some fixes for players syncing
This commit is contained in:
parent
e75cd7406f
commit
3d1a9ca9c7
5 changed files with 54 additions and 46 deletions
|
|
@ -45,7 +45,9 @@ export default {
|
|||
createGame,
|
||||
exists: GameCommon.exists,
|
||||
addPlayer: GameCommon.addPlayer,
|
||||
playerExists: GameCommon.playerExists,
|
||||
addSocket: GameCommon.addSocket,
|
||||
socketExists: GameCommon.socketExists,
|
||||
removeSocket: GameCommon.removeSocket,
|
||||
get: GameCommon.get,
|
||||
getSockets: GameCommon.getSockets,
|
||||
|
|
|
|||
|
|
@ -50,43 +50,19 @@ class WebSocketServer {
|
|||
return
|
||||
}
|
||||
|
||||
socket.isAlive = true
|
||||
socket.on('pong', function () {
|
||||
this.isAlive = true;
|
||||
})
|
||||
|
||||
socket.on('message', (data) => {
|
||||
console.log(`ws| `, data)
|
||||
console.log(`ws`, socket.protocol, data)
|
||||
this.evt.dispatch('message', {socket, data})
|
||||
})
|
||||
})
|
||||
|
||||
this._interval = setInterval(() => {
|
||||
this._websocketserver.clients.forEach((socket) => {
|
||||
if (socket.isAlive === false) {
|
||||
return socket.terminate()
|
||||
}
|
||||
socket.isAlive = false
|
||||
this.evt.dispatch('close', {socket})
|
||||
socket.ping(() => { })
|
||||
})
|
||||
}, 30000)
|
||||
|
||||
this._websocketserver.on('close', () => {
|
||||
clearInterval(this._interval)
|
||||
})
|
||||
}
|
||||
|
||||
notifyOne(data, socket) {
|
||||
if (socket.isAlive) {
|
||||
socket.send(JSON.stringify(data))
|
||||
}
|
||||
}
|
||||
|
||||
notifyAll(data) {
|
||||
this._websocketserver.clients.forEach((socket) => {
|
||||
this.notifyOne(data, socket)
|
||||
})
|
||||
socket.send(JSON.stringify(data))
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -109,6 +109,30 @@ wss.on('close', async ({socket}) => {
|
|||
}
|
||||
})
|
||||
|
||||
const ensurePlayerGame = (gameId, clientId, socket) => {
|
||||
Game.addPlayer(gameId, clientId)
|
||||
Game.addSocket(gameId, socket)
|
||||
Game.store(gameId)
|
||||
const game = Game.get(gameId)
|
||||
notify(
|
||||
[Protocol.EV_SERVER_INIT, {
|
||||
puzzle: game.puzzle,
|
||||
players: game.players,
|
||||
evtInfos: game.evtInfos,
|
||||
}],
|
||||
[socket]
|
||||
)
|
||||
}
|
||||
|
||||
const handlePlayerInput = (gameId, clientId, clientSeq, clientEvtData) => {
|
||||
const changes = Game.handleInput(gameId, clientId, clientEvtData)
|
||||
Game.store(gameId)
|
||||
notify(
|
||||
[Protocol.EV_SERVER_EVENT, clientId, clientSeq, changes],
|
||||
Game.getSockets(gameId)
|
||||
)
|
||||
}
|
||||
|
||||
wss.on('message', async ({socket, data}) => {
|
||||
try {
|
||||
const proto = socket.protocol.split('|')
|
||||
|
|
@ -121,24 +145,14 @@ wss.on('message', async ({socket, data}) => {
|
|||
if (!Game.exists(gameId)) {
|
||||
throw `[game ${gameId} does not exist... ]`
|
||||
}
|
||||
Game.addPlayer(gameId, clientId)
|
||||
Game.addSocket(gameId, socket)
|
||||
Game.store(gameId)
|
||||
notify(
|
||||
[Protocol.EV_SERVER_INIT, Game.get(gameId)],
|
||||
[socket]
|
||||
)
|
||||
ensurePlayerGame(gameId, clientId, socket)
|
||||
} break;
|
||||
|
||||
case Protocol.EV_CLIENT_EVENT: {
|
||||
const clientSeq = msg[1]
|
||||
const clientEvtData = msg[2]
|
||||
const changes = Game.handleInput(gameId, clientId, clientEvtData)
|
||||
Game.store(gameId)
|
||||
notify(
|
||||
[Protocol.EV_SERVER_EVENT, clientId, clientSeq, changes],
|
||||
Game.getSockets(gameId)
|
||||
)
|
||||
ensurePlayerGame(gameId, clientId, socket)
|
||||
handlePlayerInput(gameId, clientId, clientSeq, clientEvtData)
|
||||
} break;
|
||||
}
|
||||
} catch (e) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue