@dcl/ecs 7.21.1-22918726402.commit-ee210ee → 7.21.1-23252789519.commit-9f806e1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (75) hide show
  1. package/dist/components/index.d.ts +0 -5
  2. package/dist/components/index.js +2 -5
  3. package/dist/components/manual/Transform.d.ts +13 -9
  4. package/dist/components/manual/Transform.js +11 -3
  5. package/dist/components/types.d.ts +0 -1
  6. package/dist/engine/component.d.ts +1 -52
  7. package/dist/engine/grow-only-value-set-component-definition.js +2 -45
  8. package/dist/engine/lww-element-set-component-definition.d.ts +1 -3
  9. package/dist/engine/lww-element-set-component-definition.js +12 -64
  10. package/dist/index.d.ts +2 -2
  11. package/dist/index.js +1 -1
  12. package/dist/runtime/helpers/index.d.ts +1 -0
  13. package/dist/runtime/helpers/index.js +1 -0
  14. package/dist/runtime/helpers/tree.d.ts +6 -0
  15. package/dist/runtime/helpers/tree.js +2 -2
  16. package/dist/runtime/helpers/vectors.d.ts +1 -0
  17. package/dist/runtime/helpers/vectors.js +36 -0
  18. package/dist/runtime/initialization/index.d.ts +7 -0
  19. package/dist/runtime/initialization/index.js +6 -0
  20. package/dist/serialization/crdt/index.d.ts +0 -1
  21. package/dist/serialization/crdt/index.js +0 -1
  22. package/dist/serialization/crdt/network/utils.d.ts +9 -0
  23. package/dist/serialization/crdt/network/utils.js +60 -0
  24. package/dist/serialization/crdt/types.d.ts +3 -25
  25. package/dist/serialization/crdt/types.js +1 -3
  26. package/dist/systems/crdt/index.d.ts +1 -0
  27. package/dist/systems/crdt/index.js +146 -55
  28. package/dist/systems/physics-force.d.ts +1 -0
  29. package/dist/systems/physics-force.js +140 -0
  30. package/dist/systems/physics-impulse.d.ts +12 -0
  31. package/dist/systems/physics-impulse.js +85 -0
  32. package/dist/systems/physics.d.ts +77 -0
  33. package/dist/systems/physics.js +18 -0
  34. package/dist-cjs/components/index.d.ts +0 -5
  35. package/dist-cjs/components/index.js +3 -7
  36. package/dist-cjs/components/manual/Transform.d.ts +13 -9
  37. package/dist-cjs/components/manual/Transform.js +34 -3
  38. package/dist-cjs/components/types.d.ts +0 -1
  39. package/dist-cjs/engine/component.d.ts +1 -52
  40. package/dist-cjs/engine/grow-only-value-set-component-definition.js +1 -44
  41. package/dist-cjs/engine/lww-element-set-component-definition.d.ts +1 -3
  42. package/dist-cjs/engine/lww-element-set-component-definition.js +13 -67
  43. package/dist-cjs/index.d.ts +2 -2
  44. package/dist-cjs/index.js +2 -2
  45. package/dist-cjs/runtime/helpers/index.d.ts +1 -0
  46. package/dist-cjs/runtime/helpers/index.js +1 -0
  47. package/dist-cjs/runtime/helpers/tree.d.ts +6 -0
  48. package/dist-cjs/runtime/helpers/tree.js +3 -2
  49. package/dist-cjs/runtime/helpers/vectors.d.ts +1 -0
  50. package/dist-cjs/runtime/helpers/vectors.js +39 -0
  51. package/dist-cjs/runtime/initialization/index.d.ts +7 -0
  52. package/dist-cjs/runtime/initialization/index.js +7 -1
  53. package/dist-cjs/serialization/crdt/index.d.ts +0 -1
  54. package/dist-cjs/serialization/crdt/index.js +0 -1
  55. package/dist-cjs/serialization/crdt/network/utils.d.ts +9 -0
  56. package/dist-cjs/serialization/crdt/network/utils.js +67 -0
  57. package/dist-cjs/serialization/crdt/types.d.ts +3 -25
  58. package/dist-cjs/serialization/crdt/types.js +1 -3
  59. package/dist-cjs/systems/crdt/index.d.ts +1 -0
  60. package/dist-cjs/systems/crdt/index.js +169 -55
  61. package/dist-cjs/systems/physics-force.d.ts +1 -0
  62. package/dist-cjs/systems/physics-force.js +167 -0
  63. package/dist-cjs/systems/physics-impulse.d.ts +12 -0
  64. package/dist-cjs/systems/physics-impulse.js +112 -0
