Add better object updates
This commit is contained in:
parent
fd80a299b6
commit
e83c58e1a5
29 changed files with 289 additions and 123 deletions
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@ -1,7 +1,13 @@
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import { PhysicalContainer } from './physics/containers/physical-container';
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import { Player } from './players/player';
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import ioserver from 'socket.io';
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import { TransportEvents, deserialize, settings, ServerInformation } from 'shared';
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import {
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TransportEvents,
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deserialize,
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settings,
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ServerInformation,
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PlayerInformation,
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} from 'shared';
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import { createWorld } from './map/create-world';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { Options } from './options';
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@ -22,8 +28,8 @@ export class GameServer {
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this.objects.initialize();
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io.on('connection', (socket: SocketIO.Socket) => {
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socket.on(TransportEvents.PlayerJoining, () => {
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const player = new Player(this.objects, socket);
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socket.on(TransportEvents.PlayerJoining, (playerInfo: PlayerInformation) => {
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const player = new Player(playerInfo, this.objects, socket);
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this.players.push(player);
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socket.on(TransportEvents.PlayerToServer, (json: string) => {
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const command = deserialize(json);
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@ -1,5 +1,5 @@
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import { vec2 } from 'gl-matrix';
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import { Circle, GameObject, serializesTo, settings } from 'shared';
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import { Circle, GameObject, serializesTo, settings, UpdateObjectMessage } from 'shared';
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import { PhysicalBase } from '../physics/physicals/physical-base';
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import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
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import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
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@ -30,6 +30,10 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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this.recalculateBoundingBox();
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}
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public calculateUpdates(): UpdateObjectMessage | null {
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return null;
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}
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public get boundingBox(): BoundingBoxBase {
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return this._boundingBox;
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}
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@ -1,7 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import {
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id,
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CharacterBase,
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settings,
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MoveActionCommand,
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serializesTo,
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@ -9,6 +8,7 @@ import {
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last,
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GameObject,
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Circle,
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PlayerCharacterBase,
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} from 'shared';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { CirclePhysical } from './circle-physical';
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@ -20,10 +20,12 @@ import { forceAtPosition } from '../physics/functions/force-at-position';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { PlanetPhysical } from './planet-physical';
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import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
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import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
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import { UpdateGameObjectMessage } from '../update-game-object-message';
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@serializesTo(CharacterBase)
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export class CharacterPhysical
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extends CharacterBase
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@serializesTo(PlayerCharacterBase)
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export class PlayerCharacterPhysical
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extends PlayerCharacterBase
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implements DynamicPhysical, ReactsToCollision {
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public readonly canCollide = true;
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public readonly canMove = true;
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@ -40,32 +42,32 @@ export class CharacterPhysical
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vec2.create(),
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vec2.add(
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vec2.create(),
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CharacterPhysical.desiredHeadOffset,
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CharacterPhysical.desiredLeftFootOffset,
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PlayerCharacterPhysical.desiredHeadOffset,
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PlayerCharacterPhysical.desiredLeftFootOffset,
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),
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CharacterPhysical.desiredRightFootOffset,
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PlayerCharacterPhysical.desiredRightFootOffset,
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),
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1 / 3,
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);
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private static readonly headOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredHeadOffset,
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CharacterPhysical.centerOfMass,
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PlayerCharacterPhysical.desiredHeadOffset,
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PlayerCharacterPhysical.centerOfMass,
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);
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private static readonly leftFootOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredLeftFootOffset,
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CharacterPhysical.centerOfMass,
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PlayerCharacterPhysical.desiredLeftFootOffset,
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PlayerCharacterPhysical.centerOfMass,
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);
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private static readonly rightFootOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredRightFootOffset,
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CharacterPhysical.centerOfMass,
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PlayerCharacterPhysical.desiredRightFootOffset,
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PlayerCharacterPhysical.centerOfMass,
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);
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public static readonly boundRadius =
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(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2;
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(PlayerCharacterPhysical.headRadius + PlayerCharacterPhysical.feetRadius * 2) * 2;
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private isDestroyed = false;
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private direction = 0;
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@ -78,6 +80,10 @@ export class CharacterPhysical
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public rightFoot: CirclePhysical;
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public bound: CirclePhysical;
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public get isAlive(): boolean {
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return !this.isDestroyed;
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}
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(
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vec2.create(),
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@ -85,26 +91,28 @@ export class CharacterPhysical
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);
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constructor(
