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:
Vladyslav Doloman
2025-10-04 21:21:49 +03:00
parent ce492b0dc2
commit 4dbbf44638
7 changed files with 129 additions and 9 deletions

View File

@@ -11,7 +11,7 @@ from ..shared.protocol import (
create_move_message, create_move_message,
create_start_game_message, create_start_game_message,
) )
from ..shared.models import GameState from ..shared.models import GameState, Position
from ..shared.constants import ( from ..shared.constants import (
DEFAULT_HOST, DEFAULT_HOST,
DEFAULT_PORT, DEFAULT_PORT,
@@ -51,6 +51,10 @@ class GameClient:
self.running = True self.running = True
self.clock = pygame.time.Clock() self.clock = pygame.time.Clock()
# Client-side prediction
self.player_input_buffers: dict[str, list] = {} # player_id -> input_buffer
self.predicted_heads: dict[str, Position] = {} # player_id -> predicted head position
async def connect(self) -> None: async def connect(self) -> None:
"""Connect to the game server.""" """Connect to the game server."""
try: try:
@@ -125,6 +129,8 @@ class GameClient:
elif message.type == MessageType.STATE_UPDATE: elif message.type == MessageType.STATE_UPDATE:
state_dict = message.data.get("game_state") state_dict = message.data.get("game_state")
self.game_state = GameState.from_dict(state_dict) self.game_state = GameState.from_dict(state_dict)
# Clear predictions on authoritative update
self.predicted_heads.clear()
elif message.type == MessageType.PLAYER_JOINED: elif message.type == MessageType.PLAYER_JOINED:
player_id = message.data.get("player_id") player_id = message.data.get("player_id")
@@ -146,6 +152,27 @@ class GameClient:
error = message.data.get("error") error = message.data.get("error")
print(f"Error from server: {error}") print(f"Error from server: {error}")
elif message.type == MessageType.PLAYER_INPUT:
# Update input buffer and predict next position
player_id = message.data.get("player_id")
direction = tuple(message.data.get("direction", (1, 0)))
input_buffer = [tuple(d) for d in message.data.get("input_buffer", [])]
self.player_input_buffers[player_id] = input_buffer
# Predict next head position
if self.game_state:
snake = next((s for s in self.game_state.snakes if s.player_id == player_id), None)
if snake and snake.body:
# Use first buffered input if available, otherwise current direction
next_dir = input_buffer[0] if input_buffer else direction
head = snake.body[0]
predicted_head = Position(
head.x + next_dir[0],
head.y + next_dir[1]
)
self.predicted_heads[player_id] = predicted_head
def handle_input(self) -> None: def handle_input(self) -> None:
"""Handle pygame input events.""" """Handle pygame input events."""
for event in pygame.event.get(): for event in pygame.event.get():
@@ -178,8 +205,8 @@ class GameClient:
# Handle input # Handle input
self.handle_input() self.handle_input()
# Render current state # Render current state with predictions
self.renderer.render(self.game_state, self.player_id) self.renderer.render(self.game_state, self.player_id, self.predicted_heads)
# Maintain frame rate # Maintain frame rate
self.clock.tick(FPS) self.clock.tick(FPS)

View File

@@ -30,13 +30,15 @@ class Renderer:
self.font = pygame.font.Font(None, 36) self.font = pygame.font.Font(None, 36)
self.small_font = pygame.font.Font(None, 24) self.small_font = pygame.font.Font(None, 24)
def render(self, game_state: Optional[GameState], player_id: Optional[str] = None) -> None: def render(self, game_state: Optional[GameState], player_id: Optional[str] = None, predicted_heads: dict = None) -> None:
"""Render the current game state. """Render the current game state.
Args: Args:
game_state: Current game state to render game_state: Current game state to render
player_id: ID of the current player (for highlighting) player_id: ID of the current player (for highlighting)
predicted_heads: Dict mapping player_id to predicted head Position
""" """
predicted_heads = predicted_heads or {}
# Clear screen # Clear screen
self.screen.fill(COLOR_BACKGROUND) self.screen.fill(COLOR_BACKGROUND)
@@ -65,6 +67,13 @@ class Renderer:
head_color = tuple(min(c + 50, 255) for c in color) head_color = tuple(min(c + 50, 255) for c in color)
self.draw_cell(snake.body[0], head_color) self.draw_cell(snake.body[0], head_color)
# Draw predicted head position (if available)
if snake.player_id in predicted_heads:
predicted_pos = predicted_heads[snake.player_id]
# Draw with semi-transparent overlay (darker color)
predicted_color = tuple(int(c * 0.6) for c in head_color)
self.draw_cell(predicted_pos, predicted_color)
# Draw scores # Draw scores
self.draw_scores(game_state, player_id) self.draw_scores(game_state, player_id)
@@ -105,7 +114,9 @@ class Renderer:
player_id: Current player's ID player_id: Current player's ID
""" """
y_offset = 10 y_offset = 10
for snake in game_state.snakes: # Sort snakes by length descending
sorted_snakes = sorted(game_state.snakes, key=lambda s: len(s.body), reverse=True)
for snake in sorted_snakes:
color = COLOR_SNAKES[snake.color_index % len(COLOR_SNAKES)] color = COLOR_SNAKES[snake.color_index % len(COLOR_SNAKES)]
# Prepare length text # Prepare length text

