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some more renaming
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58
app/Game/Server/Channel.js
Normal file
58
app/Game/Server/Channel.js
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define(["Chuck/ServerGame"], function(ServerGame) {
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function Channel(name) {
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this.name = name;
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this.users = {};
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this.serverGame = this.factory.new(ServerGame, this);
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console.log("server game " + this.serverGame);
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this.serverGame.loadLevel("default.json");
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var self = this;
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this.notificationCenter.on("processGameCommandFromUser", function(topic, args) {
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self.processGameCommandFromUser.apply(self, args);
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});
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}
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Channel.validateName = function(name){
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return true;
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}
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Channel.prototype.addUser = function(user){
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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.serverGame.createPlayerForUser(user)
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}
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Channel.prototype.releaseUser = function(user) {
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this.serverGame.userIdLeft(user.id);
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this.sendCommandToAllUsersExcept("userLeft", user.id, user);
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delete this.users[user.id];
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}
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Channel.prototype.sendCommandToAllUsers = function(command, options) {
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for(var id in this.users) {
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this.users[id].sendCommand(command, options);
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}
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}
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Channel.prototype.sendCommandToAllUsersExcept = function(command, options, except_user) {
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for(var id in this.users) {
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if (id != except_user.id) {
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this.users[id].sendCommand(command, options);
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}
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}
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}
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Channel.prototype.processGameCommandFromUser = function(command, options, user) {
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this.serverGame.progressGameCommandFromUser(command, options, user);
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}
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return Channel;
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});
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0
app/Game/Server/Collision/Detector.js
Normal file
0
app/Game/Server/Collision/Detector.js
Normal file
106
app/Game/Server/GameController.js
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106
app/Game/Server/GameController.js
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var requires = [
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"Chuck/Physics/Engine",
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"Chuck/Settings",
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"Chuck/Player",
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"Vendor/Box2D",
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"Chuck/Loader/Level",
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"Chuck/Control/InputController",
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"RequestAnimationFrame"
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];
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define(requires, function(PhysicsEngine, Settings, Player, Box2D, Level, InputController, requestAnimFrame){
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function ServerProcessor (serverGame) {
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this.serverGame = serverGame;
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this.players = {};
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this.init();
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}
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ServerProcessor.prototype.init = function() {
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this.physicsEngine = this.factory.new(PhysicsEngine);
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this.update();
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this.updateWorld();
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}
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ServerProcessor.prototype.loadLevel = function(path) {
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if (this.level) {
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this.level.unload();
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}
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this.level = new Level(path, this.physicsEngine);
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this.level.loadLevelInToEngine();
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}
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ServerProcessor.prototype.getPhysicsEngine = function() {
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return this.physicsEngine;
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}
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ServerProcessor.prototype.update = function() {
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requestAnimFrame(this.update.bind(this));
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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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}
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}
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ServerProcessor.prototype.destruct = function() {
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}
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ServerProcessor.prototype.createPlayerWithId = function(id) {
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var player = new Player(this.physicsEngine, id, null);
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this.players[id] = {
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player: player,
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inputController: new InputController(player)
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};
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player.spawn(100, 0);
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this.physicsEngine.setCollisionDetector(player);
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}
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ServerProcessor.prototype.progressGameCommandFromId = function(command, options, id) {
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var inputController = this.players[id].inputController;
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if (typeof inputController[command] == 'function') {
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inputController[command](options);
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}
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}
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ServerProcessor.prototype.userIdLeft = function(id) {
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var player = this.players[id].player;
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player.destroy();
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delete this.players[id];
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}
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ServerProcessor.prototype.updateWorld = function() {
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var update = {};
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var isUpdateNeeded = false;
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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 && body.IsAwake()){
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update[userData] = {
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p: body.GetPosition(),
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a: body.GetAngle(),
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lv: body.GetLinearVelocity(),
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av: body.GetAngularVelocity()
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};
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isUpdateNeeded = true;
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}
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} while (body = body.GetNext());
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if(isUpdateNeeded) {
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//this.serverGame.updateClientsWorld(update);
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this.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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}
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return ServerProcessor;
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});
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53
app/Game/Server/NotificationCenter.js
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53
app/Game/Server/NotificationCenter.js
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define(function() {
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function NotificationCenter() {
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this.topics = {};
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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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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 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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}
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return this;
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}
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NotificationCenter.prototype.on = function(topic, func) {
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if (!this.topics[topic]) {
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this.topics[topic] = [];
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}
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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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});
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return token;
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}
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NotificationCenter.prototype.off = function(token) {
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for(var m in this.topics) {
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if (this.topics[m]) {
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for(var i = 0, j = this.topics[m].length; i < j; i++) {
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if (this.topics[m][i].token === token) {
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this.topics[m].splice(i, 1);
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return token;
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}
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}
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}
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}
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return this;
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}
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return NotificationCenter;
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});
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89
app/Game/Server/User.js
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89
app/Game/Server/User.js
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define(["Protocol/Helper"], function(ProtocolHelper) {
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function User(socketLink, coordinator) {
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this.id = socketLink.id;
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this.socketLink = socketLink;
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this.coordinator = coordinator;
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this.channel = null;
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this.init(socketLink);
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}
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User.prototype.init = function(socketLink){
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var self = this;
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socketLink.on('message', function(message){
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self.onMessage(message);
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});
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socketLink.on('disconnect', function(){
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self.onDisconnect();
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});
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}
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User.prototype.setChannel = function(channel) {
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if (this.notificationCenter) {
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this.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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this.notificationCenter = this.channel.notificationCenter;
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this.factory = this.channel.factory;
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var self = this;
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this.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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var message = ProtocolHelper.encodeCommand(command, options);
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this.socketLink.send(message);
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}
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User.prototype.onMessage = function(message){
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var self = this;
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ProtocolHelper.runCommands(message, function(command, options){
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self.processControlCommand(command, options);
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});
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}
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User.prototype.onDisconnect = function(){
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this.coordinator.removeUser(this);
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}
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User.prototype.processControlCommand = function(command, options){
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switch(command) {
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case 'join':
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this.coordinator.assignUserToChannel(this, options);
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break;
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case 'leave':
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this.coordinator.assignUserToLobby(this);
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break;
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case 'gameCommand':
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for(var gameCommand in options) {
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this.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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default:
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break;
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}
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}
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User.prototype.toString = function() {
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return "[User " + this.id + "]";
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};
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return User;
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});
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