@antha/multiplayer-p2p-lock-step 0.0.1

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package/LICENSE-MIT ADDED
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+ MIT License
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+ Copyright (c) 2026 electrovir
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package/README.md ADDED
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+ # @antha/multiplayer-p2p-lock-step
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+
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+ A multiplayer mod for the Antha engine that uses peer-to-peer lock-step for game state synchronization.
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+ import { type ApiAndRoomConnectionState, type MultiplayerClientRooms } from '@antha/multiplayer-core';
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+ import { type JsonCompatibleValue, type PartialWithUndefined, type SelectFrom } from '@augment-vir/common';
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+ import { P2pLockStepMultiplayerController, type P2pLockStepMultiplayerControllerParams } from './p2p-lock-step-multiplayer-controller.js';
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+ /**
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+ * Engine state added by the p2p-lock-step multiplayer mod.
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+ *
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+ * @category Internal
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+ */
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+ export type AnthaMultiplayerP2pLockStepState<MultiplayerPacket extends JsonCompatibleValue = any> = {
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+ /** Enables verbose multiplayer debug logs. */
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+ debugMultiplayer?: boolean | undefined;
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+ /** P2p-lock-step controller state. */
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+ multiplayerP2pLockStep: {
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+ /** Controller used to drive singleplayer or multiplayer frame sync. */
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+ multiplayerController: P2pLockStepMultiplayerController<MultiplayerPacket>;
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+ /** Current backend API and room connection state. */
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+ connectionState: ApiAndRoomConnectionState;
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+ /** Rooms currently available for joining. */
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+ availableRooms: MultiplayerClientRooms;
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+ };
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+ };
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+ /**
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+ * Options for {@link createAnthaMultiplayerP2pLockStepMod}.
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+ *
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+ * @category Internal
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+ */
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+ export type AnthaMultiplayerP2pLockStepOptions<MultiplayerPacket extends JsonCompatibleValue = any> = PartialWithUndefined<SelectFrom<P2pLockStepMultiplayerControllerParams<MultiplayerPacket>, {
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+ acceptConnection: true;
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+ debugMultiplayer: true;
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+ gameId: true;
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+ }>>;
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+ /**
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+ * Create the engine mod that owns p2p-lock-step multiplayer state.
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+ *
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+ * @category Main
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+ */
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+ export declare function createAnthaMultiplayerP2pLockStepMod<const MultiplayerPacket extends JsonCompatibleValue = any>(options?: Readonly<AnthaMultiplayerP2pLockStepOptions<MultiplayerPacket>>): import("@antha/engine").AnthaMod<NoInfer<AnthaMultiplayerP2pLockStepState<NoInfer<MultiplayerPacket>>>>;
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+ import { defineAnthaMod } from '@antha/engine';
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+ import { ControllerConnectionEvent, ControllerRoomListEvent, emptyApiAndRoomConnectionState, } from '@antha/multiplayer-core';
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+ import { log, } from '@augment-vir/common';
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+ import { P2pLockStepMultiplayerController, } from './p2p-lock-step-multiplayer-controller.js';
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+ /**
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+ * Create the engine mod that owns p2p-lock-step multiplayer state.
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+ *
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+ * @category Main
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+ */
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+ export function createAnthaMultiplayerP2pLockStepMod(options = {}) {
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+ return defineAnthaMod({
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+ modName: 'antha-multiplayer-p2p-lock-step',
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+ execute({ state }) {
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+ if (options.debugMultiplayer == undefined) {
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+ state.debugMultiplayer = options.debugMultiplayer;
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+ }
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+ if (!state.multiplayerP2pLockStep) {
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+ log.if(!!state.debugMultiplayer).faint('[multiplayer] creating p2p-lock-step mod state');
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+ state.multiplayerP2pLockStep = {
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+ multiplayerController: new P2pLockStepMultiplayerController({
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+ gameId: options.gameId || 'antha',
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+ acceptConnection: options.acceptConnection,
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+ debugMultiplayer: state.debugMultiplayer,
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+ frameDuration: undefined,
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+ }),
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+ connectionState: emptyApiAndRoomConnectionState,
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+ availableRooms: {},
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+ };
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+ state.multiplayerP2pLockStep.multiplayerController.listen(ControllerConnectionEvent, ({ detail: newConnectionState }) => {
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+ if (!state.multiplayerP2pLockStep) {
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+ return;
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+ }
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+ log.if(!!state.debugMultiplayer).faint(`[multiplayer] mod connection state updated: api=${String(newConnectionState.api)} room=${String(newConnectionState.room)}`);
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+ state.multiplayerP2pLockStep.connectionState = newConnectionState;
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+ });
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+ state.multiplayerP2pLockStep.multiplayerController.listen(ControllerRoomListEvent, ({ detail: rooms }) => {
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+ if (!state.multiplayerP2pLockStep) {
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+ return;
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+ }
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+ state.multiplayerP2pLockStep.availableRooms = rooms;
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+ });
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+ }
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+ },
