Add authoritative fake multiplayer captains
This commit is contained in:
parent
15ffb308c0
commit
e00c57ca25
169
server/main.go
169
server/main.go
@ -49,6 +49,7 @@ type config struct {
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ClientID string
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AllowedOrigins map[string]bool
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WorldSeed string
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FakePlayers int
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}
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type claims struct {
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@ -126,6 +127,7 @@ type playerState struct {
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InputSeq int64 `json:"inputSeq"`
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RespawnAt int64 `json:"respawnAt,omitempty"`
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LastKiller string `json:"lastKiller,omitempty"`
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Bot bool `json:"bot,omitempty"`
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}
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type inputState struct {
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@ -172,9 +174,13 @@ type client struct {
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state playerState
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input inputState
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lastFire map[string]time.Time
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botIndex int
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}
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func (c *client) writeJSON(v any) error {
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if c.conn == nil {
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return nil
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}
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c.writeMu.Lock()
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defer c.writeMu.Unlock()
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_ = c.conn.SetWriteDeadline(time.Now().Add(2 * time.Second))
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@ -189,12 +195,49 @@ type hub struct {
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worldSeed string
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}
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func newHub(seed string) *hub {
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return &hub{
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func newHub(seed string, fakePlayers ...int) *hub {
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h := &hub{
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clients: map[string]*client{},
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projectiles: map[string]projectileState{},
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worldSeed: seed,
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}
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count := 0
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if len(fakePlayers) > 0 {
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count = clampInt(fakePlayers[0], 0, 8)
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}
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h.addFakeCaptains(count)
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return h
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}
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var fakeCaptainNames = []string{
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"Mara Voss",
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"Brass Jack",
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"Finn Gale",
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"Iris Vane",
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"Rowan Pike",
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"Ada Flint",
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"Silas Crow",
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"Nell Mercer",
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}
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func (h *hub) addFakeCaptains(count int) {
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if count <= 0 {
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return
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}
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for index := 0; index < count; index++ {
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name := fakeCaptainNames[index%len(fakeCaptainNames)]
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id := "bot:" + strings.ToLower(strings.ReplaceAll(name, " ", "-"))
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state := newPlayerState(id, name, 0, 0)
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phase := math.Pi * 2 * float64(index) / float64(count)
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state.X = clampFloat(spawnX+math.Cos(phase)*300, 90, worldSize-90)
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state.Y = clampFloat(spawnY+math.Sin(phase)*300, 90, worldSize-90)
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state.Angle = normalizeAngle(phase*180/math.Pi + 90)
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state.Bot = true
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h.clients[id] = &client{
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state: state, botIndex: index,
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lastFire: map[string]time.Time{},
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}
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}
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}
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func newPlayerState(id, name string, kills, deaths int) playerState {
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@ -257,7 +300,10 @@ func (h *hub) updateInput(id string, msg clientMessage) {
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func (h *hub) fire(id, side string, now time.Time) bool {
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h.mu.Lock()
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defer h.mu.Unlock()
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c := h.clients[id]
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return h.fireLocked(h.clients[id], side, now)
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}
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func (h *hub) fireLocked(c *client, side string, now time.Time) bool {
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if c == nil || !c.state.Alive || (side != "port" && side != "starboard") {
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return false
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}
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@ -280,9 +326,9 @@ func (h *hub) fire(id, side string, now time.Time) bool {
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for _, offset := range []float64{-7, 0, 7} {
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angle := base + offset*math.Pi/180
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h.nextProjectile++
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projectileID := id + ":" + strconv.FormatUint(h.nextProjectile, 10)
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projectileID := c.state.ID + ":" + strconv.FormatUint(h.nextProjectile, 10)
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h.projectiles[projectileID] = projectileState{
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ID: projectileID, OwnerID: id,
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ID: projectileID, OwnerID: c.state.ID,
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X: c.state.X + math.Cos(base)*34,
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Y: c.state.Y + math.Sin(base)*34,
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VX: math.Cos(angle)*shotSpeed + shipVX*0.25,
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@ -299,6 +345,15 @@ func (h *hub) step(now time.Time, dt float64) {
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defer h.mu.Unlock()
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for _, c := range h.clients {
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if c.state.Bot {
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input, fireSide := h.fakeCaptainDecisionLocked(c, now)
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c.input = input
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stepPlayer(&c.state, c.input, now, dt)
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if fireSide != "" {
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h.fireLocked(c, fireSide, now)
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}
