deploy Syncer to a2acloud Kubernetes
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Syncer Deploy
2026-08-28 10:46:42 -03:00
commit e93c1b026f
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{
"name": "@syncer/engine",
"version": "0.0.0",
"private": true,
"type": "module",
"main": "./dist/index.js",
"types": "./dist/index.d.ts",
"exports": {
".": {
"types": "./dist/index.d.ts",
"default": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"dev": "tsc --watch --preserveWatchOutput",
"build": "tsc",
"typecheck": "tsc --noEmit"
},
"devDependencies": {
"typescript": "^7.0.2"
}
}

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import { NetworkClock } from "./network-clock.js";
import type {
ClientStateReport,
GameDefinition,
InputContext,
InputPacket,
PlayerId,
StateSnapshot,
} from "./types.js";
interface PredictedInput<Input> {
packet: InputPacket<Input>;
applied: boolean;
}
export class PredictedEngine<State, Input> {
readonly game: GameDefinition<State, Input>;
readonly networkClock = new NetworkClock();
private state: State;
private playerId: PlayerId | null = null;
private currentTick = 0;
private nextInputSequence = 1;
private acknowledgedSequence = 0;
private pendingInputs: PredictedInput<Input>[] = [];
constructor(game: GameDefinition<State, Input>) {
this.game = game;
this.state = game.createInitialState();
}
get tick(): number {
return this.currentTick;
}
get localPlayerId(): PlayerId | null {
return this.playerId;
}
get currentState(): Readonly<State> {
return this.state;
}
get initialized(): boolean {
return this.playerId !== null;
}
initialize(playerId: PlayerId, snapshot: StateSnapshot<State>): void {
this.playerId = playerId;
this.currentTick = snapshot.tick;
this.state = this.game.cloneState(snapshot.state);
this.pendingInputs = [];
this.acknowledgedSequence = 0;
}
createInput(input: Input, leadTicks?: number): InputPacket<Input> {
if (this.playerId === null) {
throw new Error("Client engine has not received a welcome snapshot");
}
const targetTick =
this.currentTick +
(leadTicks ??
this.networkClock.recommendedInputLeadTicks(this.game.tickRateHz));
const packet: InputPacket<Input> = {
sequence: this.nextInputSequence,
targetTick,
observedTick: this.currentTick,
input,
};
const context = this.inputContext(packet);
if (!this.game.validateInput(input, context)) {
throw new Error("Refusing to send invalid local input");
}
this.nextInputSequence = (this.nextInputSequence + 1) >>> 0;
this.pendingInputs.push({ packet, applied: false });
return packet;
}
acknowledge(sequence: number): void {
this.acknowledgedSequence = Math.max(this.acknowledgedSequence, sequence);
this.pendingInputs = this.pendingInputs.filter(
(pending) => pending.packet.sequence > this.acknowledgedSequence,
);
}
reject(sequence: number): void {
this.pendingInputs = this.pendingInputs.filter(
(pending) => pending.packet.sequence !== sequence,
);
}
step(): void {
if (this.playerId === null) {
return;
}
this.currentTick += 1;
this.applyDueInputs();
this.game.step(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
});
this.assertValidState();
}
reconcile(snapshot: StateSnapshot<State>): void {
if (
this.playerId === null ||
snapshot.tick < this.currentTick - this.game.tickRateHz * 2
) {
return;
}
const predictedTick = Math.max(this.currentTick, snapshot.tick);
this.state = this.game.cloneState(snapshot.state);
this.currentTick = snapshot.tick;
for (const pending of this.pendingInputs) {
pending.applied = false;
}
this.applyDueInputs();
while (this.currentTick < predictedTick) {
this.currentTick += 1;
this.applyDueInputs();
this.game.step(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
});
}
this.assertValidState();
}
createStateReport(): ClientStateReport<State> {
return {
tick: this.currentTick,
state: this.game.cloneState(this.state),
};
}
private applyDueInputs(): void {
for (const pending of this.pendingInputs) {
if (!pending.applied && pending.packet.targetTick <= this.currentTick) {
this.game.applyInput(
this.state,
pending.packet.input,
this.inputContext(pending.packet),
);
pending.applied = true;
}
}
}
private inputContext(packet: InputPacket<Input>): InputContext {
if (this.playerId === null) {
throw new Error("Client engine has not been initialized");
}
return {
playerId: this.playerId,
sequence: packet.sequence,
targetTick: packet.targetTick,
observedTick: packet.observedTick ?? packet.targetTick,
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
};
}
private assertValidState(): void {
if (
this.game.validateState &&
!this.game.validateState(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
})
) {
throw new Error(
`Client prediction produced invalid state at tick ${this.currentTick}`,
);
}
}
}

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export interface FixedStepClockOptions {
rateHz: number;
maxCatchUpSteps?: number;
}
export class FixedStepClock {
readonly stepMilliseconds: number;
private readonly maxCatchUpSteps: number;
private previousTime: number | null = null;
private accumulator = 0;
constructor(options: FixedStepClockOptions) {
if (!Number.isFinite(options.rateHz) || options.rateHz <= 0) {
throw new RangeError("Clock rate must be a positive finite number");
}
this.stepMilliseconds = 1_000 / options.rateHz;
this.maxCatchUpSteps = options.maxCatchUpSteps ?? 5;
}
advance(now: number, step: () => void): number {
if (this.previousTime === null) {
this.previousTime = now;
return 0;
}
const elapsed = Math.max(0, now - this.previousTime);
this.previousTime = now;
this.accumulator += Math.min(
elapsed,
this.stepMilliseconds * this.maxCatchUpSteps,
);
let steps = 0;
while (
this.accumulator >= this.stepMilliseconds &&
steps < this.maxCatchUpSteps
) {
step();
this.accumulator -= this.stepMilliseconds;
steps += 1;
}
return steps;
}
get interpolationAlpha(): number {
return this.accumulator / this.stepMilliseconds;
}
reset(now?: number): void {
this.previousTime = now ?? null;
this.accumulator = 0;
}
}

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import { PredictedEngine } from "./client.js";
import { AuthoritativeEngine, type ServerEngineOptions } from "./server.js";
import type { GameDefinition } from "./types.js";
export interface DefinedGame<State, Input>
extends GameDefinition<State, Input> {
createServer(options?: ServerEngineOptions): AuthoritativeEngine<State, Input>;
createClient(): PredictedEngine<State, Input>;
}
export function defineGame<State, Input>(
definition: GameDefinition<State, Input>,
): DefinedGame<State, Input> {
if (!Number.isInteger(definition.tickRateHz) || definition.tickRateHz <= 0) {
throw new RangeError("tickRateHz must be a positive integer");
}
if (
!Number.isInteger(definition.snapshotRateHz) ||
definition.snapshotRateHz <= 0 ||
definition.snapshotRateHz > definition.tickRateHz ||
definition.tickRateHz % definition.snapshotRateHz !== 0
) {
throw new RangeError(
"snapshotRateHz must be a positive divisor of tickRateHz",
);
}
return Object.freeze({
...definition,
createServer(options?: ServerEngineOptions) {
return new AuthoritativeEngine(definition, options);
},
createClient() {
return new PredictedEngine(definition);
},
});
}

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import {
defineNetworkedGame,
type DefinedNetworkedGame,
} from "./define-networked-game.js";
import type {
ClientSimulationRules,
ReplicationRules,
ServerSimulationRules,
} from "./networked-types.js";
import type { BinaryCodec, InputContext } from "./types.js";
/**
* Names the five types that cross a multiplayer game's trust boundaries.
* Define this once, then every callback in defineMultiplayerGame is inferred.
*/
export interface MultiplayerGameContract {
authority: unknown;
client: unknown;
input: unknown;
authorityEvent: unknown;
perceptionEvent: unknown;
}
export interface MultiplayerGameConfiguration<
Contract extends MultiplayerGameContract,
> {
clock: {
ticksPerSecond: number;
snapshotsPerSecond: number;
};
/** Private rules that run only on trusted authority. */
authority: ServerSimulationRules<
Contract["authority"],
Contract["input"],
Contract["authorityEvent"]
>;
/** Rules the client may run speculatively between snapshots. */
prediction: ClientSimulationRules<
Contract["client"],
Contract["input"],
Contract["perceptionEvent"]
>;
/** The only authority data and events a particular player may receive. */
visibility: ReplicationRules<
Contract["authority"],
Contract["client"],
Contract["authorityEvent"],
Contract["perceptionEvent"]
>;
input: {
validate(input: Contract["input"], context: InputContext): boolean;
};
encoding: {
input: BinaryCodec<Contract["input"]>;
clientState: BinaryCodec<Contract["client"]>;
perception?: BinaryCodec<Contract["perceptionEvent"]>;
};
}
/**
* Developer-facing game-definition API. It compiles the readable game sections
* into the same low-level definition consumed by every engine HOF.
*/
export function defineMultiplayerGame<
Contract extends MultiplayerGameContract,
>(
configuration: MultiplayerGameConfiguration<Contract>,
): DefinedNetworkedGame<
Contract["authority"],
Contract["client"],
Contract["input"],
Contract["authorityEvent"],
Contract["perceptionEvent"]
> {
return defineNetworkedGame({
tickRateHz: configuration.clock.ticksPerSecond,
snapshotRateHz: configuration.clock.snapshotsPerSecond,
server: configuration.authority,
client: configuration.prediction,
replication: configuration.visibility,
validateInput: configuration.input.validate,
codecs: {
input: configuration.encoding.input,
state: configuration.encoding.clientState,
...(configuration.encoding.perception
? { event: configuration.encoding.perception }
: {}),
},
});
}

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import { NetworkedPredictedEngine } from "./networked-client.js";
import { NetworkedAuthoritativeEngine } from "./networked-server.js";
import type { NetworkedGameDefinition } from "./networked-types.js";
import { createBinaryProtocol, type BinaryProtocol } from "./protocol.js";
import type { ServerEngineOptions } from "./server.js";
export interface DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent = never,
PerceptionEvent = never,
> extends NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
> {
protocol: BinaryProtocol<Input, ClientState, PerceptionEvent>;
createServer(
options?: ServerEngineOptions,
): NetworkedAuthoritativeEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>;
createClient(): NetworkedPredictedEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>;
}
export function defineNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent = never,
PerceptionEvent = never,
>(
definition: NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>,
): DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
> {
validateRates(definition.tickRateHz, definition.snapshotRateHz);
const protocol = createBinaryProtocol<Input, ClientState, PerceptionEvent>(
definition.codecs,
);
return Object.freeze({
...definition,
protocol,
createServer(options?: ServerEngineOptions) {
return new NetworkedAuthoritativeEngine(definition, options);
},
createClient() {
return new NetworkedPredictedEngine(definition);
},
});
}
function validateRates(tickRateHz: number, snapshotRateHz: number): void {
if (!Number.isInteger(tickRateHz) || tickRateHz <= 0) {
throw new RangeError("tickRateHz must be a positive integer");
}
if (
!Number.isInteger(snapshotRateHz) ||
snapshotRateHz <= 0 ||
snapshotRateHz > tickRateHz ||
tickRateHz % snapshotRateHz !== 0
) {
throw new RangeError(
"snapshotRateHz must be a positive divisor of tickRateHz",
);
}
}

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const fnvOffset = 0xcbf29ce484222325n;
const fnvPrime = 0x100000001b3n;
const uint64Mask = 0xffffffffffffffffn;
/**
* Produces a stable 64-bit hash for deterministic simulation state.
* Maps, sets, and object keys are sorted so insertion order does not affect it.
* Cyclic structures and executable values are rejected deliberately.
*/
export function deterministicHash(value: unknown): string {
const canonical = canonicalize(value, new WeakSet<object>());
let hash = fnvOffset;
for (let index = 0; index < canonical.length; index += 1) {
const code = canonical.charCodeAt(index);
hash ^= BigInt(code & 0xff);
hash = (hash * fnvPrime) & uint64Mask;
hash ^= BigInt(code >>> 8);
hash = (hash * fnvPrime) & uint64Mask;
}
return hash.toString(16).padStart(16, "0");
}
function canonicalize(value: unknown, ancestors: WeakSet<object>): string {
if (value === null) return "null";
switch (typeof value) {
case "undefined":
return "undefined";
case "boolean":
return value ? "boolean:true" : "boolean:false";
case "number":
if (Number.isNaN(value)) return "number:NaN";
if (value === Infinity) return "number:+Infinity";
if (value === -Infinity) return "number:-Infinity";
if (Object.is(value, -0)) return "number:-0";
return `number:${value}`;
case "bigint":
return `bigint:${value}`;
case "string":
return `string:${JSON.stringify(value)}`;
case "symbol":
case "function":
throw new TypeError(`Cannot hash simulation value of type ${typeof value}`);
case "object":
return canonicalizeObject(value, ancestors);
}
throw new TypeError("Unsupported simulation value");
}
function canonicalizeObject(value: object, ancestors: WeakSet<object>): string {
if (ancestors.has(value)) {
throw new TypeError("Cannot hash cyclic simulation state");
}
ancestors.add(value);
try {
if (Array.isArray(value)) {
return `array:[${value.map((entry) => canonicalize(entry, ancestors)).join(",")}]`;
}
if (value instanceof Date) {
return `date:${value.toISOString()}`;
}
if (value instanceof Map) {
const entries = [...value].map(([key, entryValue]) => [
canonicalize(key, ancestors),
canonicalize(entryValue, ancestors),
] as const);
entries.sort(([left], [right]) => compareText(left, right));
return `map:{${entries
.map(([key, entryValue]) => `${key}=>${entryValue}`)
.join(",")}}`;
}
if (value instanceof Set) {
const entries = [...value].map((entry) => canonicalize(entry, ancestors));
entries.sort(compareText);
return `set:{${entries.join(",")}}`;
}
if (value instanceof ArrayBuffer) {
return `bytes:${bytesToHex(new Uint8Array(value))}`;
}
if (ArrayBuffer.isView(value)) {
return `${value.constructor.name}:${bytesToHex(
new Uint8Array(value.buffer, value.byteOffset, value.byteLength),
)}`;
}
const record = value as Record<string, unknown>;
const keys = Object.keys(record).sort(compareText);
return `object:{${keys
.map((key) => `${JSON.stringify(key)}:${canonicalize(record[key], ancestors)}`)
.join(",")}}`;
} finally {
ancestors.delete(value);
}
}
function bytesToHex(bytes: Uint8Array): string {
let result = "";
for (const byte of bytes) result += byte.toString(16).padStart(2, "0");
return result;
}
function compareText(left: string, right: string): number {
return left < right ? -1 : left > right ? 1 : 0;
}

