@genex-ai/cli-demo 0.30.0 → 0.32.0
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.
package/dist/index.js
CHANGED
|
@@ -1299,7 +1299,11 @@ async function pushSource(cwd, ctx, log) {
|
|
|
1299
1299
|
}
|
|
1300
1300
|
const commit = (await run("git", ["commit-tree", tree, "-m", "source"], { ...base, ...ident })).out.trim();
|
|
1301
1301
|
await run("git", ["update-ref", "refs/heads/main", commit], base);
|
|
1302
|
-
const push = await run(
|
|
1302
|
+
const push = await run(
|
|
1303
|
+
"git",
|
|
1304
|
+
["-c", "http.postBuffer=536870912", "push", "-q", pushUrl, "+refs/heads/main:main"],
|
|
1305
|
+
base
|
|
1306
|
+
);
|
|
1303
1307
|
if (push.code === 0) return true;
|
|
1304
1308
|
if (!managed) {
|
|
1305
1309
|
log.error(
|
package/package.json
CHANGED
|
@@ -34,24 +34,43 @@ body; when you don't you draw the smoothed stream and park the kinematic body on
|
|
|
34
34
|
|
|
35
35
|
```ts
|
|
36
36
|
import RAPIER from "@dimforge/rapier3d-compat";
|
|
37
|
-
|
|
38
|
-
|
|
37
|
+
const r2 = (n: number) => Math.round(n * 100) / 100;
|
|
38
|
+
interface BallState { x: number; y: number; z: number; q?: number[]; vx?: number; vy?: number; vz?: number }
|
|
39
|
+
|
|
40
|
+
// Proxy body: kinematic to start (owned by nobody, or by someone else). `excludeCharacterRay` keeps the
|
|
41
|
+
// character's GROUND query from treating it as walkable, so players can't stand on / ride the ball (the
|
|
42
|
+
// solver collision that drives claim-by-bump + the shove is unaffected).
|
|
43
|
+
const body = physics.createBody({
|
|
44
|
+
type: "kinematicPosition", position: [x, y, z], ccd: true,
|
|
45
|
+
userData: { controller: { excludeCharacterRay: true } },
|
|
46
|
+
});
|
|
39
47
|
ballCollider(physics.world, body, RADIUS, { friction: 0.5, restitution: 0.35, density: 0.6 });
|
|
40
48
|
let wasTouching = false, wasMine = false, claimCd = 0;
|
|
49
|
+
const MAX_SPEED = 24;
|
|
50
|
+
|
|
51
|
+
// The host seeds the canonical spawn ONCE so the object exists on `objects` for late joiners.
|
|
52
|
+
function ensureInit() {
|
|
53
|
+
if (room.isHost && room.objects.get("ball") === undefined) {
|
|
54
|
+
room.objects.claim("ball");
|
|
55
|
+
room.objects.set("ball", { x, y, z, q: [0, 0, 0, 1], vx: 0, vy: 0, vz: 0 });
|
|
56
|
+
}
|
|
57
|
+
}
|
|
41
58
|
|
|
42
59
|
// Per-frame, BEFORE physics.step (so the kinematic proxy is in place for the character to hit it):
|
|
43
60
|
function updateBall(dt: number) {
|
|
44
|
-
let v = room.objects.get("ball");
|
|
61
|
+
let v = room.objects.get<BallState>("ball");
|
|
45
62
|
let mine = !!v?.isMine;
|
|
46
63
|
|
|
47
|
-
// Rising-EDGE claim: sustained contact yields NO new rising edge, so ONE owner holds it
|
|
48
|
-
//
|
|
49
|
-
|
|
64
|
+
// Rising-EDGE claim: sustained contact yields NO new rising edge, so ONE owner holds it (no per-frame
|
|
65
|
+
// ownership ping-pong). A short cooldown throttles a steal-war. Use HORIZONTAL distance — the feet sit
|
|
66
|
+
// at ground level while the ball centre is at y≈RADIUS, so a 3D distance would eat into your reach.
|
|
67
|
+
const dx = ballMesh.position.x - feet.x, dz = ballMesh.position.z - feet.z;
|
|
68
|
+
const touching = onFoot && Math.hypot(dx, dz) < RADIUS + REACH;
|
|
50
69
|
if (claimCd > 0) claimCd -= dt;
|
|
51
70
|
if (touching && !wasTouching && !mine && claimCd <= 0) {
|
|
52
71
|
room.objects.claim("ball"); // optimistic: isMine flips true locally THIS frame
|
|
53
72
|
claimCd = 0.25;
|
|
54
|
-
v = room.objects.get("ball"); mine = !!v?.isMine;
|
|
73
|
+
v = room.objects.get<BallState>("ball"); mine = !!v?.isMine;
|
|
55
74
|
}
|
|
56
75
|
wasTouching = touching;
|
|
57
76
|
|
|
@@ -67,22 +86,37 @@ function updateBall(dt: number) {
|
|
|
67
86
|
wasMine = mine;
|
|
68
87
|
|
|
69
88
|
if (mine) {
|
|
89
|
+
// Cap the owned body's speed: CCD stops single-step tunnelling, the cap stops runaway speed
|
|
90
|
+
// (a hard shove into a wall) from flinging the ball across the map.