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+ cleanup({ state }) {
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+ log.if(!!state.debugMultiplayer).faint('[multiplayer] cleaning up p2p-lock-step mod');
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+ state.multiplayerP2pLockStep?.multiplayerController.destroy();
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+ },
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+ });
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+ }
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+ export * from './antha-multiplayer-p2p-lock-step.mod.js';
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+ export * from './p2p-lock-step-multiplayer-controller.js';
package/dist/index.js ADDED
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+ export * from './antha-multiplayer-p2p-lock-step.mod.js';
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+ export * from './p2p-lock-step-multiplayer-controller.js';
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+ import { type ApiAndRoomConnectionState, type ClientId, ControllerClientEvent, ControllerConnectionEvent, ControllerRoomListEvent, type MultiplayerInitParams, type MultiplayerRoomConnection, MultiplayerRoomController, type RoomInput, RoomRejectionError } from '@antha/multiplayer-core';
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+ import { type JsonCompatibleValue, type MaybePromise, type PartialWithUndefined } from '@augment-vir/common';
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+ import { type AnyDuration } from 'date-vir';
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+ import { ListenTarget, type TypedCustomEventInit } from 'typed-event-target';
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+ /**
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+ * Message type for {@link P2pLockStepMessage}.
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+ *
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+ * @category Internal
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+ */
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+ export declare enum P2pLockStepMessageType {
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+ Actions = "actions",
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+ Frame = "frame"
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+ }
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+ /**
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+ * Data received from {@link ControllerFrameEvent}.
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+ *
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+ * @category Internal
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+ */
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+ export type FrameEventDetail<MultiplayerPacket extends JsonCompatibleValue> = {
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+ packet: MultiplayerPacket;
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+ clientId: ClientId;
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+ };
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+ /**
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+ * Message exchanged by p2p-lock-step clients.
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+ *
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+ * @category Internal
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+ */
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+ export type P2pLockStepMessage<MultiplayerPacket extends JsonCompatibleValue> =
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+ /** Sent from child clients to the host as actions happen. */
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+ {
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+ type: P2pLockStepMessageType.Actions;
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+ sourceClientId: ClientId;
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+ actions: MultiplayerPacket[];
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+ } | {
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+ type: P2pLockStepMessageType.Frame;
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+ actions: FrameEventDetail<MultiplayerPacket>[];
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+ };
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+ /**
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+ * Constructor parameters for {@link P2pLockStepMultiplayerController}.
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+ *
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+ * @category Internal
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+ */
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+ export type P2pLockStepMultiplayerControllerParams<Action extends JsonCompatibleValue> = {
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+ /**
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+ * A unique string id that represents your game so that your lobby server can serve multiple
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+ * games at once. Your lobby server will need to know this game id ahead of time and match it to
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+ * your frontend's origin.
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+ */
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+ gameId: string;
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+ } & PartialWithUndefined<{
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+ /**
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+ * This is fired when a WebRTC peer attempts to connect to the host client. Return `true` to
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+ * accept the connection. Return `false` to reject it.
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+ *
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+ * @default accept all connections
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+ */
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+ acceptConnection?: ((connectingClientId: ClientId, controller: P2pLockStepMultiplayerController<Action>) => MaybePromise<boolean>) | undefined;
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+ /** Enables verbose multiplayer debug logs. */
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+ debugMultiplayer?: boolean | undefined;
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+ /**
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+ * The duration between each frame. This should probably always be smaller than your supported
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+ * render frame duration.
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+ *
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+ * @default {milliseconds: 10}
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+ */
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+ frameDuration?: AnyDuration | undefined;
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+ }>;
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+ declare const ControllerFrameEvent_base: (new (eventInitDict: {
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+ bubbles?: boolean;
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+ cancelable?: boolean;
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+ composed?: boolean;
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+ detail: any;
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+ }) => import("typed-event-target").TypedCustomEvent<any, "controller-frame">) & Pick<{
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+ new (type: string, eventInitDict?: EventInit): Event;
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+ prototype: Event;
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+ readonly NONE: 0;
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+ readonly CAPTURING_PHASE: 1;
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+ readonly AT_TARGET: 2;
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+ readonly BUBBLING_PHASE: 3;
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+ }, "prototype" | "NONE" | "CAPTURING_PHASE" | "AT_TARGET" | "BUBBLING_PHASE"> & Pick<import("typed-event-target").TypedCustomEvent<any, "controller-frame">, "type">;
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+ /**
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+ * This is fired whenever a new p2p-lock-step frame is received from the host client.
