@genex-ai/multiplayer 0.8.1 → 0.8.2
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/README.md +2 -2
- package/dist/index.js +94 -23
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -178,13 +178,13 @@ room.leave();
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## Smoothing remote players
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-
Remote players are **smoothed automatically** — nothing to configure. `room.players` gives each remote player's `state` rendered slightly in the past and interpolated between snapshots, so motion glides between network updates (you send ~10–20Hz but render at 60). Interpolation runs on the **sender's clock** (each update is timestamped and mapped to your local clock), the way Valve/Unity/Mirror do it — so jitter doesn't distort the motion. The delay **self-tunes to the live snapshot rate**, so it
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+
Remote players are **smoothed automatically** — nothing to configure. `room.players` gives each remote player's `state` rendered slightly in the past and interpolated between snapshots, so motion glides between network updates (you send ~10–20Hz but render at 60). Interpolation runs on the **sender's clock** (each update is timestamped and mapped to your local clock), the way Valve/Unity/Mirror do it — so jitter doesn't distort the motion. The delay **self-tunes to both the live snapshot rate and the link's measured jitter**, so it stays smooth whether you send at 5Hz or 30Hz and whether the connection is a clean LAN or a jittery mobile link — a deeper buffer is used only where the jitter demands it.
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- `player.state` is the **smoothed** value (what you draw); `player.stateRaw` is the **latest raw** snapshot — use it for hit-tests / discrete logic.
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- **Your own player is never delayed** — you always render yourself live.
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- **Numbers** are interpolated; a 4-element `[x, y, z, w]` **quaternion** is **slerped** (shortest-arc); anything else snaps.
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- **Send rotation as a quaternion:** `state.q = mesh.quaternion.toArray()`, then on the remote `mesh.quaternion.fromArray(p.state.q)`. The package slerps it and **output-smooths** it so it glides through turns.
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- **Late/dropped packets keep moving:** **position** dead-reckons forward from its last velocity (capped ~0.25s, Source-style) until fresh snapshots arrive; **rotation**
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- **Late/dropped packets keep moving:** **position** dead-reckons forward from its last velocity (capped ~0.25s, Source-style) until fresh snapshots arrive; **rotation** also continues the turn but on a **tighter cap** (~0.15s), so a remote's heading keeps moving through a brief gap instead of freezing and then snapping when the next packet lands — the short cap plus output-smoothing bound any overshoot. This is what holds up on high-latency links.
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> No client-side prediction/reconciliation: in this relay you're authoritative over **yourself** (you render instantly, the server never corrects you), so there's nothing to predict — smoothing *remote* players is the piece that matters.
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package/dist/index.js
CHANGED
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@@ -4,10 +4,12 @@ var RELAY_ROOM_TYPE = "play";
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var QUEUE_ROOM_TYPE = "queue";
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var MATCH_ROOM_TYPE = "match";
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var INTERP_RATIO = 1.5;
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var INTERP_MIN_MS =
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var INTERP_MIN_MS = 90;
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var INTERP_MAX_MS = 300;
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var JITTER_SAFETY = 1.2;
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var INTERP_EASE = 0.1;
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var MAX_EXTRAP_MS = 250;
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var ROT_EXTRAP_MS = 150;
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var CLOCK_WIN = 80;
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var SMOOTH_TAU_POS = 30;
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var SMOOTH_TAU_ROT = 70;
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@@ -43,6 +45,14 @@ function parseValue(s) {
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return void 0;
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}
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}
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var finiteReplacer = (_k, v) => {
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if (typeof v === "number") return Number.isFinite(v) ? v : 0;
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if (typeof v === "bigint") return Number(v);
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return v;
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};
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function sanitizeFinite(obj) {
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return JSON.parse(JSON.stringify(obj, finiteReplacer));
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}
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var nowMs = () => typeof performance !== "undefined" && performance.now ? performance.now() : Date.now();
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function slerp(a, b, t) {
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let [bx, by, bz, bw] = b;
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@@ -71,6 +81,7 @@ function isQuat(v) {
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}
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function blend(a, b, tNum, tQuat) {
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const out = {};
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const interpolating = tNum < 1;
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for (const k in b) {
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const av = a[k];
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const bv = b[k];
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@@ -79,7 +90,7 @@ function blend(a, b, tNum, tQuat) {
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} else if (isQuat(av) && isQuat(bv)) {
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out[k] = slerp(av, bv, tQuat);
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} else {
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out[k] = bv;
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out[k] = interpolating && k in a ? av : bv;
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}
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}
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return out;
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@@ -111,9 +122,9 @@ function sampleBuffer(buf, renderTime) {
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const b2 = buf[n - 1];
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const span2 = b2.t - a2.t;
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if (span2 <= 0) return b2.state;
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const
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const
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return blend(a2.state, b2.state,
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const tPos = (Math.min(renderTime, b2.t + MAX_EXTRAP_MS) - a2.t) / span2;
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const tRot = (Math.min(renderTime, b2.t + ROT_EXTRAP_MS) - a2.t) / span2;
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return blend(a2.state, b2.state, tPos, tRot);
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}
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const a = buf[j - 1];
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const b = buf[j];
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@@ -126,6 +137,12 @@ function median(xs) {
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const s = [...xs].sort((a, b) => a - b);
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return s[s.length >> 1];
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}
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function quantile(xs, q) {
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if (xs.length === 0) return 0;
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const s = [...xs].sort((a, b) => a - b);
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const i = Math.min(s.length - 1, Math.max(0, Math.round(q * (s.length - 1))));
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return s[i];
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}
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async function connect(opts) {
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const client = new Client(opts.url);
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const room = await client.joinOrCreate(RELAY_ROOM_TYPE, {
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@@ -138,7 +155,21 @@ async function connect(opts) {
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});
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return attachSession(client, room);
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}
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-
var RESERVED_SEND_TYPES = /* @__PURE__ */ new Set([
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var RESERVED_SEND_TYPES = /* @__PURE__ */ new Set([
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"state",
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"shared",
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"claim",
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"obj",
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"release",
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"destroy",
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// Server→client control verbs a game must never ORIGINATE — they'd broadcast to peers via the
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// relay's `*` handler: 'server:restart' would trip every peer's save-flush, 'rate:drop' a bogus
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// over-budget warning, 'queue'/'seat' spurious matchmaking control.