|
|
91
|
+
const lv = body.linvel(), sp = Math.hypot(lv.x, lv.y, lv.z);
|
|
92
|
+
if (sp > MAX_SPEED) { const k = MAX_SPEED / sp; body.setLinvel({ x: lv.x * k, y: lv.y * k, z: lv.z * k }, true); }
|
|
70
93
|
ballMesh.position.copy(body.translation()); // draw the dynamic body I simulate
|
|
71
94
|
ballMesh.quaternion.copy(body.rotation());
|
|
72
95
|
} else if (v?.state) {
|
|
73
96
|
ballMesh.position.set(v.state.x, v.state.y, v.state.z); // draw the smoothed stream
|
|
74
97
|
body.setNextKinematicTranslation(ballMesh.position); // keep the proxy on it → I can bump → claim
|
|
98
|
+
if (Array.isArray(v.state.q)) {
|
|
99
|
+
// Rotate the collider too, or a tumbled cube collides as an axis-aligned box and pops on claim.
|
|
100
|
+
ballMesh.quaternion.set(v.state.q[0], v.state.q[1], v.state.q[2], v.state.q[3]);
|
|
101
|
+
body.setNextKinematicRotation({ x: v.state.q[0], y: v.state.q[1], z: v.state.q[2], w: v.state.q[3] });
|
|
102
|
+
}
|
|
75
103
|
}
|
|
76
104
|
}
|
|
77
105
|
|
|
78
|
-
// Owner-gated publish on your fixed tick (30Hz for a fast ball)
|
|
79
|
-
//
|
|
80
|
-
|
|
106
|
+
// Owner-gated publish on your fixed tick (30Hz for a fast ball). Publish MOVED-ONLY + a ~2Hz keepalive —
|
|
107
|
+
// NEVER every tick (a resting owned object republished each tick is the #1 budget-blower; it matters the
|
|
108
|
+
// moment you own more than one prop). Include VELOCITY so the next owner seeds from it without stalling.
|
|
109
|
+
let lastSent = "", lastAt = 0;
|
|
110
|
+
function publishBall() {
|
|
111
|
+
if (!room.objects.get<BallState>("ball")?.isMine) return;
|
|
81
112
|
const t = body.translation(), q = body.rotation(), lv = body.linvel();
|
|
82
|
-
|
|
83
|
-
q: [r2(q.x), r2(q.y), r2(q.z), r2(q.w)], vx: r2(lv.x), vy: r2(lv.y), vz: r2(lv.z) }
|
|
113
|
+
const net = { x: r2(t.x), y: r2(t.y), z: r2(t.z),
|
|
114
|
+
q: [r2(q.x), r2(q.y), r2(q.z), r2(q.w)], vx: r2(lv.x), vy: r2(lv.y), vz: r2(lv.z) };
|
|
115
|
+
const json = JSON.stringify(net), nowMs = Date.now();
|
|
116
|
+
if (json === lastSent && nowMs - lastAt < 500) return; // unchanged + within keepalive window → skip
|
|
117
|
+
lastSent = json; lastAt = nowMs;
|
|
118
|
+
room.objects.set("ball", net);
|
|
84
119
|
}
|
|
85
|
-
const r2 = (v: number) => Math.round(v * 100) / 100;
|
|
86
120
|
```
|
|
87
121
|
|
|
88
122
|
Rules that make it correct:
|
|
@@ -101,6 +135,14 @@ Rules that make it correct:
|
|
|
101
135
|
budget spreads across players instead of funnelling every object through one host's send budget. This
|
|
102
136
|
is why Tier 1 scales to many pushable objects where a host-authoritative fleet (Tier 2) would blow one
|
|
103
137
|
client's rate cap.
|
|
138
|
+
- **Publish moved-only + a low-rate keepalive**, never every tick — a resting owned object republished at
|
|
139
|
+
full rate is the classic budget-blower, and it bites the moment one player owns several props.
|
|
140
|
+
- **Exclude the proxy from the character's ground query** (`userData.controller.excludeCharacterRay`), or
|
|
141
|
+
players stand on the ball/cube and it squirts out from under them the instant they claim it.
|
|
142
|
+
- **Rotate the follower, not just its position** (`setNextKinematicRotation`) — a cube another player
|
|
143
|
+
tumbled otherwise collides as an axis-aligned box (wrong contact) and pops to identity on claim.
|
|
144
|
+
- **Cap the owned body's speed** — CCD stops single-step tunnelling; the cap stops runaway speed (a hard
|
|
145
|
+
shove into a wall) from flinging the object across the map.
|
|
104
146
|
- **Do NOT `registerBody(proxy, mesh)`** — drive the mesh yourself (from the body when you own it, from
|
|
105
147
|
the stream when you don't). Registering it fights the SDK's smoothing on the stream half.
|
|
106
148
|
|