Sync server-authoritative multiplayer PvP

This commit is contained in:
Admin 2026-09-21 02:00:29 +00:00
parent afe5808731
commit 4299f9b0de
5 changed files with 764 additions and 102 deletions

View File

@ -6,11 +6,12 @@ import (
"encoding/base64"
"encoding/json"
"errors"
"fmt"
"hash/fnv"
"log"
"math"
"net/http"
"os"
"strconv"
"strings"
"sync"
"time"
@ -20,6 +21,27 @@ import (
"github.com/jackc/pgx/v5/pgxpool"
)
const (
worldSize = 3600.0
spawnX = 1200.0
spawnY = 1550.0
playerMaxHull = 100
playerMaxSpeed = 180.0
playerReverseSpeed = -55.0
playerAcceleration = 92.0
playerBrake = 118.0
playerTurnRate = 76.0
playerCoastDrag = 0.992
broadsideReload = 850 * time.Millisecond
shotSpeed = 520.0
shotLifetime = 900 * time.Millisecond
shotDamage = 16
shipHitRadius = 44.0
respawnDelay = 2200 * time.Millisecond
simTick = time.Second / 30
snapshotTick = 50 * time.Millisecond
)
type config struct {
Port string
DatabaseURL string
@ -53,6 +75,7 @@ type ticketStore struct {
}
func newTicketStore() *ticketStore { return &ticketStore{items: map[string]ticket{}} }
func (s *ticketStore) issue(subject, name string) (string, error) {
buf := make([]byte, 24)
if _, err := rand.Read(buf); err != nil {
@ -64,6 +87,7 @@ func (s *ticketStore) issue(subject, name string) (string, error) {
s.mu.Unlock()
return value, nil
}
func (s *ticketStore) consume(value string) (ticket, bool) {
s.mu.Lock()
defer s.mu.Unlock()
@ -74,6 +98,7 @@ func (s *ticketStore) consume(value string) (ticket, bool) {
}
return item, true
}
func (s *ticketStore) prune() {
s.mu.Lock()
defer s.mu.Unlock()
@ -86,35 +111,67 @@ func (s *ticketStore) prune() {
}
type playerState struct {
ID string `json:"id"`
Name string `json:"name"`
X float64 `json:"x"`
Y float64 `json:"y"`
Angle float64 `json:"angle"`
Hull int `json:"hull"`
Online bool `json:"online"`
ID string `json:"id"`
Name string `json:"name"`
X float64 `json:"x"`
Y float64 `json:"y"`
Angle float64 `json:"angle"`
Speed float64 `json:"speed"`
Hull int `json:"hull"`
MaxHull int `json:"maxHull"`
Alive bool `json:"alive"`
Online bool `json:"online"`
Kills int `json:"kills"`
Deaths int `json:"deaths"`
InputSeq int64 `json:"inputSeq"`
RespawnAt int64 `json:"respawnAt,omitempty"`
LastKiller string `json:"lastKiller,omitempty"`
}
type inputState struct {
Throttle float64
Steer float64
Stop bool
Docked bool
Seq int64
}
type projectileState struct {
ID string `json:"id"`
OwnerID string `json:"ownerId"`
X float64 `json:"x"`
Y float64 `json:"y"`
VX float64 `json:"vx"`
VY float64 `json:"vy"`
Damage int `json:"damage"`
bornAt time.Time
}
type clientMessage struct {
Type string `json:"type"`
X float64 `json:"x"`
Y float64 `json:"y"`
Angle float64 `json:"angle"`
Hull int `json:"hull"`
Type string `json:"type"`
Seq int64 `json:"seq"`
Throttle float64 `json:"throttle"`
Steer float64 `json:"steer"`
Stop bool `json:"stop"`
Docked bool `json:"docked"`
Side string `json:"side"`
}
type serverMessage struct {
Type string `json:"type"`
PlayerID string `json:"playerId,omitempty"`
WorldSeed string `json:"worldSeed,omitempty"`
Players []playerState `json:"players,omitempty"`
ServerTime int64 `json:"serverTime,omitempty"`
Type string `json:"type"`
PlayerID string `json:"playerId,omitempty"`
WorldSeed string `json:"worldSeed,omitempty"`
Players []playerState `json:"players,omitempty"`
Projectiles []projectileState `json:"projectiles,omitempty"`
ServerTime int64 `json:"serverTime,omitempty"`
}
type client struct {
conn *websocket.Conn
writeMu sync.Mutex
state playerState
conn *websocket.Conn
writeMu sync.Mutex
state playerState
input inputState
lastFire map[string]time.Time
}
func (c *client) writeJSON(v any) error {
@ -125,12 +182,39 @@ func (c *client) writeJSON(v any) error {
}
type hub struct {
mu sync.RWMutex
clients map[string]*client
worldSeed string
mu sync.RWMutex
clients map[string]*client
projectiles map[string]projectileState
nextProjectile uint64
worldSeed string
}
func newHub(seed string) *hub {
return &hub{
clients: map[string]*client{},
projectiles: map[string]projectileState{},
worldSeed: seed,
}
}
func newPlayerState(id, name string, kills, deaths int) playerState {
x, y := spawnFor(id)
return playerState{
ID: id, Name: name, X: x, Y: y, Angle: 0, Speed: 0,
Hull: playerMaxHull, MaxHull: playerMaxHull, Alive: true, Online: true,
Kills: kills, Deaths: deaths,
}
}
func spawnFor(id string) (float64, float64) {
h := fnv.New32a()
_, _ = h.Write([]byte(id))
v := h.Sum32()
dx := float64(int(v%241) - 120)
dy := float64(int((v/241)%181) - 90)
return clampFloat(spawnX+dx, 90, worldSize-90), clampFloat(spawnY+dy, 90, worldSize-90)
}
func newHub(seed string) *hub { return &hub{clients: map[string]*client{}, worldSeed: seed} }
func (h *hub) add(c *client) {
h.mu.Lock()
if previous := h.clients[c.state.ID]; previous != nil && previous != c {
@ -139,6 +223,7 @@ func (h *hub) add(c *client) {
h.clients[c.state.ID] = c
h.mu.Unlock()
}
func (h *hub) remove(id string, c *client) {
h.mu.Lock()
if h.clients[id] == c {
@ -146,37 +231,208 @@ func (h *hub) remove(id string, c *client) {
}
h.mu.Unlock()
}
func (h *hub) update(id string, msg clientMessage) {
h.mu.Lock()
