@genex-ai/multiplayer 0.17.1 → 0.17.6
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/PROTOCOL.md +688 -7
- package/README.md +263 -0
- package/dist/authority/fast-udp.d.ts +13 -0
- package/dist/authority/fast-udp.js +52 -0
- package/dist/authority/fast-webtransport.d.ts +45 -0
- package/dist/authority/fast-webtransport.js +124 -0
- package/dist/authority/index.d.ts +2333 -0
- package/dist/authority/index.js +758 -0
- package/dist/authority/module.d.ts +1 -0
- package/dist/authority/module.js +12 -0
- package/dist/bridge-authority.d.ts +100 -0
- package/dist/bridge-authority.global.js +14 -0
- package/dist/bridge-authority.js +286 -0
- package/dist/bridge-core-Dhc73GC8.d.ts +27 -0
- package/dist/bridge.d.ts +26 -20
- package/dist/bridge.global.js +7 -7
- package/dist/bridge.js +17 -48
- package/dist/chunk-4R7C2TLH.js +68 -0
- package/dist/chunk-5JGRFT2N.js +3646 -0
- package/dist/{chunk-3ZUPU3GT.js → chunk-7QVOIHJF.js} +13 -122
- package/dist/chunk-K3SF5VDS.js +27 -0
- package/dist/chunk-UX3F6YTV.js +143 -0
- package/dist/chunk-Y6XHXDIK.js +6617 -0
- package/dist/{chunk-C52XFIB6.js → chunk-ZSWF4VCN.js} +141 -4
- package/dist/fast-client-CZ41v-oB.d.ts +465 -0
- package/dist/index.d.ts +3 -5
- package/dist/index.js +3 -2
- package/dist/join-CGoInvUM.d.ts +6 -0
- package/dist/module-DqtFb5wA.d.ts +1436 -0
- package/dist/physics-predict-49udN3a1.d.ts +1208 -0
- package/dist/protocol.d.ts +137 -2
- package/dist/protocol.js +33 -1
- package/package.json +33 -3
package/README.md
CHANGED
|
@@ -605,6 +605,269 @@ for (const e of JSON.parse(drainEventsJson(h))) { /* { type: 'playerJoined', id
|
|
|
605
605
|
Pages with no bundler load `dist/bridge.global.js` (the SDK and embed-sdk bundled in), which sets
|
|
606
606
|
`window.GenexMultiplayerBridge`. A JS game should use the SDK directly, not the bridge.
|
|
607
607
|
|
|
608
|
+
*(0.17.3, contract version 2)* A server-authoritative game (below) drives its room through the
|
|
609
|
+
bridge's authority calls instead — `openAuthority`, `setInput`, `predictProjectile` (your shot, drawn
|
|
610
|
+
the frame you fire it; `''` without a seat or while it reconnects), `setWorld` (a `firstperson` or
|
|
611
|
+
`vehicle` room's collision world, 0.17.4), `frame` (your predicted entity and every other one,
|
|
612
|
+
interpolated, as one JSON string per render frame), `authorityJson`,
|
|
613
|
+
`drainAuthorityEventsJson`, `closeAuthority`, `disposeAuthority` — from
|
|
614
|
+
`@genex-ai/multiplayer/bridge/authority`, or on a page from `dist/bridge-authority.global.js`, which is
|
|
615
|
+
`bridge.global.js` plus these calls (a relay game keeps loading the smaller script).
|
|
616
|
+
|
|
617
|
+
```js
|
|
618
|
+
const h = GenexMultiplayerBridge.openAuthority(JSON.stringify({ gameId: 'my-game', urls: [] }));
|
|
619
|
+
// every render frame:
|
|
620
|
+
GenexMultiplayerBridge.setInput(h, JSON.stringify({ moveX: 1, moveY: 0, yaw: aim, buttons: 0 }));
|
|
621
|
+
const { me, entities } = JSON.parse(GenexMultiplayerBridge.frame(h));
|
|
622
|
+
for (const e of JSON.parse(GenexMultiplayerBridge.drainAuthorityEventsJson(h))) { /* joined, message, … */ }
|
|
623
|
+
```
|
|
624
|
+
|
|
625
|
+
## Server-authoritative rooms — `@genex-ai/multiplayer/authority` *(0.17.2; firstperson, vehicle and projectiles 0.17.4)*
|
|
626
|
+
|
|
627
|
+
Protocol 4 ([`PROTOCOL.md` §17](./PROTOCOL.md#17-authority-rooms-protocol-4)): the server runs the
|
|
628
|
+
game's own room module at a fixed tick, clients send typed input and render what the server writes.
|
|
629
|
+
Use it when cheating matters (competitive play); everything above is the relay and is unchanged by it.
|
|
630
|
+
The authority servers are not live yet; only a local development server serves these rooms.
