make server update interval an inheritable trait on entities
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fd1bb1cca9
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@ -59,4 +59,6 @@ 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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@ -45,4 +45,8 @@ 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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@ -102,4 +102,8 @@ 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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@ -16,9 +16,10 @@ export class NetworkUpdate extends System {
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private queueProvider: MessageQueueProvider;
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private publisher: MessagePublisher;
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private messageProcessor: MessageProcessor;
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private entityUpdateInfo: Map<string, EntityUpdateInfo>;
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private nextPublishInterval: number;
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constructor(
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queueProvider: MessageQueueProvider,
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publisher: MessagePublisher,
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@ -31,6 +32,7 @@ export class NetworkUpdate extends System {
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this.messageProcessor = messageProcessor;
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this.entityUpdateInfo = new Map();
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this.nextPublishInterval = 0;
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}
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public update(dt: number, game: Game) {
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@ -69,7 +71,7 @@ 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 = this.getNextUpdateTimeMs();
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updateInfo.timer = entity.getNextUpdateInterval();
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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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@ -92,11 +94,15 @@ export class NetworkUpdate extends System {
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body: updateMessages
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});
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// 3. publish changes
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// 3. maybe publish changes - we don't want to overload the socket
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this.nextPublishInterval -= dt;
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if (this.nextPublishInterval < 0) {
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this.publisher.publish();
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this.nextPublishInterval = this.getNextUpdateInterval();
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}
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}
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private getNextUpdateTimeMs() {
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return Math.random() * 30 + 50;
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private getNextUpdateInterval(): number {
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return Math.random() * 30;
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}
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}
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