Module: Doom::Game::Snapshot

Defined in:
lib/doom/game/snapshot.rb

Overview

A complete, restorable copy of a World, as bytes.

This is deliberately not the same thing as StateHash. The hash is a fingerprint: enough to notice two worlds have diverged. A snapshot has to do the harder thing -- carry enough that a fresh world restored from it goes on to simulate byte-for-byte identically. So it captures state the hash skips because it does not change the current tic's picture: monster attack timers, sector-effect countdowns, the full projectile list, door and lift animations in progress.

Why it exists: a player joining a running match cannot replay the round from the start -- at 30 players that is nearly a minute of catch-up and it grows with the match. Handed a snapshot, they resume in one step.

This module reaches directly into subsystem internals. That coupling is intentional and concentrated here, in one place, so the wire format lives in one file rather than smeared across eight. The round-trip spec is what keeps it honest: it restores a snapshot and runs both worlds forward, failing the moment a field was missed.

Defined Under Namespace

Classes: Reader, Writer

Constant Summary collapse

VERSION =
1
NO_ID =

sentinel for "no player" (target/owner)

0xff
PROJ_TARGETS =
{ monsters: 0, player: 1 }.freeze
PROJ_TARGET_NAMES =
PROJ_TARGETS.invert.freeze
PLAYER_STATE_INTS =
i[
  health armor max_health max_armor
  ammo_bullets ammo_shells ammo_rockets ammo_cells
  max_bullets max_shells max_rockets max_cells
  weapon attack_frame attack_tics death_tic damage_count
].freeze
PLAYER_STATE_BOOLS =
i[attacking dead god_mode infinite_ammo is_moving].freeze
PLAYER_STATE_FLOATS =
i[
  bob_angle bob_amount viewheight deltaviewheight view_bob_offset
  momx momy thrust_x thrust_y view_bob_angle
].freeze
MONSTER_INT_FIELDS =

--- monsters -----------------------------------------------------------

i[thing_idx movedir movecount chase_timer type
attack_cooldown reactiontime last_saw_target attack_frame_tic].freeze
MONSTER_BOOL_FIELDS =
i[active attacking fired].freeze
EFFECT_FIELDS =

--- sector effects: rebuilt in map order, full state restored ----------

The effect list rebuilds in a fixed order from the map, so records line up by index. But NOT only the countdown gets restored: a rebuilt effect reads its max and min light from the sector's CURRENT level, and at a snapshot mid-fade that level has already moved, so reconstruction alone gives a wrong max/min and the light drifts a few tics later. Every effect field is carried instead.

i[@maxlight @minlight @count @direction @darktime @brighttime].freeze

Class Method Summary collapse

Class Method Details

.dump(world) ⇒ Object

Serialize a whole world to bytes.



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# File 'lib/doom/game/snapshot.rb', line 101

def dump(world)
  w = Writer.new
  w.u8(VERSION)
  dump_header(w, world)
  dump_map_state(w, world.map)
  dump_players(w, world)
  dump_combat(w, world.combat)
  dump_monsters(w, world.monster_ai)
  dump_item_pickup(w, world.item_pickup)
  dump_sector_effects(w, world.sector_effects)
  dump_sector_actions(w, world.sector_actions, world.map)
  w.to_s
end

.dump_combat(w, combat) ⇒ Object

--- combat -------------------------------------------------------------



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# File 'lib/doom/game/snapshot.rb', line 294

def dump_combat(w, combat)
  w.list(combat.instance_variable_get(:@monster_hp).to_a) do |idx, hp|
    w.u32(idx)
    w.i64(hp)
  end
  w.list(combat.dead_things.to_a) do |idx, info|
    w.u32(idx)
    w.u32(info[:tic])
    w.str(info[:prefix].to_s)
  end
  w.list(combat.instance_variable_get(:@pain_until).to_a) do |idx, tic|
    w.u32(idx)
    w.u32(tic)
  end
  w.list(combat.projectiles) { |p| dump_projectile(w, p) }
end

