optimize reporting and serialization for clients
This commit is contained in:
+39
-32
@@ -12,20 +12,14 @@ export default class Entity {
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static #nextUniqueId = 0
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abilities = {}
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bbox = new Float32Array(4)
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buffs = []
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casting = null
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collision = true
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cooldowns = {}
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dead = false
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ghostable = true
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ghosting = false
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health = null
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height = 40
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maxHealth = 1
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memory = {}
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pathfindingCooldown = 0
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pathfindingObstacleLimit = null
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position = null
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radius = 0
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rotation = 0
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@@ -34,8 +28,15 @@ export default class Entity {
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visionRange = 900
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visualRadius = null
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#collision = true
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#ghostable = true
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#attacking = false
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#bbox = new Float32Array(4)
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#colliders = []
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#entitiesInVision = []
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#projectilesInVision = []
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#pathfindingCooldown = 0
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#pathfindingObstacleLimit = null
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#dest = null
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#game = null
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#logic = null
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@@ -44,7 +45,6 @@ export default class Entity {
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#noPathfindingUntil = 0
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#spawnPosition = new Vector2()
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static bbox(x, y, radius) {
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return new Float32Array([y + radius, x + radius, y - radius, x - radius])
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}
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@@ -145,16 +145,28 @@ export default class Entity {
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}
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get attacking() { return this.#attacking }
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get bbox() { return this.#bbox }
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get collision() { return this.#collision }
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get destination() { return this.#dest }
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get logic() { return this.#logic }
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get entitiesInVision() { return this.#entitiesInVision }
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get game() { return this.#game }
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get ghostable() { return this.#ghostable }
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get logic() { return this.#logic }
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get pathfindingCooldown() { return this.#pathfindingCooldown }
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get pathfindingObstacleLimit() { return this.#pathfindingObstacleLimit }
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get projectilesInVision() { return this.#projectilesInVision }
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get spawnPosition() { return this.#spawnPosition }
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get x() { return this.position.x }
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get y() { return this.position.y }
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set bbox(value) { this.#bbox = value }
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set collision(value) { this.#collision = value }
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set destination(value) { this.#dest = value }
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set logic(value) { this.#logic = value }
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set game(value) { this.#game = value }
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set ghostable(value) { this.#ghostable = value }
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set logic(value) { this.#logic = value }
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set pathfindingCooldown(value) { this.#pathfindingCooldown = value }
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set pathfindingObstacleLimit(value) { this.#pathfindingObstacleLimit = value }
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set spawnPosition(value) { this.#spawnPosition = value }
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set x(value) { this.position.x = value }
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set y(value) { this.position.y = value }
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@@ -273,7 +285,7 @@ export default class Entity {
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if (targetsInRange.length < 1) { return }
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const absoluteClosestTarget = targetsInRange.reduce((e1, e2) => (e1?.distanceTo(cursor) ?? Infinity) < e2.distanceTo(cursor) ? e1 : e2, null)
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const entityIdsInDirectVision = this.entitiesInVision()
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const entityIdsInDirectVision = this.#entitiesInVision
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if (entityIdsInDirectVision.includes(absoluteClosestTarget.id)) {
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return absoluteClosestTarget
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}
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@@ -313,17 +325,6 @@ export default class Entity {
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return this.position.distanceTo(cursor)
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}
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// TODO: cache vision because linear per player connected is better than exponential
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entitiesInVision() {
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const entities = this.game?.entities
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if (entities == null) { return }
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const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
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const entitiesInLineOfSight = entitiesInVisionRange.filter((it) => this.isInLineOfVision(it.position))
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return entitiesInLineOfSight.concat([this]).map((it) => it.id)
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}
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futureCollidables(futurePosition) {
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return this.customBboxCollidables(new Float32Array([
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futurePosition.y + this.radius,
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@@ -435,16 +436,6 @@ export default class Entity {
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return bboxCheckedObstacles.filter((obstacle) => obstacle.colliders().some((it) => SATX.collideObject(collider, it)))
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}
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projectilesInVision() {
