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lib.rs
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//! WebGPU client for Pong game
// FSM module - platform agnostic, can be tested natively
mod fsm;
// Re-export FSM types (always available)
pub use fsm::{FsmState, GameAction, GameFsm};
// Everything below requires wasm32
#[cfg(target_arch = "wasm32")]
mod camera;
#[cfg(target_arch = "wasm32")]
mod input;
#[cfg(target_arch = "wasm32")]
mod mesh;
#[cfg(target_arch = "wasm32")]
mod network;
#[cfg(target_arch = "wasm32")]
mod prediction;
#[cfg(target_arch = "wasm32")]
mod renderer;
#[cfg(target_arch = "wasm32")]
mod simulation;
#[cfg(target_arch = "wasm32")]
mod state;
#[cfg(target_arch = "wasm32")]
use prediction::ClientPredictor;
#[cfg(target_arch = "wasm32")]
use renderer::Renderer;
#[cfg(target_arch = "wasm32")]
use simulation::LocalGame;
#[cfg(target_arch = "wasm32")]
use state::GameState;
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
#[cfg(target_arch = "wasm32")]
use web_sys::{window, HtmlCanvasElement, KeyboardEvent};
/// Main client state
#[cfg(target_arch = "wasm32")]
pub struct Client {
renderer: Renderer,
// Game state
game_state: GameState,
// Input state
paddle_dir: i8, // -1 = up, 0 = stop, 1 = down
// Frame timing
last_frame_time: f64,
last_sim_time: f64,
sim_accumulator: f32,
// Metrics
fps: f32,
fps_frame_count: u32,
fps_last_update: f64,
ping_ms: f32,
ping_pending: Option<f64>,
update_display_ms: f32,
update_last_display: f64,
// Local game
local_game: Option<LocalGame>,
// Prediction
predictor: ClientPredictor,
local_paddle_y: f32,
local_paddle_initialized: bool,
}
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen]
pub struct WasmClient(Client);
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen]
impl WasmClient {
#[allow(deprecated)]
#[wasm_bindgen(constructor)]
pub async fn new(canvas: HtmlCanvasElement) -> Result<WasmClient, JsValue> {
console_error_panic_hook::set_once();
let renderer = Renderer::new(canvas)
.await
.map_err(|e| JsValue::from_str(&e))?;
Ok(WasmClient(Client {
renderer,
game_state: GameState::new(),
paddle_dir: 0,
last_frame_time: 0.0,
last_sim_time: 0.0,
sim_accumulator: 0.0,
fps: 0.0,
fps_frame_count: 0,
fps_last_update: 0.0,
ping_ms: 0.0,
ping_pending: None,
update_display_ms: 0.0,
update_last_display: 0.0,
local_game: None,
predictor: ClientPredictor::new(),
local_paddle_y: 12.0,
local_paddle_initialized: false,
}))
}
fn performance_now() -> f64 {
window()
.and_then(|w| {
js_sys::Reflect::get(&w, &JsValue::from_str("performance"))
.ok()
.and_then(|perf| {
js_sys::Reflect::get(&perf, &JsValue::from_str("now"))
.ok()
.and_then(|now_fn| {
let now_func: js_sys::Function = now_fn.dyn_into().ok()?;
now_func.call0(&perf).ok()?.as_f64()
})
})
})
.unwrap_or_else(|| js_sys::Date::now())
}
fn step_simulation(client: &mut Client) {
if let Some(local_game) = &mut client.local_game {
const SIM_FIXED_DT: f32 = 1.0 / 60.0;
let now_ms = Self::performance_now();
if client.last_sim_time == 0.0 {
client.last_sim_time = now_ms;
return;
}
let frame_time_ms = (now_ms - client.last_sim_time) / 1000.0;
client.sim_accumulator += frame_time_ms as f32;
client.last_sim_time = now_ms;
while client.sim_accumulator >= SIM_FIXED_DT {
client.sim_accumulator -= SIM_FIXED_DT;
let (winner, ball_data, left_y, right_y, score_left, score_right) =
local_game.step(client.local_paddle_y);
if let Some(w) = winner {
client.game_state.set_winner(w);
}
if let Some((ball_pos, ball_vel)) = ball_data {
client.game_state.set_current(proto::GameStateSnapshot {
ball_x: ball_pos.x,
ball_y: ball_pos.y,
paddle_left_y: left_y,
paddle_right_y: right_y,
ball_vx: ball_vel.x,
ball_vy: ball_vel.y,
tick: 0,
score_left,
score_right,
});
}
client.game_state.set_scores(score_left, score_right);
// Check for win condition reset
}
}
}
#[wasm_bindgen]
pub fn render(&mut self) -> Result<(), JsValue> {
let client = &mut self.0;
Self::step_simulation(client);
if client.local_game.is_none() && client.predictor.is_active() {
let now_ms = Self::performance_now();
