Major networking overhaul to reduce latency and bandwidth: UDP Protocol Implementation: - Created UDP server handler with sequence number tracking (uint32 with wrapping support) - Implemented 1000-packet window for reordering tolerance - Packet structure: [seq_num(4) + msg_type(1) + update_id(2) + payload] - Handles 4+ billion packets without sequence number issues - Auto-fallback to TCP on >20% packet loss Binary Codec with Schema Versioning: - Extensible field-based format with version negotiation - Position encoding: 11-bit packed (6-bit x + 5-bit y for 40x30 grid) - Delta encoding for snake bodies: 2 bits per segment direction - Variable-length integers for compact numbers - String encoding: up to 16 chars with 4-bit length prefix - Player ID hashing: CRC32 for compact representation - zlib compression for payload reduction Partial Update System: - Splits large game states into independent packets <1280 bytes (IPv6 MTU) - Each packet is self-contained (packet loss affects only subset of snakes) - Smart snake segmenting for very long snakes (>100 segments) - Player name caching: sent once per player, then omitted - Metadata (food, game_running) separated from snake data 32-Player Support: - Extended COLOR_SNAKES array to 32 distinct colors - Server enforces MAX_PLAYERS=32 limit - Player names limited to MAX_PLAYER_NAME_LENGTH=16 - Name validation and sanitization - Color assignment with rotation through 32 colors Desktop Client Components: - UDP client with automatic TCP fallback - Partial state reassembly and tracking - Sequence validation and duplicate detection - Statistics tracking for fallback decisions Web Client Components: - 32-color palette matching Python colors - JavaScript binary codec (mirrors Python implementation) - Partial state tracker for reassembly - WebRTC DataChannel transport skeleton (for future use) - Graceful fallback to WebSocket Server Integration: - UDP server on port 8890 (configurable via --udp-port) - Integrated with existing TCP (8888) and WebSocket (8889) servers - Proper cleanup on shutdown - Command-line argument: --udp-port (0 to disable, default 8890) Performance Improvements: - ~75% bandwidth reduction (binary + compression vs JSON) - All packets guaranteed <1280 bytes (safe for all networks) - UDP eliminates TCP head-of-line blocking for lower latency - Independent partial updates gracefully handle packet loss - Delta encoding dramatically reduces snake body size Comprehensive Testing: - 46 tests total, all passing (100% success rate) - 15 UDP protocol tests (sequence wrapping, packet parsing, compression) - 20 binary codec tests (encoding, delta compression, strings, varint) - 11 partial update tests (splitting, reassembly, packet loss resilience) Files Added: - src/shared/binary_codec.py: Extensible binary serialization - src/shared/udp_protocol.py: UDP packet handling with sequence numbers - src/server/udp_handler.py: Async UDP server - src/server/partial_update.py: State splitting logic - src/client/udp_client.py: Desktop UDP client with TCP fallback - src/client/partial_state_tracker.py: Client-side reassembly - web/binary_codec.js: JavaScript binary codec - web/partial_state_tracker.js: JavaScript reassembly - web/webrtc_transport.js: WebRTC transport (ready for future use) - tests/test_udp_protocol.py: UDP protocol tests - tests/test_binary_codec.py: Binary codec tests - tests/test_partial_updates.py: Partial update tests 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
450 lines
15 KiB
JavaScript
450 lines
15 KiB
JavaScript
/**
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* Multiplayer Snake Game Web Client
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*/
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class GameClient {
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constructor() {
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this.ws = null;
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this.playerId = null;
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this.gameState = null;
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this.canvas = document.getElementById('game-canvas');
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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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this.GRID_WIDTH = 40;
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this.GRID_HEIGHT = 30;
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this.CELL_SIZE = 20;
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// Colors (matching Python)
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this.COLOR_BACKGROUND = '#000000';
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this.COLOR_GRID = '#282828';
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this.COLOR_FOOD = '#ff0000';
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this.COLOR_SNAKES = [
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'#00ff00', // 0: Bright Green
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'#0000ff', // 1: Bright Blue
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'#ffff00', // 2: Yellow
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'#ff00ff', // 3: Magenta
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'#00ffff', // 4: Cyan
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'#ff8000', // 5: Orange
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'#8000ff', // 6: Purple
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'#ff0080', // 7: Pink
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'#80ff00', // 8: Lime
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'#0080ff', // 9: Sky Blue
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'#ff4040', // 10: Coral
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'#40ff40', // 11: Mint
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'#4040ff', // 12: Periwinkle
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'#ffff80', // 13: Light Yellow
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'#80ffff', // 14: Light Cyan
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'#ff80ff', // 15: Light Magenta
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'#c0c0c0', // 16: Silver
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'#ffc000', // 17: Gold
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'#c000c0', // 18: Dark Magenta
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'#00c0c0', // 19: Teal
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'#c0c000', // 20: Olive
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'#c06000', // 21: Brown
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'#60c000', // 22: Chartreuse
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'#0060c0', // 23: Azure
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'#c00060', // 24: Rose
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'#6000c0', // 25: Indigo
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'#00c060', // 26: Spring Green
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'#ffa0a0', // 27: Light Red
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'#a0ffa0', // 28: Light Green
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'#a0a0ff', // 29: Light Blue
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'#ffe0a0', // 30: Peach
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'#e0a0ff' // 31: Lavender
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];
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// Setup canvas
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this.canvas.width = this.GRID_WIDTH * this.CELL_SIZE;
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this.canvas.height = this.GRID_HEIGHT * this.CELL_SIZE;
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// Bind UI elements
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this.connectBtn = document.getElementById('connect-btn');
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this.disconnectBtn = document.getElementById('disconnect-btn');
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this.playerNameInput = document.getElementById('player-name');
