@quake2ts/server 0.0.1 → 0.0.739

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.
@@ -0,0 +1 @@
1
+ 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{ NetDriver } from '@quake2ts/shared';\nimport WebSocket from 'ws';\n\nexport class WebSocketNetDriver implements NetDriver {\n private socket: WebSocket | null = null;\n private messageCallback: ((data: Uint8Array) => void) | null = null;\n private closeCallback: (() => void) | null = null;\n private errorCallback: ((error: Error) => void) | null = null;\n\n async connect(url: string): Promise<void> {\n return new Promise((resolve, reject) => {\n try {\n this.socket = new WebSocket(url);\n this.socket.binaryType = 'arraybuffer';\n\n this.socket.onopen = () => {\n resolve();\n };\n\n this.socket.onerror = (event) => {\n const error = new Error('WebSocket connection error ' + event.message);\n if (this.errorCallback) {\n this.errorCallback(error);\n }\n reject(error);\n };\n\n this.socket.onclose = () => {\n if (this.closeCallback) {\n this.closeCallback();\n }\n this.socket = null;\n };\n\n this.socket.onmessage = (event) => {\n if (this.messageCallback) {\n if (event.data instanceof ArrayBuffer) {\n this.messageCallback(new Uint8Array(event.data));\n } else if (Buffer.isBuffer(event.data)) {\n // ws in Node might return Buffer\n this.messageCallback(new Uint8Array(event.data));\n } else if (Array.isArray(event.data)) {\n // Buffer[]\n const totalLength = event.data.reduce((acc, buf) => acc + buf.length, 0);\n const result = new Uint8Array(totalLength);\n let offset = 0;\n for (const buf of event.data) {\n result.set(buf, offset);\n offset += buf.length;\n }\n this.messageCallback(result);\n } else {\n console.warn('Received non-binary message from server', typeof event.data);\n }\n }\n };\n\n } catch (e) {\n reject(e);\n }\n });\n }\n\n // Method to attach an existing socket (server-side incoming connection)\n attach(socket: WebSocket) {\n this.socket = socket;\n this.socket.binaryType = 'arraybuffer';\n\n this.socket.onclose = () => {\n if (this.closeCallback) this.closeCallback();\n this.socket = null;\n };\n\n this.socket.onerror = (event) => {\n if (this.errorCallback) this.errorCallback(new Error(event.message));\n };\n\n this.socket.onmessage = (event) => {\n if (this.messageCallback) {\n if (event.data instanceof ArrayBuffer) {\n this.messageCallback(new Uint8Array(event.data));\n } else if (Buffer.isBuffer(event.data)) {\n this.messageCallback(new Uint8Array(event.data));\n } else if (Array.isArray(event.data)) { // ws specific\n // handle fragmentation if necessary, usually it's Buffer[]\n const totalLength = event.data.reduce((acc: number, buf: Buffer) => acc + buf.length, 0);\n const result = new Uint8Array(totalLength);\n let offset = 0;\n for (const buf of event.data) {\n result.set(buf, offset);\n offset += buf.length;\n }\n this.messageCallback(result);\n }\n }\n };\n }\n\n disconnect(): void {\n if (this.socket) {\n this.socket.close();\n this.socket = null;\n }\n }\n\n send(data: Uint8Array): void {\n if (this.socket && this.socket.readyState === WebSocket.OPEN) {\n this.socket.send(data);\n } else {\n console.warn('Attempted to send data on closed or connecting socket');\n }\n }\n\n onMessage(callback: (data: Uint8Array) => void): void {\n this.messageCallback = callback;\n }\n\n onClose(callback: () => void): void {\n this.closeCallback = callback;\n }\n\n onError(callback: (error: Error) => void): void {\n this.errorCallback = callback;\n }\n\n isConnected(): boolean {\n return this.socket !== null && this.socket.readyState === WebSocket.OPEN;\n }\n}\n","import { NetDriver, UserCommand, PlayerState, UPDATE_BACKUP, MAX_CONFIGSTRINGS, EntityState, NetChan } from '@quake2ts/shared';\nimport { Entity } from '@quake2ts/game';\n\nexport enum ClientState {\n Free = 0,\n Zombie = 1, // client has been disconnected, but don't reuse connection for a couple seconds\n Connected = 2, // has been assigned to a client_t, but not in game yet\n Spawned = 3, // client is fully in game\n Active = 4 // In game (added to match existing code usage)\n}\n\nexport interface ClientFrame {\n areaBytes: number;\n areaBits: Uint8Array;\n playerState: PlayerState;\n numEntities: number;\n firstEntity: number; // into the circular sv_packet_entities[]\n sentTime: number; // for ping calculations\n entities: EntityState[];\n packetCRC: number; // CRC of the packet sending this frame\n}\n\nexport interface Client {\n index: number; // Client index (0 to maxClients - 1)\n state: ClientState;\n net: NetDriver;\n netchan: NetChan; // Network channel for reliable communication\n userInfo: string;\n\n lastFrame: number; // for delta compression\n lastCmd: UserCommand;\n\n commandMsec: number; // For anti-cheat/speed control\n\n frameLatency: number[]; // [LATENCY_COUNTS]\n ping: number;\n\n messageSize: number[]; // [RATE_MESSAGES]\n rate: number;\n suppressCount: number;\n\n edict: Entity | null; // The player entity\n name: string;\n messageLevel: number;\n\n // The datagram is written to by sound calls, prints, temp ents, etc.\n datagram: Uint8Array; // This needs to be a growable buffer really\n\n frames: ClientFrame[]; // [UPDATE_BACKUP]\n\n // Download state\n download?: Uint8Array;\n downloadSize: number;\n downloadCount: number;\n\n lastMessage: number; // sv.framenum when packet was last received\n lastConnect: number;\n\n challenge: number;\n\n messageQueue: Uint8Array[]; // Queue for incoming packets\n lastPacketEntities: number[]; // List of entity numbers sent in the last packet\n\n // Rate limiting\n commandQueue: UserCommand[];\n lastCommandTime: number;\n commandCount: number;\n}\n\nexport function createClient(index: number, net: NetDriver): Client {\n // Initialize frames array\n const frames: ClientFrame[] = [];\n for (let i = 0; i < UPDATE_BACKUP; i++) {\n frames.push({\n areaBytes: 0,\n areaBits: new Uint8Array(0), // Size depends on map areas\n playerState: createEmptyPlayerState(),\n numEntities: 0,\n firstEntity: 0,\n sentTime: 0,\n entities: [],\n packetCRC: 0\n });\n }\n\n const netchan = new NetChan();\n // Initialize qport - normally we would get this from userinfo or handshake\n netchan.setup(Math.floor(Math.random() * 65536));\n\n return {\n index,\n state: ClientState.Connected,\n net,\n netchan,\n userInfo: '',\n\n lastFrame: 0,\n lastCmd: createEmptyUserCommand(),\n\n commandMsec: 0,\n frameLatency: [],\n ping: 0,\n messageSize: [],\n rate: 25000, // Default rate\n suppressCount: 0,\n\n edict: null,\n name: `Player ${index}`,\n messageLevel: 0,\n\n datagram: new Uint8Array(0),\n\n frames,\n\n downloadSize: 0,\n