bit clearer server-client protocol

This commit is contained in:
Zutatensuppe 2020-11-17 21:46:56 +01:00
parent ff79fb8273
commit 6cf4f71c86
7 changed files with 308 additions and 217 deletions

51
common/Protocol.js Normal file
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@ -0,0 +1,51 @@
/*
SERVER_CLIENT_MESSAGE_PROTOCOL
NOTE: clients always send game id and their id
when creating sockets (via socket.protocol), so
this doesn't need to be set in each message data
NOTE: first value in the array is always the type of event/message
when describing them below, the value each has is used
instead of writing EVENT_TYPE or something ismilar
EV_CLIENT_EVENT: event triggered by clients and sent to server
[
EV_CLIENT_EVENT, // constant value, type of event
CLIENT_SEQ, // sequence number sent by client.
EV_DATA, // (eg. mouse input info)
]
EV_SERVER_EVENT: event sent to clients after recieving a client
event and processing it
[
EV_SERVER_EVENT, // constant value, type of event
CLIENT_ID, // user who sent the client event
CLIENT_SEQ, // sequence number of the client event msg
CHANGES_TRIGGERED_BY_CLIENT_EVENT,
]
EV_CLIENT_INIT: event sent by client to enter a game
[
EV_CLIENT_INIT, // constant value, type of event
]
EV_SERVER_INIT: event sent to one client after that client
connects to a game
[
EV_SERVER_INIT, // constant value, type of event
GAME, // complete game instance required by
// client to build client side of the game
]
*/
const EV_SERVER_EVENT = 1
const EV_SERVER_INIT = 4
const EV_CLIENT_EVENT = 2
const EV_CLIENT_INIT = 3
export default {
EV_SERVER_EVENT,
EV_SERVER_INIT,
EV_CLIENT_EVENT,
EV_CLIENT_INIT,
}

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@ -35,6 +35,7 @@ export default class Camera {
} }
// centered zoom // centered zoom
// TODO: mouse-centered-zoom
this.x -= Math.round(((this.width / this.zoom) - (this.width / zoom)) / 2) this.x -= Math.round(((this.width / this.zoom) - (this.width / zoom)) / 2)
this.y -= Math.round(((this.height / this.zoom) - (this.height / zoom)) / 2) this.y -= Math.round(((this.height / this.zoom) - (this.height / zoom)) / 2)

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@ -1,41 +1,50 @@
import WsClient from './WsClient.js' import WsClient from './WsClient.js'
import Protocol from './../common/Protocol.js'
const EV_SERVER_STATE_CHANGED = 1 /** @type WsClient */
const EV_SERVER_INIT = 4
const EV_CLIENT_MOUSE = 2
const EV_CLIENT_INIT = 3
let conn let conn
let changesCallback = () => {} let changesCallback = () => {}
function onChanges(callback) { function onServerChange(callback) {
changesCallback = callback changesCallback = callback
} }
function send(message) {
conn.send(JSON.stringify(message))
}
let clientSeq
let events
function connect(gameId, playerId) { function connect(gameId, playerId) {
clientSeq = 0
events = {}
conn = new WsClient(WS_ADDRESS, playerId + '|' + gameId) conn = new WsClient(WS_ADDRESS, playerId + '|' + gameId)
return new Promise(r => { return new Promise(r => {
conn.connect() conn.connect()
conn.send(JSON.stringify([EV_CLIENT_INIT])) send([Protocol.EV_CLIENT_INIT])
conn.onSocket('message', async ({ data }) => { conn.onSocket('message', async ({ data }) => {
const [type, typeData] = JSON.parse(data) const msg = JSON.parse(data)
if (type === EV_SERVER_INIT) { const msgType = msg[0]
const game = typeData if (msgType === Protocol.EV_SERVER_INIT) {
const game = msg[1]
r(game) r(game)
} else if (type === EV_SERVER_STATE_CHANGED) { } else if (msgType === Protocol.EV_SERVER_EVENT) {
const changes = typeData changesCallback(msg)
changesCallback(changes)
} }
}) })
}) })
} }
function addMouse(mouse) { function sendClientEvent(mouse) {
conn.send(JSON.stringify([EV_CLIENT_MOUSE, mouse])) // when sending event, increase number of sent events
// and add the event locally
clientSeq++;
events[clientSeq] = mouse
send([Protocol.EV_CLIENT_EVENT, clientSeq, events[clientSeq]])
} }
export default { export default {
connect, connect,
onChanges, onServerChange,
addMouse, sendClientEvent,
} }

