Restructured the server code so packets can be sent to the server without joining as a player
This commit is contained in:
80
server.js
80
server.js
@ -34,22 +34,7 @@ var port = 8080;
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var max_player_speed = 500;
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function message(type, data, from) {
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if (type === "init") {
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let this_username = Engine.create_id();
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let this_variant = 0;
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if ("username" in data) {
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this_username = data.username;
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console.log(data.username);
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}
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if ("variant" in data) {
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if (data.variant >= 0 < 1) {
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this_variant = Math.round(data.variant);
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}
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}
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from.username = this_username;
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from.variant = this_variant;
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}
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else if (type === "movement") {
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if (type === "movement") {
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if ("position" in data) {
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try {
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let new_position = new Engine.vector(data.position.x, data.position.y);
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@ -95,34 +80,55 @@ var server = new WebSocket.Server({
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console.log("Server has started on port " + port);
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server.on("connection", function (socket, request) {
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let this_player = new Engine.character(new Engine.vector(0, 0), 0, 0, Engine.create_id(), socket);
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this_player.id = Engine.create_id();
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characters.add(this_player);
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socket.send(JSON.stringify({"type": "server_data", "data": {"fps": server_fps}}));
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socket.send(JSON.stringify({"type": "world", "data": Array.from(nodes)}));
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console.log("a client has connected");
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socket.on("message", function(msg) {
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/*socket.on("message", function(msg) {
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let boffer = Buffer.from(msg);
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let data = JSON.parse(decoder.write(boffer));
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message(data.type, data.data, this_player);
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});
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socket.on("close", function() {
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//characters = characters.filter(p => p.player.id !== thing.id);
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let char_array = Array.from(characters);
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for (let itr in char_array) {
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let this_character = char_array[itr];
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if (this_character.id === this_player.id) {
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socket.close();
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//this_player.destroy(); //doesn't work
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characters.delete(this_character);
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});*/
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socket.on("message", function(msg) {
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let boffer = Buffer.from(msg);
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let data = JSON.parse(decoder.write(boffer));
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if (data.type === "init") { //character joins
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let this_username = "Anonymous";
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let this_variant = 0;
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if ("username" in data.data) {
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this_username = data.data.username;
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}
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if ("variant" in data.data) {
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if (data.data.variant >= 0 < game_data.character.variants.length) {
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this_variant = Math.round(data.data.variant);
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}
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}
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let this_player = new Engine.character(new Engine.vector(0, 0), 0, 0, this_username, socket);
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this_player.id = Engine.create_id();
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characters.add(this_player);
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socket.send(JSON.stringify({"type": "server_data", "data": {"fps": server_fps}}));
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socket.send(JSON.stringify({"type": "world", "data": Array.from(nodes)}));
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console.log(this_username + " joined the game");
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socket.on("message", function(msg) {
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let boffer = Buffer.from(msg);
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let data = JSON.parse(decoder.write(boffer));
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message(data.type, data.data, this_player);
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});
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socket.on("close", function() {
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//characters = characters.filter(p => p.player.id !== thing.id);
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let char_array = Array.from(characters);
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for (let itr in char_array) {
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let this_character = char_array[itr];
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if (this_character.id === this_player.id) {
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socket.close();
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//this_player.destroy(); //doesn't work
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characters.delete(this_character);
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}
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}
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console.log(this_player.username + " has disconnected");
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});
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}
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console.log(this_player.username + " has disconnected");
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});
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});
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});
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function do_collisions() {
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