downloadCount: 0,\n\n lastMessage: 0,\n lastConnect: Date.now(),\n challenge: 0,\n\n messageQueue: [],\n lastPacketEntities: [],\n\n commandQueue: [],\n lastCommandTime: 0,\n commandCount: 0\n };\n}\n\nfunction createEmptyUserCommand(): UserCommand {\n return {\n msec: 0,\n buttons: 0,\n angles: { x: 0, y: 0, z: 0 },\n forwardmove: 0,\n sidemove: 0,\n upmove: 0,\n sequence: 0,\n lightlevel: 0,\n impulse: 0\n };\n}\n\nfunction createEmptyPlayerState(): PlayerState {\n return {\n origin: { x: 0, y: 0, z: 0 },\n velocity: { x: 0, y: 0, z: 0 },\n viewAngles: { x: 0, y: 0, z: 0 },\n onGround: false,\n waterLevel: 0,\n watertype: 0,\n mins: { x: -16, y: -16, z: -24 },\n maxs: { x: 16, y: 16, z: 32 },\n damageAlpha: 0,\n damageIndicators: [],\n blend: [0, 0, 0, 0],\n // Stubs for new fields\n stats: [],\n kick_angles: { x: 0, y: 0, z: 0 },\n kick_origin: { x: 0, y: 0, z: 0 },\n gunoffset: { x: 0, y: 0, z: 0 },\n gunangles: { x: 0, y: 0, z: 0 },\n gunindex: 0,\n pm_type: 0,\n pm_time: 0,\n pm_flags: 0,\n gun_frame: 0,\n rdflags: 0,\n fov: 90,\n renderfx: 0\n };\n}\n","import { BinaryStream, ClientCommand, UserCommand } from '@quake2ts/shared';\n\nexport interface ClientMessageHandler {\n onMove(checksum: number, lastFrame: number, userCmd: UserCommand): void;\n onUserInfo(info: string): void;\n onStringCmd(cmd: string): void;\n onNop(): void;\n onBad(): void;\n}\n\nexport class ClientMessageParser {\n private stream: BinaryStream;\n private handler: ClientMessageHandler;\n\n constructor(stream: BinaryStream, handler: ClientMessageHandler) {\n this.stream = stream;\n this.handler = handler;\n }\n\n public parseMessage(): void {\n while (this.stream.hasMore()) {\n const cmdId = this.stream.readByte();\n if (cmdId === -1) break;\n\n switch (cmdId) {\n case ClientCommand.move:\n this.parseMove();\n break;\n case ClientCommand.userinfo:\n this.parseUserInfo();\n break;\n case ClientCommand.stringcmd:\n this.parseStringCmd();\n break;\n case ClientCommand.nop:\n this.handler.onNop();\n break;\n default:\n console.warn(`Unknown client command: ${cmdId}`);\n this.handler.onBad();\n return;\n }\n }\n }\n\n private parseMove(): void {\n const checksum = this.stream.readByte();\n const lastFrame = this.stream.readLong();\n\n // Read UserCmd\n // TODO: support delta compression if needed (Q2 uses delta compression for usercmds)\n // For now, assume full UserCmd or implement basic read\n\n const msec = this.stream.readByte();\n const buttons = this.stream.readByte();\n const angles = {\n x: this.stream.readShort() * (360.0 / 65536.0),\n y: this.stream.readShort() * (360.0 / 65536.0),\n z: this.stream.readShort() * (360.0 / 65536.0),\n };\n const forwardmove = this.stream.readShort();\n const sidemove = this.stream.readShort();\n const upmove = this.stream.readShort();\n const impulse = this.stream.readByte();\n const lightlevel = this.stream.readByte(); // Used for light-based stealth, usually ignored by server logic except for stats\n\n const userCmd: UserCommand = {\n msec,\n buttons,\n angles,\n forwardmove,\n sidemove,\n upmove,\n impulse,\n lightlevel,\n sequence: 0 // Server doesn't read sequence from packet body in standard protocol, it tracks it\n };\n\n this.handler.onMove(checksum, lastFrame, userCmd);\n }\n\n private parseUserInfo(): void {\n const info = this.stream.readString();\n this.handler.onUserInfo(info);\n }\n\n private parseStringCmd(): void {\n const cmd = this.stream.readString();\n this.handler.onStringCmd(cmd);\n }\n}\n","import { CollisionModel } from \"@quake2ts/shared\";\nimport { EntityState, MAX_CONFIGSTRINGS, MAX_EDICTS, MAX_CHALLENGES } from \"@quake2ts/shared\";\nimport { Client } from \"./client.js\";\n\n/**\n * ServerState corresponds to server_state_t in the original source.\n */\nexport enum ServerState {\n Dead, // no map loaded\n Loading, // spawning level edicts\n Game, // actively running\n Cinematic,\n Demo,\n Pic\n}\n\nexport interface Challenge {\n adr: string; // IP address\n challenge: number;\n time: number;\n}\n\n/**\n * ServerStatic holds the state that is constant across server restarts.\n * Corresponds to server_static_t in the original source.\n */\nexport interface ServerStatic {\n initialized: boolean;\n realTime: number; // always increasing\n\n mapCmd: string; // ie: *intro.cin+base\n\n spawnCount: number; // incremented each server start\n\n clients: (Client | null)[];\n\n // In original this is: entity_state_t *client_entities;\n // We might need a different approach in TS, but keeping the concept:\n // This buffer holds entity states for all clients history.\n // For now we might store it on the client directly or here.\n // Original: client_entities[maxclients*UPDATE_BACKUP*MAX_PACKET_ENTITIES]\n\n lastHeartbeat: number;\n\n challenges: Challenge[];\n\n // Demo recording stuff\n demoFile?: any; // File handle\n}\n\n/**\n * Server holds the state for the current running server instance.\n * Corresponds to server_t in the original source.\n */\nexport interface Server {\n state: ServerState;\n\n attractLoop: boolean;\n loadGame: boolean;\n\n startTime: number; // Added back as it was used in dedicated.ts and is useful\n time: number; // sv.framenum * 100 msec\n frame: number;\n\n name: string; // map name\n\n // Models are handled by AssetManager in engine usually,\n // but server needs collision models.\n collisionModel: CollisionModel | null;\n\n configStrings: string[]; // [MAX_CONFIGSTRINGS]\n baselines: (EntityState | null)[]; // [MAX_EDICTS]\n\n // Multicast buffer\n multicastBuf: Uint8Array;\n}\n","import { BinaryWriter, ServerCommand, TempEntity, Vec3 } from '@quake2ts/shared';\nimport { Entity } from '@quake2ts/game';\n\n/**\n * Writes a server command and its arguments to a BinaryWriter.\n * This handles the serialization of generic arguments passed to multicast/unicast\n * into the specific binary format expected by the protocol.\n */\nexport function writeServerCommand(writer: BinaryWriter, event: ServerCommand, ...args: any[]): void {\n writer.writeByte(event);\n\n switch (event) {\n case ServerCommand.print: {\n // args: [level: number, text: string]\n const level = args[0] as number;\n const text = args[1] as string;\n writer.writeByte(level);\n writer.writeString(text);\n break;\n }\n\n case ServerCommand.centerprint: {\n // args: [text: string]\n const text = args[0] as string;\n writer.writeString(text);\n break;\n }\n\n case ServerCommand.stufftext: {\n // args: [text: string]\n const text = args[0] as string;\n writer.writeString(text);\n break;\n }\n\n case ServerCommand.sound: {\n // args: [flags, soundNum, volume?, attenuation?, offset?, ent?, pos?]