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const projectiles = this.game?.projectiles
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if (projectiles == null) { return }
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const projectilesInVisionRange = projectiles.filter((it) => this.distanceTo(it.position) <= this.visionRange + it.radius)
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const projectilesInLineOfSight = projectilesInVisionRange.filter((it) => it.visibleThroughTerrain || this.isInLineOfVision(it.position))
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return projectilesInLineOfSight.map((it) => it.id)
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}
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removeBuff(id) {
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this.buffs = this.buffs.filter((it) => it.id != id)
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}
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@@ -484,11 +475,13 @@ export default class Entity {
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])
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}
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// TODO: make non-race-condition calculations multi-threaded
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update() {
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if (this.dead) {
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// TODO: do something while the entity is dead (and disallow casting, etc)
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// TODO: do something while the entity is dead (and disallow casting, vision, etc)
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}
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else {
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this.#calculateVision()
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this.#cast()
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this.#checkHealth()
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this.#move()
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@@ -529,6 +522,20 @@ export default class Entity {
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this.#colliders = [Entity.collider(this.position.x, this.position.y, this.radius)]
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}
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#calculateVision() {
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const entities = this.game?.entities ?? []
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const projectiles = this.game?.projectiles ?? []
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const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
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const entitiesInLineOfSight = entitiesInVisionRange.filter((it) => this.isInLineOfVision(it.position))
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const projectilesInVisionRange = projectiles.filter((it) => this.position.distanceTo(it.position) <= this.visionRange + it.radius)
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const projectilesInLineOfSight = projectilesInVisionRange.filter((it) => it.visibleThroughTerrain || this.isInLineOfVision(it.position))
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this.#entitiesInVision = entitiesInLineOfSight.concat([this]).map((it) => it.id)
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this.#projectilesInVision = projectilesInLineOfSight.map((it) => it.id)
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}
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#cast() {
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if (this.casting == null) {
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return false
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+36
-33
@@ -5,31 +5,27 @@ import Buff from './buff.js'
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import Entity from './entity.js'
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import Projectile from './projectile.js'
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import Terrain from './terrain.js'
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import { Worker } from 'node:worker_threads'
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export default class Game {
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id = crypto.randomUUID()
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abilities = Object.values({...Ability})
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buffs = Object.values({...Buff})
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averageTick = 0
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currentTick = 0
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entities = []
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gameLoopIntervalId = null
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height = 0
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projectiles = []
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secondToSlowestTick = 0
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startTimestamp = 0
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terrains = []
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tickRate = 30
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width = 0
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#behindMs = 0
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#currentTiming = 0
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#eventEmitter = new EventEmitter()
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#gameLoopIntervalId = null
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#logic = null
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#nextTickAt = 0
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#startTimestamp = 0
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#tickBudget = 1000 / this.tickRate
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#timings = new Float32Array(this.tickRate)
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get logic() { return this.#logic }
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get eventEmitter() { return this.#eventEmitter }
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@@ -71,6 +67,19 @@ export default class Game {
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projectile.game = null
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}
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joinReport() {
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return {
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id: this.id,
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height: this.height,
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width: this.width,
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currentTick: this.currentTick,
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abilities: this.abilities,
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buffs: this.buffs,
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terrains: this.terrains,
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tickRate: this.tickRate,
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}
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}
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removeTerrain(terrain) {
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this.terrains = this.terrains.filter((t) => t.id != terrain.id)
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}
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@@ -97,30 +106,37 @@ export default class Game {
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}
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start() {
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if (this.gameLoopIntervalId != null) { return }
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if (this.#gameLoopIntervalId != null) { return }
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this.startTimestamp = performance.now() + (this.currentTick * this.tickBudget)
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this.#startTimestamp = performance.now() + (this.currentTick * this.tickBudget)
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console.info(`Started game ${this.id} with ${this.tickRate} tps. Starting on tick ${this.currentTick}.`)
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this.gameLoopIntervalId = setInterval(this.#gameLoopCall.bind(this), this.tickBudget / 5)
