make next update interval a property on network update component instead of inheritable attribute on entities
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@ -16,6 +16,7 @@ export class BoundingBox extends Component {
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}
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public isCollidingWith(box: BoundingBox): boolean {
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// optimization; when neither rotates just check if they overlap
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if (this.rotation == 0 && box.rotation == 0) {
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const thisTopLeft = this.getTopLeft();
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const thisBottomRight = this.getBottomRight();
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@ -1,7 +1,23 @@
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import { Component, ComponentNames } from '.';
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export class NetworkUpdateable extends Component {
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constructor() {
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static DEFAULT_UPDATE_JITTER_MS = 30;
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static DEFAULT_THRESHOLD_TIME_MS = 20;
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public updateThreshold: number;
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public jitter: number;
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constructor(
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updateThreshold = NetworkUpdateable.DEFAULT_THRESHOLD_TIME_MS,
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jitter = NetworkUpdateable.DEFAULT_UPDATE_JITTER_MS
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) {
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super(ComponentNames.NetworkUpdateable);
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this.updateThreshold = updateThreshold;
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this.jitter = jitter;
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}
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public getNextUpdateTime() {
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return Math.random() * this.jitter + this.updateThreshold;
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}
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}
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@ -1,8 +1,7 @@
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import { EntityNames, Floor, Player } from '.';
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import { type Component } from '../components';
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const randomId = () =>
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(performance.now() + Math.random() * 10_000_000).toString();
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const randomId = () => (Math.random() * 1_000_000_000).toString();
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export abstract class Entity {
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public id: string;
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@ -59,6 +58,4 @@ export abstract class Entity {
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public abstract setFrom(args: Record<string, any>): void;
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public abstract serialize(): Record<string, any>;
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public abstract getNextUpdateInterval(): number;
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}
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@ -17,7 +17,7 @@ export class Floor extends Entity {
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this.addComponent(
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new Sprite(
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IMAGES.get((Floor.spriteSpec?.states?.get(width) as SpriteSpec).sheet),
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IMAGES.get(Floor.spriteSpec!.states!.get(width)!.sheet!)!,
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{ x: 0, y: 0 },
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{ width, height: Floor.spriteSpec.height },
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Floor.spriteSpec.msPerFrame,
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@ -45,8 +45,4 @@ export class Floor extends Entity {
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)
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);
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}
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public getNextUpdateInterval() {
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return Math.random() * 500;
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}
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}
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@ -60,7 +60,7 @@ export class Player extends Entity {
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const [leftSprite, rightSprite] = [Direction.LEFT, Direction.RIGHT].map(
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(direction) =>
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new Sprite(
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IMAGES.get(Player.spriteSpec.states?.get(direction)?.sheet as string),
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IMAGES.get(Player.spriteSpec.states!.get(direction)!.sheet!)!,
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{ x: 0, y: 0 },
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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Player.spriteSpec.msPerFrame,
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@ -102,8 +102,4 @@ export class Player extends Entity {
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new BoundingBox(center, boundingBox.dimension, boundingBox.rotation)
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].forEach((component) => this.addComponent(component));
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}
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public getNextUpdateInterval() {
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return Math.random() * 30 + 50;
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}
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}
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@ -1,6 +1,6 @@
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import { System, SystemNames } from '.';
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import { Game } from '../Game';
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import { ComponentNames } from '../components';
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import { ComponentNames, NetworkUpdateable } from '../components';
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import {
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type MessageQueueProvider,
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type MessagePublisher,
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@ -55,15 +55,20 @@ export class NetworkUpdate extends System {
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// 2. send entity updates
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const updateMessages: EntityUpdateBody[] = [];
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// todo: figure out if we can use the controllable component to determine if we should publish an update
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game.forEachEntityWithComponent(
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ComponentNames.NetworkUpdateable,
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(entity) => {
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const networkUpdateableComponent =
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entity.getComponent<NetworkUpdateable>(
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ComponentNames.NetworkUpdateable
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);
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const nextUpdateTime = networkUpdateableComponent.getNextUpdateTime();
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const newHash = stringify(entity.serialize());
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let updateInfo: EntityUpdateInfo = this.entityUpdateInfo.get(
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entity.id
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) ?? {
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timer: this.getNextUpdateTimeMs(),
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timer: nextUpdateTime,
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hash: newHash
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};
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@ -71,13 +76,11 @@ export class NetworkUpdate extends System {
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updateInfo.timer -= dt;
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this.entityUpdateInfo.set(entity.id, updateInfo);
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if (updateInfo.timer > 0) return;
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updateInfo.timer = entity.getNextUpdateInterval();
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updateInfo.timer = nextUpdateTime;
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this.entityUpdateInfo.set(entity.id, updateInfo);
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// maybe update if hash is not consitent
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if (updateInfo.hash == newHash) {
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return;
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}
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// maybe update, if hash is not consistent
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if (updateInfo.hash == newHash) return;
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updateInfo.hash = newHash;
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this.entityUpdateInfo.set(entity.id, updateInfo);
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@ -102,7 +105,7 @@ export class NetworkUpdate extends System {
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}
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}
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private getNextUpdateInterval(): number {
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return Math.random() * 30;
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private getNextUpdateInterval() {
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return Math.random() * 30 + 20;
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}
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}
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@ -42,7 +42,9 @@ export class GameServer {
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fetch: (req, srv) => this.fetchHandler(req, srv),
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websocket: {
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open: (ws) => this.openWebsocket(ws),
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message: (ws, msg) => this.websocketMessage(ws, msg),
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message: (ws, msg) => {
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if (typeof msg === 'string') this.websocketMessage(ws, msg);
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},
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close: (ws) => this.closeWebsocket(ws)
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}
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});
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@ -54,21 +56,19 @@ export class GameServer {
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private websocketMessage(
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websocket: ServerWebSocket<SessionData>,
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message: string | Uint8Array
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message: string
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) {
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if (typeof message == 'string') {
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const receivedMessage = parse<ServerMessage>(message);
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receivedMessage.sessionData = websocket.data;
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this.messageReceiver.addMessage(receivedMessage);
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}
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}
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private closeWebsocket(websocket: ServerWebSocket<SessionData>) {
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const { sessionId } = websocket.data;
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const sessionEntities =
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this.sessionManager.getSession(sessionId)!.controllableEntities;
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this.sessionManager.getSession(sessionId)?.controllableEntities;
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this.sessionManager.removeSession(sessionId);
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if (!sessionEntities) return;
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