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diff --git a/scripts/network.js b/scripts/network.js
index cff255a..2458436 100644
--- a/scripts/network.js
+++ b/scripts/network.js
@@ -1,355 +1,358 @@
/*
* 3DCycles - A lightcycle game.
* Copyright (C) 2019 Glen Harpring
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
function connectTo(host,port)
{
engine.playGame = false; engine.inputState = "game";
try
{
var connection = new WebSocket('ws'+(settings.CONNECT_SSL?'s':'')+'://'+host+':'+port);
connection.onmessage = connectionHandler;
connection.onerror = function(e)
{
console.log(e); var msg;
disconnectFromGame();menu("leave");showMenu();
menu("menu:connectfail");
if(engine.network)
{
engine.console.print(msg="An error occurred with the connection.");
}
else
{
engine.console.print(msg="Couldn't connect to server. Please ensure that you have the right host and port.");
}
}
connection.onclose = function(e)
{
console.log(e); var msg;
if(engine.network)
{
disconnectFromGame();menu("leave");showMenu();
menu("menu:connectterm");
engine.console.print(msg="Our connection with the server has been terminated.");
msg += " ";
if(e.reason == "") engine.console.print(msg+="No reason given.\n"); else engine.console.print(msg+="Reason: "+e.reason+"\n");
}
}
return connection;
}
catch(e)
{
engine.console.print(e+"\n");
disconnectFromGame();menu("leave");showMenu();
menu("menu:");
document.getElementById('menu').innerHTML = "<h1>An error occurred</h1><div style='text-align:left;font-size:11pt'>"+e+"</div>";
}
}
function doNetSlide(cycle,timestep=1)
{
if(isNaN(cycle.position.x) || isNaN(cycle.position.y))
{
cycle.position.x = cycle.newPos.x;
cycle.position.y = cycle.newPos.y;
delete cycle.newPos;
}
else
{
timestep *= settings.CYCLE_SMOOTH_TIME;
if(timestep > 1) timestep = 1;
cycle.lastpos.x = (cycle.position.x += (cycle.newPos.x-cycle.position.x)*timestep);
cycle.lastpos.y = (cycle.position.y += (cycle.newPos.y-cycle.position.y)*timestep);
cycle.resetCurrWallSegment();
if(cycle.position.x == cycle.newPos.x && cycle.position.y == cycle.newPos.y) delete cycle.newPos;
}
}
function connectionHandler(e)
{
//console.log(e);
var msg = JSON.parse(e.data);
switch(msg.type)
{
case "ping": engine.connection.send((JSON.stringify({type:"pong"}))); break;
case "timeSync":
if(msg.data)
{
engine.gtime = msg.data;
engine.connection.send(JSON.stringify({type:"timeSync",data:engine.gtime}));
}
engine.connection.timeSync = false;
break;
case "version":
engine.connection.send(JSON.stringify({type:"version",data:0.7}));
break;
case "endRound": if(inround()) endRound(); break;
case "newRound":
if(!engine.playGame) playGame();
else if(!inround()) newRound();
break;
case "setting":
console.log(e);
netcfg(msg.setting,""+msg.data);
break;
case "con":
engine.console.print(msg.data);
break;
case "cen":
centerMessage(msg.data.msg,msg.data.time);
break;
case "syncdata":
console.log(msg.gtime);
engine.connection.send(JSON.stringify({type:"player",data:settings.player}));
if(typeof(msg.netid) != "undefined")
{
engine.activePlayer = msg.netid||0; //we got id
engine.network = true;
if(!engine.scene) init();
//endRound();
}
//engine.totalPauseTime += (msg.gtime||0)-engine.gtime;
if(msg.gtime !== undefined) engine.gtime = msg.gtime;
break;
case "leave":
if(engine.players[msg.data])
{
if(msg.data == engine.activePlayer)
{
console.warn("Player being deleted is ours.");
}
if(msg.data == engine.viewTarget)
{
changeViewTarget(1);
}
if(engine.players[msg.data].alive) engine.players[msg.data].kill();
engine.players.splice(msg.data,1);
updateScoreBoard();
}
else
{
console.warn("Left player doesn't seem to exist.");
}
break;
case "playerdata":
console.log(msg.data);
for(var i=msg.data.length;i--;) if(typeof(msg.data[i]) != "undefined")
{
var data = msg.data[i];
if(!engine.players[data.netid])
{
var cycleinfo;
data.ai = false; // AIs should be exclusively handled by the server. Maybe a different solution in the future?
