Break up client & server message handling logic into their own functions for better readability.
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2 changed files with 57 additions and 50 deletions
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@ -55,6 +55,7 @@ export abstract class LockstepClient<LocalInput, GlobalInput, State> {
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private playerNumber = -1;
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private state: LockstepState<LocalInput, GlobalInput, State>;
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private serverTalkback: Server<LocalInput, GlobalInput, State> | null = null;
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public constructor(
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public readonly engine: LockstepProcessor<LocalInput, GlobalInput, State>,
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@ -69,55 +70,59 @@ export abstract class LockstepClient<LocalInput, GlobalInput, State> {
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/**
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* Connect to a [perhaps emulated] server and return a disconnect callback
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*
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* Only call this once or things will break.
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*/
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public connect(server: Server<LocalInput, GlobalInput, State>): () => void {
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let serverTalkback: Server<LocalInput, GlobalInput, State> | null = null;
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const sampleInput = () => {
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if (serverTalkback) {
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const input = this.gatherInput();
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if(this.playerNumber >= 0) {
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this.state.addLocalInput(this.playerNumber, input);
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serverTalkback(1, { t: MessageTypes.INPUT, i: input });
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}
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setTimeout(sampleInput, INPUT_FREQUENCY);
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}
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};
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// connect to server
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server(0, (mode: number, data: Server<LocalInput, GlobalInput, State> | ServerMessage<GlobalInput, State>) => {
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if (mode == 0) {
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serverTalkback = data as Server<LocalInput, GlobalInput, State>;
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this.serverTalkback = data as Server<LocalInput, GlobalInput, State>;
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// kickoff input sender
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setTimeout(sampleInput, INPUT_FREQUENCY);
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setTimeout(this.sampleInput, INPUT_FREQUENCY);
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} else if (mode == 1) {
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// server message
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const message = data as ServerMessage<GlobalInput, State>;
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switch (message.t) {
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case MessageTypes.SET_STATE:
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const resetState = this.initState(message.s);
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this.state = new LockstepState(resetState, this.engine);
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this.playerNumber = message.u;
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break;
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case MessageTypes.INPUT:
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this.state.addCanonInput(message.i);
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break;
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}
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this.processMessage(message);
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} else if (mode == 2) {
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// disconnected
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console.log("Disconnected from server", data);
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serverTalkback = null;
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this.serverTalkback = null;
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}
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});
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// disposal
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return () => {
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serverTalkback?.(2);
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serverTalkback = null;
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this.serverTalkback?.(2);
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this.serverTalkback = null;
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};
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}
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private sampleInput = () => {
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if (this.serverTalkback) {
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const input = this.gatherInput();
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if(this.playerNumber >= 0) {
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this.state.addLocalInput(this.playerNumber, input);
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this.serverTalkback(1, { t: MessageTypes.INPUT, i: input });
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}
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setTimeout(this.sampleInput, INPUT_FREQUENCY);
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}
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};
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private processMessage(message: ServerMessage<GlobalInput, State>) {
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switch (message.t) {
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case MessageTypes.SET_STATE:
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const resetState = this.initState(message.s);
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this.state = new LockstepState(resetState, this.engine);
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this.playerNumber = message.u;
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break;
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case MessageTypes.INPUT:
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this.state.addCanonInput(message.i);
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break;
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}
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}
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public renderFrames = pipe(
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animationFrames,
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map(_ms => this.state.getStateToRender())
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@ -4,9 +4,7 @@ import share from "callbag-share";
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import { INPUT_FREQUENCY } from "../Ecs/Lockstep";
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import { catchTalkback, defer, interval, makeSubject, map, merge } from "../Utilities/Callbag";
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import { ClientMessage, MessageTypes, Server, ServerMessage } from "./LockstepClient";
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type Client<LocalInput, State> = Callbag<ServerMessage<LocalInput[], State>, ClientMessage<LocalInput, State>>;
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import { ClientMessage, MessageTypes, ServerMessage } from "./LockstepClient";
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/** Stub loopback server that handles multiple clients, for schemes where GlobalInput = LocalInput[] */
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export class LoopbackServer<LocalInput, State> {
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@ -29,28 +27,32 @@ export class LoopbackServer<LocalInput, State> {
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const playerNumber = this.nextClientId++;
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return pipe(
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this.serverFeed,
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catchTalkback<ServerMessage<LocalInput[], State>, ClientMessage<LocalInput, State>>(message => {
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switch (message.t) {
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case MessageTypes.INPUT:
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if (playerNumber >= 0) {
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this.inputBuffer[playerNumber] = message.i;
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}
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break;
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}
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}),
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map(message => {
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if (message.t === MessageTypes.SET_STATE && playerNumber >= 0) {
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return {
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...message,
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u: playerNumber,
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};
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} else {
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return message;
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}
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})
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catchTalkback((message: ClientMessage<LocalInput, State>) => this.processMessage(playerNumber, message)),
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map(message => this.postprocessResponse(playerNumber, message))
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);
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});
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private processMessage(playerNumber: number, message: ClientMessage<LocalInput, State>) {
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switch (message.t) {
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case MessageTypes.INPUT:
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if (playerNumber >= 0) {
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this.inputBuffer[playerNumber] = message.i;
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}
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break;
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}
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}
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private postprocessResponse(playerNumber: number, message: ServerMessage<LocalInput[], State>): ServerMessage<LocalInput[], State> {
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if (message.t === MessageTypes.SET_STATE && playerNumber >= 0) {
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return {
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...message,
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u: playerNumber,
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};
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} else {
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return message;
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}
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}
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public resetState(newState: Partial<State>) {
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this.broadcast(1, { t: MessageTypes.SET_STATE, u: -1, s: newState });
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}
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