Connectivity optimization

This commit is contained in:
Katboi01 2023-11-01 19:46:59 +01:00
parent 6dc6bc5db8
commit 8b55039972
22 changed files with 255 additions and 108 deletions

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@ -0,0 +1,6 @@
import { levelState } from "../levelState"
export class levelEnter{
previousRoom : levelState
targetRoom : levelState
}

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@ -0,0 +1,5 @@
import { playerData } from "../playerData";
export class levelUpdateClient{
player : playerData
}

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@ -0,0 +1,7 @@
import { levelState } from "../levelState";
import { playerData } from "../playerData";
export class levelUpdateHost{
player : playerData
room : levelState
}

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@ -0,0 +1,5 @@
import { playerData } from "../playerData";
export class lobbyJoin{
player : playerData
}

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@ -6,4 +6,21 @@ export class enemyData{
templateId : number
rigidbody : physicsObject
stats : Stat[] = []
static copyStart(e: enemyData): any {
let enemy : any = {}
enemy.id = e.id
enemy.templateId = e.templateId
enemy.rigidbody = physicsObject.characterOnly(e.rigidbody)
enemy.stats = e.stats
return enemy
}
static copyUpdate(e: enemyData): any {
let enemy : any = {}
enemy.id = e.id
enemy.rigidbody = physicsObject.characterOnly(e.rigidbody)
enemy.stats = e.stats
return enemy
}
}

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@ -1,6 +1,6 @@
import { enemyData } from "./enemyData";
import { physicsObject } from "./physicsObject";
import { playerData } from "./playerData";
import { propData } from "./propData";
export class levelState{
id : string
@ -9,7 +9,7 @@ export class levelState{
completed : boolean = false
isDungeon : boolean = false
enemies : enemyData[] = []
objects : physicsObject[] = []
objects : propData[] = []
players : playerData[] = []
getRandomInt(max) {
@ -23,15 +23,37 @@ export class levelState{
this.completed = false
}
copyLight() {
copyStart(){
let level : any = {}
level.id = this.id
level.seed = this.seed
level.hostId = this.hostId
level.completed = this.completed
level.isDungeon = this.isDungeon
if(this.enemies.length > 0) level.enemies = this.enemies.map(e => enemyData.copyStart(e))
if(this.objects.length > 0) level.objects = this.objects.map(e => propData.copyPropStart(e))
if(this.players.length > 0) level.players = this.players.map(pl=> pl.copyUpdate())
return level
}
copyUpdate(){
let level : any = {}
level.id = this.id
level.seed = this.seed
level.hostId = this.hostId
level.completed = this.completed
if(this.enemies.length > 0) level.enemies = this.enemies.map(e => enemyData.copyUpdate(e))
if(this.objects.length > 0) level.objects = this.objects.map(e => propData.copyPropUpdate(e))
if(this.players.length > 0) level.players = this.players.map(pl=> pl.copyUpdate())
return level
}
copyState(){
let level : any = {}
level.id = this.id
level.seed = this.seed
level.hostId = this.hostId
level.completed = this.completed
level.enemies = this.enemies
level.objects = this.objects
level.players = this.players.map(pl=>pl.copyLight())
return level
}

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@ -14,7 +14,7 @@ export class lobbyState{
lobby.players = []
lobby.users = []
for (let i = 0; i < this.players.length; i++) {
lobby.players.push(this.players[i].copyLight());
lobby.players.push(this.players[i].copyUpdate());
}
lobby.rooms = this.rooms
lobby.dungeons = this.dungeons

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@ -1,16 +1,45 @@
export class physicsObject{
name : string
templateId : number
//array of floats [3]
kinematic : boolean
position : number[] = [0,0,0]
rotation : number[] = [0,0,0]
velocity : number[] = [0,0,0]
angularVelocity : number[] = [0,0,0]
static copyLight(o: physicsObject) {
let pObject = Object.assign({}, o)
static isKinematic(o:physicsObject){
return !o.hasOwnProperty("velocity")
}
static copyAll(o: physicsObject) {
let pObject = Object.assign({}, o)
return pObject
}
static characterOnly(o: physicsObject) {
let pObject : any = {}
pObject.position = o.position
pObject.velocity = o.velocity
return pObject
}
static copyStart(o: physicsObject) {
let pObject : any = {}
pObject.position = o.position
pObject.rotation = o.rotation
if(!this.isKinematic(o)){
pObject.velocity = o.velocity
pObject.angularVelocity = o.angularVelocity
}
return pObject
}
static copyUpdate(o: physicsObject) {
let pObject : any = {}
if(!this.isKinematic(o)){
pObject.position = o.position
pObject.rotation = o.rotation
pObject.velocity = o.velocity
pObject.angularVelocity = o.angularVelocity
}
return pObject
}
}