if c := h.clients[id]; c != nil {
c.state.X = clampFloat(msg.X, 0, 3600)
c.state.Y = clampFloat(msg.Y, 0, 3600)
c.state.Angle = normalizeAngle(msg.Angle)
c.state.Hull = clampInt(msg.Hull, 0, 500)
}
h.mu.Unlock()
func (h *hub) count() int {
h.mu.RLock()
defer h.mu.RUnlock()
return len(h.clients)
}
func (h *hub) snapshot() ([]*client, []playerState) {
func (h *hub) updateInput(id string, msg clientMessage) {
h.mu.Lock()
defer h.mu.Unlock()
c := h.clients[id]
if c == nil || msg.Seq <= c.input.Seq {
return
}
c.input = inputState{
Throttle: clampFloat(msg.Throttle, -1, 1),
Steer: clampFloat(msg.Steer, -1, 1),
Stop: msg.Stop,
Docked: msg.Docked,
Seq: msg.Seq,
}
}
func (h *hub) fire(id, side string, now time.Time) bool {
h.mu.Lock()
defer h.mu.Unlock()
c := h.clients[id]
if c == nil || !c.state.Alive || (side != "port" && side != "starboard") {
return false
}
if c.lastFire == nil {
c.lastFire = map[string]time.Time{}
}
if last := c.lastFire[side]; !last.IsZero() && now.Sub(last) < broadsideReload {
return false
}
c.lastFire[side] = now
sideSign := 1.0
if side == "port" {
sideSign = -1
}
base := headingRadians(c.state.Angle) + sideSign*math.Pi/2
shipVX := math.Cos(headingRadians(c.state.Angle)) * c.state.Speed
shipVY := math.Sin(headingRadians(c.state.Angle)) * c.state.Speed
for _, offset := range []float64{-7, 0, 7} {
angle := base + offset*math.Pi/180
h.nextProjectile++
projectileID := id + ":" + strconv.FormatUint(h.nextProjectile, 10)
h.projectiles[projectileID] = projectileState{
ID: projectileID, OwnerID: id,
X: c.state.X + math.Cos(base)*34,
Y: c.state.Y + math.Sin(base)*34,
VX: math.Cos(angle)*shotSpeed + shipVX*0.25,
VY: math.Sin(angle)*shotSpeed + shipVY*0.25,
Damage: shotDamage,
bornAt: now,
}
}
return true
}
func (h *hub) step(now time.Time, dt float64) {
h.mu.Lock()
defer h.mu.Unlock()
for _, c := range h.clients {
stepPlayer(&c.state, c.input, now, dt)
}
for id, shot := range h.projectiles {
if now.Sub(shot.bornAt) >= shotLifetime {
delete(h.projectiles, id)
continue
}
shot.X += shot.VX * dt
shot.Y += shot.VY * dt
if shot.X < -80 || shot.X > worldSize+80 || shot.Y < -80 || shot.Y > worldSize+80 {
delete(h.projectiles, id)
continue
}
hit := false
for _, target := range h.clients {
if target.state.ID == shot.OwnerID || !target.state.Alive {
continue
}
dx := target.state.X - shot.X
dy := target.state.Y - shot.Y
if dx*dx+dy*dy > shipHitRadius*shipHitRadius {
continue
}
target.state.Hull = clampInt(target.state.Hull-shot.Damage, 0, target.state.MaxHull)
if target.state.Hull <= 0 {
target.state.Alive = false
target.state.Speed = 0
target.state.Deaths++
target.state.RespawnAt = now.Add(respawnDelay).UnixMilli()
if owner := h.clients[shot.OwnerID]; owner != nil {
owner.state.Kills++
target.state.LastKiller = owner.state.Name
}
}
delete(h.projectiles, id)
hit = true
break
}
if hit {
continue
}
h.projectiles[id] = shot
}
}
func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) {
state.InputSeq = input.Seq
if !state.Alive {
if state.RespawnAt > 0 && now.UnixMilli() >= state.RespawnAt {
x, y := spawnFor(state.ID)
state.X = x
state.Y = y
state.Angle = 0
state.Speed = 0
state.Hull = state.MaxHull
state.Alive = true
state.RespawnAt = 0
state.LastKiller = ""
}
return
}
if input.Docked {
state.Speed = 0
return
}
if input.Throttle > 0 {
state.Speed += playerAcceleration * input.Throttle * dt
} else if input.Throttle < 0 {
state.Speed += playerBrake * input.Throttle * dt
} else if !input.Stop {
state.Speed *= math.Pow(playerCoastDrag, dt*60)
}
if input.Stop {
state.Speed *= math.Pow(0.025, dt)
}
state.Speed = clampFloat(state.Speed, playerReverseSpeed, playerMaxSpeed)
turnStrength := clampFloat(math.Abs(state.Speed)/100, 0.28, 1)
directionSign := 1.0
if state.Speed < 0 {
directionSign = -1
}
state.Angle = normalizeAngle(state.Angle + playerTurnRate*turnStrength*directionSign*input.Steer*dt)
heading := headingRadians(state.Angle)
state.X = clampFloat(state.X+math.Cos(heading)*state.Speed*dt, 0, worldSize)
state.Y = clampFloat(state.Y+math.Sin(heading)*state.Speed*dt, 0, worldSize)
}
func headingRadians(angle float64) float64 { return (angle - 90) * math.Pi / 180 }
func (h *hub) snapshot() ([]*client, []playerState, []projectileState) {
h.mu.RLock()
defer h.mu.RUnlock()
clients := make([]*client, 0, len(h.clients))
players := make([]playerState, 0, len(h.clients))
projectiles := make([]projectileState, 0, len(h.projectiles))
for _, c := range h.clients {
clients = append(clients, c)
players = append(players, c.state)
}
return clients, players
for _, shot := range h.projectiles {
projectiles = append(projectiles, shot)
}
return clients, players, projectiles
}
func (h *hub) run(ctx context.Context) {
ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
simTicker := time.NewTicker(simTick)
snapshotTicker := time.NewTicker(snapshotTick)
defer simTicker.Stop()
defer snapshotTicker.Stop()
lastSim := time.Now()
for {
select {
case <-ctx.Done():
return
case now := <-ticker.C:
clients, players := h.snapshot()
msg := serverMessage{Type: "snapshot", Players: players, ServerTime: now.UnixMilli()}
case now := <-simTicker.C:
dt := now.Sub(lastSim).Seconds()
if dt <= 0 || dt > 0.1 {
