@woosh/meep-engine 3.30.0 → 3.32.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +3 -1
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +42 -14
- package/src/core/binary/BitImage2.d.ts.map +1 -1
- package/src/core/binary/BitImage2.js +2 -6
- package/src/core/binary/BitSet.js +5 -5
- package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
- package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
- package/src/core/binary/compression/chunks_to_stream.js +35 -0
- package/src/core/binary/compression/compress_bytes.d.ts +3 -4
- package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
- package/src/core/binary/compression/compress_bytes.js +6 -17
- package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
- package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
- package/src/core/binary/compression/decompress_bytes.js +4 -15
- package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
- package/src/core/binary/compression/decompress_bytes_into.js +2 -13
- package/src/core/binary/ctz32.d.ts +12 -4
- package/src/core/binary/ctz32.d.ts.map +1 -1
- package/src/core/binary/ctz32.js +23 -41
- package/src/core/binary/lsb_32.d.ts +10 -2
- package/src/core/binary/lsb_32.d.ts.map +1 -1
- package/src/core/binary/lsb_32.js +17 -12
- package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
- package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
- package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
- package/src/core/binary/type/DataTypeIndices.js +38 -1
- package/src/core/binary/type/Type.d.ts.map +1 -1
- package/src/core/binary/type/Type.js +6 -1
- package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
- package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
- package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
- package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
- package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
- package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
- package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
- package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
- package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
- package/src/core/clipboard/obtainClipBoard.js +29 -8
- package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
- package/src/core/clipboard/safeClipboardReadText.js +73 -38
- package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
- package/src/core/clipboard/safeClipboardWriteText.js +11 -9
- package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
- package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
- package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
- package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
- package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
- package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
- package/src/core/collection/list/FilteredListProjection.js +7 -54
- package/src/core/collection/list/List.d.ts +4 -0
- package/src/core/collection/list/List.d.ts.map +1 -1
- package/src/core/collection/list/List.js +10 -52
- package/src/core/collection/list/SortedListProjection.d.ts +7 -0
- package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
- package/src/core/collection/list/SortedListProjection.js +12 -0
- package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
- package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
- package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
- package/src/core/collection/map/BiMap.d.ts.map +1 -1
- package/src/core/collection/map/BiMap.js +19 -6
- package/src/core/collection/map/HashMap.d.ts.map +1 -1
- package/src/core/collection/map/HashMap.js +38 -11
- package/src/core/collection/queue/Deque.d.ts +2 -2
- package/src/core/collection/queue/Deque.d.ts.map +1 -1
- package/src/core/collection/queue/Deque.js +12 -1
- package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
- package/src/core/collection/table/RowFirstTable.js +15 -2
- package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
- package/src/core/collection/table/serializeRowFirstTable.js +2 -3
- package/src/core/color/operations/color_lerp.d.ts.map +1 -1
- package/src/core/color/operations/color_lerp.js +77 -55
- package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
- package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
- package/src/core/debug/matchers/AllOf.d.ts +2 -1
- package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
- package/src/core/debug/matchers/AllOf.js +1 -1
- package/src/core/debug/matchers/AnyOf.d.ts +2 -1
- package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
- package/src/core/debug/matchers/AnyOf.js +1 -1
- package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
- package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
- package/src/core/debug/matchers/CombinableMatcher.js +1 -1
- package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
- package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
- package/src/core/debug/matchers/DescribeAs.js +2 -1
- package/src/core/debug/matchers/IsAnything.d.ts +2 -1
- package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
- package/src/core/debug/matchers/IsAnything.js +2 -1
- package/src/core/debug/matchers/IsEqual.d.ts +2 -1
- package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
- package/src/core/debug/matchers/IsEqual.js +2 -1
- package/src/core/debug/matchers/IsFinite.d.ts +2 -1
- package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
- package/src/core/debug/matchers/IsFinite.js +2 -1
- package/src/core/debug/matchers/IsIn.d.ts +2 -1
- package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
- package/src/core/debug/matchers/IsIn.js +2 -1
- package/src/core/debug/matchers/IsInteger.d.ts +2 -1
- package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
- package/src/core/debug/matchers/IsInteger.js +2 -1
- package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
- package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
- package/src/core/debug/matchers/IsIterableContaining.js +1 -1
- package/src/core/debug/matchers/IsNot.d.ts +2 -1
- package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
- package/src/core/debug/matchers/IsNot.js +2 -1
- package/src/core/debug/matchers/IsNull.d.ts +2 -1
- package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
- package/src/core/debug/matchers/IsNull.js +2 -1
- package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
- package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
- package/src/core/debug/matchers/IsUndefined.js +2 -1
- package/src/core/events/signal/Signal.d.ts +15 -0
- package/src/core/events/signal/Signal.d.ts.map +1 -1
- package/src/core/events/signal/Signal.js +857 -820
- package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
- package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
- package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
- package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
- package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
- package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
- package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
- package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
- package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
- package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
- package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk.js +15 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
- package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
- package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
- package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
- package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
- package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
- package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
- package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
- package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
- package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
- package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
- package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +2 -34
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +54 -33
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +229 -68
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +8 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.js +10 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.js +2 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +25 -5
- package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts +5 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.js +8 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection.js +15 -3
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts +2 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.js +2 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric_edge.d.ts +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric_edge.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric_edge.js +8 -1
- package/src/core/geom/vec/vector_normalize.d.ts.map +1 -1
- package/src/core/geom/vec/vector_normalize.js +5 -1
- package/src/core/geom/vec3/v3_slerp.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_slerp.js +69 -4
- package/src/core/geom/vec4/v4_max_axis.d.ts +28 -0
- package/src/core/geom/vec4/v4_max_axis.d.ts.map +1 -0
- package/src/core/geom/vec4/v4_max_axis.js +41 -0
- package/src/core/graph/coloring/colorizeGraph.js +10 -7
- package/src/core/graph/layout/graph_peel_topological_layer.d.ts.map +1 -1
- package/src/core/graph/layout/graph_peel_topological_layer.js +16 -2
- package/src/core/json/JsonUtils.d.ts.map +1 -1
- package/src/core/json/JsonUtils.js +6 -2
- package/src/core/json/abstractJSONSerializer.d.ts.map +1 -1
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- package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/MeshEvents.js +0 -16
- package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts +0 -2
- package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.js +0 -37
- package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts +0 -8
- package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/copyToVector3.js +0 -18
- package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts +0 -6
- package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.js +0 -18
- package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts +0 -6
- package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.js +0 -14
- package/src/engine/graphics/ecs/mesh/setMesh.d.ts +0 -16
- package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/setMesh.js +0 -55
- package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts +0 -13
- package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.js +0 -99
- package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts +0 -25
- package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.js +0 -29
- package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts +0 -6
- package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/updateMeshTransform.js +0 -15
- package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts +0 -8
- package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts.map +0 -1
- package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.js +0 -14
- package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.d.ts +0 -59
- package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.d.ts.map +0 -1
- package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.js +0 -481
- package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +0 -22
- package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +0 -1
- package/src/engine/graphics3/terrain/pack_terrain_row_table.js +0 -48
- package/src/engine/graphics3/terrain/shader_terrain_splat.d.ts +0 -26
- package/src/engine/graphics3/terrain/shader_terrain_splat.d.ts.map +0 -1
- package/src/engine/graphics3/terrain/shader_terrain_splat.js +0 -215
- package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.d.ts +0 -25
- package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.js +0 -57
- package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.d.ts +0 -26
- package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.js +0 -50
- package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.d.ts +0 -29
- package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.js +0 -62
- package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +0 -46
- package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +0 -1
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@@ -15,14 +15,118 @@ server-authoritative rollback orchestrator, layered over a pluggable transport.
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| Orchestrator | `orchestrator/NetworkPeer.js`, `orchestrator/ServerAuthoritative{Server,Client}.js` | Per-tick send/recv, rollback (server), predict-reconcile (client). |
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| Facade | `NetworkSession.js` | One config + lifecycle surface; wires everything below. |
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## Smooth by default
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A game that wires a `NetworkSession` the obvious way renders smoothly at any display rate, with
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nothing else to set up. What that takes, and where it lives:
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- **One clock.** The `EntityManager`'s fixed step is the network tick. The session's
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`NetworkSystem` opens a network frame as each step opens (`System.openFixedStep`) and closes it as
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the step closes (`closeFixedStep`), so physics, controllers and game code all simulate inside the
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frame. There is no `session.tick()` to call (it is deprecated and inert);
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`entity_manager.update(dt)` — the engine loop — drives everything. Client time dilation is the
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engine's `fixedStepTimeScale`: the step cadence stretches by a few percent, no step is dropped or
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doubled. The session's timers — render playout, idle reaping, grace window — run on the same
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frame time.
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- **The network writes where the simulation writes.** Every transport the session is given is held
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(`DeferredTransport`): what arrives is applied as the next step opens, after the interpolation
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system has put the simulation's truth back, never between a frame's blend and its draw, which is
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where a browser usually delivers it.
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- **Every networked entity is interpolated, by role.** The session adds an `InterpolationSystem`
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if the engine has none, and attaches an `Interpolated` to each networked entity (or adapts the
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game's own): the local fixed-step timeline on the host and for entities a client owns; the
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network's render-delayed playout for everything else on a client. Each replicated component
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says how it is drawn and how a client corrects it — `replicate_interpolated(C, interpoland,
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correction)`, for a C with `copy(other)`, or `replicate_discrete(C, correction)`;
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`replicate_transform64(session)` (`network/adapters`) is the first for `Transform64`, with the
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engine's full-precision pose interpoland and `POSE_CORRECTION`.
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- **The interpolation system owns interpolation** (`engine/interpolation`): it records every local
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entity at the end of each step, blends every render frame ahead of pose readers such as the
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camera, and before anything simulates, puts back the truth its blends displaced. An interpolated
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entity is simulated at the fixed step; something that moves one between steps says so —
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`Interpolated.snap` for a teleport (`PhysicsSystem.setPose` sets it), or
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`InterpolationSystem.restore()` / `session.normalize_if_dirty()` before writing the truth. A write
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over a blend without either is a write to a drawn pose, and the next step puts the truth back.
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- **The host publishes what changed.** Replicated components the host's simulation wrote directly
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(physics, controllers) are published at the end of each step, recorded without being written
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back — the host keeps full precision — and nothing an action already carried is sent twice.
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`publish_changes: false` to publish by hand.
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- **Clients reconcile by comparison** (`reconcile: 'correct'`, the default): the host's state for
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frame S is compared with what the client predicted for S, and a component that differs is
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carried into the present by its `Correction` (`network/correction`) — the session knows no
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component type. `POSE_CORRECTION` moves a `Transform64` by the offset, the turn in the body's
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frame and the scale ratio, through physics for a body, and has the interpolation system draw it
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as a glide, not a pop; `VELOCITY_CORRECTION` carries a rigid body's velocity difference;
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`HOST_VALUE_CORRECTION` takes the host's value, for what a client does not predict. A client
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predicts with each input exactly as the host will apply it, rounding included. `'replay'` keeps
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the action-log rewind + replay, exact for simulations made only of deterministic actions.
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- **Late input is applied, not rolled back** (`late_input: 'apply'`, host default). Input
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buffering (`simulation_delay_ticks`) and time dilation keep input on time; the client's per-tick
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`FRAME_MARKER` keeps the dilation honest when it sends no input.
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Things the session cannot fix for the game:
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- A client must not simulate an entity it plays out from the network. Give a remote entity a
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kinematic or static `RigidBody` on a client, or none: a dynamic one has local physics fighting
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the network over its pose. The session does not check — it knows nothing of physics.
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- The host draws its own simulation. Client input that arrives later than the input buffer is
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applied late and shows as a short hitch in the host's view of that client. Raise
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`simulation_delay_ticks` on high-jitter links.
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- A client predicts the entities it owns. Anything else — a shared ball everybody pushes — is
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played out from the host, a render delay behind. An entity that changes hands jumps between the
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two timelines when it does.
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`NetworkSession.smoothness.spec.js` holds the line: a host and a client over a lossy, jittery link,
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drawn at 144 Hz on a 60 Hz step with packets landing between update and draw, every view of a moving
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entity measured frame by frame. The design and its history are in
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[`SMOOTHNESS_DESIGN.md`](./SMOOTHNESS_DESIGN.md).
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## Connecting, and coming back
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A client sends no input until its host has said which world the client is in. Each `connect()` —
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the first, and every reconnect — holds the client's action stream until the host answers the new
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connection:
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- **`RESUME_ACCEPT`**: the host kept the client's session, so the world the client has been
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predicting on goes on. Everything predicted meanwhile is sent, input predicted while cut off
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included, and the host applies it late.
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- **`INITIAL_SYNC`**: the host's snapshot replaces the client's world. Nothing predicted before it
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is ever sent, on this connection or a later one that resumes it: that input was predicted on a
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world that is gone. The client's input starts at the frame the snapshot sets its counter to.
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The first answer is the answer. The host sends each `INITIAL_SYNC` more than once, against loss,
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and a host that has finished with a client's old session readmits its new connection as a fresh
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peer before it reads the `RESUME_HELLO` on it — so a `RESUME_REJECT` can arrive after the snapshot it
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announces. A client acts on neither once the connection has its answer: the copies would put what it
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owns back behind input it has already sent, and the reject would throw away the token the snapshot
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issued.