|
|
631
|
+
|
|
632
|
+
```ts
|
|
633
|
+
import { connectAuthority } from '@genex-ai/multiplayer/authority';
|
|
634
|
+
import * as genexEmbed from '@genex-ai/embed-sdk';
|
|
635
|
+
|
|
636
|
+
await genexEmbed.waitForPlayer();
|
|
637
|
+
const s = await connectAuthority({
|
|
638
|
+
urls: genexEmbed.getAuthorityUrls(), // the authority cluster, NOT getColyseusUrls()
|
|
639
|
+
regions: genexEmbed.getAuthorityRegions(), // its regions: the nearest is joined (PROTOCOL.md §17.1)
|
|
640
|
+
room: 'my-game',
|
|
641
|
+
auth: () => genexEmbed.getColyseusAuth(),
|
|
642
|
+
});
|
|
643
|
+
|
|
644
|
+
function loop(now: number) {
|
|
645
|
+
s.input.moveX = right - left; // [-1, 1]
|
|
646
|
+
s.input.moveY = up - down;
|
|
647
|
+
s.input.yaw = aimAngle; // radians
|
|
648
|
+
s.input.buttons = firing ? 1 : 0; // your bitmask, < 2^24
|
|
649
|
+
s.frame(now); // FIRST: sends due inputs, predicts, interpolates
|
|
650
|
+
const me = s.me(); // your entity, predicted (no input delay)
|
|
651
|
+
for (const e of s.entities().values()) draw(e.id, e.x, e.y, e.yaw); // others ~100 ms behind
|
|
652
|
+
requestAnimationFrame(loop);
|
|
653
|
+
}
|
|
654
|
+
requestAnimationFrame(loop);
|
|
655
|
+
s.on('hit', (data) => flash(data)); // events your room module emits
|
|
656
|
+
```
|
|
657
|
+
|
|
658
|
+
- **Input, not state.** `s.input` is sent once per fixed step (the room's tick rate) while you call
|
|
659
|
+
`frame()`; nothing is sent while you do not. There is no heartbeat.
|
|
660
|
+
- **Prediction.** When the room runs a movement preset (`topdown`, `firstperson` or `vehicle`), your own entity
|
|
661
|
+
moves the instant you press, with the same step the server runs, and is corrected smoothly when the
|
|
662
|
+
server disagrees.
|
|
663
|
+
Pass `predict: { step, fields }` for your own step, or `predict: false` to render the server's state.
|
|
664
|
+
When your entity respawns (its `epoch` changes) it snaps to the server's new pose and keeps the
|
|
665
|
+
inputs still in flight, which the server applies to the new life, so moving through a death costs no
|
|
666
|
+
correction. `s.telemetry` counts `inputsSent`, `inputsDropped`, `reconciles`, `visibleCorrections`
|
|
667
|
+
(> 0.05 units), `peakCorrection` and `reseeds` (respawns of your entity and reconnects, never counted
|
|
668
|
+
as corrections). `s.prediction` says whether your entity is predicted right now, and why not
|
|
669
|
+
(`off`, `no_entity`, `no_preset`, `world_mismatch`).
|
|
670
|
+
- **`firstperson`** ([§17.7](./PROTOCOL.md#177-movement-presets)) is Source-engine movement through a
|
|
671
|
+
static world of boxes and ramps, z up: friction, ground and air acceleration (air-strafing), jump,
|
|
672
|
+
duck and crouch-jump, a free step up ledges, staying on the ground down slopes and stairs, sliding
|
|
673
|
+
along walls; a ramp too steep to stand on is a wall. Ask for `tickHz: 60`: air-strafing turns the
|
|
674
|
+
wish direction once per input, so at 30 Hz a perfect strafe gains less than half of what it does at
|
|
675
|
+
60 (sub-steps do not change that). Send `moveX`/`moveY` in WORLD axes (turn your
|
|
676
|
+
camera-relative keys by your view yaw yourself; the step has no trigonometry), `yaw`/`pitch` as the
|
|
677
|
+
aim, and jump / duck / walk on `buttons` (1, 2, 4 by default). Give the session the module's world —
|
|
678
|
+
`connectAuthority({ …, world })` or `s.setWorld(world)` before the first `frame()` — the same
|
|
679
|
+
`{ boxes: [[minX, minY, minZ, maxX, maxY, maxZ], …], ramps: [[…, axis, lo, hi], …] }` the module
|
|
680
|
+
exports: it is validated (`WorldError` when §17.7 refuses it) and hashed, and your entity is
|
|
681
|
+
predicted only while that hash is the room's `params.world`. Otherwise it renders from the server's
|
|
682
|
+
state, and `s.prediction.reason` is `world_mismatch`. Entities then also carry `pitch` (within the
|
|
683
|
+
preset's ±`pitchLimit`), `duck` (0 standing .. 1 ducked; derive the eye height from it), `mstate`
|
|
684
|
+
(`MoveState` bits: 1 onGround, 2 ducking, 4 jumpHeld) and `cap` (the speed multiplier the module
|
|
685
|
+
writes: a ceiling on the speed, never a weaker push, so a wound cannot freeze a player), predicted
|
|
686
|
+
for yours and interpolated for others. `firstpersonWorld(spec)` validates and
|
|
687
|
+
hashes a world, and `stepFirstperson` is the step itself.
|
|
688
|
+
- **`vehicle`** ([§17.7](./PROTOCOL.md#177-movement-presets)) is an arcade car on Rocket League's
|
|
689
|
+
ground and air handling, kept level (no pitch or roll): throttle, braking and coasting, boost from a
|
|
690
|
+
fuel tank, grip that turns the velocity with the heading (`driftGrip` while drift is held, so the
|
|
691
|
+
tail slides), a turn rate that grows with speed up to `turnSpeed` and mirrors in reverse, a jump and
|
|
692
|
+
steering in the air. It drives the same hull through the same world as `firstperson` (walls clip
|
|
693
|
+
the velocity along them, nothing bounces), so it takes the same `world` / `setWorld` and predicts
|
|
694
|
+
only while the hashes match. Axes: x/y is the ground, z is up, and `yaw` is the heading,
|
|
695
|
+
counterclockwise seen from above (+yaw turns left; yaw 0 faces +x). The heading is the BODY's
|
|
696
|
+
state, not input: send `moveY` as the throttle (below 0 reverses) and `moveX` as the steer, where
|
|
697
|
+
**+1 turns right, toward −yaw** (your steer-right key is `moveX = +1`, as for any other right input),
|
|
698
|
+
and jump / boost / drift on `buttons` (1, 2, 4 by default); `yaw`, `pitch` and `moveZ` are unused.
|
|
699
|
+
Ask for `tickHz: 60`. Entities then also carry `spin` (the yaw rate, rad/s, positive toward +yaw:
|
|
700
|
+
for wheels and skid marks) and `fuel` (the tank, 0..1), predicted for yours and the server's latest
|
|
701
|
+
for others; your own heading draws along the short arc across ±π. The module writes `fuel` to
|
|
702
|
+
refuel (a boost pad, a respawn: `fuel: 1, spin: 0, mstate: 0` with an `epoch` bump) and `cap` to
|
|
703
|
+
scale both top speeds; the step only burns fuel. `stepVehicle` is the step itself. It turns the
|
|
704
|
+
heading with `psin` / `pcos`, §17.7's portable sine and cosine (exported here), which every engine
|
|
705
|
+
computes to the same bits; the platform's `Math.sin` / `Math.cos` differ in the last bit between
|
|
706
|
+
engines and would desynchronize prediction.
|
|
707
|
+
- **Entities** carry `kind`, `owner`, `x y z yaw` (rendered), `vx vy vz`, `hp`, `flags`, `epoch`,
|
|
708
|
+
`data` (JSON text), the projectile fields `t0`, `g`, `src`, the firstperson fields `pitch`,
|
|
709
|
+
`duck`, `mstate`, `cap` and the vehicle fields `spin`, `fuel`. A changed `epoch` is a teleport: it snaps, never glides. Another player's snap
|
|
710
|
+
lands when its render time (100 ms behind) reaches the bump, the time lag compensation judges a shot
|
|
711
|
+
at; until then it is drawn where it was, and `epoch` reports the life drawn.
|
|
712
|
+
- **Projectiles** ([§17.9](./PROTOCOL.md#179-projectiles)) are entities with a launch tick `t0 > 0`,
|
|
713
|
+
a gravity `g` and their shooter's seat `src` (`''` for a server one). Each is drawn from its
|
|
714
|
+
closed-form flight (`projectileAt`), never interpolated: another player's at the server's present,
|
|
715
|
+
not 100 ms behind. Fire your own with `s.predictProjectile({ kind, x, y, z, vx, vy, vz, g })` while
|
|
716
|
+
staging the input that fires: it is drawn that same frame under the id the room module's launch
|
|
717
|
+
gets (`<seat>.<seq>.<n>`), keeps that id when the server's projectile confirms it, and flies on
|
|
718
|
+
from where the prediction was; one the server re-launches as its own (a bounce) is drawn at the
|
|
719
|
+
server's present from then on. One no state ever shows (refused, or removed by a hit before a patch
|
|
720
|
+
carried it) is dropped as soon as the server acknowledges the input that fired it, one whose input
|
|
721
|
+
a drop lost at the reconnect's first state (the next shot reuses its id), and at the latest after
|
|
722
|
+
max(2·RTT, 600 ms). While the socket is down (`reconnecting` until `reconnected`) it predicts
|
|
723
|
+
nothing and answers `''`: no input goes out then. Every client in a room that launches projectiles must implement §17.9: an
|
|
724
|
+
older one draws each projectile frozen at its launch point.
|
|
725
|
+
A projectile is never `me()`. `s.telemetry` counts `projectilesPredicted`, `projectilesConfirmed`,
|
|
726
|
+
`projectilesRejected` and the latest `lastProjectileLeadMs`. The module side is
|
|
727
|
+
`ctx.projectiles.launch / at / sweep`.
|
|
728
|
+
- **Physics rooms** ([§17.10](./PROTOCOL.md#1710-physics)): the server simulates rigid bodies and
|
|
729
|
+
this session draws them; nothing on the client steps physics. Every join sends the `physics@1`
|
|
730
|
+
capability, which a physics room requires (426 without it). A body entity (one with a descriptor in
|
|
731
|
+
the state's `bodies`) comes out of `entities()` with `body: true`, its drawn orientation in
|
|
732
|
+
`qx qy qz qw` (z up) and the server's `sleep` flag; its `x y z` are the server's present, not
|
|
733
|
+
100 ms behind: the latest state (the body at the patch's tick + 1) extrapolated on the room clock
|
|
734
|
+
by its velocities (at most 250 ms, back a tick at most before its tick, not at all while asleep), and a newer state eased in from where
|
|
735
|
+
the older one was drawn (the offset decaying as e^(−age / 100 ms)). An `epoch` bump, a correction
|
|
736
|
+
over one metre or a body's first state snaps. A body out of this client's view is still listed,
|
|
737
|
+
held at its last state, until its descriptor goes. `vx vy vz` on a body are its linear velocity in
|
|
738
|
+
room units/s. `s.telemetry` counts `bodyStates`, `bodySnaps` and `peakBodyCorrection`. The drawing
|
|
739
|
+
is `physics-draw.ts` (`bodyStateOf`, `extrapolateBody`, `receiveBodyState`, `drawBody`), held to
|
|
740
|
+
the netcode bench's `physics-draw.json` vectors. A body entity is never `me()`. The module side is
|
|
741
|
+
`config.physics` and `ctx.physics` (commands, queries answered next tick, events, `body(key)` for
|
|
742
|
+
subscribed kinds); the wire and the reference tables are `wire.ts` and `physics.ts`. No Genex server
|
|
743
|
+
runs physics until the pinned core ships. `s.setPhysics(hash)` (or `connectAuthority({ …, physics })`)
|
|
744
|
+
names a physics world your client runs a copy of; `s.physics.reason` is `physics_mismatch` while the
|
|
745
|
+
room's hash differs.