\n const flags = args[0] as number;\n const soundNum = args[1] as number;\n const volume = args[2] as number | undefined;\n const attenuation = args[3] as number | undefined;\n const offset = args[4] as number | undefined;\n const ent = args[5] as number | undefined;\n const pos = args[6] as Vec3 | undefined;\n\n writer.writeByte(flags);\n writer.writeByte(soundNum);\n\n if (flags & 1) { // SND_VOLUME\n writer.writeByte(volume || 0);\n }\n if (flags & 2) { // SND_ATTENUATION\n writer.writeByte(attenuation || 0);\n }\n if (flags & 16) { // SND_OFFSET\n writer.writeByte(offset || 0);\n }\n if (flags & 8) { // SND_ENT\n writer.writeShort(ent || 0);\n }\n if (flags & 4) { // SND_POS\n if (pos) {\n writer.writePos(pos);\n } else {\n writer.writePos({x:0, y:0, z:0});\n }\n }\n break;\n }\n\n case ServerCommand.muzzleflash: {\n // args: [entityIndex: number, flashType: number]\n const entIndex = args[0] as number;\n const flashType = args[1] as number;\n writer.writeShort(entIndex);\n writer.writeByte(flashType);\n break;\n }\n\n case ServerCommand.temp_entity: {\n // args: [type: TempEntity, ...params]\n const type = args[0] as TempEntity;\n writer.writeByte(type);\n writeTempEntity(writer, type, args.slice(1));\n break;\n }\n\n default:\n console.warn(`writeServerCommand: Unhandled command ${event}`);\n break;\n }\n}\n\nfunction writeTempEntity(writer: BinaryWriter, type: TempEntity, args: any[]): void {\n switch (type) {\n case TempEntity.ROCKET_EXPLOSION:\n case TempEntity.GRENADE_EXPLOSION:\n case TempEntity.EXPLOSION1:\n case TempEntity.EXPLOSION2:\n case TempEntity.ROCKET_EXPLOSION_WATER:\n case TempEntity.GRENADE_EXPLOSION_WATER:\n case TempEntity.BFG_EXPLOSION:\n case TempEntity.BFG_BIGEXPLOSION:\n case TempEntity.PLASMA_EXPLOSION:\n case TempEntity.PLAIN_EXPLOSION:\n case TempEntity.TRACKER_EXPLOSION:\n case TempEntity.EXPLOSION1_BIG:\n case TempEntity.EXPLOSION1_NP:\n case TempEntity.EXPLOSION1_NL:\n case TempEntity.EXPLOSION2_NL:\n case TempEntity.BERSERK_SLAM:\n // Format: [pos]\n writer.writePos(args[0] as Vec3);\n break;\n\n case TempEntity.BLASTER:\n case TempEntity.FLECHETTE:\n // Format: [pos, dir]\n writer.writePos(args[0] as Vec3);\n writer.writeDir(args[1] as Vec3);\n break;\n\n case TempEntity.RAILTRAIL:\n case TempEntity.DEBUGTRAIL:\n case TempEntity.BUBBLETRAIL:\n case TempEntity.BUBBLETRAIL2:\n case TempEntity.BFG_LASER:\n case TempEntity.LIGHTNING_BEAM:\n case TempEntity.LIGHTNING:\n // Format: [start, end]\n writer.writePos(args[0] as Vec3);\n writer.writePos(args[1] as Vec3);\n break;\n\n case TempEntity.LASER_SPARKS:\n case TempEntity.WELDING_SPARKS:\n case TempEntity.TUNNEL_SPARKS:\n case TempEntity.ELECTRIC_SPARKS:\n case TempEntity.HEATBEAM_SPARKS:\n case TempEntity.HEATBEAM_STEAM:\n case TempEntity.STEAM:\n // Format: [count, pos, dir, color?]\n // Q2: writeByte(count), writePos(start), writeDir(normal), writeByte(skin/color)\n writer.writeByte(args[0] as number);\n writer.writePos(args[1] as Vec3);\n writer.writeDir(args[2] as Vec3);\n writer.writeByte(args[3] as number || 0);\n break;\n\n case TempEntity.PARASITE_ATTACK:\n case TempEntity.MEDIC_CABLE_ATTACK:\n // Format: [entIndex, start, end]\n // args[0] is Entity usually\n const ent = args[0] as Entity;\n writer.writeShort(ent ? ent.index : 0);\n writer.writePos(args[1] as Vec3);\n writer.writePos(args[2] as Vec3);\n break;\n\n case TempEntity.GUNSHOT:\n case TempEntity.BLOOD:\n case TempEntity.SPARKS:\n case TempEntity.BULLET_SPARKS:\n case TempEntity.SCREEN_SPARKS:\n case TempEntity.SHIELD_SPARKS:\n // Format: [pos, dir]\n writer.writePos(args[0] as Vec3);\n writer.writeDir(args[1] as Vec3);\n break;\n\n case TempEntity.SPLASH:\n case TempEntity.POWER_SPLASH:\n case TempEntity.WIDOWSPLASH:\n // Format: [count, pos, dir, color]\n writer.writeByte(args[0] as number);\n writer.writePos(args[1] as Vec3);\n writer.writeDir(args[2] as Vec3);\n writer.writeByte(args[3] as number || 0);\n break;\n\n default:\n console.warn(`writeTempEntity: Unhandled TempEntity ${type}`);\n break;\n }\n}\n","import { WebSocketServer } from 'ws';\nimport { WebSocketNetDriver } from '../net/nodeWsDriver.js';\nimport { NetworkTransport } from '../transport.js';\nimport { NetDriver } from '@quake2ts/shared';\n\nexport class WebSocketTransport implements NetworkTransport {\n private wss: WebSocketServer | null = null;\n private connectionCallback: ((driver: NetDriver, info?: any) => void) | null = null;\n private errorCallback: ((error: Error) => void) | null = null;\n\n async listen(port: number): Promise<void> {\n return new Promise((resolve) => {\n this.wss = new WebSocketServer({ port });\n this.wss.on('listening', () => resolve());\n this.wss.on('connection', (ws, req) => {\n const driver = new WebSocketNetDriver();\n driver.attach(ws);\n if (this.connectionCallback) {\n this.connectionCallback(driver, req);\n }\n });\n this.wss.on('error', (err) => {\n if (this.errorCallback) this.errorCallback(err);\n });\n });\n }\n\n close() {\n if (this.wss) {\n this.wss.close();\n this.wss = null;\n }\n }\n\n onConnection(callback: (driver: NetDriver, info?: any) => void) {\n this.connectionCallback = callback;\n }\n\n onError(callback: (error: Error) => void) {\n this.errorCallback = callback;\n }\n}\n","import { WebSocketNetDriver } from './net/nodeWsDriver.js';\nimport { createGame, GameExports, GameImports, GameEngine, Entity, MulticastType, GameStateSnapshot, Solid } from '@quake2ts/game';\nimport { Client, createClient, ClientState } from './client.js';\nimport { ClientMessageParser } from './protocol.js';\nimport { BinaryWriter, ServerCommand, BinaryStream, UserCommand, traceBox, CollisionModel, UPDATE_BACKUP, MAX_CONFIGSTRINGS, MAX_EDICTS, EntityState, CollisionEntityIndex, inPVS, inPHS, crc8, NetDriver, ConfigStringIndex } from '@quake2ts/shared';\nimport { parseBsp, PakArchive } from '@quake2ts/engine';\nimport fs from 'node:fs/promises';\nimport * as path from 'node:path';\nimport { createPlayerInventory, createPlayerWeaponStates } from '@quake2ts/game';\nimport { Server, ServerState, ServerStatic } from './server.js';\nimport { writeDeltaEntity, writeRemoveEntity } from '@quake2ts/shared';\nimport { writePlayerState, ProtocolPlayerState } from './protocol/player.js';\nimport { writeServerCommand } from './protocol/write.js';\nimport { Vec3, lerpAngle } from '@quake2ts/shared';\nimport { NetworkTransport } from './transport.js';\nimport { WebSocketTransport } from './transports/websocket.js';\n\nfunction lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t;\n}\n\nconst DEFAULT_MAX_CLIENTS = 16;\nconst FRAME_RATE = 10; // 10Hz dedicated server loop (Q2 standard)\nconst FRAME_TIME_MS = 1000 / FRAME_RATE;\n\n// Lag Compensation History\ninterface EntityHistory {\n time: number;\n origin: Vec3;\n mins: Vec3;\n maxs: Vec3;\n angles: Vec3;\n}\n\ninterface EntityBackup {\n origin: Vec3;\n mins: Vec3;\n maxs: Vec3;\n angles: Vec3;\n link: boolean;\n}\n\nexport interface ClientInfo {\n id: number;\n name: string;\n ping: number;\n address: string;\n}\n\nexport interface ServerOptions {\n mapName?: string;\n maxPlayers?: number;\n deathmatch?: boolean;\n port?: number;\n transport?: NetworkTransport;\n}\n\nexport class DedicatedServer implements GameEngine {\n private transport: NetworkTransport;\n private svs: ServerStatic;\n private sv: Server;\n private game: GameExports | null = null;\n private frameTimeout: NodeJS.Timeout | null = null;\n private entityIndex: CollisionEntityIndex | null = null;\n\n // History buffer: Map<EntityIndex, HistoryArray>\n private history = new Map<number, EntityHistory[]>();\n private backup = new Map<number, EntityBackup>();\n\n // Events\n public onClientConnected?: (clientId: number, name: string) => void;\n public onClientDisconnected?: (clientId: number) => void;\n public onServerError?: (error: Error) => void;\n\n private options: ServerOptions;\n\n constructor(optionsOrPort: ServerOptions | number = {}) {\n const options = typeof optionsOrPort === 'number' ? { port: optionsOrPort } : optionsOrPort;\n this.options = {\n port: 27910,\n maxPlayers: DEFAULT_MAX_CLIENTS,\n deathmatch: true,\n ...options\n };\n\n this.transport = this.options.transport || new WebSocketTransport();\n\n this.svs = {\n initialized: false,\n realTime: 0,\n mapCmd: '',\n spawnCount: 0,\n clients: new Array(this.options.maxPlayers!).fill(null),\n lastHeartbeat: 0,\n challenges: []\n };\n this.sv = {\n state: ServerState.Dead,\n attractLoop: false,\n loadGame: false,\n startTime: 0, // Initialize startTime\n time: 0,\n frame: 0,\n name: '',\n collisionModel: null,\n configStrings: new Array(MAX_CONFIGSTRINGS).fill(''),\n baselines: new Array(MAX_EDICTS).fill(null),\n multicastBuf: new Uint8Array(0)\n };\n this.entityIndex = new CollisionEntityIndex();\n }\n\n public setTransport(transport: NetworkTransport) {\n if (this.svs.initialized) {\n throw new Error('Cannot set transport after server started');\n }\n this.transport = transport;\n }\n\n public async startServer(mapName?: string) {\n const map = mapName || this.options.mapName;\n if (!map) {\n throw new Error('No map specified');\n }\n await this.start(map);\n }\n\n public stopServer() {\n this.stop();\n }\n\n public kickPlayer(clientId: number) {\n if (clientId < 0 || clientId >= this.svs.clients.length) return;\n const client = this.svs.clients[clientId];\n if (client && client.state >= ClientState.Connected) {\n console.log(`Kicking client ${clientId}`);\n // Send disconnect message if possible\n if (client.netchan) {\n const writer = new BinaryWriter();\n writer.writeByte(ServerCommand.print);\n writer.writeByte(2);\n writer.writeString('Kicked by server.\\n');\n try {\n const packet = client.netchan.transmit(writer.getData());\n client.net.send(packet);\n } catch (e) {}\n }\n this.dropClient(client);\n }\n }\n\n public async changeMap(mapName: string) {\n console.log(`Changing map to ${mapName}`);\n\n // Notify clients?\n this.multicast(\n {x:0,y:0,z:0},\n MulticastType.All,\n ServerCommand.print,\n 2,\n `Changing map to ${mapName}...\\n`\n );\n\n // Stop current game loop\n if (this.frameTimeout) clearTimeout(this.frameTimeout);\n\n // Reset Server State\n this.sv.state = ServerState.Loading;\n this.sv.collisionModel = null;\n this.sv.time = 0;\n this.sv.frame = 0;\n this.sv.configStrings.fill('');\n this.sv.baselines.fill(null);\n this.history.clear();\n this.entityIndex = new CollisionEntityIndex();\n\n // Load new Map\n await this.loadMap(mapName);\n\n // Re-init game\n this.initGame();\n\n // Send new serverdata to all connected clients and respawn them\n for (const client of this.svs.clients) {\n if (client && client.state >= ClientState.Connected) {\n // Reset client game state\n client.edict = null; // Will be respawned\n client.state = ClientState.Connected; // Move back to connected state to trigger spawn\n\n // Send new serverdata\n this.sendServerData(client);\n\n // Force them to reload/precache\n client.netchan.writeReliableByte(ServerCommand.stufftext);\n client.netchan.writeReliableString(`map ${mapName}\\n`);\n\n // Trigger spawn\n this.handleBegin(client);\n }\n }\n\n // Resume loop\n this.runFrame();\n }\n\n public getConnectedClients(): ClientInfo[] {\n const list: ClientInfo[] = [];\n for (const client of this.svs.clients) {\n if (client && client.state >= ClientState.Connected) {\n list.push({\n id: client.index,\n name: 'Player', // TODO: Parse userinfo for name\n ping: client.ping,\n address: 'unknown'\n });\n }\n }\n return list;\n }\n\n private async start(mapName: string) {\n console.log(`Starting Dedicated Server on port ${this.options.port}...`);\n this.sv.name = mapName;\n this.svs.initialized = true;\n this.svs.spawnCount++;\n\n // 1. Initialize Network\n this.transport.onConnection((driver, info) => {\n console.log('New connection', info ? `from ${info.socket?.remoteAddress}` : '');\n this.handleConnection(driver, info);\n });\n\n this.transport.onError((err) => {\n if (this.onServerError) this.onServerError(err);\n });\n\n await this.transport.listen(this.options.port!);\n\n // 2. Load Map\n await this.loadMap(mapName);\n\n // 3. Initialize Game\n this.initGame();\n\n // 4. Start Loop\n this.runFrame();\n console.log('Server started.');\n }\n\n private async loadMap(mapName: string) {\n try {\n console.log(`Loading map ${mapName}...`);\n this.sv.state = ServerState.Loading;\n this.sv.name = mapName;\n\n let arrayBuffer: ArrayBuffer;\n\n // Check if map exists on disk\n try {\n await fs.access(mapName);\n const mapData = await fs.readFile(mapName);\n arrayBuffer = mapData.buffer.slice(mapData.byteOffset, mapData.byteOffset + mapData.byteLength) as ArrayBuffer;\n } catch (e) {\n console.log(`Map file ${mapName} not found on disk, checking pak.pak...`);\n // Check pak.pak\n const possiblePakPaths = [\n path.resolve(process.cwd(), 'pak.pak'),\n path.resolve(process.cwd(), '../pak.pak'),\n path.resolve(process.cwd(), '../../pak.pak'),\n path.resolve('baseq2/pak.pak')\n ];\n\n let pakPath: string | null = null;\n for (const p of possiblePakPaths) {\n try {\n await fs.access(p);\n pakPath = p;\n break;\n } catch {}\n }\n\n if (!pakPath) {\n throw new Error(`Map ${mapName} not found and pak.pak not found.