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The host keeps to the same rule from its side, because what a peer can make it do has to be bounded
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by what the host decided, not by how often the peer asks. It answers a connection's `RESUME_HELLO`
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once and ignores any later one on that connection, and it sends a connection its `INITIAL_SYNC` —
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the copies against loss included — once, when it takes the connection for a fresh peer: as it binds
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it, or after refusing the connection's claim to resume. Each is the whole world, serialized; no
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number of claims buys another. A connection here is a transport the host binds with `connect()`, so
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a reconnect has to reach the host as a new one — the fresh transport a `transport_factory` returns,
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bound once the host has seen the old one end. One that lands on a connection the host still holds
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is a second claim on that connection, and is not sent the world again.
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A chunk of a fragmented message that goes missing — of an `INITIAL_SYNC`, typically — is re-sent when
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the receiver asks with a `NACK_FRAGMENT`, and that repair is bounded the same way. A NACK re-sends
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each chunk of the message at most once however many times it names it, and nothing for an index the
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message does not have; the host answers three NACKs per message. So repair adds at most three copies
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of any message the host chose to send.
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## Wired automatically by `NetworkSession`
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`NetworkPeer` (and through it `Channel`, `Replicator`, `ActionLog`,
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`SimActionExecutor`, the registries, `ReplicationSlotTable`, `Baseline`,
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the fragment layer, and `ReliableCommandPipeline`), the two orchestrators
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(and through them `RewindEngine` and `InputRing`), plus `TimeDilation`,
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`AdaptiveRenderDelay`, `
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`AdaptiveRenderDelay`, `RenderPlayout`, `InterpolationLog`, `NetworkSystem`,
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`NetworkIdentity`, `Snapshotter`, `SmoothingState` (through the
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`InterpolationSystem`) and `PredictionHistory`, and the engine's
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`InterpolationSystem` itself. `ChangedEntitySet` / `MutationLedger` are wired on the host
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when a mutation ledger is supplied.
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## Opt-in primitives — NOT wired by `NetworkSession`
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@@ -35,7 +139,6 @@ code — fix bugs in them, don't delete them.
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| --- | --- | --- |
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| `time/TimeSync.js` | NTP-style clock-offset estimation | Drive it from a ping/pong round-trip; read `offset()` / `best_rtt()`. |
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| `time/JitterBuffer.js` | Frame-tagged reorder/hold buffer | `push(frame, payload)`; `drain_until(current_frame, cb)`. |
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| `sim/SmoothingState.js` | Hide the post-reconcile correction snap | After reconcile, feed the pre/post pose; add the decaying error in your render path. |
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| `state/PriorityAccumulator.js` | Bandwidth-aware action scheduling | Consult `sorted_descending()` when an outgoing packet approaches MTU. |
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| `diagnostics/BandwidthMeter.js` | Throughput accounting | Sample around `transport.getStats()`. |
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| `diagnostics/ReplayLog.js` | Record/replay packet streams | Capture inbound/outbound for offline repro. |
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@@ -0,0 +1,392 @@
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# Perceptual smoothness — design and plan
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**Status:** implemented on `feature/network-smoothness` (phases 1–7 below). §6 records what the
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implementation found that this plan did not foresee, §7 the measured result, §8 what is left.
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**Goal:** a game that wires `NetworkSession` the obvious way renders smoothly out of the box — its
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own predicted entities, other players' entities, and the host's view of everybody — at any display
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rate, without the game knowing what `Interpolated`, `InterpolationLog` or `SmoothingState` are.
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Three projects built on this package ended up with jerky motion by default, each time with an
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agent that had been pointed at the interpolation package. Each piece is correct and tested on its
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own; nothing tests or documents what happens when physics, the network and interpolation all drive
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one entity. This note records what goes wrong there, the design that fixes it, and the order the
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work lands in.
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---
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## 1. What is wrong today
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Verified means there is a failing spec or a trace; read means it follows from the code and is
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covered by a spec written in the phase that fixes it.
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| # | Defect | Evidence |
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|---|---|---|
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| D1 | **Network writes to `Transform64` are never announced.** `ReplaceComponentAction.apply`, AUTH_STATE apply, rewind restore, the session's render blend and `normalize_if_dirty` all write through `adapter.deserialize` and nobody calls `t64_announce_change`. Mesh placement (`ShadedGeometrySystem`, `MeshSystem`) and the attachment sync only react to `TRANSFORM64_EVENT_CHANGE`, so a networked pose can change without the mesh moving. | read (Transform64 migration landed after the network code) |
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| D2 | **An interpolated body throws away every correction.** `PhysicsSystem.__interp_restore` opens each step by restoring interpolated bodies from the log's previous tick. The log holds the client's own prediction; the correction went to the live `Transform64` only. | **verified** — `predicted_body_correction.spec.js`: the drawn ball stays 0.5 m off through 30 ticks of corrections; the same scenario without `Interpolated` converges |
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| D3 | **Two clocks.** `NetworkSession.tick` runs its own accumulator; `EntityManager` runs another. Network frame N and `fixedStepTick` are unrelated counters, so the interpolation alpha of one is meaningless to the other. | read |
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| D4 | **Time dilation drops or doubles whole ticks.** `#local_frame_accum += 1/dilation` quantises a ≤5% rate change into a skipped or doubled tick every ~20 steps. | read |
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| D5 | **Predicted entities are never interpolated.** The session skips owned entities ("predicted, not interpolated"); the physics producer only covers physics bodies that the game opted in by hand, and runs on the other clock. | read |
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| D6 | **Remote entities are blended on a private path.** The session's own `#render_interpolated_entities` runs inside `tick()`, not per render frame; it does not announce (D1); it is not ordered before the camera. `InterpolationSystem.registerSource` exists for exactly this and is never called. | read |
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| D7 | **`InterpolationSystem` runs after `CameraSystem`.** It declares only `Interpolated`, so its derived order puts it after every system that reads `Transform64` — a camera that follows an interpolated entity copies last frame's pose. | read (ordering arithmetic) |
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| D8 | **Every AUTH_STATE rewinds, and corrections are stale and unsmoothed.** The no-op short-circuit needs `onComputeExpected`/`onMeasureCurrent`, which the session never wires. Replay re-executes input actions only, never the fixed-step systems, so a physics-driven entity is set to the server's *past* pose and left there. `SmoothingState` exists but is not wired. | verified (trace: control case lands one step behind the host, not ahead) |
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| D9 | **Physics-driven state reaches remote peers only if the game publishes it by hand**, every tick, from the right hook. Publishing through `net_mutate_component` also writes the quantised wire value back into the host's own live state, so the host's physics continues from a 10-bit-per-component rotation every tick. | read |
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| D10 | **A frame with no actions is a hole in the remote log.** The playout blends `(floor, floor+1)`; a missing endpoint snaps to the other, and a window with both missing leaves the live value — the *newest* truth — so an entity jumps ahead and then holds. | read |
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| D11 | `setPose`'s `snap` is cleared by the render pass before the next step reads it (known, documented at `PhysicsSystem.js` setPose). | read |
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| D12 | A body spawned after the physics step has no record for its birth tick (GAP-036). | documented |
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Adjacent, **not** in scope here (affects every game, networked or not, and belongs to the engine
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loop): `Ticker` samples the simulation dt from `setTimeout(0)` after `requestAnimationFrame`, and
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render runs before simulate, so the interpolation alpha carries scheduling jitter. Tracked as a
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follow-up.
