42 lines
1.6 KiB
JavaScript
42 lines
1.6 KiB
JavaScript
const io = require('./io');
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var gameState = require('./gamestate');
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const STATE_BUFFER_SIZE = 300; // 10 seconds at 30 FPS
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const EMIT_FPS=10;
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const EMIT_MS=Math.round(1000/EMIT_FPS);
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let stateBuffer = new Array(STATE_BUFFER_SIZE);
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let stateBufferIndex = 0;
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let lastSerializedState = null;
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let lastSerializedTimestamp = 0;
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module.exports = emitState;
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function emitState() {
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gameState.timestamp = Date.now();
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// Serialize the state only if it has changed since last time
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if (gameState.timestamp !== lastSerializedTimestamp) {
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lastSerializedState = JSON.stringify(gameState);
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lastSerializedTimestamp = gameState.timestamp;
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}
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//console.log(gameState.clients);
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//console.log(gameState.models.human1);
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// Store the current state in the ring buffer
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stateBuffer[stateBufferIndex] = lastSerializedState;
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stateBufferIndex = (stateBufferIndex + 1) % STATE_BUFFER_SIZE;
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// Emit state to clients
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Object.entries(gameState.clients).forEach(([socketId, client]) => {
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const socket = io.sockets.sockets.get(socketId);
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if (socket) {
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if (client.viewDelay > 0) {
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const delayedStateIndex = (stateBufferIndex - Math.round(client.viewDelay / EMIT_MS) + STATE_BUFFER_SIZE) % STATE_BUFFER_SIZE;
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const delayedState = stateBuffer[delayedStateIndex];
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if (delayedState) socket.emit('stateUpdate', JSON.parse(delayedState));
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} else {
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socket.emit('stateUpdate', JSON.parse(lastSerializedState));
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}
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}
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});
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}
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setInterval(emitState,EMIT_MS);
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