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-rw-r--r--client/src/JumpStorm.ts131
1 files changed, 7 insertions, 124 deletions
diff --git a/client/src/JumpStorm.ts b/client/src/JumpStorm.ts
index 1beeb0d..ca95ed8 100644
--- a/client/src/JumpStorm.ts
+++ b/client/src/JumpStorm.ts
@@ -1,5 +1,4 @@
import { Game } from '@engine/Game';
-import { Entity } from '@engine/entities';
import { Grid } from '@engine/structures';
import {
WallBounds,
@@ -8,128 +7,13 @@ import {
Physics,
Input,
Collision,
- NetworkUpdate,
- SystemNames
+ NetworkUpdate
} from '@engine/systems';
import {
- type MessageQueueProvider,
- type MessagePublisher,
- type MessageProcessor,
- type Message,
- type EntityAddBody,
- MessageType,
- type EntityUpdateBody
-} from '@engine/network';
-import { stringify, parse } from '@engine/utils';
-import { ComponentNames, Control, NetworkUpdateable } from '@engine/components';
-
-class ClientMessageProcessor implements MessageProcessor {
- private game: Game;
-
- constructor(game: Game) {
- this.game = game;
- }
-
- public process(message: Message) {
- switch (message.type) {
- case MessageType.NEW_ENTITIES:
- const entityAdditions = message.body as unknown as EntityAddBody[];
- entityAdditions.forEach((addBody) => {
- const entity = Entity.from(
- addBody.entityName,
- addBody.id,
- addBody.args
- );
- if (entity.hasComponent(ComponentNames.Control)) {
- const clientId = this.game.getSystem<Input>(
- SystemNames.Input
- ).clientId;
- const control = entity.getComponent<Control>(
- ComponentNames.Control
- );
-
- if (control.controllableBy === clientId) {
- entity.addComponent(new NetworkUpdateable());
- }
- }
-
- this.game.addEntity(entity);
- });
- break;
- case MessageType.REMOVE_ENTITIES:
- const ids = message.body as unknown as string[];
- ids.forEach((id) => this.game.removeEntity(id));
- break;
- case MessageType.UPDATE_ENTITIES:
- const entityUpdates = message.body as unknown as EntityUpdateBody[];
- entityUpdates.forEach(({ id, args }) => {
- const entity = this.game.getEntity(id);
- if (!entity) return;
- if (entity && entity.hasComponent(ComponentNames.Control)) {
- const clientId = this.game.getSystem<Input>(
- SystemNames.Input
- ).clientId;
- const control = entity.getComponent<Control>(
- ComponentNames.Control
- );
-
- // don't listen to entities which we control
- if (control.controllableBy == clientId) return;
- }
- entity.setFrom(args);
- });
- break;
- default:
- break;
- }
- }
-}
-
-class ClientSocketMessageQueueProvider implements MessageQueueProvider {
- private socket: WebSocket;
- private messages: Message[];
-
- constructor(socket: WebSocket) {
- this.socket = socket;
- this.messages = [];
-
- this.socket.addEventListener('message', (e) => {
- const messages = parse<Message[]>(e.data);
- this.messages = this.messages.concat(messages);
- });
- }
-
- public getNewMessages() {
- return this.messages;
- }
-
- public clearMessages() {
- this.messages = [];
- }
-}
-
-class ClientSocketMessagePublisher implements MessagePublisher {
- private socket: WebSocket;
- private messages: Message[];
-
- constructor(socket: WebSocket) {
- this.socket = socket;
- this.messages = [];
- }
-
- public addMessage(message: Message) {
- this.messages.push(message);
- }
-
- public publish() {
- if (this.socket.readyState == WebSocket.OPEN) {
- this.messages.forEach((message: Message) =>
- this.socket.send(stringify(message))
- );
- this.messages = [];
- }
- }
-}
+ ClientMessageProcessor,
+ ClientSocketMessagePublisher,
+ ClientSocketMessageQueueProvider
+} from './network';
export class JumpStorm {
private game: Game;
@@ -148,6 +32,7 @@ export class JumpStorm {
this.clientId = await this.getAssignedCookie(
`${httpMethod}://${host}/assign`
);
+
const socket = new WebSocket(`${wsMethod}://${host}/game`);
const clientSocketMessageQueueProvider =
new ClientSocketMessageQueueProvider(socket);
@@ -159,8 +44,6 @@ export class JumpStorm {
const inputSystem = new Input(this.clientId, clientSocketMessagePublisher);
this.addWindowEventListenersToInputSystem(inputSystem);
- const grid = new Grid();
-
[
new Physics(),
new NetworkUpdate(
@@ -170,7 +53,7 @@ export class JumpStorm {
),
inputSystem,
new FacingDirection(),
- new Collision(grid),
+ new Collision(new Grid()),
new WallBounds(),
new Render(ctx)
].forEach((system) => this.game.addSystem(system));