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@painda/gaming

v0.1.8

Published

The Delta Engine for state-syncing in PaindaProtocol

Downloads

262

Readme

🐼 @painda/gaming

The Delta Engine for real-time multiplayer games and high-frequency state synchronization.

@painda/gaming is the state-synchronization engine for the PaindaProtocol ecosystem. It provides ultra-fast binary diffing and patching, allowing you to synchronize complex game states at 60 FPS with 100x smaller payloads than raw JSON.

⚡ Highlights

  • Zero-Copy Diffs: Uses a highly optimized binary-diffing algorithm.
  • Delta Sync: Only send changed fields to minimize bandwidth.
  • 60 FPS Ready: Minimal CPU overhead during serialization/deserialization.
  • Seamless Integration: First-class support for Painda's Typed Rooms.

Installation

npm install @painda/gaming @painda/core

Quick Start

import { StateManager } from '@painda/gaming';

const state = new StateManager({
  players: {
    p1: { x: 10, y: 0, hp: 100 },
  },
});

// Update state
state.update(s => {
  s.players.p1.hp = 90;
  s.players.p1.x = 15;
});

// Get minimal delta (only changed fields)
const delta = state.getDelta();
// → { players: { p1: { hp: 90, x: 15 } } }
// 100x smaller than sending the full state!

// Broadcast delta to all clients
server.broadcast({ type: 'delta', payload: delta });

API

diff(prev, next)

Returns only the changed fields between two objects. Uses Myers O(ND) algorithm for arrays.

patch(target, delta)

Applies a delta to an existing object. Mutates in place for performance.

patchImmutable(state, delta) (New)

Immutable variant of patch(). Creates a deep clone before applying the delta. Use this in React — it returns a new reference so setState detects the change.

StateManager

High-level wrapper that tracks state and produces diffs.

  • update(fn) — mutate state via callback
  • getDelta() — get diff since last call
  • getState() — get current full state

⚠️ React Compatibility

patch() mutates the state object in-place. This is intentional for performance in game loops, but it breaks React's state detection because the reference stays the same.

// ❌ WRONG — React won't re-render (same reference):
client.on("game:delta", (delta) => {
  setGameState(prev => {
    patch(prev, delta);  // mutates prev
    return prev;         // same object reference → no re-render
  });
});

// ✅ CORRECT — Use patchImmutable (new reference):
import { patchImmutable } from "@painda/gaming";

client.on("game:delta", (delta) => {
  setGameState(prev => patchImmutable(prev, delta));
});

With PP Typed Rooms

Use Gaming's diff as the room's diff algorithm so deltas use PP_DELETED for deleted keys; clients apply them with patchImmutable (React) or patch (vanilla):

Server

import { PPServer } from '@painda/core';
import { diff } from '@painda/gaming';

const server = new PPServer({ port: 7000 });
const room = server.room('lobby', { phase: 'waiting', score: {} }, {
  diffAlgorithm: (prev, next) => diff(prev, next),
});
room.start();
room.update(s => { s.score['player1'] = 10; });

Client (React)

import { patchImmutable } from '@painda/gaming';

client.on('roomDelta', ({ room, delta }) => {
  setGameState(prev => patchImmutable(prev, delta));
});

Client (Vanilla JS)

import { patch } from '@painda/gaming';

client.on('roomDelta', ({ room, delta }) => {
  patch(localState[room], delta); // in-place, fast
});

See docs/GAMING_API_ANALYSIS.md for full integration details.

License

MIT License — free for private projects, open-source, and community use.

  • Enterprise (Paid): Commercial projects above a certain company size or revenue threshold require a commercial license. Inquiries via pp.painda.tools/enterprise.
  • Pro Plugins: Premium modules (Dashboard, Redis Adapter, Enterprise Support) available at pp.painda.tools/plugins.