added areaSensor to doll and not allowing client to update position when another player is nearby

This commit is contained in:
logsol 2014-05-29 20:27:41 +02:00
parent e7f4b6043d
commit b500ef436d
5 changed files with 78 additions and 18 deletions

View file

@ -40,7 +40,7 @@ function(Parent, Nc, Parser, Settings) {
this.player.suicide();
};
PlayerController.prototype.meStateUpdate = function(update) {
PlayerController.prototype.mePositionStateUpdate = function(update) {
if(!this.player.doll) {
console.warn('me state update, even though doll does not exist');
@ -54,10 +54,10 @@ function(Parent, Nc, Parser, Settings) {
if(difference.x < Settings.PUNKBUSTER_DIFFERENCE_METERS
|| difference.y < Settings.PUNKBUSTER_DIFFERENCE_METERS) {
this.player.doll.body.SetAwake(true);
this.player.doll.body.SetPosition(update.p);
this.player.doll.updatePositionState(update.p);
} else {
// HARD UPDATE FOR SELF
console.log(this.player.user.options.nickname + ' is cheating.')
}
};

View file

@ -75,6 +75,13 @@ function (Parent, Item, Box2D, Nc) {
}
}
Doll.prototype.updatePositionState = function(positionState) {
if(!this.isAnotherPlayerNearby()) {
this.body.SetAwake(true);
this.body.SetPosition(positionState);
}
};
return Doll;
});

View file

@ -54,7 +54,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
if(this.me) {
this.me.update();
this.localMePositionUpdate();
this.mePositionStateUpdate();
}
for (var i = 0; i < this.gameObjects.animated.length; i++) {
@ -66,9 +66,9 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
DomController.statsEnd();
}
GameController.prototype.localMePositionUpdate = function() {
if(this.me.isStateUpdateNeeded()) {
Nc.trigger(Nc.ns.client.to.server.gameCommand.send, "meStateUpdate", this.me.getStateUpdate());
GameController.prototype.mePositionStateUpdate = function() {
if(this.me.isPositionStateUpdateNeeded()) {
Nc.trigger(Nc.ns.client.to.server.gameCommand.send, "mePositionStateUpdate", this.me.getPositionStateUpdate());
}
};
@ -119,8 +119,10 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
if (gameObject instanceof Doll) {
if(gameObject === this.me.doll) {
this.me.setLastServerState(update);
continue; // this is to ignore own doll updates from world update
this.me.setLastServerPositionState(update);
if(!this.me.acceptPositionStateUpdateFromServer()) {
continue; // this is to ignore own doll updates from world update
}
}
gameObject.setActionState(update.as);
gameObject.lookAt(update.laxy.x, update.laxy.y);

View file

@ -8,7 +8,7 @@ function (Parent, Settings) {
function Me(id, physicsEngine, user) {
Parent.call(this, id, physicsEngine, user);
this.lastServerState = {
this.lastServerPositionState = {
p: {
x: 0,
y: 0
@ -18,17 +18,23 @@ function (Parent, Settings) {
Me.prototype = Object.create(Parent.prototype);
Me.prototype.setLastServerState = function(update) {
this.lastServerState = update;
Me.prototype.setLastServerPositionState = function(update) {
this.lastServerPositionState = update;
};
Me.prototype.isStateUpdateNeeded = function() {
Me.prototype.isPositionStateUpdateNeeded = function() {
if(!this.doll) return false;
if(!this.doll) {
return false;
}
if(this.doll.isAnotherPlayerNearby()) {
return false;
}
var difference = {
x: Math.abs(this.lastServerState.p.x - this.doll.body.GetPosition().x),
y: Math.abs(this.lastServerState.p.y - this.doll.body.GetPosition().y)
x: Math.abs(this.lastServerPositionState.p.x - this.doll.body.GetPosition().x),
y: Math.abs(this.lastServerPositionState.p.y - this.doll.body.GetPosition().y)
}
if(difference.x > Settings.ME_STATE_MAX_DIFFERENCE_METERS
@ -39,13 +45,18 @@ function (Parent, Settings) {
return false;
};
Me.prototype.getStateUpdate = function() {
Me.prototype.getPositionStateUpdate = function() {
return {
p: this.doll.body.GetPosition().Copy(),
lv: this.doll.body.GetLinearVelocity().Copy()
}
};
Me.prototype.acceptPositionStateUpdateFromServer = function() {
// gamecontroller should accept me's doll update only when another players doll is nearby.
return this.doll.isAnotherPlayerNearby();
};
return Me;
});

View file

@ -17,6 +17,7 @@ function (Parent, Box2D, Settings, CollisionDetector, Item, Nc) {
this.width = 9;
this.headHeight = 12;
this.reachDistance = 20;
this.areaSize = 25;
Parent.call(this, physicsEngine, uid);
@ -30,6 +31,7 @@ function (Parent, Box2D, Settings, CollisionDetector, Item, Nc) {
left: [],
right: []
};
this.nearbyDolls = [];
this.holdingJoint = null;
this.holdingItem = null;
@ -141,6 +143,40 @@ function (Parent, Box2D, Settings, CollisionDetector, Item, Nc) {
}
this.body.CreateFixture(fixtureDef);
// Area Sensor
var areaSensorShape = new Box2D.Collision.Shapes.b2PolygonShape();
areaSensorShape.SetAsOrientedBox(
(this.width + this.areaSize) / 2 / Settings.RATIO,
(this.height + this.areaSize) / 2 / Settings.RATIO,
new Box2D.Common.Math.b2Vec2(
0,
-this.height / 2 / Settings.RATIO
)
);
fixtureDef.shape = areaSensorShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: function(isColliding, fixture) {
var userData = fixture.GetBody().GetUserData()
if(userData instanceof Doll) {
var doll = userData;
var i = this.nearbyDolls.indexOf(doll);
if(isColliding) {
if(i === -1) {
this.nearbyDolls.push(doll);
}
} else {
if(i !== -1) {
this.nearbyDolls.slice(i, 1);
}
}
}
}
}
this.body.CreateFixture(fixtureDef);
}
Doll.prototype.setActionState = function(state) {
@ -323,6 +359,10 @@ function (Parent, Box2D, Settings, CollisionDetector, Item, Nc) {
item.throw(x, y);
};
Doll.prototype.isAnotherPlayerNearby = function() {
return this.nearbyDolls.length > 0;
};
Doll.prototype.onFootSensorDetection = function(isColliding, fixture) {
var hasJumpStartVelocity = this.body.GetLinearVelocity().y < -Settings.JUMP_SPEED;