matching nothing we sent in the | |
| 15 | * last second came from the match (a round start recentring everybody at the | |
| 16 | * site) rather than from us, and is worth taking. | |
| 17 | * | |
| 18 | * Nothing here is sent anywhere: the angle still leaves through the input | |
| 19 | * timer exactly as it always did. | |
| 20 | */ | |
| 21 | ||
| 22 | /** How long a sent angle is remembered, in seconds. */ | |
| 23 | export const SENT_MEMORY = 1.2; | |
| 24 | /** How close an echo must be to count as ours. The server rounds to 0.1. */ | |
| 25 | export const SENT_TOLERANCE = 0.08; | |
| 26 | ||
| 27 | export const makeYaw = (angle = 0) => ({ angle, id: "", alive: false, ready: false, sent: [] }); | |
| 28 | ||
| 29 | /** The short way round from one angle to another, in (-π, π]. */ | |
| 30 | export const shortWay = (from, to) => ((to - from + Math.PI * 3) % (Math.PI * 2)) - Math.PI; | |
| 31 | ||
| 32 | /** A mouse delta, or an arrow key's share of a second. Ours, always taken. */ | |
| 33 | export function turn(yaw, delta) { | |
| 34 | yaw.angle += delta; | |
| 35 | return yaw.angle; | |
| 36 | } | |
| 37 | ||
| 38 | /** Point it somewhere outright: the top-down view's pointer aim. */ | |
| 39 | export function aim(yaw, angle) { | |
| 40 | yaw.angle = angle; | |
| 41 | return yaw.angle; | |
| 42 | } | |
| 43 | ||
| 44 | /** Remember an angle we told the server about, at a time in seconds. */ | |
| 45 | export function told(yaw, angle, at) { | |
| 46 | yaw.sent.push({ at, angle }); | |
| 47 | while (yaw.sent.length && yaw.sent[0].at < at - SENT_MEMORY) yaw.sent.shift(); | |
| 48 | return yaw; | |
| 49 | } | |
| 50 | ||
| 51 | /** Is this angle one we sent recently? An echo, not a correction. */ | |
| 52 | const ours = (yaw, angle, at) => | |
| 53 | yaw.sent.some((s) => s.at >= at - SENT_MEMORY && Math.abs(shortWay(s.angle, angle)) <= SENT_TOLERANCE); | |
| 54 | ||
| 55 | /** | |
| 56 | * A snapshot landed. Returns the angle to look along, having decided whether | |
| 57 | * the server's word replaces ours. | |
| 58 | * | |
| 59 | * `me` is the snapshot's own body: `{ id, angle, alive }`. `at` is now, in | |
| 60 | * seconds. An empty sent log is not evidence of anything — a client that has | |
| 61 | * not spoken yet keeps what it has. | |
| 62 | */ | |
| 63 | export function settle(yaw, me, at) { | |
| 64 | const seatChanged = !yaw.ready || me.id !== yaw.id; | |
| 65 | const respawned = me.alive && !yaw.alive; | |
| 66 | const corrected = yaw.sent.length > 0 && !ours(yaw, me.angle, at); | |
| 67 | if (seatChanged || respawned || corrected) { | |
| 68 | yaw.angle = me.angle; | |
| 69 | yaw.sent.length = 0; | |
| 70 | } | |
| 71 | yaw.id = me.id; | |
| 72 | yaw.alive = me.alive; | |
| 73 | yaw.ready = true; | |
| 74 | return yaw.angle; | |
| 75 | } |