`);\n }\n\n const pakBuffer = await fs.readFile(pakPath);\n const pakArrayBuffer = pakBuffer.buffer.slice(pakBuffer.byteOffset, pakBuffer.byteOffset + pakBuffer.byteLength) as ArrayBuffer;\n const pak = PakArchive.fromArrayBuffer('pak.pak', pakArrayBuffer);\n\n const entry = pak.getEntry(mapName);\n if (!entry) {\n throw new Error(`Map ${mapName} not found in pak.pak`);\n }\n\n const data = pak.readFile(mapName);\n arrayBuffer = data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength) as ArrayBuffer;\n }\n\n const bspMap = parseBsp(arrayBuffer);\n\n // Convert BspMap to CollisionModel manually\n const planes = bspMap.planes.map(p => {\n const normal = { x: p.normal[0], y: p.normal[1], z: p.normal[2] };\n let signbits = 0;\n if (normal.x < 0) signbits |= 1;\n if (normal.y < 0) signbits |= 2;\n if (normal.z < 0) signbits |= 4;\n return {\n normal,\n dist: p.dist,\n type: p.type,\n signbits\n };\n });\n\n const nodes = bspMap.nodes.map(n => ({\n plane: planes[n.planeIndex],\n children: n.children\n }));\n\n const leafBrushes: number[] = [];\n const leaves = bspMap.leafs.map((l, i) => {\n const brushes = bspMap.leafLists.leafBrushes[i];\n const firstLeafBrush = leafBrushes.length;\n leafBrushes.push(...brushes);\n return {\n contents: l.contents,\n cluster: l.cluster,\n area: l.area,\n firstLeafBrush,\n numLeafBrushes: brushes.length\n };\n });\n\n const brushes = bspMap.brushes.map(b => {\n const sides = [];\n for (let i = 0; i < b.numSides; i++) {\n const sideIndex = b.firstSide + i;\n const bspSide = bspMap.brushSides[sideIndex];\n const plane = planes[bspSide.planeIndex];\n const texInfo = bspMap.texInfo[bspSide.texInfo];\n const surfaceFlags = texInfo ? texInfo.flags : 0;\n\n sides.push({\n plane,\n surfaceFlags\n });\n }\n return {\n contents: b.contents,\n sides,\n checkcount: 0\n };\n });\n\n const bmodels = bspMap.models.map(m => ({\n mins: { x: m.mins[0], y: m.mins[1], z: m.mins[2] },\n maxs: { x: m.maxs[0], y: m.maxs[1], z: m.maxs[2] },\n origin: { x: m.origin[0], y: m.origin[1], z: m.origin[2] },\n headnode: m.headNode\n }));\n\n let visibility;\n if (bspMap.visibility) {\n visibility = {\n numClusters: bspMap.visibility.numClusters,\n clusters: bspMap.visibility.clusters\n };\n }\n\n this.sv.collisionModel = {\n planes,\n nodes,\n leaves,\n brushes,\n leafBrushes,\n bmodels,\n visibility\n };\n\n console.log(`Map loaded successfully.`);\n } catch (e) {\n console.warn('Failed to load map:', e);\n if (this.onServerError) this.onServerError(e as Error);\n }\n }\n\n private initGame() {\n this.sv.startTime = Date.now();\n const imports: GameImports = {\n trace: (start, mins, maxs, end, passent, contentmask) => {\n if (this.entityIndex) {\n const result = this.entityIndex.trace({\n start,\n end,\n mins: mins || undefined,\n maxs: maxs || undefined,\n model: this.sv.collisionModel as CollisionModel,\n passId: passent ? passent.index : undefined,\n contentMask: contentmask\n });\n\n let hitEntity: Entity | null = null;\n if (result.entityId !== null && result.entityId !== undefined && this.game) {\n hitEntity = this.game.entities.getByIndex(result.entityId) ?? null;\n }\n\n return {\n allsolid: result.allsolid,\n startsolid: result.startsolid,\n fraction: result.fraction,\n endpos: result.endpos,\n plane: result.plane || null,\n surfaceFlags: result.surfaceFlags || 0,\n contents: result.contents || 0,\n ent: hitEntity\n };\n }\n\n const worldResult = this.sv.collisionModel ? traceBox({\n start,\n end,\n mins: mins || undefined,\n maxs: maxs || undefined,\n model: this.sv.collisionModel,\n contentMask: contentmask\n }) : {\n fraction: 1.0,\n endpos: { ...end },\n allsolid: false,\n startsolid: false,\n plane: null,\n surfaceFlags: 0,\n contents: 0\n };\n\n return {\n allsolid: worldResult.allsolid,\n startsolid: worldResult.startsolid,\n fraction: worldResult.fraction,\n endpos: worldResult.endpos,\n plane: worldResult.plane || null,\n surfaceFlags: worldResult.surfaceFlags || 0,\n contents: worldResult.contents || 0,\n ent: null\n };\n },\n pointcontents: (p) => 0,\n linkentity: (ent) => {\n if (!this.entityIndex) return;\n this.entityIndex.link({\n id: ent.index,\n origin: ent.origin,\n mins: ent.mins,\n maxs: ent.maxs,\n contents: ent.solid === 0 ? 0 : 1,\n surfaceFlags: 0\n });\n },\n areaEdicts: (mins, maxs) => {\n if (!this.entityIndex) return [];\n return this.entityIndex.gatherTriggerTouches({ x: 0, y: 0, z: 0 }, mins, maxs, 0xFFFFFFFF);\n },\n multicast: (origin, type, event, ...args) => this.multicast(origin, type, event, ...args),\n unicast: (ent, reliable, event, ...args) => this.unicast(ent, reliable, event, ...args),\n configstring: (index, value) => this.SV_SetConfigString(index, value),\n serverCommand: (cmd) => { console.log(`Server command: ${cmd}`); },\n setLagCompensation: (active, client, lagMs) => this.setLagCompensation(active, client, lagMs)\n };\n\n this.game = createGame(imports, this, {\n gravity: { x: 0, y: 0, z: -800 },\n deathmatch: this.options.deathmatch !== false\n });\n\n this.game.init(0);\n this.game.spawnWorld();\n\n this.populateBaselines();\n\n this.sv.state = ServerState.Game;\n }\n\n private populateBaselines() {\n if (!this.game) return;\n\n this.game.entities.forEachEntity((ent) => {\n if (ent.index >= MAX_EDICTS) return;\n if (ent.modelindex > 0 || ent.solid !== Solid.Not) {\n this.sv.baselines[ent.index] = this.entityToState(ent);\n }\n });\n }\n\n private entityToState(ent: Entity): EntityState {\n return {\n number: ent.index,\n origin: { ...ent.origin },\n angles: { ...ent.angles },\n modelIndex: ent.modelindex,\n frame: ent.frame,\n skinNum: ent.skin,\n effects: ent.effects,\n renderfx: ent.renderfx,\n solid: ent.solid,\n sound: ent.sounds,\n event: 0\n };\n }\n\n public stop() {\n if (this.frameTimeout) clearTimeout(this.frameTimeout);\n this.transport.close();\n this.game?.shutdown();\n this.sv.state = ServerState.Dead;\n }\n\n private handleConnection(driver: NetDriver, info?: any) {\n let clientIndex = -1;\n for (let i = 0; i < this.options.maxPlayers!; i++) {\n if (this.svs.clients[i] === null || this.svs.clients[i]!.state === ClientState.Free) {\n clientIndex = i;\n break;\n }\n }\n\n if (clientIndex === -1) {\n console.log('Server full, rejecting connection');\n driver.disconnect();\n return;\n }\n\n const client = createClient(clientIndex, driver);\n client.lastMessage = this.sv.frame;\n client.lastCommandTime = Date.now();\n this.svs.clients[clientIndex] = client;\n\n console.log(`Client ${clientIndex} attached to slot from ${info?.socket?.remoteAddress || 'unknown'}`);\n\n driver.onMessage((data) => this.onClientMessage(client, data));\n