mirror of
https://github.com/logsol/chuck.js.git
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The old PUNKBUSTER check compared client-reported position to server position and snapped the player back when latency made them diverge, which felt like getting teleported under any real network conditions. Replaces that with proper client-side prediction + reconciliation: client tags each input with a sequence number and keeps an input buffer; server tracks the last processed sequence and reports its authoritative position via a per-user inputAck alongside each worldUpdate. The client only corrects when the actual disagreement exceeds what the unacked input time can explain — so steady-state movement runs purely on local physics, and only genuine unexpected events (collisions, being hit) trigger a smooth blend toward the server state. Includes adaptive threshold scaling so high-latency sessions don't false-positive corrections during normal running.
298 lines
9.6 KiB
JavaScript
Executable file
298 lines
9.6 KiB
JavaScript
Executable file
define([
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"Game/Core/GameController",
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"Game/Channel/Physics/Engine",
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"Game/Config/Settings",
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"Lib/Utilities/RequestAnimFrame",
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"Lib/Utilities/NotificationCenter",
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"Lib/Vendor/Box2D",
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"Game/Channel/Player",
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"Game/Channel/GameObjects/GameObject",
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"Game/Channel/GameObjects/Doll",
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"Game/Channel/GameObjects/Items/RubeDoll"
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],
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function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player, GameObject, Doll, RubeDoll) {
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"use strict";
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function GameController (options) {
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this.animationTimeout = null;
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this.worldUpdateTimeout = null;
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this.spawnTimeouts = [];
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this.roundHasEnded = false;
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Parent.call(this, options);
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this.ncTokens = this.ncTokens.concat([
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nc.on(nc.ns.channel.events.user.joined, this.onUserJoined, this),
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nc.on(nc.ns.channel.events.user.left, this.onUserLeft, this),
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nc.on(nc.ns.channel.events.user.level.reset, this.onResetLevel, this),
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nc.on(nc.ns.channel.events.user.client.ready, this.onClientReady, this),
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nc.on(nc.ns.core.game.events.level.loaded, this.onLevelLoaded, this),
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nc.on(nc.ns.channel.events.game.player.killed, this.onPlayerKilled, this),
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]);
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console.checkpoint('starting game controller for channel (' + options.channelName + ')');
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}
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GameController.prototype = Object.create(Parent.prototype);
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GameController.prototype.update = function () {
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Parent.prototype.update.call(this);
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this.animationTimeout = requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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for(var id in this.players) {
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this.players[id].update();
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}
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}
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GameController.prototype.onLevelLoaded = function() {
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this.updateWorld();
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};
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GameController.prototype.onUserJoined = function (user) {
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this.createPlayer(user);
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}
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GameController.prototype.onUserLeft = function (userId) {
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var player = this.players[userId];
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this.clearItemsOfPlayerFingerPrints(player);
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Parent.prototype.onUserLeft.call(this, userId);
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};
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GameController.prototype.clearItemsOfPlayerFingerPrints = function(player) {
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nc.trigger(nc.ns.channel.events.game.player.clearFingerPrints, player);
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};
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GameController.prototype.createPlayer = function(user) {
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var revealedGameController = {
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isInBetweenRounds: this.isInBetweenRounds.bind(this)
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};
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var player = Parent.prototype.createPlayer.call(this, user, revealedGameController);
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user.setPlayer(player);
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};
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GameController.prototype.onPlayerKilled = function(player, killedByPlayer) {
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if(killedByPlayer.stats.score >= this.options.scoreLimit) {
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nc.trigger(nc.ns.channel.events.round.end);
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} else {
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this.spawnPlayer(player, Settings.RESPAWN_TIME);
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}
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};
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GameController.prototype.spawnPlayer = function(player, respawnTime) {
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var self = this;
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var spawnPoint = this.level.getRandomSpawnPoint();
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respawnTime = typeof respawnTime == 'undefined'
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? Settings.RESPAWN_TIME
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: respawnTime;
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var spawnTimeout = setTimeout(function() {
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player.spawn(spawnPoint.x, spawnPoint.y);
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var options = {
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id: player.id,
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x: spawnPoint.x,
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y: spawnPoint.y
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};
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "spawnPlayer", options);
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var i = self.spawnTimeouts.indexOf(spawnTimeout);
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self.spawnTimeouts.splice(i, 1);
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}, respawnTime * 1000);
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this.spawnTimeouts.push(spawnTimeout);
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};
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GameController.prototype.updateWorld = function () {
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var update = this.getWorldUpdateObject(false);
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if(Object.getOwnPropertyNames(update).length > 0) {
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update);
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}
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// Send per-user input acknowledgments for server reconciliation
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for (var id in this.players) {
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var player = this.players[id];
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if (player.isSpawned() && player.playerController._lastProcessedSeq > 0) {
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var body = player.doll.body;
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nc.trigger(
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nc.ns.channel.to.client.user.gameCommand.send + id,
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"inputAck",
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{
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seq: player.playerController._lastProcessedSeq,
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p: { x: body.GetPosition().x, y: body.GetPosition().y },
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lv: { x: body.GetLinearVelocity().x, y: body.GetLinearVelocity().y }
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}
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);