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---
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## 2. Target model
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**One clock.** The `EntityManager` fixed step is the network tick. Network frame N is simulated by
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exactly one EM fixed step; nothing else advances simulation time.
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**Every entity is in exactly one of three roles on each peer**, and each role has one smoothing path:
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| Role | Where | Simulated by | Rendered by |
|
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52
|
+
|---|---|---|---|
|
|
53
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+
| **Authoritative** | everything on the host | host fixed step (inputs + systems) | local fixed-step interpolation |
|
|
54
|
+
| **Predicted** | entities the client owns | client fixed step (sampled input + systems) | local fixed-step interpolation, plus a decaying visual offset after a correction |
|
|
55
|
+
| **Interpolated** | everything else on a client | nobody locally — the network writes it | the network playout (render-delayed), via the same `InterpolationSystem` |
|
|
56
|
+
|
|
57
|
+
**One interpolation pipeline.** `InterpolationSystem` owns render-time interpolation end to end:
|
|
58
|
+
|
|
59
|
+
- **Record** (end of every fixed step): every `Interpolated` entity on the local timeline is
|
|
60
|
+
recorded into the local log. Physics no longer records; neither does anything else. This also
|
|
61
|
+
closes D12 — the record runs after every system, so a body spawned during the step is recorded
|
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62
|
+
on its birth tick.
|
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63
|
+
- **Blend** (every render frame, before any reader of `Transform64`): local entities between the
|
|
64
|
+
last two ticks at the fixed-step alpha; network entities on the registered playout; the write is
|
|
65
|
+
announced.
|
|
66
|
+
- **Restore — guarded** (start of every fixed step, and on demand before network applies): the
|
|
67
|
+
system remembers, per entity it wrote, the value it displaced and the value it wrote. It puts the
|
|
68
|
+
displaced value back **only if the live value is still the one it wrote**. Anything else that
|
|
69
|
+
wrote in between — a network correction, `setPose`, game code — is authoritative and stays. This
|
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70
|
+
is what fixes D2 and D11 without either side knowing about the other.
|
|
71
|
+
|
|
72
|
+
**Corrections are applied to history, not just to the present.** When a predicted entity is
|
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73
|
+
corrected by Δ, the local log's recent records for it are shifted by Δ too (so the blend has no
|
|
74
|
+
discontinuity) and the rendered pose gets a visual offset of −Δ that decays over ~0.1–0.3 s.
|
|
75
|
+
|
|
76
|
+
**Reconciliation compares before it corrects.** The client records its own predicted replicated
|
|
77
|
+
state per frame. AUTH_STATE for frame S is compared with the client's prediction *for S*:
|
|
78
|
+
|
|
79
|
+
- equal within tolerance → nothing happens (the common case; today it is a full rewind);
|
|
80
|
+
- different → the present is corrected by the error observed at S (`present += server(S) −
|
|
81
|
+
predicted(S)` — position additive, rotation as a relative quaternion), the prediction history
|
|
82
|
+
after S is shifted by the same error, and the visual offset hides the step.
|
|
83
|
+
|
|
84
|
+
This is the correction used for physics-predicted objects in shipped engines (Mirror's
|
|
85
|
+
`PredictedRigidbody`, Fiedler's state-sync smoothing). It needs no re-simulation and no physics
|
|
86
|
+
rollback — which does not exist in the engine (restoring physics in place would need manifold,
|
|
87
|
+
sleep-group and broadphase restore; see the inventory in the review notes) and would cost
|
|
88
|
+
`RTT/step` physics steps per correction. It is exact for motion that does not depend on position,
|
|
89
|
+
and converges within a round trip for motion that does (a collision the correction would have
|
|
90
|
+
avoided is corrected again by the next AUTH_STATE).
|
|
91
|
+
|
|
92
|
+
The action-log rewind + replay path stays, as an opt-in (`reconcile: 'replay'`), for games whose
|
|
93
|
+
predicted state is entirely produced by deterministic `SimAction`s and that want exactness.
|
|
94
|
+
|
|
95
|
+
**The host publishes what changed.** At the end of every host step, each replicated component of
|
|
96
|
+
each networked entity is encoded with its replication adapter and compared with what was last
|
|
97
|
+
published; changed ones go out as `ReplaceComponentAction` records. They are recorded without
|
|
98
|
+
applying (the host's live state is not overwritten with its quantised wire image — D9) and
|
|
99
|
+
without prior state (they are not rolled back — the physics that produced them is not rolled back
|
|
100
|
+
either).
|
|
101
|
+
|
|
102
|
+
**Late input is applied when it arrives, on the host, in turnkey mode.** The input buffer
|
|
103
|
+
(`simulation_delay_ticks`) and time dilation keep inputs on time; an input that is late anyway is
|
|
104
|
+
applied at the current simulated frame rather than by rewinding. Rewinding the host replays
|
|
105
|
+
actions but not physics, so for a physics game it bought nothing and cost a replay. The rollback
|
|
106
|
+
path stays for `ServerAuthoritativeServer` users and for `reconcile: 'replay'` sessions.
|
|
107
|
+
|
|
108
|
+
---
|
|
109
|
+
|
|
110
|
+
## 3. Design changes by module
|
|
111
|
+
|
|
112
|
+
### `EntityManager` and `System`
|
|
113
|
+
- Two system phases, `openFixedStep()` and `closeFixedStep()`, bracketing each fixed step: every
|
|
114
|
+
system that has them is opened, in execution order, before any `fixedUpdate`, and closed in
|
|
115
|
+
reverse after the last; a system whose open throws is not closed. They are what a step's framing
|
|
116
|
+
needs and no more — the interpolation system settles in one, the network opens and closes its
|
|
117
|
+
frame in the pair — and they are part of the system contract, ordered like everything else.
|
|
118
|
+
(The first cut added `onFixedStepBegin` / `onFixedStepEnd` signals on the `EntityManager`: an
|
|
119
|
+
open subscription point on the core loop that anything could attach to, in no defined order.
|
|
120
|
+
Replaced; see §9.)
