Initial synchronization fixes
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@ -1,8 +1,8 @@
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export class physicsObject{
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name : string
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//array of floats [3]
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position : number[] = []
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rotation : number[] = []
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velocity : number[] = []
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angularVelocity : number[] = []
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position : number[] = [0,0,0]
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rotation : number[] = [0,0,0]
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velocity : number[] = [0,0,0]
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angularVelocity : number[] = [0,0,0]
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}
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@ -11,16 +11,16 @@ export function registerLobbyCallbacks(socket){
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let buff = Buffer.from(data, 'base64');
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let data1 : playerData = JSON.parse(buff.toString('utf-8'));
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if(socket.user.playerData == null){
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let pd = new playerData()
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socket.user.playerData = pd
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}
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socket.user.playerData.characterId = data1.characterId;
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socket.user.playerData.socketId = socket.id
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let pd = new playerData()
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pd.socketId = socket.id
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pd.userName = socket.user.login
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pd.characterId = data1.characterId;
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pd.inventory = data1.inventory;
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socket.user.playerData = pd
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game.lobbyState.players.push(socket.user.playerData)
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game.socketIO.emit("lobby/playerJoin", JSON.stringify(socket.user.playerData))
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game.socketIO.emit("lobby/playerJoin", JSON.stringify(game.lobbyState))
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socket.emit('lobby/messages', JSON.stringify(game.messages))
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});
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socket.on('lobby/playerUpdate', (data) => {
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@ -32,12 +32,10 @@ export function registerLobbyCallbacks(socket){
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let idx = game.lobbyState.players.findIndex((pl) => pl.socketId == socket.id)
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if(idx == -1){
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socket.player = data1
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game.lobbyState.players.push(data1)
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socket.emit('lobby/messages', JSON.stringify(game.messages))
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console.log("Error! Player not spawned!")
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}
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else{
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game.lobbyState.players[idx] = data1
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game.lobbyState.players[idx].rigidbody = data1.rigidbody
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}
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});
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