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export { FixedStepClock, type FixedStepClockOptions } from "./clock.js";
export { deterministicHash } from "./deterministic-hash.js";
export { PredictedEngine } from "./client.js";
export {
defineGame,
type DefinedGame,
} from "./define-game.js";
export {
defineNetworkedGame,
type DefinedNetworkedGame,
} from "./define-networked-game.js";
export {
defineMultiplayerGame,
type MultiplayerGameConfiguration,
type MultiplayerGameContract,
} from "./define-multiplayer-game.js";
export {
createJsonCodec,
type JsonCodecOptions,
} from "./json-codec.js";
export {
withLagCompensation,
type LagCompensatedAction,
type LagCompensationActionPolicy,
type LagCompensationDefinition,
type LagCompensationMode,
type LagCompensationPolicies,
type LagCompensationResolutionContext,
} from "./lag-compensation.js";
export { NetworkedPredictedEngine } from "./networked-client.js";
export {
NetworkedAuthoritativeEngine,
type NetworkedServerStepResult,
type NetworkedSimulationCheckpoint,
} from "./networked-server.js";
export type {
ClientEventContext,
ClientSimulationRules,
EmittingInputContext,
EmittingPlayerContext,
EmittingTickContext,
NetworkedGameDefinition,
ReplicationRules,
ServerSimulationRules,
SnapshotBatch,
} from "./networked-types.js";
export { NetworkClock, type NetworkStats } from "./network-clock.js";
export {
createBinaryProtocol,
type BinaryProtocol,
type ClientWireMessage,
type ServerWireMessage,
} from "./protocol.js";
export {
ReplayTransportAuthoritativeEngine,
withReplayTransport,
type ProjectedReplayFrame,
type ReplayAuthorizationContext,
type ReplayTicket,
type ReplayTicketPlan,
type ReplayTransportDefinition,
type ReplayTransportNetworkedGame,
type ReplayTriggerContext,
} from "./replay-transport.js";
export {
AuthoritativeEngine,
type Acknowledgement,
type InputDecision,
type ServerEngineOptions,
type ServerStepResult,
} from "./server.js";
export {
SpatialGridIndex,
withSpatialReplication,
type SpatialPoint,
type SpatialReplicationController,
type SpatialReplicationDefinition,
type SpatialReplicationEntity,
type SpatialReplicationSelection,
type SpatialReplicationSource,
type SpatialReplicationViewerContext,
type SpatiallyReplicatedNetworkedGame,
} from "./spatial-replication.js";
export {
ReplayDivergenceError,
ReplaySession,
TimeTravelAuthoritativeEngine,
withTimeTravel,
type ReplayCheckpoint,
type ReplayCommand,
type ReplayFrame,
type ReplayRecording,
type ReplayStateHash,
type ReplayVerification,
type TimeTravelDefinition,
type TimeTravelNetworkedGame,
type TimeTravelServerOptions,
} from "./time-travel.js";
export type {
BinaryCodec,
ClientStateContext,
ClientStateReport,
GameDefinition,
InputContext,
InputPacket,
PingPacket,
PlayerContext,
PlayerId,
PongPacket,
StateSnapshot,
TickContext,
ValidationResult,
} from "./types.js";

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import type { BinaryCodec } from "./types.js";
export interface JsonCodecOptions<Value> {
serialize?(value: Value): unknown;
deserialize?(value: unknown): Value;
}
interface Utf8Encoder {
encode(value: string): Uint8Array;
}
interface Utf8Decoder {
decode(value: Uint8Array): string;
}
type Utf8Globals = typeof globalThis & {
TextEncoder: new () => Utf8Encoder;
TextDecoder: new (
label?: string,
options?: { fatal?: boolean },
) => Utf8Decoder;
};
/** Creates a UTF-8 JSON codec for prototypes and low-volume game messages. */
export function createJsonCodec<Value>(
options: JsonCodecOptions<Value> = {},
): BinaryCodec<Value> {
const utf8 = globalThis as Utf8Globals;
const encoder = new utf8.TextEncoder();
const decoder = new utf8.TextDecoder("utf-8", { fatal: true });
return {
encode(value) {
const json = JSON.stringify(options.serialize?.(value) ?? value);
if (json === undefined) {
throw new TypeError("The JSON codec cannot encode undefined");
}
return encoder.encode(json);
},
decode(payload) {
const value: unknown = JSON.parse(decoder.decode(payload));
return options.deserialize ? options.deserialize(value) : (value as Value);
},
};
}

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import {
defineNetworkedGame,
type DefinedNetworkedGame,
} from "./define-networked-game.js";
import type { EmittingInputContext } from "./networked-types.js";
import type { PlayerId, TickContext } from "./types.js";
export type LagCompensationMode = "current" | "rewind" | "fast-forward";
export interface LagCompensatedAction {
type: string;
}
export interface LagCompensationResolutionContext<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent,
> {
currentState: AuthorityState;
historicalState: Readonly<HistoricalState>;
action: Readonly<Action>;
playerId: PlayerId;
sequence: number;
requestedTick: number;
resolvedTick: number;
currentTick: number;
rewindTicks: number;
catchUpTicks: number;
clamped: boolean;
emit(event: AuthorityEvent): void;
}
export interface LagCompensationActionPolicy<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent,
> {
mode: LagCompensationMode;
maximumRewindMs?: number;
maximumFutureMs?: number;
outOfWindow?: "clamp" | "reject";
validate?(
context: LagCompensationResolutionContext<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent
>,
): boolean;
resolve(
context: LagCompensationResolutionContext<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent
>,
): void;
}
export type LagCompensationPolicies<
AuthorityState,
HistoricalState,
Action extends LagCompensatedAction,
AuthorityEvent,
> = {
[Kind in Action["type"]]: LagCompensationActionPolicy<
AuthorityState,
HistoricalState,
Extract<Action, { type: Kind }>,
AuthorityEvent
>;
};
export interface LagCompensationDefinition<
AuthorityState,
Input,
AuthorityEvent,
HistoricalState,
Action extends LagCompensatedAction,
> {
historySeconds: number;
captureState(
state: Readonly<AuthorityState>,
context: TickContext,
): HistoricalState;
cloneHistoricalState(state: Readonly<HistoricalState>): HistoricalState;
classifyAction(
input: Readonly<Input>,
context: EmittingInputContext<AuthorityEvent>,
): Action | null;
cloneAction(action: Readonly<Action>): Action;
actions: LagCompensationPolicies<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent
>;
}
interface HistoricalFrame<HistoricalState> {
tick: number;
state: HistoricalState;
}
interface QueuedAction<Action> {
action: Action;
playerId: PlayerId;
sequence: number;
requestedTick: number;
}
interface LagRuntime<HistoricalState, Action> {
frames: Array<HistoricalFrame<HistoricalState>>;
queuedActions: Array<QueuedAction<Action>>;
}
/**
* Adds one private authority-history ring to a game and resolves only classified
* actions against it. The live world is never rewound or exposed to clients.
*/
export function withLagCompensation<
AuthorityState extends object,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
HistoricalState,
Action extends LagCompensatedAction,
>(
game: DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>,
definition: LagCompensationDefinition<
AuthorityState,
Input,
AuthorityEvent,
HistoricalState,
Action
>,
): DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
> {
const historyTicks = normalizeHistoryTicks(
game.tickRateHz,
definition.historySeconds,
);
validatePolicies(definition.actions);
const runtimes = new WeakMap<
AuthorityState,
LagRuntime<HistoricalState, Action>
>();
const ensureRuntime = (
state: AuthorityState,
): LagRuntime<HistoricalState, Action> => {
const existing = runtimes.get(state);
if (existing) return existing;
const created = { frames: [], queuedActions: [] };
runtimes.set(state, created);
return created;
};
const capture = (state: AuthorityState, context: TickContext): void => {
const runtime = ensureRuntime(state);
const frame = {
tick: context.tick,
state: definition.cloneHistoricalState(
definition.captureState(state, context),
),
};
if (runtime.frames.at(-1)?.tick === context.tick) {
runtime.frames[runtime.frames.length - 1] = frame;
} else {
runtime.frames.push(frame);
}
const earliestTick = context.tick - historyTicks;
while (runtime.frames[0] && runtime.frames[0].tick < earliestTick) {
runtime.frames.shift();
}
};
return defineNetworkedGame({
...game,
server: {
...game.server,
createInitialState() {
const state = game.server.createInitialState();
ensureRuntime(state);
return state;
},
initializeState(state, context) {
game.server.initializeState?.(state, context);
capture(state, context);
},
cloneState(state) {
const cloned = game.server.cloneState(state);
const source = ensureRuntime(state);
runtimes.set(cloned, {
frames: source.frames.map((frame) => ({
tick: frame.tick,
state: definition.cloneHistoricalState(frame.state),
})),
queuedActions: source.queuedActions.map((queued) => ({
...queued,
action: definition.cloneAction(queued.action),
})),
});
return cloned;
},
cloneStateForHistory(state) {
return game.server.cloneStateForHistory?.(state) ??
game.server.cloneState(state);
},
addPlayer(state, context) {
game.server.addPlayer?.(state, context);
capture(state, {
tick: context.tick,
deltaSeconds: 1 / game.tickRateHz,
});
},
removePlayer(state, context) {
game.server.removePlayer?.(state, context);
capture(state, {
tick: context.tick,
deltaSeconds: 1 / game.tickRateHz,
});
},
applyInput(state, input, context) {
game.server.applyInput(state, input, context);
const action = definition.classifyAction(input, context);
if (!action) return;
const policy = definition.actions[action.type as Action["type"]] as
| LagCompensationActionPolicy<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent
>
| undefined;
if (!policy) return;
ensureRuntime(state).queuedActions.push({
action: definition.cloneAction(action),
playerId: context.playerId,
sequence: context.sequence,
requestedTick: context.observedTick,
});
},
step(state, context) {
game.server.step(state, context);
const runtime = ensureRuntime(state);
const queuedActions = runtime.queuedActions;
runtime.queuedActions = [];
for (const queued of queuedActions) {
resolveQueuedAction(
state,
context,
runtime.frames,
queued,
game.tickRateHz,
historyTicks,
definition,
);
}
capture(state, context);
},
},
});
}
function resolveQueuedAction<
AuthorityState,
Input,
AuthorityEvent,
HistoricalState,
Action extends LagCompensatedAction,
>(
state: AuthorityState,
tickContext: TickContext & { emit(event: AuthorityEvent): void },
frames: readonly HistoricalFrame<HistoricalState>[],
queued: QueuedAction<Action>,
tickRateHz: number,
historyTicks: number,
definition: LagCompensationDefinition<
AuthorityState,
Input,
AuthorityEvent,
HistoricalState,
Action
>,
): void {
const policy = definition.actions[queued.action.type as Action["type"]] as
| LagCompensationActionPolicy<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent
>
| undefined;
if (!policy) return;
const maximumRewindTicks = Math.min(
historyTicks,
millisecondsToTicks(
policy.maximumRewindMs ?? (historyTicks / tickRateHz) * 1_000,
tickRateHz,
),
);
const maximumFutureTicks = millisecondsToTicks(
policy.maximumFutureMs ?? 0,
tickRateHz,
);
const minimumTick = Math.max(0, tickContext.tick - maximumRewindTicks);
const maximumTick = tickContext.tick + maximumFutureTicks;
const outsideWindow =
queued.requestedTick < minimumTick || queued.requestedTick > maximumTick;
if (outsideWindow && policy.outOfWindow === "reject") return;
const boundedRequestedTick = clamp(
queued.requestedTick,
minimumTick,
tickContext.tick,
);
let resolvedTick = tickContext.tick;
let historicalState: HistoricalState;
if (policy.mode === "current") {
historicalState = definition.cloneHistoricalState(
definition.captureState(state, tickContext),
);
} else {
const frame = frameAtOrBefore(frames, boundedRequestedTick);
if (!frame) return;
resolvedTick = frame.tick;
historicalState = definition.cloneHistoricalState(frame.state);
}
const resolutionContext: LagCompensationResolutionContext<
AuthorityState,
HistoricalState,
Action,
AuthorityEvent
> = {
currentState: state,
historicalState,
action: queued.action,
playerId: queued.playerId,
sequence: queued.sequence,
requestedTick: queued.requestedTick,
resolvedTick,
currentTick: tickContext.tick,
rewindTicks: Math.max(0, tickContext.tick - resolvedTick),
catchUpTicks:
policy.mode === "fast-forward"
? Math.max(0, tickContext.tick - resolvedTick)
: 0,
clamped: resolvedTick !== queued.requestedTick,
emit: tickContext.emit,
};
if (policy.validate && !policy.validate(resolutionContext)) return;
policy.resolve(resolutionContext);
}
function frameAtOrBefore<HistoricalState>(
frames: readonly HistoricalFrame<HistoricalState>[],
tick: number,
): HistoricalFrame<HistoricalState> | undefined {
let low = 0;
let high = frames.length - 1;
let selected: HistoricalFrame<HistoricalState> | undefined;
while (low <= high) {
const middle = Math.floor((low + high) / 2);
const frame = frames[middle]!;
if (frame.tick <= tick) {
selected = frame;
low = middle + 1;
} else {
high = middle - 1;
}
}
return selected ?? frames[0];
}
function normalizeHistoryTicks(tickRateHz: number, seconds: number): number {
if (!Number.isFinite(seconds) || seconds <= 0) {
throw new RangeError("historySeconds must be positive");
}
return Math.max(1, Math.ceil(seconds * tickRateHz));
}
function validatePolicies(
policies: Record<string, { mode: LagCompensationMode; maximumRewindMs?: number; maximumFutureMs?: number }>,
): void {
for (const [kind, policy] of Object.entries(policies)) {
if (!["current", "rewind", "fast-forward"].includes(policy.mode)) {
throw new RangeError(`Unknown lag compensation mode for ${kind}`);
}
for (const [name, value] of [
["maximumRewindMs", policy.maximumRewindMs],
["maximumFutureMs", policy.maximumFutureMs],
] as const) {
if (value !== undefined && (!Number.isFinite(value) || value < 0)) {
throw new RangeError(`${name} for ${kind} must be non-negative`);
}
}
}
}
function millisecondsToTicks(milliseconds: number, tickRateHz: number): number {
return Math.max(0, Math.floor((milliseconds / 1_000) * tickRateHz));
}
function clamp(value: number, minimum: number, maximum: number): number {
return Math.max(minimum, Math.min(maximum, value));
}

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import type { PingPacket, PongPacket } from "./types.js";
export interface NetworkStats {
roundTripTime: number;
jitter: number;
clockOffset: number;
samples: number;
}
interface ClockSample {
roundTripTime: number;
offset: number;
}
export class NetworkClock {
private nextPingId = 1;
private readonly recentSamples: ClockSample[] = [];
private smoothedRtt = 0;
private smoothedJitter = 0;
private offset = 0;
createPing(clientNow: number): PingPacket {
const ping = {
id: this.nextPingId,
clientSentAt: clientNow,
};
this.nextPingId = (this.nextPingId + 1) >>> 0;
return ping;
}
receivePong(pong: PongPacket, clientReceivedAt: number): NetworkStats {
const serverProcessing = Math.max(
0,
pong.serverSentAt - pong.serverReceivedAt,
);
const roundTripTime = Math.max(
0,
clientReceivedAt - pong.clientSentAt - serverProcessing,
);
const offset =
((pong.serverReceivedAt - pong.clientSentAt) +
(pong.serverSentAt - clientReceivedAt)) /
2;
const previousRtt = this.smoothedRtt;
this.smoothedRtt =
this.recentSamples.length === 0
? roundTripTime
: previousRtt * 0.8 + roundTripTime * 0.2;
this.smoothedJitter =
this.recentSamples.length === 0
? 0
: this.smoothedJitter * 0.8 +
Math.abs(roundTripTime - previousRtt) * 0.2;
this.recentSamples.push({ roundTripTime, offset });
if (this.recentSamples.length > 10) {
this.recentSamples.shift();
}
const bestSample = this.recentSamples.reduce((best, sample) =>
sample.roundTripTime < best.roundTripTime ? sample : best,
);
this.offset = bestSample.offset;
return this.stats;
}
toServerTime(clientNow: number): number {
return clientNow + this.offset;
}
recommendedInputLeadTicks(tickRateHz: number, maximum = 8): number {
const tickMilliseconds = 1_000 / tickRateHz;
const latencyBudget = this.smoothedRtt / 2 + this.smoothedJitter * 2;
return Math.max(
1,
Math.min(maximum, Math.ceil(latencyBudget / tickMilliseconds) + 1),
);
}
get stats(): NetworkStats {
return {
roundTripTime: this.smoothedRtt,
jitter: this.smoothedJitter,
clockOffset: this.offset,
samples: this.recentSamples.length,
};
}
}