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+ *
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+ * @category Events
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+ */
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+ export declare class ControllerFrameEvent<MultiplayerPacket extends JsonCompatibleValue> extends ControllerFrameEvent_base {
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+ detail: ReadonlyArray<FrameEventDetail<MultiplayerPacket>>;
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+ constructor(eventInitDict: TypedCustomEventInit<ReadonlyArray<FrameEventDetail<MultiplayerPacket>>>);
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+ }
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+ /**
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+ * All events emitted by this controller.
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+ *
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+ * @category Internal
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+ */
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+ export type AllP2pLockStepMultiplayerControllerEvents<MultiplayerPacket extends JsonCompatibleValue> = ControllerFrameEvent<MultiplayerPacket> | ControllerRoomListEvent | ControllerClientEvent | ControllerConnectionEvent;
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+ /**
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+ * Listener callback for p2p-lock-step frame events.
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+ *
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+ * @category Internal
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+ */
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+ export type ControllerFrameListener<MultiplayerPacket extends JsonCompatibleValue> = (event: Readonly<ControllerFrameEvent<MultiplayerPacket>>) => MaybePromise<void>;
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+ /**
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+ * An all-in-one controller for singleplayer or p2p-lock-step multiplayer game state.
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+ *
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+ * @category Main
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+ */
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+ export declare class P2pLockStepMultiplayerController<MultiplayerPacket extends JsonCompatibleValue = any> extends ListenTarget<AllP2pLockStepMultiplayerControllerEvents<MultiplayerPacket>> {
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+ protected readonly params: P2pLockStepMultiplayerControllerParams<MultiplayerPacket>;
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+ /** The current data flow FPS. */
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+ readonly currentFps: number;
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+ /** All events emitted by this controller. */
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+ static readonly events: {
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+ ControllerFrameEvent: typeof ControllerFrameEvent;
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+ };
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+ /** All events emitted by this controller. */
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+ readonly events: {
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+ ControllerFrameEvent: typeof ControllerFrameEvent;
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+ };
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+ static readonly knownErrors: {
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+ RoomRejectionError: typeof RoomRejectionError;
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+ };
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+ readonly knownErrors: {
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+ RoomRejectionError: typeof RoomRejectionError;
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+ };
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+ /** Core multiplayer room controller that owns API, room polling, signaling, and transport. */
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+ readonly roomController: MultiplayerRoomController<P2pLockStepMessage<MultiplayerPacket>>;
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+ protected readonly localClientId: ClientId;
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+ protected roomConnection: MultiplayerRoomConnection<P2pLockStepMessage<MultiplayerPacket>> | undefined;
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+ protected clientsResponded: Record<ClientId, boolean>;
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+ protected frameActions: FrameEventDetail<MultiplayerPacket>[];
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+ protected timeoutId: ReturnType<typeof globalThis.setTimeout> | undefined;
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+ protected frameTickReady: boolean;
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+ protected frameMs: number | undefined;
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+ protected lastFpsCalculation: {
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+ timestamp: number;
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+ frameCount: number;
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+ };
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+ protected singleplayer: boolean;
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+ constructor(params: P2pLockStepMultiplayerControllerParams<MultiplayerPacket>);
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+ /** Current p2p-lock-step connection, exposed for compatibility checks. */
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+ get currentConnection(): this | undefined;
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+ /** The current client id. */
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+ get clientId(): ClientId;
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+ /**
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+ * Set to `false` to disable room updates, even when still not connected to a room in
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+ * multiplayer mode.
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+ */
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+ get enableRoomUpdates(): boolean;
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+ /** Update whether room list polling is enabled while not connected to a room. */
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+ set enableRoomUpdates(value: boolean);
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+ /** Currently joined room id. If a room has not been joined yet, this will be empty. */
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+ get roomId(): import("@antha/multiplayer-core").RoomId | undefined;
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+ /** The current connection state of the controller's connection to a backend API. */
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+ get apiConnectionState(): ApiAndRoomConnectionState['api'];
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+ /** The current connection state of the controller's connection to a multiplayer room. */
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+ get roomConnectionState(): ApiAndRoomConnectionState['room'];
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+ /** The current multiplayer API client. This will be `undefined` if playing in single player. */
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+ get multiplayerApiClient(): Readonly<import("@rest-vir/api").RestVirClient<{
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+ apiName: string;
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+ endpoints: Readonly<Record<"/" | "/health" | "/rooms", Readonly<import("@rest-vir/api").EndpointDefinition>>>;
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+ webSockets: Readonly<Record<"/connect", Readonly<import("@rest-vir/api").WebSocketDefinition>>>;
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+ }>> | undefined;
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+ /**
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+ * Get the current client's WebRTC client id. This will return `undefined` if there is no
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+ * current connection.