driver.onClose(() => this.onClientDisconnect(client));\n }\n\n private onClientMessage(client: Client, data: Uint8Array) {\n const buffer = data.byteOffset === 0 && data.byteLength === data.buffer.byteLength\n ? data.buffer\n : data.slice().buffer;\n\n if (buffer instanceof ArrayBuffer) {\n client.messageQueue.push(new Uint8Array(buffer));\n } else {\n // SharedArrayBuffer fallback or other weirdness\n client.messageQueue.push(new Uint8Array(buffer as any));\n }\n }\n\n private onClientDisconnect(client: Client) {\n console.log(`Client ${client.index} disconnected`);\n if (client.edict && this.game) {\n this.game.clientDisconnect(client.edict);\n }\n\n if (this.onClientDisconnected) {\n this.onClientDisconnected(client.index);\n }\n\n client.state = ClientState.Free;\n\n this.svs.clients[client.index] = null;\n if (this.entityIndex && client.edict) {\n this.entityIndex.unlink(client.edict.index);\n }\n }\n\n private dropClient(client: Client) {\n if (client.net) {\n client.net.disconnect();\n }\n }\n\n private handleMove(client: Client, cmd: UserCommand, checksum: number, lastFrame: number) {\n if (lastFrame > 0 && lastFrame <= client.lastFrame && lastFrame > client.lastFrame - UPDATE_BACKUP) {\n const frameIdx = lastFrame % UPDATE_BACKUP;\n const frame = client.frames[frameIdx];\n\n if (frame.packetCRC !== checksum) {\n console.warn(`Client ${client.index} checksum mismatch for frame ${lastFrame}: expected ${frame.packetCRC}, got ${checksum}`);\n }\n }\n\n client.lastCmd = cmd;\n client.lastMessage = this.sv.frame;\n client.commandCount++;\n }\n\n private handleUserInfo(client: Client, info: string) {\n client.userInfo = info;\n }\n\n private handleStringCmd(client: Client, cmd: string) {\n console.log(`Client ${client.index} stringcmd: ${cmd}`);\n if (cmd === 'getchallenge') {\n this.handleGetChallenge(client);\n } else if (cmd.startsWith('connect ')) {\n const userInfo = cmd.substring(8);\n this.handleConnect(client, userInfo);\n } else if (cmd === 'begin') {\n this.handleBegin(client);\n } else if (cmd === 'status') {\n this.handleStatus(client);\n }\n }\n\n private handleStatus(client: Client) {\n let activeClients = 0;\n for (const c of this.svs.clients) {\n if (c && c.state >= ClientState.Connected) {\n activeClients++;\n }\n }\n\n let status = `map: ${this.sv.name}\\n`;\n status += `players: ${activeClients} active (${this.options.maxPlayers} max)\\n\\n`;\n status += `num score ping name lastmsg address qport rate\\n`;\n status += `--- ----- ---- --------------- ------- --------------------- ----- -----\\n`;\n\n for (const c of this.svs.clients) {\n if (c && c.state >= ClientState.Connected) {\n const score = 0;\n const ping = 0;\n const lastMsg = this.sv.frame - c.lastMessage;\n const address = 'unknown';\n status += `${c.index.toString().padStart(3)} ${score.toString().padStart(5)} ${ping.toString().padStart(4)} ${c.userInfo.substring(0, 15).padEnd(15)} ${lastMsg.toString().padStart(7)} ${address.padEnd(21)} ${c.netchan.qport.toString().padStart(5)} 0\\n`;\n }\n }\n\n const writer = new BinaryWriter();\n writer.writeByte(ServerCommand.print);\n writer.writeByte(2);\n writer.writeString(status);\n const packet = client.netchan.transmit(writer.getData());\n client.net.send(packet);\n }\n\n private handleGetChallenge(client: Client) {\n const challenge = Math.floor(Math.random() * 1000000) + 1;\n client.challenge = challenge;\n\n const writer = new BinaryWriter();\n writer.writeByte(ServerCommand.stufftext);\n writer.writeString(`challenge ${challenge}\\n`);\n const packet = client.netchan.transmit(writer.getData());\n client.net.send(packet);\n }\n\n private handleConnect(client: Client, userInfo: string) {\n if (!this.game) return;\n\n const result = this.game.clientConnect(client.edict || null, userInfo);\n if (result === true) {\n client.state = ClientState.Connected;\n client.userInfo = userInfo;\n console.log(`Client ${client.index} connected: ${userInfo}`);\n\n if (this.onClientConnected) {\n // Extract name from userinfo if possible, default to Player\n this.onClientConnected(client.index, 'Player');\n }\n\n try {\n this.sendServerData(client);\n\n client.netchan.writeReliableByte(ServerCommand.stufftext);\n client.netchan.writeReliableString(\"precache\\n\");\n\n const packet = client.netchan.transmit();\n client.net.send(packet);\n } catch (e) {\n console.warn(`Client ${client.index} reliable buffer overflow or connection error`);\n this.dropClient(client);\n }\n } else {\n console.log(`Client ${client.index} rejected: ${result}`);\n const writer = new BinaryWriter();\n writer.writeByte(ServerCommand.print);\n writer.writeByte(2);\n writer.writeString(`Connection rejected: ${result}\\n`);\n const packet = client.netchan.transmit(writer.getData());\n client.net.send(packet);\n }\n }\n\n private handleBegin(client: Client) {\n if (client.state === ClientState.Connected) {\n this.spawnClient(client);\n }\n }\n\n private spawnClient(client: Client) {\n if (!this.game) return;\n\n const ent = this.game.clientBegin({\n inventory: createPlayerInventory(),\n weaponStates: createPlayerWeaponStates(),\n buttons: 0,\n pm_type: 0,\n pm_time: 0,\n pm_flags: 0,\n gun_frame: 0,\n rdflags: 0,\n fov: 90,\n pers: {\n connected: true,\n inventory: [],\n health: 100,\n max_health: 100,\n savedFlags: 0,\n selected_item: 0\n }\n });\n\n client.edict = ent;\n client.state = ClientState.Active;\n\n console.log(`Client ${client.index} entered game`);\n }\n\n private sendServerData(client: Client) {\n client.netchan.writeReliableByte(ServerCommand.serverdata);\n client.netchan.writeReliableLong(34);\n client.netchan.writeReliableLong(this.sv.frame);\n client.netchan.writeReliableByte(0);\n client.netchan.writeReliableString(\"baseq2\");\n client.netchan.writeReliableShort(client.index);\n client.netchan.writeReliableString(this.sv.name || \"maps/test.bsp\");\n\n for (let i = 0; i < MAX_CONFIGSTRINGS; i++) {\n if (this.sv.configStrings[i]) {\n client.netchan.writeReliableByte(ServerCommand.configstring);\n client.netchan.writeReliableShort(i);\n client.netchan.writeReliableString(this.sv.configStrings[i]);\n }\n }\n\n const baselineWriter = new BinaryWriter();\n\n for (let i = 0; i < MAX_EDICTS; i++) {\n if (this.sv.baselines[i]) {\n baselineWriter.reset();\n baselineWriter.writeByte(ServerCommand.spawnbaseline);\n writeDeltaEntity({} as EntityState, this.sv.baselines[i]!, baselineWriter, true, true);\n\n const data = baselineWriter.getData();\n for(let j=0; j<data.length; j++) {\n client.netchan.writeReliableByte(data[j]);\n }\n }\n }\n }\n\n private SV_SetConfigString(index: number, value: string) {\n if (index < 0 || index >= MAX_CONFIGSTRINGS) return;\n\n this.sv.configStrings[index] = value;\n\n for (const client of this.svs.clients) {\n if (client && client.state >= ClientState.Connected) {\n if (client.netchan) {\n try {\n client.netchan.writeReliableByte(ServerCommand.configstring);\n client.netchan.writeReliableShort(index);\n client.netchan.writeReliableString(value);\n\n const packet = client.netchan.transmit();\n client.net.send(packet);\n } catch (e) {\n console.warn(`Client ${client.index} reliable buffer overflow`);\n this.dropClient(client);\n }\n }\n }\n }\n }\n\n private SV_WriteConfigString(writer: BinaryWriter, index: number, value: string) {\n writer.writeByte(ServerCommand.configstring);\n writer.writeShort(index);\n writer.writeString(value);\n }\n\n private SV_ReadPackets() {\n for (const client of this.svs.clients) {\n if (!client || client.state === ClientState.Free) continue;\n\n while (client.messageQueue.length > 0) {\n const rawData = client.messageQueue.shift();\n if (!rawData) continue;\n\n if (rawData.byteLength >= 10) {\n const view = new DataView(rawData.buffer, rawData.byteOffset, rawData.byteLength);\n const incomingQPort = view.getUint16(8, true);\n if (client.netchan.qport !== incomingQPort) {\n client.netchan.qport = incomingQPort;\n }\n }\n\n const data = client.netchan.process(rawData);\n if (!data) {\n continue;\n }\n\n if (data.length === 0) {\n continue;\n }\n\n let buffer: ArrayBuffer;\n if (data.buffer instanceof ArrayBuffer) {\n buffer = data.buffer;\n } else {\n buffer = new Uint8Array(data).buffer as ArrayBuffer;\n }\n\n const reader = new BinaryStream(buffer);\n const parser = new ClientMessageParser(reader, {\n onMove: (checksum, lastFrame, cmd) => this.handleMove(client, cmd, checksum, lastFrame),\n onUserInfo: (info) => this.handleUserInfo(client, info),\n onStringCmd: (cmd) => this.handleStringCmd(client, cmd),\n onNop: () => {},\n onBad: () => {\n console.warn(`Bad command from client ${client.index}`);\n }\n });\n\n try {\n parser.parseMessage();\n } catch (e) {\n console.error(`Error parsing message from client ${client.index}:`, e);\n }\n }\n }\n }\n\n private runFrame() {\n if (!this.game) return;\n\n const startTime = Date.now();\n\n this.sv.frame++;\n this.sv.time += 100; // 100ms per frame\n\n // 1. Read network packets\n this.SV_ReadPackets();\n\n // 2. Run client commands\n for (const client of this.svs.clients) {\n if (!client || client.state === ClientState.Free) continue;\n\n if (client.edict && client.edict.client) {\n client.edict.client.ping = client.ping;\n }\n\n if (client.state >= ClientState.Connected) {\n const timeoutFrames = 300;\n if (this.sv.frame - client.lastMessage > timeoutFrames) {\n console.log(`Client ${client.index} timed out`);\n this.dropClient(client);\n continue;\n }\n }\n\n if (client && client.state === ClientState.Active && client.edict) {\n const now = Date.now();\n if (now - client.lastCommandTime >= 1000) {\n client.lastCommandTime = now;\n client.commandCount = 0;\n }\n\n if (client.commandCount > 200) {\n console.warn(`Client ${client.index} kicked for command flooding (count: ${client.commandCount})`);\n this.dropClient(client);\n continue;\n }\n\n this.game.clientThink(client.edict, client.lastCmd);\n }\n }\n\n // 3. Run simulation\n const snapshot = this.game.frame({\n frame: this.sv.frame,\n deltaMs: FRAME_TIME_MS,\n nowMs: Date.now()\n });\n\n // 3.1 Record History for Lag Compensation\n this.recordHistory();\n\n // 4. Send Updates\n if (snapshot && snapshot.state) {\n this.SV_SendClientMessages(snapshot.state);\n }\n\n const endTime = Date.now();\n const elapsed = endTime - startTime;\n const sleepTime = Math.max(0, FRAME_TIME_MS - elapsed);\n\n if (this.sv.state === ServerState.Game) {\n this.frameTimeout = setTimeout(() => this.runFrame(), sleepTime);\n }\n }\n\n private SV_SendClientMessages(snapshot: GameStateSnapshot) {\n for (const client of this.svs.clients) {\n if (client && client.state === ClientState.Active) {\n this.SV_SendClientFrame(client, snapshot);\n }\n }\n }\n\n private SV_SendClientFrame(client: Client, snapshot: GameStateSnapshot) {\n const MTU = 1400;\n const writer = new BinaryWriter(MTU);\n writer.writeByte(ServerCommand.frame);\n writer.writeLong(this.sv.frame);\n\n let deltaFrame = 0;\n if (client.lastFrame && client.lastFrame < this.sv.frame && client.lastFrame >= this.sv.frame - UPDATE_BACKUP) {\n deltaFrame = client.lastFrame;\n }\n\n writer.writeLong(deltaFrame);\n writer.writeByte(0);\n writer.writeByte(0);\n\n writer.writeByte(ServerCommand.playerinfo);\n\n const ps: ProtocolPlayerState = {\n pm_type: snapshot.pmType,\n origin: snapshot.origin,\n velocity: snapshot.velocity,\n pm_time: snapshot.pm_time,\n pm_flags: snapshot.pmFlags,\n gravity: Math.abs(snapshot.gravity.z),\n delta_angles: snapshot.deltaAngles,\n viewoffset: { x: 0, y: 0, z: 22 },\n viewangles: snapshot.viewangles,\n kick_angles: snapshot.kick_angles,\n gun_index: snapshot.gunindex,\n gun_frame: snapshot.gun_frame,\n gun_offset: snapshot.gunoffset,\n gun_angles: snapshot.gunangles,\n blend: snapshot.blend,\n fov: snapshot.fov,\n rdflags: snapshot.rdflags,\n stats: snapshot.stats,\n watertype: snapshot.watertype // Populate watertype\n };\n\n writePlayerState(writer, ps);\n\n writer.writeByte(ServerCommand.packetentities);\n\n const entities = snapshot.packetEntities || [];\n const currentEntityIds: number[] = [];\n\n const frameIdx = this.sv.frame % UPDATE_BACKUP;\n const currentFrame = client.frames[frameIdx];\n currentFrame.entities = entities;\n\n let oldEntities: EntityState[] = [];\n if (deltaFrame > 0) {\n const oldFrameIdx = deltaFrame % UPDATE_BACKUP;\n oldEntities = client.frames[oldFrameIdx].entities;\n }\n\n for (const entityState of currentFrame.entities) {\n if (writer.getOffset() > MTU - 200) {\n console.warn('Packet MTU limit reached, dropping remaining entities');\n break;\n }\n\n currentEntityIds.push(entityState.number);\n\n const oldState = oldEntities.find(e => e.number === entityState.number);\n\n if (oldState) {\n writeDeltaEntity(oldState, entityState, writer, false, false);\n } else {\n writeDeltaEntity({} as EntityState, entityState, writer, false, true);\n }\n }\n\n for (const oldId of client.lastPacketEntities) {\n if (writer.getOffset() > MTU - 10) {\n console.warn('Packet MTU limit reached, dropping remaining removals');\n break;\n }\n\n if (!currentEntityIds.includes(oldId)) {\n writeRemoveEntity(oldId, writer);\n }\n }\n\n writer.writeShort(0);\n\n const frameData = writer.getData();\n currentFrame.packetCRC = crc8(frameData);\n\n