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continue
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}
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stepPlayer(&c.state, c.input, now, dt)
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}
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@ -346,6 +401,86 @@ func (h *hub) step(now time.Time, dt float64) {
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}
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}
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func signedAngleDelta(value float64) float64 {
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value = math.Mod(value+180, 360)
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if value < 0 {
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value += 360
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}
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return value - 180
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}
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func bearingDegrees(fromX, fromY, toX, toY float64) float64 {
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return normalizeAngle(math.Atan2(toY-fromY, toX-fromX)*180/math.Pi + 90)
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}
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func (h *hub) fakeCaptainDecisionLocked(c *client, now time.Time) (inputState, string) {
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seq := c.input.Seq + 1
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if !c.state.Alive {
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return inputState{Seq: seq}, ""
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}
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var target *client
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bestRange := math.Inf(1)
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for _, candidate := range h.clients {
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if candidate == c || candidate.state.Bot || !candidate.state.Alive {
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continue
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}
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dx := candidate.state.X - c.state.X
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dy := candidate.state.Y - c.state.Y
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distance := math.Hypot(dx, dy)
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if distance < bestRange {
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target = candidate
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bestRange = distance
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}
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}
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if target == nil {
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phase := float64(c.botIndex)*2.1 + float64(now.UnixMilli()%60000)/60000*math.Pi*2
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radius := 420.0 + float64(c.botIndex)*75
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targetX := spawnX + math.Cos(phase)*radius
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targetY := spawnY + math.Sin(phase)*radius
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bearing := bearingDegrees(c.state.X, c.state.Y, targetX, targetY)
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delta := signedAngleDelta(bearing - c.state.Angle)
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return inputState{
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Throttle: 0.58,
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Steer: clampFloat(delta/55, -1, 1),
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Seq: seq,
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}, ""
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}
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bearing := bearingDegrees(c.state.X, c.state.Y, target.state.X, target.state.Y)
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relative := signedAngleDelta(bearing - c.state.Angle)
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if bestRange > 620 {
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return inputState{
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Throttle: 0.9,
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Steer: clampFloat(relative/55, -1, 1),
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Seq: seq,
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}, ""
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}
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side := "starboard"
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desiredRelative := 90.0
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if relative < 0 {
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side = "port"
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desiredRelative = -90
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}
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broadsideError := signedAngleDelta(relative - desiredRelative)
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throttle := 0.62
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if bestRange < 250 {
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throttle = 0.28
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}
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fireSide := ""
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if bestRange >= 130 && bestRange <= 560 && math.Abs(broadsideError) <= 20 {
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fireSide = side
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}
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return inputState{
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Throttle: throttle,
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Steer: clampFloat(broadsideError/50, -1, 1),
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Seq: seq,
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}, fireSide
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}
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func stepPlayer(state *playerState, input inputState, now time.Time, dt float64) {
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state.InputSeq = input.Seq
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if !state.Alive {
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@ -400,7 +535,9 @@ func (h *hub) snapshot() ([]*client, []playerState, []projectileState) {
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players := make([]playerState, 0, len(h.clients))
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projectiles := make([]projectileState, 0, len(h.projectiles))
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for _, c := range h.clients {
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if c.conn != nil {
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clients = append(clients, c)
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}
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players = append(players, c.state)
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}
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for _, shot := range h.projectiles {
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@ -488,6 +625,7 @@ func loadConfig() (config, error) {
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Port: env("PORT", "8080"), DatabaseURL: os.Getenv("DATABASE_URL"),
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Issuer: os.Getenv("KEYCLOAK_ISSUER"), ClientID: os.Getenv("KEYCLOAK_CLIENT_ID"),
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AllowedOrigins: origins, WorldSeed: env("WORLD_SEED", "SKYWARD-001"),
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FakePlayers: envInt("FAKE_PLAYERS", 3),
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}
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if cfg.DatabaseURL == "" || cfg.Issuer == "" || cfg.ClientID == "" {
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return cfg, errors.New("DATABASE_URL, KEYCLOAK_ISSUER and KEYCLOAK_CLIENT_ID are required")
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@ -502,6 +640,18 @@ func env(key, fallback string) string {
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return fallback
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}
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func envInt(key string, fallback int) int {
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value := strings.TrimSpace(os.Getenv(key))
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if value == "" {
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return fallback
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}
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parsed, err := strconv.Atoi(value)