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@ -1,38 +0,0 @@
export default class EventAdapter {
constructor(canvas) {
this._mouseEvts = []
canvas.addEventListener('mousedown', this._mouseDown.bind(this))
canvas.addEventListener('mouseup', this._mouseUp.bind(this))
canvas.addEventListener('mousemove', this._mouseMove.bind(this))
canvas.addEventListener('wheel', this._wheel.bind(this))
}
consumeAll() {
if (this._mouseEvts.length === 0) {
return []
}
const all = this._mouseEvts.slice()
this._mouseEvts = []
return all
}
_mouseDown(e) {
if (e.button === 0) {
this._mouseEvts.push({type: 'down', x: e.offsetX, y: e.offsetY})
}
}
_mouseUp(e) {
if (e.button === 0) {
this._mouseEvts.push({type: 'up', x: e.offsetX, y: e.offsetY})
}
}
_mouseMove(e) {
this._mouseEvts.push({type: 'move', x: e.offsetX, y: e.offsetY})
}
_wheel(e) {
this._mouseEvts.push({type: 'wheel', deltaY: e.deltaY, x: e.offsetX, y: e.offsetY})
}
}

119
game/PuzzleGraphics.js Normal file
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@ -0,0 +1,119 @@
import Geometry from '../common/Geometry.js'
import Graphics from './Graphics.js'
async function createPuzzleTileBitmaps(img, tiles, info) {
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
var tileDrawSize = info.tileDrawSize
var tileRatio = tileSize / 100.0
var curvyCoords = [
0, 0, 40, 15, 37, 5,
37, 5, 40, 0, 38, -5,
38, -5, 20, -20, 50, -20,
50, -20, 80, -20, 62, -5,
62, -5, 60, 0, 63, 5,
63, 5, 65, 15, 100, 0
];
const bitmaps = new Array(tiles.length)
const paths = {}
function pathForShape(shape) {
const key = `${shape.top}${shape.right}${shape.left}${shape.bottom}`
if (paths[key]) {
return paths[key]
}
const path = new Path2D()
const topLeftEdge = { x: tileMarginWidth, y: tileMarginWidth }
path.moveTo(topLeftEdge.x, topLeftEdge.y)
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.top * curvyCoords[i * 6 + 1] * tileRatio })
const p2 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.top * curvyCoords[i * 6 + 3] * tileRatio })
const p3 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.top * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const topRightEdge = Geometry.pointAdd(topLeftEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
const p2 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
const p3 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const bottomRightEdge = Geometry.pointAdd(topRightEdge, { x: 0, y: tileSize })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 1] * tileRatio })
let p2 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 3] * tileRatio })
let p3 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const bottomLeftEdge = Geometry.pointSub(bottomRightEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
let p2 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
let p3 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
paths[key] = path
return path
}
for (let tile of tiles) {
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.lineWidth = 2
ctx.stroke(path)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save();
ctx.clip(path)
ctx.drawImage(
img,
srcRect.x - tileMarginWidth,
srcRect.y - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx.stroke(path)
ctx.restore();
bitmaps[tile.idx] = await createImageBitmap(c)
}
return bitmaps
}
function srcRectByIdx(puzzleInfo, idx) {
const c = puzzleInfo.coords[idx]
return {
x: c.x * puzzleInfo.tileSize,
y: c.y * puzzleInfo.tileSize,
w: puzzleInfo.tileSize,
h: puzzleInfo.tileSize,
}
}
async function loadPuzzleBitmaps(puzzle) {
// load bitmap, to determine the original size of the image
const bmp = await Graphics.loadImageToBitmap(puzzle.info.imageUrl)
// creation of tile bitmaps
// then create the final puzzle bitmap
// NOTE: this can decrease OR increase in size!
const bmpResized = await Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
}
export default {
loadPuzzleBitmaps,
}