const packet = client.netchan.transmit(frameData);\n client.net.send(packet);\n\n client.lastFrame = this.sv.frame;\n client.lastPacketEntities = currentEntityIds;\n }\n\n // GameEngine Implementation\n trace(start: any, end: any): any {\n return { fraction: 1.0 };\n }\n\n modelIndex(name: string): number {\n console.log(`modelIndex(${name}) called`);\n // Find existing\n const start = ConfigStringIndex.Models;\n const end = ConfigStringIndex.Sounds;\n for (let i = start + 1; i < end; i++) {\n if (this.sv.configStrings[i] === name) {\n return i - start;\n }\n }\n\n // Find empty slot\n for (let i = start + 1; i < end; i++) {\n if (!this.sv.configStrings[i]) {\n this.SV_SetConfigString(i, name);\n return i - start;\n }\n }\n\n console.warn(`MAX_MODELS overflow for ${name}`);\n return 0;\n }\n\n soundIndex(name: string): number {\n const start = ConfigStringIndex.Sounds;\n const end = ConfigStringIndex.Images;\n for (let i = start + 1; i < end; i++) {\n if (this.sv.configStrings[i] === name) {\n return i - start;\n }\n }\n\n for (let i = start + 1; i < end; i++) {\n if (!this.sv.configStrings[i]) {\n this.SV_SetConfigString(i, name);\n return i - start;\n }\n }\n\n console.warn(`MAX_SOUNDS overflow for ${name}`);\n return 0;\n }\n\n imageIndex(name: string): number {\n const start = ConfigStringIndex.Images;\n const end = ConfigStringIndex.Lights;\n for (let i = start + 1; i < end; i++) {\n if (this.sv.configStrings[i] === name) {\n return i - start;\n }\n }\n\n for (let i = start + 1; i < end; i++) {\n if (!this.sv.configStrings[i]) {\n this.SV_SetConfigString(i, name);\n return i - start;\n }\n }\n\n console.warn(`MAX_IMAGES overflow for ${name}`);\n return 0;\n }\n\n multicast(origin: any, type: MulticastType, event: ServerCommand, ...args: any[]): void {\n const writer = new BinaryWriter();\n\n writeServerCommand(writer, event, ...args);\n\n const data = writer.getData();\n const reliable = false;\n\n for (const client of this.svs.clients) {\n if (!client || client.state < ClientState.Active || !client.edict) {\n continue;\n }\n\n let send = false;\n switch (type) {\n case MulticastType.All:\n send = true;\n break;\n case MulticastType.Pvs:\n if (this.sv.collisionModel) {\n send = inPVS(origin, client.edict.origin, this.sv.collisionModel);\n } else {\n send = true;\n }\n break;\n case MulticastType.Phs:\n if (this.sv.collisionModel) {\n send = inPHS(origin, client.edict.origin, this.sv.collisionModel);\n } else {\n send = true;\n }\n break;\n }\n\n if (send) {\n if (reliable) {\n try {\n for (let i = 0; i < data.length; i++) {\n client.netchan.writeReliableByte(data[i]);\n }\n } catch (e) {\n }\n } else {\n const packet = client.netchan.transmit(data);\n client.net.send(packet);\n }\n }\n }\n }\n\n unicast(ent: Entity, reliable: boolean, event: ServerCommand, ...args: any[]): void {\n const client = this.svs.clients.find(c => c?.edict === ent);\n if (client && client.state >= ClientState.Connected) {\n const writer = new BinaryWriter();\n writeServerCommand(writer, event, ...args);\n const data = writer.getData();\n\n if (reliable) {\n try {\n for (let i = 0; i < data.length; i++) {\n client.netchan.writeReliableByte(data[i]);\n }\n const packet = client.netchan.transmit();\n client.net.send(packet);\n } catch (e) {\n console.warn(`Client ${client.index} reliable buffer overflow in unicast`);\n this.dropClient(client);\n }\n } else {\n const packet = client.netchan.transmit(data);\n client.net.send(packet);\n }\n }\n }\n\n configstring(index: number, value: string): void {\n this.SV_SetConfigString(index, value);\n }\n\n private recordHistory() {\n if (!this.game) return;\n const now = Date.now();\n const HISTORY_MAX_MS = 1000;\n\n this.game.entities.forEachEntity((ent) => {\n if (ent.solid !== Solid.Not || ent.takedamage) {\n let hist = this.history.get(ent.index);\n if (!hist) {\n hist = [];\n this.history.set(ent.index, hist);\n }\n\n hist.push({\n time: now,\n origin: { ...ent.origin },\n mins: { ...ent.mins },\n maxs: { ...ent.maxs },\n angles: { ...ent.angles }\n });\n\n while (hist.length > 0 && hist[0].time < now - HISTORY_MAX_MS) {\n hist.shift();\n }\n }\n });\n }\n\n setLagCompensation(active: boolean, client?: Entity, lagMs?: number): void {\n if (!this.game || !this.entityIndex) return;\n\n if (active) {\n if (!client || lagMs === undefined) return;\n\n const now = Date.now();\n const targetTime = now - lagMs;\n\n this.game.entities.forEachEntity((ent) => {\n if (ent === client) return;\n if (ent.solid === Solid.Not && !ent.takedamage) return;\n\n const hist = this.history.get(ent.index);\n if (!hist || hist.length === 0) return;\n\n let i = hist.length - 1;\n while (i >= 0 && hist[i].time > targetTime) {\n i--;\n }\n\n if (i < 0) {\n i = 0;\n }\n\n const s1 = hist[i];\n const s2 = (i + 1 < hist.length) ? hist[i + 1] : s1;\n\n let frac = 0;\n if (s1.time !== s2.time) {\n frac = (targetTime - s1.time) / (s2.time - s1.time);\n }\n if (frac < 0) frac = 0;\n if (frac > 1) frac = 1;\n\n const origin = {\n x: s1.origin.x + (s2.origin.x - s1.origin.x) * frac,\n y: s1.origin.y + (s2.origin.y - s1.origin.y) * frac,\n z: s1.origin.z + (s2.origin.z - s1.origin.z) * frac\n };\n\n const angles = {\n x: lerpAngle(s1.angles.x, s2.angles.x, frac),\n y: lerpAngle(s1.angles.y, s2.angles.y, frac),\n z: lerpAngle(s1.angles.z, s2.angles.z, frac)\n };\n\n this.backup.set(ent.index, {\n origin: { ...ent.origin },\n mins: { ...ent.mins },\n maxs: { ...ent.maxs },\n angles: { ...ent.angles },\n link: true\n });\n\n ent.origin = origin;\n ent.angles = angles;\n ent.mins = {\n x: s1.mins.x + (s2.mins.x - s1.mins.x) * frac,\n y: s1.mins.y + (s2.mins.y - s1.mins.y) * frac,\n z: s1.mins.z + (s2.mins.z - s1.mins.z) * frac\n };\n ent.maxs = {\n x: s1.maxs.x + (s2.maxs.x - s1.maxs.x) * frac,\n y: s1.maxs.y + (s2.maxs.y - s1.maxs.y) * frac,\n z: s1.maxs.z + (s2.maxs.z - s1.maxs.z) * frac\n };\n\n this.entityIndex!.link({\n id: ent.index,\n origin: ent.origin,\n mins: ent.mins,\n maxs: ent.maxs,\n contents: ent.solid === 0 ? 0 : 1,\n surfaceFlags: 0\n });\n });\n\n } else {\n this.backup.forEach((state, id) => {\n const ent = this.game?.entities.getByIndex(id);\n if (ent) {\n ent.origin = state.origin;\n ent.mins = state.mins;\n ent.maxs = state.maxs;\n ent.angles = state.angles;\n\n this.entityIndex!.link({\n id: ent.index,\n origin: ent.origin,\n mins: ent.mins,\n maxs: ent.maxs,\n contents: ent.solid === 0 ? 0 : 1,\n surfaceFlags: 0\n });\n }\n });\n this.backup.clear();\n }\n }\n}\n\nexport function createServer(options: ServerOptions = {}): DedicatedServer {\n return new DedicatedServer(options);\n}\n"]}