further refactor

This commit is contained in:
2025-07-12 02:19:48 +02:00
parent 05e254cfcd
commit 473c807461
46 changed files with 637 additions and 475 deletions

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@@ -1,16 +1,16 @@
import { playerData } from "../Classes/playerData.js";
import { Socket } from "socket.io";
import { characterData } from "../Classes/characterData.js";
import { game } from "../game.js";
import { Endpoints } from "../endpoints.js";
export function loadoutChanged(socket, data){
if(!socket.hasOwnProperty("player")) return;
export function loadoutChanged(socket : Socket, data){
let buff = Buffer.from(data, 'base64');
let data1 : playerData = JSON.parse(buff.toString('utf-8'));
let data1 : characterData = JSON.parse(buff.toString('utf-8'));
let player : playerData = socket.player
player.inventory.weapon = data1.inventory.weapon
player.inventory.equipment = data1.inventory.equipment
player.validateEquipment()
let character : characterData = socket.character
character.inventory.weapon = data1.inventory.weapon
character.inventory.equipment = data1.inventory.equipment
character.validateEquipment()
socket.emit("lobby/loadoutChanged", JSON.stringify(player.copyInventory()))
socket.emit(Endpoints.LoadoutChanged, JSON.stringify(character.copyInventory()))
}

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@@ -1,46 +1,50 @@
import { lobbyJoin } from "../Classes/Incoming/lobbyJoin.js";
import { levelState } from "../Classes/levelState.js";
import { lobbyMessage } from "../Classes/lobbyMessage.js";
import { playerData } from "../Classes/playerData.js";
import { characterData } from "../Classes/characterData.js";
import { userData } from "../Classes/userData.js";
import { game } from "../game.js";
import { Socket } from "socket.io";
import { Endpoints } from "../endpoints.js";
export function playerJoin(socket, data){
if(!socket.hasOwnProperty("player")) return;
export function playerJoin(socket : Socket, data){
let buff = Buffer.from(data, 'base64');
let data1 : lobbyJoin = JSON.parse(buff.toString('utf-8'));
let player : playerData = socket.player
let character : characterData = socket.character
player.room = "0_0"
player.characterId = data1.player.characterId
game.lobbyState.addUser(socket.user, player)
let spawnRoom = game.lobbyState.roomEnter(new levelState("0_0", -1), player)
console.log(character)
character.room = "0_0"
character.characterId = data1.player.characterId
game.lobbyState.addUser(socket)
let spawnRoom = game.lobbyState.roomEnter(new levelState("0_0", -1), character)
socket.join("0_0")
let newUser = {
users:[userData.makeSafe(socket.user)],
players:[player.copyStart()],
users:[socket.user.makeSafe()],
players:[character.copyStart()],
rooms:[]
};
let existingUsers = {
users:game.lobbyState.users.map(u=> userData.makeSafe(u)),
players:game.lobbyState.players.map(p=>p.copyStart()),
rooms:[]
users:game.lobbyState.activeUsers.map(u=> u.user.makeSafe()),
players:game.lobbyState.activeUsers.map(p=>p.character.copyStart()),
rooms:game.lobbyState.rooms.map(room=>{
if(room == spawnRoom)
return spawnRoom.copyStart()
else
return room.copyState()
})
}
game.lobbyState.rooms.forEach(room=>{
if(room == spawnRoom)
existingUsers.rooms.push(spawnRoom.copyStart())
else
existingUsers.rooms.push(room.copyState())
})
console.log(spawnRoom)
console.log(spawnRoom.copyStart())
console.log(existingUsers)
//send only player to all existing players
socket.broadcast.emit("lobby/playerJoin", JSON.stringify(newUser));
socket.broadcast.emit(Endpoints.PlayerJoin, JSON.stringify(newUser));
//send all users to player (including player)
socket.emit("lobby/playerJoin", JSON.stringify(existingUsers))
socket.emit(Endpoints.PlayerJoin, JSON.stringify(existingUsers))
game.addMessage(new lobbyMessage(socket.user.login + " joined"))
}

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@@ -1,17 +1,18 @@
import { Endpoints } from "../endpoints.js";
import { loadoutChanged } from "./_loadoutChanged.js";
import { message } from "./_message.js";
import { playerJoin } from "./_playerJoin.js";
export function registerLobbyCallbacks(socket){
socket.on('lobby/playerJoin', (data) => {
socket.on(Endpoints.PlayerJoin, (data) => {
playerJoin(socket, data)
});
socket.on('lobby/loadoutChanged', (data) => {
socket.on(Endpoints.LoadoutChanged, (data) => {
loadoutChanged(socket, data)
});
socket.on('lobby/message', (data) => {
socket.on(Endpoints.Message, (data) => {
message(socket, data)
});
}
}