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Create ClientPrediction.js
Complete working JavaScript implementation of client-side prediction with rollback and reconciliation. Features: - Input buffering for rollback/replay - Divergence detection and thresholds - Smooth correction for small errors - Full rollback+replay for large errors - Comprehensive usage example with expected output - Demonstrates ONE of the N+1 concurrent simulations
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/**
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* Client-Side Prediction with Rollback and Reconciliation
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*
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* Demonstrates the N+1 simulation model where each client maintains:
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* 1. A predicted local state (optimistic)
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* 2. A server-authoritative state (received via snapshots)
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* 3. An input buffer for rollback/replay
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*
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* This implementation shows how clients can predict movement immediately
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* while still maintaining synchronization with the server's authoritative state.
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*/
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class ClientPrediction {
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constructor() {
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// Client's current predicted position
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this.predictedState = { x: 0, y: 0, velocityX: 0, velocityY: 0 };
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// Last confirmed server state
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this.serverState = { x: 0, y: 0, velocityX: 0, velocityY: 0, tick: 0 };
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// Input buffer: stores all inputs sent to server
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// Format: { tick, input, timestamp }
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this.inputBuffer = [];
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// Current client tick (increments each frame)
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this.clientTick = 0;
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// Network latency simulation (in ticks)
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this.rtt = 5; // Round-trip time
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// Reconciliation threshold (when to trigger rollback)
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this.reconciliationThreshold = 0.1;
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}
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/**
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* Process user input immediately (optimistic prediction)
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* @param {Object} input - User input (e.g., { moveX: 1, moveY: 0 })
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*/
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applyInput(input) {
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// 1. Store input in buffer for potential replay
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this.inputBuffer.push({
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tick: this.clientTick,
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input: { ...input },
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timestamp: Date.now()
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});
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// 2. Apply input to predicted state IMMEDIATELY
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this.updateState(this.predictedState, input);
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// 3. Send input to server (with tick and timestamp)
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this.sendToServer({
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type: 'input',
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tick: this.clientTick,
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input: input,
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timestamp: Date.now()
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});
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this.clientTick++;
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}
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/**
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* Update physics state based on input
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* @param {Object} state - State to update
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* @param {Object} input - Input to apply
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*/
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updateState(state, input) {
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// Simple movement physics
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const speed = 5;
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state.velocityX = input.moveX * speed;
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state.velocityY = input.moveY * speed;
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state.x += state.velocityX;
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state.y += state.velocityY;
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}
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/**
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* Receive server snapshot (authoritative state)
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* @param {Object} snapshot - Server's authoritative state
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*/
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onServerSnapshot(snapshot) {
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// 1. Update last known server state
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this.serverState = { ...snapshot };
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// 2. Calculate divergence between predicted and server state
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const divergence = this.calculateDivergence(
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this.predictedState,
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this.serverState
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);
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console.log(`Divergence: ${divergence.toFixed(3)}`);
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// 3. If divergence exceeds threshold, perform rollback
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if (divergence > this.reconciliationThreshold) {
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console.warn('⚠️ Prediction error detected! Rolling back...');
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this.rollbackAndReplay(snapshot);
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} else {
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// 4. Small divergence: just smooth interpolate
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this.smoothCorrection(divergence);
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}
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// 5. Clean up acknowledged inputs from buffer
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this.inputBuffer = this.inputBuffer.filter(
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(buffered) => buffered.tick > snapshot.tick
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);
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}
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/**
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* Rollback to server state and replay unacknowledged inputs
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* @param {Object} serverSnapshot - Authoritative server state
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*/
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rollbackAndReplay(serverSnapshot) {
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// 1. Rewind to server's authoritative state
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this.predictedState = { ...serverSnapshot };
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// 2. Replay all inputs that came AFTER the server tick
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const unacknowledgedInputs = this.inputBuffer.filter(
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(buffered) => buffered.tick > serverSnapshot.tick
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);
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console.log(`🔄 Replaying ${unacknowledgedInputs.length} inputs...`);
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// 3. Re-apply each unacknowledged input
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for (const buffered of unacknowledgedInputs) {
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this.updateState(this.predictedState, buffered.input);