let player_id = client.game_state.get_player_id().unwrap_or(0);
client
.predictor
.update(now_ms, player_id, client.paddle_dir);
}
let now_ms = Self::performance_now();
let render_dt = if client.last_frame_time > 0.0 {
((now_ms - client.last_frame_time) / 1000.0) as f32
} else {
0.008
};
client.last_frame_time = now_ms;
// Update local paddle for immediate response (works for both local and multiplayer)
const PADDLE_SPEED: f32 = 18.0;
const ARENA_HEIGHT: f32 = 24.0;
const PADDLE_HEIGHT: f32 = 4.0;
let half_height = PADDLE_HEIGHT / 2.0;
// Simple local integration (client authority)
client.local_paddle_y += client.paddle_dir as f32 * PADDLE_SPEED * render_dt;
client.local_paddle_y = client
.local_paddle_y
.clamp(half_height, ARENA_HEIGHT - half_height);
// FPS calculation
client.fps_frame_count += 1;
let now_sec = now_ms / 1000.0;
if now_sec - (client.fps_last_update / 1000.0) >= 1.0 {
let time_diff_sec = (now_ms - client.fps_last_update) / 1000.0;
client.fps = client.fps_frame_count as f32 / time_diff_sec as f32;
client.fps_frame_count = 0;
client.fps_last_update = now_ms;
}
if now_ms - client.update_last_display >= 200.0 {
client.update_display_ms = client.game_state.time_since_update() * 1000.0;
client.update_last_display = now_ms;
}
client.game_state.update_interpolation(render_dt);
client
.renderer
.draw(
&client.game_state,
client.local_paddle_y,
client.local_game.is_some(),
)
.map_err(|e| JsValue::from_str(&e))?;
Ok(())
}
#[wasm_bindgen]
pub fn on_message(&mut self, bytes: Vec<u8>) -> Result<(), JsValue> {
let client = &mut self.0;
let msg = proto::S2C::from_bytes(&bytes)
.map_err(|e| format!("Failed to deserialize: {:?}", e))?;
if let proto::S2C::Pong { .. } = msg {
if let Some(sent_time) = client.ping_pending {
let rtt = Self::performance_now() - sent_time;
client.ping_ms = rtt as f32;
client.ping_pending = None;
}
return Ok(());
}
// Check for state changes that require local reset
match msg {
proto::S2C::MatchFound | proto::S2C::Countdown { .. } => {
client.local_paddle_y = 12.0;
client.local_paddle_initialized = false;
client.predictor = ClientPredictor::new();
// Reset timing to prevent massive dt on first frame
client.last_frame_time = 0.0;
client.last_sim_time = 0.0;
client.sim_accumulator = 0.0;
}
_ => {}
}
let is_game_state = matches!(msg, proto::S2C::GameState(_));
let server_tick = if let proto::S2C::GameState(snapshot) = &msg {
Some(snapshot.tick)
} else {
None
};
if let Some(tick) = server_tick {
client.predictor.reconcile(tick);
}
network::handle_message(msg, &mut client.game_state)
.map_err(|e| JsValue::from_str(&format!("Msg error: {}", e)))?;
if is_game_state && !client.predictor.is_active() && client.local_game.is_none() {
if let Some(snapshot) = client.game_state.get_current_snapshot() {
client
.predictor
.initialize(&snapshot, Self::performance_now());
if !client.local_paddle_initialized {
let pid = client.game_state.get_player_id().unwrap_or(0);
client.local_paddle_y = if pid == 0 {
snapshot.paddle_left_y
} else {
snapshot.paddle_right_y
};
client.local_paddle_initialized = true;
}
}
}
Ok(())
}
#[wasm_bindgen]
pub fn get_join_bytes(&self, code: String) -> Vec<u8> {
network::create_join_message(&code).unwrap_or_default()
}
#[wasm_bindgen]
pub fn get_restart_bytes(&self) -> Vec<u8> {
network::create_restart_message().unwrap_or_default()
}
#[wasm_bindgen]
pub fn reset_local_state(&mut self) {
let client = &mut self.0;
client.game_state.reset();
}
#[wasm_bindgen]
pub fn get_input_bytes(&mut self) -> Vec<u8> {
let client = &mut self.0;
if client.local_game.is_some() {
let pid = client.game_state.get_player_id().unwrap_or(0);
return network::create_input_message(pid, client.local_paddle_y, 0)
.unwrap_or_default();
}
// For client authority, we just send our current Y position
// We can still increment seq for ordering if needed
let pid = client.game_state.get_player_id().unwrap_or(0);
let seq = client.predictor.input_seq;
client.predictor.input_seq = seq.wrapping_add(1);
// We don't need to feed predictor with our input for self-prediction
// because we are authoritative.