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import { NetworkClock } from "./network-clock.js";
import type {
ClientStateReport,
InputContext,
InputPacket,
PlayerId,
StateSnapshot,
} from "./types.js";
import type { NetworkedGameDefinition } from "./networked-types.js";
interface PredictedInput<Input> {
packet: InputPacket<Input>;
applied: boolean;
}
export class NetworkedPredictedEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
> {
readonly game: NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>;
readonly networkClock = new NetworkClock();
private state: ClientState;
private playerId: PlayerId | null = null;
private currentTick = 0;
private nextInputSequence = 1;
private acknowledgedSequence = 0;
private pendingInputs: PredictedInput<Input>[] = [];
constructor(
game: NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>,
) {
this.game = game;
this.state = game.client.createInitialState();
}
get tick(): number {
return this.currentTick;
}
get localPlayerId(): PlayerId | null {
return this.playerId;
}
get currentState(): Readonly<ClientState> {
return this.state;
}
get initialized(): boolean {
return this.playerId !== null;
}
initialize(playerId: PlayerId, snapshot: StateSnapshot<ClientState>): void {
this.playerId = playerId;
this.currentTick = snapshot.tick;
this.state = this.game.client.cloneState(snapshot.state);
this.pendingInputs = [];
this.acknowledgedSequence = 0;
}
createInput(input: Input, leadTicks?: number): InputPacket<Input> {
if (this.playerId === null) {
throw new Error("Client engine has not received a welcome snapshot");
}
const targetTick =
this.currentTick +
(leadTicks ??
this.networkClock.recommendedInputLeadTicks(this.game.tickRateHz));
const packet = {
sequence: this.nextInputSequence,
targetTick,
observedTick: this.currentTick,
input,
};
if (!this.game.validateInput(input, this.inputContext(packet))) {
throw new Error("Refusing to send invalid local input");
}
this.nextInputSequence = (this.nextInputSequence + 1) >>> 0;
this.pendingInputs.push({ packet, applied: false });
return packet;
}
acknowledge(sequence: number): void {
this.acknowledgedSequence = Math.max(this.acknowledgedSequence, sequence);
this.pendingInputs = this.pendingInputs.filter(
(pending) => pending.packet.sequence > this.acknowledgedSequence,
);
}
reject(sequence: number): void {
this.pendingInputs = this.pendingInputs.filter(
(pending) => pending.packet.sequence !== sequence,
);
}
step(): void {
if (this.playerId === null) {
return;
}
this.currentTick += 1;
this.applyDueInputs();
this.game.client.step(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
});
this.assertValidState();
}
reconcile(snapshot: StateSnapshot<ClientState>): void {
if (
this.playerId === null ||
snapshot.tick < this.currentTick - this.game.tickRateHz * 2
) {
return;
}
const predictedTick = Math.max(this.currentTick, snapshot.tick);
const context = {
tick: snapshot.tick,
deltaSeconds: 1 / this.game.tickRateHz,
};
this.state = this.game.client.mergeSnapshot
? this.game.client.mergeSnapshot(this.state, snapshot.state, context)
: this.game.client.cloneState(snapshot.state);
this.currentTick = snapshot.tick;
for (const pending of this.pendingInputs) {
pending.applied = false;
}
this.applyDueInputs();
while (this.currentTick < predictedTick) {
this.currentTick += 1;
this.applyDueInputs();
this.game.client.step(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
});
}
this.assertValidState();
}
receiveEvent(event: PerceptionEvent, tick: number): void {
this.game.client.applyEvent?.(this.state, event, { tick });
this.assertValidState();
}
createStateReport(): ClientStateReport<ClientState> {
return {
tick: this.currentTick,
state: this.game.client.cloneState(this.state),
};
}
private applyDueInputs(): void {
for (const pending of this.pendingInputs) {
if (!pending.applied && pending.packet.targetTick <= this.currentTick) {
this.game.client.applyInput(
this.state,
pending.packet.input,
this.inputContext(pending.packet),
);
pending.applied = true;
}
}
}
private inputContext(packet: InputPacket<Input>): InputContext {
if (this.playerId === null) {
throw new Error("Client engine has not been initialized");
}
return {
playerId: this.playerId,
sequence: packet.sequence,
targetTick: packet.targetTick,
observedTick: packet.observedTick ?? packet.targetTick,
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
};
}
private assertValidState(): void {
if (
this.game.client.validateState &&
!this.game.client.validateState(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
})
) {
throw new Error(
`Client prediction produced invalid state at tick ${this.currentTick}`,
);
}
}
}

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import type {
ClientStateReport,
InputContext,
InputPacket,
PlayerId,
StateSnapshot,
ValidationResult,
} from "./types.js";
import type {
NetworkedGameDefinition,
SnapshotBatch,
} from "./networked-types.js";
import type {
Acknowledgement,
InputDecision,
ServerEngineOptions,
} from "./server.js";
export interface NetworkedServerStepResult<AuthorityEvent> {
tick: number;
acknowledgements: Acknowledgement[];
validations: ValidationResult[];
events: AuthorityEvent[];
snapshotDue: boolean;
}
export interface NetworkedSimulationCheckpoint<
AuthorityState,
Input,
AuthorityEvent,
> {
tick: number;
state: AuthorityState;
playerIds: PlayerId[];
lastReceivedSequences: Array<readonly [PlayerId, number]>;
acknowledgedSequences: Array<readonly [PlayerId, number]>;
queuedInputs: Array<{
playerId: PlayerId;
packet: InputPacket<Input>;
}>;
pendingEvents: AuthorityEvent[];
}
interface QueuedInput<Input> {
playerId: PlayerId;
packet: InputPacket<Input>;
}
interface QueuedReport<ClientState> {
playerId: PlayerId;
report: ClientStateReport<ClientState>;
}
export class NetworkedAuthoritativeEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
> {
readonly game: NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>;
private readonly historyTicks: number;
private readonly maxPastTicks: number;
private readonly maxFutureTicks: number;
private readonly snapshotEveryTicks: number;
private readonly players = new Set<PlayerId>();
private readonly lastReceivedSequence = new Map<PlayerId, number>();
private readonly acknowledgedSequence = new Map<PlayerId, number>();
private readonly history = new Map<number, AuthorityState>();
private queuedInputs: QueuedInput<Input>[] = [];
private queuedReports: QueuedReport<ClientState>[] = [];
private pendingEvents: AuthorityEvent[] = [];
private state: AuthorityState;
private currentTick = 0;
constructor(
game: NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>,
options: ServerEngineOptions = {},
) {
this.game = game;
this.historyTicks = options.historyTicks ?? game.tickRateHz * 2;
this.maxPastTicks = options.maxPastTicks ?? 2;
this.maxFutureTicks = options.maxFutureTicks ?? game.tickRateHz;
this.snapshotEveryTicks = game.tickRateHz / game.snapshotRateHz;
this.state = game.server.createInitialState();
game.server.initializeState?.(this.state, {
tick: 0,
deltaSeconds: 1 / game.tickRateHz,
});
this.assertValidState();
this.storeHistory();
}
get tick(): number {
return this.currentTick;
}
get currentState(): Readonly<AuthorityState> {
return this.state;
}
get playerIds(): PlayerId[] {
return [...this.players];
}
addPlayer(playerId: PlayerId): void {
if (this.players.has(playerId)) {
return;
}
this.players.add(playerId);
this.game.server.addPlayer?.(this.state, {
playerId,
tick: this.currentTick,
emit: (event) => this.pendingEvents.push(event),
});
this.assertValidState();
this.storeHistory();
}
removePlayer(playerId: PlayerId): void {
if (!this.players.delete(playerId)) {
return;
}
this.game.server.removePlayer?.(this.state, {
playerId,
tick: this.currentTick,
emit: (event) => this.pendingEvents.push(event),
});
this.lastReceivedSequence.delete(playerId);
this.acknowledgedSequence.delete(playerId);
this.queuedInputs = this.queuedInputs.filter(
(queued) => queued.playerId !== playerId,
);
this.queuedReports = this.queuedReports.filter(
(queued) => queued.playerId !== playerId,
);
this.assertValidState();
this.storeHistory();
}
submitInput(playerId: PlayerId, packet: InputPacket<Input>): InputDecision {
if (!this.players.has(playerId)) {
return { accepted: false, reason: "unknown-player" };
}
const previousSequence = this.lastReceivedSequence.get(playerId) ?? 0;
if (packet.sequence <= previousSequence) {
return { accepted: false, reason: "duplicate" };
}
if (packet.targetTick < this.currentTick - this.maxPastTicks) {
return { accepted: false, reason: "past" };
}
if (packet.targetTick > this.currentTick + this.maxFutureTicks) {
return { accepted: false, reason: "future" };
}
const context = this.inputContext(playerId, packet);
if (!this.game.validateInput(packet.input, context)) {
return { accepted: false, reason: "invalid" };
}
this.lastReceivedSequence.set(playerId, packet.sequence);
this.queuedInputs.push({ playerId, packet });
return { accepted: true };
}
submitStateReport(
playerId: PlayerId,
report: ClientStateReport<ClientState>,
): ValidationResult | null {
if (report.tick > this.currentTick + this.maxFutureTicks) {
return {
playerId,
tick: report.tick,
valid: false,
reason: "too-far-ahead",
};
}
if (report.tick > this.currentTick) {
this.queuedReports = this.queuedReports.filter(
(queued) => queued.playerId !== playerId,
);
this.queuedReports.push({ playerId, report });
return null;
}
return this.validateReport(playerId, report);
}
step(): NetworkedServerStepResult<AuthorityEvent> {
this.currentTick += 1;
const deltaSeconds = 1 / this.game.tickRateHz;
const events = this.pendingEvents;
this.pendingEvents = [];
const emit = (event: AuthorityEvent) => events.push(event);
const acknowledgementByPlayer = new Map<PlayerId, number>();
const dueInputs: QueuedInput<Input>[] = [];
const futureInputs: QueuedInput<Input>[] = [];
for (const queued of this.queuedInputs) {
(queued.packet.targetTick <= this.currentTick
? dueInputs
: futureInputs
).push(queued);
}
this.queuedInputs = futureInputs;
dueInputs.sort(
(left, right) =>
left.packet.targetTick - right.packet.targetTick ||
left.playerId - right.playerId ||
left.packet.sequence - right.packet.sequence,
);
for (const queued of dueInputs) {
const { playerId, packet } = queued;
this.game.server.applyInput(this.state, packet.input, {
...this.inputContext(playerId, packet),
emit,
});
const previousAck = this.acknowledgedSequence.get(playerId) ?? 0;
if (packet.sequence > previousAck) {
this.acknowledgedSequence.set(playerId, packet.sequence);
acknowledgementByPlayer.set(playerId, packet.sequence);
}
}
this.game.server.step(this.state, {
tick: this.currentTick,
deltaSeconds,
emit,
});
this.assertValidState();
this.storeHistory();
const validations: ValidationResult[] = [];
const futureReports: QueuedReport<ClientState>[] = [];
for (const queued of this.queuedReports) {
if (queued.report.tick <= this.currentTick) {
validations.push(
this.validateReport(queued.playerId, queued.report),
);
} else {
futureReports.push(queued);
}
}
this.queuedReports = futureReports;
return {
tick: this.currentTick,
acknowledgements: [...acknowledgementByPlayer].map(
([playerId, sequence]) => ({ playerId, sequence }),
),
validations,
events,
snapshotDue: this.currentTick % this.snapshotEveryTicks === 0,
};
}
createSnapshot(
playerId: PlayerId,
serverTime: number,
): StateSnapshot<ClientState> {
return {
tick: this.currentTick,
serverTime,
state: this.game.replication.createSnapshot(this.state, {
playerId,
tick: this.currentTick,
}),
};
}
createSnapshotBatches(serverTime: number): SnapshotBatch<ClientState>[] {
const groups = new Map<string | number, PlayerId[]>();
for (const playerId of this.players) {
const context = { playerId, tick: this.currentTick };
const key =
this.game.replication.groupKey?.(this.state, context) ?? playerId;
const group = groups.get(key);
if (group) {
group.push(playerId);
} else {
groups.set(key, [playerId]);
}
}
return [...groups.values()].map((playerIds) => ({
playerIds,
state: this.createSnapshot(playerIds[0]!, serverTime).state,
}));
}
createPerceptions(
playerId: PlayerId,
events: readonly AuthorityEvent[],
): PerceptionEvent[] {
if (!this.game.replication.perceive) {
return [];
}
const perceptions: PerceptionEvent[] = [];
for (const event of events) {
const perception = this.game.replication.perceive(
this.state,
event,
{ playerId, tick: this.currentTick },
);
if (perception !== null) {
perceptions.push(perception);
}
}
return perceptions;
}
createSimulationCheckpoint(): NetworkedSimulationCheckpoint<
AuthorityState,
Input,
AuthorityEvent
> {
return {
tick: this.currentTick,
state: this.game.server.cloneState(this.state),
playerIds: [...this.players],
lastReceivedSequences: [...this.lastReceivedSequence],
acknowledgedSequences: [...this.acknowledgedSequence],
queuedInputs: this.queuedInputs.map(({ playerId, packet }) => ({
playerId,
packet: this.cloneInputPacket(packet),
})),
pendingEvents: [...this.pendingEvents],
};
}
restoreSimulationCheckpoint(
checkpoint: NetworkedSimulationCheckpoint<
AuthorityState,
Input,
AuthorityEvent
>,
): void {
if (!Number.isInteger(checkpoint.tick) || checkpoint.tick < 0) {
throw new RangeError("checkpoint tick must be a non-negative integer");
}
this.currentTick = checkpoint.tick;
this.state = this.game.server.cloneState(checkpoint.state);
this.players.clear();
for (const playerId of checkpoint.playerIds) this.players.add(playerId);
this.lastReceivedSequence.clear();
for (const [playerId, sequence] of checkpoint.lastReceivedSequences) {
this.lastReceivedSequence.set(playerId, sequence);
}
this.acknowledgedSequence.clear();
for (const [playerId, sequence] of checkpoint.acknowledgedSequences) {
this.acknowledgedSequence.set(playerId, sequence);
}
this.queuedInputs = checkpoint.queuedInputs.map(({ playerId, packet }) => ({
playerId,
packet: this.cloneInputPacket(packet),
}));
this.queuedReports = [];
this.pendingEvents = [...checkpoint.pendingEvents];
this.history.clear();
this.assertValidState();
this.storeHistory();
}
private inputContext(
playerId: PlayerId,
packet: InputPacket<Input>,
): InputContext {
return {
playerId,
sequence: packet.sequence,
targetTick: packet.targetTick,
observedTick: packet.observedTick ?? packet.targetTick,
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
};
}
private cloneInputPacket(packet: InputPacket<Input>): InputPacket<Input> {
const encoded = this.game.codecs.input.encode(packet.input);
return {
sequence: packet.sequence,
targetTick: packet.targetTick,
observedTick: packet.observedTick ?? packet.targetTick,
input: this.game.codecs.input.decode(encoded),
};
}
private validateReport(
playerId: PlayerId,
report: ClientStateReport<ClientState>,
): ValidationResult {
const authoritative = this.history.get(report.tick);
if (!authoritative) {
return {
playerId,
tick: report.tick,
valid: false,
reason: "outside-history",
};
}
const valid = this.game.replication.validateClientState
? this.game.replication.validateClientState(
authoritative,
report.state,
{ playerId, tick: report.tick },
)
: (this.game.client.validateState?.(report.state, {
tick: report.tick,
deltaSeconds: 1 / this.game.tickRateHz,
}) ?? true);
return {
playerId,
tick: report.tick,
valid,
...(valid ? {} : { reason: "mismatch" as const }),
};
}
private assertValidState(): void {
if (
this.game.server.validateState &&
!this.game.server.validateState(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
})
) {
throw new Error(`Game produced invalid state at tick ${this.currentTick}`);
}
}
private storeHistory(): void {
this.history.set(
this.currentTick,
this.game.server.cloneStateForHistory?.(this.state) ??
this.game.server.cloneState(this.state),
);
const oldestTick = this.currentTick - this.historyTicks;
for (const tick of this.history.keys()) {
if (tick < oldestTick) {
this.history.delete(tick);
}
}
}
}

