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.
This commit is contained in:
Jeena 2026-05-11 00:38:18 +00:00
parent 47faae81e5
commit a0481ed867
9 changed files with 1412 additions and 138 deletions

View file

@ -1,10 +1,12 @@
define([
"Game/Core/User",
"Lib/Utilities/Protocol/Helper",
"Lib/Utilities/NotificationCenter"
"Lib/Utilities/NotificationCenter",
"Server/WebRTCTransport",
"Server/StatsLogger"
],
function (Parent, ProtocolHelper, nc) {
function (Parent, ProtocolHelper, nc, WebRTCTransport, StatsLogger) {
"use strict";
@ -16,39 +18,75 @@ function (Parent, ProtocolHelper, nc) {
this.channelPipe = null;
this.options = null;
var self = this;
socketLink.on('message', this.onMessage.bind(this));
socketLink.on('disconnect', this.onDisconnect.bind(this));
nc.on(nc.ns.server.events.controlCommand.user + this.id, this.socketLink.send, this.socketLink);
// Outbound messages from the rest of the server land here. We decide
// whether to send over Socket.IO (control) or the WebRTC unreliable
// channel (gameCommand, when ready).
nc.on(nc.ns.server.events.controlCommand.user + this.id, this.sendOutbound, this);
// Spin up the WebRTC peer immediately. Negotiation happens via the
// socket signaling messages once the client posts its offer.
this.webrtc = new WebRTCTransport(this.id, {
onLocalDescription: function (desc) {
self.socketLink.send(ProtocolHelper.encodeCommand("webrtcAnswer", desc));
},
onLocalCandidate: function (cand) {
self.socketLink.send(ProtocolHelper.encodeCommand("webrtcIce", cand));
},
onReady: function (negotiationMs) {
console.log("[webrtc] " + self.id + " unreliable channel open (" + negotiationMs + "ms)");
StatsLogger.log({
type: "webrtc_ready",
session: self.id,
dtMs: negotiationMs
});
},
onMessage: function (raw) {
// Inbound gameCommand from client over the unreliable channel.
// Same shape as if it came over Socket.IO: a JSON-encoded
// gameCommand envelope. Feed it to applyCommand the same way.
try {
var parsed = JSON.parse(raw);
if (parsed.gameCommand !== undefined) {
self.onGameCommand(parsed.gameCommand);
} else {
// Future: other unreliable-channel message types.
ProtocolHelper.applyCommand(raw, self);
}
} catch (e) {
console.warn("[webrtc] bad inbound message:", e.message);
}
},
onClosed: function () {
console.log("[webrtc] " + self.id + " unreliable channel closed");
}
});
StatsLogger.log({
type: "session_start",
session: this.id,
hasWebrtc: true
});
}
User.prototype = Object.create(Parent.prototype);
/*
User.prototype.setChannelPipe = function(channelPipe) {
if(channelPipe) {
if (channelPipe.isWithinUserLimit()) {
this.channelPipe = channelPipe;
this.channelPipe.addUser(this);
} else {
var message = ProtocolHelper.encodeCommand("joinError", {message:"Channel is full"});
this.socketLink.send(message);
}
} else {
var message = ProtocolHelper.encodeCommand("joinError", {message:"Channel not found"});
this.socketLink.send(message);
}
};
*/
// Socket callbacks
// ---------- Inbound from Socket.IO ----------
User.prototype.onMessage = function (message) {
ProtocolHelper.applyCommand(message, this);
}
};
User.prototype.onDisconnect = function () {
if (this.webrtc) {
this.webrtc.destroy();
this.webrtc = null;
}
StatsLogger.log({ type: "session_end", session: this.id });
if(!this.channelPipe) {
console.warn("Disconnecting user without a channel. (Maybe channel was full)");
@ -56,11 +94,32 @@ function (Parent, ProtocolHelper, nc) {
}
this.channelPipe.removeUser(this);
};
// ---------- Outbound routing ----------
// Decides whether a server-generated message should ride Socket.IO or the
// unreliable WebRTC channel. gameCommand traffic uses WebRTC when ready;
// everything else stays on Socket.IO.
User.prototype.sendOutbound = function (message) {
if (this.webrtc && this.webrtc.isReady() && isGameCommandMessage(message)) {
if (this.webrtc.send(message)) return;
// Send failed (channel state changed mid-send) — fall through.
}
this.socketLink.send(message);
};
function isGameCommandMessage(message) {
// The protocol wraps every message as {"<command>": <payload>}; we only
// peek at the first key without fully parsing the inner payload.
if (typeof message !== "string") return false;
// Cheap heuristic — robust because the envelope key is always first.
return message.indexOf('{"gameCommand"') === 0;
}
// User command callbacks
// Remember: control commands are coordinator relevant commands
// ---------- Command callbacks (received from client) ----------
User.prototype.onJoin = function(options) {
@ -83,14 +142,12 @@ function (Parent, ProtocolHelper, nc) {
var userOptions = {
id: this.id,
nickname: options.nickname
}
};
this.options = userOptions;
this.channelPipe.addUser(this);
};
/* FIXME: watch out and check in wich direction game and control commands flow */
User.prototype.onGameCommand = function(options) {
// repacking for transport via pipe
var message = ProtocolHelper.encodeCommand("gameCommand", options);
this.channelPipe.sendToUser(this.id, message);
};
@ -100,6 +157,31 @@ function (Parent, ProtocolHelper, nc) {
nc.trigger(nc.ns.server.events.controlCommand.user + this.id, message);
};
return User;
// WebRTC signaling messages from the client (arriving over Socket.IO).
});
User.prototype.onWebrtcOffer = function (options) {
if (!this.webrtc || !options) return;
this.webrtc.handleRemoteDescription(options.sdp, options.type || "offer");
};
User.prototype.onWebrtcIce = function (options) {
if (!this.webrtc || !options) return;
this.webrtc.handleRemoteCandidate(options.candidate, options.mid);
};
// Periodic stats report from client.
User.prototype.onStats = function (options) {
if (!options) return;
StatsLogger.log({
type: "stats",
session: this.id,
transport: options.transport || "socketio",
rttSamples: options.rttSamples || [],
recvRate: options.recvRate || 0,
sendRate: options.sendRate || 0,
gaps: options.gaps || 0
});
};
return User;
});