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if err != nil {
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return fallback
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}
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return parsed
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}
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func migrate(ctx context.Context, db *pgxpool.Pool) error {
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_, err := db.Exec(ctx, `
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CREATE TABLE IF NOT EXISTS player_profiles (
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@ -744,7 +894,7 @@ func main() {
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verifier := provider.Verifier(&oidc.Config{SkipClientIDCheck: true})
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application := &app{
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cfg: cfg, db: db, verifier: verifier,
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tickets: newTicketStore(), hub: newHub(cfg.WorldSeed),
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tickets: newTicketStore(), hub: newHub(cfg.WorldSeed, cfg.FakePlayers),
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}
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application.upgrader = websocket.Upgrader{CheckOrigin: func(r *http.Request) bool {
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origin := r.Header.Get("Origin")
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@ -768,6 +918,11 @@ func main() {
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Addr: ":" + cfg.Port, Handler: mux,
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ReadHeaderTimeout: 5 * time.Second, IdleTimeout: 60 * time.Second,
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}
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log.Printf("airship game server listening on :%s world=%s authority=movement+pvp", cfg.Port, cfg.WorldSeed)
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log.Printf(
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"airship game server listening on :%s world=%s authority=movement+pvp fake_players=%d",
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cfg.Port,
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cfg.WorldSeed,
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cfg.FakePlayers,
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)
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log.Fatal(server.ListenAndServe())
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}
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@ -2,6 +2,7 @@ package main
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import (
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"math"
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"strings"
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"testing"
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"time"
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)
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@ -142,3 +143,50 @@ func TestServerRespawnsDestroyedPlayer(t *testing.T) {
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t.Fatalf("bad respawn: %+v", state)
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}
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}
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func TestFakeCaptainsJoinSnapshotsWithoutSocketRecipients(t *testing.T) {
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h := newHub("TEST", 3)
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recipients, players, _ := h.snapshot()
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if len(recipients) != 0 {
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t.Fatalf("fake captains must not be websocket recipients: %d", len(recipients))
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}
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if len(players) != 3 {
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t.Fatalf("fake captain count=%d", len(players))
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}
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for _, player := range players {
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if !player.Bot || !strings.HasPrefix(player.ID, "bot:") {
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t.Fatalf("expected bot snapshot state: %+v", player)
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}
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}
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}
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func TestFakeCaptainEngagesNearbyHumanWithAuthoritativeBroadside(t *testing.T) {
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h := newHub("TEST", 1)
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var bot *client
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for _, candidate := range h.clients {
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if candidate.state.Bot {
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bot = candidate
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break
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}
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}
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if bot == nil {
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t.Fatal("missing fake captain")
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}
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human := &client{
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state: newPlayerState("human", "Human", 0, 0),
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lastFire: map[string]time.Time{},
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}
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bot.state.X, bot.state.Y, bot.state.Angle = 1000, 1000, 0
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human.state.X, human.state.Y = 1300, 1000
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h.clients[human.state.ID] = human
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now := time.Unix(200, 0)
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h.step(now, simTick.Seconds())
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if len(h.projectiles) != 3 {
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t.Fatalf("expected fake captain broadside, projectiles=%d", len(h.projectiles))
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}
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if bot.input.Seq == 0 {
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t.Fatal("fake captain input sequence did not advance")
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}
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}
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@ -329,6 +329,21 @@ test('environment physics adds wind, soft island collision, turbulence, and proj
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assert.match(source, /windSpeed: this\.environmentWind\?\.strength/);
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});
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test('authoritative multiplayer server seeds fake captains that move and fight like players', async () => {
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const server = await read('server/main.go');
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assert.match(server, /FakePlayers:\s+envInt\("FAKE_PLAYERS", 3\)/);
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assert.match(server, /fakeCaptainNames/);
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assert.match(server, /"Mara Voss"/);
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assert.match(server, /"Brass Jack"/);
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assert.match(server, /"Finn Gale"/);
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assert.match(server, /Bot\s+bool\s+\`json:"bot,omitempty"\`/);
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assert.match(server, /fakeCaptainDecisionLocked/);
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assert.match(server, /h\.fireLocked\(c, fireSide, now\)/);
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assert.match(server, /if c\.conn != nil/);
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assert.match(server, /hub: newHub\(cfg\.WorldSeed, cfg\.FakePlayers\)/);
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});
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test('multiplayer transport uses Keycloak tickets with server-authoritative movement and PvP', async () => {
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const [game, entry, multiplayer, pkg, server] = await Promise.all([
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read('src/game-v4.js'),
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