current state

This commit is contained in:
2026-09-18 22:41:20 +02:00
parent 5cc156992f
commit a2196feb78
14 changed files with 823 additions and 170 deletions
+30 -15
View File
@@ -1,4 +1,4 @@
use std::collections::HashMap;
use std::collections::{HashMap, VecDeque};
use std::mem::size_of;
use std::net::{SocketAddr, UdpSocket};
use std::sync::mpsc::{self, Receiver, SyncSender};
@@ -15,13 +15,21 @@ use shared::{
use crate::world::World;
pub struct NetClient {
pub entity_id: u32,
pub last_seen: Instant,
pub send_phase: u8,
pub pending_action: Option<u16>,
pub last_cache: [ChunkEntry; 9],
pub entity_id: u32,
pub last_seen: Instant,
pub send_phase: u8,
/// Tick-addressed actions received since the last drain, in arrival order —
/// `(target_tick, action)`. Window resolution, replacement and the lateness rule
/// all live in the sim; this is only the per-tick hand-off buffer, bounded so a
/// flood between drains cannot grow it.
pub pending_actions: VecDeque<(u32, u16)>,
pub last_cache: [ChunkEntry; 9],
}
/// Hand-off buffer bound. Drained every tick; an honest client sends at most one
/// action per movement window, so a handful is already generous.
const PENDING_ACTIONS_MAX: usize = 8;
pub struct Net {
clients: HashMap<SocketAddr, NetClient>,
new_addrs: Vec<SocketAddr>,
@@ -70,10 +78,10 @@ impl Net {
pub fn add_client(&mut self, addr: SocketAddr, entity_id: u32) {
self.clients.insert(addr, NetClient {
entity_id,
last_seen: Instant::now(),
send_phase: (entity_id % 2) as u8,
pending_action: None,
last_cache: [ChunkEntry { chunk_id: 0, version: 0 }; 9],
last_seen: Instant::now(),
send_phase: (entity_id % 2) as u8,
pending_actions: VecDeque::new(),
last_cache: [ChunkEntry { chunk_id: 0, version: 0 }; 9],
});
}
@@ -98,9 +106,15 @@ impl Net {
if header.packet_type == packet_type::ACTION && data.len() == size_of::<ActionPacket>() {
let pkt: ActionPacket = bytemuck::pod_read_unaligned(&data);
if let Some(client) = self.clients.get_mut(&addr) {
client.pending_action = Some(pkt.player_action);
client.last_seen = Instant::now();
client.last_cache = pkt.cache;
// `target_tick == 0` marks pure keep-alive / cache-ack packets — they
// must never enter the schedule. Everything else (including NOOPs, which
// *retract* the addressed window) is handed to the sim in arrival order.
let target_tick = pkt.target_tick;
if target_tick != 0 && client.pending_actions.len() < PENDING_ACTIONS_MAX {
client.pending_actions.push_back((target_tick, pkt.player_action));
}
} else if !self.new_addrs.contains(&addr) {
self.new_addrs.push(addr);
}
@@ -122,11 +136,12 @@ impl Net {
self.clients.retain(|_, c| c.last_seen.elapsed().as_secs() < 10);
}
pub fn drain_actions(&mut self) -> Vec<(u32, u16)> {
pub fn drain_actions(&mut self) -> Vec<(u32, u32, u16)> {
self.clients.values_mut()
.filter_map(|c| {
let action = c.pending_action.take()?;
Some((c.entity_id, action))
.flat_map(|c| {
let entity_id = c.entity_id;
c.pending_actions.drain(..)
.map(move |(target_tick, action)| (entity_id, target_tick, action))
})
.collect()
}
+62 -24
View File
@@ -1,10 +1,16 @@
use std::collections::HashMap;
use shared::player_action;
use std::collections::{BTreeMap, HashMap};
use shared::{ACTION_WINDOW_HORIZON, TICKS_PER_MOVE};
use crate::world::World;
pub struct Sim {
pub world: World,
pending: HashMap<u32, u16>,
/// Scheduled actions per entity, keyed by movement window (`tick / TICKS_PER_MOVE`).