View file

@ -1,12 +1,11 @@
"use strict" "use strict"
import {run} from './gameloop.js' import {run} from './gameloop.js'
import Camera from './Camera.js' import Camera from './Camera.js'
import EventAdapter from './EventAdapter.js'
import Graphics from './Graphics.js' import Graphics from './Graphics.js'
import Debug from './Debug.js' import Debug from './Debug.js'
import Communication from './Communication.js' import Communication from './Communication.js'
import Geometry from './../common/Geometry.js'
import Util from './../common/Util.js' import Util from './../common/Util.js'
import PuzzleGraphics from './PuzzleGraphics.js'
if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]' if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]' if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]'
@ -18,121 +17,6 @@ function addCanvasToDom(canvas) {
return canvas return canvas
} }
async function createPuzzleTileBitmaps(img, tiles, info) {
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
var tileDrawSize = info.tileDrawSize
var tileRatio = tileSize / 100.0
var curvyCoords = [
0, 0, 40, 15, 37, 5,
37, 5, 40, 0, 38, -5,
38, -5, 20, -20, 50, -20,
50, -20, 80, -20, 62, -5,
62, -5, 60, 0, 63, 5,
63, 5, 65, 15, 100, 0
];
const bitmaps = new Array(tiles.length)
const paths = {}
function pathForShape(shape) {
const key = `${shape.top}${shape.right}${shape.left}${shape.bottom}`
if (paths[key]) {
return paths[key]
}
const path = new Path2D()
const topLeftEdge = { x: tileMarginWidth, y: tileMarginWidth }
path.moveTo(topLeftEdge.x, topLeftEdge.y)
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.top * curvyCoords[i * 6 + 1] * tileRatio })
const p2 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.top * curvyCoords[i * 6 + 3] * tileRatio })
const p3 = Geometry.pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.top * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const topRightEdge = Geometry.pointAdd(topLeftEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
const p2 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
const p3 = Geometry.pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const bottomRightEdge = Geometry.pointAdd(topRightEdge, { x: 0, y: tileSize })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 1] * tileRatio })
let p2 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 3] * tileRatio })
let p3 = Geometry.pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const bottomLeftEdge = Geometry.pointSub(bottomRightEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
let p2 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
let p3 = Geometry.pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
paths[key] = path
return path
}
for (let tile of tiles) {
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.lineWidth = 2
ctx.stroke(path)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save();
ctx.clip(path)
ctx.drawImage(
img,
srcRect.x - tileMarginWidth,
srcRect.y - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx.stroke(path)
ctx.restore();
bitmaps[tile.idx] = await createImageBitmap(c)
}
return bitmaps
}
function srcRectByIdx(puzzleInfo, idx) {
let c = puzzleInfo.coords[idx]
let cx = c.x * puzzleInfo.tileSize
let cy = c.y * puzzleInfo.tileSize
return {
x: cx,
y: cy,
w: puzzleInfo.tileSize,
h: puzzleInfo.tileSize,
}
}
async function loadPuzzleBitmaps(puzzle) {
// load bitmap, to determine the original size of the image
const bmp = await Graphics.loadImageToBitmap(puzzle.info.imageUrl)
// creation of tile bitmaps
// then create the final puzzle bitmap
// NOTE: this can decrease OR increase in size!
const bmpResized = await Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
}
function initme() { function initme() {
// return uniqId() // return uniqId()
let ID = localStorage.getItem("ID") let ID = localStorage.getItem("ID")
@ -152,7 +36,64 @@ const getFirstOwnedTile = (puzzle, userId) => {
return null return null
} }
async function main () { export default class EventAdapter {
constructor(canvas, viewport) {
this._mouseEvts = []
this._viewport = viewport
canvas.addEventListener('mousedown', this._mouseDown.bind(this))
canvas.addEventListener('mouseup', this._mouseUp.bind(this))
canvas.addEventListener('mousemove', this._mouseMove.bind(this))
canvas.addEventListener('wheel', this._wheel.bind(this))
}
consumeAll() {
if (this._mouseEvts.length === 0) {
return []
}
const all = this._mouseEvts.slice()
this._mouseEvts = []
return all
}