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import type {
BinaryCodec,
ClientStateContext,
InputContext,
PlayerContext,
PlayerId,
TickContext,
} from "./types.js";
export interface EmittingTickContext<Event> extends TickContext {
emit(event: Event): void;
}
export interface EmittingInputContext<Event> extends InputContext {
emit(event: Event): void;
}
export interface EmittingPlayerContext<Event> extends PlayerContext {
emit(event: Event): void;
}
export interface ClientEventContext {
tick: number;
}
export interface ServerSimulationRules<AuthorityState, Input, AuthorityEvent> {
createInitialState(): AuthorityState;
/** Runs after all higher-order initializers have finished creating state. */
initializeState?(state: AuthorityState, context: TickContext): void;
cloneState(state: AuthorityState): AuthorityState;
/** Optional cheaper clone used only for client-state validation history. */
cloneStateForHistory?(state: AuthorityState): AuthorityState;
step(
state: AuthorityState,
context: EmittingTickContext<AuthorityEvent>,
): void;
applyInput(
state: AuthorityState,
input: Input,
context: EmittingInputContext<AuthorityEvent>,
): void;
validateState?(state: AuthorityState, context: TickContext): boolean;
addPlayer?(
state: AuthorityState,
context: EmittingPlayerContext<AuthorityEvent>,
): void;
removePlayer?(
state: AuthorityState,
context: EmittingPlayerContext<AuthorityEvent>,
): void;
}
export interface ClientSimulationRules<ClientState, Input, PerceptionEvent> {
createInitialState(): ClientState;
cloneState(state: ClientState): ClientState;
step(state: ClientState, context: TickContext): void;
applyInput(state: ClientState, input: Input, context: InputContext): void;
validateState?(state: ClientState, context: TickContext): boolean;
mergeSnapshot?(
predicted: ClientState,
snapshot: ClientState,
context: TickContext,
): ClientState;
applyEvent?(
state: ClientState,
event: PerceptionEvent,
context: ClientEventContext,
): void;
}
export interface ReplicationRules<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent,
> {
createSnapshot(
authoritative: AuthorityState,
context: PlayerContext,
): ClientState;
validateClientState?(
authoritative: AuthorityState,
candidate: ClientState,
context: ClientStateContext,
): boolean;
perceive?(
authoritative: AuthorityState,
event: AuthorityEvent,
context: PlayerContext,
): PerceptionEvent | null;
groupKey?(
authoritative: AuthorityState,
context: PlayerContext,
): string | number;
}
export interface NetworkedGameDefinition<
AuthorityState,
ClientState,
Input,
AuthorityEvent = never,
PerceptionEvent = never,
> {
tickRateHz: number;
snapshotRateHz: number;
server: ServerSimulationRules<AuthorityState, Input, AuthorityEvent>;
client: ClientSimulationRules<ClientState, Input, PerceptionEvent>;
replication: ReplicationRules<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent
>;
validateInput(input: Input, context: InputContext): boolean;
codecs: {
input: BinaryCodec<Input>;
state: BinaryCodec<ClientState>;
event?: BinaryCodec<PerceptionEvent>;
};
}
export interface SnapshotBatch<ClientState> {
playerIds: PlayerId[];
state: ClientState;
}

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import type {
BinaryCodec,
ClientStateReport,
InputPacket,
PingPacket,
PlayerId,
PongPacket,
StateSnapshot,
} from "./types.js";
const enum ServerOpcode {
Welcome = 1,
Snapshot = 2,
Acknowledge = 3,
Pong = 4,
Validation = 5,
RejectInput = 6,
Event = 7,
ReplayStart = 8,
ReplayFrame = 9,
ReplayEnd = 10,
}
const enum ClientOpcode {
Input = 16,
Ping = 17,
StateReport = 18,
}
export type ClientWireMessage<Input, State> =
| { kind: "input"; packet: InputPacket<Input> }
| { kind: "ping"; ping: PingPacket }
| { kind: "state-report"; report: ClientStateReport<State> };
export type ServerWireMessage<State, Event = never> =
| { kind: "welcome"; playerId: PlayerId; snapshot: StateSnapshot<State> }
| { kind: "snapshot"; snapshot: StateSnapshot<State> }
| { kind: "acknowledge"; sequence: number }
| { kind: "pong"; pong: PongPacket }
| { kind: "validation"; tick: number; valid: boolean }
| { kind: "reject-input"; sequence: number }
| { kind: "event"; tick: number; event: Event }
| {
kind: "replay-start";
ticketId: number;
perspectiveId: PlayerId;
fromTick: number;
toTick: number;
frameCount: number;
playbackRate: number;
}
| {
kind: "replay-frame";
ticketId: number;
tick: number;
state: State;
events: Event[];
}
| { kind: "replay-end"; ticketId: number };
export interface BinaryProtocol<Input, State, Event = never> {
encodeClient(message: ClientWireMessage<Input, State>): ArrayBuffer;
decodeClient(payload: ArrayBuffer): ClientWireMessage<Input, State>;
encodeServer(message: ServerWireMessage<State, Event>): ArrayBuffer;
decodeServer(payload: ArrayBuffer): ServerWireMessage<State, Event>;
}
export function createBinaryProtocol<Input, State, Event = never>(codecs: {
input: BinaryCodec<Input>;
state: BinaryCodec<State>;
event?: BinaryCodec<Event>;
}): BinaryProtocol<Input, State, Event> {
return {
encodeClient(message) {
switch (message.kind) {
case "input": {
const input = codecs.input.encode(message.packet.input);
const payload = createFrame(ClientOpcode.Input, 13, input);
const view = new DataView(payload);
view.setUint32(1, message.packet.sequence, true);
view.setUint32(5, message.packet.targetTick, true);
view.setUint32(
9,
message.packet.observedTick ?? message.packet.targetTick,
true,
);
return payload;
}
case "ping": {
const payload = createFrame(ClientOpcode.Ping, 13);
const view = new DataView(payload);
view.setUint32(1, message.ping.id, true);
view.setFloat64(5, message.ping.clientSentAt, true);
return payload;
}
case "state-report": {
const state = codecs.state.encode(message.report.state);
const payload = createFrame(ClientOpcode.StateReport, 5, state);
new DataView(payload).setUint32(1, message.report.tick, true);
return payload;
}
}
},
decodeClient(payload) {
const view = new DataView(payload);
switch (view.getUint8(0)) {
case ClientOpcode.Input:
assertLength(payload, 13);
return {
kind: "input",
packet: {
sequence: view.getUint32(1, true),
targetTick: view.getUint32(5, true),
observedTick: view.getUint32(9, true),
input: codecs.input.decode(new Uint8Array(payload, 13)),
},
};
case ClientOpcode.Ping:
assertExactLength(payload, 13);
return {
kind: "ping",
ping: {
id: view.getUint32(1, true),
clientSentAt: view.getFloat64(5, true),
},
};
case ClientOpcode.StateReport:
assertLength(payload, 5);
return {
kind: "state-report",
report: {
tick: view.getUint32(1, true),
state: codecs.state.decode(new Uint8Array(payload, 5)),
},
};
default:
throw new RangeError("Unknown client message opcode");
}
},
encodeServer(message) {
switch (message.kind) {
case "welcome": {
const state = codecs.state.encode(message.snapshot.state);
const payload = createFrame(ServerOpcode.Welcome, 17, state);
const view = new DataView(payload);
view.setUint32(1, message.playerId, true);
view.setUint32(5, message.snapshot.tick, true);
view.setFloat64(9, message.snapshot.serverTime, true);
return payload;
}
case "snapshot": {
const state = codecs.state.encode(message.snapshot.state);
const payload = createFrame(ServerOpcode.Snapshot, 13, state);
const view = new DataView(payload);
view.setUint32(1, message.snapshot.tick, true);
view.setFloat64(5, message.snapshot.serverTime, true);
return payload;
}
case "acknowledge": {
const payload = createFrame(ServerOpcode.Acknowledge, 5);
new DataView(payload).setUint32(1, message.sequence, true);
return payload;
}
case "pong": {
const payload = createFrame(ServerOpcode.Pong, 29);
const view = new DataView(payload);
view.setUint32(1, message.pong.id, true);
view.setFloat64(5, message.pong.clientSentAt, true);
view.setFloat64(13, message.pong.serverReceivedAt, true);
view.setFloat64(21, message.pong.serverSentAt, true);
return payload;
}
case "validation": {
const payload = createFrame(ServerOpcode.Validation, 6);
const view = new DataView(payload);
view.setUint32(1, message.tick, true);
view.setUint8(5, message.valid ? 1 : 0);
return payload;
}
case "reject-input": {
const payload = createFrame(ServerOpcode.RejectInput, 5);
new DataView(payload).setUint32(1, message.sequence, true);
return payload;
}
case "event": {
if (!codecs.event) {
throw new Error("This protocol has no event codec");
}
const event = codecs.event.encode(message.event);
const payload = createFrame(ServerOpcode.Event, 5, event);
new DataView(payload).setUint32(1, message.tick, true);
return payload;
}
case "replay-start": {
if (message.frameCount > 65_535) {
throw new RangeError("Replay frame count exceeds protocol limit");
}
const payload = createFrame(ServerOpcode.ReplayStart, 23);
const view = new DataView(payload);
view.setUint32(1, message.ticketId, true);
view.setUint32(5, message.perspectiveId, true);
view.setUint32(9, message.fromTick, true);
view.setUint32(13, message.toTick, true);
view.setUint16(17, message.frameCount, true);
view.setFloat32(19, message.playbackRate, true);
return payload;
}
case "replay-frame": {
if (message.events.length > 65_535) {
throw new RangeError("Replay event count exceeds protocol limit");
}
if (message.events.length > 0 && !codecs.event) {
throw new Error("This protocol has no event codec");
}
const state = codecs.state.encode(message.state);
const events = message.events.map((event) => codecs.event!.encode(event));
const bodyLength =
state.byteLength +
events.reduce((total, event) => total + 4 + event.byteLength, 0);
const payload = createFrame(ServerOpcode.ReplayFrame, 15 + bodyLength);
const view = new DataView(payload);
view.setUint32(1, message.ticketId, true);
view.setUint32(5, message.tick, true);
view.setUint16(9, events.length, true);
view.setUint32(11, state.byteLength, true);
const bytes = new Uint8Array(payload);
let offset = 15;
bytes.set(state, offset);
offset += state.byteLength;
for (const event of events) {
view.setUint32(offset, event.byteLength, true);
offset += 4;
bytes.set(event, offset);
offset += event.byteLength;
}
return payload;
}
case "replay-end": {
const payload = createFrame(ServerOpcode.ReplayEnd, 5);
new DataView(payload).setUint32(1, message.ticketId, true);
return payload;
}
}
},
decodeServer(payload) {
const view = new DataView(payload);
switch (view.getUint8(0)) {
case ServerOpcode.Welcome:
assertLength(payload, 17);
return {
kind: "welcome",
playerId: view.getUint32(1, true),
snapshot: {
tick: view.getUint32(5, true),
serverTime: view.getFloat64(9, true),
state: codecs.state.decode(new Uint8Array(payload, 17)),
},
};
case ServerOpcode.Snapshot:
assertLength(payload, 13);
return {
kind: "snapshot",
snapshot: {
tick: view.getUint32(1, true),
serverTime: view.getFloat64(5, true),
state: codecs.state.decode(new Uint8Array(payload, 13)),
},
};
case ServerOpcode.Acknowledge:
assertExactLength(payload, 5);
return {
kind: "acknowledge",
sequence: view.getUint32(1, true),
};
case ServerOpcode.Pong:
assertExactLength(payload, 29);
return {
kind: "pong",
pong: {
id: view.getUint32(1, true),
clientSentAt: view.getFloat64(5, true),
serverReceivedAt: view.getFloat64(13, true),
serverSentAt: view.getFloat64(21, true),
},
};
case ServerOpcode.Validation:
assertExactLength(payload, 6);
return {
kind: "validation",
tick: view.getUint32(1, true),
valid: view.getUint8(5) === 1,
};
case ServerOpcode.RejectInput:
assertExactLength(payload, 5);
return {
kind: "reject-input",
sequence: view.getUint32(1, true),
};
case ServerOpcode.Event:
assertLength(payload, 5);
if (!codecs.event) {
throw new Error("This protocol has no event codec");
}
return {
kind: "event",
tick: view.getUint32(1, true),
event: codecs.event.decode(new Uint8Array(payload, 5)),
};
case ServerOpcode.ReplayStart:
assertExactLength(payload, 23);
return {
kind: "replay-start",
ticketId: view.getUint32(1, true),
perspectiveId: view.getUint32(5, true),
fromTick: view.getUint32(9, true),
toTick: view.getUint32(13, true),
frameCount: view.getUint16(17, true),
playbackRate: view.getFloat32(19, true),
};
case ServerOpcode.ReplayFrame: {
assertLength(payload, 15);
const ticketId = view.getUint32(1, true);
const tick = view.getUint32(5, true);
const eventCount = view.getUint16(9, true);
const stateLength = view.getUint32(11, true);
assertAvailable(payload, 15, stateLength);
const state = codecs.state.decode(
new Uint8Array(payload, 15, stateLength),
);
let offset = 15 + stateLength;
const events: Event[] = [];
for (let index = 0; index < eventCount; index += 1) {
if (!codecs.event) throw new Error("This protocol has no event codec");
assertAvailable(payload, offset, 4);
const eventLength = view.getUint32(offset, true);
offset += 4;
assertAvailable(payload, offset, eventLength);
events.push(
codecs.event.decode(new Uint8Array(payload, offset, eventLength)),
);
offset += eventLength;
}
if (offset !== payload.byteLength) {
throw new RangeError("Replay frame has trailing bytes");
}
return { kind: "replay-frame", ticketId, tick, state, events };
}
case ServerOpcode.ReplayEnd:
assertExactLength(payload, 5);
return {
kind: "replay-end",
ticketId: view.getUint32(1, true),
};
default:
throw new RangeError("Unknown server message opcode");
}
},
};
}
function createFrame(
opcode: number,
headerLength: number,
body?: Uint8Array,
): ArrayBuffer {
const payload = new ArrayBuffer(headerLength + (body?.byteLength ?? 0));
const bytes = new Uint8Array(payload);
bytes[0] = opcode;
if (body) {
bytes.set(body, headerLength);
}
return payload;
}
function assertLength(payload: ArrayBuffer, minimum: number): void {
if (payload.byteLength < minimum) {
throw new RangeError(`Message must be at least ${minimum} bytes`);
}
}
function assertExactLength(payload: ArrayBuffer, expected: number): void {
if (payload.byteLength !== expected) {
throw new RangeError(`Message must be exactly ${expected} bytes`);
}
}
function assertAvailable(
payload: ArrayBuffer,
offset: number,
length: number,
): void {
if (
!Number.isInteger(offset) ||
!Number.isInteger(length) ||
offset < 0 ||
length < 0 ||
offset > payload.byteLength - length
) {
throw new RangeError("Message body is truncated");
}
}

