@quake2ts/server 0.0.1 → 0.0.740

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.
Files changed (38) hide show
  1. package/dist/{index.cjs → cjs/index.cjs} +175 -224
  2. package/dist/cjs/index.cjs.map +1 -0
  3. package/dist/{index.js → esm/index.js} +44 -82
  4. package/dist/esm/index.js.map +1 -0
  5. package/dist/tsconfig.tsbuildinfo +1 -0
  6. package/dist/{client.d.ts → types/client.d.ts} +1 -0
  7. package/dist/types/client.d.ts.map +1 -0
  8. package/dist/{dedicated.d.ts → types/dedicated.d.ts} +1 -0
  9. package/dist/types/dedicated.d.ts.map +1 -0
  10. package/dist/{index.d.ts → types/index.d.ts} +1 -0
  11. package/dist/types/index.d.ts.map +1 -0
  12. package/dist/{net → types/net}/nodeWsDriver.d.ts +1 -0
  13. package/dist/types/net/nodeWsDriver.d.ts.map +1 -0
  14. package/dist/{protocol → types/protocol}/player.d.ts +1 -0
  15. package/dist/types/protocol/player.d.ts.map +1 -0
  16. package/dist/{protocol → types/protocol}/write.d.ts +1 -0
  17. package/dist/types/protocol/write.d.ts.map +1 -0
  18. package/dist/{protocol.d.ts → types/protocol.d.ts} +1 -0
  19. package/dist/types/protocol.d.ts.map +1 -0
  20. package/dist/{server.d.ts → types/server.d.ts} +1 -0
  21. package/dist/types/server.d.ts.map +1 -0
  22. package/dist/{transport.d.ts → types/transport.d.ts} +1 -0
  23. package/dist/types/transport.d.ts.map +1 -0
  24. package/dist/{transports → types/transports}/websocket.d.ts +1 -0
  25. package/dist/types/transports/websocket.d.ts.map +1 -0
  26. package/package.json +26 -14
  27. package/tsconfig.json +11 -5
  28. package/tsup.config.ts +10 -0
  29. package/dist/client.js +0 -100
  30. package/dist/dedicated.js +0 -1104
  31. package/dist/net/nodeWsDriver.js +0 -122
  32. package/dist/protocol/player.js +0 -1
  33. package/dist/protocol/write.js +0 -167
  34. package/dist/protocol.js +0 -71
  35. package/dist/server.js +0 -12
  36. package/dist/transport.js +0 -1
  37. package/dist/transports/websocket.js +0 -38
  38. package/tsconfig.tsbuildinfo +0 -1
@@ -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"]}
@@ -1,5 +1,11 @@
1
+ import WebSocket, { WebSocketServer } from 'ws';
2
+ import { MulticastType, createGame, Solid, createPlayerWeaponStates, createPlayerInventory } from '@quake2ts/game';
3
+ import { UPDATE_BACKUP, NetChan, ClientCommand, MAX_EDICTS, MAX_CONFIGSTRINGS, CollisionEntityIndex, BinaryWriter, ServerCommand, writeDeltaEntity, BinaryStream, writePlayerState, writeRemoveEntity, crc8, ConfigStringIndex, inPHS, inPVS, lerpAngle, traceBox, TempEntity } from '@quake2ts/shared';
4
+ import { PakArchive, parseBsp } from '@quake2ts/engine';
5
+ import fs from 'fs/promises';
6
+ import * as path from 'path';
7
+
1
8
  // src/net/nodeWsDriver.ts
2
- import WebSocket from "ws";
3
9
  var WebSocketNetDriver = class {
4
10
  constructor() {
5
11
  this.socket = null;
@@ -109,12 +115,6 @@ var WebSocketNetDriver = class {
109
115
  return this.socket !== null && this.socket.readyState === WebSocket.OPEN;
110
116
  }
111
117
  };
112
-
113
- // src/dedicated.ts
114
- import { createGame, MulticastType, Solid } from "@quake2ts/game";
115
-
116
- // src/client.ts
117
- import { UPDATE_BACKUP, NetChan } from "@quake2ts/shared";
118
118
  var ClientState = /* @__PURE__ */ ((ClientState2) => {
119
