CSNC/Server/Node/CSNC.js
2025-02-24 21:52:30 -05:00

104 lines
2.6 KiB
JavaScript

const timeoutTickRate = 1; //timeout check every x seconds
const timeoutLength = 5000; //timeout length in ms
var gameObjectStore = {}; //object which stores CSNCgameobjects for each client
//below is an example of the structure of gameobjectstore
/**
* {
* "2c0a48e9-40c6-4139-9697-992397773b12":
* time: Date.now(),
* gameObjects: [
* {
"type": "razorblade",
"transform": {
"position": [
0.0,
0.53,
0.0
],
"rotation": [
0.0,
0.0,
0.0,
1.0
]
}
},
{
"type": "boomerang",
"transform": {
"position": [
0.0,
0.0,
0.0
],
"rotation": [
-0.7071068,
0.0,
0.0,
0.7071067
]
}
}
* ]
* }
*
*
*/
/**
* @param {string} uuid
*/
function removePlayer(uuid) {
delete gameObjectStore[uuid];
}
function checkTimeout() {
for (let key in gameObjectStore) {
if (Date.now() - gameObjectStore[key].time > timeoutLength) {
removePlayer(key);
}
}
}
/**
* @param {http.ServerResponse<http.IncomingMessage>} res
* @param {string} req
*/
//reads data from client
async function handleResponse(res, req) {
try {
var request = JSON.parse(req);
let gameObjects = request.gameObjects;
gameObjectStore[request.uuid] = {gameObjects: gameObjects, time: Date.now()}; //store gameobjects to send to other players
res.writeHead(200);
res.write(JSON.stringify(responseObjectHelper(request.uuid)));
res.end();
} catch (err) {
console.log("Invalid Request");
console.log(err);
res.end();
}
}
//preps and returns data to send back to client
function responseObjectHelper(uuid) {
var responseObject = {
gameObjects: []
};
for (let key in gameObjectStore) {
if (key == uuid) continue; //dont send back players own data
responseObject.gameObjects = responseObject.gameObjects.concat(gameObjectStore[key].gameObjects);
}
return responseObject;
}
setInterval(checkTimeout, timeoutTickRate * 1000);
exports.handleResponse = handleResponse;