@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,920 @@
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+ /**
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+ * NetWorld connects the local World to a multiplayer game session.
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+ *
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+ * Detailed explanation:
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+ * - Manages a GameSessionManager instance and handles creation or joining of sessions.
6
+ * - Tracks INetObject implementations so their construction and dynamic states can be replicated.
7
+ * - Receives updates from the session and spawns or modifies Actors accordingly.
8
+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Instantiate with a World reference then assign a GameSessionManager implementation.
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+ * - Call createSession or joinSession before spawning net objects so ownership is registered.
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+ * - Ensure objects implement INetObject correctly to participate in replication.
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+ * - Pending objects are queued until a session becomes available, so handle connection timing gracefully.
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+ */
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+ import { Actor } from '../actors/Actor.js';
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+ import { NET_HEARTBEAT_INTERVAL_SEC, NET_OBJECT_TTL_SEC, NET_PING_INTERVAL_SEC } from '../const.js';
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+ import { Playable } from '../game/Playable.js';
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+ import { ConsoleCommand } from '../systems/ConsoleManager.js';
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+ import { WorldSerializer } from '../systems/WorldSerialization.js';
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+ import { shortUUID } from '../utils/Utils.js';
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+
22
+
23
+ import { MemoryGameSessionManager } from './implementations/MemorySession.js';
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+ import { WebSocketGameSessionManager } from './implementations/WebSocketSession.js';
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+ import { NetMovementPredictor } from './MovementPrediction.js';
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+
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+
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+ import type { ClientState, GameSessionDescription, IGameSession, IGameSessionManager, ObjectDynamicState } from './interface.js';
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+ import type { World } from '../game/World.js';
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+ import type { UIElement } from '../ui/index.js';
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+
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+ type DeviceId = string;
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+ type ClientId = string;
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+ type ObjectId = string;
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+ type NetId = string;
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+
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+ export interface INetObject {
38
+ isNetRelevant(): boolean;
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+ getNetObjectId(): ObjectId;
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+ getNetClientId(): ClientId;
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+ getNetDeviceId(): DeviceId;
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+ getNetConstructionData(): object | null;
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+ getNetDynamicState(lastReplicatedState: object | null): object | null;
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+ setNetDynamicState(dynamicState: object): void;
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+ // if ture, setNetDynamicState will be called for local objects when the state is sent back from the server
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+ consumeLocalDynamicState(): boolean;
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+ }
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+
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+ type RemoteNetObjectRecord = {
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+ object: INetObject;
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+ remoteLastUpdatedTime: number | null;
