papercats/game-client.js
theKidOfArcrania 8352433fa5 Optimize flood-fill and fix OBOB + player bug
The flood-fill had allocated a good amount of memory ~1MB each time we visit a square. This is reduced to the grid size squared, only allocated if the square we are on now is valid.

The OBOB error occured when server was updating one time too few when a player is initialized.

The player bug occurs when a new player joins the game. Normally each new player gets about 60ish frames of lag to start up. However, the new player client incorrectly assumes all other players are new as well.
2017-03-01 00:56:56 +00:00

256 lines
6.4 KiB
JavaScript

/* global $ */
var Player = require("./player.js");
var renderer = require("./game-renderer.js");
var consts = require("./game-consts.js");
var core = require("./game-core.js");
var io = require('socket.io-client');
var GRID_SIZE = consts.GRID_SIZE;
var CELL_WIDTH = consts.CELL_WIDTH;
renderer.allowAnimation = true;
/**
* Provides requestAnimationFrame in a cross browser way.
* @author paulirish / http://paulirish.com/
*/
// window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
// window.setTimeout( callback, 1000 / 60 );
// };
if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = ( function() {
return window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
}
var user, socket, frame;
//Event listeners
$(document).keydown(function(e) {
if (!user || user.dead)
return;
var newHeading = -1;
switch (e.which)
{
case 37: newHeading = 3; break; //LEFT
case 38: newHeading = 0; break; //UP
case 39: newHeading = 1; break; //RIGHT
case 40: newHeading = 2; break; //DOWN
default: return; //exit handler for other keys.
}
if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
(user.currentHeading % 2 === 0)))
{
//user.heading = newHeading;
if (socket)
socket.emit("frame", {
frame: frame,
heading: newHeading
}, function(success, msg) {
if (!success)
{
//TODO: restore frames.
console.error(msg);
}
});
}
e.preventDefault();
});
window.run = run;
function run() {
$("#begin").css("display: none");
$("#begin").animate({
opacity: 0
}, 1000);
user = null;
deadFrames = 0;
//Socket connection.
//, {transports: ['websocket'], upgrade: false}
connectServer();
socket.emit('hello', {
name: $("#name").val(),
type: 0, //Free-for-all
gameid: -1 //Requested game-id, or -1 for anyone.
}, function(success) {
if (success) console.info("Connected to game!");
else console.error("Unable to connect to game.");
});
}
var grid = renderer.grid;
var timeout = undefined;
var dirty = false;
var deadFrames = 0;
function connectServer() {
io.j = [];
io.sockets = [];
socket = io('http://paper-io-thekidofarcrania.c9users.io:8081', {'forceNew': true});
socket.on('connect', function(){
console.info("Connected to server.");
});
var colors;
socket.on('game', function(data) {
if (timeout != undefined)
clearTimeout(timeout);
//Initialize game.
//TODO: display data.gameid --- game id #
frame = data.frame;
renderer.reset();
waiting = false;
//Load colors.
colors = data.colors || [];
//Load players.
data.players.forEach(function(p) {
p.base = colors[p.num];
var pl = new Player(true, grid, p);
renderer.addPlayer(pl);
});
user = renderer.getPlayerFromNum(data.num);
if (!user) throw new Error();
renderer.setUser(user);
//Load grid.
var gridData = new Uint8Array(data.grid);
for (var r = 0; r < grid.size; r++)
for (var c = 0; c < grid.size; c++)
{
var ind = gridData[r * grid.size + c] - 1;
grid.set(r, c, ind === -1 ? null : renderer.getPlayer(ind));
}
renderer.paint();
frame = data.frame;
});
var waiting = false;
socket.on('notifyFrame', function(data) {
if (timeout != undefined)
clearTimeout(timeout);
if (waiting)
return;
if (data.frame - 1 !== frame)
{
console.error("Frames don't match up!");
socket.emit('requestFrame'); //Restore data.
waiting = true;
return;
//TODO: cache frames when this happen.
}
frame++;
if (data.newPlayers)
{
data.newPlayers.forEach(function(p) {
if (p.num === user.num)
return;
p.base = colors[p.num];
var pl = new Player(true, grid, p);
renderer.addPlayer(pl);
core.initPlayer(grid, pl);
});
}
var found = new Array(renderer.playerSize());
data.moves.forEach(function(val, i) {
var player = renderer.getPlayerFromNum(val.num);
if (!player) return;
if (val.left) player.die();
found[i] = true;
player.heading = val.heading;
});
for (var i = 0; i < renderer.playerSize(); i++)
{
//Implicitly leaving game.
if (!found[i])
{
var player = renderer.getPlayer();
player && player.die();
}
}
renderer.update(frame);
var locs = {};
for (var i = 0; i < renderer.playerSize(); i++)
{
var p = renderer.getPlayer(i);
locs[p.num] = [p.posX, p.posY, p.waitLag];
}
socket.emit("verify", {
frame: frame,
locs: locs
}, function(frame, success, msg) {
if (!success) console.error(frame + ": " + msg);
}.bind(this, frame));
dirty = true;
requestAnimationFrame(function() {
paintLoop();
});
timeout = setTimeout(function() {
console.warn("Server has timed-out. Disconnecting.");
socket.disconnect();
}, 3000);
});
socket.on('disconnect', function(){
if (!user)
return;
console.info("Server has disconnected. Creating new game.");
socket.disconnect();
user.die();
paintLoop();
$("#begin").css("display: block");
$("#begin").animate({
opacity: .9999
}, 500);
});
}
function paintLoop()
{
if (!dirty)
return;
renderer.paint();
dirty = false;
if (user.dead)
{
if (timeout)
clearTimeout(timeout);
if (deadFrames === 60) //One second of frame
{
var before = renderer.allowAnimation;
renderer.allowAnimation = false;
renderer.update();
renderer.paint();
renderer.allowAnimation = before;
user = null;
deadFrames = 0;
return;
}
socket.disconnect();
deadFrames++;
dirty = true;
requestAnimationFrame(paintLoop);
}
}