@genex-ai/multiplayer 0.8.1 → 0.8.3
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 +102 -27
- 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 +4,13 @@ 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 POISON_GUARD_MS = 2e3;
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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 +46,14 @@ 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 +82,7 @@ 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 +91,7 @@ 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 +123,9 @@ 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 +138,12 @@ 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 +156,21 @@ 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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@@ -158,8 +190,10 @@ function attachSession(client, initialRoom) {
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const objRaw = /* @__PURE__ */ new Map();
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const localObjState = /* @__PURE__ */ new Map();
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let hostId;
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const testSkew = typeof globalThis !== "undefined" && globalThis.__GENEX_MP_TEST_SKEW__ || 0;
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const now = testSkew ? () => nowMs() + testSkew : nowMs;
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const pushSnap = (id, state, sendTime) => {
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const arrival =
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const arrival = now();
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const t = sendTime ?? arrival;
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if (sendTime != null) {
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let win = offsetWin.get(id);
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@@ -172,12 +206,17 @@ 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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@@ -187,6 +226,7 @@ function attachSession(client, initialRoom) {
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buf.push({ t, state });
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const cutoff = t - 1500;
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while (buf.length > 2 && buf[0].t < cutoff) buf.shift();
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while (buf.length > 1 && buf[0].t > buf[buf.length - 1].t + POISON_GUARD_MS) buf.shift();
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};
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const sampleSmoothed = (streamKey, localNow) => {
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const buf = buffers.get(streamKey);
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@@ -228,8 +268,10 @@ 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 +296,10 @@ 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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@@ -276,12 +321,23 @@ 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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$(r.state).players.onAdd((player, id) => {
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const { state, sendTime } = parseData(player.data);
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emit("join", id, state);
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if (id !== room.sessionId) pushSnap(id, state, sendTime);
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if (id !== room.sessionId && sendTime != null) pushSnap(id, state, sendTime);
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$(player).onChange(() => {
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const { state: st, sendTime: ts } = parseData(player.data);
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emit("change", id, st);
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@@ -316,6 +372,11 @@ 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 +393,27 @@ 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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343
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emit("reconnected");
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404
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+
if (droppedWhileOffline > 0) {
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console.warn(
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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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413
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+
if (attempt <= RECONNECT_DELAYS_MS.length) {
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414
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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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@@ -365,7 +435,7 @@ function attachSession(client, initialRoom) {
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id: room.sessionId,
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get players() {
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const out = /* @__PURE__ */ new Map();
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-
const localNow =
|
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438
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+
const localNow = now();
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room.state?.players?.forEach((p, id) => {
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const latest = cachedParse(id, p.data);
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let state = latest;
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@@ -384,8 +454,12 @@ function attachSession(client, initialRoom) {
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},
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me: {
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set(state) {
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387
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-
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388
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-
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457
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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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459
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}
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460
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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]: now() }));
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389
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}
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},
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shared: {
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@@ -395,7 +469,7 @@ function attachSession(client, initialRoom) {
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395
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},
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set(key, value) {
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397
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if (key.startsWith(RESERVED_PREFIX)) return;
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398
|
-
|
|
472
|
+
send0("shared", { key, value: JSON.stringify(sanitizeFinite(value)) });
|
|
399
473
|
},
|
|
400
474
|
keys() {
|
|
401
475
|
return room.state?.shared ? Array.from(room.state.shared.keys()).filter((k) => !k.startsWith(RESERVED_PREFIX)) : [];
|
|
@@ -405,13 +479,13 @@ function attachSession(client, initialRoom) {
|
|
|
405
479
|
claim(id) {
|
|
406
480
|
const key = String(id);
|
|
407
481
|
objOwners.set(key, room.sessionId);
|
|
408
|
-
|
|
482
|
+
send0("claim", { id: key });
|
|
409
483
|
},
|
|
410
484
|
release(id) {
|
|
411
485
|
const key = String(id);
|
|
412
486
|
localObjState.delete(key);
|
|
413
487
|
if (objOwners.get(key) === room.sessionId) objOwners.delete(key);
|
|
414
|
-
|
|
488
|
+
send0("release", { id: key });
|
|
415
489
|
},
|
|
416
490
|
remove(id) {
|
|
417
491
|
const key = String(id);
|
|
@@ -421,12 +495,13 @@ function attachSession(client, initialRoom) {
|
|
|
421
495
|
objOwners.delete(key);
|
|
422
496
|
clearStream(OBJ_PREFIX + key);
|
|
423
497
|
}
|
|
424
|
-
|
|
498
|
+
send0("destroy", { id: key });
|
|
425
499
|
},
|
|
426
500
|
set(id, state) {
|
|
427
501
|
const key = String(id);
|
|
428
|
-
|
|
429
|
-
|
|
502
|
+
const clean = sanitizeFinite(state);
|
|
503
|
+
if (objOwners.get(key) === room.sessionId) localObjState.set(key, clean);
|
|
504
|
+
send0("obj", { id: key, d: clean, t: now() });
|
|
430
505
|
},
|
|
431
506
|
get(id) {
|
|
432
507
|
const key = String(id);
|
|
@@ -441,7 +516,7 @@ function attachSession(client, initialRoom) {
|
|
|
441
516
|
raw = mine;
|
|
442
517
|
} else {
|
|
443
518
|
raw = objRaw.get(key) ?? {};
|
|
444
|
-
state = sampleSmoothed(OBJ_PREFIX + key,
|
|
519
|
+
state = sampleSmoothed(OBJ_PREFIX + key, now()) ?? raw;
|
|
445
520
|
}
|
|
446
521
|
return { id: key, owner, isMine, state, stateRaw: raw };
|
|
447
522
|
},
|
|
@@ -457,7 +532,7 @@ function attachSession(client, initialRoom) {
|
|
|
457
532
|
},
|
|
458
533
|
inputs: {
|
|
459
534
|
send(payload) {
|
|
460
|
-
|
|
535
|
+
send0(INPUT_MSG, sanitizeFinite(payload), true);
|
|
461
536
|
},
|
|
462
537
|
on(cb) {
|
|
463
538
|
let set = emitters.get(INPUT_MSG);
|
|
@@ -476,7 +551,7 @@ function attachSession(client, initialRoom) {
|
|
|
476
551
|
last = nowMs();
|
|
477
552
|
timer = setInterval(() => {
|
|
478
553
|
const t = nowMs();
|
|
479
|
-
cb(t - last);
|
|
554
|
+
cb(Math.min(t - last, 250));
|
|
480
555
|
last = t;
|
|
481
556
|
}, Math.max(10, Math.round(1e3 / hz)));
|
|
482
557
|
} else if (!shouldRun && timer) {
|
|
@@ -498,7 +573,7 @@ function attachSession(client, initialRoom) {
|
|
|
498
573
|
console.warn(`[multiplayer] send('${type}') collides with a relay-internal channel \u2014 use a different event name`);
|
|
499
574
|
return;
|
|
500
575
|
}
|
|
501
|
-
|
|
576
|
+
send0(type, payload, true);
|
|
502
577
|
},
|
|
503
578
|
leave() {
|
|
504
579
|
intentionalLeave = true;
|