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+ localLastUpdatedTime: number | null;
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+ };
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+
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+ type NetStats = {
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+ numLocalObjects: number;
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+ numRemoteObjects: number;
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+ numLocalRelevantObjects: number;
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+ numLocalUpdatingObjects: number;
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+ numRemoteUpdatingObjects: number;
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+ numClientsInSession: number;
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+ inClientPing: number;
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+ crossClientPing: number;
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+ }
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+
66
+ type NetIdStruct = {
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+ deviceId: DeviceId;
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+ clientId: ClientId;
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+ objectId: ObjectId;
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+ }
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+
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+ function makeNetId(struct: NetIdStruct): NetId {
73
+ return `${struct.deviceId}:${struct.clientId}:${struct.objectId}`;
74
+ }
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+
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+ function parseNetId(netId: NetId): NetIdStruct {
77
+ const [deviceId, clientId, objectId] = netId.split(':');
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+ return { deviceId, clientId, objectId };
79
+ }
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+
81
+ const NetIdKey: string = '__netId__';
82
+ const PingObjectId: ObjectId = '__ping__';
83
+
84
+ /*
85
+ * Implements the networking logic between the game and the session layer
86
+ */
87
+ export class NetWorld extends Playable {
88
+ private gameSessionManager: IGameSessionManager | null = null;
89
+ private gameSession: IGameSession | null = null;
90
+ public readonly clientId: ClientId = `Client'${shortUUID()}'`;
91
+
92
+ // collection of all local actors and components, not all of them are updating
93
+ private localNetObjects: Map<NetId, INetObject> = new Map<NetId, INetObject>();
94
+
95
+ // collection of all replicated actors and their components, not all of them are updating
96
+ private remoteNetObjects: Map<NetId, RemoteNetObjectRecord> = new Map<NetId, RemoteNetObjectRecord>();
97
+
98
+ // local updating actors and components, publish local state to remotes
99
+ private localRelevantNetObjectsInSession: Set<INetObject> = new Set<INetObject>();
100
+
101
+ // queue of local relevant net objects to be added to the session
102
+ private addToSessionQueue: Map<INetObject, boolean> = new Map<INetObject, boolean>();
103
+
104
+ // queue of local relevant net objects to be deleted from the session
105
+ private deleteFromSessionQueue: Map<INetObject, boolean> = new Map<INetObject, boolean>();
106
+
107
+ // objects added to the networld before the game session is set, all considered local
108
+ private pendingNetObjects: Set<INetObject> = new Set<INetObject>();
109
+
110
+ // collection of all historical clients in the session, some of them may have left already
111
+ private sessionClients: Record<ClientId, ClientState> = {};
112
+
113
+ // cache of last replicated state, used for skipping redundant updates
114
+ private lastReplicatedStates: Map<NetId, object> = new Map<NetId, object>();
115
+
116
+ // net id collection of all the remote objects being created
117
+ private remoteObjectCreationRequests: Set<NetId> = new Set<NetId>();
118
+
119
+ // Heartbeat timer properties
120
+ private heartbeatTimer: NodeJS.Timeout | null = null;
121
+ private pingTimer: NodeJS.Timeout | null = null;
122
+
123
+ private statEnabled: boolean = false;
124
+ private statsUIElement: UIElement | null = null;
125
+
126
+ private netStats: NetStats = {
127
+ numLocalObjects: 0,
128
+ numRemoteObjects: 0,
129
+ numLocalRelevantObjects: 0,
130
+ numLocalUpdatingObjects: 0,
131
+ numRemoteUpdatingObjects: 0,
132
+ numClientsInSession: 0,
133
+ inClientPing: 0,
134
+ crossClientPing: 0,
135
+ };
136
+
137
+ public static isVectorNearlyEqual(v1: [number, number, number], v2: [number, number, number], epsilon: number = 0.1): boolean {
