/* options = { onPlayerConnect: function() onPlayerDisconnect: function (), onPlayerReconnect: function (), onPlayerUpdate: function (state), onEntityUpdate: function (state), onPlayerRemove: function (id), onGameState: function (state), onPing: function (pingDelay), onUpdatePlayerPhysics: function (id, state, inputs, deltaTime), onInterpolation: function(id, previousState, targetState, amount) logging: true } */ window.GarageServerIO = (function (window, socketio) { function StateController() { this.state = {}; this.clientTime; this.renderTime; this.physicsDelta; this.playerId; this.pingDelay = 100; this.interpolationDelay = 100; this.interpolation = false; this.pingInterval = 2000; this.clientSidePrediction = false; this.smoothingFactor = 1; } StateController.prototype = { setTime: function (serverTime) { this.clientTime = serverTime; this.renderTime = this.clientTime - this.interpolationDelay; } }; function Input(input, seq) { this.input = input; this.seq = seq; } function InputController() { this.inputs = []; this.sequenceNumber = 1; } InputController.prototype = { any: function () { return this.inputs.length > 0; }, add: function (input) { this.sequenceNumber += 1; this.inputs.push(new Input(input, this.sequenceNumber)); }, remove: function (seq) { for (var i = 0; i < this.inputs.length; i ++) { if (this.inputs[i].seq === seq) { this.inputs.splice(0, i + 1); break; } } } }; function Update(state, seq, time) { this.state = state; this.seq = seq; this.time = time; } function Entity(id) { this.updates = []; this.id = id; this.currentState = {}; } Entity.prototype = { addUpate: function (state, seq, time) { var newUpdate = new Update(state, seq, time); if (this.updates.length === 0) { this.currentState = newUpdate.state; } this.updates.push(newUpdate); if (this.updates.length > 120) { this.updates.splice(0, 1); } }, updateState: function (state, seq, time) { var updateFound = false; this.updates.some(function (update) { if (update.seq === seq) { update.state = state; updateFound = true; return true; } }); if (!updateFound) { this.addUpate(state, seq, time); } }, anyUpdates: function () { return this.updates.length > 0; }, latestUpdate: function () { return this.updates[this.updates.length - 1]; }, surroundingPositions: function (time) { var positions = {}; for (var i = 0; i < this.updates.length; i ++) { var previous = this.updates[i], target = this.updates[i + 1]; if (previous && target && time > previous.time && time < target.time) { positions.previous = previous; positions.target = target; break; } } return positions; } }; function Player(id) { Entity.call(this, id); } Player.prototype = Object.create(Entity.prototype); function EntityController() { this.entities = []; } function PlayerController() { EntityController.call(this); } PlayerController.prototype = { add: function (id) { var player = new Player(id); this.entities.push(player); return player; }, remove: function (id) { for (var i = 0; i < this.entities.length; i ++) { this.entities.splice(i, 1); return; } } }; var _io = socketio, _socket = null, _options = null, _stateController = new StateController(), _inputController = new InputController(), _playerController = new PlayerController(), _entityController = new EntityController(), initializeGarageServer = function (path, opts) { _options = opts; _socket = _io.connect(path + '/garageserver.io'); registerSocketEvents(); }, registerSocketEvents = function () { _socket.on('connect', function () { _stateController.playerId = _socket.id; if (_options.onPlayerConnect) { _options.onPlayerConnect(); } if (_options.logging) { console.log('garageserver.io:: socket connect'); } }); _socket.on('state', function (data) { if (_options.onGameState) { _options.onGameState(data); } _stateController.physicsDelta = data.physicsDelta; _stateController.interpolation = data.interpolation; _stateController.interpolationDelay = data.interpolationDelay; _stateController.pingInterval = data.pingInterval; _stateController.clientSidePrediction = data.clientSidePrediction; _stateController.smoothingFactor = data.smoothingFactor; setInterval(function (){ _socket.emit('ping', new Date().getTime()); }, _stateController.pingInterval); }); _socket.on('disconnect', function () { if (_options.onPlayerDisconnect) { _options.onPlayerDisconnect(); } if (_options.logging) { console.log('garageserver.io:: socket disconnect'); } }); _socket.on('reconnect', function () { if (_options.onPlayerReconnect) { _options.onPlayerReconnect(); } if (_options.logging) { console.log('garageserver.io:: socket reconnect'); } }); _socket.on('update', function (data) { updateState(data); }); _socket.on('ping', function (data) { _stateController.pingDelay = new Date().getTime() - data; if (_options.onPing) { _options.onPing(_stateController.pingDelay); } if (_options.logging) { console.log('garageserver.io:: socket ping delay ' + _stateController.pingDelay); } }); _socket.on('removePlayer', function (id) { removePlayer(id); if (_options.onPlayerRemove) { _options.onPlayerRemove(id); } if (_options.logging) { console.log('garageserver.io:: socket removePlayer ' + id); } }); }, getPlayerId = function () { return _stateController.playerId; }, setPlayerState = function (state) { _socket.emit('playerState', state); }, removePlayer = function (id) { _playerController.remove(id); }, addPlayerInput = function (clientInput) { _inputController.add(clientInput); if (_stateController.clientSidePrediction && _options.onUpdatePlayerPhysics) { _stateController.state = _options.onUpdatePlayerPhysics(_stateController.playerId, _stateController.state, [{ input: clientInput }], _stateController.physicsDelta); } _socket.emit('input', [ clientInput, _inputController.sequenceNumber, _stateController.renderTime ]); }, updateState = function (data) { _stateController.setTime(data.time); updatePlayersState(data); updateEntitiesState(data); }, updatePlayersState = function (data) { data.playerStates.forEach(function (playerState) { if (_socket.socket.sessionid === playerState[0]) { updatePlayerState(playerState); } else { updateOtherPlayersState(playerState, data.time); } if (_options.onPlayerUpdate) { _options.onPlayerUpdate(playerState[1]); } }); }, updatePlayerState = function (playerState) { _stateController.state = playerState[1]; _inputController.remove(playerState[2]); if (_stateController.clientSidePrediction && _inputController.any()) { _stateController.state = _options.onUpdatePlayerPhysics(_stateController.playerId, _stateController.state, _inputController.inputs, _stateController.physicsDelta); } }, updateOtherPlayersState = function (playerState, time) { updateEntityState(_playerController, playerState, time); }, updateEntitiesState = function (data) { data.entityStates.forEach(function (entityState) { updateEntityState(_entityController, entityState, data.time); if (_options.onEntityUpdate) { _options.onEntityUpdate(entityState[1]); } }); }, updateEntityState = function (entityController, entityState, time) { var entityFound = false; entityController.entities.some(function (entity) { if (entity.id === entityState[0]) { entityFound = true; entity.updateState(entityState[1], entityState[2], time); return true; } }); if (!entityFound) { var newEntity = entityController.add(entityState[0]); newEntity.addUpate(entityState[1], entityState[2], time); } }, getStates = function (stateCallback) { if (_stateController.interpolation && _options.onInterpolation) { getEntityStatesInterpolated(_entityController); getEntityStatesInterpolated(_playerController); } else { getEntityStatesCurrent(_entityController); getEntityStatesCurrent(_playerController); } stateCallback(_stateController.state, _playerController.entities, _entityController.entities); }, getEntityStatesCurrent = function (entityController) { entityController.entities.forEach(function (entity) { if (entity.anyUpdates()) { entity.currentState = entity.latestUpdate().state; } }); }, getEntityStatesInterpolated = function (entityController) { var positions, amount, newState; entityController.entities.forEach(function (entity) { if (entity.anyUpdates()) { positions = entity.surroundingPositions(_stateController.renderTime); if (positions.previous && positions.target) { amount = getInterpolatedAmount(positions.previous.time, positions.target.time); newState = _options.onInterpolation(entity.id, positions.previous.state, positions.target.state, amount); entity.currentState = newState = _options.onInterpolation(entity.id, entity.currentState, newState, _stateController.smoothingFactor); } } }); }, getInterpolatedAmount = function (previousTime, targetTime) { var range = targetTime - previousTime, difference = _stateController.renderTime - previousTime, amount = parseFloat((difference / range).toFixed(3)); return amount; }; return { initializeGarageServer: initializeGarageServer, addPlayerInput: addPlayerInput, getStates: getStates, getPlayerId: getPlayerId, setPlayerState: setPlayerState }; }) (window, io);