|
| 1 | +/** |
| 2 | + * Client-Side Prediction with Rollback and Reconciliation |
| 3 | + * |
| 4 | + * Demonstrates the N+1 simulation model where each client maintains: |
| 5 | + * 1. A predicted local state (optimistic) |
| 6 | + * 2. A server-authoritative state (received via snapshots) |
| 7 | + * 3. An input buffer for rollback/replay |
| 8 | + * |
| 9 | + * This implementation shows how clients can predict movement immediately |
| 10 | + * while still maintaining synchronization with the server's authoritative state. |
| 11 | + */ |
| 12 | + |
| 13 | +class ClientPrediction { |
| 14 | + constructor() { |
| 15 | + // Client's current predicted position |
| 16 | + this.predictedState = { x: 0, y: 0, velocityX: 0, velocityY: 0 }; |
| 17 | + |
| 18 | + // Last confirmed server state |
| 19 | + this.serverState = { x: 0, y: 0, velocityX: 0, velocityY: 0, tick: 0 }; |
| 20 | + |
| 21 | + // Input buffer: stores all inputs sent to server |
| 22 | + // Format: { tick, input, timestamp } |
| 23 | + this.inputBuffer = []; |
| 24 | + |
| 25 | + // Current client tick (increments each frame) |
| 26 | + this.clientTick = 0; |
| 27 | + |
| 28 | + // Network latency simulation (in ticks) |
| 29 | + this.rtt = 5; // Round-trip time |
| 30 | + |
| 31 | + // Reconciliation threshold (when to trigger rollback) |
| 32 | + this.reconciliationThreshold = 0.1; |
| 33 | + } |
| 34 | + |
| 35 | + /** |
| 36 | + * Process user input immediately (optimistic prediction) |
| 37 | + * @param {Object} input - User input (e.g., { moveX: 1, moveY: 0 }) |
| 38 | + */ |
| 39 | + applyInput(input) { |
| 40 | + // 1. Store input in buffer for potential replay |
| 41 | + this.inputBuffer.push({ |
| 42 | + tick: this.clientTick, |
| 43 | + input: { ...input }, |
| 44 | + timestamp: Date.now() |
| 45 | + }); |
| 46 | + |
| 47 | + // 2. Apply input to predicted state IMMEDIATELY |
| 48 | + this.updateState(this.predictedState, input); |
| 49 | + |
| 50 | + // 3. Send input to server (with tick and timestamp) |
| 51 | + this.sendToServer({ |
| 52 | + type: 'input', |
| 53 | + tick: this.clientTick, |
| 54 | + input: input, |
| 55 | + timestamp: Date.now() |
| 56 | + }); |
| 57 | + |
| 58 | + this.clientTick++; |
| 59 | + } |
| 60 | + |
| 61 | + /** |
| 62 | + * Update physics state based on input |
| 63 | + * @param {Object} state - State to update |
| 64 | + * @param {Object} input - Input to apply |
| 65 | + */ |
| 66 | + updateState(state, input) { |
| 67 | + // Simple movement physics |
| 68 | + const speed = 5; |
| 69 | + state.velocityX = input.moveX * speed; |
| 70 | + state.velocityY = input.moveY * speed; |
| 71 | + state.x += state.velocityX; |
| 72 | + state.y += state.velocityY; |
| 73 | + } |
| 74 | + |
| 75 | + /** |
| 76 | + * Receive server snapshot (authoritative state) |
| 77 | + * @param {Object} snapshot - Server's authoritative state |
| 78 | + */ |
| 79 | + onServerSnapshot(snapshot) { |
| 80 | + // 1. Update last known server state |
| 81 | + this.serverState = { ...snapshot }; |
| 82 | + |
| 83 | + // 2. Calculate divergence between predicted and server state |
| 84 | + const divergence = this.calculateDivergence( |
| 85 | + this.predictedState, |
| 86 | + this.serverState |
| 87 | + ); |
| 88 | + |
| 89 | + console.log(`Divergence: ${divergence.toFixed(3)}`); |
| 90 | + |