119
  ClientState2[ClientState2["Free"] = 0] = "Free";
120
120
  ClientState2[ClientState2["Zombie"] = 1] = "Zombie";
@@ -214,9 +214,6 @@ function createEmptyPlayerState() {
214
214
  renderfx: 0
215
215
  };
216
216
  }
217
-
218
- // src/protocol.ts
219
- import { ClientCommand } from "@quake2ts/shared";
220
217
  var ClientMessageParser = class {
221
218
  constructor(stream, handler) {
222
219
  this.stream = stream;
@@ -285,13 +282,6 @@ var ClientMessageParser = class {
285
282
  }
286
283
  };
287
284
 
288
- // src/dedicated.ts
289
- import { BinaryWriter as BinaryWriter2, ServerCommand as ServerCommand2, BinaryStream as BinaryStream2, traceBox, UPDATE_BACKUP as UPDATE_BACKUP2, MAX_CONFIGSTRINGS as MAX_CONFIGSTRINGS2, MAX_EDICTS, CollisionEntityIndex, inPVS, inPHS, crc8, ConfigStringIndex } from "@quake2ts/shared";
290
- import { parseBsp, PakArchive } from "@quake2ts/engine";
291
- import fs from "fs/promises";
292
- import * as path from "path";
293
- import { createPlayerInventory, createPlayerWeaponStates } from "@quake2ts/game";
294
-
295
285
  // src/server.ts
296
286
  var ServerState = /* @__PURE__ */ ((ServerState2) => {
297
287
  ServerState2[ServerState2["Dead"] = 0] = "Dead";
@@ -302,15 +292,6 @@ var ServerState = /* @__PURE__ */ ((ServerState2) => {
302
292
  ServerState2[ServerState2["Pic"] = 5] = "Pic";
303
293
  return ServerState2;
304
294
  })(ServerState || {});
305
-
306
- // src/dedicated.ts
307
- import { writeDeltaEntity, writeRemoveEntity } from "@quake2ts/shared";
308
-
309
- // src/protocol/player.ts
310
- import { writePlayerState } from "@quake2ts/shared";
311
-
312
- // src/protocol/write.ts
313
- import { ServerCommand, TempEntity } from "@quake2ts/shared";
314
295
  function writeServerCommand(writer, event, ...args) {
315
296
  writer.writeByte(event);
316
297
  switch (event) {
@@ -456,12 +437,6 @@ function writeTempEntity(writer, type, args) {
456
437
  break;
457
438
  }
458
439
  }
459
-
460
- // src/dedicated.ts
461
- import { lerpAngle } from "@quake2ts/shared";
462
-
463
- // src/transports/websocket.ts
464
- import { WebSocketServer } from "ws";
465
440
  var WebSocketTransport = class {
466
441
  constructor() {
467
442
  this.wss = null;
@@ -537,7 +512,7 @@ var DedicatedServer = class {
537
512
  frame: 0,
538
513
  name: "",
539
514
  collisionModel: null,
540
- configStrings: new Array(MAX_CONFIGSTRINGS2).fill(""),
515
+ configStrings: new Array(MAX_CONFIGSTRINGS).fill(""),
541
516
  baselines: new Array(MAX_EDICTS).fill(null),
542
517
  multicastBuf: new Uint8Array(0)
543
518
  };
@@ -565,8 +540,8 @@ var DedicatedServer = class {
565
540
  if (client && client.state >= 2 /* Connected */) {
566
541
  console.log(`Kicking client ${clientId}`);
567
542
  if (client.netchan) {
568
- const writer = new BinaryWriter2();
569
- writer.writeByte(ServerCommand2.print);
543
+ const writer = new BinaryWriter();
544
+ writer.writeByte(ServerCommand.print);
570
545
  writer.writeByte(2);
571
546
  writer.writeString("Kicked by server.\n");
572
547
  try {
@@ -583,7 +558,7 @@ var DedicatedServer = class {
583
558
  this.multicast(
584
559
  { x: 0, y: 0, z: 0 },
585
560
  MulticastType.All,
586
- ServerCommand2.print,
561
+ ServerCommand.print,
587
562
  2,
588
563
  `Changing map to ${mapName}...
