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new system for synchronizing game objects. fixes #74
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commit
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19 changed files with 194 additions and 162 deletions
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@ -17,15 +17,14 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Assert) {
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this.options = options;
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this.players = {};
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this.level = null;
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this.gameObjects = null;
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this.resetGameObjects();
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this.worldUpdateObjects = {};
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this.physicsEngine = new PhysicsEngine();
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this.physicsEngine.setCollisionDetector();
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this.ncTokens = [
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Nc.on(Nc.ns.core.game.gameObject.add, this.onGameObjectAdd, this),
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Nc.on(Nc.ns.core.game.gameObject.remove, this.onGameObjectRemove, this)
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Nc.on(Nc.ns.core.game.worldUpdateObjects.add, this.onWorldUpdateObjectAdd, this),
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Nc.on(Nc.ns.core.game.worldUpdateObjects.remove, this.onWorldUpdateObjectRemove, this)
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];
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this.loadLevel(options.levelUid);
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@ -37,79 +36,58 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Assert) {
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// extend for both sides if necessary
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};
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GameController.prototype.resetGameObjects = function() {
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this.gameObjects = {
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fixed: [],
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animated: []
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};
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GameController.prototype.onWorldUpdateObjectAdd = function(object) {
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this.worldUpdateObjects[object.uid] = object;
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};
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GameController.prototype.onGameObjectAdd = function(type, object) {
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this.gameObjects[type].push(object);
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};
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GameController.prototype.onGameObjectRemove = function(type, object) {
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var i = this.gameObjects[type].indexOf(object);
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if(i>=0) this.gameObjects[type].splice(i, 1);
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GameController.prototype.onWorldUpdateObjectRemove = function(object) {
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delete this.worldUpdateObjects[object.uid];
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};
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GameController.prototype.getPhysicsEngine = function () {
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return this.physicsEngine;
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};
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GameController.prototype.getItemByUid = function(uid) {
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// FIXME : maybe divide this into a dedicated item pool?
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return this.worldUpdateObjects[uid];
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};
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GameController.prototype.loadLevel = function (levelUid) {
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if (this.level) {
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this.level.destroy();
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this.resetGameObjects();
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this.worldUpdateObjects = {};
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}
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this.level = new TiledLevel(levelUid, this.physicsEngine, this.gameObjects);
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this.level = new TiledLevel(levelUid, this.physicsEngine);
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};
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/*
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* This is now in core, because the recorder/player
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* uses the world update mechanism on the channel side
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*/
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GameController.prototype.onWorldUpdate = function (updateData) {
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var body = this.physicsEngine.world.GetBodyList();
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do {
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var userData = body.GetUserData();
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if (userData instanceof GameObject) {
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var gameObject = userData;
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if(updateData[gameObject.uid]) {
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var update = updateData[gameObject.uid];
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this.onWorldUpdateGameObject(body, gameObject, update);
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}
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for (var uid in updateData) {
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var gameObject = this.worldUpdateObjects[uid];
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if (!(gameObject instanceof GameObject)) {
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console.warn('Cant find object ' + uid + ' in worldUpdateObjects pool');
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continue;
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}
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} while (body = body.GetNext());
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};
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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if (gameObject instanceof Doll) {
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/*
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(update);
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if(!this.me.acceptPositionStateUpdateFromServer()) {
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return; // this is to ignore own doll updates from world update
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}
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}
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*/
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gameObject.setActionState(update.as);
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gameObject.lookAt(update.laxy.x, update.laxy.y);
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gameObject.setUpdateData(updateData[uid]);
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}
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Assert.number(update.p.x, update.p.y);
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Assert.number(update.a);
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Assert.number(update.lv.x, update.lv.y);
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Assert.number(update.av);
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body.SetAwake(true);
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body.SetPosition(update.p);
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body.SetAngle(update.a);
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body.SetLinearVelocity(update.lv);
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body.SetAngularVelocity(update.av);
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};
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/*
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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FIXME : call gameObject.setUpdateData(updateData[uid]);
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};
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*/
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GameController.prototype.onResetLevel = function() {
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this.loadLevel(this.level.uid);
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};
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@ -140,39 +118,23 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Assert) {
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GameController.prototype.destroy = function () {
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var i = 0;
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/*
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for(var player in this.players) {
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// this.players[player].destroy();
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// FIXME:
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// commented out for now, because players are in gameObjects array.
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// try using a real gameobject for the health bar
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}*/
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for (i = 0; i < this.ncTokens.length; i++) {
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Nc.off(this.ncTokens[i]);
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this.players[player].destroy();
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}
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/*
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* Contents of gameObject: Players, Items, Tiles, RagDolls
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* No Dolls.
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*/
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Nc.trigger(Nc.ns.client.game.events.destroy);
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for (var key in this.gameObjects) {
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for (i = 0; i < this.gameObjects[key].length; i++) {
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var gameObject = this.gameObjects[key][i];
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gameObject.destroy();
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}
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// Testing after destroy if worldUpdateObjects is empty
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// events.game.destroy -> gameobjects.destroy() -> Nc.trigger(worldUpdateObjects.remove)
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if(Object.keys(this.worldUpdateObjects).length > 0) {
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console.warn('Not all worldUpdateObjects have been removed... ', Object.keys(this.worldUpdateObjects));
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}
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this.gameObjects = {
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fixed: [],
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animated: []
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};
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this.physicsEngine.destroy();
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this.worldUpdateObjects = null;
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Nc.off(this.ncTokens);
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};
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return GameController;
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