dt = simTick.Seconds()
}
lastSim = now
h.step(now, dt)
case now := <-snapshotTicker.C:
clients, players, projectiles := h.snapshot()
msg := serverMessage{
Type: "snapshot", Players: players, Projectiles: projectiles,
ServerTime: now.UnixMilli(),
}
for _, c := range clients {
if err := c.writeJSON(msg); err != nil {
_ = c.conn.Close()
@ -198,6 +454,7 @@ func clampFloat(v, min, max float64) float64 {
}
return v
}
func clampInt(v, min, max int) int {
if v < min {
return min
@ -207,6 +464,7 @@ func clampInt(v, min, max int) int {
}
return v
}
func normalizeAngle(v float64) float64 {
if math.IsNaN(v) || math.IsInf(v, 0) {
return 0
@ -236,6 +494,7 @@ func loadConfig() (config, error) {
}
return cfg, nil
}
func env(key, fallback string) string {
if v := os.Getenv(key); v != "" {
return v
@ -251,13 +510,18 @@ func migrate(ctx context.Context, db *pgxpool.Pool) error {
credits INTEGER NOT NULL DEFAULT 650,
scrap INTEGER NOT NULL DEFAULT 0,
progression JSONB NOT NULL DEFAULT '{}'::jsonb,
pvp_kills INTEGER NOT NULL DEFAULT 0,
pvp_deaths INTEGER NOT NULL DEFAULT 0,
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT now(),
last_seen_at TIMESTAMPTZ NOT NULL DEFAULT now()
)
);
ALTER TABLE player_profiles ADD COLUMN IF NOT EXISTS pvp_kills INTEGER NOT NULL DEFAULT 0;
ALTER TABLE player_profiles ADD COLUMN IF NOT EXISTS pvp_deaths INTEGER NOT NULL DEFAULT 0
`)
return err
}
func ensurePlayer(ctx context.Context, db *pgxpool.Pool, sub, name string) error {
_, err := db.Exec(ctx, `
INSERT INTO player_profiles (keycloak_sub, display_name)
@ -270,6 +534,24 @@ func ensurePlayer(ctx context.Context, db *pgxpool.Pool, sub, name string) error
return err
}
func loadPvPStats(ctx context.Context, db *pgxpool.Pool, sub string) (int, int, error) {
var kills, deaths int
err := db.QueryRow(ctx, `SELECT pvp_kills, pvp_deaths FROM player_profiles WHERE keycloak_sub = $1`, sub).Scan(&kills, &deaths)
return kills, deaths, err
}
func savePvPStats(ctx context.Context, db *pgxpool.Pool, state playerState) error {
_, err := db.Exec(ctx, `
UPDATE player_profiles SET
pvp_kills = $2,
pvp_deaths = $3,
updated_at = now(),
last_seen_at = now()
WHERE keycloak_sub = $1
`, state.ID, state.Kills, state.Deaths)
return err
}
type app struct {
cfg config
db *pgxpool.Pool
@ -314,6 +596,7 @@ func (a *app) authenticate(next http.Handler) http.Handler {
next.ServeHTTP(w, r.WithContext(context.WithValue(r.Context(), claimsKey, c)))
})
}
func audienceMatches(c claims, clientID string) bool {
if c.AuthorizedParty == clientID {
return true
@ -330,6 +613,7 @@ func audienceMatches(c claims, clientID string) bool {
}
return false
}
func (a *app) cors(next http.Handler) http.Handler {
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
origin := r.Header.Get("Origin")
@ -346,11 +630,13 @@ func (a *app) cors(next http.Handler) http.Handler {
next.ServeHTTP(w, r)
})
}
func jsonResponse(w http.ResponseWriter, status int, value any) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(status)
_ = json.NewEncoder(w).Encode(value)
}
func (a *app) health(w http.ResponseWriter, r *http.Request) {
ctx, cancel := context.WithTimeout(r.Context(), time.Second)
defer cancel()
@ -358,12 +644,17 @@ func (a *app) health(w http.ResponseWriter, r *http.Request) {
jsonResponse(w, 503, map[string]any{"ok": false, "database": false})
return
}
jsonResponse(w, 200, map[string]any{"ok": true, "database": true, "players": len(a.hub.clients), "worldSeed": a.cfg.WorldSeed})
jsonResponse(w, 200, map[string]any{
"ok": true, "database": true, "players": a.hub.count(),
"worldSeed": a.cfg.WorldSeed, "authority": "movement+pvp",
})
}
func (a *app) me(w http.ResponseWriter, r *http.Request) {
c := r.Context().Value(claimsKey).(claims)
jsonResponse(w, 200, map[string]any{"id": c.Subject, "name": c.PreferredUsername, "worldSeed": a.cfg.WorldSeed})
}
func (a *app) wsTicket(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(w, "method not allowed", http.StatusMethodNotAllowed)
@ -377,6 +668,7 @@ func (a *app) wsTicket(w http.ResponseWriter, r *http.Request) {
}
jsonResponse(w, 201, map[string]any{"ticket": value, "expiresIn": 30})
}
func (a *app) ws(w http.ResponseWriter, r *http.Request) {
value := r.URL.Query().Get("ticket")
t, ok := a.tickets.consume(value)
@ -388,7 +680,16 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
if err != nil {
return
}
c := &client{conn: conn, state: playerState{ID: t.Subject, Name: t.Name, X: 1200, Y: 1550, Angle: 0, Hull: 100, Online: true}}
kills, deaths, err := loadPvPStats(r.Context(), a.db, t.Subject)
if err != nil {
kills, deaths = 0, 0
}
c := &client{
conn: conn,
state: newPlayerState(t.Subject, t.Name, kills, deaths),
lastFire: map[string]time.Time{},
}
a.hub.add(c)
defer func() {
a.hub.remove(t.Subject, c)
@ -396,8 +697,13 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
defer cancel()
_ = ensurePlayer(ctx, a.db, t.Subject, t.Name)
_ = savePvPStats(ctx, a.db, c.state)
}()
_ = c.writeJSON(serverMessage{Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed, ServerTime: time.Now().UnixMilli()})
_ = c.writeJSON(serverMessage{
Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed,