138
+ return Math.abs(v1[0] - v2[0]) < epsilon &&
139
+ Math.abs(v1[1] - v2[1]) < epsilon &&
140
+ Math.abs(v1[2] - v2[2]) < epsilon;
141
+ }
142
+
143
+ public static isNumberNearlyEqual(v1: number, v2: number, epsilon: number = 0.1): boolean {
144
+ return Math.abs(v1 - v2) < epsilon;
145
+ }
146
+
147
+ public static getDeviceId(): DeviceId {
148
+ let deviceId = localStorage.getItem('genesysDeviceId');
149
+ if (!deviceId) {
150
+ deviceId = `Device'${shortUUID()}'`;
151
+ localStorage.setItem('genesysDeviceId', deviceId);
152
+ }
153
+ return deviceId;
154
+ }
155
+
156
+ constructor(readonly world: World, readonly gameId: string) {
157
+ super();
158
+ console.log(`Created NetWorld with gameId: ${gameId} and clientId: ${this.clientId}`);
159
+ }
160
+
161
+ public async tick(deltaTime: number): Promise<void> {
162
+ if (!this.gameSession) {
163
+ return;
164
+ }
165
+
166
+ for (const object of this.localNetObjects.values()) {
167
+ if (object.isNetRelevant()) {
168
+ // add relevant objects to the session
169
+ this.deleteFromSessionQueue.delete(object);
170
+ if (this.localRelevantNetObjectsInSession.has(object) || this.addToSessionQueue.has(object)) {
171
+ continue;
172
+ }
173
+ this.addToSessionQueue.set(object, false);
174
+ } else {
175
+ // remove irrelevant objects from the session
176
+ this.addToSessionQueue.delete(object);
177
+ if (!this.localRelevantNetObjectsInSession.has(object) || this.deleteFromSessionQueue.has(object)) {
178
+ continue;
179
+ }
180
+ this.deleteFromSessionQueue.set(object, false);
181
+ }
182
+ }
183
+
184
+ // tick pending adds - batch them for better performance
185
+ const objectsToAdd: Record<NetId, string> = {};
186
+ const addingObjects: INetObject[] = [];
187
+ for (const [object, adding] of this.addToSessionQueue) {
188
+ if (adding) {
189
+ continue;
190
+ }
191
+ this.addToSessionQueue.set(object, true);
192
+ let constructionDataString: string = '';
193
+ if (object instanceof Actor) {
194
+ const constructionData = object.getNetConstructionData();
195
+ if (!constructionData) {
196
+ throw new Error(`Relevant actor ${object} must return valid construction data to be added to the session`);
197
+ }
198
+ constructionDataString = JSON.stringify(constructionData);
199
+ } else {
200
+ // for non-actor net objects, use empty construction data to indicate that
201
+ // this object should not be manually constructed by the net world
202
+ // this is normally a component which will be created as part of the owning actor
203
+ constructionDataString = '';
204
+ }
205
+ const netId = this.getNetId(object);
206
+ objectsToAdd[netId] = constructionDataString;
207
+ addingObjects.push(object);
208
+ }
209
+
210
+ if (Object.keys(objectsToAdd).length > 0) {
211
+ console.log(`Adding ${Object.keys(objectsToAdd).length} local relevant actors to session`);
212
+ if (await this.gameSession.addObjects(objectsToAdd)) {
213
+ for (const object of addingObjects) {
214
+ const netId = this.getNetId(object);
215
+ this.localRelevantNetObjectsInSession.add(object);
216
+ this.addToSessionQueue.delete(object);
217
+ console.log(`Added local relevant actor to session with netId: ${netId}`, object);
218
+ }
219
+ } else {
220
+ for (const object of addingObjects) {
221
+ const netId = this.getNetId(object);
222
+ this.addToSessionQueue.set(object, false);
223
+ console.error(`Failed to add local relevant actor to session with netId: ${netId}`, object);
224
+ }
225
+ }
226
+ }
227
+
228
+ // tick pending deletes - batch them for better performance
229
+ const objectIdsToDelete: NetId[] = [];
230
+ const deletingObjects: INetObject[] = [];
231
+ for (const [object, deleting] of this.deleteFromSessionQueue) {
232
+ if (deleting) {
233
+ continue;
234
+ }
235
+ this.deleteFromSessionQueue.set(object, true);
236
+ const netId = this.getNetId(object);
237
+ objectIdsToDelete.push(netId);
238
+ deletingObjects.push(object);
239
+ }
240
+
241
+ if (objectIdsToDelete.length > 0) {
242
+ console.log(`Removing ${objectIdsToDelete.length} local relevant actors from session`);
243
+ if (await this.gameSession.deleteObjects(objectIdsToDelete)) {
244
+ for (const object of deletingObjects) {
245
+ const netId = this.getNetId(object);
246
+ this.localRelevantNetObjectsInSession.delete(object);
247
+ this.deleteFromSessionQueue.delete(object);
248
+ console.log(`Removed local relevant actor from session with netId: ${netId}`, object);
249
+ }
250
+ } else {
251
+ for (const object of deletingObjects) {
252
+ const netId = this.getNetId(object);
253
+ this.deleteFromSessionQueue.set(object, false);
254
+ console.error(`Failed to remove local relevant actor from session with netId: ${netId}`, object);