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this.#gameLoopIntervalId = setInterval(this.#gameLoopCall.bind(this), this.tickBudget / 5)
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}
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stop() {
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if (this.gameLoopIntervalId == null) { return }
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if (this.#gameLoopIntervalId == null) { return }
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clearInterval(this.gameLoopIntervalId)
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this.gameLoopIntervalId = null
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clearInterval(this.#gameLoopIntervalId)
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this.#gameLoopIntervalId = null
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console.info(`Stopped game ${this.id}. Stopped on tick ${this.currentTick}.`)
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}
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subscription(websocket, id) {
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const worker = new Worker('./src/worker/object-to-json.js')
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const sendToWebSocket = function sendToWebSocket(message) { websocket.send(message) } // TODO: latency because workers wait for the main thread's next tick which is ~33ms
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worker.on('message', sendToWebSocket)
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return function builtSubscription() {
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const game = this
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const entity = game.entities.find((it) => it.id == id)
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if (entity == null) { return }
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const team = entity.team
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const message = game.visionByTeam(team)
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websocket.send(JSON.stringify(message))
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const state = game.visionByTeam(team)
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state.currentTick = game.currentTick
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worker.postMessage(state)
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}
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}
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@@ -132,7 +148,6 @@ export default class Game {
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this.#logic()
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}
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this.#calculateTickMetrics()
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this.eventEmitter.emit('tick')
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this.currentTick++
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@@ -140,12 +155,12 @@ export default class Game {
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visibleEntities(team) {
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const visionSources = this.visionSources(team)
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return Array.from(new Set(visionSources.map((it) => it.entitiesInVision()).flat()))
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return Array.from(new Set(visionSources.map((it) => it.entitiesInVision).flat()))
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}
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visibleProjectiles(team) {
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const visionSources = this.visionSources(team)
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return Array.from(new Set(visionSources.map((it) => it.projectilesInVision()).flat()))
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return Array.from(new Set(visionSources.map((it) => it.projectilesInVision).flat()))
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}
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visionSources(team) {
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@@ -156,20 +171,14 @@ export default class Game {
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visionByTeam(team) {
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const visionSources = this.visionSources(team)
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const visibleEntities = new Set(visionSources.map((it) => it.entitiesInVision()).flat())
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const visibleProjectiles = new Set(visionSources.map((it) => it.projectilesInVision()).flat())
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const visibleEntities = new Set(visionSources.map((it) => it.entitiesInVision).flat())
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const visibleProjectiles = new Set(visionSources.map((it) => it.projectilesInVision).flat())
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return {
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...this,
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entities: this.entities.filter((it) => visibleEntities.has(it.id)),
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projectiles: this.projectiles.filter((it) => visibleProjectiles.has(it.id)),
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}
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}
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#calculateTickMetrics() {
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this.averageTick = Math.floor(10 * this.#timings.reduce((sum, t) => sum += t, 0) / this.#timings.length) / 10
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this.secondToSlowestTick = Math.floor(10 * this.#timings.toSorted().at(-2)) / 10
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}
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#gameLoop() {
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if (this.#nextTickAt != null) {
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const tickBudget = this.#tickBudget
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@@ -185,15 +194,9 @@ export default class Game {
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const taken = (after - before)
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const useAbsoluteBehind = true
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const absoluteBehind = Math.max(0, (start - this.startTimestamp) - ((this.currentTick) * tickBudget))
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this.#behindMs = absoluteBehind
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const absoluteBehind = Math.max(0, (start - this.#startTimestamp) - ((this.currentTick) * tickBudget))
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this.#nextTickAt = start + tickBudget - (useAbsoluteBehind ? absoluteBehind : prevBehind)
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this.#timings[this.#currentTiming] = taken
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if (this.#currentTiming++ > this.#timings.length) {
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this.#currentTiming = 0
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}
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if (after - before > tickBudget) {
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const behindNotice = absoluteBehind > 0.1 ? `(Was already behind ${absoluteBehind.toFixed(1)} ms)` : ``
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console.warn(`Can't keep up! A tick took ${taken.toFixed(1)} ms / ${tickBudget.toFixed(1)} ms. ${behindNotice}`)
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@@ -23,6 +23,7 @@ app.ws('/ws', async (req, res) => {
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const message = JSON.parse(rawData)
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console.log(message)
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if (message.action == 'join') {
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websocket.send(JSON.stringify(game.joinReport()))
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const subscription = game.subscription(websocket, message.id).bind(game)
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game.eventEmitter.on('tick', subscription)
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+23
-23
@@ -8,9 +8,7 @@ export default class Projectile {
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static nextId() { return this.#nextUniqueId++ }
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static #nextUniqueId = 0