ServerTime: time.Now().UnixMilli(),
})
conn.SetReadLimit(4096)
for {
_ = conn.SetReadDeadline(time.Now().Add(45 * time.Second))
@ -405,8 +711,11 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
if err := conn.ReadJSON(&msg); err != nil {
return
}
if msg.Type == "state" {
a.hub.update(t.Subject, msg)
switch msg.Type {
case "input":
a.hub.updateInput(t.Subject, msg)
case "fire":
a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now())
}
}
}
@ -433,7 +742,10 @@ func main() {
log.Fatalf("oidc provider: %v", err)
}
verifier := provider.Verifier(&oidc.Config{SkipClientIDCheck: true})
application := &app{cfg: cfg, db: db, verifier: verifier, tickets: newTicketStore(), hub: newHub(cfg.WorldSeed)}
application := &app{
cfg: cfg, db: db, verifier: verifier,
tickets: newTicketStore(), hub: newHub(cfg.WorldSeed),
}
application.upgrader = websocket.Upgrader{CheckOrigin: func(r *http.Request) bool {
origin := r.Header.Get("Origin")
return origin == "" || cfg.AllowedOrigins[origin]
@ -446,14 +758,16 @@ func main() {
application.tickets.prune()
}
}()
mux := http.NewServeMux()
mux.HandleFunc("/health", application.health)
mux.Handle("/api/me", application.cors(application.authenticate(http.HandlerFunc(application.me))))
mux.Handle("/api/ws-ticket", application.cors(application.authenticate(http.HandlerFunc(application.wsTicket))))
mux.HandleFunc("/ws", application.ws)
server := &http.Server{Addr: ":" + cfg.Port, Handler: mux, ReadHeaderTimeout: 5 * time.Second, IdleTimeout: 60 * time.Second}
log.Printf("airship game server listening on :%s world=%s", cfg.Port, cfg.WorldSeed)
server := &http.Server{
Addr: ":" + cfg.Port, Handler: mux,
ReadHeaderTimeout: 5 * time.Second, IdleTimeout: 60 * time.Second,
}
log.Printf("airship game server listening on :%s world=%s authority=movement+pvp", cfg.Port, cfg.WorldSeed)
log.Fatal(server.ListenAndServe())
}
func init() { _ = fmt.Sprintf }

View File

@ -3,6 +3,7 @@ package main
import (
"math"
"testing"
"time"
)
func TestTicketSingleUse(t *testing.T) {
@ -20,21 +21,18 @@ func TestTicketSingleUse(t *testing.T) {
}
func TestTransformSanitizers(t *testing.T) {
if got := clampFloat(-5, 0, 3600); got != 0 {
if got := clampFloat(-5, 0, worldSize); got != 0 {
t.Fatalf("clamp low=%v", got)
}
if got := clampFloat(4000, 0, 3600); got != 3600 {
if got := clampFloat(4000, 0, worldSize); got != worldSize {
t.Fatalf("clamp high=%v", got)
}
if got := clampFloat(math.NaN(), 0, 3600); got != 0 {
if got := clampFloat(math.NaN(), 0, worldSize); got != 0 {
t.Fatalf("nan=%v", got)
}
if got := normalizeAngle(-90); got != 270 {
t.Fatalf("angle=%v", got)
}
if got := clampInt(900, 0, 500); got != 500 {
t.Fatalf("hull=%v", got)
}
}
func TestAudienceMatch(t *testing.T) {
@ -48,3 +46,99 @@ func TestAudienceMatch(t *testing.T) {
t.Fatal("wrong client must not match")
}
}
func TestServerMovementUsesInputNotClientTransform(t *testing.T) {
state := newPlayerState("player-1", "Dave", 0, 0)
startX, startY := state.X, state.Y
input := inputState{Throttle: 1, Steer: 0.4, Seq: 7}
now := time.Unix(100, 0)
for i := 0; i < 30; i++ {
stepPlayer(&state, input, now.Add(time.Duration(i)*simTick), simTick.Seconds())
}
if state.InputSeq != 7 {
t.Fatalf("input seq=%d", state.InputSeq)
}
if state.Speed <= 0 || state.Speed > playerMaxSpeed {
t.Fatalf("speed=%v", state.Speed)
}
if state.X == startX && state.Y == startY {
t.Fatal("authoritative simulation did not move player")
}
if state.Angle == 0 {
t.Fatal("steer input did not change angle")
}
}
func TestDockedInputFreezesAuthoritativeShip(t *testing.T) {
state := newPlayerState("player-1", "Dave", 0, 0)
state.Speed = 150
x, y := state.X, state.Y
stepPlayer(&state, inputState{Docked: true, Seq: 1}, time.Now(), simTick.Seconds())
if state.Speed != 0 || state.X != x || state.Y != y {
t.Fatalf("docked ship moved: speed=%v x=%v y=%v", state.Speed, state.X, state.Y)
}
}
func TestBroadsideSpawnsThreeServerProjectilesAndEnforcesReload(t *testing.T) {
h := newHub("TEST")
c := &client{state: newPlayerState("one", "One", 0, 0), lastFire: map[string]time.Time{}}
h.clients[c.state.ID] = c
now := time.Unix(100, 0)
if !h.fire("one", "port", now) {
t.Fatal("first fire should succeed")
}
if len(h.projectiles) != 3 {
t.Fatalf("projectiles=%d", len(h.projectiles))
}
if h.fire("one", "port", now.Add(100*time.Millisecond)) {
t.Fatal("reload should reject early second broadside")
}
if !h.fire("one", "port", now.Add(broadsideReload)) {
t.Fatal("broadside should fire after reload")
}
if len(h.projectiles) != 6 {
t.Fatalf("projectiles after reload=%d", len(h.projectiles))
}
}
func TestServerProjectileAppliesDamageDeathAndKill(t *testing.T) {
h := newHub("TEST")
shooter := &client{state: newPlayerState("one", "One", 0, 0), lastFire: map[string]time.Time{}}
target := &client{state: newPlayerState("two", "Two", 0, 0), lastFire: map[string]time.Time{}}
shooter.state.X, shooter.state.Y = 1000, 1000
target.state.X, target.state.Y = 1050, 1000
target.state.Hull = shotDamage
h.clients[shooter.state.ID] = shooter
h.clients[target.state.ID] = target
now := time.Unix(100, 0)
h.projectiles["shot"] = projectileState{