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+ */
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+ getClientId(): ClientId | undefined;
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+ /**
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+ * Get all connected client ids.
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+ *
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+ * - For host clients, this indicates how many member clients are connected to the host client,
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+ * _not_ including the host itself.
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+ * - For non-host clients, this only lists the local connection used to reach the host.
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+ */
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+ getConnectedClientIds(): ClientId[];
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+ /**
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+ * Get all room client ids.
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+ *
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+ * - For host clients, this indicates how many clients are connected to the room, including the
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+ * host client itself.
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+ * - For non-host clients, this includes the member client and the host client once connected.
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+ */
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+ getAllClientIds(): ClientId[];
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+ /** Start multiplayer mode. This delegates API connectivity and room polling to multiplayer core. */
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+ initMultiplayer(params: Readonly<MultiplayerInitParams>): Promise<void>;
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+ /** Start singleplayer mode. */
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+ startSingleplayer(): void;
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+ /**
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+ * Manually run the next frame.
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+ *
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+ * @throws Error if `frameDuration` has been set.
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+ */
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+ runFrame(actions?: ReadonlyArray<MultiplayerPacket> | undefined): void;
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+ /** The current FPS of the data flow. */
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+ getFps(): number;
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+ /** Fire an action. This will be sent to all clients in the room so they can process it. */
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+ act(actions: MultiplayerPacket | ReadonlyArray<MultiplayerPacket>): void;
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+ /** Detects if this controller is the room host or not. */
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+ isHost(): boolean;
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+ /** Detects if this controller is connected to a room or not. */
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+ isConnected(): boolean;
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+ /** Cleanup everything. */
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+ destroy(): void;
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+ /**
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+ * Join or create a room.
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+ *
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+ * @throws `Error` if this controller is already connected to a room.
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+ */
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+ joinOrCreateRoom(room: Readonly<RoomInput>): Promise<void>;
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+ /** Leave the current room or single player connection. */
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+ leaveRoom(): void;
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+ /** Forward core room-controller events into this frame-sync controller. */
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+ protected listenToRoomController(): void;
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+ /** Attach an established room transport and publish initial frame readiness. */
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+ protected attachMultiplayerRoomConnection(roomConnection: Readonly<MultiplayerRoomConnection<P2pLockStepMessage<MultiplayerPacket>>>): void;
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+ /** Send an empty frame to a newly connected member so it can join the frame flow. */
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+ protected syncNewMember(clientId: ClientId): void;
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+ /** Apply received member actions on the host or received frames on member clients. */
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+ protected handleReceivedMessage(sourceClientId: ClientId, message: Readonly<P2pLockStepMessage<MultiplayerPacket>>): void;
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+ /** Recalculate the current data-flow FPS from completed frames. */
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+ protected calculateFps(): void;
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+ /** Complete the current frame and schedule the next automatic frame when configured. */
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+ protected finishFrame(): void;
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+ /** Complete a frame when this host has reached its configured readiness conditions. */
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+ protected maybeFinishFrame(): void;
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+ /** Write a multiplayer debug log when debug logging is enabled. */
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+ protected debugLog(message: string): void;
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+ }
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+ export {};
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+ import { ControllerClientEvent, ControllerConnectionEvent, ControllerMessageEvent, ControllerRoomListEvent, createMultiplayerId, emptyApiAndRoomConnectionState, MultiplayerConnectionState, MultiplayerRoomController, RoomRejectionError, } from '@antha/multiplayer-core';
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+ import { ensureArray, log, makeWritable, } from '@augment-vir/common';
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+ import { convertDuration } from 'date-vir';
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+ import { defineTypedCustomEvent, ListenTarget } from 'typed-event-target';
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+ /**
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+ * Message type for {@link P2pLockStepMessage}.
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+ *
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+ * @category Internal
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+ */
10
+ export var P2pLockStepMessageType;
11
+ (function (P2pLockStepMessageType) {
12
+ P2pLockStepMessageType["Actions"] = "actions";
13
+ P2pLockStepMessageType["Frame"] = "frame";
14
+ })(P2pLockStepMessageType || (P2pLockStepMessageType = {}));
15
+ /**
16
+ * This is fired whenever a new p2p-lock-step frame is received from the host client.
17
+ *
18
+ * @category Events
19
+ */
20
+ export class ControllerFrameEvent extends defineTypedCustomEvent()('controller-frame') {
21
+ constructor(eventInitDict) {
22
+ super(eventInitDict);
23
+ }
24
+ }
25
+ const defaultFrameDuration = {
26
+ milliseconds: 10,
27
+ };
28
+ /**
29
+ * An all-in-one controller for singleplayer or p2p-lock-step multiplayer game state.
