@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
274 lines (253 loc) • 10.9 kB
JavaScript
import { FunctionCompiler } from "../../../core/function/FunctionCompiler.js";
/**
* 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 = -1;
/**
* 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, executor) {
throw new Error("SimAction subclasses must override apply(world, executor).");
}
/**
* 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, executor) {
// default: nothing
}
/**
* 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) {
throw new Error("SimAction subclasses must override serialize(buffer).");
}
/**
* Deserialize forward parameters from the buffer into this instance.
*
* @param {BinaryBuffer} buffer
* @returns {void}
*/
deserialize(buffer) {
throw new Error("SimAction subclasses must override deserialize(buffer).");
}
/**
* Reset to a blank state for reuse from the registry's pool.
* Override if your action holds non-trivial fields.
*/
reset() {
// default: nothing
}
}
/**
* Fast type check, no instanceof needed.
* @readonly
* @type {boolean}
*/
SimAction.prototype.isSimAction = true;
/**
* Schema-type → code-gen recipe. Each entry supplies the source-string
* fragments {@link SimAction.extend} concatenates into specialised
* serialize / deserialize / reset bodies.
*
* Same pattern as `core/binary/data_view/buildAccessor.js`.
*/
const SCHEMA_CODEGEN = {
uint8: { default_literal: '0', write_expr: (f) => `buffer.writeUint8(this.${f})`, read_expr: () => `buffer.readUint8()` },
uint16: { default_literal: '0', write_expr: (f) => `buffer.writeUint16(this.${f})`, read_expr: () => `buffer.readUint16()` },
uint32: { default_literal: '0', write_expr: (f) => `buffer.writeUint32(this.${f})`, read_expr: () => `buffer.readUint32()` },
int8: { default_literal: '0', write_expr: (f) => `buffer.writeInt8(this.${f})`, read_expr: () => `buffer.readInt8()` },
int16: { default_literal: '0', write_expr: (f) => `buffer.writeInt16(this.${f})`, read_expr: () => `buffer.readInt16()` },
int32: { default_literal: '0', write_expr: (f) => `buffer.writeInt32(this.${f})`, read_expr: () => `buffer.readInt32()` },
uintVar: { default_literal: '0', write_expr: (f) => `buffer.writeUintVar(this.${f})`, read_expr: () => `buffer.readUintVar()` },
float32: { default_literal: '0', write_expr: (f) => `buffer.writeFloat32(this.${f})`, read_expr: () => `buffer.readFloat32()` },
float64: { default_literal: '0', write_expr: (f) => `buffer.writeFloat64(this.${f})`, read_expr: () => `buffer.readFloat64()` },
bool: { default_literal: 'false', write_expr: (f) => `buffer.writeUint8(this.${f} ? 1 : 0)`, read_expr: () => `(buffer.readUint8() !== 0)` },
};
/**
* Field names rejected by {@link SimAction.extend} because they collide
* with the generated function bodies (which use `buffer` as a parameter)
* or with framework methods/properties on `SimAction.prototype`.
*/
const RESERVED_FIELD_NAMES = new Set([
'buffer', 'constructor', 'prototype', 'this', 'super',
'apply', 'affected_components', 'serialize', 'deserialize', 'reset',
'isSimAction',
]);
/**
* 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
*/
SimAction.extend = function ({ type, schema = {}, affects, apply }) {
if (typeof type !== 'string' || type.length === 0) {
throw new Error("SimAction.extend: `type` must be a non-empty string");
}
if (typeof apply !== 'function') {
throw new Error("SimAction.extend: `apply` must be a function");
}
if (schema === null || typeof schema !== 'object' || Array.isArray(schema)) {
throw new Error("SimAction.extend: `schema` must be a plain object {field: 'type'}");
}
const field_names = Object.keys(schema);
for (const name of field_names) {
if (typeof name !== 'string' || name.length === 0) {
throw new Error("SimAction.extend: schema field name must be a non-empty string");
}
if (RESERVED_FIELD_NAMES.has(name)) {
throw new Error(`SimAction.extend: '${name}' is a reserved field name and would collide with framework methods/properties`);
}
if (!/^[a-zA-Z_$][a-zA-Z0-9_$]*$/.test(name)) {
throw new Error(`SimAction.extend: schema field name '${name}' is not a valid JS identifier`);
}
const type_name = schema[name];
if (!SCHEMA_CODEGEN[type_name]) {
throw new Error(`SimAction.extend: unknown schema type '${type_name}' for field '${name}' — supported: ${Object.keys(SCHEMA_CODEGEN).join(', ')}`);
}
}
// Code-gen the four methods as straight-line sequences specialised
// for this schema.
const serialize_body = field_names
.map((name) => `${SCHEMA_CODEGEN[schema[name]].write_expr(name)};`)
.join('\n');
const serialize_fn = FunctionCompiler.INSTANCE.compile({
args: ['buffer'],
code: serialize_body,
name: `${type}__serialize`,
});
const deserialize_body = field_names
.map((name) => `this.${name} = ${SCHEMA_CODEGEN[schema[name]].read_expr()};`)
.join('\n');
const deserialize_fn = FunctionCompiler.INSTANCE.compile({
args: ['buffer'],
code: deserialize_body,
name: `${type}__deserialize`,
});
const reset_body = field_names
.map((name) => `this.${name} = ${SCHEMA_CODEGEN[schema[name]].default_literal};`)
.join('\n');
const reset_fn = FunctionCompiler.INSTANCE.compile({
args: [],
code: reset_body,
name: `${type}__reset`,
});
// Constructor body: positional args, undefined → default literal.
const init_body = field_names
.map((name) => {
const lit = SCHEMA_CODEGEN[schema[name]].default_literal;
return `this.${name} = ${name} !== undefined ? ${name} : ${lit};`;
})
.join('\n');
const init_fn = field_names.length === 0
? null
: FunctionCompiler.INSTANCE.compile({
args: field_names,
code: init_body,
name: `${type}__init`,
});
class GeneratedSimAction extends SimAction {
constructor(...args) {
super();
if (init_fn !== null) {
init_fn.apply(this, args);
}
}
apply(world, executor) {
return apply.call(this, world, executor);
}
affected_components(callback, executor) {
if (affects === undefined) return;
const pairs = affects.call(this, executor);
if (!pairs) return;
for (let i = 0; i < pairs.length; i++) {
callback(pairs[i][0], pairs[i][1]);
}
}
}
GeneratedSimAction.prototype.serialize = serialize_fn;
GeneratedSimAction.prototype.deserialize = deserialize_fn;
GeneratedSimAction.prototype.reset = reset_fn;
GeneratedSimAction.action_type_name = type;
return GeneratedSimAction;
};