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"server:restart",
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"rate:drop",
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"queue",
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"seat"
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]);
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var isReservedSendType = (type) => RESERVED_SEND_TYPES.has(type) || type.startsWith("match:") || type.startsWith(RESERVED_PREFIX);
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var RECONNECT_DELAYS_MS = [500, 1e3, 2e3, 4e3, 8e3];
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var ROOM_REF = /* @__PURE__ */ Symbol("genex.roomRef");
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@@ -172,12 +203,17 @@ function attachSession(client, initialRoom) {
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lastStamp.set(id, t);
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if (prev != null) {
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const gap = t - prev;
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-
if (gap > 5 && gap <
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if (gap > 5 && gap < 2e3) {
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let iv = intervalsById.get(id);
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if (!iv) intervalsById.set(id, iv = []);
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iv.push(gap);
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if (iv.length > 30) iv.shift();
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const
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const ow = offsetWin.get(id);
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const jitter = ow && ow.length >= 8 ? quantile(ow, 0.9) - Math.min(...ow) : 0;
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const target = Math.min(
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INTERP_MAX_MS,
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Math.max(INTERP_MIN_MS, INTERP_RATIO * median(iv), JITTER_SAFETY * jitter)
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);
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const cur = autoDelayById.get(id) ?? 100;
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autoDelayById.set(id, cur + (target - cur) * INTERP_EASE);
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}
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@@ -228,8 +264,10 @@ function attachSession(client, initialRoom) {
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"reconnecting",
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"reconnected",
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"disconnect",
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-
INPUT_MSG
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INPUT_MSG,
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// inputs.on() has its own channel — never bridged as a custom event
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"rate:drop"
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// relay → us only (over-budget warning); handled internally, never bridged
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]);
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const emit = (event, ...args) => emitters.get(event)?.forEach((cb) => cb(...args));
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const lastShared = /* @__PURE__ */ new Map();
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@@ -254,7 +292,10 @@ function attachSession(client, initialRoom) {
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if (ownerChanged) {
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if (owner) objOwners.set(id, owner);
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else objOwners.delete(id);
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-
if (owner !== room.sessionId)
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if (owner !== room.sessionId) {
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localObjState.delete(id);
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clearStream(key);
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}
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}
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if (blob.d && typeof blob.d === "object" && Object.keys(blob.d).length > 0) {
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objRaw.set(id, blob.d);
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@@ -276,6 +317,17 @@ function attachSession(client, initialRoom) {
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};
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let intentionalLeave = false;
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let dead = false;
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+
let droppedWhileOffline = 0;
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const send0 = (type, payload, countIfDropped = false) => {
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if (room.connection?.isOpen) {
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try {
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room.send(type, payload);
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return;
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} catch {
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}
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}
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if (countIfDropped) droppedWhileOffline++;
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};
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const wireRoom = (r) => {
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const $ = getStateCallbacks(r);
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$(r.state).players.onAdd((player, id) => {
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@@ -316,6 +368,11 @@ function attachSession(client, initialRoom) {
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r.onMessage(INPUT_MSG, (msg) => {
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if (msg && typeof msg.from === "string") emit(INPUT_MSG, msg.from, msg.d);
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});
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r.onMessage("rate:drop", (msg) => {
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console.warn(
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`[multiplayer] the relay dropped ${msg?.dropped ?? "some"} of your messages in the last second \u2014 you are publishing over budget. Publish idle/unchanged objects at \u22642Hz keepalive, not every tick (see the multiplayer skill's "message budget" section).`
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);
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});
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for (const event of bridged) r.onMessage(event, (msg) => emit(event, msg));
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r.onLeave((code) => handleLeave(r, code ?? 1006));
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r.onError(() => {
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@@ -332,18 +389,27 @@ function attachSession(client, initialRoom) {
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void attemptReconnect(left.reconnectionToken, code);
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};
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const attemptReconnect = async (token, code) => {
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-
for (let attempt = 1; attempt <= RECONNECT_DELAYS_MS.length; attempt++) {
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for (let attempt = 1; attempt <= RECONNECT_DELAYS_MS.length + 1; attempt++) {
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emit("reconnecting", { attempt, code });
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await new Promise((r) => setTimeout(r, RECONNECT_DELAYS_MS[attempt - 1]));
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if (intentionalLeave || dead) return;
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try {
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const next = await client.reconnect(token);
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room = next;
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wireRoom(next);
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emit("reconnected");