View File

@@ -14,6 +14,7 @@ from ..shared.protocol import (
create_player_left_message, create_player_left_message,
create_game_started_message, create_game_started_message,
create_error_message, create_error_message,
create_player_input_message,
) )
from ..shared.constants import DEFAULT_HOST, DEFAULT_PORT, TICK_RATE, COLOR_SNAKES from ..shared.constants import DEFAULT_HOST, DEFAULT_PORT, TICK_RATE, COLOR_SNAKES
from .game_logic import GameLogic from .game_logic import GameLogic
@@ -184,6 +185,16 @@ class GameServer:
direction = tuple(message.data.get("direction", (1, 0))) direction = tuple(message.data.get("direction", (1, 0)))
self.game_logic.update_snake_direction(player_id, direction) self.game_logic.update_snake_direction(player_id, direction)
# Broadcast input to all clients for prediction
snake = next((s for s in self.game_logic.state.snakes if s.player_id == player_id), None)
if snake:
input_msg = create_player_input_message(
player_id,
snake.direction,
snake.input_buffer
)
await self.broadcast(input_msg)
async def handle_start_game(self) -> None: async def handle_start_game(self) -> None:
"""Start the game.""" """Start the game."""
if self.game_logic.state.game_running: if self.game_logic.state.game_running:

View File

@@ -21,6 +21,7 @@ class MessageType(Enum):
GAME_STARTED = "GAME_STARTED" GAME_STARTED = "GAME_STARTED"
GAME_OVER = "GAME_OVER" GAME_OVER = "GAME_OVER"
ERROR = "ERROR" ERROR = "ERROR"
PLAYER_INPUT = "PLAYER_INPUT" # Broadcast player input for prediction
class Message: class Message:
@@ -114,3 +115,18 @@ def create_game_over_message(winner_id: str = None) -> Message:
def create_error_message(error: str) -> Message: def create_error_message(error: str) -> Message:
"""Create an ERROR message.""" """Create an ERROR message."""
return Message(MessageType.ERROR, {"error": error}) return Message(MessageType.ERROR, {"error": error})
def create_player_input_message(player_id: str, direction: tuple, input_buffer: list) -> Message:
"""Create a PLAYER_INPUT message for client-side prediction.
Args:
player_id: ID of the player who sent the input
direction: Current direction tuple
input_buffer: List of buffered direction tuples (max 3)
"""
return Message(MessageType.PLAYER_INPUT, {
"player_id": player_id,
"direction": direction,
"input_buffer": input_buffer
})