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name: string,
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public readonly colorIndex: number,
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private readonly container: PhysicalContainer,
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startPosition: vec2,
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) {
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super(id(), colorIndex);
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super(id(), name, colorIndex);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.headOffset),
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CharacterPhysical.headRadius,
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
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PlayerCharacterPhysical.headRadius,
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this,
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container,
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);
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this.leftFoot = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.leftFootOffset),
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CharacterPhysical.feetRadius,
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.leftFootOffset),
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PlayerCharacterPhysical.feetRadius,
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this,
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container,
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);
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this.rightFoot = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.rightFootOffset),
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CharacterPhysical.feetRadius,
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.rightFootOffset),
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PlayerCharacterPhysical.feetRadius,
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this,
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container,
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);
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@ -114,12 +122,16 @@ export class CharacterPhysical
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this.bound = new CirclePhysical(
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vec2.create(),
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CharacterPhysical.boundRadius,
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PlayerCharacterPhysical.boundRadius,
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this,
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container,
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);
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}
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot']);
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}
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public handleMovementAction(c: MoveActionCommand) {
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this.movementActions.push(c);
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}
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@ -189,7 +201,7 @@ export class CharacterPhysical
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getBoundingBoxOfCircle(
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new Circle(
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this.center,
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CharacterPhysical.boundRadius + settings.maxGravityDistance,
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PlayerCharacterPhysical.boundRadius + settings.maxGravityDistance,
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),
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),
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);
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@ -250,9 +262,9 @@ export class CharacterPhysical
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const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
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vec2.scale(bodyCenter, bodyCenter, 1 / 3);
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this.springMove(this.leftFoot, bodyCenter, CharacterPhysical.leftFootOffset);
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this.springMove(this.rightFoot, bodyCenter, CharacterPhysical.rightFootOffset);
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this.springMove(this.head, bodyCenter, CharacterPhysical.headOffset);
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this.springMove(this.leftFoot, bodyCenter, PlayerCharacterPhysical.leftFootOffset);
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this.springMove(this.rightFoot, bodyCenter, PlayerCharacterPhysical.rightFootOffset);
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this.springMove(this.head, bodyCenter, PlayerCharacterPhysical.headOffset);
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}
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private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
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@ -6,6 +6,8 @@ import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { PlanetPhysical } from './planet-physical';
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import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
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import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
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import { UpdateGameObjectMessage } from '../update-game-object-message';
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@serializesTo(ProjectileBase)
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export class ProjectilePhysical
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@ -15,6 +17,7 @@ export class ProjectilePhysical
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public readonly canMove = true;
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private isDestroyed = false;
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private bounceCount = 0;
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private _boundingBox?: ImmutableBoundingBox;
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public object: CirclePhysical;
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@ -28,7 +31,9 @@ export class ProjectilePhysical
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this.object = new CirclePhysical(center, radius, this, container, 0.9);
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}
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private _boundingBox?: ImmutableBoundingBox;
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['center']);
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}
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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@ -1,4 +1,4 @@
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import { DynamicPhysical } from '../dynamic-physical';
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import { DynamicPhysical } from '../physicals/dynamic-physical';
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import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
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export class BoundingBoxList {
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@ -1,5 +1,5 @@
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import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
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import { StaticPhysical } from './static-physical';
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import { StaticPhysical } from '../physicals/static-physical';
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// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
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class Node {
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@ -1,6 +1,9 @@
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import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
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import { PhysicalBase } from './physical-base';
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export interface DynamicPhysical extends PhysicalBase {
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readonly canMove: true;
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step(deltaTimeInMilliseconds: number): void;
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calculateUpdates(): UpdateObjectMessage | null;
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}
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@ -14,27 +14,28 @@ import {
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SecondaryActionCommand,
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settings,
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Circle,
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PlayerInformation,
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} from 'shared';
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import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
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import { CharacterPhysical } from '../objects/character-physical';
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import { ProjectilePhysical } from '../objects/projectile-physical';
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import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { PhysicalBase } from '../physics/physicals/physical-base';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
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import { requestColor, freeColor } from './player-color-service';
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import { PlayerCharacterPhysical } from '../objects/player-character-physical';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { Physical } from '../physics/physicals/physical';