ID: "shot", OwnerID: shooter.state.ID, X: target.state.X, Y: target.state.Y,
Damage: shotDamage, bornAt: now,
}
h.step(now.Add(simTick), simTick.Seconds())
if target.state.Alive {
t.Fatal("target should be dead")
}
if target.state.Deaths != 1 || shooter.state.Kills != 1 {
t.Fatalf("kills/deaths=%d/%d", shooter.state.Kills, target.state.Deaths)
}
if target.state.LastKiller != "One" {
t.Fatalf("killer=%q", target.state.LastKiller)
}
if _, ok := h.projectiles["shot"]; ok {
t.Fatal("hit projectile should be removed")
}
}
func TestServerRespawnsDestroyedPlayer(t *testing.T) {
state := newPlayerState("player-1", "Dave", 0, 1)
now := time.Unix(100, 0)
state.Alive = false
state.Hull = 0
state.Speed = 120
state.RespawnAt = now.Add(respawnDelay).UnixMilli()
stepPlayer(&state, inputState{}, now.Add(respawnDelay+time.Millisecond), simTick.Seconds())
if !state.Alive || state.Hull != playerMaxHull || state.Speed != 0 {
t.Fatalf("bad respawn: %+v", state)
}
}

View File

@ -145,6 +145,11 @@ class GameScene extends Phaser.Scene {
this.tradeLosses = 0;
this.playerTradeLosses = 0;
this.remotePlayers = new Map();
this.multiplayerProjectiles = new Map();
this.multiplayerAuthoritativeSelf = null;
this.multiplayerHasAuthoritativeState = false;
this.multiplayerDead = false;
this.multiplayerLastHull = null;
this.multiplayerSendAccumulatorMs = 0;
airshipLog('scene:init', {
@ -185,9 +190,22 @@ class GameScene extends Phaser.Scene {
this.createPlayerSmoke();
this.handleMultiplayerSnapshot = (event) => {
this.syncRemotePlayers(event.detail?.players || []);
this.syncMultiplayerSnapshot(event.detail || {});
};
this.handleMultiplayerState = (event) => {
if (event.detail?.state === 'online') return;
this.clearMultiplayerEntities();
this.multiplayerAuthoritativeSelf = null;
this.multiplayerHasAuthoritativeState = false;
this.multiplayerDead = false;
this.multiplayerLastHull = null;
if (this.player && this.gameState === 'playing') {
this.player.setVisible(true);
this.playerHull = Math.max(1, this.playerHull || this.playerStats?.maxHull || PLAYER_MAX_HULL);
}
};
window.addEventListener('airship:multiplayer-snapshot', this.handleMultiplayerSnapshot);
window.addEventListener('airship:multiplayer-state', this.handleMultiplayerState);
this.pirates = this.physics.add.group();
this.merchants = this.physics.add.group();
@ -284,11 +302,8 @@ class GameScene extends Phaser.Scene {
window.removeEventListener('airship:helm-vector', this.handleHelmVector);
window.removeEventListener('airship:action', this.handleMobileAction);
window.removeEventListener('airship:multiplayer-snapshot', this.handleMultiplayerSnapshot);
for (const remote of this.remotePlayers.values()) {
remote.sprite?.destroy();
remote.label?.destroy();
}
this.remotePlayers.clear();
window.removeEventListener('airship:multiplayer-state', this.handleMultiplayerState);
this.clearMultiplayerEntities();
airshipLog('scene:shutdown', {
gameState: this.gameState,
hull: this.playerHull,
@ -831,6 +846,7 @@ class GameScene extends Phaser.Scene {
// Airships can cross islands, but lose momentum while flying through the terrain envelope.
this.physics.add.overlap(this.player, obstacle, () => {
if (window.airshipMultiplayer?.isConnected?.()) return;
this.playerSpeed *= 0.985;
});
this.physics.add.overlap(
@ -1451,6 +1467,71 @@ class GameScene extends Phaser.Scene {
}
}
clearMultiplayerEntities() {
for (const remote of this.remotePlayers.values()) {
remote.sprite?.destroy();
remote.label?.destroy();
}
this.remotePlayers.clear();
for (const projectile of this.multiplayerProjectiles.values()) {
projectile.sprite?.destroy();
}
this.multiplayerProjectiles.clear();
}
syncMultiplayerSnapshot(snapshot = {}) {
this.syncAuthoritativeSelf(snapshot.self || null);
this.syncRemotePlayers(snapshot.players || []);
this.syncMultiplayerProjectiles(snapshot.projectiles || []);
}
syncAuthoritativeSelf(state) {
if (!state || !this.player) return;
const wasDead = this.multiplayerDead;
const firstState = !this.multiplayerHasAuthoritativeState;
const previousHull = this.multiplayerLastHull;
this.multiplayerAuthoritativeSelf = { ...state };
this.multiplayerHasAuthoritativeState = true;
this.multiplayerDead = state.alive === false;
this.multiplayerLastHull = Math.max(0, Number(state.hull) || 0);
if (this.multiplayerDead) {
if (!wasDead) {
this.spawnExplosion(this.player.x, this.player.y, 1.2);
this.status.setText(`SHOT DOWN${state.lastKiller ? ` BY ${state.lastKiller}` : ''}\nRESPAWNING...`);
}
this.playerHull = 0;
this.playerSpeed = 0;
this.player.setVelocity(0, 0);
this.player.setVisible(false);
return;
}
if (firstState || wasDead) {
this.player.setVisible(true);
this.player.setPosition(Number(state.x) || this.world.spawn.x, Number(state.y) || this.world.spawn.y);
this.player.angle = Number(state.angle) || 0;
this.playerSpeed = Number(state.speed) || 0;
this.playerHull = Math.max(0, Number(state.hull) || PLAYER_MAX_HULL);
if (wasDead) {
this.status.setText('REDEPLOYED');
this.time.delayedCall(900, () => {
if (this.gameState === 'playing' && !this.multiplayerDead) this.status.setText('');
});
}
return;
}
if (previousHull != null && state.hull < previousHull) {
const damage = previousHull - state.hull;