View File

@@ -10,6 +10,10 @@ class GameClient {
this.canvas = document.getElementById('game-canvas'); this.canvas = document.getElementById('game-canvas');
this.ctx = this.canvas.getContext('2d'); this.ctx = this.canvas.getContext('2d');
// Client-side prediction
this.playerInputBuffers = {}; // player_id -> input_buffer array
this.predictedHeads = {}; // player_id -> [x, y] predicted position
// Game constants (matching Python) // Game constants (matching Python)
this.GRID_WIDTH = 40; this.GRID_WIDTH = 40;
this.GRID_HEIGHT = 30; this.GRID_HEIGHT = 30;
@@ -134,6 +138,8 @@ class GameClient {
case MessageType.STATE_UPDATE: case MessageType.STATE_UPDATE:
this.gameState = message.data.game_state; this.gameState = message.data.game_state;
this.updatePlayersList(); this.updatePlayersList();
// Clear predictions on authoritative update
this.predictedHeads = {};
if (this.gameState.game_running) { if (this.gameState.game_running) {
this.hideOverlay(); this.hideOverlay();
} }
@@ -164,6 +170,29 @@ class GameClient {
console.error('Server error:', message.data.error); console.error('Server error:', message.data.error);
this.showStatus('Error: ' + message.data.error, 'error'); this.showStatus('Error: ' + message.data.error, 'error');
break; break;
case MessageType.PLAYER_INPUT:
// Update input buffer and predict next position
const playerId = message.data.player_id;
const direction = message.data.direction;
const inputBuffer = message.data.input_buffer || [];
this.playerInputBuffers[playerId] = inputBuffer;
// Predict next head position
if (this.gameState && this.gameState.snakes) {
const snake = this.gameState.snakes.find(s => s.player_id === playerId);
if (snake && snake.body && snake.body.length > 0) {
// Use first buffered input if available, otherwise current direction
const nextDir = inputBuffer.length > 0 ? inputBuffer[0] : direction;
const head = snake.body[0];
this.predictedHeads[playerId] = [
head[0] + nextDir[0],
head[1] + nextDir[1]
];
}
}
break;
} }
} }
@@ -245,6 +274,15 @@ class GameClient {
this.drawCell(x, y, color); this.drawCell(x, y, color);
} }
} }
// Draw predicted head position (if available)
if (this.predictedHeads[snake.player_id]) {
const [px, py] = this.predictedHeads[snake.player_id];
const brightColor = this.brightenColor(color, 50);
// Draw with reduced opacity (darker color)
const predictedColor = this.darkenColor(brightColor, 0.6);
this.drawCell(px, py, predictedColor);
}
} }
}); });
} }
@@ -307,6 +345,19 @@ class GameClient {
return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`; return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
} }
darkenColor(hex, factor) {
// Convert hex to RGB and multiply by factor
const r = parseInt(hex.slice(1, 3), 16);
const g = parseInt(hex.slice(3, 5), 16);
const b = parseInt(hex.slice(5, 7), 16);
const newR = Math.floor(r * factor);
const newG = Math.floor(g * factor);
const newB = Math.floor(b * factor);
return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
}
updatePlayersList() { updatePlayersList() {
if (!this.gameState || !this.gameState.snakes) { if (!this.gameState || !this.gameState.snakes) {
return; return;
@@ -314,7 +365,10 @@ class GameClient {
this.playersList.innerHTML = ''; this.playersList.innerHTML = '';
this.gameState.snakes.forEach((snake) => { // Sort snakes by length descending
const sortedSnakes = [...this.gameState.snakes].sort((a, b) => b.body.length - a.body.length);
sortedSnakes.forEach((snake) => {
const playerItem = document.createElement('div'); const playerItem = document.createElement('div');
playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`; playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`;
playerItem.style.borderLeftColor = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length]; playerItem.style.borderLeftColor = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length];

View File

@@ -59,13 +59,13 @@
<script src="protocol.js"></script> <script src="protocol.js"></script>
<script src="game.js"></script> <script src="game.js"></script>
<script> <script>
// Auto-detect WebSocket URL // Auto-detect WebSocket URL based on page hostname
const wsUrl = document.getElementById('server-url'); const wsUrl = document.getElementById('server-url');
if (window.location.protocol === 'file:') { if (window.location.protocol === 'file:') {
wsUrl.value = 'ws://localhost:8889'; wsUrl.value = 'ws://localhost:8889';
} else { } else {
const host = window.location.hostname; const host = window.location.hostname;
const port = window.location.port ? parseInt(window.location.port) + 889 : 8889; const port = 8889; // Default WebSocket port
wsUrl.value = `ws://${host}:${port}`; wsUrl.value = `ws://${host}:${port}`;
} }
</script> </script>

View File

@@ -17,7 +17,8 @@ const MessageType = {
PLAYER_LEFT: 'PLAYER_LEFT', PLAYER_LEFT: 'PLAYER_LEFT',
GAME_STARTED: 'GAME_STARTED', GAME_STARTED: 'GAME_STARTED',
GAME_OVER: 'GAME_OVER', GAME_OVER: 'GAME_OVER',
ERROR: 'ERROR' ERROR: 'ERROR',
PLAYER_INPUT: 'PLAYER_INPUT' // Broadcast player input for prediction
}; };
class Message { class Message {