  65. package/dist-cjs/systems/physics.d.ts +77 -0
  66. package/dist-cjs/systems/physics.js +23 -0
  67. package/package.json +3 -2
  68. package/dist/components/manual/CreatedBy.d.ts +0 -9
  69. package/dist/components/manual/CreatedBy.js +0 -8
  70. package/dist/serialization/crdt/authoritativePutComponent.d.ts +0 -15
  71. package/dist/serialization/crdt/authoritativePutComponent.js +0 -47
  72. package/dist-cjs/components/manual/CreatedBy.d.ts +0 -9
  73. package/dist-cjs/components/manual/CreatedBy.js +0 -10
  74. package/dist-cjs/serialization/crdt/authoritativePutComponent.d.ts +0 -15
  75. package/dist-cjs/serialization/crdt/authoritativePutComponent.js +0 -50
@@ -11,8 +11,7 @@ export declare enum CrdtMessageType {
11
11
  PUT_COMPONENT_NETWORK = 5,
12
12
  DELETE_COMPONENT_NETWORK = 6,
13
13
  DELETE_ENTITY_NETWORK = 7,
14
- AUTHORITATIVE_PUT_COMPONENT = 8,
15
- MAX_MESSAGE_TYPE = 9
14
+ MAX_MESSAGE_TYPE = 8
16
15
  }
17
16
  /**
18
17
  * Min length = 8 bytes
@@ -49,23 +48,6 @@ export type PutNetworkComponentMessageBody = Omit<PutComponentMessageBody, 'type
49
48
  type: CrdtMessageType.PUT_COMPONENT_NETWORK;
50
49
  networkId: number;
51
50
  };
52
- /**
53
- * Server authoritative message - identical to PutComponentMessageBody but with forced processing
54
- * Min. length = header (8 bytes) + 16 bytes = 24 bytes
55
- *
56
- * @param entity - Uint32 number of the entity
57
- * @param componentId - Uint32 number of id
58
- * @param timestamp - Uint32 Lamport timestamp (server's authoritative timestamp)
59
- * @param data - Uint8[] data of component => length(4 bytes) + block of bytes[0..length-1]
60
- * @public
61
- */
62
- export type AuthoritativePutComponentMessageBody = {
63
- type: CrdtMessageType.AUTHORITATIVE_PUT_COMPONENT;
64
- entityId: Entity;
65
- componentId: number;
66
- timestamp: number;
67
- data: Uint8Array;
68
- };
69
51
  /**
70
52
  * Min. length = header (8 bytes) + 16 bytes = 24 bytes
71
53
  *
@@ -132,10 +114,6 @@ export type AppendValueMessage = CrdtMessageHeader & AppendValueMessageBody;
132
114
  * @public
133
115
  */
134
116
  export type PutComponentMessage = CrdtMessageHeader & PutComponentMessageBody;
135
- /**
136
- * @public
137
- */
138
- export type AuthoritativePutComponentMessage = CrdtMessageHeader & AuthoritativePutComponentMessageBody;
139
117
  /**
140
118
  * @public
141
119
  */
@@ -159,7 +137,7 @@ export type DeleteEntityNetworkMessage = CrdtMessageHeader & DeleteEntityNetwork
159
137
  /**
160
138
  * @public
161
139
  */
162
- export type CrdtMessage = PutComponentMessage | AuthoritativePutComponentMessage | DeleteComponentMessage | AppendValueMessage | DeleteEntityMessage | PutNetworkComponentMessage | DeleteComponentNetworkMessage | DeleteEntityNetworkMessage;
140
+ export type CrdtMessage = PutComponentMessage | DeleteComponentMessage | AppendValueMessage | DeleteEntityMessage | PutNetworkComponentMessage | DeleteComponentNetworkMessage | DeleteEntityNetworkMessage;
163
141
  /**
164
142
  * @public
165
143
  */
@@ -167,7 +145,7 @@ export type CrdtNetworkMessageBody = PutNetworkComponentMessageBody | DeleteComp
167
145
  /**
168
146
  * @public
169
147
  */
170
- export type CrdtMessageBody = PutComponentMessageBody | AuthoritativePutComponentMessageBody | DeleteComponentMessageBody | DeleteEntityMessageBody | AppendValueMessageBody | CrdtNetworkMessageBody;
148
+ export type CrdtMessageBody = PutComponentMessageBody | DeleteComponentMessageBody | DeleteEntityMessageBody | AppendValueMessageBody | CrdtNetworkMessageBody;
171
149
  export declare enum ProcessMessageResultType {
172
150
  /**
173
151
  * Typical message and new state set.