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}
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}
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this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL);
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};
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GameController.prototype.getWorldUpdateObject = function(getSleeping) {
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getSleeping = getSleeping || false;
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var update = {};
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/*
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var body = this.physicsEngine.world.GetBodyList();
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do {
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if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) {
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var userData = body.GetUserData();
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if (userData instanceof GameObject) {
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var gameObject = userData;
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var updateData = gameObject.getUpdateData();
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if (updateData) {
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update[gameObject.uid] = updateData;
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}
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}
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}
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} while (body = body.GetNext());
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*/
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for (var uid in this.worldUpdateObjects) {
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var gameObject = this.worldUpdateObjects[uid];
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if (!(gameObject instanceof GameObject)) {
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console.warn('Cant find object ' + uid + ' in worldUpdateObjects pool (channel side), here is the object:');
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console.log(gameObject);
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continue;
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}
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var updateData = gameObject.getUpdateData(getSleeping);
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if (updateData) {
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update[gameObject.uid] = updateData;
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}
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}
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return update;
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};
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GameController.prototype.getSpawnedPlayersAndTheirPositions = function() {
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var spawnedPlayers = [];
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for(var id in this.players) {
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var player = this.players[id];
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if(player.isSpawned()) {
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var options = {
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id: id,
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x: player.getPosition().x * Settings.RATIO,
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y: player.getPosition().y * Settings.RATIO
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};
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if(player.holdingItem) {
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options.holdingItemUid = player.holdingItem.uid;
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}
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spawnedPlayers.push(options);
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}
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}
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return spawnedPlayers;
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};
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GameController.prototype._getRuntimeItems = function() {
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var runtimeItems = [];
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for (var uid in this.worldUpdateObjects) {
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if(this.worldUpdateObjects[uid] instanceof RubeDoll) {
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var object = this.worldUpdateObjects[uid];
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runtimeItems.push(object);
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}
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}
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return runtimeItems;
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};
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GameController.prototype.gatherRuntimeItemsForWorldUpdate = function() {
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var infos = [];
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var runtimeItems = this._getRuntimeItems();
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// On the other side this is using the level.createItem mechanism to
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// create the RubeDoll from its ItemSettings
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for (var i = 0; i < runtimeItems.length; i++) {
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var object = runtimeItems[i];
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var options = object.options;
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options.x = object.getPosition().x;
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options.y = object.getPosition().y;
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infos.push({
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uid: object.uid,
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options: object.options
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});
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}
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return infos;
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};
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GameController.prototype.onClientReady = function(userId) {
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var player = this.players[userId];
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var options = {
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spawnedPlayers: this.getSpawnedPlayersAndTheirPositions(),
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worldUpdate: this.getWorldUpdateObject(true),
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runtimeItems: this.gatherRuntimeItemsForWorldUpdate(),
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userId: userId
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};
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nc.trigger(nc.ns.channel.to.client.user.gameCommand.send + userId, "clientReadyResponse", options);
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this.spawnPlayer(player, 0);
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};
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GameController.prototype.endRound = function() {
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this.roundHasEnded = true;
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for(var id in this.players) {
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this.players[id].setInBetweenRounds(true);
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}
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};
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GameController.prototype.isInBetweenRounds = function() {
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return this.roundHasEnded;
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};
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// FIXME: remove this method
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GameController.prototype.onResetLevel = function(userId) {
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console.log('OH NO!!! ON RESET LEVEL IS CALLED AND RESPAWNES PLAYERS');
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Parent.prototype.onResetLevel.call(this);
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "resetLevel", true);
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for (var key in this.players) {
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this.spawnPlayer(this.players[key]);
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}
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};
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GameController.prototype.destroy = function() {
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clearTimeout(this.animationTimeout);
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clearTimeout(this.worldUpdateTimeout);
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for (var i = 0; i < this.spawnTimeouts.length; i++) {
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clearTimeout(this.spawnTimeouts[i]);
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};
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var runtimeItems = this._getRuntimeItems();
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for (var i = 0; i < runtimeItems.length; i++) {
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runtimeItems[i].destroy();
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}
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Parent.prototype.destroy.call(this);
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};
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return GameController;
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});
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