30
+ *
31
+ * @category Main
32
+ */
33
+ export class P2pLockStepMultiplayerController extends ListenTarget {
34
+ params;
35
+ /** The current data flow FPS. */
36
+ currentFps = 0;
37
+ /** All events emitted by this controller. */
38
+ static events = {
39
+ ControllerFrameEvent,
40
+ };
41
+ /** All events emitted by this controller. */
42
+ events = P2pLockStepMultiplayerController.events;
43
+ static knownErrors = {
44
+ RoomRejectionError,
45
+ };
46
+ knownErrors = P2pLockStepMultiplayerController.knownErrors;
47
+ /** Core multiplayer room controller that owns API, room polling, signaling, and transport. */
48
+ roomController;
49
+ localClientId = createMultiplayerId.client();
50
+ roomConnection;
51
+ clientsResponded = {};
52
+ frameActions = [];
53
+ timeoutId;
54
+ frameTickReady = true;
55
+ frameMs;
56
+ lastFpsCalculation = {
57
+ timestamp: 0,
58
+ frameCount: 0,
59
+ };
60
+ singleplayer = false;
61
+ constructor(params) {
62
+ super();
63
+ this.params = params;
64
+ this.debugLog(`constructing controller for game '${params.gameId}'`);
65
+ const frameDuration = params.frameDuration || defaultFrameDuration;
66
+ this.frameMs = convertDuration(frameDuration, {
67
+ milliseconds: true,
68
+ }).milliseconds;
69
+ this.roomController = new MultiplayerRoomController({
70
+ gameId: params.gameId,
71
+ acceptConnection: params.acceptConnection
72
+ ? (connectingClientId) => {
73
+ this.debugLog(`checking incoming connection from ${connectingClientId}`);
74
+ return params.acceptConnection?.(connectingClientId, this) ?? true;
75
+ }
76
+ : undefined,
77
+ });
78
+ this.listenToRoomController();
79
+ }
80
+ /** Current p2p-lock-step connection, exposed for compatibility checks. */
81
+ get currentConnection() {
82
+ return this.isConnected() ? this : undefined;
83
+ }
84
+ /** The current client id. */
85
+ get clientId() {
86
+ return this.roomConnection?.clientId || this.localClientId;
87
+ }
88
+ /**
89
+ * Set to `false` to disable room updates, even when still not connected to a room in
90
+ * multiplayer mode.
91
+ */
92
+ get enableRoomUpdates() {
93
+ return this.roomController.enableRoomUpdates;
94
+ }
95
+ /** Update whether room list polling is enabled while not connected to a room. */
96
+ set enableRoomUpdates(value) {
97
+ this.roomController.enableRoomUpdates = value;
98
+ }
99
+ /** Currently joined room id. If a room has not been joined yet, this will be empty. */
100
+ get roomId() {
101
+ return this.roomController.roomId;
102
+ }
103
+ /** The current connection state of the controller's connection to a backend API. */
104
+ get apiConnectionState() {
105
+ return this.roomController.apiConnectionState;
106
+ }
107
+ /** The current connection state of the controller's connection to a multiplayer room. */
108
+ get roomConnectionState() {
109
+ return this.roomController.roomConnectionState;
110
+ }
111
+ /** The current multiplayer API client. This will be `undefined` if playing in single player. */
112
+ get multiplayerApiClient() {
113
+ return this.roomController.multiplayerApiClient;
114
+ }
115
+ /**
116
+ * Get the current client's WebRTC client id. This will return `undefined` if there is no
117
+ * current connection.
118
+ */
119
+ getClientId() {
120
+ if (this.singleplayer) {
121
+ return this.localClientId;
122
+ }
123
+ return this.roomConnection?.clientId || this.roomController.getClientId();
124
+ }
125
+ /**
126
+ * Get all connected client ids.
127
+ *
128
+ * - For host clients, this indicates how many member clients are connected to the host client,
129
+ * _not_ including the host itself.
130
+ * - For non-host clients, this only lists the local connection used to reach the host.
131
+ */
132
+ getConnectedClientIds() {
133
+ return this.roomConnection?.getConnectedClientIds() || [];
134
+ }
135
+ /**
136
+ * Get all room client ids.
137
+ *
138
+ * - For host clients, this indicates how many clients are connected to the room, including the
139
+ * host client itself.
140
+ * - For non-host clients, this includes the member client and the host client once connected.