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@@ -0,0 +1,482 @@
import type { DefinedNetworkedGame } from "./define-networked-game.js";
import type { NetworkedServerStepResult } from "./networked-server.js";
import type { SnapshotBatch } from "./networked-types.js";
import type { InputDecision } from "./server.js";
import {
type ReplayRecording,
type ReplayStateHash,
type TimeTravelAuthoritativeEngine,
type TimeTravelNetworkedGame,
type TimeTravelServerOptions,
} from "./time-travel.js";
import type {
ClientStateReport,
InputPacket,
PlayerId,
StateSnapshot,
ValidationResult,
} from "./types.js";
export interface ProjectedReplayFrame<ClientState, PerceptionEvent> {
tick: number;
state: ClientState;
events: PerceptionEvent[];
}
export interface ReplayTicket<ClientState, PerceptionEvent> {
ticketId: number;
requesterId: PlayerId;
perspectiveId: PlayerId;
issuedAtTick: number;
fromTick: number;
toTick: number;
playbackRate: number;
frames: Array<ProjectedReplayFrame<ClientState, PerceptionEvent>>;
}
export interface ReplayTicketPlan {
requesterId: PlayerId;
perspectiveId: PlayerId;
fromTick: number;
toTick: number;
playbackRate?: number;
}
export interface ReplayTriggerContext<AuthorityState> {
tick: number;
authorityState: Readonly<AuthorityState>;
connectedPlayerIds: readonly PlayerId[];
}
export interface ReplayAuthorizationContext<AuthorityState>
extends ReplayTicketPlan {
currentTick: number;
authorityState: Readonly<AuthorityState>;
connectedPlayerIds: readonly PlayerId[];
}
export interface ReplayTransportDefinition<AuthorityState, AuthorityEvent> {
/** Maximum age of the projected frame ring and private deterministic log. */
historySeconds: number;
/** Baseline frame rate. Event ticks are captured even between baseline frames. */
captureRateHz?: number;
/** Perspectives worth retaining. Defaults to connected network players. */
listPerspectives?(
authorityState: Readonly<AuthorityState>,
connectedPlayerIds: readonly PlayerId[],
): Iterable<PlayerId>;
/** Trusted server hook that can create automatic tickets from authority events. */
createTickets?(
event: Readonly<AuthorityEvent>,
context: ReplayTriggerContext<AuthorityState>,
): ReplayTicketPlan | readonly ReplayTicketPlan[] | null;
/** Every automatic or manual ticket passes through this policy. */
authorizeReplay?(
context: ReplayAuthorizationContext<AuthorityState>,
): boolean;
maxPendingTicketsPerPlayer?: number;
}
interface NormalizedReplayTransportDefinition<AuthorityState, AuthorityEvent>
extends ReplayTransportDefinition<AuthorityState, AuthorityEvent> {
historyTicks: number;
captureEveryTicks: number;
maxPendingTicketsPerPlayer: number;
}
export type ReplayTransportNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash extends ReplayStateHash,
> = Omit<
TimeTravelNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash
>,
"createServer"
> & {
createServer(
options?: TimeTravelServerOptions<Seed>,
): ReplayTransportAuthoritativeEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash
>;
};
/**
* Keeps client-safe historical projections around a private authoritative
* engine. Raw authority checkpoints never cross this boundary.
*/
export class ReplayTransportAuthoritativeEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash extends ReplayStateHash,
> {
readonly game: DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>;
private readonly engine: TimeTravelAuthoritativeEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash
>;
private readonly replay: NormalizedReplayTransportDefinition<
AuthorityState,
AuthorityEvent
>;
private readonly history = new Map<
PlayerId,
Array<ProjectedReplayFrame<ClientState, PerceptionEvent>>
>();
private readonly pendingTickets = new Map<
PlayerId,
Array<ReplayTicket<ClientState, PerceptionEvent>>
>();
private nextTicketId = 1;
constructor(
game: DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>,
engine: TimeTravelAuthoritativeEngine<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash
>,
replay: NormalizedReplayTransportDefinition<
AuthorityState,
AuthorityEvent
>,
) {
this.game = game;
this.engine = engine;
this.replay = replay;
}
get tick(): number {
return this.engine.tick;
}
get currentState(): Readonly<AuthorityState> {
return this.engine.currentState;
}
get playerIds(): PlayerId[] {
return this.engine.playerIds;
}
addPlayer(playerId: PlayerId): void {
this.engine.addPlayer(playerId);
this.capture([], true);
}
removePlayer(playerId: PlayerId): void {
this.engine.removePlayer(playerId);
this.pendingTickets.delete(playerId);
this.capture([], true);
}
submitInput(playerId: PlayerId, packet: InputPacket<Input>): InputDecision {
return this.engine.submitInput(playerId, packet);
}
submitStateReport(
playerId: PlayerId,
report: ClientStateReport<ClientState>,
): ValidationResult | null {
return this.engine.submitStateReport(playerId, report);
}
step(): NetworkedServerStepResult<AuthorityEvent> {
const result = this.engine.step();
const shouldCapture =
result.tick % this.replay.captureEveryTicks === 0 ||
result.events.length > 0;
if (shouldCapture) this.capture(result.events, true);
this.pruneHistory();
if (this.replay.createTickets) {
const context: ReplayTriggerContext<AuthorityState> = {
tick: result.tick,
authorityState: this.currentState,
connectedPlayerIds: this.playerIds,
};
for (const event of result.events) {
const plans = this.replay.createTickets(event, context);
if (!plans) continue;
for (const plan of Array.isArray(plans) ? plans : [plans]) {
this.issueReplay(plan);
}
}
}
return result;
}
createSnapshot(
playerId: PlayerId,
serverTime: number,
): StateSnapshot<ClientState> {
return this.engine.createSnapshot(playerId, serverTime);
}
createSnapshotBatches(serverTime: number): SnapshotBatch<ClientState>[] {
return this.engine.createSnapshotBatches(serverTime);
}
createPerceptions(
playerId: PlayerId,
events: readonly AuthorityEvent[],
): PerceptionEvent[] {
return this.engine.createPerceptions(playerId, events);
}
exportRecording(): ReplayRecording<
AuthorityState,
Input,
AuthorityEvent,
Seed,
StateHash
> {
return this.engine.exportRecording();
}
/** Trusted-server API. The configured authorization policy still applies. */
issueReplay(
plan: ReplayTicketPlan,
): ReplayTicket<ClientState, PerceptionEvent> | null {
if (!this.playerIds.includes(plan.requesterId)) return null;
if (!validTick(plan.fromTick) || !validTick(plan.toTick)) return null;
if (plan.toTick < plan.fromTick || plan.toTick > this.tick) return null;
const authorization: ReplayAuthorizationContext<AuthorityState> = {
...plan,
currentTick: this.tick,
authorityState: this.currentState,
connectedPlayerIds: this.playerIds,
};
const authorized = this.replay.authorizeReplay
? this.replay.authorizeReplay(authorization)
: plan.requesterId === plan.perspectiveId;
if (!authorized) return null;
const perspectiveHistory = this.history.get(plan.perspectiveId);
if (!perspectiveHistory) return null;
const selected = perspectiveHistory.filter(
({ tick }) => tick >= plan.fromTick && tick <= plan.toTick,
);
if (selected.length === 0) return null;
const first = selected[0]!;
const last = selected[selected.length - 1]!;
const ticket: ReplayTicket<ClientState, PerceptionEvent> = {
ticketId: this.allocateTicketId(),
requesterId: plan.requesterId,
perspectiveId: plan.perspectiveId,
issuedAtTick: this.tick,
fromTick: first.tick,
toTick: last.tick,
playbackRate: clamp(plan.playbackRate ?? 1, 0.1, 4),
frames: selected.map((frame) => this.cloneFrame(frame)),
};
const queue = this.pendingTickets.get(plan.requesterId) ?? [];
queue.push(ticket);
while (queue.length > this.replay.maxPendingTicketsPerPlayer) queue.shift();
this.pendingTickets.set(plan.requesterId, queue);
return ticket;
}
drainReplayTickets(
playerId: PlayerId,
): Array<ReplayTicket<ClientState, PerceptionEvent>> {
const tickets = this.pendingTickets.get(playerId) ?? [];
this.pendingTickets.delete(playerId);
return tickets;
}
private capture(events: readonly AuthorityEvent[], replaceSameTick: boolean): void {
const connected = this.playerIds;
const perspectives = this.replay.listPerspectives
? this.replay.listPerspectives(this.currentState, connected)
: connected;
const uniquePerspectives = new Set(perspectives);
for (const perspectiveId of uniquePerspectives) {
if (!validPlayerId(perspectiveId)) continue;
const snapshot = this.engine.createSnapshot(perspectiveId, 0);
const perceptions = this.engine.createPerceptions(perspectiveId, events);
const frame: ProjectedReplayFrame<ClientState, PerceptionEvent> = {
tick: this.tick,
state: this.cloneState(snapshot.state),
events: perceptions.map((event) => this.cloneEvent(event)),
};
const frames = this.history.get(perspectiveId) ?? [];
if (replaceSameTick && frames.at(-1)?.tick === this.tick) {
frames[frames.length - 1] = frame;
} else {
frames.push(frame);
}
this.history.set(perspectiveId, frames);
}
}
private pruneHistory(): void {
const earliestTick = Math.max(0, this.tick - this.replay.historyTicks);
for (const [perspectiveId, frames] of this.history) {
const firstRetained = frames.findIndex(({ tick }) => tick >= earliestTick);
if (firstRetained === -1) {
this.history.delete(perspectiveId);
continue;
}
if (firstRetained > 0) frames.splice(0, firstRetained);
}
}
private cloneFrame(
frame: ProjectedReplayFrame<ClientState, PerceptionEvent>,
): ProjectedReplayFrame<ClientState, PerceptionEvent> {
return {
tick: frame.tick,
state: this.cloneState(frame.state),
events: frame.events.map((event) => this.cloneEvent(event)),
};
}
private cloneState(state: ClientState): ClientState {
return this.game.codecs.state.decode(this.game.codecs.state.encode(state));
}
private cloneEvent(event: PerceptionEvent): PerceptionEvent {
const codec = this.game.codecs.event;
if (!codec) {
throw new Error("Replay perceptions require an event codec");
}
return codec.decode(codec.encode(event));
}
private allocateTicketId(): number {
const ticketId = this.nextTicketId;
this.nextTicketId = this.nextTicketId === 0xffff_ffff
? 1
: this.nextTicketId + 1;
return ticketId;
}
}
export function withReplayTransport<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash extends ReplayStateHash,
>(
game: TimeTravelNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash
>,
definition: ReplayTransportDefinition<AuthorityState, AuthorityEvent>,
): ReplayTransportNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
Seed,
StateHash
> {
const replay = normalizeReplayDefinition(game, definition);
return Object.freeze({
...game,
createServer(options: TimeTravelServerOptions<Seed> = {}) {
const engine = game.createServer({
...options,
recordingHistoryTicks:
options.recordingHistoryTicks ?? replay.historyTicks,
});
return new ReplayTransportAuthoritativeEngine(engine.game, engine, replay);
},
});
}
function normalizeReplayDefinition<AuthorityState, AuthorityEvent>(
game: { tickRateHz: number; snapshotRateHz: number },
definition: ReplayTransportDefinition<AuthorityState, AuthorityEvent>,
): NormalizedReplayTransportDefinition<AuthorityState, AuthorityEvent> {
if (!Number.isFinite(definition.historySeconds) || definition.historySeconds <= 0) {
throw new RangeError("historySeconds must be positive");
}
const captureRateHz = definition.captureRateHz ?? game.snapshotRateHz;
if (
!Number.isInteger(captureRateHz) ||
captureRateHz <= 0 ||
game.tickRateHz % captureRateHz !== 0
) {
throw new RangeError("captureRateHz must divide tickRateHz evenly");
}
const maxPendingTicketsPerPlayer =
definition.maxPendingTicketsPerPlayer ?? 2;
if (!Number.isInteger(maxPendingTicketsPerPlayer) || maxPendingTicketsPerPlayer <= 0) {
throw new RangeError("maxPendingTicketsPerPlayer must be a positive integer");
}
return {
...definition,
historyTicks: Math.ceil(definition.historySeconds * game.tickRateHz),
captureEveryTicks: game.tickRateHz / captureRateHz,
maxPendingTicketsPerPlayer,
};
}
function validPlayerId(value: number): boolean {
return Number.isInteger(value) && value >= 0 && value <= 0xffff_ffff;
}
function validTick(value: number): boolean {
return Number.isInteger(value) && value >= 0 && value <= 0xffff_ffff;
}
function clamp(value: number, minimum: number, maximum: number): number {
return Math.max(minimum, Math.min(maximum, value));
}