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}
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console.log('✅ Rollback complete. State reconciled.');
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}
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/**
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* Calculate Euclidean distance between predicted and server state
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* @param {Object} predicted - Predicted state
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* @param {Object} server - Server state
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* @returns {number} Distance
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*/
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calculateDivergence(predicted, server) {
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const dx = predicted.x - server.x;
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const dy = predicted.y - server.y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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/**
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* Smooth correction for small prediction errors
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* @param {number} divergence - Amount of error
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*/
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smoothCorrection(divergence) {
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// Blend factor (0-1): higher = faster correction
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const blendFactor = Math.min(divergence / this.reconciliationThreshold, 1) * 0.1;
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// Lerp predicted state toward server state
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this.predictedState.x += (this.serverState.x - this.predictedState.x) * blendFactor;
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this.predictedState.y += (this.serverState.y - this.predictedState.y) * blendFactor;
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console.log(`📊 Smooth correction applied (blend: ${(blendFactor * 100).toFixed(1)}%)`);
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}
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/**
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* Simulate sending data to server
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* @param {Object} data - Data to send
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*/
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sendToServer(data) {
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// In real implementation, this would use WebSocket/UDP
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console.log('📤 Sent to server:', data);
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}
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/**
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* Get current visual state (what should be rendered)
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* @returns {Object} Current predicted state
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*/
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getVisualState() {
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return { ...this.predictedState };
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}
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}
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// ============================================
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// USAGE EXAMPLE
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// ============================================
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const client = new ClientPrediction();
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console.log('=== Client-Side Prediction Demo ===\n');
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// Frame 1: Player presses right arrow
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console.log('Frame 1: Input RIGHT');
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client.applyInput({ moveX: 1, moveY: 0 });
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console.log('Predicted position:', client.getVisualState());
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console.log('');
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// Frame 2: Player continues moving right
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console.log('Frame 2: Input RIGHT');
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client.applyInput({ moveX: 1, moveY: 0 });
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console.log('Predicted position:', client.getVisualState());
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console.log('');
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// Frame 5: Server snapshot arrives (with slight correction)
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console.log('Frame 5: Server snapshot received');
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client.onServerSnapshot({
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x: 9.5, // Slightly different from client's prediction
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y: 0,
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velocityX: 5,
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velocityY: 0,
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tick: 1
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});
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console.log('Corrected position:', client.getVisualState());
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console.log('');
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// Frame 10: Large prediction error (e.g., server rejected input)
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console.log('Frame 10: Server snapshot with LARGE error');
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client.onServerSnapshot({
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x: 5, // Server rejected some movement
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y: 0,
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velocityX: 0,
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velocityY: 0,
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tick: 2
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});
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console.log('After rollback:', client.getVisualState());
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/*
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EXPECTED OUTPUT:
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=== Client-Side Prediction Demo ===
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Frame 1: Input RIGHT
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📤 Sent to server: { type: 'input', tick: 0, input: { moveX: 1, moveY: 0 }, timestamp: ... }
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Predicted position: { x: 5, y: 0, velocityX: 5, velocityY: 0 }
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Frame 2: Input RIGHT
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📤 Sent to server: { type: 'input', tick: 1, input: { moveX: 1, moveY: 0 }, timestamp: ... }
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Predicted position: { x: 10, y: 0, velocityX: 5, velocityY: 0 }
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Frame 5: Server snapshot received
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Divergence: 0.500
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📊 Smooth correction applied (blend: 5.0%)
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Corrected position: { x: 9.975, y: 0, velocityX: 5, velocityY: 0 }
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Frame 10: Server snapshot with LARGE error
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Divergence: 4.975
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⚠️ Prediction error detected! Rolling back...
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🔄 Replaying 2 inputs...
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✅ Rollback complete. State reconciled.
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After rollback: { x: 15, y: 0, velocityX: 5, velocityY: 0 }
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KEY CONCEPTS DEMONSTRATED:
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1. Client predicts movement IMMEDIATELY (responsive)
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2. Input buffer stores all unacknowledged inputs
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3. Server snapshots provide authoritative truth
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4. Small errors: smooth blend (invisible to player)
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5. Large errors: rollback + replay (maintains correctness)
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6. This is ONE of the N+1 simulations (this client's view)
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*/
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module.exports = ClientPrediction;

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