engine.players[data.netid] = new Player(cycleinfo={
x:data.x||0, y:data.y||0, z:data.z||0, dir:data.dir||0, ai:data.ai||false,
name:data.name||"1",
cycleColor:data.cycleColor, tailColor:data.tailColor,
engineType:data.engineType||settings.player.engineType,
team: engine.teams[data.team]||new Team({name:(data.alive?data.name:"")}),
});
console.log(data);
- engine.players[data.netid].spawn(cycleinfo,false);
+ if(data.alive) engine.players[data.netid].spawn(cycleinfo,false);
+ else if(data.netid == engine.activePlayer) changeViewTarget();
audioMixing(engine.players[data.netid]);
}
else
{
engine.players[data.netid].name = data.name;
engine.players[data.netid].cycleColor = data.cycleColor;
engine.players[data.netid].tailColor = data.tailColor;
+ if(data.alive) engine.players[data.netid].spawn({x:data.x||0, y:data.y||0, z:data.z||0, dir:data.dir||0},false);
+ else if(data.netid == engine.activePlayer) changeViewTarget();
}
}
break;
case "griddata":
if(!engine.playGame) playGame();
//console.log(msg.data);
//engine.gtime = (performance.now()/settings.TIME_FACTOR)-engine.timeStart-engine.totalPauseTime-4000;
if(msg.gtime > engine.gtime)
{
//engine.gtime = msg.gtime;
//console.log("S: ",msg.gtime-engine.gtime);
if(!engine.connection.timeSync)
{
engine.connection.timeSync = true;
engine.connection.send(JSON.stringify({type:"timeSync",data:engine.gtime}));
}
}
var delta = engine.gtime-(msg.gtime);
var timestep = delta/1000;
//var delta = timestep*1000;
for(var i=msg.data.length;i--;)
if(typeof(msg.data[i]) != "undefined")
{
var data = msg.data[i];
var cycle = engine.players[data.netid];
if(cycle.alive != data.alive)
{
if(cycle.alive == true) cycle.killAt(data.position[0],data.position[1],data.position[2]);
else cycle.spawn({x:data.position[0],y:data.position[1],z:data.position[2]},(!!data.spawntime));
delete cycle.newPos;
}
cycle.speed = data.speed; cycle.rubber = data.rubber;
if(cycle.alive)
{
var olddir = cycle.rotation.z, newdir = deg2rad(data.direction||0);
if(!data.wall && normalizeRad(olddir) == normalizeRad(newdir) && isFinite(data.position[0]) && isFinite(data.position[1])) //slide to position
{
if(!cycle.newPos) cycle.newPos = new THREE.Vector2(cycle.position.x,cycle.position.y);
cycle.newPos.x = data.position[0]; cycle.newPos.y = data.position[1];
if(!cycle.handleNetTurn)
{
doNetSlide(cycle,Infinity);
cycle.handleNetTurn = true;
}
}
else if(cycle.handleNetTurn) //jump straight to the position, we're doing a turn
{ //also, don't handle updates until our last turn has been sent by the server
cycle.lastpos.x = cycle.position.x = data.position[0]||0;
cycle.lastpos.y = cycle.position.y = data.position[1]||0;
delete cycle.newPos;
cycle.gameTime = Math.max(0,msg.gtime);
if(settings.DEBUG_NETWORK_TURN_WAIT) cycle.lastTurnTime = 0;
//HACK to avoid cycle sticking to wall on a turn
{
var fakeTS = 0.01/cycle.speed;
var move2d = Math.cos(cycle.model.rotation.y)*(cycle.speed*fakeTS), dir = cdir(cycle.rotation.z);
cycle.lastpos.x = (cycle.position.x += move2d*dir[0]);
cycle.lastpos.y = (cycle.position.y += move2d*dir[1]);
cycle.gameTime += fakeTS;
}
}
