chuck.js/.tests/networking/server.js
2012-06-30 20:36:16 +02:00

170 lines
3.3 KiB
JavaScript

var http = require('http'),
io = require('socket.io'),
fs = require('fs'),
Box2D = require('./box2d.js');
eval(fs.readFileSync('common.js') + '');
var clients = [];
var lastIntervalTime = new Date().getTime();
function update() {
var newTime = new Date().getTime()
//console.log(newTime - lastIntervalTime);
lastIntervalTime = newTime;
world.Step(1 / 60, 10, 10);
world.ClearForces();
}
function updateWorld(client) {
var body = world.GetBodyList();
var update = {};
var isUpdateNeeded = false;
do {
var userData = body.GetUserData();
if(userData && userData.bodyId && body.IsAwake()){
update[userData.bodyId] = {
p: body.GetPosition(),
a: body.GetAngle(),
lv: body.GetLinearVelocity(),
av: body.GetAngularVelocity()
};
isUpdateNeeded = true;
}
} while (body = body.GetNext());
if(isUpdateNeeded) {
sendToClients('world-update', update, null);
}
}
function updateWithBodies(bodies) {
var update = {};
var isUpdateNeeded = false;
for(var b in bodies) {
var body = bodies[b];
//console.log(body);
var userData = body.GetUserData();
if(userData && userData.bodyId && body.IsAwake()){
update[userData.bodyId] = {
p: body.GetPosition(),
a: body.GetAngle(),
lv: body.GetLinearVelocity(),
av: body.GetAngularVelocity()
};
isUpdateNeeded = true;
}
}
if(isUpdateNeeded) {
sendToClients('world-update', update);
}
}
function sendToClients(message, data, except) {
var packet = {
m: message,
d: data
}
for (var i = 0; i < clients.length; i++) {
if(clients[i] != except) {
clients[i].send(JSON.stringify(packet));
}
}
}
function pong(client, data) {
var packet = {
m: 'pong',
d: data
}
client.send(JSON.stringify(packet));
}
// Set Gravity here
setupWorld(0);
//world.SetContactListener(createCollisionDetector());
// Box2D Engine step configuration
setInterval(update, 1000 / 60);
// Send world update to client every 32 ms
setInterval(updateWorld, 32);
// Setting up socket
var server = http.createServer(
function(req, res){
res.writeHead(200, {'Content-Type': 'text/html'});
res.end('<h1>Box2D Network Testing</h1>');
}
);
server.listen(xport, xhost);
console.log('port', xport);
var socket = io.listen(server);
socket.configure('development', function(){
socket.set('log level', 0);
});
socket.on('connection', function(client) {
clients.push(client);
console.log("Total clients: " + clients.length);
client.send(JSON.stringify({"startId" : clients.length}));
client.on('message', function(packet){
packet = JSON.parse(packet);
if(packet && packet.m){
switch(packet.m){
case 'jump':
jump();
updateWorld(client);
break;
case 'ping':
pong(client, packet.d);
break;
default:
break;
}
}
//updateWorld();
});
client.on('disconnect', function(){
console.log("disconnect");
});
});
// The approach here was to only send updates when collisions happen
/*
function createCollisionDetector() {
var listener = new b2ContactListener();
listener.BeginContact = function(contact){
}
listener.PostSolve = function(contact, impulse){
}
listener.EndContact = function(contact){
updateWithBodies([contact.GetFixtureA().GetBody(), contact.GetFixtureB().GetBody()]);
}
return listener;
}
*/