|
|
746
|
+
- **Physics prediction** ([§17.11](./PROTOCOL.md#1711-physics-prediction)): give the session the core,
|
|
747
|
+
`connectAuthority({ …, world, physicsCore: async () => { const p = await import('@genex-ai/physics');
|
|
748
|
+
await p.init(); return p; } })`, and in a predicting room (the default for physics rooms) it steps the
|
|
749
|
+
bodies near you in a world of its own and draws them at your present (`predicted: true` on their
|
|
750
|
+
view); the core loads only once the room sends keyframes, and `wasmSimdSupported()` says when to pass
|
|
751
|
+
the non-SIMD module instead. `predictPhysics: false` turns it off; `s.physicsPrediction` reports
|
|
752
|
+
`status` (`on`, `off`, `loading`, `unavailable`, `mismatch`, `self_test`, `diverged`, `cpu`), how
|
|
753
|
+
keyframes were adopted, the slowest and latest replay and how many held a 60 Hz frame back
|
|
754
|
+
(`peakResimMs`, `lastResimMs`, `slowResims`), and how often the replay budget fell back to `cpu` and came back
|
|
755
|
+
(`fallbacks`, `recoveries`: `cpu` probes a replay every 500 ms and turns prediction on again after
|
|
756
|
+
four calm ones). The budget is the device's (4 ms desktop, 5 mobile); `physicsBudgetMs` overrides it
|
|
757
|
+
when it is a finite number over 0 (benches and CI on a slow host; a game leaves it unset). Remote players move by their velocity or, in a room asking
|
|
758
|
+
`remotePredict: 'inputDecay'`, by their last input repeated with decay (`'hold'`: held). Module commands are not
|
|
759
|
+
predicted, except the rules the module writes as pure functions and hands the client too:
|
|
760
|
+
`contacts(a, b)`, a seat contact rule (a car-to-car bump) run in your own entity's prediction
|
|
761
|
+
against the other seats, and `bodyRule({ tick, seats, body })`, a body rule (a scripted hit on a
|
|
762
|
+
ball) run before every step of the client world, and `kinematicRule(key, tick)`, where the module
|
|
763
|
+
poses its kinematic bodies (a door, a moving floor) at each tick, so the client world moves them as
|
|
764
|
+
the room does and draws them as predicted bodies (and by the rule on the server's timeline whenever
|
|
765
|
+
it does not predict them: no core, `cpu`); the module must run the same functions. Held to
|
|
766
|
+
the netcode bench's `physics-predict.json` (tolerance 0 on the client stateHash) and
|
|
767
|
+
`seat-contacts.json`. With `contacts`, `seatDrawing` chooses how other seats are drawn:
|
|
768
|
+
`predicted` (default, the Rocket League model) on your car's clock, every other seat stepped by the
|
|
769
|
+
room preset under its last input (`remotePredict: 'hold'` holds it) with the module's whole contact
|
|
770
|
+
pass (`contactPass`, else `contacts` on every pair) run on every seat and yours, each correction
|
|
771
|
+
eased in as a decaying offset that keeps the drawn velocity and never pulls a seat back against its
|
|
772
|
+
motion (`drawTick()`, `drawLead()` say where they were drawn); `separate` on
|
|
773
|
+
the render timeline but moved out of your drawn entity by the rule and taken round it, never across
|
|
774
|
+
it (draw-only); `timeline` on the render timeline only (a seat that missed yours on the server can
|
|
775
|
+
be drawn through it). `predicted` and `separate` keep every seat out of yours and out of each other
|
|
776
|
+
([§17.11 *Drawing other seats*](./PROTOCOL.md#1711-physics-prediction)). A room whose module
|
|
777
|
+
declares `config.contacts` (the universal contact policy: a genre preset such as `shooter` or
|
|
778
|
+
`vehicle-arena`, a contact shape and per-pair rules by tag, §17.11 *Contact policy*) needs no
|
|
779
|
+
`contacts` or `contactPass`: given neither, the session runs the declared policy the state carries
|
|
780
|
+
as both, in your prediction, the seat prediction, the physics replay and the drawing guard. The
|
|
781
|
+
authority host runs the same pass on the server after each tick's preset steps and before the
|
|
782
|
+
module's `step`, so the module writes no contact code at all (and must not run a pass of its own).
|
|
783
|
+
- **Input repeat** is a room setting ([§17.11 *Input pacing*](./PROTOCOL.md#1711-physics-prediction),
|
|
784
|
+
*The setting*): `config.inputs: { preset?, repeat? }`, `repeat` (`'on'` or `'off'`) as given, else
|
|
785
|
+
the genre preset's (`inputs.preset`, else `config.contacts.preset`), else on; `vehicle-arena` is off,
|
|
786
|
+
`shooter`, `platformer`, `party` and `physics-sandbox` on (`INPUT_PRESETS`). On, a starved seat's
|
|
787
|
+
held input is repeated and the session compares your prediction at
|
|
788
|
+
`reconcileThrough(held, ack, inRep, sent)` (`ack + inRep` once sent; past the inputs sent, a hitch,
|
|
789
|
+
it waits at the input it compared at last) and throttles after a starve; off, the room holds a starved seat
|
|
790
|
+
and the session reads the plain ack and never throttles. The session reads the room's setting from
|
|
791
|
+
the state's preset text (`presetInputRepeat`); a bad `config.inputs` is refused by its path.
