Implement client-side prediction with input broadcasting
Reduces perceived lag over internet by broadcasting player inputs immediately and predicting next positions on all clients before server update arrives. Protocol changes: - Added PLAYER_INPUT message type for broadcasting inputs - Server broadcasts player inputs to all clients on every MOVE message - Includes player_id, current direction, and full input_buffer (max 3) Desktop client (Python): - Tracks input buffers and predicted head positions for all players - On PLAYER_INPUT: predicts next head position using buffered input - On STATE_UPDATE: clears predictions, uses authoritative state - Renderer draws predicted positions with darker color (60% brightness) Web client (JavaScript): - Same prediction logic as desktop client - Added darkenColor() helper for visual differentiation - Predicted heads shown at 60% brightness Benefits: - Instant visual feedback for own movements (no round-trip wait) - See other players' inputs before server tick (better collision avoidance) - Smooth experience bridging input-to-update gap - Low bandwidth (only direction tuples, not full state) - Backward compatible (server authoritative, old clients work) All 39 tests passing. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -17,7 +17,8 @@ const MessageType = {
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PLAYER_LEFT: 'PLAYER_LEFT',
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GAME_STARTED: 'GAME_STARTED',
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GAME_OVER: 'GAME_OVER',
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ERROR: 'ERROR'
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ERROR: 'ERROR',
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PLAYER_INPUT: 'PLAYER_INPUT' // Broadcast player input for prediction
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};
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class Message {
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