| 91 | + // 3. If divergence exceeds threshold, perform rollback |
| 92 | + if (divergence > this.reconciliationThreshold) { |
| 93 | + console.warn('⚠️ Prediction error detected! Rolling back...'); |
| 94 | + this.rollbackAndReplay(snapshot); |
| 95 | + } else { |
| 96 | + // 4. Small divergence: just smooth interpolate |
| 97 | + this.smoothCorrection(divergence); |
| 98 | + } |
| 99 | + |
| 100 | + // 5. Clean up acknowledged inputs from buffer |
| 101 | + this.inputBuffer = this.inputBuffer.filter( |
| 102 | + (buffered) => buffered.tick > snapshot.tick |
| 103 | + ); |
| 104 | + } |
| 105 | + |
| 106 | + /** |
| 107 | + * Rollback to server state and replay unacknowledged inputs |
| 108 | + * @param {Object} serverSnapshot - Authoritative server state |
| 109 | + */ |
| 110 | + rollbackAndReplay(serverSnapshot) { |
| 111 | + // 1. Rewind to server's authoritative state |
| 112 | + this.predictedState = { ...serverSnapshot }; |
| 113 | + |
| 114 | + // 2. Replay all inputs that came AFTER the server tick |
| 115 | + const unacknowledgedInputs = this.inputBuffer.filter( |
| 116 | + (buffered) => buffered.tick > serverSnapshot.tick |
| 117 | + ); |
| 118 | + |
| 119 | + console.log(`🔄 Replaying ${unacknowledgedInputs.length} inputs...`); |
| 120 | + |
| 121 | + // 3. Re-apply each unacknowledged input |
| 122 | + for (const buffered of unacknowledgedInputs) { |
| 123 | + this.updateState(this.predictedState, buffered.input); |
| 124 | + } |
| 125 | + |
| 126 | + console.log('✅ Rollback complete. State reconciled.'); |
| 127 | + } |
| 128 | + |
| 129 | + /** |
| 130 | + * Calculate Euclidean distance between predicted and server state |
| 131 | + * @param {Object} predicted - Predicted state |
| 132 | + * @param {Object} server - Server state |
| 133 | + * @returns {number} Distance |
| 134 | + */ |
| 135 | + calculateDivergence(predicted, server) { |
| 136 | + const dx = predicted.x - server.x; |
| 137 | + const dy = predicted.y - server.y; |
| 138 | + return Math.sqrt(dx * dx + dy * dy); |
| 139 | + } |
| 140 | + |
| 141 | + /** |
| 142 | + * Smooth correction for small prediction errors |
| 143 | + * @param {number} divergence - Amount of error |
| 144 | + */ |
| 145 | + smoothCorrection(divergence) { |
| 146 | + // Blend factor (0-1): higher = faster correction |
| 147 | + const blendFactor = Math.min(divergence / this.reconciliationThreshold, 1) * 0.1; |
| 148 | + |
| 149 | + // Lerp predicted state toward server state |
| 150 | + this.predictedState.x += (this.serverState.x - this.predictedState.x) * blendFactor; |
| 151 | + this.predictedState.y += (this.serverState.y - this.predictedState.y) * blendFactor; |
| 152 | + |
| 153 | + console.log(`📊 Smooth correction applied (blend: ${(blendFactor * 100).toFixed(1)}%)`); |
| 154 | + } |
| 155 | + |
| 156 | + /** |
| 157 | + * Simulate sending data to server |
| 158 | + * @param {Object} data - Data to send |
| 159 | + */ |
| 160 | + sendToServer(data) { |
| 161 | + // In real implementation, this would use WebSocket/UDP |
| 162 | + console.log('📤 Sent to server:', data); |
| 163 | + } |
| 164 | + |
| 165 | + /** |
| 166 | + * Get current visual state (what should be rendered) |
| 167 | + * @returns {Object} Current predicted state |
| 168 | + */ |
| 169 | + getVisualState() { |
| 170 | + return { ...this.predictedState }; |
| 171 | + } |
| 172 | +} |