|
|
792
|
+
- **Reconnection** is automatic and in place, as for `connect()`; `reconnecting`, `reconnected` and
|
|
793
|
+
`disconnect` fire as there. An input that came due while the socket was down is dropped, never
|
|
794
|
+
replayed. `leave()` during an outage still leaves: it stops reconnecting, and a retry already under
|
|
795
|
+
way leaves the moment it lands.
|
|
796
|
+
- **The fast channel** ([§17.12](./PROTOCOL.md#1712-the-fast-channel-fast1)), Node clients for now
|
|
797
|
+
(bots, the netcode bench, tests): `connectAuthority({ …, fast: openUdpFastSocket })` with
|
|
798
|
+
`openUdpFastSocket` from `@genex-ai/multiplayer/authority/fast-udp` asks for `fast@1`. In a room that
|
|
799
|
+
offers it your inputs go by UDP datagram, each one in several (a lost datagram costs nothing), and the
|
|
800
|
+
room's motion comes back as per-seat ack-delta snapshots written into the same state a patch writes,
|
|
801
|
+
so prediction, reconcile and interpolation run unchanged; a WebSocket held up by a lost TCP segment
|
|
802
|
+
no longer holds them. Join, events and the rest of the state stay on the WebSocket. With no snapshot
|
|
803
|
+
1 s after the first datagram or 2 s after the last, a binding it cannot use, or the server's
|
|
804
|
+
`__fast:off`, the seat goes on by WebSocket for the rest of the socket, every input sent stepped
|
|
805
|
+
once and every motion field at the WebSocket's latest value. `s.fast` says `live`, `snapshots` and `fallback` (its reason). The browser's WebTransport
|
|
806
|
+
opener comes later; a room without the channel plays exactly as before.
|
|
807
|
+
- **Lag compensation.** Every input tells the server what you saw: other entities `renderDelayMs`
|
|
808
|
+
(default 100) in the past, whether or not your own entity is predicted.
|
|
809
|
+
- **Every server message** also reaches `onEvent(type, data)` when you pass it, in order and with no
|
|
810
|
+
name withheld (`on(type)` skips the session's own event names) — for a facade forwarding them all.
|
|
811
|
+
- **Refusals** reject `connectAuthority` with the server's error; branch on `err.code` (`JoinError`):
|
|
812
|
+
402 the game's owner is not entitled to authority rooms (final; not retried), 424 no room module is
|
|
813
|
+
published, 429 the owner's room quota refused a new room, 426 this package is too old for the
|
|
814
|
+
server (update and republish). 503 (no capacity) is retried after 1, 2 and 4 s (`capacityRetryMs`).
|
|
815
|
+
|
|
816
|
+
A game's server code is one module typed by `@genex-ai/multiplayer/authority/module`, which has no
|
|
817
|
+
dependencies so it can be bundled alone:
|
|
818
|
+
|
|
819
|
+
```ts
|
|
820
|
+
import { defineRoom } from '@genex-ai/multiplayer/authority/module';
|
|
821
|
+
|
|
822
|
+
export default defineRoom({
|
|
823
|
+
contract: 1,
|
|
824
|
+
config: { tickHz: 30, preset: { name: 'topdown' } },
|
|
825
|
+
init: () => ({}),
|
|
826
|
+
onJoin: (ctx, player) => { ctx.entities.spawn({ kind: 'player', owner: player.id }); },
|
|
827
|
+
onLeave: (ctx, player) => { const e = ctx.entities.ownedBy(player.id); if (e) ctx.entities.remove(e.id); },
|
|
828
|
+
onInput: () => {},
|
|
829
|
+
step: () => {},
|
|
830
|
+
});
|
|
831
|
+
```
|
|
832
|
+
|
|
833
|
+
A `firstperson` room exports its collision world beside its config; the server validates it at init
|
|
834
|
+
and writes its hash into the resolved preset's `params.world`, and the game client passes the same
|
|
835
|
+
world to `setWorld`:
|
|
836
|
+
|
|
837
|
+
```ts
|
|
838
|
+
import { defineRoom } from '@genex-ai/multiplayer/authority/module';
|
|
839
|
+
import world from './world.json'; // { boxes: [[…6], …], ramps: [[…9], …] }, shared with the client
|
|
840
|
+
|
|
841
|
+
export default defineRoom({
|
|
842
|
+
contract: 1,
|
|
843
|
+
config: { tickHz: 60, preset: { name: 'firstperson' } },
|
|
844
|
+
world,
|
|
845
|
+
init: () => ({}),
|
|
846
|
+
onJoin: (ctx, player) => { ctx.entities.spawn({ kind: 'player', owner: player.id, z: 0 }); },