255
+ }
256
+ }
257
+ }
258
+
259
+ const pendingDeletes: Actor[] = [];
260
+ for (const [netId, record] of this.remoteNetObjects) {
261
+ if (!(record.object instanceof Actor)) {
262
+ continue;
263
+ }
264
+ const { clientId } = parseNetId(netId);
265
+ if (this.isClientInactive(clientId)) {
266
+ console.log(`Removing remote object ${netId} because its client is inactive`, record.object);
267
+ pendingDeletes.push(record.object);
268
+ }
269
+ }
270
+
271
+ for (const netObject of pendingDeletes) {
272
+ this.world.removeActors(netObject);
273
+ }
274
+
275
+ // batch update operations for better performance
276
+ const objectsToUpdate: Record<string, string> = {};
277
+ for (const netObject of this.localRelevantNetObjectsInSession) {
278
+ if (this.deleteFromSessionQueue.has(netObject)) {
279
+ continue;
280
+ }
281
+ const netId = this.getNetId(netObject);
282
+ const dynamicState = netObject.getNetDynamicState(this.lastReplicatedStates.get(netId) ?? null);
283
+ if (!dynamicState) {
284
+ continue;
285
+ }
286
+ objectsToUpdate[netId] = JSON.stringify(dynamicState);
287
+ }
288
+
289
+ if (Object.keys(objectsToUpdate).length > 0) {
290
+ this.gameSession.updateObjects(objectsToUpdate).then((success) => {
291
+ if (!success) {
292
+ // clear the replicated state if the update failed
293
+ for (const netId of Object.keys(objectsToUpdate)) {
294
+ this.lastReplicatedStates.delete(netId);
295
+ }
296
+ }
297
+ });
298
+ // optistically marking the state as replicated until proven otherwise
299
+ for (const [netId, dynamicState] of Object.entries(objectsToUpdate)) {
300
+ this.lastReplicatedStates.set(netId, JSON.parse(dynamicState));
301
+ }
302
+ }
303
+
304
+ if (this.statEnabled) {
305
+ this.netStats.numLocalObjects = this.localNetObjects.size;
306
+ this.netStats.numRemoteObjects = this.remoteNetObjects.size;
307
+ this.netStats.numLocalRelevantObjects = this.localRelevantNetObjectsInSession.size;
308
+ this.netStats.numLocalUpdatingObjects = Object.keys(objectsToUpdate).length;
309
+ this.netStats.numClientsInSession = Object.keys(this.sessionClients).length;
310
+
311
+ this.updateStatsUI();
312
+
313
+ this.netStats.numRemoteUpdatingObjects = 0;
314
+ }
315
+ }
316
+
317
+ /**
318
+ * Gets the game session manager
319
+ * @returns The game session manager
320
+ */
321
+ public getGameSessionManager(): IGameSessionManager | null {
322
+ return this.gameSessionManager;
323
+ }
324
+
325
+ /**
326
+ * Gets the game session
327
+ * @returns The game session
328
+ */
329
+ public getGameSession(): IGameSession | null {
330
+ return this.gameSession;
331
+ }
332
+
333
+ /**
334
+ * Sets the game session manager
335
+ * @param gameSessionManager - The game session manager
336
+ * @returns The NetWorld
337
+ */
338
+ public setGameSessionManager(gameSessionManager: IGameSessionManager): this {
339
+ if (this.gameSessionManager) {
340
+ throw new Error('Game session manager already set');
341
+ }
342
+ this.gameSessionManager = gameSessionManager;
343
+ console.log('Set game session manager to:', this.gameSessionManager);
344
+ return this;
345
+ }
346
+
347
+ /**
348
+ * Creates a game session
349
+ * @param sessionName - The name of the session
350
+ * @returns The game session
351
+ */
352
+ public async createSession(sessionName: string | undefined): Promise<IGameSession> {
353
+ if (!this.gameSessionManager) {
354
+ throw new Error('Game session manager not set');
355
+ }
356
+ if (this.gameSession) {
357
+ throw new Error('Game session already exists');
358
+ }
359
+ this.gameSession = await this.gameSessionManager.createSession(this.gameId, sessionName);
360
+ console.log('Created game session:', this.gameSession);
361
+ this.onGameSessionSet();
362
+ return this.gameSession;
363
+ }
364
+
365
+ /**
366
+ * Lists all game sessions
367
+ * @returns The game sessions
368
+ */
369
+ public async listSessions(): Promise<GameSessionDescription[]> {
370
+ if (!this.gameSessionManager) {
371
+ throw new Error('Game session manager not set');
372
+ }
373
+ const sessions = await this.gameSessionManager.listSessions(this.gameId);
374
+ console.log('Listed game sessions:', sessions);
375
+ return sessions;
376
+ }
377
+
378
+ /**
379
+ * Joins a game session
380
+ * @param sessionId - The id of the session
381
+ * @returns The game session
382
+ */
383
+ public async joinSession(sessionId: string): Promise<IGameSession> {
384
+ if (!this.gameSessionManager) {
385
+ throw new Error('Game session manager not set');
386
+ }
387
+ if (this.gameSession) {
388
+ throw new Error('Game session already exists');
389
+ }
390
+ this.gameSession = await this.gameSessionManager.joinSession(this.gameId, sessionId);
