add client side colisions to reduce lag(add debuging, ball is white when client is predicting movement)

This commit is contained in:
2024-10-04 00:10:42 +02:00
parent 6484969e4b
commit 975763d20f
5 changed files with 204 additions and 20 deletions

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@ -6,7 +6,7 @@
# By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2024/09/13 16:20:58 by tomoron #+# #+# #
# Updated: 2024/10/01 00:46:17 by tomoron ### ########.fr #
# Updated: 2024/10/03 23:54:53 by tomoron ### ########.fr #
# #
# **************************************************************************** #
@ -73,6 +73,7 @@ class Game:
self.end = False
self.left = None
self.winner = None
self.gameStart = 0
self.expSleepTime = 0
self.p1Pos = {"pos":0, "up": False}
@ -121,7 +122,7 @@ class Game:
def genObstacles(self):
for x in Game.wallsPos:
if random.randint(1, 100) < 50:
if random.randint(1, 100) < 70:
self.obstacles.append(x)
i = 0
down = False
@ -217,17 +218,24 @@ class Game:
if(opponent != None):
opponent.sync_send({"type":"game","content":{"action":3, "pos":-pos, "up":up, "is_opponent":True}})
def sendNewBallInfo(self):
def sendNewBallInfo(self, reset = False):
print("send new ball info")
if(reset):
gameTime = 0
self.gameStart = time.time() * 1000
else:
gameTime = (time.time() * 1000) - self.gameStart
if(self.p1):
self.p1.sync_send({"type":"game", "content":{"action":5,
"pos" : [self.ballPos["pos"][0],self.ballPos["pos"][1]],
"velocity":[self.ballVel[0], self.ballVel[1]]
"velocity":[self.ballVel[0], self.ballVel[1]],
"game_time":gameTime
}})
if(self.p2):
self.p2.sync_send({"type":"game","content":{"action":5,
"pos" : [-self.ballPos["pos"][0],-self.ballPos["pos"][1]],
"velocity":[-self.ballVel[0], -self.ballVel[1]]
"velocity":[-self.ballVel[0], -self.ballVel[1]],
"game_time":gameTime
}})
def solve_quadratic(self, a, b, c):
@ -240,7 +248,7 @@ class Game:
def check_jumper_colision(self, jumper):
jpos = (jumper["pos"]["x"], jumper["pos"]["z"])
pos1 = self.ballPos["pos"]
pos2 = self.ballPos["pos"][0] +self.ballVel[0], self.ballPos["pos"][1] + self.ballVel[1]
pos2 = self.ballPos["pos"][0] + self.ballVel[0], self.ballPos["pos"][1] + self.ballVel[1]
slope = 0
if(pos1[0] - pos2[0] == 0):
slope=100000
@ -435,7 +443,7 @@ class Game:
if(self.lastWin == 2):
velZ = -velZ
self.ballVel = (velX, velZ)
self.sendNewBallInfo()
self.sendNewBallInfo(True)
self.lastUpdate = time.time()
async def gameLoop(self):

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@ -6,7 +6,7 @@
# By: tomoron <tomoron@student.42.fr> +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2024/09/09 16:10:26 by tomoron #+# #+# #
# Updated: 2024/09/30 15:35:47 by tomoron ### ########.fr #
# Updated: 2024/10/01 16:35:10 by tomoron ### ########.fr #
# #
# **************************************************************************** #
@ -38,6 +38,7 @@ from .gameActions.ping import ping
# 5 : ball_move : send new directtion/movement to the client
# - pos : [x, z]
# - velocity : [x, z]
# - game_time : ms since start of game
#
# 6 : goal : someone scored a goal
# - is_opponent

