change replay to not use WS

This commit is contained in:
Zutatensuppe 2021-05-29 12:40:46 +02:00
parent 81ef9cd704
commit b8946ef6a8
8 changed files with 71 additions and 123 deletions

View file

@ -280,6 +280,25 @@ export async function main(
HUD.setConnectionState(state)
})
const getNextReplayBatch = async (
gameId: string,
offset: number,
size: number
) => {
const replay: {
game: any,
log: Array<any>
} = await Communication.requestReplayData(gameId, offset, size)
// cut log that was already handled
REPLAY.log = REPLAY.log.slice(REPLAY.logPointer)
REPLAY.logPointer = 0
REPLAY.log.push(...replay.log)
if (replay.log.length < 10000) {
REPLAY.final = true
}
REPLAY.requesting = false
}
let TIME: () => number = () => 0
const connect = async () => {
if (MODE === MODE_PLAY) {
@ -288,21 +307,10 @@ export async function main(
Game.setGame(gameObject.id, gameObject)
TIME = () => Time.timestamp()
} else if (MODE === MODE_REPLAY) {
// TODO: change how replay connect is done...
Communication.onServerChange((msg) => {
const log = msg[1]
// cut log that was already handled
REPLAY.log = REPLAY.log.slice(REPLAY.logPointer)
REPLAY.logPointer = 0
REPLAY.log.push(...msg[1])
if (log.length < 10000) {
REPLAY.final = true
}
REPLAY.requesting = false
})
const replay: {game: any, log: Array<any>} = await Communication.connectReplay(wsAddress, gameId, clientId)
const replay: {
game: any,
log: Array<any>
} = await Communication.requestReplayData(gameId, 0, 10000)
const gameObject = Util.decodeGame(replay.game)
Game.setGame(gameObject.id, gameObject)
REPLAY.requesting = false
@ -487,7 +495,7 @@ export async function main(
if (REPLAY.logPointer + 1 >= REPLAY.log.length) {
REPLAY.lastRealTs = realTs
REPLAY.requesting = true
Communication.requestReplayData(REPLAY.logIdx, 10000)
getNextReplayBatch(gameId, REPLAY.logIdx, 10000)
return
}