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bbox = new Float32Array(4)
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height = 50
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memory = {}
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owner = null
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position = new Vector2()
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radius = 0
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@@ -21,19 +19,26 @@ export default class Projectile {
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visualRadius = null
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#after = null
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#bbox = new Float32Array(4)
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#dest = null
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#entitiesInVision = []
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#game = null
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#homingTarget = null
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#logic = null
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#onCollide = null
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#game = null
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#projectilesInVision = []
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get after() { return this.#after }
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get bbox() { return this.#bbox }
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get entitiesInVision() { return this.#entitiesInVision }
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get game() { return this.#game }
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get homingTarget() { return this.#homingTarget }
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get logic() { return this.#logic }
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get onCollide() { return this.#onCollide }
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get projectilesInVision() { return this.#projectilesInVision }
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set after(value) { this.#after = value }
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set bbox(value) { this.#bbox = value }
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set destination(value) { this.#dest = value }
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set game(value) { this.#game = value }
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set homingTarget(value) { this.#homingTarget = value }
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@@ -59,16 +64,6 @@ export default class Projectile {
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this.game?.despawn(this)
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}
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entitiesInVision() {
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const entities = this.game?.entities
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if (entities == null) { return }
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const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
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const entitiesInLineOfSight = entitiesInVisionRange.filter((it) => this.isInLineOfVision(it.position))
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return entitiesInLineOfSight.concat([this]).map((it) => it.id)
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}
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isInLineOfVision(destination) {
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const bbox = Entity.tunnelBbox(this.position.x, this.position.y, destination.x, destination.y, 0)
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const terrains = this.game?.terrains ?? []
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@@ -90,6 +85,7 @@ export default class Projectile {
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}
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update() {
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this.#calculateVision()
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this.#move()
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this.#checkStationaryCollisions()
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this.#checkIfArrived()
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@@ -98,16 +94,6 @@ export default class Projectile {
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}
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}
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projectilesInVision() {
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const projectiles = this.game?.projectiles
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if (projectiles == null) { return }
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const projectilesInVisionRange = projectiles.filter((it) => this.position.distanceTo(it.position) <= this.visionRange + it.radius)
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const projectilesInLineOfSight = projectilesInVisionRange.filter((it) => it.visibleThroughTerrain || this.isInLineOfVision(it.position))
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return projectilesInLineOfSight.concat([this]).map((it) => it.id)
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}
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#calculateBbox() {
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this.bbox[0] = this.position.y + this.radius
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this.bbox[1] = this.position.x + this.radius
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@@ -115,6 +101,20 @@ export default class Projectile {
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this.bbox[3] = this.position.x - this.radius
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}
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#calculateVision() {
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const entities = this.game?.entities ?? []
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const projectiles = this.game?.projectiles ?? []
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const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
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const entitiesInLineOfSight = entitiesInVisionRange.filter((it) => this.isInLineOfVision(it.position))
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const projectilesInVisionRange = projectiles.filter((it) => this.position.distanceTo(it.position) <= this.visionRange + it.radius)
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const projectilesInLineOfSight = projectilesInVisionRange.filter((it) => it.visibleThroughTerrain || this.isInLineOfVision(it.position))
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this.#entitiesInVision = entitiesInLineOfSight.concat([this]).map((it) => it.id)
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this.#projectilesInVision = projectilesInLineOfSight.map((it) => it.id)
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}
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#checkIfArrived() {
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if (this.destination == null) { return }
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if (!this.position.equals(this.destination)) { return }
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+3
-2
@@ -44,6 +44,7 @@ export default class Template {
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const checkpointSize = 300
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const recalculateDestRadius = 50
|
||||
const aggroRadius = 500
|
||||
const memory = {}
|
||||
|
||||
return function builtMinionLogic() {
|
||||
const entity = this
|
||||
@@ -62,12 +63,12 @@ export default class Template {
|
||||
}
|
||||
|
||||
if ((route.length > 0 || entity.attacking) && target == null) {
|
||||
const routeIndex = entity.memory.routeCheckpoint ?? 0
|
||||
const routeIndex = memory.routeCheckpoint ?? 0
|
||||
const goal = route[routeIndex].clone()
|
||||
if (goal instanceof Vector2) {
|
||||
if (entity.distanceTo(goal) < checkpointSize) {
|
||||
if (routeIndex + 1 < route.length) {
|
||||
entity.memory.routeCheckpoint = routeIndex + 1
|
||||
memory.routeCheckpoint = routeIndex + 1
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
import { parentPort } from 'node:worker_threads'
|
||||
|
||||
parentPort.on('message', (message) => {
|
||||
parentPort.postMessage(JSON.stringify(message))
|
||||
})
|
||||
Reference in New Issue
Block a user