_mouseDown(e) {
if (e.button === 0) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this._mouseEvts.push(['down', pos.x, pos.y])
}
}
_mouseUp(e) {
if (e.button === 0) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this._mouseEvts.push(['up', pos.x, pos.y])
}
}
_mouseMove(e) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this._mouseEvts.push(['move', pos.x, pos.y])
}
_wheel(e) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
const evt = e.deltaY < 0 ? 'zoomin' : 'zoomout'
this._mouseEvts.push([evt, pos.x, pos.y])
}
}
async function main() {
let gameId = GAME_ID let gameId = GAME_ID
let me = initme() let me = initme()
@ -161,7 +102,7 @@ async function main () {
const game = await Communication.connect(gameId, me) const game = await Communication.connect(gameId, me)
const bitmaps = await loadPuzzleBitmaps(game.puzzle) const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(game.puzzle)
const puzzle = game.puzzle const puzzle = game.puzzle
const players = game.players const players = game.players
@ -176,7 +117,6 @@ async function main () {
// Create a dom and attach adapters to it so we can work with it // Create a dom and attach adapters to it so we can work with it
const canvas = addCanvasToDom(Graphics.createCanvas()) const canvas = addCanvasToDom(Graphics.createCanvas())
const ctx = canvas.getContext('2d') const ctx = canvas.getContext('2d')
const evts = new EventAdapter(canvas)
// initialize some view data // initialize some view data
// this global data will change according to input events // this global data will change according to input events
@ -187,21 +127,27 @@ async function main () {
-(puzzle.info.table.height - viewport.height) /2 -(puzzle.info.table.height - viewport.height) /2
) )
Communication.onChanges((changes) => { const evts = new EventAdapter(canvas, viewport)
for (let [type, typeData] of changes) {
switch (type) { Communication.onServerChange((msg) => {
const msgType = msg[0]
const evClientId = msg[1]
const evClientSeq = msg[2]
const evChanges = msg[3]
for(let [changeType, changeData] of evChanges) {
switch (changeType) {
case 'player': { case 'player': {
if (typeData.id !== me) { if (changeData.id !== me) {
players[typeData.id] = typeData players[changeData.id] = changeData
rerender = true rerender = true
} }
} break; } break;
case 'tile': { case 'tile': {
puzzle.tiles[typeData.idx] = typeData puzzle.tiles[changeData.idx] = changeData
rerender = true rerender = true
} break; } break;
case 'data': { case 'data': {
puzzle.data = typeData puzzle.data = changeData
rerender = true rerender = true
} break; } break;
} }
@ -217,40 +163,41 @@ async function main () {
return sorted.sort((t1, t2) => t1.z - t2.z) return sorted.sort((t1, t2) => t1.z - t2.z)
} }
let _last_mouse_down = null let _last_mouse_down = null
const onUpdate = () => { const onUpdate = () => {
for (let mouse of evts.consumeAll()) { for (let evt of evts.consumeAll()) {
const tp = viewport.viewportToWorld(mouse) const type = evt[0]
const pos = {x: evt[1], y: evt[2]}
if (mouse.type === 'move') { if (type === 'move') {
Communication.addMouse(['move', tp.x, tp.y])
rerender = true rerender = true
changePlayer({ x: tp.x, y: tp.y }) changePlayer(pos)
if (_last_mouse_down && !getFirstOwnedTile(puzzle, me)) { if (_last_mouse_down && !getFirstOwnedTile(puzzle, me)) {
// move the cam // move the cam
const mouse = viewport.worldToViewport(pos)
const diffX = Math.round(mouse.x - _last_mouse_down.x) const diffX = Math.round(mouse.x - _last_mouse_down.x)
const diffY = Math.round(mouse.y - _last_mouse_down.y) const diffY = Math.round(mouse.y - _last_mouse_down.y)
viewport.move(diffX, diffY) viewport.move(diffX, diffY)
_last_mouse_down = mouse _last_mouse_down = mouse
} }
} else if (mouse.type === 'down') { } else if (type === 'down') {
Communication.addMouse(['down', tp.x, tp.y]) _last_mouse_down = viewport.worldToViewport(pos)
_last_mouse_down = mouse } else if (type === 'up') {
} else if (mouse.type === 'up') {
Communication.addMouse(['up', tp.x, tp.y])
_last_mouse_down = null _last_mouse_down = null
} else if (mouse.type === 'wheel') { } else if (type === 'zoomin') {
if ( if (viewport.zoomIn()) {
mouse.deltaY < 0 && viewport.zoomIn()
|| mouse.deltaY > 0 && viewport.zoomOut()
) {
rerender = true rerender = true
changePlayer({ x: tp.x, y: tp.y }) changePlayer(pos)
}
} else if (type === 'zoomout') {
if (viewport.zoomOut()) {
rerender = true
changePlayer(pos)
} }
} }
Communication.sendClientEvent(evt)
} }
} }