/// The window slot is the whole ordering model: an action addressed to an occupied
/// window *replaces* it (retraction and rescheduling by the client, dedup of
/// retransmits), a late action only fills the next window if it is empty, and
/// anything past `ACTION_WINDOW_HORIZON` is dropped — so no client can grow server
/// memory or move faster than one action per window.
pending: HashMap<u32, BTreeMap<u32, u16>>,
}
impl Sim {
@@ -12,35 +18,67 @@ impl Sim {
Self { world, pending: HashMap::new() }
}
pub fn tick(&mut self, tick: u32, actions: &[(u32, u16)]) {
for &(entity_id, action) in actions {
self.pending.insert(entity_id, action);
pub fn tick(&mut self, tick: u32, actions: &[(u32, u32, u16)]) {
// The earliest window still addressable at this tick. On a movement tick that is
// the window executing *this call* — actions arriving the same tick still count.
let min_window = tick.div_ceil(TICKS_PER_MOVE);
for &(entity_id, target_tick, action) in actions {
let slots = self.pending.entry(entity_id).or_default();
let window = target_tick.div_ceil(TICKS_PER_MOVE);
if window < min_window {
// Late. A movement action keeps its *order* instead of its time: it
// fills the first still-empty upcoming window, so bunched late arrivals
// don't collapse onto one slot and eat each other. A late NOOP is
// dropped — once its window has passed, its cancellation intent is
// ambiguous, and as a gap-filler it would block real steps (worst case
// one stale step executes; the client's reconciliation handles that).
if shared::action_delta(action).is_some() {
let gap = (min_window..min_window + ACTION_WINDOW_HORIZON as u32)
.find(|w| !slots.contains_key(w));
if let Some(w) = gap {
slots.insert(w, action);
}
}
} else if window - min_window < ACTION_WINDOW_HORIZON as u32 {
slots.insert(window, action); // newest addressing wins
}
}
if tick.is_multiple_of(4) {
let pending = std::mem::take(&mut self.pending);
self.entity_tick(&pending);
if tick.is_multiple_of(TICKS_PER_MOVE) {
self.entity_tick(tick / TICKS_PER_MOVE);
}
}
fn entity_tick(&mut self, actions: &HashMap<u32, u16>) {
for (&entity_id, &action) in actions {
if action == player_action::NOOP {
continue;
}
fn entity_tick(&mut self, window: u32) {
// Exactly one action per entity per movement window, then the window is gone.
let actions: Vec<(u32, u16)> = self.pending.iter_mut()
.filter_map(|(&id, slots)| {
let action = slots.remove(&window);
slots.retain(|&w, _| w > window); // drop anything the timeline passed by
action.map(|a| (id, a))
})
.collect();
self.pending.retain(|_, slots| !slots.is_empty());
for (entity_id, action) in actions {
let delta = match shared::action_delta(action) {
Some(d) => d,
None => continue, // NOOP or garbage
};
let pos = match self.world.entities.get(&entity_id) {
Some(e) => e.pos,
None => continue,
};
let (nx, ny) = match action {
player_action::NORTH => (pos.0, pos.1 - 1),
player_action::EAST => (pos.0 + 1, pos.1),
player_action::SOUTH => (pos.0, pos.1 + 1),
player_action::WEST => (pos.0 - 1, pos.1),
_ => continue,
};
let blocked = self.world.tile_flags(nx, ny).map_or(true, |f| f.collidable());
if !blocked {
self.world.move_entity(entity_id, (nx, ny));
let from = (pos.0 as i32, pos.1 as i32);
let to = (from.0 + delta.0, from.1 + delta.1);
// `step_allowed` is the shared movement rule (chessboard geometry, no corner
// cutting) — the client predicts with the exact same function.
let allowed = shared::step_allowed(from, to, |x, y| {
self.world.tile_flags(x as i16, y as i16).map_or(true, |f| f.collidable())
});
if allowed {
self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16));
}
}
}