uwu-state-machine
v0.0.2
Published
Game tick system
Downloads
2
Maintainers
Readme
State Machine: A Deterministic State Management System
State Machine is a lightweight, deterministic state management system designed for multiplayer games. It provides a robust framework for handling states, actions, and time-based computations.
Features
- Deterministic state management
- Action logging and replay
- Time-based tick system
- Efficient state caching
- Support for custom game logic
- Ability to rollback and recalculate states
Installation
To install and run the project:
- Clone the repository
- Run
npm install
to install dependencies - Run
npm run build
to build the project
Types
Time
: Represents time as a 48-bit numberTick
: Represents a game tick as a 48-bit numberStateLogs<S>
: A record of game states indexed by ticksActionLogs<A>
: A record of actions indexed by ticksMach<S, A>
: The main state management objectGame<S, A>
: Defines the game logic (init, when, tick functions)
Main Functions
new_mach<S, A>
: Creates a new Mach instance with a specific TPS (ticks per second).time_to_tick<S, A>
: Converts time in milliseconds to ticks.register_action<S, A>
: Registers an action at the corresponding tick. Can be used for local player actions or to synchronize actions from other players in a multiplayer game.compute<S, A>
: Updates the game state based on ticks and registered actions up to a specific point in time.
General Explanation
- Game: Interface that defines how the game behaves.
- init: Initializes the game state.
- when: Defines how the game state changes with an action.
- tick: Defines how the game state is updated each tick.
- The
init
,when
, andtick
functions of the game must be pure to ensure determinism. - The system supports state rollback, allowing recalculation from a previous point if necessary.
- Ideal for games that require precise synchronization between multiple players.
This system is particularly useful for multiplayer games where precise synchronization and the ability to replay previous states are crucial.
Usage
import { new_mach, register_action, compute, Mach, Game, Time } from 'state-machine';
// Definition of State and Action types
type State = { /* ... */ };
type Action =
| { $: "SetNick", time: Time, pid: UID, name: string }
| { $: "KeyEvent", time: Time, pid: UID, key: Key, down: boolean };
// Implementation of game logic
function init(): State {
/* initial state */
};
function when(action: Action, state: State): State {
// Logic to handle actions
switch (action.$) {
case "SetNick":
// Update player nickname
break;
case "KeyEvent":
// Handle keyboard events
break;
}
return state;
};
function tick(state: State): State {
// Update game state each tick
return state;
};
// Create a new Game instance
const game: Game<State, Action> = { init, tick, when };
// Create a new Mach instance
const mach: Mach<State, Action> = new_mach(60); // 60 ticks per second
// Register actions
register_action(mach, { $: "SetNick", time: 1000, pid: "player1", name: "Alice" });
register_action(mach, { $: "KeyEvent", time: 1500, pid: "player1", key: "ArrowUp", down: true });
// Compute game state at a specific time
const state = compute(mach, game, 2000);
This system is particularly useful for multiplayer games where precise synchronization and the ability to replay previous states are crucial.