From 0fa667460baa2a1fd7a394e0f66794f57b4cf67d Mon Sep 17 00:00:00 2001 From: Admin Date: Mon, 21 Sep 2026 06:35:44 +0000 Subject: [PATCH] Make route weather authoritative in multiplayer --- server/main.go | 216 +++++++++++++++++++++++++++++++++++++++--- server/main_test.go | 48 ++++++++++ tests/wiring.test.mjs | 26 +++++ 3 files changed, 276 insertions(+), 14 deletions(-) diff --git a/server/main.go b/server/main.go index 7e7ba26..396270d 100644 --- a/server/main.go +++ b/server/main.go @@ -40,6 +40,13 @@ const ( respawnDelay = 2200 * time.Millisecond simTick = time.Second / 30 snapshotTick = 50 * time.Millisecond + windPatternMS = 16000.0 + windMinStrength = 7.0 + windMaxStrength = 24.0 + routeMinCoreRadius = 220.0 + routeEdgeDepth = 320.0 + stormFrontPeriodMS = 110000.0 + stormFrontRadius = 720.0 ) type config struct { @@ -149,14 +156,33 @@ type projectileState struct { bornAt time.Time } +type weatherRoute struct { + ID string `json:"id"` + FromX float64 `json:"fromX"` + FromY float64 `json:"fromY"` + ToX float64 `json:"toX"` + ToY float64 `json:"toY"` + Width float64 `json:"width"` +} + +type weatherWind struct { + X float64 + Y float64 + Strength float64 + RouteInfluence float64 + RouteEdge float64 + StormIntensity float64 +} + type clientMessage struct { - 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 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"` + Routes []weatherRoute `json:"routes,omitempty"` } type serverMessage struct { @@ -193,6 +219,7 @@ type hub struct { projectiles map[string]projectileState nextProjectile uint64 worldSeed string + weatherRoutes []weatherRoute } func newHub(seed string, fakePlayers ...int) *hub { @@ -281,6 +308,152 @@ func (h *hub) count() int { return len(h.clients) } +func (h *hub) setWeatherRoutes(routes []weatherRoute) { + h.mu.Lock() + defer h.mu.Unlock() + if len(h.weatherRoutes) > 0 || len(routes) == 0 { + return + } + count := len(routes) + if count > 24 { + count = 24 + } + h.weatherRoutes = make([]weatherRoute, 0, count) + for _, route := range routes[:count] { + h.weatherRoutes = append(h.weatherRoutes, weatherRoute{ + ID: strings.TrimSpace(route.ID), + FromX: clampFloat(route.FromX, 0, worldSize), + FromY: clampFloat(route.FromY, 0, worldSize), + ToX: clampFloat(route.ToX, 0, worldSize), + ToY: clampFloat(route.ToY, 0, worldSize), + Width: clampFloat(route.Width, 120, 320), + }) + } +} + +func smootherStep01(value float64) float64 { + t := clampFloat(value, 0, 1) + return t * t * t * (t*(t*6-15) + 10) +} + +func hash01(index float64, salt float64) float64 { + value := math.Sin(index*12.9898+salt*78.233) * 43758.5453123 + return value - math.Floor(value) +} + +func shortestAngleDeltaRad(from, to float64) float64 { + delta := math.Mod(to-from, math.Pi*2) + if delta > math.Pi { + delta -= math.Pi * 2 + } + if delta < -math.Pi { + delta += math.Pi * 2 + } + return delta +} + +func windTargetForSlot(slot float64) (float64, float64) { + angle := hash01(slot, 1) * math.Pi * 2 + strength := windMinStrength + hash01(slot, 2)*(windMaxStrength-windMinStrength) + return angle, strength +} + +func semiRandomWindPatternAt(timeMs float64) (float64, float64) { + if timeMs < 0 { + timeMs = 0 + } + slot := math.Floor(timeMs / windPatternMS) + phase := math.Mod(timeMs, windPatternMS) / windPatternMS + currentAngle, currentStrength := windTargetForSlot(slot) + nextAngle, nextStrength := windTargetForSlot(slot + 1) + blend := smootherStep01((phase - 0.18) / 0.82) + angle := currentAngle + shortestAngleDeltaRad(currentAngle, nextAngle)*blend + strength := currentStrength + (nextStrength-currentStrength)*blend + gust := math.Sin(timeMs/2300+slot*0.73) * (1.1 + hash01(slot, 3)*1.8) + return angle, math.Max(4, strength+gust) +} + +func pointSegmentDistanceXY(x, y float64, route weatherRoute) float64 { + abX := route.ToX - route.FromX + abY := route.ToY - route.FromY + apX := x - route.FromX + apY := y - route.FromY + lengthSquared := abX*abX + abY*abY + if lengthSquared <= 1 { + return math.Hypot(apX, apY) + } + t := clampFloat((apX*abX+apY*abY)/lengthSquared, 0, 1) + nearestX := route.FromX + abX*t + nearestY := route.FromY + abY*t + return math.Hypot(x-nearestX, y-nearestY) +} + +func (h *hub) routeWeatherAtLocked(x, y float64) (float64, float64) { + if len(h.weatherRoutes) == 0 { + return 0, 0 + } + distance := math.Inf(1) + width := 220.0 + for _, route := range h.weatherRoutes { + candidate := pointSegmentDistanceXY(x, y, route) + if candidate < distance { + distance = candidate + width = route.Width + } + } + core := math.Max(routeMinCoreRadius, width*0.9) + outer := core + routeEdgeDepth + calmStart := core * 0.65 + influence := 1 - smootherStep01((distance-calmStart)/math.Max(1, outer-calmStart)) + edgeCenter := core + routeEdgeDepth*0.5 + edgeHalf := routeEdgeDepth * 0.62 + edge := smootherStep01(1 - math.Abs(distance-edgeCenter)/edgeHalf) + return clampFloat(influence, 0, 1), clampFloat(edge, 0, 1) +} + +func stormFrontIntensityAt(x, y, timeMs float64) float64 { + raw := math.Mod(timeMs, stormFrontPeriodMS) + if raw < 0 { + raw += stormFrontPeriodMS + } + phase := raw / stormFrontPeriodMS + front := func(offset, yBase, yWave, scale float64) float64 { + t := math.Mod(phase+offset, 1) + centerX := -900 + t*(worldSize+1800) + centerY := worldSize * (yBase + math.Sin(t*math.Pi*2+offset*4.7)*yWave) + distance := math.Hypot((x-centerX)/1.55, y-centerY) + return clampFloat(1-distance/stormFrontRadius, 0, 1) * scale + } + return math.Max( + front(0, 0.35, 0.18, 0.95), + front(0.53, 0.72, 0.13, 0.74), + ) +} + +func (h *hub) weatherWindAtLocked(x, y float64, now time.Time) weatherWind { + timeMs := float64(now.UnixMilli()) + timeSeconds := timeMs / 1000 + angle, strength := semiRandomWindPatternAt(timeMs) + routeInfluence, routeEdge := h.routeWeatherAtLocked(x, y) + openExposure := 1 - routeInfluence + storm := stormFrontIntensityAt(x, y, timeMs) + directionalVariance := 0.022 + openExposure*0.09 + routeEdge*0.055 + storm*0.2 + localAngle := angle + + math.Sin((x+y)/880+timeSeconds/31)*directionalVariance + + math.Sin(timeSeconds/5.2+x/1400)*storm*0.12 + strengthScale := 0.72 + openExposure*0.5 + routeEdge*0.16 + storm*0.68 + localStrength := strength*strengthScale + + math.Sin((x-y)/760+timeSeconds/4.7)*(0.45+openExposure*0.9+storm*1.2) + return weatherWind{ + X: math.Cos(localAngle) * localStrength, + Y: math.Sin(localAngle) * localStrength, + Strength: math.Abs(localStrength), + RouteInfluence: routeInfluence, + RouteEdge: routeEdge, + StormIntensity: storm, + } +} + func (h *hub) updateInput(id string, msg clientMessage) { h.mu.Lock() defer h.mu.Unlock() @@ -322,6 +495,7 @@ func (h *hub) fireLocked(c *client, side string, now time.Time) bool { 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 + shotWind := h.weatherWindAtLocked(c.state.X, c.state.Y, now) for _, offset := range []float64{-7, 0, 7} { angle := base + offset*math.Pi/180 @@ -331,8 +505,8 @@ func (h *hub) fireLocked(c *client, side string, now time.Time) bool { ID: projectileID, OwnerID: c.state.ID, X: c.state.X + math.Cos(base)*28, Y: c.state.Y + math.Sin(base)*28, - VX: math.Cos(angle)*shotSpeed + shipVX*0.25, - VY: math.Sin(angle)*shotSpeed + shipVY*0.25, + VX: math.Cos(angle)*shotSpeed + shipVX*0.25 + shotWind.X*0.22, + VY: math.Sin(angle)*shotSpeed + shipVY*0.25 + shotWind.Y*0.22, Damage: shotDamage, bornAt: now, } @@ -345,16 +519,17 @@ func (h *hub) step(now time.Time, dt float64) { defer h.mu.Unlock() for _, c := range h.clients { + wind := h.weatherWindAtLocked(c.state.X, c.state.Y, now) if c.state.Bot { input, fireSide := h.fakeCaptainDecisionLocked(c, now) c.input = input - stepPlayer(&c.state, c.input, now, dt) + stepPlayerWithWind(&c.state, c.input, now, dt, wind.X, wind.Y) if fireSide != "" { h.fireLocked(c, fireSide, now) } continue } - stepPlayer(&c.state, c.input, now, dt) + stepPlayerWithWind(&c.state, c.input, now, dt, wind.X, wind.Y) } for id, shot := range h.projectiles { @@ -482,6 +657,17 @@ func (h *hub) fakeCaptainDecisionLocked(c *client, now time.Time) (inputState, s } func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) { + stepPlayerWithWind(state, input, now, dt, 0, 0) +} + +func stepPlayerWithWind( + state *playerState, + input inputState, + now time.Time, + dt float64, + windX float64, + windY float64, +) { state.InputSeq = input.Seq if !state.Alive { if state.RespawnAt > 0 && now.UnixMilli() >= state.RespawnAt { @@ -522,8 +708,8 @@ func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) 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) + state.X = clampFloat(state.X+(math.Cos(heading)*state.Speed+windX)*dt, 0, worldSize) + state.Y = clampFloat(state.Y+(math.Sin(heading)*state.Speed+windY)*dt, 0, worldSize) } func headingRadians(angle float64) float64 { return (angle - 90) * math.Pi / 180 } @@ -854,7 +1040,7 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) { Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed, ServerTime: time.Now().UnixMilli(), }) - conn.SetReadLimit(4096) + conn.SetReadLimit(8192) for { _ = conn.SetReadDeadline(time.Now().Add(45 * time.Second)) var msg clientMessage @@ -866,6 +1052,8 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) { a.hub.updateInput(t.Subject, msg) case "fire": a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now()) + case "weather-layout": + a.hub.setWeatherRoutes(msg.Routes) } } } diff --git a/server/main_test.go b/server/main_test.go index 9432b57..998eb5f 100644 --- a/server/main_test.go +++ b/server/main_test.go @@ -226,3 +226,51 @@ func TestFakeCaptainDoesNotAggroHumanAcrossWholeWorld(t *testing.T) { t.Fatalf("bot should patrol when human is far: %+v", input) } } + + +func TestShippingRouteWeatherCalmsAuthoritativeWind(t *testing.T) { + h := newHub("TEST") + h.setWeatherRoutes([]weatherRoute{{ + ID: "route-1", FromX: 1000, FromY: 1000, ToX: 3600, ToY: 1000, Width: 220, + }}) + now := time.UnixMilli(0) + lane := h.weatherWindAtLocked(2200, 1000, now) + open := h.weatherWindAtLocked(2200, 2200, now) + if lane.RouteInfluence < 0.9 { + t.Fatalf("lane influence=%v", lane.RouteInfluence) + } + if open.RouteInfluence > 0.05 { + t.Fatalf("open influence=%v", open.RouteInfluence) + } + if lane.Strength >= open.Strength { + t.Fatalf("lane wind=%v open wind=%v", lane.Strength, open.Strength) + } +} + +func TestWeatherLayoutIsSanitizedAndOnlyAcceptedOnce(t *testing.T) { + h := newHub("TEST") + h.setWeatherRoutes([]weatherRoute{{ + ID: "route", FromX: -20, FromY: 100, ToX: 9000, ToY: 200, Width: 900, + }}) + if len(h.weatherRoutes) != 1 { + t.Fatalf("routes=%d", len(h.weatherRoutes)) + } + route := h.weatherRoutes[0] + if route.FromX != 0 || route.ToX != worldSize || route.Width != 320 { + t.Fatalf("unsanitized route=%+v", route) + } + h.setWeatherRoutes([]weatherRoute{{ID: "replacement", FromX: 1, FromY: 1, ToX: 2, ToY: 2, Width: 120}}) + if h.weatherRoutes[0].ID != "route" { + t.Fatal("weather layout should be immutable after first accepted layout") + } +} + +func TestAuthoritativeMovementIncludesWeatherDrift(t *testing.T) { + state := newPlayerState("weather-player", "Weather", 0, 0) + state.X, state.Y = 2000, 2000 + startX, startY := state.X, state.Y + stepPlayerWithWind(&state, inputState{Seq: 1}, time.Unix(100, 0), 1, 12, -7) + if state.X == startX || state.Y == startY { + t.Fatalf("weather drift not applied: x=%v y=%v", state.X, state.Y) + } +} diff --git a/tests/wiring.test.mjs b/tests/wiring.test.mjs index aa11a40..9d9fc09 100644 --- a/tests/wiring.test.mjs +++ b/tests/wiring.test.mjs @@ -351,6 +351,32 @@ test('larger shared world uses smaller player ships and wider fake-captain spaci assert.match(server, /distance <= 1100/); }); +test('shipping-route weather is shared by client visuals and authoritative multiplayer movement', async () => { + const [game, environment, multiplayer, server] = await Promise.all([ + read('src/game-v4.js'), + read('src/environment-physics.js'), + read('src/multiplayer.js'), + read('server/main.go'), + ]); + + assert.match(environment, /routeWeatherAt/); + assert.match(environment, /stormFrontAt/); + assert.match(environment, /zone: 'shipping-lane'/); + assert.match(environment, /zone: 'route-edge'/); + assert.match(game, /routes: this\.world\?\.tradeRoutes/); + assert.match(game, /routeCloudiness/); + assert.match(game, /multiplayerServerClockOffsetMs/); + assert.match(game, /setWeatherRoutes\?\.\(this\.world\.tradeRoutes\)/); + assert.match(game, /weatherZone: this\.environmentWind\?\.zone/); + assert.match(multiplayer, /type: 'weather-layout'/); + assert.match(multiplayer, /setWeatherRoutes/); + assert.match(server, /type weatherRoute struct/); + assert.match(server, /func \(h \*hub\) setWeatherRoutes/); + assert.match(server, /func \(h \*hub\) weatherWindAtLocked/); + assert.match(server, /stepPlayerWithWind/); + assert.match(server, /case "weather-layout":/); +}); + test('authoritative multiplayer server seeds fake captains that move and fight like players', async () => { const server = await read('server/main.go');