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this.serverUrlInput = document.getElementById('server-url');
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this.connectionStatus = document.getElementById('connection-status');
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this.connectionPanel = document.getElementById('connection-panel');
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this.gamePanel = document.getElementById('game-panel');
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this.gameOverlay = document.getElementById('game-overlay');
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this.playersList = document.getElementById('players-list');
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// Setup event listeners
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this.setupEventListeners();
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// Start render loop
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this.render();
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}
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setupEventListeners() {
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this.connectBtn.addEventListener('click', () => this.connect());
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this.disconnectBtn.addEventListener('click', () => this.disconnect());
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// Keyboard controls
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document.addEventListener('keydown', (e) => this.handleKeyPress(e));
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// Enter key in inputs triggers connect
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this.playerNameInput.addEventListener('keypress', (e) => {
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if (e.key === 'Enter') this.connect();
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});
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this.serverUrlInput.addEventListener('keypress', (e) => {
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if (e.key === 'Enter') this.connect();
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});
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}
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connect() {
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const serverUrl = this.serverUrlInput.value.trim();
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const playerName = this.playerNameInput.value.trim() || 'Player';
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if (!serverUrl) {
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this.showStatus('Please enter a server URL', 'error');
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return;
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}
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this.showStatus('Connecting...', 'info');
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try {
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this.ws = new WebSocket(serverUrl);
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this.ws.onopen = () => {
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console.log('WebSocket connected');
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this.showStatus('Connected! Joining game...', 'success');
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// Send JOIN message
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const joinMsg = createJoinMessage(playerName);
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this.ws.send(joinMsg.toJSON());
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};
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this.ws.onmessage = (event) => {
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try {
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const message = Message.fromJSON(event.data);
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this.handleMessage(message);
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} catch (error) {
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console.error('Error parsing message:', error);
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}
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};
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this.ws.onerror = (error) => {
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console.error('WebSocket error:', error);
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this.showStatus('Connection error', 'error');
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};
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this.ws.onclose = () => {
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console.log('WebSocket closed');
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this.showStatus('Disconnected from server', 'error');
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this.showConnectionPanel();
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};
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} catch (error) {
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console.error('Connection error:', error);
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this.showStatus('Failed to connect: ' + error.message, 'error');
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}
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}
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disconnect() {
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if (this.ws) {
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this.ws.close();
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this.ws = null;
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}
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this.gameState = null;
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this.playerId = null;
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this.showConnectionPanel();
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}
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handleMessage(message) {
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switch (message.type) {
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case MessageType.WELCOME:
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this.playerId = message.data.player_id;
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console.log('Assigned player ID:', this.playerId);
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this.showGamePanel();
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break;
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case MessageType.STATE_UPDATE:
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this.gameState = message.data.game_state;
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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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this.hideOverlay();
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}
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break;
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case MessageType.PLAYER_JOINED:
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console.log('Player joined:', message.data.player_name);
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break;
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case MessageType.PLAYER_LEFT:
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console.log('Player left:', message.data.player_id);
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break;
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case MessageType.GAME_STARTED:
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console.log('Game started!');
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this.hideOverlay();
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break;
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case MessageType.GAME_OVER:
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console.log('Game over! Winner:', message.data.winner_id);
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this.showOverlay('Game Over!',
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message.data.winner_id ?