if(data.wall) { cycle.walls.map = data.wall; cycle.resetWall(false); }
cycle.lastpos.z = cycle.position.z = data.position[2]||0;
if(cycle.haswall)
{
if(rad2deg(olddir) == rad2deg(newdir))
{
cycle.walls.map[cycle.walls.map.length-1] = [cycle.position.x,cycle.position.y];
}
else
{
cycle.rotation.z = newdir;
var wallmod = cycle.walls.children[cycle.walls.children.length-1];
cycle.newWallSegment();
}
}
else
{
cycle.rotation.z = newdir;
}
}
//if(isFinite(timestep)) cycle.update(timestep);
}
if(!engine.lastPingTime) engine.players[engine.activePlayer].ping = parseInt(delta);
updateScoreBoard(); //console.log(timestep);
break;
case "scoredata":
for(var i=msg.data.length;i--;)
if(typeof(msg.data[i]) != "undefined")
{
var data = msg.data[i];
var cycle = engine.players[data.netid];
cycle.chatting = data.chatting||false;
cycle.ping = data.ping||0;
cycle.score = data.score||0;
engine.lastPingTime = performance.now();
}
updateScoreBoard();
break;
case "team":
engine.teams.splice(0);
for(var i=msg.data.length-1;i>=0;--i) if(msg.data[i])
{
engine.teams[msg.data[i].id] = new Team(msg.data[i]);
}
break;
case "zone":
for(var i=msg.data.length-1;i>=0;--i) if(msg.data[i])
{
var zone = msg.data[i];
if(zone.destroyed)
{
if(engine.zones[zone.id])
{
engine.zones[zone.id].destroy();
}
}
else if(engine.zones.children[zone.id])
{
var myZone = engine.zones.children[zone.id];
if(zone.type!==undefined) {myZone.cfg.type = zone.type;}
if(zone.x!==undefined) {myZone.position.x = zone.x; myZone.position.y = zone.y; myZone.position.z = zone.z;}
if(zone.xdir!==undefined) {myZone.cfg.xdir = zone.xdir; myZone.cfg.ydir = zone.ydir;}
if(zone.bounce!== undefined)myZone.cfg.bounce = zone.bounce;
if(zone.type == "flagHeld") myZone.cfg.heldBy = engine.players[zone.heldBy];
myZone.cfg.netObject = true;
}
else
{
try
{
var s = new Zone(zone).spawn();
//we don't need to process the zone ourselves (as that will all be handled by the server), however we should still know the type for our chatbot.
s.netObject = true;
}
catch(e)
{
engine.console.print("0xff7f7fAn error occurred when syncing zones. You may be missing some important elements of the game.\n");
console.error(e);
}
}
}
break;
}
}
function connectToGame()
{
if(!engine.connection)
{
engine.connection = connectTo(settings.CONNECT_HOST,settings.CONNECT_PORT)
document.getElementById("progtitle").innerHTML = tStringify("@progtitleshort@ • Connecting to "+settings.CONNECT_HOST+":"+settings.CONNECT_PORT);
menu("menu:connect");
}
}
function disconnectFromGame()
{
if(engine.connection && engine.connection.close) engine.connection.close();
engine.connection = engine.network = false;
engine.viewTarget = engine.activePlayer = 0;
for(var i=netChanged.length-1;i>=0;--i)
{
chsetting(netChanged[i][0],netChanged[i][1],true);
}
netChanged = [];
}
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Expires
Mon, Jun 23, 9:08 PM (4 d, 1 h ago)
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Storage Handle
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Attached To
rTDCWEB 3DCycles Web
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