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>
This commit is contained in:
@@ -11,7 +11,7 @@ from ..shared.protocol import (
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create_move_message,
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create_move_message,
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create_start_game_message,
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create_start_game_message,
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)
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)
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from ..shared.models import GameState
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from ..shared.models import GameState, Position
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from ..shared.constants import (
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from ..shared.constants import (
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DEFAULT_HOST,
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DEFAULT_HOST,
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DEFAULT_PORT,
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DEFAULT_PORT,
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@@ -51,6 +51,10 @@ class GameClient:
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self.running = True
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self.running = True
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self.clock = pygame.time.Clock()
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self.clock = pygame.time.Clock()
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# Client-side prediction
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self.player_input_buffers: dict[str, list] = {} # player_id -> input_buffer
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self.predicted_heads: dict[str, Position] = {} # player_id -> predicted head position
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async def connect(self) -> None:
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async def connect(self) -> None:
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"""Connect to the game server."""
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"""Connect to the game server."""
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try:
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try:
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@@ -125,6 +129,8 @@ class GameClient:
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elif message.type == MessageType.STATE_UPDATE:
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elif message.type == MessageType.STATE_UPDATE:
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state_dict = message.data.get("game_state")
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state_dict = message.data.get("game_state")
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self.game_state = GameState.from_dict(state_dict)
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self.game_state = GameState.from_dict(state_dict)
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# Clear predictions on authoritative update
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self.predicted_heads.clear()
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elif message.type == MessageType.PLAYER_JOINED:
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elif message.type == MessageType.PLAYER_JOINED:
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player_id = message.data.get("player_id")
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player_id = message.data.get("player_id")
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@@ -146,6 +152,27 @@ class GameClient:
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error = message.data.get("error")
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error = message.data.get("error")
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print(f"Error from server: {error}")
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print(f"Error from server: {error}")
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elif message.type == MessageType.PLAYER_INPUT:
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# Update input buffer and predict next position
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player_id = message.data.get("player_id")
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direction = tuple(message.data.get("direction", (1, 0)))
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input_buffer = [tuple(d) for d in message.data.get("input_buffer", [])]
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self.player_input_buffers[player_id] = input_buffer
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# Predict next head position
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if self.game_state:
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snake = next((s for s in self.game_state.snakes if s.player_id == player_id), None)
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if snake and snake.body:
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# Use first buffered input if available, otherwise current direction
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next_dir = input_buffer[0] if input_buffer else direction
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head = snake.body[0]
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predicted_head = Position(
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head.x + next_dir[0],
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head.y + next_dir[1]
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)
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self.predicted_heads[player_id] = predicted_head
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def handle_input(self) -> None:
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def handle_input(self) -> None:
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"""Handle pygame input events."""
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"""Handle pygame input events."""
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for event in pygame.event.get():
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for event in pygame.event.get():
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@@ -178,8 +205,8 @@ class GameClient:
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# Handle input
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# Handle input
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self.handle_input()
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self.handle_input()
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# Render current state
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# Render current state with predictions
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self.renderer.render(self.game_state, self.player_id)
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self.renderer.render(self.game_state, self.player_id, self.predicted_heads)
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# Maintain frame rate
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# Maintain frame rate
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self.clock.tick(FPS)
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self.clock.tick(FPS)
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@@ -30,13 +30,15 @@ class Renderer:
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self.font = pygame.font.Font(None, 36)
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self.font = pygame.font.Font(None, 36)
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self.small_font = pygame.font.Font(None, 24)
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self.small_font = pygame.font.Font(None, 24)
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def render(self, game_state: Optional[GameState], player_id: Optional[str] = None) -> None:
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def render(self, game_state: Optional[GameState], player_id: Optional[str] = None, predicted_heads: dict = None) -> None:
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"""Render the current game state.
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"""Render the current game state.