141
+ */
142
+ getAllClientIds() {
143
+ if (this.singleplayer) {
144
+ return [
145
+ this.localClientId,
146
+ ];
147
+ }
148
+ return this.roomConnection?.getAllClientIds() || [];
149
+ }
150
+ /** Start multiplayer mode. This delegates API connectivity and room polling to multiplayer core. */
151
+ async initMultiplayer(params) {
152
+ this.debugLog(`initializing multiplayer with backend ${params.backendOrigin}`);
153
+ await this.roomController.initMultiplayer(params);
154
+ this.debugLog('multiplayer API initialized');
155
+ }
156
+ /** Start singleplayer mode. */
157
+ startSingleplayer() {
158
+ if (this.currentConnection) {
159
+ throw new Error('Cannot start singleplayer with a connection already present.');
160
+ }
161
+ this.debugLog('starting singleplayer connection');
162
+ this.singleplayer = true;
163
+ this.finishFrame();
164
+ this.dispatch(new ControllerConnectionEvent({
165
+ detail: {
166
+ ...emptyApiAndRoomConnectionState,
167
+ api: MultiplayerConnectionState.Connected,
168
+ },
169
+ }));
170
+ this.debugLog(`singleplayer connection ready with client ${this.getClientId() || 'unknown'}`);
171
+ }
172
+ /**
173
+ * Manually run the next frame.
174
+ *
175
+ * @throws Error if `frameDuration` has been set.
176
+ */
177
+ runFrame(actions) {
178
+ this.debugLog(`runFrame called with ${actions?.length || 0} actions`);
179
+ if (this.frameMs != undefined) {
180
+ throw new Error('Cannot manually run frame when frameDuration has been set.');
181
+ }
182
+ if (actions) {
183
+ this.act(actions);
184
+ }
185
+ if (this.isHost()) {
186
+ this.frameTickReady = true;
187
+ this.maybeFinishFrame();
188
+ }
189
+ }
190
+ /** The current FPS of the data flow. */
191
+ getFps() {
192
+ return this.currentFps;
193
+ }
194
+ /** Fire an action. This will be sent to all clients in the room so they can process it. */
195
+ act(actions) {
196
+ if (!this.currentConnection || !this.currentConnection.isConnected()) {
197
+ throw new Error('Cannot perform action: not connected to a room.');
198
+ }
199
+ const actionArray = ensureArray(actions);
200
+ this.debugLog(`act called with ${actionArray.length} actions`);
201
+ this.frameActions = [
202
+ ...this.frameActions,
203
+ ...actionArray.map((packet) => {
204
+ return {
205
+ clientId: this.clientId,
206
+ packet,
207
+ };
208
+ }),
209
+ ];
210
+ }
211
+ /** Detects if this controller is the room host or not. */
212
+ isHost() {
213
+ return this.singleplayer || this.roomConnection?.isHost() || false;
214
+ }
215
+ /** Detects if this controller is connected to a room or not. */
216
+ isConnected() {
217
+ return this.singleplayer || this.roomConnection?.isConnected() || false;
218
+ }
219
+ /** Cleanup everything. */
220
+ destroy() {
221
+ this.debugLog('destroying controller');
222
+ globalThis.clearTimeout(this.timeoutId);
223
+ this.roomConnection = undefined;
224
+ this.singleplayer = false;
225
+ this.roomController.destroy();
226
+ super.destroy();
227
+ }
228
+ /**
229
+ * Join or create a room.
230
+ *
231
+ * @throws `Error` if this controller is already connected to a room.