// But if predictor is used for opponent, we might leave it be.
network::create_input_message(pid, client.local_paddle_y, seq).unwrap_or_default()
}
#[wasm_bindgen]
pub fn get_score(&self) -> Vec<u8> {
if let Some(local) = &self.0.local_game {
vec![local.score.left, local.score.right]
} else {
let (l, r) = self.0.game_state.get_scores();
vec![l, r]
}
}
#[wasm_bindgen]
pub fn get_winner(&self) -> Option<String> {
if let Some(w) = self.0.game_state.winner {
if Some(w) == self.0.game_state.my_player_id {
Some("you".to_string())
} else {
Some("opponent".to_string())
}
} else {
None
}
}
/// Get and clear the latest match event from server
/// Returns: "match_found", "countdown:3", "countdown:2", "countdown:1", "game_start", "opponent_disconnected", or empty string
#[wasm_bindgen]
pub fn get_match_event(&mut self) -> String {
use state::MatchEvent;
let event = std::mem::replace(&mut self.0.game_state.match_event, MatchEvent::None);
match event {
MatchEvent::None => String::new(),
MatchEvent::MatchFound => "match_found".to_string(),
MatchEvent::Countdown(n) => format!("countdown:{}", n),
MatchEvent::GameStart => "game_start".to_string(),
MatchEvent::OpponentDisconnected => "opponent_disconnected".to_string(),
}
}
#[wasm_bindgen]
pub fn start_local_game(&mut self) {
let seed = Self::performance_now() as u64;
self.0.local_game = Some(LocalGame::new(seed));
self.0.game_state.reset();
self.0.game_state.set_player_id(0);
// Reset simulation timing
self.0.last_sim_time = 0.0;
self.0.sim_accumulator = 0.0;
}
#[wasm_bindgen]
pub fn stop_local_game(&mut self) {
self.0.local_game = None;
self.0.game_state.reset();
self.0.paddle_dir = 0;
self.0.local_paddle_y = 12.0;
}
/// Reset client state for a new multiplayer session
#[wasm_bindgen]
pub fn reset_for_multiplayer(&mut self) {
// Clear any local game
self.0.local_game = None;
// Reset game state
self.0.game_state.reset();
// Reset predictor
self.0.predictor = ClientPredictor::new();
// Reset paddle state
self.0.local_paddle_y = 12.0;
self.0.local_paddle_initialized = false;
// Reset timing
self.0.last_frame_time = 0.0;
self.0.last_sim_time = 0.0;
self.0.sim_accumulator = 0.0;
}
#[wasm_bindgen]
pub fn get_metrics(&self) -> Vec<f32> {
if self.0.local_game.is_some() {
vec![self.0.fps, 0.0, 0.0]
} else {
vec![self.0.fps, self.0.ping_ms, self.0.update_display_ms]
}
}
#[wasm_bindgen]
pub fn send_ping(&mut self) -> Vec<u8> {
let now = Self::performance_now();
self.0.ping_pending = Some(now);
network::create_ping_message(now as u32).unwrap_or_default()
}
#[wasm_bindgen]
pub fn on_key_down(&mut self, event: KeyboardEvent) {
let key = input::get_key_from_event(&event);
self.0.paddle_dir = input::handle_key_down(&key, self.0.paddle_dir);
}
#[wasm_bindgen]
pub fn on_key_up(&mut self, event: KeyboardEvent) {
let key = input::get_key_from_event(&event);
self.0.paddle_dir = input::handle_key_up(&key, self.0.paddle_dir);
}
#[wasm_bindgen]
pub fn handle_key_string(&mut self, key: String, is_down: bool) {
if is_down {
self.0.paddle_dir = input::handle_key_down(&key, self.0.paddle_dir);
} else {
self.0.paddle_dir = input::handle_key_up(&key, self.0.paddle_dir);
}
}
}