|
|
121
|
+
- `fixedStepTimeScale` (default 1): wall time is scaled by it on its way into the fixed-step
|
|
122
|
+
accumulator only. Systems still receive `fixedUpdateStepSize`; the `update` pass still receives
|
|
123
|
+
the raw dt. Time dilation sets it to `1 / dilation_factor`.
|
|
124
|
+
|
|
125
|
+
### `InterpolationSystem`
|
|
126
|
+
- Restores when a step opens (`settle()`, also callable by a system that applies state as the step
|
|
127
|
+
opens) and on `restore()`: every value a render blend displaced is put back, and so is anything
|
|
128
|
+
written over the blend since — unless the entity declared its live value with `snap`. The truth
|
|
129
|
+
is held losslessly, through the component's `copy` where it has one.
|
|
130
|
+
- Local recording of every completed step, for every `Interpolated` entity on the local timeline,
|
|
131
|
+
at the next step's open or the next render update, whichever comes first. A record made before an
|
|
132
|
+
entity was linked is not blended from (entity ids are reused).
|
|
133
|
+
- Declares `Write` on `Transform64`, so derived order puts the blend before readers (D7).
|
|
134
|
+
- `snap` rewrites the entity's latest records with its live pose instead of skipping one frame, so
|
|
135
|
+
the blend continues from the teleported pose (D11).
|
|
136
|
+
- Visual offset per entity (position + rotation in the body's frame), decayed by frame time, applied
|
|
137
|
+
after the blend of a `Transform64` pose; `correct(entity, Δp, e)` shifts recent history and adds
|
|
138
|
+
the inverse to the offset.
|
|
139
|
+
- `allocateSourceId()`; `registerSource` refuses a second registration of a live id.
|
|
140
|
+
- `InterpolationLog.rewrite(tick, key, type_id, fn)` — in-place, same-length record rewrite —
|
|
141
|
+
`latest_tick_at_or_before(tick)` and `ensure_ticks(n)`.
|
|
142
|
+
|
|
143
|
+
### `PhysicsSystem`
|
|
144
|
+
- No longer restores or records. `interpolationLog` is kept as a deprecated field that warns once;
|
|
145
|
+
the `InterpolationSystem` produces the same (better) result with no wiring.
|
|
146
|
+
|
|
147
|
+
### `NetworkSession`
|
|
148
|
+
- Driven by the EM through its `NetworkSystem`, given a driver: the network frame opens in
|
|
149
|
+
`openFixedStep` and closes in `closeFixedStep`; frame-paced duties (reconnect ladder, liveness,
|
|
150
|
+
grace, the playout's clock) run in `update`, on the engine's frame time. `tick(dt)` is deprecated:
|
|
151
|
+
it warns once and does nothing. `tick_rate_hz`, when given, sets the EM step.
|
|
152
|
+
- Inbound traffic is held (`DeferredTransport`) and applied as the step opens, after
|
|
153
|
+
`interpolation.settle()` — never between a frame's blend and its draw (§9, finding 1).
|
|
154
|
+
- Requires an `InterpolationSystem` and adds one if the EM has none. Attaches (or adapts) an
|
|
155
|
+
`Interpolated` on every networked entity, by role; re-evaluates on ownership change.
|
|
156
|
+
- Replication says how each component is drawn, with no optional parameters:
|
|
157
|
+
`replicate_interpolated(C, interpoland)` blends it, `replicate_discrete(C)` shows each state as it
|
|
158
|
+
lands. The session names no component type in its API; `replicate_transform64(session)`, in
|
|
159
|
+
`network/adapters` beside the Transform64 wire adapter, is `replicate_interpolated(Transform64,
|
|
160
|
+
POSE_INTERPOLAND)` — the pose blended at full precision (7 doubles), not re-quantised through the
|
|
161
|
+
wire layout.
|
|
162
|
+
- Remote entities are blended by `InterpolationSystem` on a registered network source whose window
|
|
163
|
+
holds across frames that carried no change (D10). `normalize_if_dirty` delegates to `restore()`.
|
|
164
|
+
- Every write it makes to a replicated component in place is announced (D1), through the
|
|
165
|
+
component's replication adapter (`announce(dataset, entity)`); the Transform64 adapter announces
|
|
166
|
+
a Transform64. The network itself knows no component that needs it.
|
|
167
|
+
- Client: AUTH_STATE is queued (newest per entity, none older than the last reconciled) and
|
|
168
|
+
reconciled as the next step opens, using the comparison + correction above. The session compares
|
|
169
|
+
wire images and hands a component that differs to its `Correction` — `same`, `carry` (into each
|
|
170
|
+
prediction since S), `apply` (to the live component, and through whatever owns it) — so it knows
|
|
171
|
+
no component type, and no physics. `POSE_CORRECTION` (Transform64, through physics for a body,
|
|
172
|
+
hidden by `InterpolationSystem.correct`), `VELOCITY_CORRECTION` and `HOST_VALUE_CORRECTION` are
|
|
173
|
+
given. `reconcile: 'correct' | 'replay'`, default `'correct'`.
|
|
174
|
+
- Host: publishes changed replicated state at the end of each step, against a baseline of what the
|
|
175
|
+
peers hold that every executed action also updates; `late_input: 'apply' | 'rollback'`, default
|
|
176
|
+
`'apply'`.
|
|
177
|
+
|
|
178
|
+
### Orchestrators
|
|
179
|
+
- `ServerAuthoritativeServer`: `begin_tick(frame)` / `end_tick()` split, so the EM's systems run
|
|
180
|
+
inside the open frame; `tick(frame)` remains as begin+end. `late_input` option.
|
|
181
|
+
- `ServerAuthoritativeClient`: `begin_tick`/`end_tick` split; `auto_reconcile` option so the session
|
|
182
|
+
can take AUTH_STATE over.
|
|
183
|
+
- `SimActionExecutor.record(action)`: log a record without applying it and without prior state (for
|
|
184
|
+
host publishing), stamped `SENDER_RECORDED`; a rollback replay carries it over unchanged.
|
|
185
|
+
- `SimActionExecutor.execute` is transactional: an action whose `apply` throws is undone from the
|
|
186
|
+
prior state it captured and leaves no record; announcements follow the completed record.
|
|
187
|
+
|
|
188
|
+
---
|
|
189
|
+
|
|
190
|
+
## 4. Compatibility
|
|
191
|
+
|
|
192
|
+
- `NetworkSession.tick(dt)` → no-op + one-time warning. Call `entity_manager.update(dt)` (the engine
|
|
193
|
+
loop already does). **Breaking** for code that drove the session without an EM loop.
|
|
194
|
+
- Default reconcile changes from rewind+replay to compare+correct; `reconcile: 'replay'` restores
|
|
195
|
+
the old behaviour. Default host late-input handling changes from rollback to apply;
|
|
196
|
+
`late_input: 'rollback'` restores it.