this.playerHitSequence += 1;
this.spawnExplosion(this.player.x, this.player.y, 0.32);
this.playPlayerHitReaction(damage);
}
this.playerHull = Math.max(0, Number(state.hull) || 0);
}
syncRemotePlayers(players = []) {
const seen = new Set();
@ -1488,16 +1569,23 @@ class GameScene extends Phaser.Scene {
targetX: sprite.x,
targetY: sprite.y,
targetAngle: Number(state.angle) || 0,
hull: Number(state.hull) || 100,
hull: Number(state.hull) || PLAYER_MAX_HULL,
alive: state.alive !== false,
};
this.remotePlayers.set(state.id, remote);
}
const wasAlive = remote.alive;
remote.targetX = clamp(Number(state.x) || 0, 0, this.world.width);
remote.targetY = clamp(Number(state.y) || 0, 0, this.world.height);
remote.targetAngle = normalizeDegrees(Number(state.angle) || 0);
remote.hull = Math.max(0, Number(state.hull) || 0);
remote.label.setText(`${state.name || 'CAPTAIN'} ${Math.round(remote.hull)}`);
remote.alive = state.alive !== false;
if (wasAlive && !remote.alive) this.spawnExplosion(remote.sprite.x, remote.sprite.y, 1.05);
remote.sprite.setVisible(remote.alive);
remote.label.setText(remote.alive
? `${state.name || 'CAPTAIN'} ${Math.round(remote.hull)}HP K${state.kills || 0}/D${state.deaths || 0}`
: `${state.name || 'CAPTAIN'} • DOWN`);
}
for (const [id, remote] of this.remotePlayers) {
@ -1508,16 +1596,89 @@ class GameScene extends Phaser.Scene {
}
}
syncMultiplayerProjectiles(projectiles = []) {
const seen = new Set();
const selfId = window.airshipMultiplayer?.getSelfId?.();
for (const state of projectiles) {
if (!state?.id) continue;
seen.add(state.id);
let projectile = this.multiplayerProjectiles.get(state.id);
if (!projectile) {
const sprite = this.add.image(Number(state.x) || 0, Number(state.y) || 0, 'cannonball');
sprite
.setDepth(8)
.setDisplaySize(14, 14)
.setTint(state.ownerId === selfId ? 0xffdf91 : 0x8cd3ff);
projectile = { sprite, vx: 0, vy: 0 };
this.multiplayerProjectiles.set(state.id, projectile);
}
const targetX = Number(state.x) || 0;
const targetY = Number(state.y) || 0;
const error = Math.hypot(projectile.sprite.x - targetX, projectile.sprite.y - targetY);
if (error > 90) {
projectile.sprite.setPosition(targetX, targetY);
} else {
projectile.sprite.x = Phaser.Math.Linear(projectile.sprite.x, targetX, 0.48);
projectile.sprite.y = Phaser.Math.Linear(projectile.sprite.y, targetY, 0.48);
}
projectile.vx = Number(state.vx) || 0;
projectile.vy = Number(state.vy) || 0;
}
for (const [id, projectile] of this.multiplayerProjectiles) {
if (seen.has(id)) continue;
projectile.sprite?.destroy();
this.multiplayerProjectiles.delete(id);
}
}
multiplayerControlInput() {
if (!this.cursors || !this.keys) return { throttle: 0, steer: 0, stop: false, docked: true };
const rawHelmX = Math.abs(this.helmVector.x) > HELM_DEAD_ZONE ? this.helmVector.x : 0;
const helmX = Math.sign(rawHelmX) * Math.pow(Math.abs(rawHelmX), HELM_STEER_CURVE);
const helmY = Math.abs(this.helmVector.y) > HELM_DEAD_ZONE ? this.helmVector.y : 0;
const throttleForward = this.cursors.up.isDown ? 1 : Math.max(0, -helmY);
const throttleReverse = this.cursors.down.isDown ? 1 : Math.max(0, helmY);
const keyboardTurn = (this.cursors.right.isDown ? 1 : 0) - (this.cursors.left.isDown ? 1 : 0);
return {
throttle: clamp(throttleForward - throttleReverse, -1, 1),
steer: keyboardTurn || helmX,
stop: this.keys.stop.isDown,
docked: this.dockOpen || this.shipyardOpen || this.multiplayerDead,
};
}
updateMultiplayer(deltaMs) {
const online = Boolean(window.airshipMultiplayer?.isConnected?.());
if (!online) return;
this.multiplayerSendAccumulatorMs += deltaMs;
if (this.multiplayerSendAccumulatorMs >= 100) {
this.multiplayerSendAccumulatorMs %= 100;
window.airshipMultiplayer?.sendState?.({
x: this.player?.x || 0,
y: this.player?.y || 0,
angle: this.player?.angle || 0,
hull: this.playerHull,
});
if (this.multiplayerSendAccumulatorMs >= 50) {
this.multiplayerSendAccumulatorMs %= 50;
window.airshipMultiplayer?.sendInput?.(this.multiplayerControlInput());
}
const authoritative = this.multiplayerAuthoritativeSelf;
if (authoritative && !this.multiplayerDead && this.player?.visible) {
const targetX = Number(authoritative.x) || 0;
const targetY = Number(authoritative.y) || 0;
const positionError = Math.hypot(this.player.x - targetX, this.player.y - targetY);
if (positionError > 180) {
this.player.setPosition(targetX, targetY);
} else {
this.player.x = Phaser.Math.Linear(this.player.x, targetX, 0.14);
this.player.y = Phaser.Math.Linear(this.player.y, targetY, 0.14);
}
this.player.angle += signedAngleDelta(Number(authoritative.angle) || 0, this.player.angle) * 0.16;
this.playerSpeed = Phaser.Math.Linear(this.playerSpeed, Number(authoritative.speed) || 0, 0.16);
}
const dt = Math.min(deltaMs / 1000, 0.05);
for (const projectile of this.multiplayerProjectiles.values()) {
projectile.sprite.x += projectile.vx * dt;
projectile.sprite.y += projectile.vy * dt;
}
for (const remote of this.remotePlayers.values()) {
@ -1530,8 +1691,52 @@ class GameScene extends Phaser.Scene {
}
}
updateMultiplayerPredictedPlayer(dt, deltaMs) {
if (!this.player?.body || this.multiplayerDead) return;
const input = this.multiplayerControlInput();