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Args:
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Args:
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game_state: Current game state to render
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game_state: Current game state to render
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player_id: ID of the current player (for highlighting)
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player_id: ID of the current player (for highlighting)
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predicted_heads: Dict mapping player_id to predicted head Position
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"""
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"""
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predicted_heads = predicted_heads or {}
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# Clear screen
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# Clear screen
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self.screen.fill(COLOR_BACKGROUND)
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self.screen.fill(COLOR_BACKGROUND)
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@@ -65,6 +67,13 @@ class Renderer:
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head_color = tuple(min(c + 50, 255) for c in color)
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head_color = tuple(min(c + 50, 255) for c in color)
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self.draw_cell(snake.body[0], head_color)
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self.draw_cell(snake.body[0], head_color)
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# Draw predicted head position (if available)
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if snake.player_id in predicted_heads:
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predicted_pos = predicted_heads[snake.player_id]
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# Draw with semi-transparent overlay (darker color)
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predicted_color = tuple(int(c * 0.6) for c in head_color)
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self.draw_cell(predicted_pos, predicted_color)
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# Draw scores
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# Draw scores
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self.draw_scores(game_state, player_id)
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self.draw_scores(game_state, player_id)
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@@ -105,7 +114,9 @@ class Renderer:
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player_id: Current player's ID
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player_id: Current player's ID
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"""
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"""
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y_offset = 10
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y_offset = 10
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for snake in game_state.snakes:
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# Sort snakes by length descending
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sorted_snakes = sorted(game_state.snakes, key=lambda s: len(s.body), reverse=True)
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for snake in sorted_snakes:
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color = COLOR_SNAKES[snake.color_index % len(COLOR_SNAKES)]
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color = COLOR_SNAKES[snake.color_index % len(COLOR_SNAKES)]
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# Prepare length text
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# Prepare length text
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@@ -14,6 +14,7 @@ from ..shared.protocol import (
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create_player_left_message,
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create_player_left_message,
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create_game_started_message,
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create_game_started_message,
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create_error_message,
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create_error_message,
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create_player_input_message,
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)
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)
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from ..shared.constants import DEFAULT_HOST, DEFAULT_PORT, TICK_RATE, COLOR_SNAKES
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from ..shared.constants import DEFAULT_HOST, DEFAULT_PORT, TICK_RATE, COLOR_SNAKES
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from .game_logic import GameLogic
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from .game_logic import GameLogic
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@@ -184,6 +185,16 @@ class GameServer:
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direction = tuple(message.data.get("direction", (1, 0)))
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direction = tuple(message.data.get("direction", (1, 0)))
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self.game_logic.update_snake_direction(player_id, direction)
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self.game_logic.update_snake_direction(player_id, direction)
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# Broadcast input to all clients for prediction
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snake = next((s for s in self.game_logic.state.snakes if s.player_id == player_id), None)
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if snake:
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input_msg = create_player_input_message(
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player_id,
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snake.direction,
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snake.input_buffer
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)
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await self.broadcast(input_msg)
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async def handle_start_game(self) -> None:
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async def handle_start_game(self) -> None:
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"""Start the game."""
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"""Start the game."""
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if self.game_logic.state.game_running:
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if self.game_logic.state.game_running:
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@@ -21,6 +21,7 @@ class MessageType(Enum):
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GAME_STARTED = "GAME_STARTED"
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GAME_STARTED = "GAME_STARTED"
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GAME_OVER = "GAME_OVER"
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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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class Message:
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class Message:
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@@ -114,3 +115,18 @@ def create_game_over_message(winner_id: str = None) -> Message:
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def create_error_message(error: str) -> Message:
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def create_error_message(error: str) -> Message:
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"""Create an ERROR message."""
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"""Create an ERROR message."""
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return Message(MessageType.ERROR, {"error": error})
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return Message(MessageType.ERROR, {"error": error})
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def create_player_input_message(player_id: str, direction: tuple, input_buffer: list) -> Message:
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"""Create a PLAYER_INPUT message for client-side prediction.