391
+ console.log('Joined game session:', this.gameSession);
392
+ this.onGameSessionSet();
393
+ return this.gameSession;
394
+ }
395
+
396
+ /**
397
+ * Joins the first session in a given world
398
+ * @returns The game session
399
+ */
400
+ public async joinFirstSession(): Promise<IGameSession> {
401
+ if (!this.gameSessionManager) {
402
+ throw new Error('Game session manager not set');
403
+ }
404
+ const sessions = await this.gameSessionManager.listSessions(this.gameId);
405
+ if (sessions.length === 0) {
406
+ throw new Error('No sessions found');
407
+ }
408
+ return this.joinSession(sessions[0].sessionId);
409
+ }
410
+
411
+ /**
412
+ * Adds a net object to the world
413
+ * This can either be called by a locally spwaned object or one replicated from other clients
414
+ * @param netObject - The net object
415
+ */
416
+ public addNetObject(netObject: INetObject): void {
417
+ if (!this.gameSession) {
418
+ this.pendingNetObjects.add(netObject);
419
+ return;
420
+ }
421
+ const deviceId = netObject.getNetDeviceId();
422
+ const clientId = netObject.getNetClientId();
423
+ const objectId = netObject.getNetObjectId();
424
+ const isLocal = clientId === this.clientId;
425
+ const netId = makeNetId({ deviceId, clientId, objectId });
426
+ if (isLocal) {
427
+ if (this.localNetObjects.has(netId)) {
428
+ throw new Error(`Local net object ${netId} already exists`);
429
+ }
430
+ this.localNetObjects.set(netId, netObject);
431
+ // console.log(`Added local net object ${netId}:`, netObject);
432
+ } else {
433
+ if (this.remoteNetObjects.has(netId)) {
434
+ throw new Error(`Remote net object ${netId} already exists`);
435
+ }
436
+ this.remoteNetObjects.set(netId, {
437
+ object: netObject,
438
+ remoteLastUpdatedTime: null,
439
+ localLastUpdatedTime: Date.now()
440
+ });
441
+ console.log(`Added remote net object ${netId}:`, netObject);
442
+ }
443
+ this.setNetId(netObject, netId);
444
+ }
445
+
446
+ /**
447
+ * Removes a net object from the world
448
+ * This can either be called by a locally spwaned object or one replicated from other clients
449
+ * @param netObject - The net object
450
+ */
451
+ public removeNetObject(netObject: INetObject): void {
452
+ if (this.pendingNetObjects.has(netObject)) {
453
+ this.pendingNetObjects.delete(netObject);
454
+ return;
455
+ }
456
+ if (!this.gameSession) {
457
+ return;
458
+ }
459
+ const netId = this.getNetId(netObject);
460
+ if (this.localNetObjects.delete(netId)) {
461
+ // console.log(`Removed local net object ${netId}:`, netObject);
462
+ }
463
+ if (this.remoteNetObjects.delete(netId)) {
464
+ console.log(`Removed remote net object ${netId}:`, netObject);
465
+ }
466
+ if (this.localRelevantNetObjectsInSession.delete(netObject)) {
467
+ this.deleteFromSessionQueue.set(netObject, false);
468
+ }
469
+ }
470
+
471
+ //====================================================================================================
472
+
473
+ private async onGameSessionSet(): Promise<void> {
474
+ for (const netObject of this.pendingNetObjects) {
475
+ this.addNetObject(netObject);
476
+ }
477
+ this.pendingNetObjects.clear();
478
+ const session = this.gameSession!;
479
+ session.onObjectsUpdated.add(this.onObjectsUpdated.bind(this));
480
+ session.onObjectsDeleted.add(this.onObjectsDeleted.bind(this));
481
+
482
+ // send heartbeat so myself is added as a client
483
+ await this.sendHeartbeat();
484
+
485
+ // get all existing clients in the session
486
+ this.sessionClients = await session.getClients();
487
+
488
+ // list and add all objects in the session (conditionally)
489
+ const objects = await session.listObjects();
490
+ this.onObjectsUpdated(objects);
491
+
492
+ this.world.consoleManager.addCommandHandler(this);
493
+
494
+ // add the ping object
495
+ const pingNetId = makeNetId({ deviceId: NetWorld.getDeviceId(), clientId: this.clientId, objectId: PingObjectId });
496
+ session.addObjects({
497
+ [pingNetId]: ''
498
+ });
499
+
500
+ // start timers
501
+ this.startTimer();
502
+ }
503
+
504
+ /*
505
+ * Called when local/remote objects are updated in the session
506
+ */
507
+ private async onObjectsUpdated(objects: Record<NetId, ObjectDynamicState>): Promise<void> {
508
+ const missingRemoteObjects: NetId[] = [];
509
+
510
+ for (const [netId, data] of Object.entries(objects)) {
511
+ if (netId.includes(PingObjectId)) {
512
+ this.handlePing(netId, data);
513
+ continue;
514
+ }
515
+ const { clientId } = parseNetId(netId);
516
+ if (clientId === this.clientId) {
517
+ if (data.dynamicState) {
518
+ const localObject = this.localNetObjects.get(netId);
519