|
|
197
|
+
- `replicate()` is deprecated in favour of `replicate_interpolated(C, interpoland)` and
|
|
198
|
+
`replicate_discrete(C)`. It keeps its meaning — `replicate(C)` is discrete, `replicate(C, adapter)`
|
|
199
|
+
blended over the component's replication layout, `Transform64` included — and warns once. **Breaking** only where it blends a component
|
|
200
|
+
without `copy(other)`, which is now required of any component blended between ticks.
|
|
201
|
+
- Inbound traffic takes effect at the receiver's next fixed step; the session's timers follow the
|
|
202
|
+
engine's frame time. Code that delivered packets by hand and read the result at once must step.
|
|
203
|
+
- An interpolated entity written between steps without `snap` or a prior `restore()` is put back at
|
|
204
|
+
the next step. This was the rule for interpolated physics bodies already; it now holds for every
|
|
205
|
+
`Interpolated` entity. **Behaviour change** for code that relied on the old absence of any restore
|
|
206
|
+
for non-physics entities.
|
|
207
|
+
- Peer ids are `[0, 252]`; 253 is `SENDER_RECORDED`.
|
|
208
|
+
- `PhysicsSystem.interpolationLog` is deprecated (ignored, warns once).
|
|
209
|
+
- Wire format: a new `FRAME_MARKER` packet; nothing else.
|
|
210
|
+
- `scene-editor`'s `RemotePresence` (the only in-repo `registerSource` user) needed one change: a
|
|
211
|
+
drag's end — a committed record, the canonical bytes written back — now declares the entity's live
|
|
212
|
+
value with `snap` before taking its `Interpolated` away, where it used to rely on nothing restoring.
|
|
213
|
+
Its spec caught it.
|
|
214
|
+
|
|
215
|
+
---
|
|
216
|
+
|
|
217
|
+
## 5. Phases
|
|
218
|
+
|
|
219
|
+
Each phase lands as its own commit(s) with its specs, and leaves the tree green.
|
|
220
|
+
|
|
221
|
+
1. **EM hooks** — signals + time scale. Specs: order of begin/fixedUpdate/end; time scale changes step
|
|
222
|
+
cadence, not step size. (The signals became system phases after review — §9.)
|
|
223
|
+
2. **InterpolationSystem owns interpolation** — guarded restore (an unconditional one after
|
|
224
|
+
review — §9), local record, write-ordering,
|
|
225
|
+
snap-by-rewrite, visual offset + `correct()`, log rewrite; physics producer retired; physics
|
|
226
|
+
interpolation specs ported. `predicted_body_correction.spec.js` goes green here.
|
|
227
|
+
3. **One clock for the session** — orchestrator begin/end split, EM-driven session, dilation through
|
|
228
|
+
the time scale, remote entities through a registered source with hold-across-gaps, auto
|
|
229
|
+
`Interpolated`, announcements. Existing session specs migrate from `session.tick` to
|
|
230
|
+
`em.update`.
|
|
231
|
+
4. **Host publishes** — `executor.record`, change detection, no write-back; late input applied.
|
|
232
|
+
5. **Client reconciles by comparison** — prediction history, queued AUTH_STATE, correct + shift +
|
|
233
|
+
visual offset; `'replay'` kept and tested.
|
|
234
|
+
6. **Render-cadence spec** — host + clients over a jittery simulated link, rendered at 144 Hz on a
|
|
235
|
+
60 Hz step: per-frame displacement of a constant-velocity entity is near-constant for the
|
|
236
|
+
predicted, remote and host views alike. This is the "turnkey" acceptance test.
|
|
237
|
+
7. **Docs** — README section "Smooth by default", CHANGELOG, migration notes.
|
|
238
|
+
|
|
239
|
+
Deferred (named, not started): predicted non-owned entities (a Rocket League–style shared ball
|
|
240
|
+
predicted by every client), automatic kinematic proxies for remote physics bodies, and the engine-loop dt jitter above.
|
|
241
|
+
|
|
242
|
+
---
|
|
243
|
+
|
|
244
|
+
## 6. Found during implementation
|
|
245
|
+
|
|
246
|
+
Each of these surfaced as a failing or wrongly-passing spec, and each is fixed on the branch.
|
|
247
|
+
|
|
248
|
+
- **The repro first passed for the wrong reason.** Sampled right after packet delivery, it read
|
|
249
|
+
the correction in the one window where it existed. Sampled where the renderer reads — after the
|
|
250
|
+
update, before the next packets — it showed the ball 0.5 m off for good. Specs here measure what
|
|
251
|
+
is drawn.
|
|
252
|
+
- **A client echoed the host's state back to the host every tick.** Arrived records are logged, and
|
|
253
|
+
a peer's outbound stream repacks its log for every peer. For host-owned entities ownership rejects
|
|
254
|
+
the echo; for client-owned ones the host applied it as input and overwrote its own simulation —
|
|
255
|
+
the host's copy of a client-owned ball dropped a step every fifth frame. The replicator now never
|
|
256
|
+
sends a record back to its sender.
|
|
257
|
+
- **A record with no prior state is out of scope-filter reach.** The filter reads a record's
|
|
258
|
+
prior-state entries to find its entities; the host's published records had none and went to
|
|
259
|
+
everyone, owner included. They now carry empty entries that name the entity; rewind skips them.
|
|
260
|
+
- **Time dilation ran away for clients without input.** Buffer depth was measured from received
|
|
261
|
+
input only, so a client sending none read as depth 0 and was told to run 5% fast forever. The
|
|
262
|
+
per-tick keep-alive is now a `FRAME_MARKER` carrying the client's frame.
|
|
263
|
+
- **The playout started one frame behind the stream.** With less than a delay's worth of frames at
|
|
264
|
+
the first sample the playhead was clamped to 0, and the deliberately slow pull took seconds to
|
|
265
|
+
open the gap. It now waits for a whole delay before it starts.
|
|
266
|
+
- **Publishing had to follow the local sim.** Recording at step end, before `onLocalSim`, published
|
|
267
|
+
what an `onLocalSim` action was about to overwrite. The server gained `onBeforeTickClose`.
|
|
268
|
+
- **The local log could not hold two ticks of a large world.** Recording every interpolated entity
|
|
269
|
+
every tick outgrew 64 KB at ~1000 entities, and a blend missing its older tick snaps.
|
|
270
|
+
`InterpolationLog.ensure_ticks` grows it in place.