if (input.throttle > 0) this.playerSpeed += PLAYER_ACCELERATION * input.throttle * dt;
if (input.throttle < 0) this.playerSpeed += PLAYER_BRAKE * input.throttle * dt;
if (input.stop) this.playerSpeed *= Math.pow(0.025, dt);
if (input.throttle === 0 && !input.stop) {
this.playerSpeed *= Math.pow(PLAYER_COAST_DRAG, deltaMs / 16.667);
}
this.playerSpeed = clamp(this.playerSpeed, PLAYER_REVERSE_SPEED, PLAYER_MAX_SPEED);
const turnStrength = clamp(Math.abs(this.playerSpeed) / 100, 0.28, 1);
const directionSign = this.playerSpeed < 0 ? -1 : 1;
this.player.angle += PLAYER_TURN_RATE * turnStrength * directionSign * input.steer * dt;
const effectiveForwardThrust = clamp(this.playerSpeed / PLAYER_MAX_SPEED, 0, 1);
if (effectiveForwardThrust > 0.06) {
if (!this.player.anims.isPlaying || this.player.anims.currentAnim?.key !== 'player-forward') {
this.player.play('player-forward');
}
this.player.anims.timeScale = 0.65 + effectiveForwardThrust * 1.35;
} else {
if (this.player.anims.isPlaying) this.player.anims.stop();
this.player.setFrame(0);
this.player.anims.timeScale = 1;
}
this.environmentWind = environmentWindAt({
x: this.player.x,
y: this.player.y,
timeMs: this.time.now,
islands: this.world?.islands,
});
const h = headingRad(this.player);
this.player.setVelocity(Math.cos(h) * this.playerSpeed, Math.sin(h) * this.playerSpeed);
if (Phaser.Input.Keyboard.JustDown(this.keys.firePort)) this.playerBroadside(-1);
if (Phaser.Input.Keyboard.JustDown(this.keys.fireStarboard)) this.playerBroadside(1);
}
updatePlayer(dt, deltaMs) {
if (!this.player?.body) return;
if (window.airshipMultiplayer?.isConnected?.()) {
this.updateMultiplayerPredictedPlayer(dt, deltaMs);
return;
}
const stats = this.playerStats || deriveShipStats(this.progression?.loadout, this.progression?.installedConditions);
const rawHelmX = Math.abs(this.helmVector.x) > HELM_DEAD_ZONE ? this.helmVector.x : 0;
@ -1673,7 +1878,10 @@ class GameScene extends Phaser.Scene {
playerBroadside(side) {
const broadside = side < 0 ? 'port' : 'starboard';
if (this.time.now - this.lastPlayerShot[broadside] < this.playerBroadsideReloadMs) return;
const multiplayerOnline = Boolean(window.airshipMultiplayer?.isConnected?.());
const reloadMs = multiplayerOnline ? PLAYER_BROADSIDE_RELOAD_MS : this.playerBroadsideReloadMs;
if (this.time.now - this.lastPlayerShot[broadside] < reloadMs) return;
if (multiplayerOnline) window.airshipMultiplayer?.fire?.(broadside);
this.fireBroadside(
this.player,
side,
@ -1706,6 +1914,9 @@ class GameScene extends Phaser.Scene {
const y = ship.y + Math.sin(base) * 34;
const shot = group.create(x, y, texture);
shot.setDepth(8).setDisplaySize(14, 14);
if (actor === 'player' && window.airshipMultiplayer?.isConnected?.()) {
shot.setVisible(false);
}
shot.body.setAllowGravity(false);
shot.setData('bornAt', this.time.now);
shot.setData('damage', projectileDamage);
@ -1785,6 +1996,8 @@ class GameScene extends Phaser.Scene {
hitPlayer(first, second) {
if (this.gameState !== 'playing') return;
// Online player damage is owned by the Go server; local pirates remain client-side until AI migrates.
if (window.airshipMultiplayer?.isConnected?.()) return;
const shot = resolveTaggedProjectile(first, second, 'pirate');
if (!shot?.active || shot === this.player) {
@ -1923,6 +2136,7 @@ class GameScene extends Phaser.Scene {
}
validateLivePlayerState() {
if (this.multiplayerDead) return;
if (this.gameState !== 'playing' || this.playerHull <= 0 || !this.player) return;
const issues = [];
@ -2037,7 +2251,9 @@ class GameScene extends Phaser.Scene {
kills: this.defeated,
player: {
hull: this.playerHull,
maxHull: this.playerStats?.maxHull || PLAYER_MAX_HULL,
maxHull: window.airshipMultiplayer?.isConnected?.()
? this.multiplayerAuthoritativeSelf?.maxHull || PLAYER_MAX_HULL
: this.playerStats?.maxHull || PLAYER_MAX_HULL,
hitSequence: this.playerHitSequence,
},
target: nearest ? {
@ -2251,6 +2467,7 @@ class GameScene extends Phaser.Scene {
}
checkGameState() {
if (window.airshipMultiplayer?.isConnected?.()) return;
if (this.playerHull <= 0) this.finishGame();
}

View File

@ -8,12 +8,15 @@ const KEYCLOAK_CONFIG = {
clientId: 'airship-web',
};
const clamp = (value, min, max) => Math.max(min, Math.min(max, value));
const keycloak = new Keycloak(KEYCLOAK_CONFIG);
let socket = null;
let selfId = null;
let reconnectTimer = null;
let authenticated = false;
let playerCount = 0;
let inputSequence = 0;
const statusButton = document.createElement('button');
statusButton.id = 'multiplayer-status';
@ -30,7 +33,7 @@ style.textContent = `
left: max(10px, env(safe-area-inset-left));
z-index: 410;
min-height: 38px;
max-width: 180px;
max-width: 190px;
padding: 7px 11px;
border: 1px solid rgba(220, 168, 79, .72);
border-radius: 999px;
@ -95,6 +98,7 @@ const connect = async () => {
socket = ws;
ws.addEventListener('open', () => {
inputSequence = 0;
setStatus('online', 'MULTIPLAYER • ONLINE');
emitConnection('online');
});
@ -110,13 +114,24 @@ const connect = async () => {
}
if (message.type === 'snapshot') {
const players = Array.isArray(message.players)
? message.players.filter((player) => player?.id && player.id !== selfId)