232
+ */
233
+ async joinOrCreateRoom(room) {
234
+ if (this.currentConnection) {
235
+ throw new Error('Cannot join room: connection already established.');
236
+ }
237
+ this.debugLog(`joining or creating room '${room.roomName}' (${room.roomId})`);
238
+ try {
239
+ await this.roomController.joinOrCreateRoom(room);
240
+ this.debugLog(`room controller joined room '${room.roomName}' (${room.roomId}); client=${this.roomController.getClientId() || 'unknown'} host=${this.roomController.isHost()}`);
241
+ if (!this.roomController.currentConnection) {
242
+ throw new Error('Cannot start p2p-lock-step multiplayer: room connection is missing.');
243
+ }
244
+ this.attachMultiplayerRoomConnection(this.roomController.currentConnection);
245
+ this.debugLog(`attached p2p-lock-step connection; client=${this.getClientId() || 'unknown'} host=${this.isHost()} connected=${this.isConnected()}`);
246
+ }
247
+ catch (error) {
248
+ this.debugLog(`join room failed: ${String(error)}`);
249
+ this.roomConnection = undefined;
250
+ throw error;
251
+ }
252
+ }
253
+ /** Leave the current room or single player connection. */
254
+ leaveRoom() {
255
+ if (!this.currentConnection) {
256
+ this.debugLog('leaveRoom called without a current connection');
257
+ return;
258
+ }
259
+ this.debugLog(`leaving room '${this.roomId || 'unknown'}'`);
260
+ globalThis.clearTimeout(this.timeoutId);
261
+ this.roomConnection = undefined;
262
+ this.singleplayer = false;
263
+ this.roomController.leaveRoom();
264
+ }
265
+ /** Forward core room-controller events into this frame-sync controller. */
266
+ listenToRoomController() {
267
+ this.roomController.listen(ControllerRoomListEvent, (event) => {
268
+ this.dispatch(event);
269
+ });
270
+ this.roomController.listen(ControllerConnectionEvent, (event) => {
271
+ this.debugLog(`connection event received: api=${String(event.detail.api)} room=${String(event.detail.room)}`);
272
+ this.dispatch(event);
273
+ });
274
+ this.roomController.listen(ControllerClientEvent, (event) => {
275
+ this.debugLog(`client event received: ${JSON.stringify(event.detail)}`);
276
+ if ('newMember' in event.detail) {
277
+ this.syncNewMember(event.detail.newMember);
278
+ }
279
+ this.dispatch(event);
280
+ });
281
+ this.roomController.listen((ControllerMessageEvent), (event) => {
282
+ this.debugLog(`message event received from ${event.sourceClientId}: type=${event.detail.type}`);
283
+ this.handleReceivedMessage(event.sourceClientId, event.detail);
284
+ });
285
+ }
286
+ /** Attach an established room transport and publish initial frame readiness. */
287
+ attachMultiplayerRoomConnection(roomConnection) {
288
+ this.debugLog(`attached room connection; client=${roomConnection.clientId} host=${roomConnection.isHost()} connected=${roomConnection.isConnected()} connectedClients=${roomConnection.getConnectedClientIds().length} allClients=${roomConnection.getAllClientIds().length}`);
289
+ this.roomConnection = roomConnection;
290
+ if (roomConnection.isHost()) {
291
+ this.finishFrame();
292
+ }
293
+ else {
294
+ this.debugLog('attached as member; sending initial readiness actions to host');
295
+ roomConnection.sendMessage({
296
+ actions: [],
297
+ sourceClientId: this.clientId,
298
+ type: P2pLockStepMessageType.Actions,
299
+ });
300
+ }
301
+ }
302
+ /** Send an empty frame to a newly connected member so it can join the frame flow. */
303
+ syncNewMember(clientId) {
304
+ this.debugLog(`syncNewMember called for ${clientId}; host=${this.isHost()}`);
305
+ if (this.roomConnection && this.isHost()) {
306
+ this.roomConnection.sendToOnlyOneClient(clientId, {
307
+ type: P2pLockStepMessageType.Frame,
308
+ actions: [],
309
+ });
310
+ }
311
+ }
312
+ /** Apply received member actions on the host or received frames on member clients. */
313
+ handleReceivedMessage(sourceClientId, message) {
314
+ this.debugLog(`received lock-step message from ${sourceClientId}: type=${message.type} host=${this.isHost()}`);
315
+ if (!this.roomConnection) {
316
+ this.debugLog('ignored message because no room connection is attached');
317
+ return;
318
+ }
319
+ if (this.isHost() && message.type === P2pLockStepMessageType.Actions) {
320
+ this.debugLog(`host received ${message.actions.length} actions from ${sourceClientId}`);
321
+ this.clientsResponded = {
322
+ ...this.clientsResponded,
323
+ [sourceClientId]: true,
324
+ };
325
+ this.frameActions = [
326
+ ...this.frameActions,
327
+ ...message.actions.map((packet) => {
328
+ return {