589
564
  `
@@ -604,7 +579,7 @@ var DedicatedServer = class {
604
579
  client.edict = null;
605
580
  client.state = 2 /* Connected */;
606
581
  this.sendServerData(client);
607
- client.netchan.writeReliableByte(ServerCommand2.stufftext);
582
+ client.netchan.writeReliableByte(ServerCommand.stufftext);
608
583
  client.netchan.writeReliableString(`map ${mapName}
609
584
  `);
610
585
  this.handleBegin(client);
@@ -931,8 +906,8 @@ var DedicatedServer = class {
931
906
  }
932
907
  }
933
908
  handleMove(client, cmd, checksum, lastFrame) {
934
- if (lastFrame > 0 && lastFrame <= client.lastFrame && lastFrame > client.lastFrame - UPDATE_BACKUP2) {
935
- const frameIdx = lastFrame % UPDATE_BACKUP2;
909
+ if (lastFrame > 0 && lastFrame <= client.lastFrame && lastFrame > client.lastFrame - UPDATE_BACKUP) {
910
+ const frameIdx = lastFrame % UPDATE_BACKUP;
936
911
  const frame = client.frames[frameIdx];
937
912
  if (frame.packetCRC !== checksum) {
938
913
  console.warn(`Client ${client.index} checksum mismatch for frame ${lastFrame}: expected ${frame.packetCRC}, got ${checksum}`);
@@ -984,8 +959,8 @@ var DedicatedServer = class {
984
959
  `;
985
960
  }
986
961
  }
987
- const writer = new BinaryWriter2();
988
- writer.writeByte(ServerCommand2.print);
962
+ const writer = new BinaryWriter();
963
+ writer.writeByte(ServerCommand.print);
989
964
  writer.writeByte(2);
990
965
  writer.writeString(status);
991
966
  const packet = client.netchan.transmit(writer.getData());
@@ -994,8 +969,8 @@ var DedicatedServer = class {
994
969
  handleGetChallenge(client) {
995
970
  const challenge = Math.floor(Math.random() * 1e6) + 1;
996
971
  client.challenge = challenge;
997
- const writer = new BinaryWriter2();
998
- writer.writeByte(ServerCommand2.stufftext);
972
+ const writer = new BinaryWriter();
973
+ writer.writeByte(ServerCommand.stufftext);
999
974
  writer.writeString(`challenge ${challenge}
1000
975
  `);
1001
976
  const packet = client.netchan.transmit(writer.getData());
@@ -1013,7 +988,7 @@ var DedicatedServer = class {
1013
988
  }
1014
989
  try {
1015
990
  this.sendServerData(client);
1016
- client.netchan.writeReliableByte(ServerCommand2.stufftext);
991
+ client.netchan.writeReliableByte(ServerCommand.stufftext);
1017
992
  client.netchan.writeReliableString("precache\n");
1018
993
  const packet = client.netchan.transmit();
1019
994
  client.net.send(packet);
@@ -1023,8 +998,8 @@ var DedicatedServer = class {
1023
998
  }
1024
999
  } else {
1025
1000
  console.log(`Client ${client.index} rejected: ${result}`);
1026
- const writer = new BinaryWriter2();
1027
- writer.writeByte(ServerCommand2.print);
1001
+ const writer = new BinaryWriter();
1002
+ writer.writeByte(ServerCommand.print);
1028
1003
  writer.writeByte(2);
1029
1004
  writer.writeString(`Connection rejected: ${result}
1030
1005
  `);
@@ -1063,25 +1038,25 @@ var DedicatedServer = class {
1063
1038
  console.log(`Client ${client.index} entered game`);
1064
1039
  }
1065
1040
  sendServerData(client) {
1066
- client.netchan.writeReliableByte(ServerCommand2.serverdata);
1041
+ client.netchan.writeReliableByte(ServerCommand.serverdata);
1067
1042
  client.netchan.writeReliableLong(34);
1068
1043
  client.netchan.writeReliableLong(this.sv.frame);
1069
1044
  client.netchan.writeReliableByte(0);