.dump_header(w, world) ⇒ Object

--- header -------------------------------------------------------------



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# File 'lib/doom/game/snapshot.rb', line 149

def dump_header(w, world)
  w.u32(world.leveltime)
  w.u8(World::MODES.index(world.mode))
  w.u32(world.frag_limit || 0)
  w.f64(world.damage_multiplier)
  w.u8(world.random.index)
  w.u32(world.combat.instance_variable_get(:@tic))
  w.u32(world.monster_ai.instance_variable_get(:@tic_counter))
  w.bool(world.monster_ai.aggression)
end

.dump_item_pickup(w, ip) ⇒ Object

--- item pickup --------------------------------------------------------



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# File 'lib/doom/game/snapshot.rb', line 442

def dump_item_pickup(w, ip)
  w.u32(ip.ammo_multiplier)
  w.list(ip.picked_up.keys) { |idx| w.u32(idx) }
end

.dump_map_state(w, map) ⇒ Object

--- map: the parts doors, lifts and light effects mutate ---------------



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# File 'lib/doom/game/snapshot.rb', line 175

def dump_map_state(w, map)
  w.list(map.sectors) do |sec|
    w.i64(sec.light_level)
    w.i64(sec.floor_height)
    w.i64(sec.ceiling_height)
  end
end

.dump_monsters(w, ai) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 378

def dump_monsters(w, ai)
  things = ai.instance_variable_get(:@map).things
  w.list(ai.monsters) do |m|
    MONSTER_INT_FIELDS.each { |f| w.i64(m[f]) }
    MONSTER_BOOL_FIELDS.each { |f| w.bool(m[f]) }
    w.f64(m.x)
    w.f64(m.y)
    w.u8(m.target&.id || NO_ID)

    # The map thing carries an integer-truncated copy of the monster's
    # position, synced only when the monster moves (monster_ai.rb writes
    # thing.x = mon.x.to_i). Hitscan traces against THIS, not against
    # mon.x/mon.y, so it must be restored explicitly: a stale thing
    # position makes bullets hit where the monster no longer is. It also
    # lags mon.x.to_i for a monster that has paused, so it is stored
    # directly rather than recomputed. This was the field whose absence
    # broke the round-trip test once a lift was in play.
    thing = things[m.thing_idx]
    w.i64(thing.x)
    w.i64(thing.y)
  end
end

.dump_player_state(w, s) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 260

def dump_player_state(w, s)
  PLAYER_STATE_INTS.each { |f| w.i64(s.instance_variable_get(:"@#{f}")) }
  PLAYER_STATE_BOOLS.each { |f| w.bool(s.instance_variable_get(:"@#{f}")) }
  PLAYER_STATE_FLOATS.each { |f| w.f64(s.instance_variable_get(:"@#{f}")) }

  weapons = s.has_weapons
  w.u16(weapons.each_index.sum { |i| weapons[i] ? (1 << i) : 0 })

  keys = s.keys
  w.list(keys.keys) do |k|
    w.str(k.to_s)
    w.bool(keys[k])
  end
end

.dump_players(w, world) ⇒ Object

--- players ------------------------------------------------------------



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# File 'lib/doom/game/snapshot.rb', line 200

def dump_players(w, world)
  w.list(world.players) do |p|
    w.u8(p.id)
    w.i64(p.frags)
    w.bool(p.use_held)
    w.f64(p.x)
    w.f64(p.y)
    w.f64(p.z)
    w.f64(p.angle)
    w.f64(p.momx)
    w.f64(p.momy)

    phys = world.physics_for(p)
    w.f64(phys.floor_z || 0.0)
    w.bool(!phys.floor_z.nil?)
    w.f64(phys.momz)

    dump_player_state(w, p.state)
  end
end

.dump_projectile(w, p) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 339

def dump_projectile(w, p)
  w.f64(p.x)
  w.f64(p.y)
  w.f64(p.z)
  w.f64(p.dx)
  w.f64(p.dy)
  w.f64(p.dz || 0.0)
  w.str(p.type.to_s)
  w.u32(p.spawn_tic)
  w.str(p.sprite_prefix.to_s)
  w.u8(PROJ_TARGETS.fetch(p.target, 0))
  w.u8(p.owner&.id || NO_ID)
  w.f64(p.damage_multiplier || 1.0)
end