+ if (localObject && localObject.consumeLocalDynamicState()) {
520
+ localObject.setNetDynamicState(JSON.parse(data.dynamicState));
521
+ }
522
+ }
523
+ continue;
524
+ }
525
+
526
+ this.netStats.numRemoteUpdatingObjects += 1;
527
+
528
+ // For remote objects, check if we have the object
529
+ const record = this.remoteNetObjects.get(netId);
530
+ if (record) {
531
+ // Update existing object
532
+ record.remoteLastUpdatedTime = data.lastUpdatedTime;
533
+ record.localLastUpdatedTime = Date.now();
534
+ if (data.dynamicState) {
535
+ try {
536
+ record.object.setNetDynamicState(JSON.parse(data.dynamicState));
537
+ } catch (error) {
538
+ console.error('Error setting dynamic state:', error);
539
+ }
540
+ }
541
+ } else if (!this.remoteObjectCreationRequests.has(netId)) {
542
+ if (!this.isClientInactive(clientId)) {
543
+ // Object not found, need to fetch construction data
544
+ missingRemoteObjects.push(netId);
545
+ }
546
+ }
547
+ }
548
+
549
+ // Fetch construction data for missing objects
550
+ if (missingRemoteObjects.length > 0 && this.gameSession) {
551
+ try {
552
+ const fullObjects = await this.gameSession.getObjects(missingRemoteObjects);
553
+ for (const [netId, objectState] of Object.entries(fullObjects)) {
554
+ if (objectState && objectState.constructionData && !this.remoteNetObjects.has(netId) && !this.remoteObjectCreationRequests.has(netId)) {
555
+ const { clientId, deviceId } = parseNetId(netId);
556
+ try {
557
+ // todo: support prefabs
558
+ this.remoteObjectCreationRequests.add(netId);
559
+ const constructedActor = await WorldSerializer.loadActor(JSON.parse(objectState.constructionData), {});
560
+ if (!constructedActor) {
561
+ console.error(`Failed to construct remote actor ${netId}`);
562
+ this.remoteObjectCreationRequests.delete(netId);
563
+ continue;
564
+ }
565
+ constructedActor.setRemoteNetClientId(clientId);
566
+ constructedActor.setRemoteNetDeviceId(deviceId);
567
+ this.world.addActors(constructedActor);
568
+ console.log(`Spawned remote actor ${netId}:`, constructedActor);
569
+
570
+ // Apply the dynamic state if available
571
+ if (objectState.dynamicState) {
572
+ try {
573
+ constructedActor.setNetDynamicState(JSON.parse(objectState.dynamicState));
574
+ } catch (error) {
575
+ console.error('Error setting initial dynamic state:', error);
576
+ }
577
+ }
578
+ } catch (error) {
579
+ console.error('Error constructing actor:', error);
580
+ } finally {
581
+ this.remoteObjectCreationRequests.delete(netId);
582
+ }
583
+ }
584
+ }
585
+ } catch (error) {
586
+ console.error('Error fetching missing objects:', error);
587
+ }
588
+ }
589
+ }
590
+
591
+ /*
592
+ * Called when local/remote objects are deleted in the session
593
+ */
594
+ private onObjectsDeleted(netIds: NetId[]): void {
595
+ for (const netId of netIds) {
596
+ console.log(`onObjectDeleted: ${netId}`);
597
+ const { clientId } = parseNetId(netId);
598
+ if (clientId === this.clientId) {
599
+ // ignore local objects
600
+ continue;
601
+ }
602
+ const remoteObject = this.remoteNetObjects.get(netId)?.object;
603
+ if (remoteObject instanceof Actor) {
604
+ this.world.removeActors(remoteObject);
605
+ }
606
+ }
607
+ }
608
+
609
+ /**
610
+ * Start the heartbeat timer
611
+ */
612
+ private startTimer(): void {
613
+ if (!this.heartbeatTimer) {
614
+ console.log(`Starting heartbeat timer with interval: ${NET_HEARTBEAT_INTERVAL_SEC} sec`);
615
+ this.heartbeatTimer = setInterval(() => {
616
+ this.sendHeartbeat();
617
+ }, NET_HEARTBEAT_INTERVAL_SEC * 1000);
618
+
619
+ // Send initial heartbeat immediately
620
+ this.sendHeartbeat();
621
+ }
622
+
623
+ if (!this.pingTimer) {
624
+ console.log(`Starting ping timer with interval: ${NET_PING_INTERVAL_SEC} sec`);
625
+ this.pingTimer = setInterval(() => {
626
+ this.sendPing();
627
+ }, NET_PING_INTERVAL_SEC * 1000);
628
+ }
629
+ }
630
+
631
+ /**
632
+ * Send a heartbeat to the server
633
+ */
634
+ private async sendHeartbeat(): Promise<void> {
635
+ if (!this.gameSession) {
636
+ return;
637
+ }
638
+
639
+ try {
640
+ const isHealthy = await this.gameSession.clientHeartBeat(this.clientId);
641
+ if (!isHealthy) {
642
+ console.warn(`Heartbeat failed for client ${this.clientId}`);
643
+ }
644
+ } catch (error) {
645
+ console.error('Error sending heartbeat:', error);
646
+ }
647
+
648
+ try {
649
+ this.sessionClients = await this.gameSession.getClients();
650
+ } catch (error) {
651
+ console.error('Error getting clients:', error);
652
+ }
653
+ }
654
+
655
+ private handlePing(netId: NetId, data: ObjectDynamicState): void {
656
+ if (!data.dynamicState) {
657
+ return;
658
+ }
659
+ const { clientId, deviceId } = parseNetId(netId);
660