@@ -13,9 +13,7 @@ export var CrdtMessageType;
13
13
  CrdtMessageType[CrdtMessageType["PUT_COMPONENT_NETWORK"] = 5] = "PUT_COMPONENT_NETWORK";
14
14
  CrdtMessageType[CrdtMessageType["DELETE_COMPONENT_NETWORK"] = 6] = "DELETE_COMPONENT_NETWORK";
15
15
  CrdtMessageType[CrdtMessageType["DELETE_ENTITY_NETWORK"] = 7] = "DELETE_ENTITY_NETWORK";
16
- // Server authoritative operation - forces component state regardless of timestamp
17
- CrdtMessageType[CrdtMessageType["AUTHORITATIVE_PUT_COMPONENT"] = 8] = "AUTHORITATIVE_PUT_COMPONENT";
18
- CrdtMessageType[CrdtMessageType["MAX_MESSAGE_TYPE"] = 9] = "MAX_MESSAGE_TYPE";
16
+ CrdtMessageType[CrdtMessageType["MAX_MESSAGE_TYPE"] = 8] = "MAX_MESSAGE_TYPE";
19
17
  })(CrdtMessageType || (CrdtMessageType = {}));
20
18
  /**
21
19
  * @public
@@ -1,6 +1,7 @@
1
1
  import { Entity } from '../../engine/entity';
2
2
  import type { ComponentDefinition } from '../../engine';
3
3
  import { CrdtMessageType } from '../../serialization/crdt/types';
4
+ export declare const LIVEKIT_MAX_SIZE = 12;
4
5
  /**
5
6
  * @public
6
7
  */
@@ -1,17 +1,24 @@
1
1
  import { EntityState } from '../../engine/entity';
2
2
  import { ReadWriteByteBuffer } from '../../serialization/ByteBuffer';
3
- import { AppendValueOperation, CrdtMessageProtocol } from '../../serialization/crdt';
3
+ import { AppendValueOperation, CrdtMessageProtocol, DeleteComponentNetwork, DeleteEntityNetwork } from '../../serialization/crdt';
4
4
  import { DeleteComponent } from '../../serialization/crdt/deleteComponent';
5
5
  import { DeleteEntity } from '../../serialization/crdt/deleteEntity';
6
6
  import { PutComponentOperation } from '../../serialization/crdt/putComponent';
7
- import { AuthoritativePutComponentOperation } from '../../serialization/crdt/authoritativePutComponent';
8
7
  import { CrdtMessageType } from '../../serialization/crdt/types';
8
+ import { PutNetworkComponentOperation } from '../../serialization/crdt/network/putComponentNetwork';
9
+ import { NetworkEntity as defineNetworkEntity, NetworkParent as defineNetworkParent, Transform as defineTransform } from '../../components';
10
+ import * as networkUtils from '../../serialization/crdt/network/utils';
11
+ // NetworkMessages can only have a MAX_SIZE of 12kb. So we need to send it in chunks.
12
+ export const LIVEKIT_MAX_SIZE = 12;
9
13
  /**
10
14
  * @internal
11
15
  */
12
16
  export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
13
17
  const transports = [];
14
- // No network components needed - pure CRDT processing only
18
+ // Components that we used on this system
19
+ const NetworkEntity = defineNetworkEntity(engine);
20
+ const NetworkParent = defineNetworkParent(engine);
21
+ const Transform = defineTransform(engine);
15
22
  // Messages that we received at transport.onMessage waiting to be processed
16
23
  const receivedMessages = [];
17
24
  // Messages already processed by the engine but that we need to broadcast to other transports.
@@ -36,20 +43,27 @@ export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
36
43
  if (header.type === CrdtMessageType.DELETE_COMPONENT) {
37
44
  message = DeleteComponent.read(buffer);
38
45
  }
46
+ else if (header.type === CrdtMessageType.DELETE_COMPONENT_NETWORK) {
47
+ message = DeleteComponentNetwork.read(buffer);
48
+ }
39
49
  else if (header.type === CrdtMessageType.PUT_COMPONENT) {
40
50
  message = PutComponentOperation.read(buffer);
41
51
  }
42
- else if (header.type === CrdtMessageType.AUTHORITATIVE_PUT_COMPONENT) {
43
- message = AuthoritativePutComponentOperation.read(buffer);
52
+ else if (header.type === CrdtMessageType.PUT_COMPONENT_NETWORK) {
53
+ message = PutNetworkComponentOperation.read(buffer);
44
54
  }
45
55
  else if (header.type === CrdtMessageType.DELETE_ENTITY) {
46
56
  message = DeleteEntity.read(buffer);
47
57
  }
58
+ else if (header.type === CrdtMessageType.DELETE_ENTITY_NETWORK) {
59
+ message = DeleteEntityNetwork.read(buffer);
60
+ }
48
61
  else if (header.type === CrdtMessageType.APPEND_VALUE) {
49
62
  message = AppendValueOperation.read(buffer);
63
+ // Unknown message, we skip it
50
64
  }
51
65
  else {
52
- // Unknown message, we skip it (including NETWORK messages)
66
+ // consume the message
53
67
  buffer.incrementReadOffset(header.length);
54
68
  }
55
69
  if (message) {
@@ -70,6 +84,22 @@ export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
70
84
  const messagesToProcess = value.splice(0, value.length);
71
85
  return messagesToProcess;
72
86
  }
87
+ /**
88
+ * Find the local entityId associated to the network component message.
