UNPKG

@woosh/meep-engine

Version:

Pure JavaScript game engine. Fully featured and production ready.

133 lines 5.37 kB
/** * Base class for synchronous, serializable, replicable game-state mutations. * * Distinct from `core/process/undo/Action.js` (async, designed for editor * undo/redo). `SimAction` is the netcode-tier counterpart: sync `apply`, * no `revert` (rewind is handled by the executor's prior-bytes capture), * and serializable to/from a `BinaryBuffer`. * * **Contract**: any mutation to replicated state goes through a `SimAction` * passed to {@link SimActionExecutor#execute}. Anything else must be a * deterministic consequence of the simulation, or rewind / replay / * replication will desync. * * Wire vs local: actions reference entities by `network_id` (peer-shared); * `executor.slot_table.entity_for(network_id)` translates to the local id. * * @author Alex Goldring * @copyright Company Named Limited (c) 2025 */ export class SimAction { /** * Stable network identifier for this action class. Set by * {@link SimActionRegistry.register}. Do not assign manually. * @type {number} */ static type_id: number; /** * Apply this action's effect to the world. The executor has already captured * prior bytes of the components reported by {@link affected_components} before * this is called, so direct mutation of those components is safe. * * @param {EntityComponentDataset} world * @param {SimActionExecutor} executor context — exposes `slot_table` for * network_id ↔ entity_id translation, and other framework state * @returns {void} */ apply(world: EntityComponentDataset, executor: SimActionExecutor): void; /** * Report each (local_entity_id, component_class) pair this action will mutate. * The executor invokes `callback(local_entity_id, component_class)` for each * and uses the result to capture prior bytes for rewind. * * If your action stores a `network_id` (the canonical wire form), translate it: * ``` * affected_components(cb, executor) { * const local = executor.slot_table.entity_for(this.network_id); * cb(local, Transform); * } * ``` * * Default: no affected components (e.g. for a pure event-style action). * * @param {function(number, Function): void} callback * @param {SimActionExecutor} executor context */ affected_components(callback: (arg0: number, arg1: Function) => void, executor: SimActionExecutor): void; /** * Serialize this action's forward parameters into the buffer. Do NOT include * prior state — the executor captures that via affected_components+adapters. * * @param {BinaryBuffer} buffer * @returns {void} */ serialize(buffer: BinaryBuffer): void; /** * Deserialize forward parameters from the buffer into this instance. * * @param {BinaryBuffer} buffer * @returns {void} */ deserialize(buffer: BinaryBuffer): void; /** * Reset to a blank state for reuse from the registry's pool. * Override if your action holds non-trivial fields. */ reset(): void; /** * Fast type check, no instanceof needed. * @readonly * @type {boolean} */ readonly isSimAction: boolean; } export namespace SimAction { /** * Generate a `SimAction` subclass declaratively. The helper writes the * constructor / serialize / deserialize / reset boilerplate via * `FunctionCompiler` so each action ends up with a specialised, straight- * line function instead of a generic schema-loop. * * ```js * const MoveAction = SimAction.extend({ * type: 'Move', * schema: { network_id: 'uintVar', dx: 'float32' }, * affects(executor) { * const entity = executor.slot_table.entity_for(this.network_id); * return entity < 0 ? [] : [[entity, Transform]]; * }, * apply(world, executor) { * const entity = executor.slot_table.entity_for(this.network_id); * if (entity < 0) return; * world.getComponent(entity, Transform).position[0] += this.dx; * }, * }); * * new MoveAction(network_id, dx); // positional, in schema-key order * ``` * * Schema key insertion order is also wire-byte order and constructor * positional order. Schema types must be one of {@link SCHEMA_CODEGEN}'s * keys; for more complex shapes (vec3, quat, bitfields, variable length) * subclass `SimAction` directly. `type` is retained as * `action_type_name` for diagnostics; the wire `type_id` is assigned * by the registry at registration time. * * @param {{ * type: string, * schema?: Object<string, string>, * affects?: (executor: SimActionExecutor) => Array<[number, Function]>, * apply: (world: EntityComponentDataset, executor: SimActionExecutor) => void, * }} spec * @returns {Function} a `SimAction` subclass ready to register */ function extend({ type, schema, affects, apply }: { type: string; schema?: { [x: string]: string; }; affects?: (executor: SimActionExecutor) => [number, Function][]; apply: (world: EntityComponentDataset, executor: SimActionExecutor) => void; }): Function; } //# sourceMappingURL=SimAction.d.ts.map