airplane basic server
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import { WsClient } from "tsrpc-browser";
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import { GameSystem, GameSystemState } from "../shared/game/GameSystem";
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import { ClientInput, MsgClientInput } from "../shared/protocols/client/MsgClientInput";
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import { MsgFrame } from "../shared/protocols/server/MsgFrame";
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import { serviceProto, ServiceType } from "../shared/protocols/serviceProto";
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/**
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* 前端游戏状态管理
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* 主要用于实现前端的预测和和解
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*/
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export class StateManager {
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client: WsClient<ServiceType>;
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gameSystem = new GameSystem();
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lastServerState: GameSystemState = this.gameSystem.state;
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lastRecvSetverStateTime = 0;
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selfPlayerId: number = -1;
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lastSN = 0;
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get state() {
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return this.gameSystem.state;
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}
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constructor() {
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let client = this.client = new WsClient(serviceProto, {
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server: `ws://${location.hostname}:3000`,
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json: true,
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// logger: console
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});;
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client.listenMsg('server/Frame', msg => { this._onServerSync(msg) });
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// 模拟网络延迟 可通过 URL 参数 ?lag=200 设置延迟
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let networkLag = parseInt(new URLSearchParams(location.search).get('lag') || '0') || 0;
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if (networkLag) {
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client.flows.preRecvDataFlow.push(async v => {
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await new Promise(rs => { setTimeout(rs, networkLag) })
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return v;
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});
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client.flows.preSendDataFlow.push(async v => {
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await new Promise(rs => { setTimeout(rs, networkLag) })
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return v;
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});
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}
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(window as any).gm = this;
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}
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async join(): Promise<void> {
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if (!this.client.isConnected) {
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let resConnect = await this.client.connect();
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if (!resConnect.isSucc) {
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await new Promise(rs => { setTimeout(rs, 2000) })
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return this.join();
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}
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}
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let ret = await this.client.callApi('Join', {});
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if (!ret.isSucc) {
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if (confirm(`加入房间失败\n${ret.err.message}\n是否重试 ?`)) {
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return this.join();
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}
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else {
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return;
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}
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}
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this.gameSystem.reset(ret.res.gameState);
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this.lastServerState = Object.merge(ret.res.gameState);
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this.lastRecvSetverStateTime = Date.now();
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this.selfPlayerId = ret.res.playerId;
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}
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private _onServerSync(frame: MsgFrame) {
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// 回滚至上一次的权威状态
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this.gameSystem.reset(this.lastServerState);
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// 计算最新的权威状态
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for (let input of frame.inputs) {
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this.gameSystem.applyInput(input);
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}
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this.lastServerState = Object.merge({}, this.gameSystem.state);
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this.lastRecvSetverStateTime = Date.now();
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// 和解 = 权威状态 + 本地输入 (最新的本地预测状态)
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let lastSn = frame.lastSn ?? -1;
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this.pendingInputMsgs.remove(v => v.sn <= lastSn);
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this.pendingInputMsgs.forEach(m => {
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m.inputs.forEach(v => {
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this.gameSystem.applyInput({
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...v,
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playerId: this.selfPlayerId
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});
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})
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})
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}
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pendingInputMsgs: MsgClientInput[] = [];
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sendClientInput(input: ClientInput) {
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// 已掉线或暂未加入,忽略本地输入
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if (!this.selfPlayerId || !this.client.isConnected) {
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return;
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}
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// 构造消息
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let msg: MsgClientInput = {
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sn: ++this.lastSN,
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inputs: [input]
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}
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// 向服务端发送输入
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this.pendingInputMsgs.push(msg);
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this.client.sendMsg('client/ClientInput', msg);
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// 预测状态:本地立即应用输入
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this.gameSystem.applyInput({
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...input,
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playerId: this.selfPlayerId
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});
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}
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// 本地时间流逝(会被下一次服务器状态覆盖)
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localTimePast() {
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this.gameSystem.applyInput({
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type: 'TimePast',
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dt: Date.now() - this.lastRecvSetverStateTime
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});
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this.lastRecvSetverStateTime = Date.now();
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}
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}
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