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export class Player extends CommandReceiver {
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private character: CharacterPhysical;
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private character: PlayerCharacterPhysical;
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private aspectRatio: number = 16 / 9;
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private isActive = true;
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private timeSinceLastProjectile = 0;
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private objectsPreviouslyInViewArea: Array<PhysicalBase> = [];
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private objectsInViewArea: Array<PhysicalBase> = [];
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private objectsPreviouslyInViewArea: Array<Physical> = [];
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private objectsInViewArea: Array<Physical> = [];
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private pingTime?: number;
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private _latency?: number;
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@ -56,7 +57,10 @@ export class Player extends CommandReceiver {
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[MoveActionCommand.type]: (c: MoveActionCommand) =>
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this.character.handleMovementAction(c),
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[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
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if (this.timeSinceLastProjectile < settings.projectileCreationInterval) {
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if (
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!this.character.isAlive ||
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this.timeSinceLastProjectile < settings.projectileCreationInterval
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) {
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return;
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}
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@ -88,7 +92,7 @@ export class Player extends CommandReceiver {
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const playerBoundingCircle = new Circle(
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playerPosition,
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CharacterPhysical.boundRadius,
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PlayerCharacterPhysical.boundRadius,
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);
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const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
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@ -97,27 +101,26 @@ export class Player extends CommandReceiver {
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return playerPosition;
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}
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rotation += Math.PI / 12;
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radius += 10;
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rotation += Math.PI / 8;
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radius += 30;
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}
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}
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constructor(
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playerInfo: PlayerInformation,
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private readonly objects: PhysicalContainer,
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private readonly socket: SocketIO.Socket,
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) {
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super();
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const colorIndex = requestColor();
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this.character = new CharacterPhysical(
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this.character = new PlayerCharacterPhysical(
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playerInfo.name,
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colorIndex,
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objects,
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this.findEmptyPositionForPlayer(),
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);
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this.objectsPreviouslyInViewArea.push(this.character);
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this.objectsInViewArea.push(this.character);
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this.objects.addObject(this.character);
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socket.emit(
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@ -138,6 +141,7 @@ export class Player extends CommandReceiver {
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this.sendObjects();
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this.timeSinceLastProjectile += deltaTime;
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}
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public sendObjects() {
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const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
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const bb = new BoundingBox();
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@ -161,7 +165,11 @@ export class Player extends CommandReceiver {
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TransportEvents.ServerToPlayer,
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serialize(
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new DeleteObjectsCommand([
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...new Set(noLongerIntersecting.map((p) => p.gameObject.id)),
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...new Set(
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noLongerIntersecting
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.filter((p) => p.gameObject !== this.character)
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.map((p) => p.gameObject.id),
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),
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]),
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),
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);
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@ -172,20 +180,25 @@ export class Player extends CommandReceiver {
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TransportEvents.ServerToPlayer,
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serialize(
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new CreateObjectsCommand([
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...new Set(newlyIntersecting.map((p) => p.gameObject)),
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...new Set(
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newlyIntersecting
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.map((p) => p.gameObject)
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.filter((g) => g !== this.character),
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),
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]),
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),
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);
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}
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this.socket.volatile.emit(
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this.socket.emit(
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TransportEvents.ServerToPlayer,
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serialize(
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new UpdateObjectsCommand([
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...new Set(
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this.objectsInViewArea.filter((p) => p.canMove).map((p) => p.gameObject),
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),
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]),
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new UpdateObjectsCommand(
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Array.from(new Set(this.objectsInViewArea))
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.filter((p) => p.canMove)
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.map((p) => (p as DynamicPhysical).calculateUpdates())
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.filter((p) => p !== null) as any,
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),
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),
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);
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}
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11
backend/src/update-game-object-message.ts
Normal file
11
backend/src/update-game-object-message.ts
Normal file
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@ -0,0 +1,11 @@
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import { GameObject, serializesTo, UpdateMessage, UpdateObjectMessage } from 'shared';
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@serializesTo(UpdateObjectMessage)
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export class UpdateGameObjectMessage<T extends GameObject> extends UpdateObjectMessage {
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constructor(object: T, keys: Array<string & keyof T>) {
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super(
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object.id,
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keys.map((k) => new UpdateMessage(k, object[k])),
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);
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}
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}
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