mkjs/code/engine/scenes/clientScene.js

156 lines
4.5 KiB
JavaScript

//
// clientScene.js
//--------------------
// Manages the game state when connected to a server. Drives the course scene and track picker.
// by RHY3756547
//
window.clientScene = function(wsUrl, wsInstance, res) {
var res = res; //gameRes
var t = this;
var WebSocket = window.WebSocket || window.MozWebSocket;
var ws = new WebSocket(wsUrl);
ws.binaryType = "arraybuffer";
t.ws = ws;
t.mode = -1;
t.activeScene = null;
t.myKart = null;
ws.onopen = function() {
console.log("initial connection")
//first we need to establish connection to the instance.
var obj = {
t:"*",
i:wsInstance,
c:{
name:"TestUser"+Math.round(Math.random()*10000),
char:Math.floor(Math.random()*12),
kart:Math.floor(Math.random()*0x24)
}
}
sendJSONMessage(obj);
};
ws.onmessage = function(evt) {
var d = evt.data;
if (typeof d != "string") {
//binary data
var view = new DataView(d);
var handler = binH[view.getUint8(0)];
if (handler != null) handler(view);
} else {
//JSON string
var obj;
try {
obj = JSON.parse(d);
} catch (err) {
debugger; //packet recieved from server is bullshit
return;
}
var handler = wsH["$"+obj.t];
if (handler != null) handler(obj);
}
}
this.update = function() {
if (t.activeScene != null) t.activeScene.update();
if (t.myKart != null) sendKartInfo(t.myKart);
}
this.render = function() {
if (t.activeScene != null) sceneDrawer.drawTest(gl, t.activeScene, 0, 0, gl.viewportWidth, gl.viewportHeight)
}
function abFromBlob(blob, callback) {
var fileReader = new FileReader();
fileReader.onload = function() {
callback(this.result);
};
fileReader.readAsArrayBuffer(blob);
}
function sendKartInfo(kart) {
var dat = new ArrayBuffer(0x61);
var view = new DataView(dat);
view.setUint8(0, 32);
netKart.saveKart(view, 1, kart, kart.lastInput);
ws.send(dat);
}
var wsH = {};
wsH["$*"] = function(obj) { //initiate scene.
t.myKart = null;
if (obj.m == 1) { //race
t.mode = 1;
var mainNarc, texNarc
if (obj.c.substr(0, 5) == "mkds/") {
var cnum = Number(obj.c.substr(5));
var course = MKDSCONST.COURSE[cnum];
var cDir = MKDSCONST.COURSEDIR+course.name;
var mainNarc = new narc(lz77.decompress(gameROM.getFile(cDir+".carc")));
var texNarc = new narc(lz77.decompress(gameROM.getFile(cDir+"Tex.carc")));
setUpCourse(mainNarc, texNarc, course, obj)
}
else throw "custom tracks are not implemented yet!"
}
}
wsH["$+"] = function(obj) { //add kart. only used in debug circumstances. (people can't join normal gamemodes midgame)
console.log("kart added");
if (t.mode != 1) return;
var kart = new Kart([0, -2000, 0], 0, 0, obj.k.kart, obj.k.char, new ((obj.p)?((window.prompt("press y for cpu controlled") == "y")?controlRaceCPU:controlDefault):controlNetwork)(t.activeScene.nkm, {}), t.activeScene);
t.activeScene.karts.push(kart);
}
wsH["$-"] = function(obj) { //kart disconnect.
t.activeScene.karts[obj.k].active = false;
}
var binH = [];
binH[32] = function(view) {
//if we are in a race, update kart positions in main scene. we should trust the server on this, however if anything goes wrong it will be caught earlier.
if (t.mode != 1) return;
var n = view.getUint16(0x01, true);
var off = 0x03;
for (var i=0; i<n; i++) {
var kart = t.activeScene.karts[view.getUint16(off, true)];
off += 2;
if (kart != null && !kart.local) netKart.restoreKart(view, off, kart);
off += 0x60;
}
}
function setUpCourse(mainNarc, texNarc, course, obj) {
var chars = [];
for (var i=0; i<obj.k.length; i++) {
var k = obj.k[i];
var pKart = (i == obj.p);
//TODO: custom character support
chars.push({charN:k.char, kartN:k.kart, controller:((pKart)?((window.prompt("press y for cpu controlled") == "y")?controlRaceCPU:controlDefault):controlNetwork), raceCam:pKart, extraParams:[{k:"name", v:k.name}, {k:"active", v:k.active}]});
if (pKart) {
for (var i=0; i<7; i++) {
var tchar = Math.floor(Math.random()*12);
var tkart = Math.floor(Math.random()*0x24);
chars.push({charN:tchar, kartN:tkart, controller:controlRaceCPU, raceCam:false, extraParams:[{k:"name", v:"no"}, {k:"active", v:true}]});
}
}
}
t.activeScene = new courseScene(mainNarc, texNarc, course, chars, {}, res);
for (var i=0; i<obj.k.length; i++) {
t.activeScene.karts[i].active = obj.k[i].active;
if (t.activeScene.karts[i].local) t.myKart = t.activeScene.karts[i];
}
}
function sendJSONMessage(obj) {
ws.send(JSON.stringify(obj));
}
}