|
|
847
|
+
onLeave: (ctx, player) => { const e = ctx.entities.ownedBy(player.id); if (e) ctx.entities.remove(e.id); },
|
|
848
|
+
onInput: () => {},
|
|
849
|
+
step: () => {},
|
|
850
|
+
});
|
|
851
|
+
```
|
|
852
|
+
|
|
853
|
+
A `vehicle` room exports its world the same way, and refuels on a respawn:
|
|
854
|
+
|
|
855
|
+
```ts
|
|
856
|
+
import { defineRoom } from '@genex-ai/multiplayer/authority/module';
|
|
857
|
+
import world from './arena.json'; // the floor, walls and ramps, shared with the client
|
|
858
|
+
|
|
859
|
+
export default defineRoom({
|
|
860
|
+
contract: 1,
|
|
861
|
+
config: { tickHz: 60, preset: { name: 'vehicle' } },
|
|
862
|
+
world,
|
|
863
|
+
init: () => ({}),
|
|
864
|
+
onJoin: (ctx, player) => { ctx.entities.spawn({ kind: 'car', owner: player.id, z: 0, fuel: 1 }); },
|
|
865
|
+
onLeave: (ctx, player) => { const e = ctx.entities.ownedBy(player.id); if (e) ctx.entities.remove(e.id); },
|
|
866
|
+
onInput: () => {},
|
|
867
|
+
step: () => {},
|
|
868
|
+
});
|
|
869
|
+
```
|
|
870
|
+
|
|
608
871
|
## Rules of thumb
|
|
609
872
|
|
|
610
873
|
- **`me` / `shared` are synced; everything else is local.** Movement input → mutate a local object → `me.set` it on the tick.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
import { F as FastSocketOpener } from '../fast-client-CZ41v-oB.js';
|
|
2
|
+
import '../module-DqtFb5wA.js';
|
|
3
|
+
|
|
4
|
+
/** The host (an IPv6 host unbracketed) and port of a `udp://host:port` url, else null: the url is
|
|
5
|
+
* server-supplied, so anything more than a host and a port in 1..65535 is refused. */
|
|
6
|
+
declare function udpEndpoint(url: string): {
|
|
7
|
+
host: string;
|
|
8
|
+
port: number;
|
|
9
|
+
} | null;
|
|
10
|
+
/** A {@link FastSocketOpener} for `udp://` urls on node:dgram; null for any other url. */
|
|
11
|
+
declare const openUdpFastSocket: FastSocketOpener;
|
|
12
|
+
|
|
13
|
+
export { openUdpFastSocket, udpEndpoint };
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
// src/authority/fast-udp.ts
|
|
2
|
+
import { createSocket } from "dgram";
|
|
3
|
+
var UDP_SCHEME = "udp:";
|
|
4
|
+
var PORT_MAX = 65535;
|
|
5
|
+
var CONNECT_QUEUE_MAX = 32;
|
|
6
|
+
var BARE_PATHS = ["", "/"];
|
|
7
|
+
var onlyHostAndPort = (u) => u.username === "" && u.password === "" && BARE_PATHS.includes(u.pathname) && u.search === "" && u.hash === "";
|
|
8
|
+
function udpEndpoint(url) {
|
|
9
|
+
let parsed;
|
|
10
|
+
try {
|
|
11
|
+
parsed = new URL(url);
|
|
12
|
+
} catch {
|
|
13
|
+
return null;
|
|
14
|
+
}
|
|
15
|
+
const port = Number(parsed.port);
|
|
16
|
+
const portOk = Number.isInteger(port) && port >= 1 && port <= PORT_MAX;
|
|
17
|
+
if (parsed.protocol !== UDP_SCHEME || !portOk || parsed.hostname === "" || !onlyHostAndPort(parsed)) return null;
|
|
18
|
+
return { host: parsed.hostname.replace(/^\[(.*)\]$/, "$1"), port };
|
|
19
|
+
}
|
|
20
|
+
var openUdpFastSocket = (url, receive) => {
|
|
21
|
+
const to = udpEndpoint(url);
|
|
22
|
+
if (to === null) return null;
|
|
23
|
+
const socket = createSocket(to.host.includes(":") ? "udp6" : "udp4");
|
|
24
|
+
let connected = false;
|
|
25
|
+
let closed = false;
|
|
26
|
+
let waiting = [];
|
|
27
|
+
socket.on("message", (msg) => receive(new Uint8Array(msg.buffer, msg.byteOffset, msg.byteLength)));
|
|
28
|
+
socket.on("error", () => {
|
|
29
|
+
});
|
|
30
|
+
socket.connect(to.port, to.host, () => {
|
|
31
|
+
connected = true;
|
|
32
|
+
if (!closed) for (const bytes of waiting) socket.send(bytes);
|
|
33
|
+
waiting = [];
|
|
34
|
+
});
|
|
35
|
+
const fast = {
|
|
36
|
+
send(bytes) {
|
|
37
|
+
if (closed) return;
|
|
38
|
+
if (connected) socket.send(bytes);
|
|
39
|
+
else waiting = [...waiting, bytes].slice(-CONNECT_QUEUE_MAX);
|
|
40
|
+
},
|
|
41
|
+
close() {
|
|
42
|
+
if (closed) return;
|
|
43
|
+
closed = true;
|
|
44
|
+
socket.close();
|
|
45
|
+
}
|
|
46
|
+
};
|
|
47
|
+
return fast;
|
|
48
|
+
};
|
|
49
|
+
export {
|
|
50
|
+
openUdpFastSocket,