1070
1045
  client.netchan.writeReliableString("baseq2");
1071
1046
  client.netchan.writeReliableShort(client.index);
1072
1047
  client.netchan.writeReliableString(this.sv.name || "maps/test.bsp");
1073
- for (let i = 0; i < MAX_CONFIGSTRINGS2; i++) {
1048
+ for (let i = 0; i < MAX_CONFIGSTRINGS; i++) {
1074
1049
  if (this.sv.configStrings[i]) {
1075
- client.netchan.writeReliableByte(ServerCommand2.configstring);
1050
+ client.netchan.writeReliableByte(ServerCommand.configstring);
1076
1051
  client.netchan.writeReliableShort(i);
1077
1052
  client.netchan.writeReliableString(this.sv.configStrings[i]);
1078
1053
  }
1079
1054
  }
1080
- const baselineWriter = new BinaryWriter2();
1055
+ const baselineWriter = new BinaryWriter();
1081
1056
  for (let i = 0; i < MAX_EDICTS; i++) {
1082
1057
  if (this.sv.baselines[i]) {
1083
1058
  baselineWriter.reset();
1084
- baselineWriter.writeByte(ServerCommand2.spawnbaseline);
1059
+ baselineWriter.writeByte(ServerCommand.spawnbaseline);
1085
1060
  writeDeltaEntity({}, this.sv.baselines[i], baselineWriter, true, true);
1086
1061
  const data = baselineWriter.getData();
1087
1062
  for (let j = 0; j < data.length; j++) {
@@ -1091,13 +1066,13 @@ var DedicatedServer = class {
1091
1066
  }
1092
1067
  }
1093
1068
  SV_SetConfigString(index, value) {
1094
- if (index < 0 || index >= MAX_CONFIGSTRINGS2) return;
1069
+ if (index < 0 || index >= MAX_CONFIGSTRINGS) return;
1095
1070
  this.sv.configStrings[index] = value;
1096
1071
  for (const client of this.svs.clients) {
1097
1072
  if (client && client.state >= 2 /* Connected */) {
1098
1073
  if (client.netchan) {
1099
1074
  try {
1100
- client.netchan.writeReliableByte(ServerCommand2.configstring);
1075
+ client.netchan.writeReliableByte(ServerCommand.configstring);
1101
1076
  client.netchan.writeReliableShort(index);
1102
1077
  client.netchan.writeReliableString(value);
1103
1078
  const packet = client.netchan.transmit();
@@ -1111,7 +1086,7 @@ var DedicatedServer = class {
1111
1086
  }
1112
1087
  }
1113
1088
  SV_WriteConfigString(writer, index, value) {
1114
- writer.writeByte(ServerCommand2.configstring);
1089
+ writer.writeByte(ServerCommand.configstring);
1115
1090
  writer.writeShort(index);
1116
1091
  writer.writeString(value);
1117
1092
  }
@@ -1141,7 +1116,7 @@ var DedicatedServer = class {
1141
1116
  } else {
1142
1117
  buffer = new Uint8Array(data).buffer;
1143
1118
  }
1144
- const reader = new BinaryStream2(buffer);
1119
+ const reader = new BinaryStream(buffer);
1145
1120
  const parser = new ClientMessageParser(reader, {
1146
1121
  onMove: (checksum, lastFrame, cmd) => this.handleMove(client, cmd, checksum, lastFrame),
1147
1122
  onUserInfo: (info) => this.handleUserInfo(client, info),
@@ -1218,17 +1193,17 @@ var DedicatedServer = class {
1218
1193
  }
1219
1194
  SV_SendClientFrame(client, snapshot) {
1220
1195
  const MTU = 1400;
1221
- const writer = new BinaryWriter2(MTU);
1222
- writer.writeByte(ServerCommand2.frame);
1196
+ const writer = new BinaryWriter(MTU);
1197
+ writer.writeByte(ServerCommand.frame);
1223
1198
  writer.writeLong(this.sv.frame);
1224
1199
  let deltaFrame = 0;
1225
- if (client.lastFrame && client.lastFrame < this.sv.frame && client.lastFrame >= this.sv.frame - UPDATE_BACKUP2) {
1200