View file

@ -2,14 +2,10 @@ import WebSocketServer from './WebSocketServer.js'
import express from 'express' import express from 'express'
import config from './config.js' import config from './config.js'
import Protocol from './../common/Protocol.js'
import Util from './../common/Util.js' import Util from './../common/Util.js'
import Game from './Game.js' import Game from './Game.js'
const EV_SERVER_STATE_CHANGED = 1
const EV_SERVER_INIT = 4
const EV_CLIENT_MOUSE = 2
const EV_CLIENT_INIT = 3
// desired number of tiles // desired number of tiles
// actual calculated number can be higher // actual calculated number can be higher
const TARGET_TILES = 1000 const TARGET_TILES = 1000
@ -65,35 +61,41 @@ app.use('/', (req, res, next) => {
const wss = new WebSocketServer(config.ws); const wss = new WebSocketServer(config.ws);
const notify = (data, sockets) => { const notify = (data, sockets) => {
// TODO: throttle // TODO: throttle?
for (let socket of sockets) { for (let socket of sockets) {
wss.notifyOne(data, socket) wss.notifyOne(data, socket)
} }
// console.log('notify', data)
} }
wss.on('message', async ({socket, data}) => { wss.on('message', async ({socket, data}) => {
try { try {
const proto = socket.protocol.split('|') const proto = socket.protocol.split('|')
const playerId = proto[0] const clientId = proto[0]
const gameId = proto[1] const gameId = proto[1]
const [type, typeData] = JSON.parse(data) const msg = JSON.parse(data)
switch (type) { const msgType = msg[0]
case EV_CLIENT_INIT: { switch (msgType) {
case Protocol.EV_CLIENT_INIT: {
if (!Game.exists(gameId)) { if (!Game.exists(gameId)) {
await Game.createGame(gameId, TARGET_TILES, Util.choice(IMAGES)) await Game.createGame(gameId, TARGET_TILES, Util.choice(IMAGES))
} }
Game.addPlayer(gameId, playerId) Game.addPlayer(gameId, clientId)
Game.addSocket(gameId, socket) Game.addSocket(gameId, socket)
wss.notifyOne([EV_SERVER_INIT, Game.get(gameId)], socket) notify(
[Protocol.EV_SERVER_INIT, Game.get(gameId)],
[socket]
)
} break; } break;
case EV_CLIENT_MOUSE: { case Protocol.EV_CLIENT_EVENT: {
const changes = Game.handleInput(gameId, playerId, typeData) const clientSeq = msg[1]
if (changes.length > 0) { const clientEvtData = msg[2]
notify([EV_SERVER_STATE_CHANGED, changes], Game.getSockets(gameId)) const changes = Game.handleInput(gameId, clientId, clientEvtData)
} notify(
[Protocol.EV_SERVER_EVENT, clientId, clientSeq, changes],
Game.getSockets(gameId)
)
} break; } break;
} }
} catch (e) { } catch (e) {