|
|
51
|
+
udpEndpoint
|
|
52
|
+
};
|
|
@@ -0,0 +1,45 @@
|
|
|
1
|
+
import { a as FastBindMessage, F as FastSocketOpener } from '../fast-client-CZ41v-oB.js';
|
|
2
|
+
import '../module-DqtFb5wA.js';
|
|
3
|
+
|
|
4
|
+
/** Hex digits of one certificate hash (SHA-256). */
|
|
5
|
+
declare const FAST_WT_HASH_HEX_DIGITS = 64;
|
|
6
|
+
/** Hashes one binding may carry (the relay sends its current and next certificate's). */
|
|
7
|
+
declare const FAST_WT_HASHES_MAX = 4;
|
|
8
|
+
/** A `wt` binding this client can open: its url and the certificate hashes as bytes. */
|
|
9
|
+
interface FastWebTransportTarget {
|
|
10
|
+
url: string;
|
|
11
|
+
hashes: Uint8Array[];
|
|
12
|
+
}
|
|
13
|
+
/** The WebTransport `wt` of a binding this client can use, else null: an `https://` url with a host and
|
|
14
|
+
* no credentials, query or fragment, and 1..{@link FAST_WT_HASHES_MAX} hashes of
|
|
15
|
+
* {@link FAST_WT_HASH_HEX_DIGITS} lowercase hex digits. The binding is server-supplied, so anything
|
|
16
|
+
* else is refused. */
|
|
17
|
+
declare function fastWebTransportOf(bind: Pick<FastBindMessage, 'wt'>): FastWebTransportTarget | null;
|
|
18
|
+
/** The part of the browser's `WebTransport` the opener uses. */
|
|
19
|
+
interface WebTransportLike {
|
|
20
|
+
readonly ready: Promise<unknown>;
|
|
21
|
+
readonly closed: Promise<unknown>;
|
|
22
|
+
/** `pending`, `reliable-only` or `supports-unreliable` where the browser exposes it. */
|
|
23
|
+
readonly reliability?: string;
|
|
24
|
+
readonly datagrams: {
|
|
25
|
+
readonly readable: ReadableStream<Uint8Array>;
|
|
26
|
+
readonly writable: WritableStream<Uint8Array>;
|
|
27
|
+
readonly maxDatagramSize?: number;
|
|
28
|
+
};
|
|
29
|
+
close(info?: {
|
|
30
|
+
closeCode?: number;
|
|
31
|
+
reason?: string;
|
|
32
|
+
}): void;
|
|
33
|
+
}
|
|
34
|
+
/** `new WebTransport(url, options)`. */
|
|
35
|
+
type WebTransportConstructor = new (url: string, options: Record<string, unknown>) => WebTransportLike;
|
|
36
|
+
/** The options a fast@1 session opens with. */
|
|
37
|
+
declare function webTransportOptions(target: FastWebTransportTarget): Record<string, unknown>;
|
|
38
|
+
/** A {@link FastSocketOpener} on `WebTransport` (the browser's, or a stand-in in tests): null when the
|
|
39
|
+
* binding has no usable `wt` or there is no WebTransport. */
|
|
40
|
+
declare function webTransportFastOpener(WebTransport: WebTransportConstructor | undefined): FastSocketOpener;
|
|
41
|
+
/** The browser's opener: the global `WebTransport` (null where there is none, so the seat stays on the
|
|
42
|
+
* WebSocket). */
|
|
43
|
+
declare const openWebTransportFastSocket: FastSocketOpener;
|
|
44
|
+
|
|
45
|
+
export { FAST_WT_HASHES_MAX, FAST_WT_HASH_HEX_DIGITS, type FastWebTransportTarget, type WebTransportConstructor, type WebTransportLike, fastWebTransportOf, openWebTransportFastSocket, webTransportFastOpener, webTransportOptions };
|
|
@@ -0,0 +1,124 @@
|
|
|
1
|
+
import {
|
|
2
|
+
fromHex
|
|
3
|
+
} from "../chunk-5JGRFT2N.js";
|
|
4
|
+
import "../chunk-K3SF5VDS.js";
|
|
5
|
+
import "../chunk-ZSWF4VCN.js";
|
|
6
|
+
|
|
7
|
+
// src/authority/fast-webtransport.ts
|
|
8
|
+
var FAST_WT_HASH_HEX_DIGITS = 64;
|
|
9
|
+
var FAST_WT_HASHES_MAX = 4;
|
|
10
|
+
var WT_SCHEME = "https:";
|
|
11
|
+
var CONNECT_QUEUE_MAX = 32;
|
|
12
|
+
var HASH_PATTERN = /^[0-9a-f]+$/;
|
|
13
|
+
var RELIABLE_ONLY = "reliable-only";
|
|
14
|
+
function fastWebTransportOf(bind) {
|
|
15
|
+
const wt = bind.wt;
|
|
16
|
+
if (typeof wt !== "object" || wt === null) return null;
|
|
17
|
+
const { url, hashes } = wt;
|
|
18
|
+
if (typeof url !== "string" || !Array.isArray(hashes)) return null;
|
|
19
|
+
if (hashes.length === 0 || hashes.length > FAST_WT_HASHES_MAX) return null;
|
|
20
|
+
const hashOk = (h) => typeof h === "string" && h.length === FAST_WT_HASH_HEX_DIGITS && HASH_PATTERN.test(h);
|
|
21
|
+
if (!hashes.every(hashOk)) return null;
|
|
22
|
+
let parsed;
|
|
23
|
+
try {
|
|
24
|
+