89
+ * It's a mapping Network -> to Local
90
+ * If it's not a network message, return the entityId received by the message
91
+ */
92
+ function findNetworkId(msg) {
93
+ const hasNetworkId = 'networkId' in msg;
94
+ if (hasNetworkId) {
95
+ for (const [entityId, network] of engine.getEntitiesWith(NetworkEntity)) {
96
+ if (network.networkId === msg.networkId && network.entityId === msg.entityId) {
97
+ return { entityId, network };
98
+ }
99
+ }
100
+ }
101
+ return { entityId: msg.entityId };
102
+ }
73
103
  /**
74
104
  * This fn will be called on every tick.
75
105
  * Process all the messages queue received by the transport
@@ -78,52 +108,46 @@ export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
78
108
  const messagesToProcess = getMessages(receivedMessages);
79
109
  const entitiesShouldBeCleaned = [];
80
110
  for (const msg of messagesToProcess) {
81
- // Simple CRDT processing - no network logic
82
- if (msg.type === CrdtMessageType.DELETE_ENTITY) {
83
- entitiesShouldBeCleaned.push(msg.entityId);
111
+ let { entityId, network } = findNetworkId(msg);
112
+ // We receive a new Entity. Create the localEntity and map it to the NetworkEntity component
113
+ if (networkUtils.isNetworkMessage(msg) && !network) {
114
+ entityId = engine.addEntity();
115
+ network = { entityId: msg.entityId, networkId: msg.networkId };
116
+ NetworkEntity.createOrReplace(entityId, network);
117
+ }
118
+ if (msg.type === CrdtMessageType.DELETE_ENTITY || msg.type === CrdtMessageType.DELETE_ENTITY_NETWORK) {
119
+ entitiesShouldBeCleaned.push(entityId);
84
120
  broadcastMessages.push(msg);
85
121
  }
86
122
  else {
87
- const entityState = engine.entityContainer.getEntityState(msg.entityId);
88
- // Skip updates from removed entities
123
+ const entityState = engine.entityContainer.getEntityState(entityId);
124
+ // Skip updates from removed entityes
89
125
  if (entityState === EntityState.Removed)
90
126
  continue;
91
- // Entities with unknown state should update its entity state
127
+ // Entities with unknown entities should update its entity state
92
128
  if (entityState === EntityState.Unknown) {
93
- engine.entityContainer.updateUsedEntity(msg.entityId);
94
- }
95
- // Only process component-related messages (not DELETE_ENTITY)
96
- if ('componentId' in msg) {
97
- const component = engine.getComponentOrNull(msg.componentId);
98
- if (component) {
99
- // Handle authoritative messages differently - they force the state regardless of timestamp
100
- const tryUpdate = () => {
101
- try {
102
- return msg.type === CrdtMessageType.AUTHORITATIVE_PUT_COMPONENT
103
- ? component.__forceUpdateFromCrdt(msg)
104
- : component.updateFromCrdt(msg);
105
- }
106
- catch (e) {
107
- console.error('[receiveMessages] ERROR processing message', msg, e);
108
- return null;
109
- }
110
- };
111
- const result = tryUpdate();
112
- if (!result)
113
- continue;
114
- const [conflictMessage, value] = result;
115
- if (!conflictMessage) {
116
- // Add message to broadcast queue when no conflict
117
- broadcastMessages.push(msg);
118
- onProcessEntityComponentChange && onProcessEntityComponentChange(msg.entityId, msg.type, component, value);
119
- }
129
+ engine.entityContainer.updateUsedEntity(entityId);
130
+ }
131
+ const component = engine.getComponentOrNull(msg.componentId);
132
+ /* istanbul ignore else */
133
+ if (component) {
134
+ if (msg.type === CrdtMessageType.PUT_COMPONENT &&
135
+ component.componentId === Transform.componentId &&
136
+ NetworkEntity.has(entityId) &&
137
+ NetworkParent.has(entityId)) {
138
+ msg.data = networkUtils.fixTransformParent(msg);
120
139
  }
121
- else {
122
- // Component not found - still broadcast for editor compatibility
123
- /* istanbul ignore next */
140
+ const [conflictMessage, value] = component.updateFromCrdt({ ...msg, entityId });
141
+ if (!conflictMessage) {
142
+ // Add message to transport queue to be processed by others transports
124
143
  broadcastMessages.push(msg);
144
+ onProcessEntityComponentChange && onProcessEntityComponentChange(entityId, msg.type, component, value);
125
145
  }
126
146
  }
147
+ else {
148
+ // TODO: test this line, it is fundammental to make the editor work
149
+ broadcastMessages.push(msg);
150
+ }
127
151
  }
128
152
  }
129
153
  // the last stage of the syncrhonization is to delete the entities
@@ -137,17 +161,16 @@ export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
137
161
  }
138
162
  }
139
163
  /**
140
- * Simple CRDT message broadcasting - no network-specific logic
164
+ * Iterates the dirty map and generates crdt messages to be send
141
165
  */
142
166
  async function sendMessages(entitiesDeletedThisTick) {
143
- // Get messages from broadcast queue and component updates