View File

@ -11,6 +11,8 @@
/* ************************************************************************** */
import * as THREE from '/static/javascript/three/build/three.module.js'
import { map, opponent, player} from '/static/javascript/multiOnlineGame/multiOnlineGamePage.js'
class Ball
{
@ -18,9 +20,25 @@ class Ball
centerPos = {};
limits = {};
interval = null;
lastTime = 0;
velocity = [0, 0];
lastPos = [0, 0, 0];
start = 0;
srvPos = {
time : 0,
pos : [0, 0, 1],
vel : [0, 0]
}
ballRadius = 0.15
mapLimits = {
left : -3.5 + this.ballRadius,
right : 3.5 - this.ballRadius,
back : -6.25 + this.ballRadius,
front : 6.25 - this.ballRadius
}
wallWidth = 0.1
wallLength = 1
playerLength = 1 + (this.ballRadius * 4)
constructor(scene, map)
{
@ -95,17 +113,161 @@ class Ball
updatePos(content)
{
this.lastTime = new Date().getTime();
this.lastPos = [content.pos[0], this.object.position.y, content.pos[1]];
this.velocity = content.velocity;
if(content.game_time == 0)
this.start = performance.now()
let gameTime = performance.now() - this.start
if(content.game_time > gameTime)
this.start -= content.game_time - gameTime
this.srvPos = {
time : content.game_time,
pos : [content.pos[0], content.pos[1]],
vel : content.velocity
}
}
getBetterPositions()
{
let walls = []
// let jumpers = []
for(let x = 0; x < map.arrObject.length; x++)
{
// if(map.arrObject[x].type == "jumperBottom" || map.arrObject[x].type == "jumperTop")
// {
// let jumper = map.arrObject[x]
// jumpers.push({pos:[jumper.mesh.children[0].position.x,jumper.mesh.children[0].position.z],
// isUp : jumper.type == "jumperTop"})
// }
if(map.arrObject[x].type == "wallObstacle")
{
let wall = map.arrObject[x]
walls.push({pos:[wall.mesh.position.x, wall.mesh.position.z],isUp:wall.isUp})
}
}
return({walls:walls/*,jumpers:jumpers*/})
}
hitPlayer(ballSlope, ballOffset, ballVel)
{
let playerPos = ballVel[0] < 0 ? opponent.object.position.x : player.object.position.x
let limit = this.mapLimits.front
if(ballVel[1] < 0)
limit *= -1
let hitPos = this.lineIntersect(limit, ballSlope, ballOffset)
let relPos = hitPos - playerPos
return(Math.abs(relPos) < this.playerLength / 2)
}
closestTimeMapLimit(ballSlope, ballOffset, ballPos, ballVel)
{
let time = Infinity;
let tmpTime = Infinity;
if(ballVel[0] < 0)
{
let dist = ballPos[0] - this.mapLimits.left
time = dist / Math.abs(ballVel[0])
}
else if(ballVel[0] > 0)
{
let dist = this.mapLimits.right - ballPos[0]
time = dist / Math.abs(ballVel[0])
}
if(ballVel[1] < 0)
{
let dist = ballPos[1] - this.mapLimits.back
tmpTime = dist / Math.abs(ballVel[1])
}
if(ballVel[1] > 0)
{
let dist = this.mapLimits.front - ballPos[1]
tmpTime = dist / Math.abs(ballVel[1])
}
if(tmpTime < time && this.hitPlayer(ballSlope, ballOffset, ballVel))
return([2, tmpTime])
return([1, time])
}
lineIntersect(line, ballSlope, ballOffset)
{
return((line - ballOffset) / ballSlope)
}
getWallHitTime(walls, ballSlope, ballOffset, ballPos, ballVel, ballUp)
{
let wallSide = (this.wallWidth / 2) + this.ballRadius
if(ballVel[1] > 0)
wallSide *= -1
let hitPos = this.lineIntersect(wallSide, ballSlope, ballOffset)
let finalTime = Infinity
for(let i = 0; i < walls.length; i++)
{
if(walls[i].isUp != ballUp)
continue;
let relPos = walls[i].pos[0] - hitPos