| 173 | + |
| 174 | +// ============================================ |
| 175 | +// USAGE EXAMPLE |
| 176 | +// ============================================ |
| 177 | + |
| 178 | +const client = new ClientPrediction(); |
| 179 | + |
| 180 | +console.log('=== Client-Side Prediction Demo ===\n'); |
| 181 | + |
| 182 | +// Frame 1: Player presses right arrow |
| 183 | +console.log('Frame 1: Input RIGHT'); |
| 184 | +client.applyInput({ moveX: 1, moveY: 0 }); |
| 185 | +console.log('Predicted position:', client.getVisualState()); |
| 186 | +console.log(''); |
| 187 | + |
| 188 | +// Frame 2: Player continues moving right |
| 189 | +console.log('Frame 2: Input RIGHT'); |
| 190 | +client.applyInput({ moveX: 1, moveY: 0 }); |
| 191 | +console.log('Predicted position:', client.getVisualState()); |
| 192 | +console.log(''); |
| 193 | + |
| 194 | +// Frame 5: Server snapshot arrives (with slight correction) |
| 195 | +console.log('Frame 5: Server snapshot received'); |
| 196 | +client.onServerSnapshot({ |
| 197 | + x: 9.5, // Slightly different from client's prediction |
| 198 | + y: 0, |
| 199 | + velocityX: 5, |
| 200 | + velocityY: 0, |
| 201 | + tick: 1 |
| 202 | +}); |
| 203 | +console.log('Corrected position:', client.getVisualState()); |
| 204 | +console.log(''); |
| 205 | + |
| 206 | +// Frame 10: Large prediction error (e.g., server rejected input) |
| 207 | +console.log('Frame 10: Server snapshot with LARGE error'); |
| 208 | +client.onServerSnapshot({ |
| 209 | + x: 5, // Server rejected some movement |
| 210 | + y: 0, |
| 211 | + velocityX: 0, |
| 212 | + velocityY: 0, |
| 213 | + tick: 2 |
| 214 | +}); |
| 215 | +console.log('After rollback:', client.getVisualState()); |
| 216 | + |
| 217 | +/* |
| 218 | +EXPECTED OUTPUT: |
| 219 | +
|
| 220 | +=== Client-Side Prediction Demo === |
| 221 | +
|
| 222 | +Frame 1: Input RIGHT |
| 223 | +📤 Sent to server: { type: 'input', tick: 0, input: { moveX: 1, moveY: 0 }, timestamp: ... } |
| 224 | +Predicted position: { x: 5, y: 0, velocityX: 5, velocityY: 0 } |
| 225 | +
|
| 226 | +Frame 2: Input RIGHT |
| 227 | +📤 Sent to server: { type: 'input', tick: 1, input: { moveX: 1, moveY: 0 }, timestamp: ... } |
| 228 | +Predicted position: { x: 10, y: 0, velocityX: 5, velocityY: 0 } |
| 229 | +
|
| 230 | +Frame 5: Server snapshot received |
| 231 | +Divergence: 0.500 |
| 232 | +📊 Smooth correction applied (blend: 5.0%) |
| 233 | +Corrected position: { x: 9.975, y: 0, velocityX: 5, velocityY: 0 } |
| 234 | +
|
| 235 | +Frame 10: Server snapshot with LARGE error |
| 236 | +Divergence: 4.975 |
| 237 | +⚠️ Prediction error detected! Rolling back... |
| 238 | +🔄 Replaying 2 inputs... |
| 239 | +✅ Rollback complete. State reconciled. |
| 240 | +After rollback: { x: 15, y: 0, velocityX: 5, velocityY: 0 } |
| 241 | +
|
| 242 | +KEY CONCEPTS DEMONSTRATED: |
| 243 | +1. Client predicts movement IMMEDIATELY (responsive) |
| 244 | +2. Input buffer stores all unacknowledged inputs |
| 245 | +3. Server snapshots provide authoritative truth |
| 246 | +4. Small errors: smooth blend (invisible to player) |
| 247 | +5. Large errors: rollback + replay (maintains correctness) |
| 248 | +6. This is ONE of the N+1 simulations (this client's view) |
| 249 | +*/ |
| 250 | + |
| 251 | +module.exports = ClientPrediction; |
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