Improve networking
This commit is contained in:
+19
-65
@@ -1,7 +1,6 @@
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import { BlockChange, ClientMessage, PlayerInfo, ServerMessage } from "$/common/protocol.ts";
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import type { ModListing } from "$/common/mod_loader.ts";
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const CONNECT_TIMEOUT_MS = 3000;
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import type { Join, ServerSocket, Welcome } from "./handshake.ts";
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export interface RemotePlayer extends PlayerInfo {
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// where we draw them, eased towards x/y/z so movement isnt choppy
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@@ -12,7 +11,7 @@ export interface RemotePlayer extends PlayerInfo {
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}
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export class Connection {
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socket: WebSocket;
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#server: ServerSocket;
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id: string;
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name: string;
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seed: string;
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@@ -22,35 +21,31 @@ export class Connection {
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selected_slot: number;
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players = new Map<string, RemotePlayer>();
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// handled by the network system inside the game loop, not whenever the socket feels like it
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incoming: ServerMessage[] = [];
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closed = false;
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constructor(socket: WebSocket, welcome: Extract<ServerMessage, { type: "welcome" }>) {
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this.socket = socket;
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this.id = welcome.id;
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this.name = welcome.name;
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constructor(server: ServerSocket, welcome: Welcome, join: Join) {
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this.#server = server;
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this.id = join.id;
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this.name = join.name;
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this.seed = welcome.seed;
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this.mods = welcome.mods;
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this.initial_changes = welcome.changes;
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this.spawn = welcome.spawn;
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this.selected_slot = welcome.selected_slot;
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for (const player of welcome.players) {
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this.initial_changes = join.changes;
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this.spawn = join.spawn;
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this.selected_slot = join.selected_slot;
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for (const player of join.players) {
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this.add_player(player);
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}
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}
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socket.addEventListener("message", (event) => {
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this.incoming.push(JSON.parse(event.data));
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});
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socket.addEventListener("close", () => {
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this.closed = true;
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});
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// handled by the network system inside the game loop, not whenever the socket feels like it
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get incoming(): ServerMessage[] {
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return this.#server.messages;
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}
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get closed() {
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return this.#server.closed;
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}
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send(message: ClientMessage) {
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if (this.socket.readyState === WebSocket.OPEN) {
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this.socket.send(JSON.stringify(message));
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}
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this.#server.send(message);
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}
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add_player(player: PlayerInfo) {
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@@ -62,40 +57,6 @@ export class Connection {
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color: color_from_name(player.name),
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});
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}
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static open(url: string, name: string): Promise<Connection | undefined> {
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return new Promise((resolve) => {
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let socket: WebSocket;
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try {
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socket = new WebSocket(url);
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} catch {
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resolve(undefined);
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return;
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}
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const timeout = setTimeout(() => {
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socket.close();
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resolve(undefined);
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}, CONNECT_TIMEOUT_MS);
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socket.addEventListener("open", () => {
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socket.send(JSON.stringify({ type: "hello", name } satisfies ClientMessage));
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});
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socket.addEventListener("message", (event) => {
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const message: ServerMessage = JSON.parse(event.data);
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if (message.type === "welcome") {
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clearTimeout(timeout);
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resolve(new Connection(socket, message));
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}
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}, { once: true });
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socket.addEventListener("error", () => {
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clearTimeout(timeout);
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resolve(undefined);
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});
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});
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}
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}
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function color_from_name(name: string): [number, number, number] {
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@@ -122,13 +83,6 @@ function color_from_name(name: string): [number, number, number] {
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return [r + m, g + m, b + m];
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}
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export function get_server_url(): string {
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const params = new URLSearchParams(location.search);
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const server = params.get("server");
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const protocol = location.protocol === "https:" ? "wss:" : "ws:";
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return `${protocol}//${server ?? location.host}/ws`;
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}
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export function get_player_name(): string {
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return new URLSearchParams(location.search).get("name") ?? "";
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}
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