/** * Tracks the position of every player on the map, and sends notifications to the players interested in knowing about the move * (i.e. players that are looking at the zone the player is currently in) * * Internally, the PositionNotifier works with Zones. A zone is a square area of a map. * Each player is in a given zone, and each player tracks one or many zones (depending on the player viewport) * * The PositionNotifier is important for performance. It allows us to send the position of players only to a restricted * number of players around the current player. */ import {EntersCallback, LeavesCallback, MovesCallback, Zone} from "./Zone"; import {Movable} from "_Model/Movable"; import {PositionInterface} from "_Model/PositionInterface"; import {ZoneSocket} from "../RoomManager"; interface ZoneDescriptor { i: number; j: number; } export class PositionNotifier { // TODO: we need a way to clean the zones if noone is in the zone and noone listening (to free memory!) private zones: Zone[][] = []; constructor(private zoneWidth: number, private zoneHeight: number, private onUserEnters: EntersCallback, private onUserMoves: MovesCallback, private onUserLeaves: LeavesCallback) { } private getZoneDescriptorFromCoordinates(x: number, y: number): ZoneDescriptor { return { i: Math.floor(x / this.zoneWidth), j: Math.floor(y / this.zoneHeight), } } public enter(thing: Movable): void { const position = thing.getPosition(); const zoneDesc = this.getZoneDescriptorFromCoordinates(position.x, position.y); const zone = this.getZone(zoneDesc.i, zoneDesc.j); zone.enter(thing, null, position); } public updatePosition(thing: Movable, newPosition: PositionInterface, oldPosition: PositionInterface): void { // Did we change zone? const oldZoneDesc = this.getZoneDescriptorFromCoordinates(oldPosition.x, oldPosition.y); const newZoneDesc = this.getZoneDescriptorFromCoordinates(newPosition.x, newPosition.y); if (oldZoneDesc.i != newZoneDesc.i || oldZoneDesc.j != newZoneDesc.j) { const oldZone = this.getZone(oldZoneDesc.i, oldZoneDesc.j); const newZone = this.getZone(newZoneDesc.i, newZoneDesc.j); // Leave old zone oldZone.leave(thing, newZone); // Enter new zone newZone.enter(thing, oldZone, newPosition); } else { const zone = this.getZone(oldZoneDesc.i, oldZoneDesc.j); zone.move(thing, newPosition); } } public leave(thing: Movable): void { const oldPosition = thing.getPosition(); const oldZoneDesc = this.getZoneDescriptorFromCoordinates(oldPosition.x, oldPosition.y); const oldZone = this.getZone(oldZoneDesc.i, oldZoneDesc.j); oldZone.leave(thing, null); } private getZone(i: number, j: number): Zone { let zoneRow = this.zones[j]; if (zoneRow === undefined) { zoneRow = new Array(); this.zones[j] = zoneRow; } let zone = this.zones[j][i]; if (zone === undefined) { zone = new Zone(this.onUserEnters, this.onUserMoves, this.onUserLeaves, i, j); this.zones[j][i] = zone; } return zone; } public addZoneListener(call: ZoneSocket, x: number, y: number): Set { const zone = this.getZone(x, y); zone.addListener(call); return zone.getThings(); } public removeZoneListener(call: ZoneSocket, x: number, y: number): void { const zone = this.getZone(x, y); zone.removeListener(call); } }