+ const parsedData = JSON.parse(data.dynamicState);
661
+ if (clientId === this.clientId) {
662
+ this.netStats.inClientPing = Date.now() - parsedData.timestamp;
663
+ return;
664
+ } else if (deviceId === NetWorld.getDeviceId()) {
665
+ this.netStats.crossClientPing = Date.now() - parsedData.timestamp;
666
+ return;
667
+ }
668
+ }
669
+
670
+ private sendPing(): void {
671
+ if (!this.gameSession) {
672
+ return;
673
+ }
674
+ const pingNetId = makeNetId({ deviceId: NetWorld.getDeviceId(), clientId: this.clientId, objectId: PingObjectId });
675
+ this.gameSession.updateObjects({
676
+ [pingNetId]: JSON.stringify({
677
+ timestamp: Date.now(),
678
+ })
679
+ });
680
+ }
681
+
682
+ @ConsoleCommand('dumpnetobjects', 'Dump all net objects to console')
683
+ private dumpNetObjects(): boolean {
684
+ const localRelevantObjects: NetId[] = [];
685
+ const localIrrelevantObjects: NetId[] = [];
686
+
687
+ for (const [netId, object] of this.localNetObjects.entries()) {
688
+ if (this.localRelevantNetObjectsInSession.has(object)) {
689
+ localRelevantObjects.push(netId);
690
+ } else {
691
+ localIrrelevantObjects.push(netId);
692
+ }
693
+ }
694
+ const remoteObjects = Array.from(this.remoteNetObjects.keys());
695
+ console.log(JSON.stringify({ localRelevantObjects, localIrrelevantObjects, remoteObjects }, null, 2));
696
+ return true;
697
+ }
698
+
699
+ @ConsoleCommand('setmemorysession', 'Set memory session manager')
700
+ private setMemorySessionManager(): boolean {
701
+ this.setGameSessionManager(new MemoryGameSessionManager());
702
+ return true;
703
+ }
704
+
705
+ @ConsoleCommand('setwebsocketsession', 'Set WebSocket session manager (usage: setwebsocketsession [url])')
706
+ private setWebSocketSessionManager(url: string = 'ws://localhost:8080'): boolean {
707
+ this.setGameSessionManager(new WebSocketGameSessionManager(url));
708
+ return true;
709
+ }
710
+
711
+ @ConsoleCommand('joinorcreatewebsocket', 'Join or create WebSocket session (usage: joinorcreatewebsocket [url])')
712
+ private joinOrCreateWebSocketSession(url: string = 'ws://localhost:8080'): boolean {
713
+ this.setGameSessionManager(new WebSocketGameSessionManager(url));
714
+ this.listSessions().then((sessions) => {
715
+ if (sessions.length > 0) {
716
+ this.joinSession(sessions[0].sessionId);
717
+ } else {
718
+ this.createSession('default');
719
+ }
720
+ });
721
+ return true;
722
+ }
723
+
724
+ @ConsoleCommand('createsession', 'Create a new session (usage: createsession [name])')
725
+ private createSessionCommand(sessionName: string = 'default'): boolean {
726
+ this.createSession(sessionName);
727
+ return true;
728
+ }
729
+
730
+ @ConsoleCommand('joinsession', 'Join a session by ID (usage: joinsession <sessionId>)')
731
+ private joinSessionCommand(sessionId: string): boolean {
732
+ this.joinSession(sessionId);
733
+ return true;
734
+ }
735
+
736
+ @ConsoleCommand('joinfirstsession', 'Join the first available session')
737
+ private joinFirstSessionCommand(): boolean {
738
+ this.joinFirstSession();
739
+ return true;
740
+ }
741
+
742
+ @ConsoleCommand('listsessions', 'List all available sessions')
743
+ private listSessionsCommand(): boolean {
744
+ this.listSessions();
745
+ return true;
746
+ }
747
+
748
+ private setNetId(netObject: INetObject, netId: NetId): void {
749
+ const obj = netObject as any;
750
+ const id = obj[NetIdKey];
751
+ if (id) {
752
+ throw new Error(`Net object ${netObject} already has a net id: ${id}`);
753
+ }
754
+ obj[NetIdKey] = netId;
755
+ }
756
+
757
+ private getNetId(netObject: INetObject): NetId {
758
+ const obj = netObject as any;
759
+ const id = obj[NetIdKey];
760
+ if (!id) {
761
+ throw new Error(`Net object ${netObject} does not have a net id`);
762
+ }
763
+ return id;
764
+ }
765
+
766
+ @ConsoleCommand('togglemovementprediction', 'Toggle movement prediction (usage: togglemovementprediction <true | false>)')
767
+ private toggleMovementPrediction(flag: string): string {
768
+ NetMovementPredictor.PredictionEnabled = (flag === 'true' || flag === '1');
769
+ return `Movement prediction ${NetMovementPredictor.PredictionEnabled ? 'enabled' : 'disabled'}`;
770
+ }
771
+
772
+ @ConsoleCommand('setmovementlerpalpha', 'Set movement prediction lerp alpha (usage: setmovementlerpalpha <value>)')
773
+ private setMovementLerpAlpha(alpha: string): string {
774
+ const alphaValue = parseFloat(alpha);
775
+ if (isNaN(alphaValue)) {
776
+ return `Invalid alpha value: ${alpha}`;
777
+ }
778
+ NetMovementPredictor.LerpAlpha = alphaValue;
779
+ return `Movement prediction lerp alpha set to ${alphaValue}`;
780
+ }
781
+
782
+ @ConsoleCommand('stat', 'Toggle network statistics display (usage: stat net)')