.dump_sector_actions(w, actions, _map) ⇒ Object

--- sector actions: doors, lifts and trigger-once bookkeeping ----------



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# File 'lib/doom/game/snapshot.rb', line 492

def dump_sector_actions(w, actions, _map)
  w.list(actions.instance_variable_get(:@active_doors).to_a) do |idx, d|
    w.u32(idx)
    w.i64(d[:state]) # DOOR_OPENING/OPEN/CLOSING are integers, not symbols
    w.i64(d[:target_height])
    w.i64(d[:original_height])
    w.u32(d[:wait_tics])
    w.bool(d[:stay_open])
  end
  w.list(actions.instance_variable_get(:@active_lifts).to_a) do |idx, l|
    w.u32(idx)
    w.str(l[:state].to_s)
    w.i64(l[:target_low])
    w.i64(l[:original_height])
    w.u32(l[:wait_tics])
  end
  w.list(actions.instance_variable_get(:@crossed_linedefs).keys) { |idx| w.u32(idx) }
  w.list(actions.instance_variable_get(:@secrets_found).keys) { |idx| w.u32(idx) }

  # Which side of each nearby line each player was last on. Walk triggers
  # fire on a side change, so without this a restored world detects a
  # crossing that never happened (or misses one), which silently
  # activates a different set of lines and diverges tics later. This was
  # the field that broke the round-trip test.
  #
  # It is nested per player id: every player crosses walk lines on their
  # own, so each keeps its own side memory. Players are written in id
  # order and lines in index order so the bytes are reproducible across
  # peers. A nil side means "not yet seen", which is the same as the key
  # being absent, so those entries are dropped rather than encoded.
  near = actions.instance_variable_get(:@near_linedefs) || {}
  w.list(near.sort_by { |pid, _| pid }) do |pid, sides|
    w.u8(pid)
    live = (sides || {}).reject { |_, side| side.nil? }.sort_by { |idx, _| idx }
    w.list(live) do |(idx, side)|
      w.u32(idx)
      w.i64(side)
    end
  end

  w.bool(!actions.exit_triggered.nil?)
  w.str(actions.exit_triggered.to_s)
end

.dump_sector_effects(w, effects) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 464

def dump_sector_effects(w, effects)
  list = effects.instance_variable_get(:@effects)
  w.list(list) do |e|
    EFFECT_FIELDS.each { |iv| w.i64(e.instance_variable_defined?(iv) ? e.instance_variable_get(iv) : 0) }
  end
  scrolls = effects.instance_variable_get(:@scroll_sides)
  w.list(scrolls) { |side| w.i64(side.x_offset) }
end

.load(bytes, map:, sprites:, sound: nil) ⇒ Object

Rebuild a world from bytes. The caller supplies the environment the joiner already has -- a freshly loaded map for the same level, the sprite set, and a sound engine (or nil headless). Everything that varies during play comes out of the bytes.



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# File 'lib/doom/game/snapshot.rb', line 119

def load(bytes, map:, sprites:, sound: nil)
  r = Reader.new(bytes)
  version = r.u8
  raise "unknown snapshot version #{version}" unless version == VERSION

  header = load_header(r)
  world = World.new(map, sprites: sprites, sound: sound,
                         random: Random.new(0), mode: header[:mode],
                         frag_limit: header[:frag_limit])
  world.instance_variable_set(:@leveltime, header[:leveltime])
  world.instance_variable_set(:@damage_multiplier, header[:damage_multiplier])
  # World.rebuild_actor_subsystems mirrors the skill's damage factor onto
  # the monster AI; a fresh world built here for a load skips that path, so
  # set it explicitly or restored monsters would deal 1.0x damage.
  world.monster_ai.damage_multiplier = header[:damage_multiplier]
  world.random.index = header[:random_index]

  load_map_state(r, map)
  load_players(r, world, map)
  load_combat(r, world.combat, header[:combat_tic])
  relink_projectile_owners(world)
  load_monsters(r, world, header[:monster_tic], header[:aggression])
  load_item_pickup(r, world.item_pickup)
  load_sector_effects(r, world.sector_effects)
  load_sector_actions(r, world.sector_actions, map)
  world
end