167
+ // CRDT Messages will be the merge between the recieved transport messages and the new crdt messages
144
168
  const crdtMessages = getMessages(broadcastMessages);
145
169
  const buffer = new ReadWriteByteBuffer();
146
- // Generate CRDT messages from component updates
147
170
  for (const component of engine.componentsIter()) {
148
171
  for (const message of component.getCrdtUpdates()) {
149
172
  const offset = buffer.currentWriteOffset();
150
- // Only create messages if there's a transport that will handle it
173
+ // Avoid creating messages if there is no transport that will handle it
151
174
  if (transports.some((t) => t.filter(message))) {
152
175
  if (message.type === CrdtMessageType.PUT_COMPONENT) {
153
176
  PutComponentOperation.write(message.entityId, message.timestamp, message.componentId, message.data, buffer);
@@ -171,7 +194,7 @@ export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
171
194
  }
172
195
  }
173
196
  }
174
- // Handle deleted entities
197
+ // After all updates, I execute the DeletedEntity messages
175
198
  for (const entityId of entitiesDeletedThisTick) {
176
199
  const offset = buffer.currentWriteOffset();
177
200
  DeleteEntity.write(entityId, buffer);
@@ -182,19 +205,87 @@ export function crdtSceneSystem(engine, onProcessEntityComponentChange) {
182
205
  });
183
206
  onProcessEntityComponentChange && onProcessEntityComponentChange(entityId, CrdtMessageType.DELETE_ENTITY);
184
207
  }
185
- // Simple transport broadcasting - no network-specific transforms
186
- for (const transport of transports) {
187
- const transportBuffer = new ReadWriteByteBuffer();
208
+ // Send CRDT messages to transports
209
+ const transportBuffer = new ReadWriteByteBuffer();
210
+ for (const index in transports) {
211
+ const __NetworkMessagesBuffer = [];
212
+ const transportIndex = Number(index);
213
+ const transport = transports[transportIndex];
214
+ const isRendererTransport = transport.type === 'renderer';
215
+ const isNetworkTransport = transport.type === 'network';
216
+ // Reset Buffer for each Transport
217
+ transportBuffer.resetBuffer();
218
+ const buffer = new ReadWriteByteBuffer();
219
+ // Then we send all the new crdtMessages that the transport needs to process
188
220
  for (const message of crdtMessages) {
221
+ // Check if adding this message would exceed the size limit
222
+ const currentBufferSize = transportBuffer.toBinary().byteLength;
223
+ const messageSize = message.messageBuffer.byteLength;
224
+ if (isNetworkTransport && (currentBufferSize + messageSize) / 1024 > LIVEKIT_MAX_SIZE) {
225
+ // If the current buffer has content, save it as a chunk
226
+ if (currentBufferSize > 0) {
227
+ __NetworkMessagesBuffer.push(transportBuffer.toCopiedBinary());
228
+ transportBuffer.resetBuffer();
229
+ }
230
+ // If the message itself is larger than the limit, we need to handle it specially
231
+ // For now, we'll skip it to prevent infinite loops
232
+ if (messageSize / 1024 > LIVEKIT_MAX_SIZE) {
233
+ console.error(`Message too large (${messageSize} bytes), skipping message for entity ${message.entityId}`);
234
+ continue;
235
+ }
236
+ }
189
237
  // Avoid echo messages
190
- if (message.transportId === transports.indexOf(transport))
238
+ if (message.transportId === transportIndex)
239
+ continue;
240
+ // Redundant message for the transport
241
+ if (!transport.filter(message))
242
+ continue;
243
+ const { entityId } = findNetworkId(message);
244
+ const transformNeedsFix = 'componentId' in message &&
245
+ message.componentId === Transform.componentId &&
246
+ Transform.has(entityId) &&
247
+ NetworkParent.has(entityId) &&
248
+ NetworkEntity.has(entityId);
249
+ // If there was a LOCAL change in the transform. Add the parent to that transform
250
+ if (isRendererTransport && message.type === CrdtMessageType.PUT_COMPONENT && transformNeedsFix) {
251
+ const parent = findNetworkId(NetworkParent.get(entityId));
252
+ const transformData = networkUtils.fixTransformParent(message, Transform.get(entityId), parent.entityId);
253
+ const offset = buffer.currentWriteOffset();
254
+ PutComponentOperation.write(entityId, message.timestamp, message.componentId, transformData, buffer);
255
+ transportBuffer.writeBuffer(buffer.buffer().subarray(offset, buffer.currentWriteOffset()), false);
191
256
  continue;
192
- // Check if transport wants this message
193
- if (transport.filter(message)) {
194
- transportBuffer.writeBuffer(message.messageBuffer, false);
195
257
  }
258
+ if (isRendererTransport && networkUtils.isNetworkMessage(message)) {
259
+ // If it's the renderer transport and its a NetworkMessage, we need to fix the entityId field and convert it to a known Message.