parsed = new URL(url);
|
|
25
|
+
} catch {
|
|
26
|
+
return null;
|
|
27
|
+
}
|
|
28
|
+
const bare = parsed.username === "" && parsed.password === "" && parsed.search === "" && parsed.hash === "";
|
|
29
|
+
if (parsed.protocol !== WT_SCHEME || parsed.hostname === "" || !bare) return null;
|
|
30
|
+
return { url, hashes: hashes.map((h) => fromHex(h)) };
|
|
31
|
+
}
|
|
32
|
+
function webTransportOptions(target) {
|
|
33
|
+
return {
|
|
34
|
+
serverCertificateHashes: target.hashes.map((value) => ({ algorithm: "sha-256", value })),
|
|
35
|
+
requireUnreliable: true,
|
|
36
|
+
allowPooling: false,
|
|
37
|
+
congestionControl: "low-latency"
|
|
38
|
+
};
|
|
39
|
+
}
|
|
40
|
+
var carriesFast = (t) => t.reliability !== RELIABLE_ONLY;
|
|
41
|
+
var SocketState = { Connecting: "connecting", Open: "open", Failed: "failed", Closed: "closed" };
|
|
42
|
+
function webTransportFastOpener(WebTransport) {
|
|
43
|
+
return (_url, receive, bind) => {
|
|
44
|
+
const target = bind === void 0 ? null : fastWebTransportOf(bind);
|
|
45
|
+
if (target === null || WebTransport === void 0) return null;
|
|
46
|
+
let t;
|
|
47
|
+
try {
|
|
48
|
+
t = new WebTransport(target.url, webTransportOptions(target));
|
|
49
|
+
} catch {
|
|
50
|
+
return null;
|
|
51
|
+
}
|
|
52
|
+
let state = SocketState.Connecting;
|
|
53
|
+
let waiting = [];
|
|
54
|
+
let writer = null;
|
|
55
|
+
const fail = () => {
|
|
56
|
+
if (state === SocketState.Closed || state === SocketState.Failed) return;
|
|
57
|
+
state = SocketState.Failed;
|
|
58
|
+
writer = null;
|
|
59
|
+
waiting = [];
|
|
60
|
+
try {
|
|
61
|
+
t.close();
|
|
62
|
+
} catch {
|
|
63
|
+
}
|
|
64
|
+
};
|
|
65
|
+
const write = (w, bytes) => void w.write(bytes).catch(() => {
|
|
66
|
+
});
|
|
67
|
+
const readAll = async (reader) => {
|
|
68
|
+
for (; ; ) {
|
|
69
|
+
const r = await reader.read();
|
|
70
|
+
if (r.done) return;
|
|
71
|
+
if (state === SocketState.Open) receive(r.value);
|
|
72
|
+
}
|
|
73
|
+
};
|
|
74
|
+
t.ready.then(
|
|
75
|
+
() => {
|
|
76
|
+
if (state !== SocketState.Connecting) return;
|
|
77
|
+
if (!carriesFast(t)) return fail();
|
|
78
|
+
state = SocketState.Open;
|
|
79
|
+
const w = t.datagrams.writable.getWriter();
|
|
80
|
+
writer = w;
|
|
81
|
+
for (const bytes of waiting) write(w, bytes);
|
|
82
|
+
waiting = [];
|
|
83
|
+
readAll(t.datagrams.readable.getReader()).then(fail, fail);
|
|
84
|
+
},
|
|
85
|
+
() => fail()
|
|
86
|
+
);
|
|
87
|
+
t.closed.then(fail, fail);
|
|
88
|
+
const socket = {
|
|
89
|
+
send(bytes) {
|
|
90
|
+
if (state === SocketState.Open && writer !== null) write(writer, bytes);
|
|
91
|
+
else if (state === SocketState.Connecting) waiting = [...waiting, bytes].slice(-CONNECT_QUEUE_MAX);
|
|
92
|
+
},
|
|
93
|
+
close() {
|
|
94
|
+
if (state === SocketState.Closed) return;
|
|
95
|
+
const was = state;
|
|
96
|
+
state = SocketState.Closed;
|
|
97
|
+
writer = null;
|
|
98
|
+
waiting = [];
|
|
99
|
+
if (was === SocketState.Failed) return;
|
|
100
|
+
try {
|
|
101
|
+
t.close();
|
|
102
|
+
} catch {
|
|
103
|
+
}
|
|
104
|
+
},
|
|
105
|
+
failed: () => state === SocketState.Failed,
|
|
106
|
+
// The browser's outgoing limit, known once the session is open: the browser sends only uplinks,
|
|
107
|
+
// so the seat's largest uplink must fit (Chromium reports 1024; a 120 Hz seat's is 889).
|
|
108
|
+
maxDatagramBytes() {
|
|
109
|
+
const size = state === SocketState.Open ? t.datagrams.maxDatagramSize : void 0;
|
|
110
|
+
return typeof size === "number" ? size : void 0;
|
|
111
|
+
}
|
|
112
|
+
};
|
|
113
|
+
return socket;
|
|
114
|
+
};
|
|
115
|
+
}
|
|
116
|
+
var openWebTransportFastSocket = (url, receive, bind) => webTransportFastOpener(globalThis.WebTransport)(url, receive, bind);
|
|
117
|
+
export {
|
|
118
|
+
FAST_WT_HASHES_MAX,
|
|
119
|
+
FAST_WT_HASH_HEX_DIGITS,
|
|
120
|
+
fastWebTransportOf,
|
|
121
|
+
openWebTransportFastSocket,
|
|
122
|
+
webTransportFastOpener,
|
|
123
|
+
webTransportOptions
|
|
124
|
+
};
|