|
|
271
|
+
|
|
272
|
+
## 7. Result
|
|
273
|
+
|
|
274
|
+
`NetworkSession.smoothness.spec.js`: a host and a client, 144 Hz render, 60 Hz step, each frame run
|
|
275
|
+
in a browser's order — the engine updates, then the network delivers, then the frame is drawn. A
|
|
276
|
+
*hitch* is a drawn frame that moves less than half or more than one and a half of the typical
|
|
277
|
+
per-frame travel. Measured on this branch and, with the same scenario wired as the old docs led
|
|
278
|
+
(session `tick` next to `em.update`, the Transform interpolator, the NPC published from
|
|
279
|
+
`onLocalSim`, `Interpolated` on the entities), on the tree before it:
|
|
280
|
+
|
|
281
|
+
| view (719 drawn frames) | before, clean link | after, clean link | after, 45±20 ms, 5% loss |
|
|
282
|
+
|---|---|---|---|
|
|
283
|
+
| client's predicted player | 719 hitches, 420 frames frozen | 0 (worst 1.2%) | 0 (worst 6%) |
|
|
284
|
+
| host NPC, drawn on the client | 240 hitches | 0 (worst 0.9%) | 0 (worst 2.5%) |
|
|
285
|
+
| host's view of the client's player | 719 hitches | 0 | 0 on this link's seed; input later than the buffer shows as a hitch (§8) |
|
|
286
|
+
| host's own NPC | 719 hitches | 0 | 0 |
|
|
287
|
+
|
|
288
|
+
With inbound traffic applied on arrival instead of at the step (the order a browser delivers it),
|
|
289
|
+
the same spec fails on the clean link — its worst frame moves 83% off the typical one — and shows
|
|
290
|
+
319 hitches on the lossy one.
|
|
291
|
+
|
|
292
|
+
## 8. What is left
|
|
293
|
+
|
|
294
|
+
- **The host's view of late input.** The host draws its authoritative simulation; input later than
|
|
295
|
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the buffer shows as a stall then a double step. Remedies, in rising cost: a larger
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`simulation_delay_ticks`; an input buffer that adapts to observed lateness; repeating a client's
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last input when one is missing and reconciling when it lands.
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- **Predicted non-owned entities** — a shared ball every client predicts — need AUTH_STATE for
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entities a peer does not own, and a per-entity choice between predicted and played out.
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- **Ownership handoff.** An entity that changes hands moves between the local timeline and the
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playout, a render delay apart, and jumps when it does.
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- **Automatic kinematic proxies** for remote physics bodies. A client that gives a remote entity a
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dynamic body has two writers fighting over its pose, and nothing says so: the session knows no
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physics to check with.
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- **Engine-loop timing.** `Ticker` samples the frame delta in a `setTimeout(0)` after the animation
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frame, and draws before it simulates; the interpolation alpha carries that scheduling jitter. It
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affects every game, networked or not, and belongs to its own change.
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- **Correction across components.** A strategy corrects its own component. A velocity corrected at
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S is not carried into the positions predicted since S; the pose's own correction takes that up, a
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frame at a time, as the host's states arrive. And `HOST_VALUE_CORRECTION` drops what a client
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predicted since S, so it never settles for a component the client predicts from its input — such
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a component needs a strategy that carries its difference.
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- **A write between steps that forgets to say so** is put back without a word. The engine cannot
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tell it from a render-phase writer reacting to the blend, which must be put back; a debug-build
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warning, or a small `teleport()` helper, would make the rule harder to miss.
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- **A paused engine holds its session's traffic.** Packets wait for the next step; an engine
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stopped for long with its session still connected holds them all, and the peer reaps it anyway.
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## 9. Independent review, and three corrections
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The branch was reviewed independently once the first cut was green. Twelve findings, all real:
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| # | Finding | Fix |
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|---|---|---|
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| 1 | Packets are handled between a frame's blend and its draw; applying them restores the truth for everything blended, so most client frames drew unblended | Inbound traffic is held (`DeferredTransport`) and applied as the next step opens, after the interpolation system settles. The acceptance spec now runs frames in browser order |
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| 2 | An AUTH_STATE arriving after a newer one corrected the present a second time | The newest reconciled frame per network id; older states are dropped |
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| 3 | Skipping components an action wrote lost a change the simulation made to them later in the step | The publish baseline is "what the peers hold", updated by every executed action; the step's end publishes any difference |
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| 4 | A resync compared new states against predictions for the world it replaced | INITIAL_SYNC clears the prediction history, pending states and sampled input |
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| 5 | Render-phase writers (`ClingToTerrainSystem`) leaked the blend into the simulation through the guarded restore | Restore always, as physics already did; a deliberate write between steps says so with `snap` or `restore()` first |
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| 6 | Restoring through a lossy wire adapter rounded the truth | The truth is a copy of the component, through its `copy()`; `replicate_interpolated` refuses a component without one |
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| 7 | `ensure_ticks` dropped bytes past the logical capacity | It copies the whole buffer |
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| 8 | A reused entity id blended from the previous owner's records | Records from before an entity's link are not blended from |
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| 9 | A rollback replay dropped the host's published records | Records carry `SENDER_RECORDED`; a replay writes them back unchanged |
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| 10 | Scale was never compared or corrected | Compared, and corrected by ratio |
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| 11 | `rewrite` before the first step mistook −1 for the open tick | Guarded |
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| 12 | Exceptions left frames open or records half-written | Transactional `execute`; announcements after the record; a failing host input is reported and skipped; a `begin_tick` that fails part-way closes the frame it opened, and the session moves on to the next frame; one entity's failed correction does not stop the others |
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+
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Of the lesser notes, four were right and are fixed: a turn observed at S must be carried in the
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body's frame (`q' = q · e`), since physics integrates rotation in world space; the position
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tolerance must grow with distance from the origin, as Float32's step does; `restore()` threw away
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its per-entity slots every step (now pooled); and `PredictionHistory.get` allocated per read. Two
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are left on purpose: networked entities that carry no interpolated component are looked at again
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each step until one arrives — correct, and a handful of lookups — and queueing an AUTH_STATE
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allocates a few small objects, a few hundred a second.
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345
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+
|
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Finding 5 changed a design decision. The guard existed because network writes landed between
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+
frames; once they land in the step (finding 1), the engine's older contract — always restore, a
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deliberate write declares itself — covers everything, and the guard's leak goes with it. Its cost
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+
is that an undeclared write between steps is put back: the scene editor's remote-drag presence
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+
relied on nothing restoring, and its spec caught it.
