partey_workadventure/back/src/Model/World.ts

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import {MessageUserPosition, Point} from "./Websocket/MessageUserPosition";
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import {PointInterface} from "./Websocket/PointInterface";
import {Group} from "./Group";
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import {Distance} from "./Distance";
import {UserInterface} from "./UserInterface";
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import {ExSocketInterface} from "_Model/Websocket/ExSocketInterface";
import {PositionInterface} from "_Model/PositionInterface";
import {Identificable} from "_Model/Websocket/Identificable";
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export type ConnectCallback = (user: string, group: Group) => void;
export type DisconnectCallback = (user: string, group: Group) => void;
// callback called when a group is created or moved or changes users
export type GroupUpdatedCallback = (group: Group) => void;
export type GroupDeletedCallback = (uuid: string, lastUser: UserInterface) => void;
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export class World {
private readonly minDistance: number;
private readonly groupRadius: number;
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// Users, sorted by ID
private readonly users: Map<string, UserInterface>;
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private readonly groups: Set<Group>;
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private readonly connectCallback: ConnectCallback;
private readonly disconnectCallback: DisconnectCallback;
private readonly groupUpdatedCallback: GroupUpdatedCallback;
private readonly groupDeletedCallback: GroupDeletedCallback;
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private itemsState: Map<number, unknown> = new Map<number, unknown>();
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constructor(connectCallback: ConnectCallback,
disconnectCallback: DisconnectCallback,
minDistance: number,
groupRadius: number,
groupUpdatedCallback: GroupUpdatedCallback,
groupDeletedCallback: GroupDeletedCallback)
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{
this.users = new Map<string, UserInterface>();
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this.groups = new Set<Group>();
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this.connectCallback = connectCallback;
this.disconnectCallback = disconnectCallback;
this.minDistance = minDistance;
this.groupRadius = groupRadius;
this.groupUpdatedCallback = groupUpdatedCallback;
this.groupDeletedCallback = groupDeletedCallback;
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}
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public getGroups(): Group[] {
return Array.from(this.groups.values());
}
public getUsers(): Map<string, UserInterface> {
return this.users;
}
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public join(socket : Identificable, userPosition: PointInterface): void {
this.users.set(socket.userId, {
id: socket.userId,
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position: userPosition
});
// Let's call update position to trigger the join / leave room
this.updatePosition(socket, userPosition);
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}
public leave(user : Identificable){
const userObj = this.users.get(user.userId);
if (userObj === undefined) {
console.warn('User ', user.userId, 'does not belong to world! It should!');
}
if (userObj !== undefined && typeof userObj.group !== 'undefined') {
this.leaveGroup(userObj);
}
this.users.delete(user.userId);
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}
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public isEmpty(): boolean {
return this.users.size === 0;
}
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public updatePosition(socket : Identificable, userPosition: PointInterface): void {
const user = this.users.get(socket.userId);
if(typeof user === 'undefined') {
return;
}
user.position = userPosition;
if (typeof user.group === 'undefined') {
// If the user is not part of a group:
// should he join a group?
const closestItem: UserInterface|Group|null = this.searchClosestAvailableUserOrGroup(user);
if (closestItem !== null) {
if (closestItem instanceof Group) {
// Let's join the group!
closestItem.join(user);
} else {
const closestUser : UserInterface = closestItem;
const group: Group = new Group([
user,
closestUser
], this.connectCallback, this.disconnectCallback);
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this.groups.add(group);
}
}
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} else {
// If the user is part of a group:
// should he leave the group?
const distance = World.computeDistanceBetweenPositions(user.position, user.group.getPosition());
if (distance > this.groupRadius) {
this.leaveGroup(user);
}
}
// At the very end, if the user is part of a group, let's call the callback to update group position
if (typeof user.group !== 'undefined') {
this.groupUpdatedCallback(user.group);
}
}
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/**
* Makes a user leave a group and closes and destroy the group if the group contains only one remaining person.
