/
server.js
141 lines (124 loc) · 3.85 KB
/
server.js
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var http = require('http')
var ecstatic = require('ecstatic')
var WebSocketServer = require('ws').Server
var websocket = require('websocket-stream')
var duplexEmitter = require('duplex-emitter')
var path = require('path')
var uuid = require('hat')
var crunch = require('voxel-crunch')
var engine = require('voxel-engine')
// these settings will be used to create an in-memory
// world on the server and will be sent to all
// new clients when they connect
var settings = {
startingPosition: {x: 0, y: 1000, z: 0},
materials: [['grass', 'dirt', 'grass_dirt'], 'brick', 'dirt', 'obsidian', 'snow'],
controlsDisabled: true,
controls: { discreteFire: true },
generate: function flatWorld(x, y, z) {
if (y === 0) return 1
return 0
}
}
var game = engine(settings)
var server = http.createServer(ecstatic(path.join(__dirname, 'www')))
var wss = new WebSocketServer({server: server})
var clients = {}
var chunkCache = {}
// simple version of socket.io's sockets.emit
function broadcast(id, cmd, arg1, arg2, arg3) {
Object.keys(clients).map(function(client) {
if (client === id) return
clients[client].emit(cmd, arg1, arg2, arg3)
})
}
function sendUpdate() {
var clientKeys = Object.keys(clients)
if (clientKeys.length === 0) return
var update = {positions:{}}
clientKeys.map(function(key) {
var emitter = clients[key]
update.positions[key] = {
position: emitter.player.position,
rotation: {
x: emitter.player.rotation.x,
y: emitter.player.rotation.y
}
}
})
broadcast(false, 'update', update)
}
setInterval(sendUpdate, 1000/22) // 45ms
wss.on('connection', function(ws) {
// turn 'raw' websocket into a stream
var stream = websocket(ws)
var emitter = duplexEmitter(stream)
var id = uuid()
clients[id] = emitter
emitter.player = {
rotation: new game.THREE.Vector3(),
position: new game.THREE.Vector3()
}
console.log(id, 'joined')
emitter.emit('id', id)
broadcast(id, 'join', id)
stream.once('end', leave)
stream.once('error', leave)
function leave() {
delete clients[id]
console.log(id, 'left')
broadcast(id, 'leave', id)
}
emitter.on('message', function(message) {
if (!message.text) return
if (message.text.length > 140) message.text = message.text.substr(0, 140)
if (message.text.length === 0) return
console.log('chat', message)
broadcast(null, 'message', message)
})
// give the user the initial game settings
emitter.emit('settings', settings)
// fires when the user tells us they are
// ready for chunks to be sent
emitter.on('created', function() {
sendInitialChunks(emitter)
// fires when client sends us new input state
emitter.on('state', function(state) {
emitter.player.rotation.x = state.rotation.x
emitter.player.rotation.y = state.rotation.y
var pos = emitter.player.position
var distance = pos.distanceTo(state.position)
if (distance > 20) {
var before = pos.clone()
pos.lerpSelf(state.position, 0.1)
return
}
pos.copy(state.position)
})
})
emitter.on('set', function(pos, val) {
game.setBlock(pos, val)
var chunkPos = game.voxels.chunkAtPosition(pos)
var chunkID = chunkPos.join('|')
if (chunkCache[chunkID]) delete chunkCache[chunkID]
broadcast(null, 'set', pos, val)
})
})
function sendInitialChunks(emitter) {
Object.keys(game.voxels.chunks).map(function(chunkID) {
var chunk = game.voxels.chunks[chunkID]
var encoded = chunkCache[chunkID]
if (!encoded) {
encoded = crunch.encode(chunk.voxels)
chunkCache[chunkID] = encoded
}
emitter.emit('chunk', encoded, {
position: chunk.position,
dims: chunk.dims,
length: chunk.voxels.length
})
})
}
var port = process.argv[2] || 8080
server.listen(port)
console.log('Listening on ', port, ' open http://localhost:', port)