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400
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+
if (droppedWhileOffline > 0) {
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console.warn(
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402
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+
`[multiplayer] ${droppedWhileOffline} fire-and-forget event(s)/input(s) were dropped while reconnecting \u2014 they are not buffered; player/object state re-synced automatically.`
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);
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droppedWhileOffline = 0;
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}
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return;
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} catch {
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}
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if (attempt <= RECONNECT_DELAYS_MS.length) {
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await new Promise((r) => setTimeout(r, RECONNECT_DELAYS_MS[attempt - 1]));
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if (intentionalLeave || dead) return;
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}
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}
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dead = true;
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emit("disconnect", code);
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@@ -384,8 +450,12 @@ function attachSession(client, initialRoom) {
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},
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me: {
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set(state) {
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-
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-
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if (SEND_TIME_KEY in state) {
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console.warn(`[multiplayer] '${SEND_TIME_KEY}' is a reserved field name and will be overwritten by the send timestamp \u2014 rename it.`);
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}
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const clean = sanitizeFinite(state);
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localState = clean;
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send0("state", JSON.stringify({ ...clean, [SEND_TIME_KEY]: nowMs() }));
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}
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},
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shared: {
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@@ -395,7 +465,7 @@ function attachSession(client, initialRoom) {
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},
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set(key, value) {
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if (key.startsWith(RESERVED_PREFIX)) return;
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-
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send0("shared", { key, value: JSON.stringify(sanitizeFinite(value)) });
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},
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keys() {
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return room.state?.shared ? Array.from(room.state.shared.keys()).filter((k) => !k.startsWith(RESERVED_PREFIX)) : [];
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@@ -405,13 +475,13 @@ function attachSession(client, initialRoom) {
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405
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claim(id) {
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406
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const key = String(id);
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407
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objOwners.set(key, room.sessionId);
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-
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+
send0("claim", { id: key });
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},
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release(id) {
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const key = String(id);
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localObjState.delete(key);
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413
483
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if (objOwners.get(key) === room.sessionId) objOwners.delete(key);
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-
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484
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+
send0("release", { id: key });
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415
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},
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416
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remove(id) {
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417
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const key = String(id);
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@@ -421,12 +491,13 @@ function attachSession(client, initialRoom) {
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421
491
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objOwners.delete(key);
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422
492
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clearStream(OBJ_PREFIX + key);
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}
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424
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-
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+
send0("destroy", { id: key });
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},
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426
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set(id, state) {
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427
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const key = String(id);
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428
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-
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-
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+
const clean = sanitizeFinite(state);
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499
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+
if (objOwners.get(key) === room.sessionId) localObjState.set(key, clean);
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send0("obj", { id: key, d: clean, t: nowMs() });
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},
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get(id) {
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const key = String(id);
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@@ -457,7 +528,7 @@ function attachSession(client, initialRoom) {
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457
528
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},
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458
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inputs: {
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459
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send(payload) {
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460
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-
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|
+
send0(INPUT_MSG, sanitizeFinite(payload), true);
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461
532
|
},
|
|
462
533
|
on(cb) {
|
|
463
534
|
let set = emitters.get(INPUT_MSG);
|
|
@@ -476,7 +547,7 @@ function attachSession(client, initialRoom) {
|
|
|
476
547
|
last = nowMs();
|
|
477
548
|
timer = setInterval(() => {
|
|
478
549
|
const t = nowMs();
|
|
479
|
-
cb(t - last);
|
|
550
|
+
cb(Math.min(t - last, 250));
|
|
480
551
|
last = t;
|
|
481
552
|
}, Math.max(10, Math.round(1e3 / hz)));
|
|
482
553
|
} else if (!shouldRun && timer) {
|
|
@@ -498,7 +569,7 @@ function attachSession(client, initialRoom) {
|
|
|
498
569
|
console.warn(`[multiplayer] send('${type}') collides with a relay-internal channel \u2014 use a different event name`);
|
|
499
570
|
return;
|
|
500
571
|
}
|
|
501
|
-
|
|
572
|
+
send0(type, payload, true);
|
|
502
573
|
},
|
|
503
574
|
leave() {
|
|
504
575
|
intentionalLeave = true;
|