const allPlayers = Array.isArray(message.players)
? message.players.filter((player) => player?.id)
: [];
playerCount = players.length + 1;
setStatus('online', `MULTIPLAYER • ${playerCount}`);
const self = allPlayers.find((player) => player.id === selfId) || null;
const players = allPlayers.filter((player) => player.id !== selfId);
const projectiles = Array.isArray(message.projectiles)
? message.projectiles.filter((shot) => shot?.id)
: [];
playerCount = allPlayers.length;
const score = self ? ` • ${self.kills || 0}/${self.deaths || 0}` : '';
setStatus('online', `MULTIPLAYER • ${playerCount}${score}`);
window.dispatchEvent(new CustomEvent('airship:multiplayer-snapshot', {
detail: { players, serverTime: message.serverTime || 0 },
detail: {
self,
players,
projectiles,
serverTime: message.serverTime || 0,
},
}));
}
});
@ -134,15 +149,24 @@ const connect = async () => {
});
};
const sendState = (state) => {
if (socket?.readyState !== WebSocket.OPEN || !state) return false;
const sendInput = (input = {}) => {
if (socket?.readyState !== WebSocket.OPEN) return 0;
inputSequence += 1;
socket.send(JSON.stringify({
type: 'state',
x: Number(state.x) || 0,
y: Number(state.y) || 0,
angle: Number(state.angle) || 0,
hull: Math.max(0, Math.round(Number(state.hull) || 0)),
type: 'input',
seq: inputSequence,
throttle: clamp(Number(input.throttle) || 0, -1, 1),
steer: clamp(Number(input.steer) || 0, -1, 1),
stop: Boolean(input.stop),
docked: Boolean(input.docked),
}));
return inputSequence;
};
const fire = (side) => {
if (socket?.readyState !== WebSocket.OPEN) return false;
const normalized = side === 'port' || side === -1 ? 'port' : 'starboard';
socket.send(JSON.stringify({ type: 'fire', side: normalized }));
return true;
};
@ -158,10 +182,12 @@ statusButton.addEventListener('click', () => {
});
window.airshipMultiplayer = {
sendState,
sendInput,
fire,
login,
logout,
connect,
getSelfId: () => selfId,
isAuthenticated: () => authenticated,
isConnected: () => socket?.readyState === WebSocket.OPEN,
};

View File

@ -178,7 +178,8 @@ test('player firing and reload HUD share one reload duration source', async () =
const source = await read('src/game-v4.js');
assert.match(source, /this\.playerBroadsideReloadMs = PLAYER_BROADSIDE_RELOAD_MS/);
assert.match(source, /this\.time\.now - this\.lastPlayerShot\[broadside\] < this\.playerBroadsideReloadMs/);
assert.match(source, /const reloadMs = multiplayerOnline \? PLAYER_BROADSIDE_RELOAD_MS : this\.playerBroadsideReloadMs/);
assert.match(source, /this\.time\.now - this\.lastPlayerShot\[broadside\] < reloadMs/);
assert.match(source, /Math\.max\(1, this\.playerBroadsideReloadMs\)/);
});
@ -263,7 +264,7 @@ test('environment physics adds wind, soft island collision, turbulence, and proj
assert.match(source, /windSpeed: this\.environmentWind\?\.strength/);
});
test('multiplayer transport uses Keycloak tickets and renders remote Sparrows without physics authority', async () => {
test('multiplayer transport uses Keycloak tickets with server-authoritative movement and PvP', async () => {
const [game, entry, multiplayer, pkg, server] = await Promise.all([
read('src/game-v4.js'),
read('src/game-entry.js'),
@ -276,18 +277,28 @@ test('multiplayer transport uses Keycloak tickets and renders remote Sparrows wi
assert.match(pkg, /"keycloak-js"/);
assert.match(multiplayer, /clientId: 'airship-web'/);
assert.match(multiplayer, /\/api\/ws-ticket/);
assert.match(multiplayer, /Authorization:/);
assert.match(multiplayer, /new WebSocket/);
assert.match(multiplayer, /type: 'input'/);
assert.match(multiplayer, /type: 'fire'/);
assert.doesNotMatch(multiplayer, /type: 'state'/);
assert.match(game, /airship:multiplayer-snapshot/);
assert.match(game, /this\.remotePlayers = new Map\(\)/);
assert.match(game, /window\.airshipMultiplayer\?\.sendState/);
assert.match(game, /this\.add\.sprite\([\s\S]*?'player-airship'/);
assert.match(server, /CREATE TABLE IF NOT EXISTS player_profiles/);
assert.match(server, /a\.tickets\.consume/);
assert.match(server, /clampFloat\(msg\.X, 0, 3600\)/);
assert.match(server, /time\.NewTicker\(100 \* time\.Millisecond\)/);
assert.match(game, /syncAuthoritativeSelf/);
assert.match(game, /syncMultiplayerProjectiles/);
assert.match(game, /updateMultiplayerPredictedPlayer/);
assert.match(game, /window\.airshipMultiplayer\?\.sendInput/);
assert.match(game, /window\.airshipMultiplayer\?\.fire/);
assert.match(game, /this\.multiplayerDead/);
assert.match(server, /type inputState struct/);
assert.match(server, /func \(h \*hub\) updateInput/);
assert.match(server, /func \(h \*hub\) fire/);
assert.match(server, /func \(h \*hub\) step/);
assert.match(server, /stepPlayer\(&c\.state, c\.input/);
assert.match(server, /target\.state\.Hull = clampInt/);
assert.match(server, /target\.state\.RespawnAt/);
assert.match(server, /time\.NewTicker\(simTick\)/);
assert.match(server, /snapshotTick/);
assert.doesNotMatch(server, /msg\.X/);
assert.doesNotMatch(server, /msg\.Hull/);
});
test('mobile controls enter a dock hub before shipyard, trade, or missions', async () => {
const [game, hud, index, entry, dockUi] = await Promise.all([
read('src/game-v4.js'),