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import type {
ClientStateContext,
ClientStateReport,
GameDefinition,
InputContext,
InputPacket,
PlayerId,
StateSnapshot,
ValidationResult,
} from "./types.js";
export interface ServerEngineOptions {
historyTicks?: number;
maxPastTicks?: number;
maxFutureTicks?: number;
}
export interface InputDecision {
accepted: boolean;
reason?: "unknown-player" | "duplicate" | "invalid" | "past" | "future";
}
export interface Acknowledgement {
playerId: PlayerId;
sequence: number;
}
export interface ServerStepResult {
tick: number;
acknowledgements: Acknowledgement[];
validations: ValidationResult[];
snapshotDue: boolean;
}
interface QueuedInput<Input> {
playerId: PlayerId;
packet: InputPacket<Input>;
}
interface QueuedReport<State> {
playerId: PlayerId;
report: ClientStateReport<State>;
}
export class AuthoritativeEngine<State, Input> {
readonly game: GameDefinition<State, Input>;
private readonly historyTicks: number;
private readonly maxPastTicks: number;
private readonly maxFutureTicks: number;
private readonly snapshotEveryTicks: number;
private readonly players = new Set<PlayerId>();
private readonly lastReceivedSequence = new Map<PlayerId, number>();
private readonly acknowledgedSequence = new Map<PlayerId, number>();
private readonly history = new Map<number, State>();
private queuedInputs: QueuedInput<Input>[] = [];
private queuedReports: QueuedReport<State>[] = [];
private state: State;
private currentTick = 0;
constructor(
game: GameDefinition<State, Input>,
options: ServerEngineOptions = {},
) {
this.game = game;
this.historyTicks = options.historyTicks ?? game.tickRateHz * 2;
this.maxPastTicks = options.maxPastTicks ?? 2;
this.maxFutureTicks = options.maxFutureTicks ?? game.tickRateHz;
this.snapshotEveryTicks = game.tickRateHz / game.snapshotRateHz;
this.state = game.createInitialState();
this.storeHistory();
}
get tick(): number {
return this.currentTick;
}
get currentState(): Readonly<State> {
return this.state;
}
addPlayer(playerId: PlayerId): void {
if (this.players.has(playerId)) {
return;
}
this.players.add(playerId);
this.game.addPlayer?.(this.state, { playerId, tick: this.currentTick });
this.assertValidState();
this.storeHistory();
}
removePlayer(playerId: PlayerId): void {
if (!this.players.delete(playerId)) {
return;
}
this.game.removePlayer?.(this.state, {
playerId,
tick: this.currentTick,
});
this.lastReceivedSequence.delete(playerId);
this.acknowledgedSequence.delete(playerId);
this.queuedInputs = this.queuedInputs.filter(
(queued) => queued.playerId !== playerId,
);
this.queuedReports = this.queuedReports.filter(
(queued) => queued.playerId !== playerId,
);
this.assertValidState();
this.storeHistory();
}
submitInput(playerId: PlayerId, packet: InputPacket<Input>): InputDecision {
if (!this.players.has(playerId)) {
return { accepted: false, reason: "unknown-player" };
}
const previousSequence = this.lastReceivedSequence.get(playerId) ?? 0;
if (packet.sequence <= previousSequence) {
return { accepted: false, reason: "duplicate" };
}
if (packet.targetTick < this.currentTick - this.maxPastTicks) {
return { accepted: false, reason: "past" };
}
if (packet.targetTick > this.currentTick + this.maxFutureTicks) {
return { accepted: false, reason: "future" };
}
const context = this.inputContext(playerId, packet);
if (!this.game.validateInput(packet.input, context)) {
return { accepted: false, reason: "invalid" };
}
this.lastReceivedSequence.set(playerId, packet.sequence);
this.queuedInputs.push({ playerId, packet });
return { accepted: true };
}
submitStateReport(
playerId: PlayerId,
report: ClientStateReport<State>,
): ValidationResult | null {
if (report.tick > this.currentTick + this.maxFutureTicks) {
return {
playerId,
tick: report.tick,
valid: false,
reason: "too-far-ahead",
};
}
if (report.tick > this.currentTick) {
this.queuedReports = this.queuedReports.filter(
(queued) => queued.playerId !== playerId,
);
this.queuedReports.push({ playerId, report });
return null;
}
return this.validateReport(playerId, report);
}
step(): ServerStepResult {
this.currentTick += 1;
const deltaSeconds = 1 / this.game.tickRateHz;
const acknowledgementByPlayer = new Map<PlayerId, number>();
const dueInputs: QueuedInput<Input>[] = [];
const futureInputs: QueuedInput<Input>[] = [];
for (const queued of this.queuedInputs) {
(queued.packet.targetTick <= this.currentTick
? dueInputs
: futureInputs
).push(queued);
}
this.queuedInputs = futureInputs;
dueInputs.sort(
(left, right) =>
left.packet.targetTick - right.packet.targetTick ||
left.playerId - right.playerId ||
left.packet.sequence - right.packet.sequence,
);
for (const queued of dueInputs) {
const { playerId, packet } = queued;
this.game.applyInput(
this.state,
packet.input,
this.inputContext(playerId, packet),
);
const previousAck = this.acknowledgedSequence.get(playerId) ?? 0;
if (packet.sequence > previousAck) {
this.acknowledgedSequence.set(playerId, packet.sequence);
acknowledgementByPlayer.set(playerId, packet.sequence);
}
}
this.game.step(this.state, {
tick: this.currentTick,
deltaSeconds,
});
this.assertValidState();
this.storeHistory();
const validations: ValidationResult[] = [];
const futureReports: QueuedReport<State>[] = [];
for (const queued of this.queuedReports) {
if (queued.report.tick <= this.currentTick) {
validations.push(
this.validateReport(queued.playerId, queued.report),
);
} else {
futureReports.push(queued);
}
}
this.queuedReports = futureReports;
return {
tick: this.currentTick,
acknowledgements: [...acknowledgementByPlayer].map(
([playerId, sequence]) => ({ playerId, sequence }),
),
validations,
snapshotDue: this.currentTick % this.snapshotEveryTicks === 0,
};
}
createSnapshot(serverTime: number): StateSnapshot<State> {
return {
tick: this.currentTick,
serverTime,
state: this.game.cloneState(this.state),
};
}
private inputContext(
playerId: PlayerId,
packet: InputPacket<Input>,
): InputContext {
return {
playerId,
sequence: packet.sequence,
targetTick: packet.targetTick,
observedTick: packet.observedTick ?? packet.targetTick,
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
};
}
private validateReport(
playerId: PlayerId,
report: ClientStateReport<State>,
): ValidationResult {
const authoritative = this.history.get(report.tick);
if (!authoritative) {
return {
playerId,
tick: report.tick,
valid: false,
reason: "outside-history",
};
}
const context: ClientStateContext = { playerId, tick: report.tick };
const valid = this.game.validateClientState
? this.game.validateClientState(authoritative, report.state, context)
: (this.game.validateState?.(report.state, {
tick: report.tick,
deltaSeconds: 1 / this.game.tickRateHz,
}) ?? true);
return {
playerId,
tick: report.tick,
valid,
...(valid ? {} : { reason: "mismatch" as const }),
};
}
private assertValidState(): void {
if (
this.game.validateState &&
!this.game.validateState(this.state, {
tick: this.currentTick,
deltaSeconds: 1 / this.game.tickRateHz,
})
) {
throw new Error(`Game produced invalid state at tick ${this.currentTick}`);
}
}
private storeHistory(): void {
this.history.set(this.currentTick, this.game.cloneState(this.state));
const oldestTick = this.currentTick - this.historyTicks;
for (const tick of this.history.keys()) {
if (tick < oldestTick) {
this.history.delete(tick);
}
}
}
}

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import {
defineNetworkedGame,
type DefinedNetworkedGame,
} from "./define-networked-game.js";
import type { ReplicationRules } from "./networked-types.js";
import type { PlayerContext, PlayerId } from "./types.js";
export interface SpatialPoint {
x: number;
z: number;
}
export interface SpatialReplicationEntity extends SpatialPoint {
id: string | number;
}
export interface SpatialReplicationViewerContext extends PlayerContext {
position: SpatialPoint;
}
export interface SpatialReplicationSource<AuthorityState> {
category: string;
maximumDistance: number;
entities(
authority: Readonly<AuthorityState>,
): Iterable<SpatialReplicationEntity>;
estimatedBytes:
| number
| ((
entity: SpatialReplicationEntity,
context: SpatialReplicationViewerContext,
) => number);
priority?:
| number
| ((
entity: SpatialReplicationEntity,
distance: number,
context: SpatialReplicationViewerContext,
) => number);
required?(entity: SpatialReplicationEntity, playerId: PlayerId): boolean;
}
export interface SpatialReplicationSelection {
readonly playerId: PlayerId;
readonly tick: number;
readonly position: SpatialPoint;
readonly budgetBytes: number;
readonly usedBytes: number;
readonly candidateCount: number;
readonly droppedCount: number;
has(category: string, id: string | number): boolean;
ids(category: string): ReadonlySet<string | number>;
}
export interface SpatialReplicationDefinition<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent,
> {
cellSize: number;
bandwidthBudgetBytesPerSecond: number;
/** Bytes reserved for non-entity match state in every snapshot. */
reservedBytesPerSnapshot?: number;
viewerPosition(
authority: Readonly<AuthorityState>,
playerId: PlayerId,
): SpatialPoint | null;
sources: readonly SpatialReplicationSource<AuthorityState>[];
projectSnapshot(
snapshot: ClientState,
selection: SpatialReplicationSelection,
context: PlayerContext,
): ClientState;
perceive?(
authority: Readonly<AuthorityState>,
event: Readonly<AuthorityEvent>,
perception: PerceptionEvent,
selection: SpatialReplicationSelection,
context: PlayerContext,
): PerceptionEvent | null;
}
export interface SpatialReplicationController<AuthorityState> {
select(
authority: Readonly<AuthorityState>,
context: PlayerContext,
): SpatialReplicationSelection;
}
export type SpatiallyReplicatedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
> = DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
> & {
spatialReplication: SpatialReplicationController<AuthorityState>;
};
interface IndexedEntity extends SpatialPoint {
entity: SpatialReplicationEntity;
source: SpatialReplicationSource<unknown>;
}
interface Candidate extends IndexedEntity {
distance: number;
estimatedBytes: number;
priority: number;
required: boolean;
}
/** A deterministic two-dimensional uniform grid used by spatial replication. */
export class SpatialGridIndex<Value extends SpatialPoint> {
private readonly cells = new Map<string, Value[]>();
constructor(readonly cellSize: number) {
if (!Number.isFinite(cellSize) || cellSize <= 0) {
throw new RangeError("cellSize must be a positive finite number");
}
}
insert(value: Value): void {
if (!Number.isFinite(value.x) || !Number.isFinite(value.z)) {
throw new RangeError("spatial coordinates must be finite");
}
const key = this.key(this.coordinate(value.x), this.coordinate(value.z));
const cell = this.cells.get(key);
if (cell) cell.push(value);
else this.cells.set(key, [value]);
}
query(position: SpatialPoint, radius: number): Value[] {
if (!Number.isFinite(radius) || radius < 0) {
throw new RangeError("query radius must be a non-negative finite number");
}
const minimumX = this.coordinate(position.x - radius);
const maximumX = this.coordinate(position.x + radius);
const minimumZ = this.coordinate(position.z - radius);
const maximumZ = this.coordinate(position.z + radius);
const radiusSquared = radius * radius;
const values: Value[] = [];
for (let cellX = minimumX; cellX <= maximumX; cellX += 1) {
for (let cellZ = minimumZ; cellZ <= maximumZ; cellZ += 1) {
for (const value of this.cells.get(this.key(cellX, cellZ)) ?? []) {
const dx = value.x - position.x;
const dz = value.z - position.z;
if (dx * dx + dz * dz <= radiusSquared) values.push(value);
}
}
}
return values;
}
private coordinate(value: number): number {
return Math.floor(value / this.cellSize);
}
private key(x: number, z: number): string {
return `${x}:${z}`;
}
}
/** Adds deterministic interest management and bandwidth budgeting to a game. */
export function withSpatialReplication<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent,
>(
game: DefinedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>,
definition: SpatialReplicationDefinition<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent
>,
): SpatiallyReplicatedNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
> {
validateDefinition(game.snapshotRateHz, definition);
let cachedAuthority: Readonly<AuthorityState> | null = null;
let cachedTick = -1;
let cachedIndex = new SpatialGridIndex<IndexedEntity>(definition.cellSize);
const maximumDistance = Math.max(
0,
...definition.sources.map((source) => source.maximumDistance),
);
const budgetBytes = Math.max(
0,
Math.floor(
definition.bandwidthBudgetBytesPerSecond / game.snapshotRateHz -
(definition.reservedBytesPerSnapshot ?? 0),
),
);
const controller: SpatialReplicationController<AuthorityState> = {
select(authority, context) {
const position = definition.viewerPosition(authority, context.playerId);
if (!position) {
return createSelection(
context,
{ x: 0, z: 0 },
budgetBytes,
[],
new Map(),
0,
);
}
if (authority !== cachedAuthority || context.tick !== cachedTick) {
cachedAuthority = authority;
cachedTick = context.tick;
cachedIndex = buildIndex(authority, definition);
}
const viewerContext: SpatialReplicationViewerContext = {
...context,
position,
};
const candidates = cachedIndex
.query(position, maximumDistance)
.map((indexed): Candidate | null => {
const source = indexed.source as SpatialReplicationSource<AuthorityState>;
const distance = Math.hypot(
indexed.entity.x - position.x,
indexed.entity.z - position.z,
);
if (distance > source.maximumDistance) return null;
const estimatedBytes = normalizeNonNegativeInteger(
typeof source.estimatedBytes === "function"
? source.estimatedBytes(indexed.entity, viewerContext)
: source.estimatedBytes,
`${source.category}.estimatedBytes`,
);
const priorityValue =
typeof source.priority === "function"
? source.priority(indexed.entity, distance, viewerContext)
: (source.priority ?? 0);
return {
...indexed,
distance,
estimatedBytes,
priority: Number.isFinite(priorityValue) ? priorityValue : 0,
required: source.required?.(indexed.entity, context.playerId) ?? false,
};
})
.filter((candidate): candidate is Candidate => candidate !== null)
.sort(compareCandidates);
const selected = new Map<string, Set<string | number>>();
let usedBytes = 0;
let droppedCount = 0;
for (const candidate of candidates) {
if (!candidate.required && usedBytes + candidate.estimatedBytes > budgetBytes) {
droppedCount += 1;
continue;
}
let ids = selected.get(candidate.source.category);
if (!ids) {
ids = new Set();
selected.set(candidate.source.category, ids);
}
if (ids.has(candidate.entity.id)) continue;
ids.add(candidate.entity.id);
usedBytes += candidate.estimatedBytes;
}
return createSelection(
context,
position,
budgetBytes,
candidates,
selected,
droppedCount,
usedBytes,
);
},
};
const replication: ReplicationRules<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent
> = {
...game.replication,
createSnapshot(authority, context) {
const snapshot = game.replication.createSnapshot(authority, context);
return definition.projectSnapshot(
snapshot,
controller.select(authority, context),
context,
);
},
...(game.replication.perceive
? {
perceive(authority, event, context) {
const perception = game.replication.perceive!(
authority,
event,
context,
);
if (perception === null) return null;
return definition.perceive
? definition.perceive(
authority,
event,
perception,
controller.select(authority, context),
context,
)
: perception;
},
}
: {}),
// Spatial selections are viewer-specific even when a base game groups views.
groupKey: (_authority, { playerId }) => playerId,
};
const wrapped = defineNetworkedGame<
AuthorityState,
ClientState,
Input,
AuthorityEvent,
PerceptionEvent
>({
tickRateHz: game.tickRateHz,
snapshotRateHz: game.snapshotRateHz,
server: game.server,
client: game.client,
validateInput: game.validateInput,
codecs: game.codecs,
replication,
});
return Object.freeze({ ...wrapped, spatialReplication: controller });
}
function buildIndex<AuthorityState, ClientState, AuthorityEvent, PerceptionEvent>(
authority: Readonly<AuthorityState>,
definition: SpatialReplicationDefinition<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent
>,
): SpatialGridIndex<IndexedEntity> {
const index = new SpatialGridIndex<IndexedEntity>(definition.cellSize);
for (const source of definition.sources) {
for (const entity of source.entities(authority)) {
index.insert({
x: entity.x,
z: entity.z,
entity,
source: source as SpatialReplicationSource<unknown>,
});
}
}
return index;
}
function createSelection(
context: PlayerContext,
position: SpatialPoint,
budgetBytes: number,
candidates: readonly Candidate[],
selected: ReadonlyMap<string, ReadonlySet<string | number>>,
droppedCount: number,
usedBytes = 0,
): SpatialReplicationSelection {
const empty = new Set<string | number>();
return Object.freeze({
playerId: context.playerId,
tick: context.tick,
position: { ...position },
budgetBytes,
usedBytes,
candidateCount: candidates.length,
droppedCount,
has(category: string, id: string | number) {
return selected.get(category)?.has(id) ?? false;
},
ids(category: string) {
return selected.get(category) ?? empty;
},
});
}
function compareCandidates(left: Candidate, right: Candidate): number {
return (
Number(right.required) - Number(left.required) ||
right.priority - left.priority ||
left.distance - right.distance ||
left.source.category.localeCompare(right.source.category) ||
stableId(left.entity.id).localeCompare(stableId(right.entity.id))
);
}
function stableId(id: string | number): string {
return `${typeof id}:${String(id)}`;
}
function validateDefinition<AuthorityState, ClientState, AuthorityEvent, PerceptionEvent>(
snapshotRateHz: number,
definition: SpatialReplicationDefinition<
AuthorityState,
ClientState,
AuthorityEvent,
PerceptionEvent
>,
): void {
if (!Number.isFinite(definition.cellSize) || definition.cellSize <= 0) {
throw new RangeError("cellSize must be a positive finite number");
}
if (
!Number.isFinite(definition.bandwidthBudgetBytesPerSecond) ||
definition.bandwidthBudgetBytesPerSecond <= 0
) {
throw new RangeError("bandwidthBudgetBytesPerSecond must be positive");
}
if (
definition.reservedBytesPerSnapshot !== undefined &&
(!Number.isFinite(definition.reservedBytesPerSnapshot) ||
definition.reservedBytesPerSnapshot < 0)
) {
throw new RangeError("reservedBytesPerSnapshot must be non-negative");
}
const categories = new Set<string>();
for (const source of definition.sources) {
if (!source.category || categories.has(source.category)) {
throw new Error(`spatial source categories must be unique: ${source.category}`);
}
categories.add(source.category);
if (!Number.isFinite(source.maximumDistance) || source.maximumDistance < 0) {
throw new RangeError(`${source.category}.maximumDistance must be non-negative`);
}
if (typeof source.estimatedBytes === "number") {
normalizeNonNegativeInteger(
source.estimatedBytes,
`${source.category}.estimatedBytes`,
);
}
}
if (!Number.isInteger(snapshotRateHz) || snapshotRateHz <= 0) {
throw new RangeError("snapshotRateHz must be positive");
}
}
function normalizeNonNegativeInteger(value: number, name: string): number {
if (!Number.isFinite(value) || value < 0) {
throw new RangeError(`${name} must be non-negative and finite`);
}
return Math.ceil(value);
}

