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