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Route gameCommand traffic through WebRTC unreliable DataChannel
Socket.IO (TCP) holds back later packets while it retransmits a lost one, which stalls worldUpdate delivery on lossy long-distance links — exactly the pattern game state suffers worst from. WebRTC DataChannels in unreliable mode (ordered:false, maxRetransmits:0) drop late packets instead of queueing them, which is what we want for high-frequency state sync. Adds a per-user WebRTCTransport on top of the existing Socket.IO connection. Socket.IO stays in charge of bootstrap, signaling (SDP/ICE exchange), and control messages — only gameCommand payloads get routed onto the unreliable channel once it's open. If WebRTC fails to negotiate, gameCommand transparently falls back to Socket.IO, so the game keeps working unchanged. A new StatsLogger writes per-session JSONL events (session_start, webrtc_ready with negotiation time, per-second stats with transport, RTT samples, recv/send rates, seq gaps) so we can compare real-world runs (e.g. Germany server <-> Korea client) instead of guessing. URL flag ?webrtc=0 forces fallback for A/B testing. scripts/webrtc-browser-test.js spins up a headless Chromium against a freshly-started server and asserts the unreliable channel opens and gameCommand traffic actually rides it.
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9 changed files with 1412 additions and 138 deletions
38
app/Server/StatsLogger.js
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38
app/Server/StatsLogger.js
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define([
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"fs",
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"path"
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],
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function (fs, path) {
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"use strict";
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var runsDir = path.join(process.cwd(), "runs");
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if (!fs.existsSync(runsDir)) {
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fs.mkdirSync(runsDir, { recursive: true });
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}
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var runFile = path.join(
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runsDir,
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new Date().toISOString().replace(/[:.]/g, "-") + ".jsonl"
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);
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var location = process.env.POC_LOCATION || "unknown";
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fs.writeFileSync(runFile, JSON.stringify({
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type: "run_start",
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t: Date.now(),
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location: location,
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pid: process.pid
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}) + "\n");
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console.log("[stats] logging to " + runFile);
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return {
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log: function (obj) {
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obj.t = obj.t || Date.now();
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obj.location = obj.location || location;
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fs.appendFile(runFile, JSON.stringify(obj) + "\n", function () {});
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},
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getFile: function () { return runFile; },
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getLocation: function () { return location; }
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};
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});
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