.load_combat(r, combat, tic) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 311

def load_combat(r, combat, tic)
  combat.instance_variable_set(:@tic, tic)

  hp = {}
  r.list do
    idx = r.u32
    hp[idx] = r.i64
  end
  combat.instance_variable_set(:@monster_hp, hp)

  dead = {}
  r.list do
    idx = r.u32
    dead[idx] = { tic: r.u32, prefix: r.str }
  end
  combat.instance_variable_set(:@dead_things, dead)

  pain = {}
  r.list do
    idx = r.u32
    pain[idx] = r.u32
  end
  combat.instance_variable_set(:@pain_until, pain)

  projectiles = r.list { load_projectile(r) }
  combat.instance_variable_set(:@projectiles, projectiles)
end

.load_header(r) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 160

def load_header(r)
  {
    leveltime: r.u32,
    mode: World::MODES[r.u8],
    frag_limit: (fl = r.u32).zero? ? nil : fl,
    damage_multiplier: r.f64,
    random_index: r.u8,
    combat_tic: r.u32,
    monster_tic: r.u32,
    aggression: r.bool
  }
end

.load_item_pickup(r, ip) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 447

def load_item_pickup(r, ip)
  ip.ammo_multiplier = r.u32
  picked = {}
  r.list { picked[r.u32] = true }
  ip.picked_up.replace(picked)
end

.load_map_state(r, map) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 183

def load_map_state(r, map)
  count = r.u32
  count.times do |i|
    light = r.i64
    floor = r.i64
    ceil = r.i64
    sec = map.sectors[i]
    next unless sec

    sec.light_level = light
    sec.floor_height = floor
    sec.ceiling_height = ceil
  end
end

.load_monsters(r, world, tic, aggression) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 401

def load_monsters(r, world, tic, aggression)
  ai = world.monster_ai
  ai.instance_variable_set(:@tic_counter, tic)
  ai.aggression = aggression
  by_id = world.players.to_h { |p| [p.id, p] }

  saved = r.list do
    fields = {}
    MONSTER_INT_FIELDS.each { |f| fields[f] = r.i64 }
    MONSTER_BOOL_FIELDS.each { |f| fields[f] = r.bool }
    fields[:x] = r.f64
    fields[:y] = r.f64
    fields[:target_id] = r.u8
    fields[:thing_x] = r.i64
    fields[:thing_y] = r.i64
    fields
  end

  # The monster list is rebuilt from the map in a fixed order by the
  # constructor, so match saved records to live monsters by thing index
  # rather than trusting position.
  things = world.map.things
  live = ai.monster_by_thing_idx
  saved.each do |f|
    mon = live[f[:thing_idx]]
    next unless mon

    MONSTER_INT_FIELDS.each { |k| mon[k] = f[k] }
    MONSTER_BOOL_FIELDS.each { |k| mon[k] = f[k] }
    mon.x = f[:x]
    mon.y = f[:y]
    mon.target = f[:target_id] == NO_ID ? nil : by_id[f[:target_id]]

    thing = things[f[:thing_idx]]
    thing.x = f[:thing_x]
    thing.y = f[:thing_y]
  end
end

.load_player_state(r, s) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 275

def load_player_state(r, s)
  PLAYER_STATE_INTS.each { |f| s.instance_variable_set(:"@#{f}", r.i64) }
  PLAYER_STATE_BOOLS.each { |f| s.instance_variable_set(:"@#{f}", r.bool) }
  PLAYER_STATE_FLOATS.each { |f| s.instance_variable_set(:"@#{f}", r.f64) }

  mask = r.u16
  weapons = s.has_weapons
  weapons.each_index { |i| weapons[i] = mask[i] == 1 }

  keys = {}
  r.list do
    name = r.str
    keys[name.to_sym] = r.bool
  end
  s.keys.replace(keys)
end

