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server.js
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var server = require("http").createServer();
var options = {
cors: true
};
var io = require("socket.io")(server, options);
var players = {};
var pointers = {};
function Player(id) {
this.id = id;
this.x = 0;
this.y = 0;
this.z = 0;
this.r = 0;
this.g = 0;
this.b = 0;
this.rx = 0;
this.ry = 0;
this.rz = 0;
this.avatar = "Man Casual";
this.animState = "idle generic";
this.username = "";
this.entity = null;
}
function Pointer(id) {
this.id = id;
this.x = 0;
this.y = 0;
this.z = 0;
this.rx = 0;
this.ry = 0;
this.rz = 0;
this.r = 0;
this.g = 0;
this.b = 0;
this.laserState = null;
this.entity = null;
}
function clipPlane(id) {
this.x = 100;
this.y = 100;
this.z = 100;
this.rx = 0;
this.ry = 0;
this.rz = 0;
this.state = null;
this.slider = 100;
}
function admin() {
this.minCameraState = "";
this.annotation = "";
}
io.sockets.on("connection", function(socket) {
socket.on("initialize", function(userdata) {
var id = socket.id;
var newPlayer = new Player(id);
var newPointer = new Pointer(id);
// Creates a new player object with a unique ID number.
console.log("New client has connected with id:", socket.id);
//var r = Math.random();
//var g = Math.random();
//var b = Math.random();
players[id] = newPlayer;
pointers[id] = newPointer;
//players[id].r = r;
//players[id].g = g;
//players[id].b = b;
//pointers[id].r = r;
//pointers[id].g = g;
//pointers[id].b = b;
players[id].username = userdata.username;
players[id].avatar = userdata.avatar;
pointers[id].r = userdata.pointerColor[0];
pointers[id].g = userdata.pointerColor[1];
pointers[id].b = userdata.pointerColor[2];
console.log(
"New client has connected with username:",
players[id].username
);
//socket.on("username", function(data){
// //console.log("New client has connected with username:", players[socket.id].username);
// //players[data.id].username = data.username;
// players[id].username = data.username;
// console.log("New client has connected with username:", players[id].username);
//});
// Adds the newly created player to the array.
socket.emit("playerData", { id: id, players: players, pointers: pointers });
//console.log(players);
// Sends the connecting client his unique ID, and data about the other players already connected.
socket.broadcast.emit("playerJoined", newPlayer);
socket.broadcast.emit("addPointer", newPointer);
//socket.broadcast.emit("playerJoined", newPlayer);
// Sends everyone except the connecting player data about the new player.
/*
socket.on("initialize", function() {
var id = socket.id;
//console.log(socket.id);
var newPlayer = new Player(id);
players[id] = newPlayer;
socket.emit("playerData", { id: id, players: players });
socket.broadcast.emit("playerJoined", newPlayer);
});
*/
socket.on("updateName", function(data) {
if (!players[data.id]) return;
players[data.id].username = data.username;
socket.broadcast.emit("updatedName", data);
//socket.broadcast.emit("pointerMoved", data);
//console.log('pz' + data);
});
socket.on("updateAvatar", function(data) {
if (!players[data.id]) return;
players[data.id].avatar = data.avatar;
socket.broadcast.emit("updatedAvatar", data);
//socket.broadcast.emit("pointerMoved", data);
//console.log('pz' + data);
});
socket.on("updateAnimState", function(data) {
if (!players[data.id]) return;
players[data.id].animState = data.animState;
socket.broadcast.emit("updatedAnimState", data);
//socket.broadcast.emit("pointerMoved", data);
//console.log('pz' + data);
});
socket.on("positionUpdate", function(data) {
if (!players[data.id]) return;
players[data.id].x = data.x;
players[data.id].y = data.y;
players[data.id].z = data.z;
players[data.id].rx = data.rx;
players[data.id].ry = data.ry;
players[data.id].rz = data.rz;
pointers[data.id].x = data.px;
pointers[data.id].y = data.py;
pointers[data.id].z = data.pz;
pointers[data.id].rx = data.prx;
pointers[data.id].ry = data.pry;
pointers[data.id].rz = data.prz;
data.username = players[data.id].username;
socket.broadcast.emit("playerMoved", data);
//socket.broadcast.emit("pointerMoved", data);
//console.log('pz' + data);
});
socket.on("pointerUpdate", function(data) {
if (!pointers[data.id]) return;
pointers[data.id].x = data.px;
pointers[data.id].y = data.py;
pointers[data.id].z = data.pz;
pointers[data.id].rx = data.prx;
pointers[data.id].ry = data.pry;
pointers[data.id].rz = data.prz;
socket.broadcast.emit("pointerMoved", data);
//console.log('pz' + data);
});
socket.on("clipPlaneUpdate", function(data) {
//if (!pointers[data.id]) return;
clipPlane.x = data.cx;
clipPlane.y = data.cy;
clipPlane.z = data.cz;
clipPlane.rx = data.crx;
clipPlane.ry = data.cry;
clipPlane.rz = data.crz;
clipPlane.slider = data.clipSlider;
clipPlane.state = data.clipState;
socket.broadcast.emit("clipPlaneMoved", data);
//console.log('pz' + data);
});
socket.on("disconnect", function() {
if (!players[socket.id]) return;
delete players[socket.id];
console.log("client disconnected: ", socket.id);
// Update clients with the new player killed
socket.broadcast.emit("killPlayer", socket.id);
});
// socket.on("ping", function(data) {
// console.log("received ping, sending reply"); //no log shown???
// socket.emit("pong"); //client receives event ~25 seconds after request
// });
});
});
console.log("Server started");
server.listen('3000', () => {
console.log('Server listening on Port 3000');
})