+ if (client.lastFrame && client.lastFrame < this.sv.frame && client.lastFrame >= this.sv.frame - UPDATE_BACKUP) {
1226
1201
  deltaFrame = client.lastFrame;
1227
1202
  }
1228
1203
  writer.writeLong(deltaFrame);
1229
1204
  writer.writeByte(0);
1230
1205
  writer.writeByte(0);
1231
- writer.writeByte(ServerCommand2.playerinfo);
1206
+ writer.writeByte(ServerCommand.playerinfo);
1232
1207
  const ps = {
1233
1208
  pm_type: snapshot.pmType,
1234
1209
  origin: snapshot.origin,
@@ -1252,15 +1227,15 @@ var DedicatedServer = class {
1252
1227
  // Populate watertype
1253
1228
  };
1254
1229
  writePlayerState(writer, ps);
1255
- writer.writeByte(ServerCommand2.packetentities);
1230
+ writer.writeByte(ServerCommand.packetentities);
1256
1231
  const entities = snapshot.packetEntities || [];
1257
1232
  const currentEntityIds = [];
1258
- const frameIdx = this.sv.frame % UPDATE_BACKUP2;
1233
+ const frameIdx = this.sv.frame % UPDATE_BACKUP;
1259
1234
  const currentFrame = client.frames[frameIdx];
1260
1235
  currentFrame.entities = entities;
1261
1236
  let oldEntities = [];
1262
1237
  if (deltaFrame > 0) {
1263
- const oldFrameIdx = deltaFrame % UPDATE_BACKUP2;
1238
+ const oldFrameIdx = deltaFrame % UPDATE_BACKUP;
1264
1239
  oldEntities = client.frames[oldFrameIdx].entities;
1265
1240
  }
1266
1241
  for (const entityState of currentFrame.entities) {
@@ -1350,10 +1325,9 @@ var DedicatedServer = class {
1350
1325
  return 0;
1351
1326
  }
1352
1327
  multicast(origin, type, event, ...args) {
1353
- const writer = new BinaryWriter2();
1328
+ const writer = new BinaryWriter();
1354
1329
  writeServerCommand(writer, event, ...args);
1355
1330
  const data = writer.getData();
1356
- const reliable = false;
1357
1331
  for (const client of this.svs.clients) {
1358
1332
  if (!client || client.state < 4 /* Active */ || !client.edict) {
1359
1333
  continue;
@@ -1379,14 +1353,7 @@ var DedicatedServer = class {
1379
1353
  break;
1380
1354
  }
1381
1355
  if (send) {
1382
- if (reliable) {
1383
- try {
1384
- for (let i = 0; i < data.length; i++) {
1385
- client.netchan.writeReliableByte(data[i]);
1386
- }
1387
- } catch (e) {
1388
- }
1389
- } else {
1356
+ {
1390
1357
  const packet = client.netchan.transmit(data);
1391
1358
  client.net.send(packet);
1392
1359
  }
@@ -1396,7 +1363,7 @@ var DedicatedServer = class {
1396
1363
  unicast(ent, reliable, event, ...args) {
1397
1364
  const client = this.svs.clients.find((c) => c?.edict === ent);
1398
1365
  if (client && client.state >= 2 /* Connected */) {
1399
- const writer = new BinaryWriter2();
1366
+ const writer = new BinaryWriter();
1400
1367
  writeServerCommand(writer, event, ...args);
1401
1368
  const data = writer.getData();
1402
1369
  if (reliable) {
@@ -1532,12 +1499,7 @@ var DedicatedServer = class {
1532
1499
  function createServer(options = {}) {
1533
1500
  return new DedicatedServer(options);
1534
1501
  }
1535
- export {
1536
- ClientMessageParser,
1537
- ClientState,
1538
- DedicatedServer,
1539
- ServerState,
1540
- WebSocketNetDriver,
1541
- createClient,
1542
- createServer
1543
- };
1502
+
1503
+ export { ClientMessageParser, ClientState, DedicatedServer, ServerState, WebSocketNetDriver, createClient, createServer };
1504
+ //# sourceMappingURL=index.js.map
1505
+ //# sourceMappingURL=index.js.map