260
+ // PUT_NETWORK_COMPONENT -> PUT_COMPONENT
261
+ let transformData = 'data' in message ? message.data : new Uint8Array();
262
+ if (transformNeedsFix) {
263
+ const parent = findNetworkId(NetworkParent.get(entityId));
264
+ transformData = networkUtils.fixTransformParent(message, Transform.get(entityId), parent.entityId);
265
+ }
266
+ networkUtils.networkMessageToLocal({ ...message, data: transformData }, entityId, buffer, transportBuffer);
267
+ // Iterate the next message
268
+ continue;
269
+ }
270
+ // If its a network transport and its a PUT_COMPONENT that has a NetworkEntity component, we need to send this message
271
+ // through comms with the EntityID and NetworkID from ther NetworkEntity so everyone can recieve this message and map to their custom entityID.
272
+ if (isNetworkTransport && !networkUtils.isNetworkMessage(message)) {
273
+ const networkData = NetworkEntity.getOrNull(message.entityId);
274
+ // If it has networkData convert the message to PUT_NETWORK_COMPONENT.
275
+ if (networkData) {
276
+ networkUtils.localMessageToNetwork(message, networkData, buffer, transportBuffer);
277
+ // Iterate the next message
278
+ continue;
279
+ }
280
+ }
281
+ // Common message
282
+ transportBuffer.writeBuffer(message.messageBuffer, false);
283
+ }
284
+ if (isNetworkTransport && transportBuffer.currentWriteOffset()) {
285
+ __NetworkMessagesBuffer.push(transportBuffer.toBinary());
196
286
  }
197
- await transport.send(transportBuffer.toBinary());
287
+ const message = isNetworkTransport ? __NetworkMessagesBuffer : transportBuffer.toBinary();
288
+ await transport.send(message);
198
289
  }
199
290
  }
200
291
  /**
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,140 @@
1
+ import * as components from '../components';
2
+ import { Vector3, createTimers } from '../runtime/helpers';
3
+ import { KnockbackFalloff } from './physics-impulse';
4
+ /** @internal */
5
+ export function createPhysicsForceHelper(engine) {
6
+ const PhysicsCombinedForce = components.PhysicsCombinedForce(engine);
7
+ const Transform = components.Transform(engine);
8
+ const timers = createTimers(engine);
9
+ const durationTimers = new Map();
10
+ // Key = source entity producing the force (not the target); all forces target PlayerEntity.