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export type PlayerId = number;
export interface TickContext {
tick: number;
deltaSeconds: number;
}
export interface InputContext extends TickContext {
playerId: PlayerId;
sequence: number;
targetTick: number;
/** Client simulation tick whose world presentation produced this input. */
observedTick: number;
}
export interface PlayerContext {
playerId: PlayerId;
tick: number;
}
export interface ClientStateContext extends PlayerContext {}
export interface GameDefinition<State, Input> {
tickRateHz: number;
snapshotRateHz: number;
createInitialState(): State;
cloneState(state: State): State;
step(state: State, context: TickContext): void;
applyInput(state: State, input: Input, context: InputContext): void;
validateInput(input: Input, context: InputContext): boolean;
validateState?(state: State, context: TickContext): boolean;
validateClientState?(
authoritative: State,
candidate: State,
context: ClientStateContext,
): boolean;
addPlayer?(state: State, context: PlayerContext): void;
removePlayer?(state: State, context: PlayerContext): void;
}
export interface InputPacket<Input> {
sequence: number;
targetTick: number;
/** Optional for backwards compatibility; servers fall back to targetTick. */
observedTick?: number;
input: Input;
}
export interface StateSnapshot<State> {
tick: number;
serverTime: number;
state: State;
}
export interface ClientStateReport<State> {
tick: number;
state: State;
}
export interface PingPacket {
id: number;
clientSentAt: number;
}
export interface PongPacket extends PingPacket {
serverReceivedAt: number;
serverSentAt: number;
}
export interface BinaryCodec<Value> {
encode(value: Value): Uint8Array;
decode(payload: Uint8Array): Value;
}
export interface ValidationResult {
playerId: PlayerId;
tick: number;
valid: boolean;
reason?: "mismatch" | "outside-history" | "too-far-ahead";
}