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Args:
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player_id: ID of the player who sent the input
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direction: Current direction tuple
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input_buffer: List of buffered direction tuples (max 3)
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"""
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return Message(MessageType.PLAYER_INPUT, {
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"player_id": player_id,
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"direction": direction,
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"input_buffer": input_buffer
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})
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56
web/game.js
56
web/game.js
@@ -10,6 +10,10 @@ class GameClient {
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this.canvas = document.getElementById('game-canvas');
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this.canvas = document.getElementById('game-canvas');
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this.ctx = this.canvas.getContext('2d');
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this.ctx = this.canvas.getContext('2d');
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// Client-side prediction
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this.playerInputBuffers = {}; // player_id -> input_buffer array
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this.predictedHeads = {}; // player_id -> [x, y] predicted position
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// Game constants (matching Python)
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// Game constants (matching Python)
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this.GRID_WIDTH = 40;
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this.GRID_WIDTH = 40;
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this.GRID_HEIGHT = 30;
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this.GRID_HEIGHT = 30;
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@@ -134,6 +138,8 @@ class GameClient {
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case MessageType.STATE_UPDATE:
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case MessageType.STATE_UPDATE:
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this.gameState = message.data.game_state;
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this.gameState = message.data.game_state;
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this.updatePlayersList();
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this.updatePlayersList();
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// Clear predictions on authoritative update
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this.predictedHeads = {};
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if (this.gameState.game_running) {
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if (this.gameState.game_running) {
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this.hideOverlay();
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this.hideOverlay();
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}
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}
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@@ -164,6 +170,29 @@ class GameClient {
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console.error('Server error:', message.data.error);
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console.error('Server error:', message.data.error);
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this.showStatus('Error: ' + message.data.error, 'error');
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this.showStatus('Error: ' + message.data.error, 'error');
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break;
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break;
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case MessageType.PLAYER_INPUT:
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// Update input buffer and predict next position
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const playerId = message.data.player_id;
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const direction = message.data.direction;
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const inputBuffer = message.data.input_buffer || [];
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this.playerInputBuffers[playerId] = inputBuffer;
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// Predict next head position
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if (this.gameState && this.gameState.snakes) {
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const snake = this.gameState.snakes.find(s => s.player_id === playerId);
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if (snake && snake.body && snake.body.length > 0) {
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// Use first buffered input if available, otherwise current direction
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const nextDir = inputBuffer.length > 0 ? inputBuffer[0] : direction;
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const head = snake.body[0];
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this.predictedHeads[playerId] = [
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head[0] + nextDir[0],
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head[1] + nextDir[1]
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];
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}
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}
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break;
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}
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}
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}
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}
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@@ -245,6 +274,15 @@ class GameClient {
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this.drawCell(x, y, color);
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this.drawCell(x, y, color);
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}
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}
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}
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}
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// Draw predicted head position (if available)
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if (this.predictedHeads[snake.player_id]) {
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const [px, py] = this.predictedHeads[snake.player_id];
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const brightColor = this.brightenColor(color, 50);
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// Draw with reduced opacity (darker color)
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const predictedColor = this.darkenColor(brightColor, 0.6);
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this.drawCell(px, py, predictedColor);
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}
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}
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}
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});
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});
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}
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}
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@@ -307,6 +345,19 @@ class GameClient {
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return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
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return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
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}
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}
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darkenColor(hex, factor) {
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// Convert hex to RGB and multiply by factor
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const r = parseInt(hex.slice(1, 3), 16);
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const g = parseInt(hex.slice(3, 5), 16);
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const b = parseInt(hex.slice(5, 7), 16);
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const newR = Math.floor(r * factor);
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const newG = Math.floor(g * factor);
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const newB = Math.floor(b * factor);
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return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
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}
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updatePlayersList() {
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updatePlayersList() {
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if (!this.gameState || !this.gameState.snakes) {
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if (!this.gameState || !this.gameState.snakes) {
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return;
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return;
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@@ -314,7 +365,10 @@ class GameClient {
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this.playersList.innerHTML = '';
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this.playersList.innerHTML = '';
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this.gameState.snakes.forEach((snake) => {
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// Sort snakes by length descending
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const sortedSnakes = [...this.gameState.snakes].sort((a, b) => b.body.length - a.body.length);
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sortedSnakes.forEach((snake) => {
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const playerItem = document.createElement('div');
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const playerItem = document.createElement('div');
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playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`;
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playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`;
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playerItem.style.borderLeftColor = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length];
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playerItem.style.borderLeftColor = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length];
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@@ -59,13 +59,13 @@
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<script src="protocol.js"></script>
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<script src="protocol.js"></script>
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<script src="game.js"></script>
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<script src="game.js"></script>
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<script>
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<script>
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// Auto-detect WebSocket URL
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// Auto-detect WebSocket URL based on page hostname
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const wsUrl = document.getElementById('server-url');
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const wsUrl = document.getElementById('server-url');
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if (window.location.protocol === 'file:') {
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if (window.location.protocol === 'file:') {
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wsUrl.value = 'ws://localhost:8889';
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wsUrl.value = 'ws://localhost:8889';
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} else {
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} else {
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const host = window.location.hostname;
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const host = window.location.hostname;
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const port = window.location.port ? parseInt(window.location.port) + 889 : 8889;
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const port = 8889; // Default WebSocket port
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wsUrl.value = `ws://${host}:${port}`;
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wsUrl.value = `ws://${host}:${port}`;
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}
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}
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</script>
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</script>
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@@ -17,7 +17,8 @@ const MessageType = {
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PLAYER_LEFT: 'PLAYER_LEFT',
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PLAYER_LEFT: 'PLAYER_LEFT',
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GAME_STARTED: 'GAME_STARTED',
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GAME_STARTED: 'GAME_STARTED',
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GAME_OVER: 'GAME_OVER',
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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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};
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class Message {
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class Message {
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Reference in New Issue
Block a user