11
+ const forceSources = new Map();
12
+ const repulsionSources = new Map();
13
+ let lastWrittenForceVector = null;
14
+ function recalcForce() {
15
+ if (forceSources.size === 0) {
16
+ if (PhysicsCombinedForce.has(engine.PlayerEntity)) {
17
+ PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
18
+ }
19
+ lastWrittenForceVector = null;
20
+ return;
21
+ }
22
+ const current = PhysicsCombinedForce.getOrNull(engine.PlayerEntity);
23
+ if (current && lastWrittenForceVector && current.vector) {
24
+ if (!Vector3.equals(current.vector, lastWrittenForceVector)) {
25
+ console.error('PBPhysicsCombinedForce was modified externally.', 'Expected:', lastWrittenForceVector, 'Found:', current.vector, '-- overwriting with local state.');
26
+ }
27
+ }
28
+ let sum = { x: 0, y: 0, z: 0 };
29
+ for (const v of forceSources.values()) {
30
+ sum = Vector3.add(sum, v);
31
+ }
32
+ PhysicsCombinedForce.createOrReplace(engine.PlayerEntity, { vector: sum });
33
+ lastWrittenForceVector = sum;
34
+ }
35
+ function applyForceToPlayer(source, vector, magnitude) {
36
+ let finalVector;
37
+ if (Vector3.equalsToFloats(vector, 0, 0, 0))
38
+ return;
39
+ if (typeof magnitude === 'number') {
40
+ finalVector = Vector3.scale(Vector3.normalize(vector), magnitude);
41
+ }
42
+ else {
43
+ finalVector = vector;
44
+ }
45
+ forceSources.set(source, finalVector);
46
+ recalcForce();
47
+ }
48
+ function removeForceFromPlayer(source) {
49
+ repulsionSources.delete(source);
50
+ const timerId = durationTimers.get(source);
51
+ if (timerId !== undefined) {
52
+ timers.clearTimeout(timerId);
53
+ durationTimers.delete(source);
54
+ }
55
+ if (!forceSources.has(source))
56
+ return;
57
+ forceSources.delete(source);
58
+ recalcForce();
59
+ }
60
+ function scheduleForceDuration(source, seconds) {
61
+ const existing = durationTimers.get(source);
62
+ if (existing !== undefined) {
63
+ timers.clearTimeout(existing);
64
+ }
65
+ const timerId = timers.setTimeout(() => {
66
+ durationTimers.delete(source);
67
+ removeForceFromPlayer(source);
68
+ }, seconds * 1000);
69
+ durationTimers.set(source, timerId);
70
+ }
71
+ function applyForceToPlayerForDuration(source, duration, vector, magnitude) {
72
+ applyForceToPlayer(source, vector, magnitude);
73
+ scheduleForceDuration(source, duration);
74
+ }
75
+ function computeRepulsionVector(fromPosition, magnitude, radius, falloff) {
76
+ const diff = Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
77
+ if (Vector3.equalsToFloats(diff, 0, 0, 0))
78
+ return { x: 0, y: magnitude, z: 0 };
79
+ // Fast path: default params — no need to compute distance
80
+ if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
81
+ return Vector3.scale(Vector3.normalize(diff), magnitude);
82
+ }
83
+ const distance = Vector3.length(diff);
84
+ if (distance > radius)
85
+ return null;
86
+ let effectiveMagnitude;
87
+ switch (falloff) {
88
+ case KnockbackFalloff.LINEAR:
89
+ effectiveMagnitude = magnitude * (1 - distance / radius);
90
+ break;
91
+ case KnockbackFalloff.INVERSE_SQUARE:
92
+ effectiveMagnitude = magnitude / (distance * distance + 1);
93
+ break;
94
+ case KnockbackFalloff.CONSTANT:
95
+ default:
96
+ effectiveMagnitude = magnitude;
97
+ break;
98
+ }
99
+ if (effectiveMagnitude === 0)
100
+ return null;
101
+ // normalize(diff) * effectiveMagnitude in one step
102
+ return Vector3.scale(diff, effectiveMagnitude / distance);
103
+ }
104
+ function applyRepulsionForceToPlayer(source, fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
105
+ repulsionSources.set(source, { fromPosition, magnitude, radius, falloff });
106
+ const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
107
+ if (vector) {
108
+ forceSources.set(source, vector);
109
+ }
110
+ else {
111
+ forceSources.delete(source);
112
+ }
113
+ recalcForce();
114
+ }
115
+ // Background system: recalculate repulsion vectors and clean up stale forces every tick.
116
+ // Stale forces can appear when CRDT sync from another client writes PhysicsCombinedForce
117
+ // externally (entity-1 ambiguity: each client interprets entity 1 as its own player).
118
+ engine.addSystem(() => {
119
+ // Repulsion forces need per-tick direction recalculation as the player moves
120
+ if (repulsionSources.size > 0) {
121
+ for (const [source, { fromPosition, magnitude, radius, falloff }] of repulsionSources) {
122
+ const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
123
+ if (vector) {
124
+ forceSources.set(source, vector);
125
+ }
126
+ else {
127
+ forceSources.delete(source);
128
+ }
129
+ }
130
+ recalcForce();
131
+ return;
132
+ }
133
+ // No local sources — clean up any externally-created component (e.g. from CRDT sync)
134
+ if (forceSources.size === 0 && PhysicsCombinedForce.has(engine.PlayerEntity)) {
135
+ PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
136
+ lastWrittenForceVector = null;
137
+ }
138
+ });
139
+ return { applyForceToPlayer, removeForceFromPlayer, applyForceToPlayerForDuration, applyRepulsionForceToPlayer };
140
+ }
@@ -0,0 +1,12 @@
1
+ /**
2
+ * @public
3
+ * Falloff mode for knockback force over distance.