.load_players(r, world, map) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 221

def load_players(r, world, map)
  count = r.u32
  count.times do
    id = r.u8
    player = world.add_player(map.player_start_for(id) || map.player_start, id: id)
    player.frags = r.i64
    player.use_held = r.bool
    player.x = r.f64
    player.y = r.f64
    player.z = r.f64
    player.angle = r.f64
    player.momx = r.f64
    player.momy = r.f64
    player.snapshot! # collapse interpolation onto the restored pose

    phys = world.physics_for(player)
    floor_z = r.f64
    has_floor = r.bool
    phys.instance_variable_set(:@floor_z, has_floor ? floor_z : nil)
    phys.instance_variable_set(:@momz, r.f64)

    load_player_state(r, player.state)
  end
end

.load_projectile(r) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 354

def load_projectile(r)
  Combat::Projectile.new(
    r.f64, r.f64, r.f64, r.f64, r.f64, r.f64,
    r.str.to_sym, r.u32, r.str, PROJ_TARGET_NAMES.fetch(r.u8, :monsters),
    r.u8, # owner id; re-linked to a Player by relink_projectile_owners
    r.f64 # damage_multiplier
  )
end

.load_sector_actions(r, actions, map) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 536

def load_sector_actions(r, actions, map)
  doors = {}
  r.list do
    idx = r.u32
    doors[idx] = {
      sector: map.sectors[idx], state: r.i64,
      target_height: r.i64, original_height: r.i64,
      wait_tics: r.u32, stay_open: r.bool
    }
  end
  actions.instance_variable_set(:@active_doors, doors)

  lifts = {}
  r.list do
    idx = r.u32
    lifts[idx] = {
      sector: map.sectors[idx], state: r.str.to_sym,
      target_low: r.i64, original_height: r.i64, wait_tics: r.u32
    }
  end
  actions.instance_variable_set(:@active_lifts, lifts)

  crossed = {}
  r.list { crossed[r.u32] = true }
  actions.instance_variable_set(:@crossed_linedefs, crossed)

  secrets = {}
  r.list { secrets[r.u32] = true }
  actions.instance_variable_set(:@secrets_found, secrets)

  near = {}
  r.list do
    pid = r.u8
    sides = {}
    r.list do
      idx = r.u32
      sides[idx] = r.i64
    end
    near[pid] = sides
  end
  actions.instance_variable_set(:@near_linedefs, near)

  has_exit = r.bool
  exit_val = r.str
  actions.instance_variable_set(:@exit_triggered, has_exit ? exit_val.to_sym : nil)
end

.load_sector_effects(r, effects) ⇒ Object



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# File 'lib/doom/game/snapshot.rb', line 473

def load_sector_effects(r, effects)
  list = effects.instance_variable_get(:@effects)
  records = r.list { EFFECT_FIELDS.map { r.i64 } }
  records.each_with_index do |values, i|
    e = list[i]
    next unless e

    EFFECT_FIELDS.each_with_index do |iv, j|
      e.instance_variable_set(iv, values[j]) if e.instance_variable_defined?(iv)
    end
  end

  scrolls = effects.instance_variable_get(:@scroll_sides)
  offsets = r.list { r.i64 }
  offsets.each_with_index { |off, i| scrolls[i]&.x_offset = off }
end

Projectiles carry their owner as an id on the wire; swap it for the Player object once players exist, or nil for an owner who has left.



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# File 'lib/doom/game/snapshot.rb', line 365

def relink_projectile_owners(world)
  by_id = world.players.to_h { |p| [p.id, p] }
  world.combat.projectiles.each do |proj|
    proj.owner = proj.owner == NO_ID ? nil : by_id[proj.owner]
  end
end