if(Math.abs(relPos) < (this.wallLength / 2) + this.ballRadius)
{
let time = (hitPos - ballPos[0]) / ballVel[0]
if(time > 0 && time < finalTime)
finalTime = time
}
}
return(finalTime)
}
getNextPosTime(obstacles, ballPos,ballVel, ballUp)
{
let hitDir;
let time;
let nextPos = [ballPos[0] + ballVel[0], ballPos[1] + ballVel[1]]
let ballSlope = (nextPos[1] - ballPos[1]) / (nextPos[0] - ballPos[0])
let ballOffset = ballPos[1] - (ballSlope * ballPos[0]);
[hitDir, time] = this.closestTimeMapLimit(ballSlope, ballOffset, ballPos, ballVel)
let wallHitTime = this.getWallHitTime(obstacles.walls, ballSlope, ballOffset, ballPos, ballVel, ballUp)
if(wallHitTime > 0 && wallHitTime < time)
[hitDir ,time] = [2, wallHitTime]
ballVel[hitDir - 1] *= -1
return([time, ballVel])
}
calcNewPos(delta,obstacles, ballPos, ballVel, ballUp)
{
//kill me
let iter = 0
if((ballVel[0] == 0 && ballVel[1] == 0) || delta <= 0)
return(ballPos)
while(1)
{
let time;
let nextVel;
[time, nextVel] = this.getNextPosTime(obstacles, ballPos, [...ballVel], ballUp)
if((time * 1000) > delta)
return([ballPos[0] + (ballVel[0] * (delta / 1000)),ballPos[1] + (ballVel[1] * (delta /1000))])
ballPos[0] += ballVel[0] * time
ballPos[1] += ballVel[1] * time
ballVel = nextVel
delta -= time * 1000
this.object.material.color.set(0xffffff)
iter++;
if(iter == 50)
return([0,0])
}
}
update()
{
const deltaTime = ((new Date().getTime()) - this.lastTime) / 1000;
const x = this.lastPos[0] + (deltaTime * this.velocity[0]);
const z = this.lastPos[2] + (deltaTime * this.velocity[1]);
this.object.position.set(x, this.object.position.y, z);
// TODO: m[ae]th
this.object.material.color.set(0xff5555)
let gameTime = performance.now() - this.start
let lastPosDelta = gameTime - this.srvPos.time
let ballPos = [...this.srvPos.pos];
let ballVel = [...this.srvPos.vel];
let ballUp = this.object.position.y > (this.limits.up / 2)
let betterPositions = this.getBetterPositions()
let newPos = this.calcNewPos(lastPosDelta,betterPositions, ballPos, ballVel, ballUp)
this.object.position.set(newPos[0], this.object.position.y, newPos[1]);
}
dispose()
@ -127,4 +289,4 @@ class Ball
}
export { Ball };
export { Ball };

View File

@ -361,6 +361,7 @@ class Map
meshWallObs.position.set(x, this.playerLimits.up - 0.1, y);
else
meshWallObs.position.set(x, 0.4, y);
this.arrObject.push({mesh : meshWallObs, name:"", type:"wallObstacle", isUp:onTop})
return (meshWallObs);
};
@ -1075,4 +1076,4 @@ function createRing(colorO) {
return new THREE.Mesh(geometry, material);
}
export { Map, createStar, createBox, createRectangle, createRing, colorList };
export { Map, createStar, createBox, createRectangle, createRing, colorList };

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@ -14,8 +14,20 @@ import { MultiOnlineGamePage, opponent, ball, player, map } from "/static/javasc
import { WaitingGamePage } from "/static/javascript/waitingGame/main.js"
import { pageRenderer } from '/static/javascript/main.js'
let stopSrvUpdate = false
document.addEventListener('keypress',(e)=>{
if(e.key == 'q')
{
console.log("stopped server updates")
stopSrvUpdate = true
}
});
function typeGame(content)
{
if(stopSrvUpdate)
return
if (pageRenderer.actualPage == WaitingGamePage)
{
if (content.action == 1)