Update .gitignore to exclude TypeScript build info and add dist directory. Expand README with project overview, technology stack, prerequisites, and instructions for running and testing the application.
ci / server (push) Failing after 4m10s
ci / client (push) Successful in 17s

This commit is contained in:
Leonid Pershin
2026-08-18 11:11:48 +03:00
parent 84aafb0b69
commit e6739e7912
84 changed files with 5698 additions and 2 deletions
+153
View File
@@ -0,0 +1,153 @@
using System.Diagnostics;
using HSchool.Protocol;
using HSchool.Server.Net;
using HSchool.Simulation;
using Microsoft.Extensions.Options;
namespace HSchool.Server.Game;
/// <summary>
/// Owns the authoritative <see cref="GameWorld"/> and drives it at a fixed rate:
/// drain commands, step the simulation, broadcast a full snapshot.
/// The world is touched from this thread only.
/// </summary>
internal sealed class GameLoopService(
IOptions<SimulationOptions> options,
GameCommandQueue commands,
ClientRegistry clients,
GameMetrics metrics,
ILogger<GameLoopService> logger) : BackgroundService
{
/// <summary>Upper bound on steps simulated in one wake-up; the rest of the backlog is dropped.</summary>
private const int MaxCatchUpSteps = 5;
private readonly SimulationOptions _options = options.Value;
private readonly List<EntitySnapshot> _snapshotBuffer = [];
private readonly GameWorld _world = new(options.Value);
private uint _currentTick;
private int _playerCount;
public uint CurrentTick => Volatile.Read(ref _currentTick);
public int PlayerCount => Volatile.Read(ref _playerCount);
public SimulationOptions Options => _options;
protected override async Task ExecuteAsync(CancellationToken stoppingToken)
{
logger.LogInformation(
"Game loop starting at {TickRate} Hz on a {Width}x{Height} field.",
_options.TickRate,
_options.WorldWidth,
_options.WorldHeight);
using var timer = new PeriodicTimer(_options.TickInterval);
var fixedDelta = _options.FixedDeltaTime;
var lastTimestamp = Stopwatch.GetTimestamp();
var accumulator = 0d;
try
{
while (await timer.WaitForNextTickAsync(stoppingToken).ConfigureAwait(false))
{
var now = Stopwatch.GetTimestamp();
accumulator += Stopwatch.GetElapsedTime(lastTimestamp, now).TotalSeconds;
lastTimestamp = now;
DrainCommands();
var steps = 0;
while (accumulator >= fixedDelta && steps < MaxCatchUpSteps)
{
var stepStarted = Stopwatch.GetTimestamp();
_world.Tick();
metrics.RecordTick(Stopwatch.GetElapsedTime(stepStarted, Stopwatch.GetTimestamp()).TotalMilliseconds);
accumulator -= fixedDelta;
steps++;
}
if (steps == MaxCatchUpSteps && accumulator >= fixedDelta)
{
logger.LogWarning("Game loop is behind by {Backlog:F0} ms; dropping the backlog.", accumulator * 1000);
accumulator = 0d;
}
if (steps > 0)
{
Volatile.Write(ref _currentTick, _world.CurrentTick);
BroadcastSnapshot();
}
}
}
catch (OperationCanceledException)
{
// Normal shutdown.
}
finally
{
_world.Dispose();
logger.LogInformation("Game loop stopped at tick {Tick}.", _world.CurrentTick);
}
}
private void DrainCommands()
{
while (commands.TryDequeue(out var command))
{
switch (command)
{
case GameCommand.Join join:
HandleJoin(join);
break;
case GameCommand.Leave leave:
_world.DespawnPlayer(leave.PlayerId);
Volatile.Write(ref _playerCount, _world.PlayerCount);
metrics.PlayerLeft();
logger.LogInformation("Player {PlayerId} left; {PlayerCount} remaining.", leave.PlayerId, _world.PlayerCount);
break;
case GameCommand.Input input:
_world.ApplyInput(input.PlayerId, input.Buttons, input.Sequence);
break;
}
}
}
private void HandleJoin(GameCommand.Join join)
{
try
{
var entityId = _world.SpawnPlayer(join.PlayerId);
Volatile.Write(ref _playerCount, _world.PlayerCount);
metrics.PlayerJoined();
join.EntityId.TrySetResult(entityId);
logger.LogInformation(
"Player {PlayerId} joined as entity {EntityId}; {PlayerCount} connected.",
join.PlayerId,
entityId,
_world.PlayerCount);
}
catch (Exception ex)
{
join.EntityId.TrySetException(ex);
}
}
private void BroadcastSnapshot()
{
_world.CaptureSnapshot(_snapshotBuffer);
// One immutable buffer is shared by every recipient, so nothing has to be copied per client.
var frame = new byte[ProtocolCodec.SnapshotSize(_snapshotBuffer.Count)];
var written = ProtocolCodec.WriteSnapshot(frame, _world.CurrentTick, System.Runtime.InteropServices.CollectionsMarshal.AsSpan(_snapshotBuffer));
var recipients = clients.Broadcast(frame.AsMemory(0, written));
if (recipients > 0)
{
metrics.SnapshotSent(written, recipients);
}
}
}