329
+ clientId: sourceClientId,
330
+ packet,
331
+ };
332
+ }),
333
+ ];
334
+ this.maybeFinishFrame();
335
+ }
336
+ else if (!this.isHost() && message.type === P2pLockStepMessageType.Frame) {
337
+ this.debugLog(`member received frame with ${message.actions.length} actions; sending ${this.frameActions.length} local actions back to host`);
338
+ const currentFrameActions = this.frameActions;
339
+ this.frameActions = [];
340
+ this.calculateFps();
341
+ this.roomConnection.sendMessage({
342
+ actions: currentFrameActions.map(({ packet }) => {
343
+ return packet;
344
+ }),
345
+ sourceClientId: this.clientId,
346
+ type: P2pLockStepMessageType.Actions,
347
+ });
348
+ this.dispatch(new ControllerFrameEvent({
349
+ detail: message.actions,
350
+ }));
351
+ }
352
+ }
353
+ /** Recalculate the current data-flow FPS from completed frames. */
354
+ calculateFps() {
355
+ const now = Date.now();
356
+ const diff = Date.now() - this.lastFpsCalculation.timestamp;
357
+ if (diff > 1000) {
358
+ makeWritable(this).currentFps = this.lastFpsCalculation.frameCount / (diff / 1000);
359
+ this.lastFpsCalculation = {
360
+ frameCount: 0,
361
+ timestamp: now,
362
+ };
363
+ }
364
+ else {
365
+ this.lastFpsCalculation = {
366
+ ...this.lastFpsCalculation,
367
+ frameCount: this.lastFpsCalculation.frameCount + 1,
368
+ };
369
+ }
370
+ }
371
+ /** Complete the current frame and schedule the next automatic frame when configured. */
372
+ finishFrame() {
373
+ const currentFrameActions = this.frameActions;
374
+ this.frameActions = [];
375
+ this.roomConnection?.sendMessage({
376
+ type: P2pLockStepMessageType.Frame,
377
+ actions: currentFrameActions,
378
+ });
379
+ this.dispatch(new ControllerFrameEvent({
380
+ detail: currentFrameActions,
381
+ }));
382
+ this.frameTickReady = false;
383
+ this.calculateFps();
384
+ if (this.frameMs) {
385
+ this.timeoutId = globalThis.setTimeout(() => {
386
+ this.frameTickReady = true;
387
+ this.maybeFinishFrame();
388
+ }, this.frameMs);
389
+ }
390
+ }
391
+ /** Complete a frame when this host has reached its configured readiness conditions. */
392
+ maybeFinishFrame() {
393
+ if (!this.isHost()) {
394
+ this.debugLog('maybeFinishFrame skipped because this client is not host');
395
+ return;
396
+ }
397
+ const clientsReady = this.singleplayer ||
398
+ this.roomConnection?.getConnectedClientIds().every((clientId) => {
399
+ return this.clientsResponded[clientId];
400
+ });
401
+ if (!this.frameTickReady || !clientsReady) {
402
+ this.debugLog(`maybeFinishFrame waiting: frameTickReady=${this.frameTickReady} clientsReady=${!!clientsReady}`);
403
+ return;
404
+ }
405
+ this.finishFrame();
406
+ }
407
+ /** Write a multiplayer debug log when debug logging is enabled. */
408
+ debugLog(message) {
409
+ log.if(!!this.params.debugMultiplayer).faint(`[multiplayer] ${message}`);
410
+ }
411
+ }
package/package.json ADDED
@@ -0,0 +1,60 @@
1
+ {
2
+ "name": "@antha/multiplayer-p2p-lock-step",
3
+ "version": "0.0.1",
4
+ "description": "Multiplayer mod for the Antha engine.",
5
+ "keywords": [
6
+ "vir",
7
+ "antha",
8
+ "WebRTC",
9
+ "signal server",
10
+ "multiplayer",
11
+ "gaming"
12
+ ],
13
+ "homepage": "https://github.com/electrovir/antha",
14
+ "bugs": {
15
+ "url": "https://github.com/electrovir/antha/issues"
16
+ },
17
+ "repository": {
18
+ "type": "git",
19
+ "url": "git+https://github.com/electrovir/antha.git"
20
+ },
21
+ "license": "(MIT OR CC0-1.0)",
22
+ "author": {
23
+ "name": "electrovir",
24
+ "url": "https://github.com/electrovir"
25
+ },
26
+ "sideEffects": false,
27
+ "type": "module",
28
+ "main": "dist/index.js",
29
+ "module": "dist/index.js",
30
+ "types": "dist/index.d.ts",
31
+ "scripts": {
32
+ "compile": "virmator compile",
33
+ "docs": "virmator docs",
34
+ "test": "virmator test web",
35
+ "test:coverage": "npm test coverage",
36
+ "test:docs": "virmator docs check"
37
+ },
38
+ "dependencies": {
39
+ "@augment-vir/assert": "^31.73.1",
40
+ "@augment-vir/common": "^31.73.1",
41
+ "date-vir": "^8.5.0",
42
+ "typed-event-target": "^4.3.1"
43
+ },
44
+ "devDependencies": {
45
+ "@augment-vir/test": "^31.73.1",
46
+ "@web/dev-server-esbuild": "^1.0.5",
47
+ "@web/test-runner": "^0.20.2",
48
+ "@web/test-runner-playwright": "^0.11.1",
49
+ "istanbul-smart-text-reporter": "^1.1.5"
50
+ },
51
+ "peerDependencies": {
52
+ "@antha/multiplayer-core": "^0.0.1"
53
+ },
54
+ "engines": {
55
+ "node": ">=22"
56
+ },
57
+ "publishConfig": {
58
+ "access": "public"
59
+ }
60
+ }