Make route weather authoritative in multiplayer

This commit is contained in:
Admin 2026-09-21 06:35:44 +00:00
parent 05d9c11075
commit 0fa667460b
3 changed files with 276 additions and 14 deletions

View File

@ -40,6 +40,13 @@ const (
respawnDelay = 2200 * time.Millisecond respawnDelay = 2200 * time.Millisecond
simTick = time.Second / 30 simTick = time.Second / 30
snapshotTick = 50 * time.Millisecond 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 { type config struct {
@ -149,6 +156,24 @@ type projectileState struct {
bornAt time.Time 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 clientMessage struct {
Type string `json:"type"` Type string `json:"type"`
Seq int64 `json:"seq"` Seq int64 `json:"seq"`
@ -157,6 +182,7 @@ type clientMessage struct {
Stop bool `json:"stop"` Stop bool `json:"stop"`
Docked bool `json:"docked"` Docked bool `json:"docked"`
Side string `json:"side"` Side string `json:"side"`
Routes []weatherRoute `json:"routes,omitempty"`
} }
type serverMessage struct { type serverMessage struct {
@ -193,6 +219,7 @@ type hub struct {
projectiles map[string]projectileState projectiles map[string]projectileState
nextProjectile uint64 nextProjectile uint64
worldSeed string worldSeed string
weatherRoutes []weatherRoute
} }
func newHub(seed string, fakePlayers ...int) *hub { func newHub(seed string, fakePlayers ...int) *hub {
@ -281,6 +308,152 @@ func (h *hub) count() int {
return len(h.clients) 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) { func (h *hub) updateInput(id string, msg clientMessage) {
h.mu.Lock() h.mu.Lock()
defer h.mu.Unlock() 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 base := headingRadians(c.state.Angle) + sideSign*math.Pi/2
shipVX := math.Cos(headingRadians(c.state.Angle)) * c.state.Speed shipVX := math.Cos(headingRadians(c.state.Angle)) * c.state.Speed
shipVY := math.Sin(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} { for _, offset := range []float64{-7, 0, 7} {
angle := base + offset*math.Pi/180 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, ID: projectileID, OwnerID: c.state.ID,
X: c.state.X + math.Cos(base)*28, X: c.state.X + math.Cos(base)*28,
Y: c.state.Y + math.Sin(base)*28, Y: c.state.Y + math.Sin(base)*28,
VX: math.Cos(angle)*shotSpeed + shipVX*0.25, VX: math.Cos(angle)*shotSpeed + shipVX*0.25 + shotWind.X*0.22,
VY: math.Sin(angle)*shotSpeed + shipVY*0.25, VY: math.Sin(angle)*shotSpeed + shipVY*0.25 + shotWind.Y*0.22,
Damage: shotDamage, Damage: shotDamage,
bornAt: now, bornAt: now,
} }
@ -345,16 +519,17 @@ func (h *hub) step(now time.Time, dt float64) {
defer h.mu.Unlock() defer h.mu.Unlock()
for _, c := range h.clients { for _, c := range h.clients {
wind := h.weatherWindAtLocked(c.state.X, c.state.Y, now)
if c.state.Bot { if c.state.Bot {
input, fireSide := h.fakeCaptainDecisionLocked(c, now) input, fireSide := h.fakeCaptainDecisionLocked(c, now)
c.input = input c.input = input
stepPlayer(&c.state, c.input, now, dt) stepPlayerWithWind(&c.state, c.input, now, dt, wind.X, wind.Y)
if fireSide != "" { if fireSide != "" {
h.fireLocked(c, fireSide, now) h.fireLocked(c, fireSide, now)
} }
continue 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 { 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) { 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 state.InputSeq = input.Seq
if !state.Alive { if !state.Alive {
if state.RespawnAt > 0 && now.UnixMilli() >= state.RespawnAt { 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) state.Angle = normalizeAngle(state.Angle + playerTurnRate*turnStrength*directionSign*input.Steer*dt)
heading := headingRadians(state.Angle) heading := headingRadians(state.Angle)
state.X = clampFloat(state.X+math.Cos(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*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 } 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, Type: "welcome", PlayerID: t.Subject, WorldSeed: a.cfg.WorldSeed,
ServerTime: time.Now().UnixMilli(), ServerTime: time.Now().UnixMilli(),
}) })
conn.SetReadLimit(4096) conn.SetReadLimit(8192)
for { for {
_ = conn.SetReadDeadline(time.Now().Add(45 * time.Second)) _ = conn.SetReadDeadline(time.Now().Add(45 * time.Second))
var msg clientMessage var msg clientMessage
@ -866,6 +1052,8 @@ func (a *app) ws(w http.ResponseWriter, r *http.Request) {
a.hub.updateInput(t.Subject, msg) a.hub.updateInput(t.Subject, msg)
case "fire": case "fire":
a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now()) a.hub.fire(t.Subject, strings.ToLower(msg.Side), time.Now())
case "weather-layout":
a.hub.setWeatherRoutes(msg.Routes)
} }
} }
} }

View File

@ -226,3 +226,51 @@ func TestFakeCaptainDoesNotAggroHumanAcrossWholeWorld(t *testing.T) {
t.Fatalf("bot should patrol when human is far: %+v", input) 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)
}
}

View File

@ -351,6 +351,32 @@ test('larger shared world uses smaller player ships and wider fake-captain spaci
assert.match(server, /distance <= 1100/); 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 () => { test('authoritative multiplayer server seeds fake captains that move and fight like players', async () => {
const server = await read('server/main.go'); const server = await read('server/main.go');