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https://github.com/logsol/chuck.js.git
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fixed server bugs
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parent
f85469b97e
commit
3afc2fa66e
5 changed files with 24 additions and 27 deletions
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@ -1,9 +1,10 @@
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define([
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"Game/Core/Physics/Engine",
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"Game/Core/Loader/Level"
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"Game/Core/Loader/Level",
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"Game/Core/Player"
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],
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function(Engine, Level) {
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function(Engine, Level, Player) {
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function GameController(physicsEngine) {
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console.log('constructor called');
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@ -36,7 +37,7 @@ function(Engine, Level) {
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}
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GameController.prototype.userJoined = function(user) {
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var player = new Player(id, this.physicsEngine);
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var player = new Player(user.id, this.physicsEngine);
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this.players[user.id] = player;
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return player;
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}
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@ -25,11 +25,11 @@ function(GameController, NotificationCenter) {
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var userIds = Object.keys(this.users);
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this.users[user.id] = user;
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user.sendCommand('joinSuccess', {channelName: this.name, id: user.id, userIds: userIds});
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this.sendCommandToAllUsersExcept('userJoined', user.id, user);
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this.gameController.createPlayerForUser(user)
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NotificationCenter.trigger('user/joined', user);
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}
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Channel.prototype.releaseUser = function(user) {
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@ -16,6 +16,9 @@ function(Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, Not
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this.update();
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this.updateWorld();
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NotificationCenter.on('user/joined', this.userJoined, this);
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NotificationCenter.on('user/left', this.userLeft, this);
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}
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GameController.prototype = Object.create(Parent.prototype);
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@ -26,13 +29,16 @@ function(Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, Not
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this.physicsEngine.update();
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for(var id in this.players) {
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this.players[id].player.update();
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this.players[id].update();
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}
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}
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GameController.prototype.userJoined = function(user) {
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var player = Parent.prototype.userJoined.call(this, user);
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this.inputControllers[player.id] = new InputController(player);
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Parent.prototype.userJoined.call(this, user);
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var id = user.id;
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var player = this.players[id];
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this.inputControllers[id] = new InputController(player);
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}
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GameController.prototype.userLeft = function(user) {
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@ -68,7 +74,7 @@ function(Parent, PhysicsEngine, Settings, InputController, requestAnimFrame, Not
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} while (body = body.GetNext());
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if(isUpdateNeeded) {
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NotificationCenter.trigger("sendCommandToAllUsers", ['gameCommand', {worldUpdate:update}]);
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//NotificationCenter.trigger("sendCommandToAllUsers", ['gameCommand', {worldUpdate:update}]);
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}
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setTimeout(this.updateWorld.bind(this), Settings.WORLD_UPDATE_BROADCAST_INTERVAL);
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@ -8,21 +8,23 @@ function() {
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this.subUid = -1;
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}
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NotificationCenter.prototype.trigger = function(topic, args) {
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NotificationCenter.prototype.trigger = function(topic) {
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if (!this.topics[topic]) {
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throw "No such topic " + topic + ". Could not trigger.";
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}
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var args = Array.prototype.slice.call(arguments, 1);
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var subscribers = this.topics[topic];
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var len = subscribers ? subscribers.length : 0;
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while (len--) {
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subscribers[len].func(topic, args);
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var subscriber = subscribers[len];
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subscriber.func.apply(subscriber.context, args);
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}
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}
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NotificationCenter.prototype.on = function(topic, func) {
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NotificationCenter.prototype.on = function(topic, func, context) {
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if (!this.topics[topic]) {
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this.topics[topic] = [];
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@ -31,7 +33,8 @@ function() {
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var token = ( ++this.subUid ).toString();
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this.topics[topic].push({
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token: token,
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func: func
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func: func,
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context: context
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});
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return token;
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@ -29,20 +29,7 @@ function(ProtocolHelper, NotificationCenter) {
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}
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User.prototype.setChannel = function(channel) {
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if (NotificationCenter) {
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NotificationCenter.off("updateClientsWorld");
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}
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this.channel = channel;
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// Use the right factory and nc
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NotificationCenter = this.channel.notificationCenter;
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this.factory = this.channel.factory;
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var self = this;
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NotificationCenter.on("sendCommandToAllUsers", function(topic, args) {
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self.sendCommand.apply(self, args);
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});
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}
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User.prototype.sendCommand = function(command, options) {
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@ -75,7 +62,7 @@ function(ProtocolHelper, NotificationCenter) {
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case 'gameCommand':
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for(var gameCommand in options) {
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NotificationCenter.trigger("processGameCommandFromUser", [gameCommand, options[gameCommand], this]);
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//NotificationCenter.trigger("processGameCommandFromUser", [gameCommand, options[gameCommand], this]);
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//this.channel.processGameCommandFromUser(gameCommand, options[gameCommand], this);
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}
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break;
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