783
+ private stat(name: string): string | null {
784
+ if (name.toLocaleLowerCase() === 'net') {
785
+ this.statEnabled = !this.statEnabled;
786
+ if (this.statEnabled) {
787
+ this.createStatsUI();
788
+ } else {
789
+ this.destroyStatsUI();
790
+ }
791
+ return `Net stat ${this.statEnabled ? 'enabled' : 'disabled'}`;
792
+ }
793
+ return null;
794
+ }
795
+
796
+ private createStatsUI(): void {
797
+ if (this.statsUIElement) {
798
+ return; // Already created
799
+ }
800
+
801
+ this.statsUIElement = this.world.uiManager.createElement('net-stats', {
802
+ className: 'net-stats-container',
803
+ style: {
804
+ position: 'absolute',
805
+ top: '100px',
806
+ left: '10px',
807
+ padding: '12px',
808
+ backgroundColor: 'rgba(0, 0, 0, 0.8)',
809
+ color: '#00ff00',
810
+ fontFamily: 'monospace',
811
+ fontSize: '16px',
812
+ borderRadius: '4px',
813
+ border: '1px solid #444',
814
+ zIndex: '1000',
815
+ minWidth: '200px',
816
+ lineHeight: '1.4'
817
+ }
818
+ });
819
+
820
+ // Set initial content
821
+ this.updateStatsUI();
822
+ }
823
+
824
+ private destroyStatsUI(): void {
825
+ if (this.statsUIElement) {
826
+ this.statsUIElement.remove();
827
+ this.statsUIElement = null;
828
+ }
829
+ }
830
+
831
+ private updateStatsUI(): void {
832
+ if (!this.statsUIElement) {
833
+ return;
834
+ }
835
+
836
+ const html = `
837
+ <div style="font-weight: bold; color: #ffffff; margin-bottom: 8px; border-bottom: 1px solid #444; padding-bottom: 4px;">
838
+ 📊 Network Statistics
839
+ </div>
840
+ <div style="margin-bottom: 4px;">
841
+ <span style="color: #ffaa00;">Local Objects:</span> ${this.netStats.numLocalObjects}
842
+ </div>
843
+ <div style="margin-bottom: 4px;">
844
+ <span style="color: #ffaa00;">Remote Objects:</span> ${this.netStats.numRemoteObjects}
845
+ </div>
846
+ <div style="margin-bottom: 4px;">
847
+ <span style="color: #ffaa00;">Local Relevant Objects:</span> ${this.netStats.numLocalRelevantObjects}
848
+ </div>
849
+ <div style="margin-bottom: 4px;">
850
+ <span style="color: #ffaa00;">Local Updating Objects:</span> ${this.netStats.numLocalUpdatingObjects}
851
+ </div>
852
+ <div style="margin-bottom: 4px;">
853
+ <span style="color: #ffaa00;">Remote Updating Objects:</span> ${this.netStats.numRemoteUpdatingObjects}
854
+ </div>
855
+ <div style="margin-bottom: 4px;">
856
+ <span style="color: #ffaa00;">Clients in Session:</span> ${this.netStats.numClientsInSession}
857
+ </div>
858
+ <div style="margin-bottom: 4px;">
859
+ <span style="color: #ffaa00;">In-Client Ping:</span> ${this.netStats.inClientPing.toFixed(1)} ms
860
+ </div>
861
+ <div style="margin-bottom: 4px;">
862
+ <span style="color: #ffaa00;">Cross-Client Ping:</span> ${this.netStats.crossClientPing.toFixed(1)} ms
863
+ </div>
864
+ <div style="margin-bottom: 4px;">
865
+ <span style="color: #ffaa00;">Movement Prediction Enabled:</span> ${NetMovementPredictor.PredictionEnabled}
866
+ </div>
867
+ <div style="margin-bottom: 4px;">
868
+ <span style="color: #ffaa00;">Movement Lerp Alpha:</span> ${NetMovementPredictor.LerpAlpha}
869
+ </div>
870
+ <div style="margin-top: 8px; font-size: 16px; color: #888;">
871
+ Session Manager: ${this.gameSessionManager?.getName()}<br/>
872
+ Device ID: ${NetWorld.getDeviceId()}<br/>
873
+ Game ID: ${this.gameId}<br/>
874
+ Session ID: ${this.gameSession?.getDescription().sessionId}<br/>
875
+ Client ID: ${this.clientId}<br/>
876
+ </div>
877
+ `;
878
+
879
+ this.statsUIElement.setHTML(html);
880
+ }
881
+
882
+ protected override doBeginPlay() {
883
+ this.world.consoleManager.addCommandHandler(this);
884
+ }
885
+
886
+ protected override doEndPlay() {
887
+ this.gameSessionManager = null;
888
+ this.gameSession = null;
889
+ this.localNetObjects.clear();
890
+ this.remoteNetObjects.clear();
891
+ this.localRelevantNetObjectsInSession.clear();
892
+ this.addToSessionQueue.clear();
893
+ this.deleteFromSessionQueue.clear();
894
+ this.pendingNetObjects.clear();
895
+ this.sessionClients = {};
896
+ this.lastReplicatedStates.clear();
897
+ this.remoteObjectCreationRequests.clear();
898
+
899
+ this.destroyStatsUI();
900
+ this.world.consoleManager.removeCommandHandler(this);
901
+
902
+ if (this.heartbeatTimer) {
903
+ clearInterval(this.heartbeatTimer);
904
+ this.heartbeatTimer = null;
905
+ }
906
+
907
+ if (this.pingTimer) {
908
+ clearInterval(this.pingTimer);
909
+ this.pingTimer = null;
910
+ }
911
+ }
912
+
913
+ private isClientInactive(clientId: ClientId): boolean {
914
+ const client = this.sessionClients[clientId];
915
+ if (!client) {
916
+ return false;
917
+ }
918
+ return Date.now() - client.lastHeartBeatTime > NET_OBJECT_TTL_SEC * 1000;
919
+ }
920
+ }