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351
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+
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+
Three corrections came from the author while the findings were being fixed:
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+
|
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+
- **The `EntityManager` seam was too wide.** `onFixedStepBegin` / `onFixedStepEnd` were open
|
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355
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+
signals on the core loop: anything could subscribe, in no defined order, and it invited bolting
|
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356
|
+
on work that belongs in a system. They became two system phases, `openFixedStep` /
|
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357
|
+
`closeFixedStep`, with the same ordering as every other phase and the smallest contract that
|
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358
|
+
frames a step; `NetworkSystem` takes a driver for them.
|
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359
|
+
- **`replicate()`'s second argument meant too many things** — omitted meant "interpolate" for one
|
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360
|
+
class and "snap" for the rest, `null` meant snap, an adapter meant "interpolate" but was ignored
|
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361
|
+
for `Transform64`. A first pass made it an options object, which still left optional fields and a
|
|
362
|
+
default to fall into. It is now two methods with no optional parameters,
|
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363
|
+
`replicate_interpolated(C, interpoland)` and `replicate_discrete(C)`: every call says how its
|
|
364
|
+
component is drawn. A `replicate_transform()` on the session came and went — a component type
|
|
365
|
+
named in the session's own API, coupling it to one of the things it carries. The shortcut is a
|
|
366
|
+
free function beside the Transform64 wire adapter, `replicate_transform64(session)`, and it is the
|
|
367
|
+
general call, nothing more. The same went for reconciliation: the session special-cased
|
|
368
|
+
`Transform64` and duck-typed physics to correct poses and velocities. Correction is now a strategy
|
|
369
|
+
each component is registered with, as its interpolation is; the pose and velocity strategies sit
|
|
370
|
+
beside the Transform64 wire adapter, and the physics lookup with them. Last to go: the network's
|
|
371
|
+
announcement of in-place writes named Transform64 — it now asks the component's replication
|
|
372
|
+
adapter, and the Transform64 adapter answers — and a warning for a remote entity with a dynamic
|
|
373
|
+
body needed the session to know physics. The warning was dropped: a missing message is better than
|
|
374
|
+
the session knowing what a rigid body is. The network's core — session, replication, simulation,
|
|
375
|
+
transport — names no component type and imports nothing from physics; what is specific to a
|
|
376
|
+
component lives in `network/adapters`.
|
|
377
|
+
- **Specs reached behind the curtain.** Patching `performance.now` tied specs to how the engine
|
|
378
|
+
reads time — something the engine may change — and let the session run on a clock of its own. The
|
|
379
|
+
session now runs on the engine's frame time, so a spec drives time by driving the engine. Other
|
|
380
|
+
mocks went too: monkeypatched time dilation became a client that falls behind and is told to
|
|
381
|
+
catch up; spied executor calls became bytes on the wire, compared with a session that does not
|
|
382
|
+
publish; an injected retransmission became a real one; reads of the interpolation log became the
|
|
383
|
+
pose that is drawn. A spec that asserted a warning's text was dropped. No mock or spy remains in
|
|
384
|
+
the specs the branch added; the log, history and executor are unit-specced through their own
|
|
385
|
+
interfaces.
|
|
386
|
+
|
|
387
|
+
Every finding above has a spec, and each spec was run against the code as it was before its fix:
|
|
388
|
+
it fails there and passes here. Two first drafts passed on the broken code as well, and were
|
|
389
|
+
rewritten until they did not.
|
|
390
|
+
|
|
391
|
+
@author Alex Goldring
|
|
392
|
+
@copyright Company Named Limited (c) 2026
|
|
@@ -0,0 +1,50 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Corrects a {@link Transform64} the way the simulation would have carried the difference:
|
|
3
|
+
*
|
|
4
|
+
* - position by the offset;
|
|
5
|
+
* - orientation by the turn `e` that takes the predicted orientation to the host's in the body's
|
|
6
|
+
* own frame (`predicted · e = host`), applied on the same side to every later state — whatever
|
|
7
|
+
* world-frame rotation the body made since, it makes from the corrected orientation too
|
|
8
|
+
* (`q_now · e`);
|
|
9
|
+
* - scale by the ratio.
|
|
10
|
+
*
|
|
11
|
+
* Two poses are the same when they are within what the wire cannot tell apart (see the tolerances
|
|
12
|
+
* above).
|
|
13
|
+
*
|
|
14
|
+
* The live pose of a rigid body is moved through its physics system, so a sleeping body wakes and
|
|
15
|
+
* its broadphase leaves follow; and the step is hidden in what is drawn — the interpolation system
|
|
16
|
+
* shifts the entity's recent records by the correction and draws the opposite offset, fading.
|
|
17
|
+
*
|
|
18
|
+
* @author Alex Goldring
|
|
19
|
+
* @copyright Company Named Limited (c) 2026
|
|
20
|
+
*/
|
|
21
|
+
export class PoseCorrection extends Correction {
|
|
22
|
+
/**
|
|
23
|
+
* @param {Transform64} server
|
|
24
|
+
* @param {Transform64} predicted
|
|
25
|
+
* @returns {boolean}
|
|
26
|
+
*/
|
|
27
|
+
same(server: Transform64, predicted: Transform64): boolean;
|
|
28
|
+
/**
|
|
29
|
+
* @param {Transform64} state
|
|
30
|
+
* @param {Transform64} server
|
|
31
|
+
* @param {Transform64} predicted
|
|
32
|
+
*/
|
|
33
|
+
carry(state: Transform64, server: Transform64, predicted: Transform64): void;
|
|
34
|
+
/**
|
|
35
|
+
* @param {CorrectionTarget} target
|
|
36
|
+
* @param {Transform64} server
|
|
37
|
+
* @param {Transform64} predicted
|
|
38
|
+
* @returns {number} how far the position moved, in world units
|
|
39
|
+
*/
|
|
40
|
+
apply(target: CorrectionTarget, server: Transform64, predicted: Transform64): number;
|
|
41
|
+
#private;
|
|
42
|
+
}
|
|
43
|
+
/**
|
|
44
|
+
* The shared {@link PoseCorrection}, for {@link Transform64}.
|
|
45
|
+
* @type {PoseCorrection}
|
|
46
|
+
*/
|
|
47
|
+
export const POSE_CORRECTION: PoseCorrection;
|
|
48
|
+
import { Correction } from "../correction/Correction.js";
|
|
49
|
+
import { Transform64 } from "../../ecs/transform/Transform64.js";
|
|
50
|
+
//# sourceMappingURL=PoseCorrection.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"PoseCorrection.d.ts","sourceRoot":"","sources":["../../../../../src/engine/network/adapters/PoseCorrection.js"],"names":[],"mappings":"AAuDA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAUI;;;;OAIG;IACH,aAJW,WAAW,aACX,WAAW,GACT,OAAO,CAyBnB;IAED;;;;OAIG;IACH,aAJW,WAAW,UACX,WAAW,aACX,WAAW,QASrB;IAED;;;;;OAKG;IACH,wCAJW,WAAW,aACX,WAAW,GACT,MAAM,CAoClB;;CAmCJ;AAED;;;GAGG;AACH,8BAFU,cAAc,CAE4B;2BA/MzB,6BAA6B;4BAH5B,oCAAoC"}
|