4
+ */
5
+ export declare enum KnockbackFalloff {
6
+ /** Same force at any distance within radius */
7
+ CONSTANT = 0,
8
+ /** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
9
+ LINEAR = 1,
10
+ /** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
11
+ INVERSE_SQUARE = 2
12
+ }
@@ -0,0 +1,85 @@
1
+ import * as components from '../components';
2
+ import { Vector3 } from '../runtime/helpers';
3
+ /**
4
+ * @public
5
+ * Falloff mode for knockback force over distance.
6
+ */
7
+ export var KnockbackFalloff;
8
+ (function (KnockbackFalloff) {
9
+ /** Same force at any distance within radius */
10
+ KnockbackFalloff[KnockbackFalloff["CONSTANT"] = 0] = "CONSTANT";
11
+ /** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
12
+ KnockbackFalloff[KnockbackFalloff["LINEAR"] = 1] = "LINEAR";
13
+ /** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
14
+ KnockbackFalloff[KnockbackFalloff["INVERSE_SQUARE"] = 2] = "INVERSE_SQUARE";
15
+ })(KnockbackFalloff || (KnockbackFalloff = {}));
16
+ /** @internal */
17
+ export function createPhysicsImpulseHelper(engine) {
18
+ const PhysicsCombinedImpulse = components.PhysicsCombinedImpulse(engine);
19
+ const Transform = components.Transform(engine);
20
+ const EngineInfo = components.EngineInfo(engine);
21
+ let impulseEventId = 0;
22
+ let lastWrittenEventId = 0;
23
+ let lastWrittenTick = -1;
24
+ function applyImpulseToPlayer(vector, magnitude) {
25
+ let finalVector;
26
+ if (typeof magnitude === 'number') {
27
+ if (Vector3.equalsToFloats(vector, 0, 0, 0))
28
+ return;
29
+ finalVector = Vector3.scale(Vector3.normalize(vector), magnitude);
30
+ }
31
+ else {
32
+ if (Vector3.equalsToFloats(vector, 0, 0, 0))
33
+ return;
34
+ finalVector = vector;
35
+ }
36
+ const currentTick = EngineInfo.getOrNull(engine.RootEntity)?.tickNumber ?? 0;
37
+ const existing = PhysicsCombinedImpulse.getOrNull(engine.PlayerEntity);
38
+ if (existing && existing.eventId !== lastWrittenEventId && lastWrittenEventId !== 0) {
39
+ throw new Error('PBPhysicsCombinedImpulse was modified outside Physics helper. ' +
40
+ 'Do not mix direct component access with Physics.applyImpulseToPlayer().');
41
+ }
42
+ if (lastWrittenTick === currentTick && existing) {
43
+ finalVector = Vector3.add(existing.vector ?? { x: 0, y: 0, z: 0 }, finalVector);
44
+ }
45
+ else {
46
+ lastWrittenEventId = ++impulseEventId;
47
+ }
48
+ lastWrittenTick = currentTick;
49
+ PhysicsCombinedImpulse.createOrReplace(engine.PlayerEntity, {
50
+ vector: finalVector,
51
+ eventId: lastWrittenEventId
52
+ });
53
+ }
54
+ function applyKnockbackToPlayer(fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
55
+ const diff = Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
56
+ if (Vector3.equalsToFloats(diff, 0, 0, 0)) {
57
+ applyImpulseToPlayer({ x: 0, y: magnitude, z: 0 });
58
+ return;
59
+ }
60
+ // Fast path: default params — no need to compute distance
61
+ if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
62
+ applyImpulseToPlayer(Vector3.scale(Vector3.normalize(diff), magnitude));
63
+ return;
64
+ }
65
+ const distance = Vector3.length(diff);
66
+ if (distance > radius)
67
+ return;
68
+ let effectiveMagnitude;
69
+ switch (falloff) {
70
+ case KnockbackFalloff.LINEAR:
71
+ effectiveMagnitude = magnitude * (1 - distance / radius);
72
+ break;
73
+ case KnockbackFalloff.INVERSE_SQUARE:
74
+ effectiveMagnitude = magnitude / (distance * distance + 1);
75
+ break;
76
+ case KnockbackFalloff.CONSTANT:
77
+ default:
78
+ effectiveMagnitude = magnitude;
79
+ break;
80
+ }
81
+ // normalize(diff) * effectiveMagnitude in one step
82
+ applyImpulseToPlayer(Vector3.scale(diff, effectiveMagnitude / distance));
83
+ }
84
+ return { applyImpulseToPlayer, applyKnockbackToPlayer };
85
+ }