@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
174 lines (160 loc) • 6.48 kB
JavaScript
import { assert } from "../../../core/assert.js";
import { BinaryBuffer } from "../../../core/binary/BinaryBuffer.js";
/**
* Per-player ring of input bytes, one frame per slot.
*
* An "input" is a game-defined blob of bytes representing a single tick's
* worth of player intent (button bits, mouse deltas, view angles, etc.). The
* application owns the encoding; the ring just stores and indexes by frame.
*
* Used for:
* - **Input redundancy**: the most recent N unacked frames of input get
* packed into every outgoing packet from the client, so a single dropped
* packet doesn't cause a stutter.
* - **Reconciliation replay**: after the client rewinds to an authoritative
* state, it replays inputs from `[acked + 1, current]` through the
* simulation to catch back up to "now".
*
* Distinct from {@link ActionLog} despite a similar shape: inputs are raw
* player intent (sender side), actions are state mutations (sim side). One
* input may produce zero or many actions when the simulation processes it.
*
* Sized to `frame_capacity` frames; oldest is overwritten on wrap.
*
* @author Alex Goldring
* @copyright Company Named Limited (c) 2025
*/
export class InputRing {
#buffers;
#frame_numbers;
#write_ends;
/**
* @param {{ frame_capacity: number, initial_buffer_size?: number }} options
*/
constructor({ frame_capacity, initial_buffer_size = 64 }) {
if (!Number.isInteger(frame_capacity) || frame_capacity <= 0) {
throw new Error(`InputRing: frame_capacity must be a positive integer, got ${frame_capacity}`);
}
/**
* @readonly
* @type {number}
*/
this.frame_capacity = frame_capacity;
/**
* Per-frame input buffers. Index by `frame % frame_capacity`.
* @type {BinaryBuffer[]}
* @private
*/
this.#buffers = new Array(frame_capacity);
/**
* Per-slot absolute frame number; -1 means slot is empty.
* @type {Int32Array}
* @private
*/
this.#frame_numbers = new Int32Array(frame_capacity).fill(-1);
/**
* Per-slot byte length of valid input data.
* @type {Int32Array}
* @private
*/
this.#write_ends = new Int32Array(frame_capacity);
for (let i = 0; i < frame_capacity; i++) {
this.#buffers[i] = new BinaryBuffer();
this.#buffers[i].setCapacity(initial_buffer_size);
}
}
/**
* Write input bytes for a given frame. The callback receives the buffer
* positioned at 0 and is expected to write input bytes via the buffer's
* `writeXxx` methods. The buffer's `position` after the callback is the
* recorded length; data beyond that is ignored on read.
*
* Overwrites any prior data for that frame slot.
*
* **Writer must not throw.** The slot's buffer has already been positioned
* at 0 by the time the writer runs, and the prior frame's bytes are being
* overwritten in-place. If the writer throws partway, the slot's metadata
* (frame number, length) still reflects the previous occupant while the
* leading bytes have been clobbered with the partial new write — a torn
* state that downstream readers cannot detect. A try/catch wrapper here
* would force a V8 deopt on the hot write path, which is a worse trade
* than the "writer is trusted" contract; treat any throw in a writer
* callback as a programming error.
*
* @param {number} frame
* @param {function(BinaryBuffer): void} writer
*/
write(frame, writer) {
assert.isNonNegativeInteger(frame, 'frame');
assert.isFunction(writer, 'writer');
const slot = frame % this.frame_capacity;
const buffer = this.#buffers[slot];
buffer.position = 0;
writer(buffer);
this.#write_ends[slot] = buffer.position;
this.#frame_numbers[slot] = frame;
}
/**
* @param {number} frame
* @returns {boolean}
*/
has(frame) {
assert.isNonNegativeInteger(frame, 'frame');
const slot = frame % this.frame_capacity;
return this.#frame_numbers[slot] === frame;
}
/**
* Read-only access to a frame's buffer. Throws if not present.
* Caller must respect the byte length reported by {@link write_end_for}.
*
* @param {number} frame
* @returns {BinaryBuffer}
*/
buffer_for(frame) {
assert.isNonNegativeInteger(frame, 'frame');
if (!this.has(frame)) {
throw new Error(`InputRing.buffer_for: frame ${frame} is not present`);
}
const slot = frame % this.frame_capacity;
const buffer = this.#buffers[slot];
buffer.position = 0;
return buffer;
}
/**
* @param {number} frame
* @returns {number}
*/
write_end_for(frame) {
assert.isNonNegativeInteger(frame, 'frame');
if (!this.has(frame)) {
throw new Error(`InputRing.write_end_for: frame ${frame} is not present`);
}
const slot = frame % this.frame_capacity;
return this.#write_ends[slot];
}
/**
* Iterate frames in `[start_frame, end_frame]` (inclusive) that are present
* in the ring. Order is ascending by frame.
*
* @param {number} start_frame
* @param {number} end_frame
* @param {function(number, BinaryBuffer, number): void} fn callback receives (frame, buffer_at_pos_0, byte_length)
*/
for_each_in_range(start_frame, end_frame, fn) {
assert.isNonNegativeInteger(start_frame, 'start_frame');
assert.isNonNegativeInteger(end_frame, 'end_frame');
assert.isFunction(fn, 'fn');
// Clamp `start_frame` so we never iterate further back than the ring
// could possibly retain. A caller asking for `[0, current_frame]` after
// a long disconnect would otherwise walk millions of frames just to
// call `has()` on each — the ring only holds the last `frame_capacity`.
const earliest_possible = end_frame - this.frame_capacity + 1;
const lo = start_frame < earliest_possible ? earliest_possible : start_frame;
for (let f = lo; f <= end_frame; f++) {
if (this.has(f)) {
const buffer = this.buffer_for(f);
fn(f, buffer, this.write_end_for(f));
}
}
}
}