Sending position only every 200ms while moving
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parent
6f646745c1
commit
077b29bfbd
2 changed files with 41 additions and 3 deletions
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@ -5,7 +5,7 @@ import {
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MessageUserPositionInterface, PointInterface, PositionInterface
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} from "../../Connection";
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import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player";
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import { DEBUG_MODE, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import { DEBUG_MODE, ZOOM_LEVEL, POSITION_DELAY } from "../../Enum/EnvironmentVariable";
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import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap";
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import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter";
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import Texture = Phaser.Textures.Texture;
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@ -43,6 +43,15 @@ export class GameScene extends Phaser.Scene {
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RoomId: string;
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instance: string;
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currentTick: number;
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lastSentTick: number; // The last tick at which a position was sent.
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lastMoveEventSent: HasMovedEvent = {
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direction: '',
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moving: false,
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x: -1000,
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y: -1000
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}
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PositionNextScene: Array<any> = new Array<any>();
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static createFromUrl(mapUrlFile: string, instance: string): GameScene {
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@ -323,6 +332,34 @@ export class GameScene extends Phaser.Scene {
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}
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pushPlayerPosition(event: HasMovedEvent) {
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if (this.lastMoveEventSent === event) {
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return;
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}
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// If the player is not moving, let's send the info right now.
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if (event.moving === false) {
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this.doPushPlayerPosition(event);
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return;
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}
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// If the player is moving, and if it changed direction, let's send an event
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if (event.direction !== this.lastMoveEventSent.direction) {
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this.doPushPlayerPosition(event);
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return;
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}
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// If more than 200ms happened since last event sent
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if (this.currentTick - this.lastSentTick >= POSITION_DELAY) {
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this.doPushPlayerPosition(event);
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return;
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}
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// Otherwise, do nothing.
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}
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private doPushPlayerPosition(event: HasMovedEvent): void {
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this.lastMoveEventSent = event;
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this.lastSentTick = this.currentTick;
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this.GameManager.pushPlayerPosition(event);
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}
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@ -342,6 +379,7 @@ export class GameScene extends Phaser.Scene {
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* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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update(time: number, delta: number) : void {
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this.currentTick = time;
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this.CurrentPlayer.moveUser(delta);
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let nextSceneKey = this.checkToExit();
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if(nextSceneKey){
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