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import assert from "node:assert/strict";
import test from "node:test";
import {
FixedStepClock,
NetworkClock,
ReplayDivergenceError,
SpatialGridIndex,
createBinaryProtocol,
createJsonCodec,
deterministicHash,
defineGame,
defineMultiplayerGame,
defineNetworkedGame,
withLagCompensation,
withReplayTransport,
withSpatialReplication,
withTimeTravel,
} from "../dist/index.js";
test("spatial replication indexes, prioritizes, budgets, and projects per viewer", () => {
const grid = new SpatialGridIndex(10);
grid.insert({ id: "negative", x: -4, z: -7 });
grid.insert({ id: "near", x: 6, z: 2 });
grid.insert({ id: "far", x: 40, z: 40 });
assert.deepEqual(
grid.query({ x: 0, z: 0 }, 10).map(({ id }) => id).sort(),
["near", "negative"],
);
const codec = createJsonCodec();
const base = defineMultiplayerGame({
clock: { ticksPerSecond: 10, snapshotsPerSecond: 10 },
authority: {
createInitialState: () => ({
entities: [
{ id: 1, x: 0, z: 0 },
{ id: 2, x: 10, z: 0 },
{ id: 3, x: 20, z: 0 },
{ id: 4, x: 200, z: 0 },
],
}),
cloneState: (state) => ({ entities: state.entities.map((entity) => ({ ...entity })) }),
applyInput() {},
step() {},
},
prediction: {
createInitialState: () => ({ entities: [], events: [] }),
cloneState: (state) => ({ entities: state.entities.map((entity) => ({ ...entity })), events: [...state.events] }),
applyInput() {},
step() {},
applyEvent(state, event) {
state.events.push(event);
},
},
visibility: {
createSnapshot: (authority) => ({
entities: authority.entities.map((entity) => ({ ...entity })),
events: [],
}),
perceive: (_authority, event) => event,
},
input: { validate: () => true },
encoding: { input: codec, clientState: codec, perception: codec },
});
const game = withSpatialReplication(base, {
cellSize: 16,
bandwidthBudgetBytesPerSecond: 1_000,
viewerPosition: (authority, playerId) => authority.entities.find(({ id }) => id === playerId) ?? null,
sources: [
{
category: "entities",
maximumDistance: 100,
entities: (authority) => authority.entities,
estimatedBytes: 40,
required: (entity, playerId) => entity.id === playerId,
},
],
projectSnapshot(snapshot, selection) {
return {
...snapshot,
entities: snapshot.entities.filter((entity) => selection.has("entities", entity.id)),
};
},
perceive(_authority, event, perception, selection) {
return selection.has("entities", event.sourceId) ? perception : null;
},
});
const server = game.createServer();
server.addPlayer(1);
assert.deepEqual(
server.createSnapshot(1, 0).state.entities.map(({ id }) => id),
[1, 2],
);
const selection = game.spatialReplication.select(server.currentState, {
playerId: 1,
tick: server.tick,
});
assert.equal(selection.budgetBytes, 100);
assert.equal(selection.usedBytes, 80);
assert.equal(selection.candidateCount, 3);
assert.equal(selection.droppedCount, 1);
assert.deepEqual(server.createPerceptions(1, [{ sourceId: 2 }]), [{ sourceId: 2 }]);
assert.deepEqual(server.createPerceptions(1, [{ sourceId: 3 }]), []);
});
test("the developer-facing API compiles named sections into a networked game", () => {
const codec = createJsonCodec();
const game = defineMultiplayerGame({
clock: { ticksPerSecond: 12, snapshotsPerSecond: 4 },
authority: {
createInitialState: () => ({ value: 0 }),
cloneState: (state) => ({ ...state }),
applyInput(state, input) {
state.value += input.amount;
},
step() {},
},
prediction: {
createInitialState: () => ({ value: 0 }),
cloneState: (state) => ({ ...state }),
applyInput(state, input) {
state.value += input.amount;
},
step() {},
},
visibility: {
createSnapshot: (authority) => ({ value: authority.value }),
},
input: {
validate: (input) => Number.isFinite(input.amount),
},
encoding: {
input: codec,
clientState: codec,
},
});
assert.equal(game.tickRateHz, 12);
assert.equal(game.snapshotRateHz, 4);
const server = game.createServer();
server.addPlayer(1);
assert.equal(
server.submitInput(1, {
sequence: 1,
targetTick: 1,
observedTick: 0,
input: { amount: 3 },
}).accepted,
true,
);
server.step();
assert.equal(server.currentState.value, 3);
assert.deepEqual(codec.decode(codec.encode({ unicode: "flux ⚡" })), {
unicode: "flux ⚡",
});
});
const testGame = defineGame({
tickRateHz: 10,
snapshotRateHz: 5,
createInitialState: () => ({ position: 0, velocity: 0 }),
cloneState: (state) => ({ ...state }),
validateInput: (input) =>
Number.isFinite(input.axis) && Math.abs(input.axis) <= 1,
applyInput: (state, input) => {
state.velocity = input.axis;
},
step: (state, { deltaSeconds }) => {
state.position += state.velocity * deltaSeconds;
},
validateState: (state) =>
Number.isFinite(state.position) && Number.isFinite(state.velocity),
validateClientState: (authoritative, candidate) =>
Math.abs(authoritative.position - candidate.position) < 0.000_001,
});
test("defineGame creates matching authoritative and predicted runtimes", () => {
const server = testGame.createServer();
const client = testGame.createClient();
server.addPlayer(7);
client.initialize(7, server.createSnapshot(0));
const packet = client.createInput({ axis: 1 }, 1);
assert.deepEqual(server.submitInput(7, packet), { accepted: true });
client.step();
const result = server.step();
assert.equal(result.snapshotDue, false);
assert.deepEqual(result.acknowledgements, [
{ playerId: 7, sequence: packet.sequence },
]);
client.acknowledge(packet.sequence);
client.reconcile(server.createSnapshot(100));
assert.equal(client.currentState.position, server.currentState.position);
const valid = server.submitStateReport(7, client.createStateReport());
assert.equal(valid?.valid, true);
const invalid = server.submitStateReport(7, {
tick: server.tick,
state: { position: 99, velocity: 0 },
});
assert.equal(invalid?.valid, false);
assert.deepEqual(
server.submitInput(7, {
sequence: packet.sequence + 1,
targetTick: server.tick + 1,
input: { axis: 2 },
}),
{ accepted: false, reason: "invalid" },
);
});
test("fixed-step clocks cap catch-up work", () => {
const clock = new FixedStepClock({ rateHz: 10, maxCatchUpSteps: 3 });
let steps = 0;
assert.equal(clock.advance(0, () => steps++), 0);
assert.equal(clock.advance(100, () => steps++), 1);
assert.equal(clock.advance(1_000, () => steps++), 3);
assert.equal(steps, 4);
});
test("network clock estimates RTT, offset, and input lead", () => {
const clock = new NetworkClock();
const ping = clock.createPing(100);
const stats = clock.receivePong(
{
...ping,
serverReceivedAt: 160,
serverSentAt: 162,
},
202,
);
assert.equal(stats.roundTripTime, 100);
assert.equal(stats.clockOffset, 10);
assert.equal(clock.toServerTime(300), 310);
assert.equal(clock.recommendedInputLeadTicks(60), 4);
});
test("binary protocol round-trips generic inputs, state, and control frames", () => {
const numberCodec = {
encode(value) {
const payload = new Uint8Array(8);
new DataView(payload.buffer).setFloat64(0, value, true);
return payload;
},
decode(payload) {
return new DataView(
payload.buffer,
payload.byteOffset,
payload.byteLength,
).getFloat64(0, true);
},
};
const protocol = createBinaryProtocol({
input: numberCodec,
state: numberCodec,
event: numberCodec,
});
const input = {
kind: "input",
packet: {
sequence: 4,
targetTick: 20,
observedTick: 16,
input: 0.75,
},
};
assert.deepEqual(protocol.decodeClient(protocol.encodeClient(input)), input);
const welcome = {
kind: "welcome",
playerId: 9,
snapshot: { tick: 18, serverTime: 42.5, state: 3.25 },
};
assert.deepEqual(protocol.decodeServer(protocol.encodeServer(welcome)), welcome);
const rejection = { kind: "reject-input", sequence: 44 };
assert.deepEqual(
protocol.decodeServer(protocol.encodeServer(rejection)),
rejection,
);
const replayStart = {
kind: "replay-start",
ticketId: 12,
perspectiveId: 9,
fromTick: 100,
toTick: 160,
frameCount: 2,
playbackRate: 0.75,
};
assert.deepEqual(
protocol.decodeServer(protocol.encodeServer(replayStart)),
replayStart,
);
const replayFrame = {
kind: "replay-frame",
ticketId: 12,
tick: 120,
state: 3.5,
events: [4.5, 5.5],
};
assert.deepEqual(
protocol.decodeServer(protocol.encodeServer(replayFrame)),
replayFrame,
);
const truncatedReplayFrame = protocol.encodeServer(replayFrame).slice(0, -1);
assert.throws(() => protocol.decodeServer(truncatedReplayFrame), RangeError);
const replayEnd = { kind: "replay-end", ticketId: 12 };
assert.deepEqual(
protocol.decodeServer(protocol.encodeServer(replayEnd)),
replayEnd,
);
});
test("networked games keep authority private and derive viewer perceptions", () => {
const jsonCodec = {
encode: (value) => new TextEncoder().encode(JSON.stringify(value)),
decode: (payload) => JSON.parse(new TextDecoder().decode(payload)),
};
const privateGame = defineNetworkedGame({
tickRateHz: 10,
snapshotRateHz: 5,
server: {
createInitialState: () => ({
publicValues: new Map(),
secrets: new Map(),
}),
cloneState: (state) => ({
publicValues: new Map(state.publicValues),
secrets: new Map(state.secrets),
}),
addPlayer(state, { playerId }) {
state.publicValues.set(playerId, 0);
state.secrets.set(playerId, `secret-${playerId}`);
},
applyInput(state, input, { playerId, emit }) {
state.publicValues.set(playerId, input);
emit({ source: playerId, privateValue: state.secrets.get(playerId) });
},
step() {},
},
client: {
createInitialState: () => ({ ownValue: 0, cues: [] }),
cloneState: (state) => ({ ...state, cues: [...state.cues] }),
applyInput(state, input) {
state.ownValue = input;
},
step() {},
applyEvent(state, event) {
state.cues.push(event);
},
},
replication: {
createSnapshot(authority, { playerId }) {
return {
ownValue: authority.publicValues.get(playerId) ?? 0,
cues: [],
};
},
validateClientState(authority, candidate, { playerId }) {
return candidate.ownValue === authority.publicValues.get(playerId);
},
perceive(_authority, event, { playerId }) {
return event.source === playerId ? null : "heard-an-event";
},
},
validateInput: (input) => Number.isFinite(input),
codecs: { input: jsonCodec, state: jsonCodec, event: jsonCodec },
});
const server = privateGame.createServer();
server.addPlayer(1);
server.addPlayer(2);
const snapshot = server.createSnapshot(1, 0);
assert.deepEqual(snapshot.state, { ownValue: 0, cues: [] });
assert.equal("secrets" in snapshot.state, false);
assert.equal(
server.submitInput(2, { sequence: 1, targetTick: 1, input: 5 }).accepted,
true,
);
const result = server.step();
assert.deepEqual(server.createPerceptions(1, result.events), [
"heard-an-event",
]);
assert.deepEqual(server.createPerceptions(2, result.events), []);
const client = privateGame.createClient();
client.initialize(1, snapshot);
client.receiveEvent("heard-an-event", result.tick);
assert.deepEqual(client.currentState.cues, ["heard-an-event"]);
const eventFrame = privateGame.protocol.encodeServer({
kind: "event",
tick: result.tick,
event: "heard-an-event",
});
assert.deepEqual(privateGame.protocol.decodeServer(eventFrame), {
kind: "event",
tick: result.tick,
event: "heard-an-event",
});
});
const lagJsonCodec = {
encode: (value) => new TextEncoder().encode(JSON.stringify(value)),
decode: (payload) => JSON.parse(new TextDecoder().decode(payload)),
};
const lagBaseGame = defineNetworkedGame({
tickRateHz: 10,
snapshotRateHz: 5,
server: {
createInitialState: () => ({ positions: {}, resolutions: [] }),
cloneState: (state) => ({
positions: { ...state.positions },
resolutions: state.resolutions.map((entry) => ({ ...entry })),
}),
addPlayer(state, { playerId }) {
state.positions[playerId] = 0;
},
applyInput(state, input, { playerId }) {
if (input.moveTo !== undefined) state.positions[playerId] = input.moveTo;
},
step() {},
},
client: {
createInitialState: () => ({ positions: {}, resolutions: [] }),
cloneState: (state) => structuredClone(state),
applyInput() {},
step() {},
},
replication: {
createSnapshot: (state) => structuredClone(state),
},
validateInput: (input) =>
(input.moveTo === undefined || Number.isFinite(input.moveTo)) &&
(input.action === undefined ||
["rewind", "current", "projectile", "strict"].includes(input.action)),
codecs: { input: lagJsonCodec, state: lagJsonCodec, event: lagJsonCodec },
});
const lagPolicyGame = withLagCompensation(lagBaseGame, {
historySeconds: 2,
captureState: (state) => ({ positions: { ...state.positions } }),
cloneHistoricalState: (state) => ({ positions: { ...state.positions } }),
classifyAction: (input) =>
input.action ? { type: input.action, targetId: input.targetId ?? 2 } : null,
cloneAction: (action) => ({ ...action }),
actions: {
rewind: {
mode: "rewind",
maximumRewindMs: 1_000,
resolve: recordLagResolution,
},
current: {
mode: "current",
resolve: recordLagResolution,
},
projectile: {
mode: "fast-forward",
maximumRewindMs: 1_000,
resolve: recordLagResolution,
},
strict: {
mode: "rewind",
maximumRewindMs: 100,
outOfWindow: "reject",
resolve: recordLagResolution,
},
},
});
const lagReplayGame = withTimeTravel(lagPolicyGame, {
createSeed: () => 0,
hashState: deterministicHash,
checkpointIntervalTicks: 2,
verificationIntervalTicks: 1,
});
function recordLagResolution(context) {
context.currentState.resolutions.push({
type: context.action.type,
requestedTick: context.requestedTick,
resolvedTick: context.resolvedTick,
currentTick: context.currentTick,
rewindTicks: context.rewindTicks,
catchUpTicks: context.catchUpTicks,
historicalPosition:
context.historicalState.positions[context.action.targetId],
currentPosition: context.currentState.positions[context.action.targetId],
});
}
test("lag-compensation HOF applies an independent policy per action", () => {
const server = lagPolicyGame.createServer();
server.addPlayer(1);
server.addPlayer(2);
server.submitInput(2, {
sequence: 1,
targetTick: 1,
observedTick: 0,
input: { moveTo: 5 },
});
server.step();
server.step();
server.submitInput(1, {
sequence: 1,
targetTick: 3,
observedTick: 0,
input: { action: "rewind", targetId: 2 },
});
server.step();
server.submitInput(1, {
sequence: 2,
targetTick: 4,
observedTick: 0,
input: { action: "current", targetId: 2 },
});
server.step();
server.submitInput(1, {
sequence: 3,
targetTick: 5,
observedTick: 2,
input: { action: "projectile", targetId: 2 },
});
server.step();
server.submitInput(1, {
sequence: 4,
targetTick: 6,
observedTick: 0,
input: { action: "strict", targetId: 2 },
});
server.step();
assert.equal(server.currentState.positions[2], 5);
assert.deepEqual(server.currentState.resolutions, [
{
type: "rewind",
requestedTick: 0,
resolvedTick: 0,
currentTick: 3,
rewindTicks: 3,
catchUpTicks: 0,
historicalPosition: 0,
currentPosition: 5,
},
{
type: "current",
requestedTick: 0,
resolvedTick: 4,
currentTick: 4,
rewindTicks: 0,
catchUpTicks: 0,
historicalPosition: 5,
currentPosition: 5,
},
{
type: "projectile",
requestedTick: 2,
resolvedTick: 2,
currentTick: 5,
rewindTicks: 3,
catchUpTicks: 3,
historicalPosition: 5,
currentPosition: 5,
},
]);
});
test("lag-compensated actions replay deterministically through checkpoints", () => {
const server = lagReplayGame.createServer();
server.addPlayer(1);
server.addPlayer(2);
server.submitInput(2, {
sequence: 1,
targetTick: 1,
observedTick: 0,
input: { moveTo: 5 },
});
server.step();
server.step();
server.submitInput(1, {
sequence: 1,
targetTick: 3,
observedTick: 0,
input: { action: "rewind", targetId: 2 },
});
for (let tick = 2; tick < 6; tick += 1) server.step();
const replay = lagReplayGame.createReplay(server.exportRecording());
assert.deepEqual(replay.seek(6).state, server.currentState);
assert.equal(replay.currentState.resolutions[0].historicalPosition, 0);
});
const replayCodec = {
encode: (value) => new TextEncoder().encode(JSON.stringify(value)),
decode: (payload) => JSON.parse(new TextDecoder().decode(payload)),
};
const replayDefinition = defineNetworkedGame({
tickRateHz: 10,
snapshotRateHz: 5,
server: {
createInitialState: () => ({
seed: 0,
secret: "uninitialized",
positions: new Map(),
velocities: new Map(),
}),
cloneState: (state) => ({
...state,
positions: new Map(state.positions),
velocities: new Map(state.velocities),
}),
addPlayer(state, { playerId, emit }) {
state.positions.set(playerId, state.seed);
state.velocities.set(playerId, 0);
emit({ type: "joined", playerId });
},
removePlayer(state, { playerId }) {
state.positions.delete(playerId);
state.velocities.delete(playerId);
},
applyInput(state, input, { playerId, emit }) {
state.velocities.set(playerId, input.axis);
emit({ type: "moved", playerId });
},
step(state, { deltaSeconds }) {
for (const [playerId, velocity] of state.velocities) {
state.positions.set(
playerId,
(state.positions.get(playerId) ?? 0) + velocity * deltaSeconds,
);
}
},
},
client: {
createInitialState: () => ({ ownPosition: 0, cues: [] }),
cloneState: (state) => ({ ...state, cues: [...state.cues] }),
applyInput(state, input) {
state.ownPosition += input.axis / 10;
},
step() {},
applyEvent(state, event) {
state.cues.push(event);
},
},
replication: {
createSnapshot(authority, { playerId }) {
return {
ownPosition: authority.positions.get(playerId) ?? 0,
cues: [],
};
},
perceive(_authority, event, { playerId }) {
return event.playerId === playerId ? null : `heard-${event.type}`;
},
},
validateInput: (input) =>
Number.isFinite(input.axis) && Math.abs(input.axis) <= 1,
codecs: {
input: replayCodec,
state: replayCodec,
event: replayCodec,
},
});
const replayGame = withTimeTravel(replayDefinition, {
createSeed: () => 1,
initializeState(state, seed) {
state.seed = seed;
state.secret = `secret-${seed}`;
},
hashState: deterministicHash,
checkpointIntervalTicks: 2,
verificationIntervalTicks: 1,
});
const replayTransportGame = withReplayTransport(replayGame, {
historySeconds: 0.6,
captureRateHz: 5,
createTickets(event, { tick }) {
return event.type === "joined" && event.playerId === 2
? {
requesterId: 1,
perspectiveId: 2,
fromTick: 0,
toTick: tick,
}
: null;
},
authorizeReplay: ({ requesterId, perspectiveId }) =>
requesterId === 1 && perspectiveId === 2,
});
test("time-travel HOF records, seeks, verifies, filters, and branches", () => {
const server = replayGame.createServer({ replaySeed: 7 });
server.addPlayer(1);
server.addPlayer(2);
assert.equal(
server.submitInput(1, {
sequence: 1,
targetTick: 1,
input: { axis: 1 },
}).accepted,
true,
);
assert.equal(
server.submitInput(2, {
sequence: 1,
targetTick: 1,
input: { axis: -0.5 },
}).accepted,
true,
);
for (let tick = 0; tick < 3; tick += 1) server.step();
assert.equal(
server.submitInput(1, {
sequence: 2,
targetTick: 5,
input: { axis: 0.25 },
}).accepted,
true,
);
for (let tick = 3; tick < 6; tick += 1) server.step();
const recording = server.exportRecording();
assert.equal(recording.seed, 7);
assert.equal(recording.durationTicks, 6);
assert.deepEqual(
recording.checkpoints.map(({ tick }) => tick),
[0, 2, 4, 6],
);
const replay = replayGame.createReplay(recording);
const finalFrame = replay.seek(6);
assert.deepEqual(finalFrame.state, server.currentState);
assert.equal(finalFrame.hash, deterministicHash(server.currentState));
const privateView = replay.viewAs(1, 123);
assert.equal(privateView.tick, 6);
assert.equal("secret" in privateView.state, false);
assert.deepEqual(Object.keys(privateView.state).sort(), ["cues", "ownPosition"]);
replay.seek(1);
assert.deepEqual(replay.perceptionsAs(1), ["heard-joined", "heard-moved"]);
const rewindPosition = replay.currentState.positions.get(1);
replay.seek(6);
assert.notEqual(replay.currentState.positions.get(1), rewindPosition);
const branch = replay.branch(2);
assert.equal(
branch.submitInput(1, {
sequence: 2,
targetTick: 3,
input: { axis: -1 },
}).accepted,
true,
);
while (branch.tick < 6) branch.step();
assert.notEqual(
deterministicHash(branch.currentState),
deterministicHash(server.currentState),
);
const branchReplay = replayGame.createReplay(branch.exportRecording());
assert.deepEqual(branchReplay.seek(6).state, branch.currentState);
assert.deepEqual(replay.seek(6).state, server.currentState);
});
test("time-travel replay pinpoints deterministic divergence", () => {
const server = replayGame.createServer({ replaySeed: 4 });
server.addPlayer(1);
server.submitInput(1, {
sequence: 1,
targetTick: 1,
input: { axis: 1 },
});
for (let tick = 0; tick < 3; tick += 1) server.step();
const recording = server.exportRecording();
const corrupted = {
...recording,
verifications: recording.verifications.map((entry) =>
entry.tick === 3 ? { ...entry, hash: "corrupted" } : entry,
),
};
const replay = replayGame.createReplay(corrupted);
assert.throws(() => replay.seek(3), ReplayDivergenceError);
});
test("rolling authority recordings stay bounded and remain seekable", () => {
const server = replayGame.createServer({
replaySeed: 8,
recordingHistoryTicks: 4,
});
server.addPlayer(1);
for (let tick = 0; tick < 10; tick += 1) server.step();
const recording = server.exportRecording();
assert.equal(recording.startTick, 6);
assert.equal(recording.durationTicks, 10);
assert.ok(recording.verifications.every(({ tick }) => tick >= 6));
assert.ok(recording.checkpoints.every(({ tick }) => tick >= 6));
const replay = replayGame.createReplay(recording);
assert.equal(replay.startTick, 6);
assert.deepEqual(replay.seek(10).state, server.currentState);
assert.throws(() => replay.seek(5), RangeError);
});
test("replay transport issues only authorized projected frames from a bounded ring", () => {
const server = replayTransportGame.createServer({ replaySeed: 11 });
server.addPlayer(1);
server.addPlayer(2);
for (let tick = 0; tick < 12; tick += 1) server.step();
const automaticTickets = server.drainReplayTickets(1);
assert.equal(automaticTickets.length, 1);
assert.equal(automaticTickets[0].perspectiveId, 2);
assert.equal(
server.issueReplay({
requesterId: 1,
perspectiveId: 1,
fromTick: 0,
toTick: 12,
}),
null,
);
const ticket = server.issueReplay({
requesterId: 1,
perspectiveId: 2,
fromTick: 0,
toTick: 12,
playbackRate: 0.5,
});
assert.ok(ticket);
assert.equal(ticket.requesterId, 1);
assert.equal(ticket.perspectiveId, 2);
assert.equal(ticket.fromTick, 6);
assert.equal(ticket.toTick, 12);
assert.equal(ticket.playbackRate, 0.5);
assert.ok(ticket.frames.length > 1);
assert.ok(
ticket.frames.every(
({ state }) =>
!Object.hasOwn(state, "secret") &&
Object.keys(state).sort().join(",") === "cues,ownPosition",
),
);
assert.deepEqual(server.drainReplayTickets(1), [ticket]);
assert.deepEqual(server.drainReplayTickets(1), []);
assert.equal(server.exportRecording().startTick, 6);
});

View File

@@ -0,0 +1,14 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"module": "NodeNext",
"moduleResolution": "NodeNext",
"rootDir": "src",
"outDir": "dist",
"declaration": true,
"declarationMap": true,
"sourceMap": true,
"lib": ["ES2022"]
},
"include": ["src"]
}