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@ -11,12 +11,29 @@ export class playerData{
rigidbody : physicsObject = new physicsObject()
damageInfo : enemyDamageInfo[] = []
copyLight(){
copyStart(){
let player : any = {}
player.id = this.id
//player.room = this.room
player.rigidbody = physicsObject.copyLight(this.rigidbody)
player.damageInfo = this.damageInfo
player.characterId = this.characterId
player.rigidbody = physicsObject.characterOnly(this.rigidbody)
return player
}
copyUpdate(){
let player : any = {}
player.id = this.id
if(this.rigidbody == null){
console.log(this)
}
player.rigidbody = physicsObject.characterOnly(this.rigidbody)
if(this.damageInfo.length > 0) player.damageInfo = this.damageInfo
return player
}
copyInventory(){
let player : any = {}
player.id = this.id
player.inventory = this.inventory
return player
}

22
Classes/propData.ts Normal file
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@ -0,0 +1,22 @@
import { physicsObject } from "./physicsObject"
export class propData{
name : string
templateId : number
rigidbody : physicsObject
static copyPropStart(o: propData) {
let pObject = Object.assign({}, o)
pObject.rigidbody = physicsObject.copyStart(o.rigidbody)
return pObject
}
static copyPropUpdate(o: propData) {
let pObject : any = {}
pObject.name = o.name
if(!physicsObject.isKinematic(o.rigidbody)){
pObject.rigidbody = physicsObject.copyUpdate(o.rigidbody)
}
return pObject
}
}

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@ -1,6 +0,0 @@
import { levelState } from "./levelState"
export class roomChangeData{
previousRoom : string
targetRoom : levelState
}

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@ -1,11 +1,11 @@
import { game } from "../game";
export function clearRoom(socket, data){
export function clear(socket, data){
if(!socket.hasOwnProperty("player")) return;
let buff = Buffer.from(data, 'base64');
let data1 : string = JSON.parse(buff.toString('utf-8'));
let room = game.lobbyState.roomComplete(data1)
game.socketIO.emit("lobby/cleared", JSON.stringify(room))
game.socketIO.emit("level/cleared", JSON.stringify(room.copyState()))
}

30
Level/_enter.ts Normal file
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@ -0,0 +1,30 @@
import { game } from "../game";
import { playerData } from "../Classes/playerData";
import { roomChangeResponse } from "../Classes/roomChangeResponse";
import { levelEnter } from "../Classes/Incoming/levelEnter";
export function enter(socket, data){
if(!socket.hasOwnProperty("player")) return;
let buff = Buffer.from(data, 'base64');
let data1 : levelEnter = JSON.parse(buff.toString('utf-8'));
let player : playerData = socket.player
socket.join(data1.targetRoom.id)
let newRoom = game.lobbyState.roomEnter(data1.targetRoom, player)
player.room = newRoom.id
socket.leave(data1.previousRoom.id)
let oldRoom = game.lobbyState.roomExit(data1.previousRoom.id, player)
let data2 = new roomChangeResponse()
data2.player = player.copyUpdate()
data2.newRoom = newRoom.copyStart()
data2.previousRoom = oldRoom.copyState()
socket.emit("level/entered", JSON.stringify(data2))
data2.newRoom = newRoom.copyState()
socket.broadcast.emit("level/entered", JSON.stringify(data2))
}

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@ -1,10 +1,11 @@
import { levelUpdateClient } from "../Classes/Incoming/levelUpdateClient";
import { playerData } from "../Classes/playerData";
export function playerUpdate(socket, data){
if(!socket.hasOwnProperty("user")) return;
let buff = Buffer.from(data, 'base64');
let data1 : playerData = JSON.parse(buff.toString('utf-8'));
let data1 : levelUpdateClient = JSON.parse(buff.toString('utf-8'));
let player : playerData = socket.player
if(player == null){
@ -12,7 +13,7 @@ export function playerUpdate(socket, data){
return
}
player.room = data1.room
player.rigidbody = data1.rigidbody
player.damageInfo = player.damageInfo.concat(data1.damageInfo)
player.rigidbody = data1.player.rigidbody
if(data1.player.hasOwnProperty("damageInfo"))
player.damageInfo = player.damageInfo.concat(data1.player.damageInfo)
}

