121 lines
4.1 KiB
TypeScript
121 lines
4.1 KiB
TypeScript
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/**
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* Tracks the position of every player on the map, and sends notifications to the players interested in knowing about the move
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* (i.e. players that are looking at the zone the player is currently in)
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*
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* Internally, the PositionNotifier works with Zones. A zone is a square area of a map.
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* Each player is in a given zone, and each player tracks one or many zones (depending on the player viewport)
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*
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* The PositionNotifier is important for performance. It allows us to send the position of players only to a restricted
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* number of players around the current player.
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*/
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import {Zone, ZoneEventListener} from "./Zone";
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import {ViewportInterface} from "_Model/Websocket/ViewportMessage";
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import {ExSocketInterface} from "_Model/Websocket/ExSocketInterface";
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//import Debug from "debug";
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//const debug = Debug('positiondispatcher');
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interface ZoneDescriptor {
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i: number;
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j: number;
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}
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export class PositionDispatcher {
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// TODO: we need a way to clean the zones if noone is in the zone and noone listening (to free memory!)
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private zones: Zone[][] = [];
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constructor(public readonly roomId: string, private zoneWidth: number, private zoneHeight: number, private socketListener: ZoneEventListener) {
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}
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private getZoneDescriptorFromCoordinates(x: number, y: number): ZoneDescriptor {
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return {
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i: Math.floor(x / this.zoneWidth),
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j: Math.floor(y / this.zoneHeight),
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}
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}
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/**
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* Sets the viewport coordinates.
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*/
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public setViewport(socket: ExSocketInterface, viewport: ViewportInterface): void {
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if (viewport.left > viewport.right || viewport.top > viewport.bottom) {
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console.warn('Invalid viewport received: ', viewport);
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return;
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}
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const oldZones = socket.listenedZones;
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const newZones = new Set<Zone>();
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const topLeftDesc = this.getZoneDescriptorFromCoordinates(viewport.left, viewport.top);
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const bottomRightDesc = this.getZoneDescriptorFromCoordinates(viewport.right, viewport.bottom);
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for (let j = topLeftDesc.j; j <= bottomRightDesc.j; j++) {
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for (let i = topLeftDesc.i; i <= bottomRightDesc.i; i++) {
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newZones.add(this.getZone(i, j));
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}
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}
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const addedZones = [...newZones].filter(x => !oldZones.has(x));
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const removedZones = [...oldZones].filter(x => !newZones.has(x));
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for (const zone of addedZones) {
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zone.startListening(socket);
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}
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for (const zone of removedZones) {
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this.stopListening(zone, socket);
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}
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}
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private stopListening(zone: Zone, socket: ExSocketInterface): void {
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zone.stopListening(socket);
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if (!zone.hasListeners()) {
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zone.close();
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this.deleteZone(zone);
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}
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}
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/**
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* Removes the zone from the dispatcher.
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* Warning, zone is not closed by this method.
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*/
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private deleteZone(zone: Zone): void {
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delete this.zones[zone.y][zone.x];
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if (Object.keys(this.zones[zone.y]).length === 0) {
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delete this.zones[zone.y];
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}
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}
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public removeViewport(socket: ExSocketInterface): void {
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// Also, let's stop listening on viewports
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for (const zone of socket.listenedZones) {
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this.stopListening(zone, socket);
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}
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}
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public isEmpty(): boolean {
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return Object.keys(this.zones).length === 0;
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}
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private getZone(i: number, j: number): Zone {
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let zoneRow = this.zones[j];
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if (zoneRow === undefined) {
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zoneRow = new Array<Zone>();
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this.zones[j] = zoneRow;
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}
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let zone = this.zones[j][i];
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if (zone === undefined) {
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zone = new Zone(this, this.socketListener, i, j, (e, myZone) => {
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// On failure, we delete the zone from the dispatcher so it can be recreated later.
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this.deleteZone(myZone);
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// TODO: we should check if the position dispatcher is still containing a room and propagate the onFailure to the parent if it is empty.
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});
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zone.init();
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this.zones[j][i] = zone;
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}
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return zone;
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}
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}
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