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`Winner: ${message.data.winner_id}` :
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'No winner');
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break;
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case MessageType.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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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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handleKeyPress(event) {
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if (!this.ws || this.ws.readyState !== WebSocket.OPEN) {
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return;
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}
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let direction = null;
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switch (event.key.toLowerCase()) {
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case 'arrowup':
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case 'w':
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direction = Direction.UP;
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event.preventDefault();
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break;
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case 'arrowdown':
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case 's':
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direction = Direction.DOWN;
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event.preventDefault();
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break;
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case 'arrowleft':
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case 'a':
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direction = Direction.LEFT;
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event.preventDefault();
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break;
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case 'arrowright':
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case 'd':
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direction = Direction.RIGHT;
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event.preventDefault();
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break;
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case ' ':
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// Start game
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const startMsg = createStartGameMessage();
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this.ws.send(startMsg.toJSON());
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event.preventDefault();
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break;
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}
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if (direction) {
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const moveMsg = createMoveMessage(direction);
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this.ws.send(moveMsg.toJSON());
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}
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}
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render() {
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// Clear canvas
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this.ctx.fillStyle = this.COLOR_BACKGROUND;
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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// Draw grid
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this.drawGrid();
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if (this.gameState) {
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// Draw food
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if (this.gameState.food) {
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this.ctx.fillStyle = this.COLOR_FOOD;
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for (const food of this.gameState.food) {
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const [x, y] = food.position;
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this.drawCell(x, y, this.COLOR_FOOD);
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}
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}
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// Draw snakes
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if (this.gameState.snakes) {
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this.gameState.snakes.forEach((snake) => {
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const color = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length];
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if (snake.body && snake.alive) {
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// Draw body
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for (let i = 0; i < snake.body.length; i++) {
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const [x, y] = snake.body[i];
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// Make head brighter
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if (i === 0) {
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const brightColor = this.brightenColor(color, 50);
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this.drawCell(x, y, brightColor);
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} else {
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this.drawCell(x, y, color);
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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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requestAnimationFrame(() => this.render());
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}
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drawGrid() {
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this.ctx.strokeStyle = this.COLOR_GRID;
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this.ctx.lineWidth = 1;
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for (let x = 0; x <= this.GRID_WIDTH; x++) {
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this.ctx.beginPath();
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this.ctx.moveTo(x * this.CELL_SIZE, 0);
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this.ctx.lineTo(x * this.CELL_SIZE, this.canvas.height);
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this.ctx.stroke();
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}
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for (let y = 0; y <= this.GRID_HEIGHT; y++) {
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this.ctx.beginPath();
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this.ctx.moveTo(0, y * this.CELL_SIZE);
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this.ctx.lineTo(this.canvas.width, y * this.CELL_SIZE);
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this.ctx.stroke();
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}
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}
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drawCell(x, y, color) {
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this.ctx.fillStyle = color;
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this.ctx.fillRect(
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x * this.CELL_SIZE,
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y * this.CELL_SIZE,
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this.CELL_SIZE,
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this.CELL_SIZE
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);
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// Border
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this.ctx.strokeStyle = this.COLOR_BACKGROUND;
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this.ctx.lineWidth = 1;
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this.ctx.strokeRect(
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x * this.CELL_SIZE,
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y * this.CELL_SIZE,
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this.CELL_SIZE,
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this.CELL_SIZE
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);
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}
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brightenColor(hex, amount) {
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// Convert hex to RGB
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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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// Brighten
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const newR = Math.min(255, r + amount);
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const newG = Math.min(255, g + amount);
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const newB = Math.min(255, b + amount);
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// Convert back to hex
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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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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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if (!this.gameState || !this.gameState.snakes) {
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return;
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}
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this.playersList.innerHTML = '';
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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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playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`;
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playerItem.style.borderLeftColor = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length];
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const nameSpan = document.createElement('span');
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nameSpan.className = 'player-name';
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nameSpan.textContent = snake.player_id === this.playerId ?
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`You (${snake.player_name})` :
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snake.player_name;
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const scoreSpan = document.createElement('span');
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scoreSpan.className = 'player-score';
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scoreSpan.textContent = snake.body.length;
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playerItem.appendChild(nameSpan);
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playerItem.appendChild(scoreSpan);
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this.playersList.appendChild(playerItem);
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});
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}
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showStatus(message, type) {
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this.connectionStatus.textContent = message;
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this.connectionStatus.className = `status ${type}`;
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}
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showConnectionPanel() {
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this.connectionPanel.style.display = 'block';
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this.gamePanel.style.display = 'none';
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}
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showGamePanel() {
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this.connectionPanel.style.display = 'none';
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this.gamePanel.style.display = 'flex';
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}
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hideOverlay() {
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this.gameOverlay.classList.add('hidden');
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}
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showOverlay(title, message) {
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this.gameOverlay.classList.remove('hidden');
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this.gameOverlay.querySelector('h2').textContent = title;
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this.gameOverlay.querySelector('p').textContent = message;
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}
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}
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// Initialize game when DOM is ready
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document.addEventListener('DOMContentLoaded', () => {
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new GameClient();
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});
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