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@ -1,8 +1,10 @@
import { playerData } from "../Classes/playerData";
export function projectile(socket, data){
if(!socket.hasOwnProperty("user")) return;
let buff = Buffer.from(data, 'base64');
//let data1 = JSON.parse();
let player : playerData = socket.player
socket.to(socket.player.room).emit('level/projectile', buff.toString('utf-8'))
socket.to(player.room).emit('level/projectile', buff.toString('utf-8'))
}

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@ -1,24 +1,30 @@
import { levelState } from "../Classes/levelState";
import { levelUpdateHost } from "../Classes/Incoming/levelUpdateHost";
import { playerData } from "../Classes/playerData";
import { game } from "../game";
export function update(socket, data){
if(!socket.hasOwnProperty("user")) return;
if(!socket.hasOwnProperty("player")) return;
let buff = Buffer.from(data, 'base64');
let rawJson = JSON.parse(buff.toString('utf-8'));
let data1 : levelState = rawJson;
let data1 : levelUpdateHost = JSON.parse(buff.toString('utf-8'));
let player : playerData = socket.player
let room = game.lobbyState.rooms.find(l=>l.id == data1.id)
if (room == null){
let room = game.lobbyState.rooms.find(l=>l.id == data1.room.id)
if (room == null || room.hostId != player.id){
return
}
let player = socket.player
player.room = rawJson.player.room
player.rigidbody = rawJson.player.rigidbody
if(data1.room.objects == null){
data1.room.objects = []
}
if(data1.room.enemies == null){
data1.room.enemies = []
}
player.rigidbody = data1.player.rigidbody
room.enemies = data1.room.enemies
room.objects = data1.room.objects
//only in non-host player
//player.damageInfo = rawJson.player.damageInfo
room.enemies = data1.enemies
room.objects = data1.objects
}

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@ -1,11 +1,26 @@
import { clear } from "./_clear";
import { enter } from "./_enter";
import { playerUpdate } from "./_playerUpdate";
import { projectile } from "./_projectile";
import { update } from "./_update";
export function registerLevelCallbacks(socket){
socket.on('level/enter', (data) => {
enter(socket, data)
});
socket.on('level/cleared', (data) => {
clear(socket, data)
});
socket.on('level/update', (data) => {
update(socket, data)
});
socket.on('level/playerUpdate', (data) => {
playerUpdate(socket, data)
});
socket.on('level/projectile', (data) => {
projectile(socket, data)
});

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@ -1,24 +0,0 @@
import { roomChangeData as roomChangeRequest } from "../Classes/roomChangeRequest";
import { roomChangeResponse } from "../Classes/roomChangeResponse";
import { game } from "../game";
export function enter(socket, data){
if(!socket.hasOwnProperty("player")) return;
let buff = Buffer.from(data, 'base64');
let data1 : roomChangeRequest = JSON.parse(buff.toString('utf-8'));
socket.join(data1.targetRoom.id)
let newRoom = game.lobbyState.roomEnter(data1.targetRoom, socket.player)
socket.player.room = newRoom.id
socket.leave(data1.previousRoom)
let oldRoom = game.lobbyState.roomExit(data1.previousRoom, socket.player)
let data2 = new roomChangeResponse()
data2.player = socket.player.copyLight()
data2.newRoom = newRoom.copyLight()
data2.previousRoom = oldRoom.copyLight()
game.socketIO.emit("lobby/entered", JSON.stringify(data2))
}

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@ -2,7 +2,7 @@ import { playerData } from "../Classes/playerData";
import { game } from "../game";
export function loadoutChanged(socket, data){
if(!socket.hasOwnProperty("user")) return;
if(!socket.hasOwnProperty("player")) return;
let buff = Buffer.from(data, 'base64');
let data1 : playerData = JSON.parse(buff.toString('utf-8'));
@ -12,5 +12,5 @@ export function loadoutChanged(socket, data){
player.inventory.equipment = data1.inventory.equipment
player.validateEquipment()
game.socketIO.emit("lobby/loadoutChanged", JSON.stringify(player))
socket.emit("lobby/loadoutChanged", JSON.stringify(player.copyInventory()))
}