*
* @param user
*/
private leaveGroup(user: UserInterface): void {
const group = user.group;
if (typeof group === 'undefined') {
throw new Error("The user is part of no group");
}
group.leave(user);
if (group.isEmpty()) {
this.groupDeletedCallback(group.getId(), user);
group.destroy();
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if (!this.groups.has(group)) {
throw new Error("Could not find group "+group.getId()+" referenced by user "+user.id+" in World.");
}
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this.groups.delete(group);
} else {
this.groupUpdatedCallback(group);
}
}
/**
* Looks for the closest user that is:
* - close enough (distance <= minDistance)
* - not in a group
* OR
* - close enough to a group (distance <= groupRadius)
*/
private searchClosestAvailableUserOrGroup(user: UserInterface): UserInterface|Group|null
{
let minimumDistanceFound: number = Math.max(this.minDistance, this.groupRadius);
let matchingItem: UserInterface | Group | null = null;
this.users.forEach((currentUser, userId) => {
// Let's only check users that are not part of a group
if (typeof currentUser.group !== 'undefined') {
return;
}
if(currentUser === user) {
return;
}
const distance = World.computeDistance(user, currentUser); // compute distance between peers.
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if(distance <= minimumDistanceFound && distance <= this.minDistance) {
minimumDistanceFound = distance;
matchingItem = currentUser;
}
/*if (typeof currentUser.group === 'undefined' || !currentUser.group.isFull()) {
// We found a user we can bind to.
return;
}*/
/*
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if(context.groups.length > 0) {
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context.groups.forEach(group => {
if(group.isPartOfGroup(userPosition)) { // Is the user in a group ?
if(group.isStillIn(userPosition)) { // Is the user leaving the group ? (is the user at more than max distance of each player)
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// Should we split the group? (is each player reachable from the current player?)
// This is needed if
// A <==> B <==> C <===> D
// becomes A <==> B <=====> C <> D
// If C moves right, the distance between B and C is too great and we must form 2 groups
}
} else {
// If the user is in no group
// Is there someone in a group close enough and with room in the group ?
}
});
} else {
// Aucun groupe n'existe donc je stock les users assez proches de moi
let dist: Distance = {
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distance: distance,
first: userPosition,
second: user // TODO: convertir en messageUserPosition
}
usersToBeGroupedWith.push(dist);
}
*/
});
this.groups.forEach((group: Group) => {
if (group.isFull()) {
return;
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}
const distance = World.computeDistanceBetweenPositions(user.position, group.getPosition());
if(distance <= minimumDistanceFound && distance <= this.groupRadius) {
minimumDistanceFound = distance;
matchingItem = group;
}
});
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return matchingItem;
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}
public static computeDistance(user1: UserInterface, user2: UserInterface): number
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{
return Math.sqrt(Math.pow(user2.position.x - user1.position.x, 2) + Math.pow(user2.position.y - user1.position.y, 2));
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}
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public static computeDistanceBetweenPositions(position1: PositionInterface, position2: PositionInterface): number
{
return Math.sqrt(Math.pow(position2.x - position1.x, 2) + Math.pow(position2.y - position1.y, 2));
}
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public setItemState(itemId: number, state: unknown) {
this.itemsState.set(itemId, state);
}
public getItemsState(): Map<number, unknown> {
return this.itemsState;
}
/*getDistancesBetweenGroupUsers(group: Group): Distance[]
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{
let i = 0;
let users = group.getUsers();
let distances: Distance[] = [];
users.forEach(function(user1, key1) {
users.forEach(function(user2, key2) {
if(key1 < key2) {
distances[i] = {
distance: World.computeDistance(user1, user2),
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first: user1,
second: user2
};
i++;
}
});
});
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distances.sort(World.compareDistances);
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return distances;
}
filterGroup(distances: Distance[], group: Group): void
{
let users = group.getUsers();
let usersToRemove = false;
let groupTmp: MessageUserPosition[] = [];
distances.forEach(dist => {
if(dist.distance <= World.MIN_DISTANCE) {
let users = [dist.first];
let usersbis = [dist.second]
groupTmp.push(dist.first);
groupTmp.push(dist.second);
} else {
usersToRemove = true;
}
});
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if(usersToRemove) {
// Detecte le ou les users qui se sont fait sortir du groupe
let difference = users.filter(x => !groupTmp.includes(x));
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// TODO : Notify users un difference that they have left the group
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}
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let newgroup = new Group(groupTmp);
this.groups.push(newgroup);
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}
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private static compareDistances(distA: Distance, distB: Distance): number
{
if (distA.distance < distB.distance) {
return -1;
}
if (distA.distance > distB.distance) {
return 1;
}
return 0;
}*/
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}