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@ -1,3 +1,4 @@
import { lobbyJoin } from "../Classes/Incoming/lobbyJoin";
import { levelState } from "../Classes/levelState";
import { lobbyMessage } from "../Classes/lobbyMessage";
import { playerData } from "../Classes/playerData";
@ -5,32 +6,36 @@ import { userData } from "../Classes/userData";
import { game } from "../game";
export function playerJoin(socket, data){
if(!socket.hasOwnProperty("user")) return;
if(!socket.hasOwnProperty("player")) return;
let buff = Buffer.from(data, 'base64');
let data1 : playerData = JSON.parse(buff.toString('utf-8'));
let data1 : lobbyJoin = JSON.parse(buff.toString('utf-8'));
let player : playerData = socket.player
socket.player.characterId = data1.characterId
game.lobbyState.addUser(socket.user, socket.player)
let newUser = {users:[userData.makeSafe(socket.user)], players:[socket.player], rooms:[]};
let existingUsers = {users:game.lobbyState.users.map(u=> userData.makeSafe(u)), players:[], rooms:[]}
game.lobbyState.players.forEach(player=>{
if(player.id == socket.player.id){
existingUsers.players.push(player)
}
else{
let newPlayer = Object.assign({}, player);
delete(newPlayer.inventory)
existingUsers.players.push(newPlayer)
}
})
let room = game.lobbyState.roomEnter(new levelState("0_0", -1), socket.player)
existingUsers.rooms = game.lobbyState.rooms
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)
socket.join("0_0")
let newUser = {
users:[userData.makeSafe(socket.user)],
players:[player.copyStart()],
rooms:[]
};
let existingUsers = {
users:game.lobbyState.users.map(u=> userData.makeSafe(u)),
players:game.lobbyState.players.map(p=>p.copyStart()),
rooms:[]
}
game.lobbyState.rooms.forEach(room=>{
if(room == spawnRoom)
existingUsers.rooms.push(spawnRoom.copyStart())
else
existingUsers.rooms.push(room.copyState())
})
//send only player to all existing players
socket.broadcast.emit("lobby/playerJoin", JSON.stringify(newUser));

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@ -1,27 +1,12 @@
import { clearRoom } from "./_clearRoom";
import { enter } from "./_enter";
import { loadoutChanged } from "./_loadoutChanged";
import { message } from "./_message";
import { playerJoin } from "./_playerJoin";
import { playerUpdate } from "./_playerUpdate";
export function registerLobbyCallbacks(socket){
socket.on('lobby/enter', (data) => {
enter(socket, data)
});
socket.on('lobby/cleared', (data) => {
clearRoom(socket, data)
});
socket.on('lobby/playerJoin', (data) => {
playerJoin(socket, data)
});
socket.on('lobby/playerUpdate', (data) => {
playerUpdate(socket, data)
});
socket.on('lobby/loadoutChanged', (data) => {
loadoutChanged(socket, data)
});

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@ -59,9 +59,8 @@ setInterval(async () => {
let userCount = game.lobbyState.players.length
if(userCount > 0){
game.lobbyState.rooms.forEach(room=>{
let roomData = room.copyLight()
io.in(room.id).emit('lobby/update', JSON.stringify(roomData))
let roomData = room.copyUpdate()
io.in(room.id).emit('level/update', JSON.stringify(roomData))
})
game.playersDB.forEach(p=>{
p.damageInfo = []
@ -71,6 +70,7 @@ setInterval(async () => {
setInterval(() => {
let lobbyState = game.lobbyState
console.clear()
console.log("Players:")
for(let i = 0; i < lobbyState.players.length; i++){
console.log(lobbyState.players[i].id + " " + lobbyState.players[i].room)
@ -78,12 +78,15 @@ setInterval(() => {
console.log("Rooms:")
for(let i = 0; i < lobbyState.rooms.length; i++){
console.log(lobbyState.rooms[i].id + " " + lobbyState.rooms[i].hostId)
lobbyState.rooms[i].objects.forEach(object => {
console.log("\t" + object.name + ": " + JSON.stringify(object.rigidbody))
});
}
console.log("Dungeon:")
for(let i = 0; i < lobbyState.dungeons.length; i++){
console.log(lobbyState.dungeons[i].entranceId + " " + lobbyState.dungeons[i].playerCount)
}
}, 60 * 1000)
}, 1000)
process.on('SIGINT', function () {
console.log('Ctrl-C...');