import {MessageUserPosition, Point} from "./Websocket/MessageUserPosition"; import {PointInterface} from "./Websocket/PointInterface"; import {Group} from "./Group"; import {Distance} from "./Distance"; import {UserInterface} from "./UserInterface"; import {ExSocketInterface} from "_Model/Websocket/ExSocketInterface"; import {PositionInterface} from "_Model/PositionInterface"; export class World { private minDistance: number; private groupRadius: number; // Users, sorted by ID private users: Map; private groups: Group[]; private connectCallback: (user1: string, user2: string) => void; private disconnectCallback: (user1: string, user2: string) => void; constructor(connectCallback: (user1: string, user2: string) => void, disconnectCallback: (user1: string, user2: string) => void, minDistance: number, groupRadius: number) { this.users = new Map(); this.groups = []; this.connectCallback = connectCallback; this.disconnectCallback = disconnectCallback; this.minDistance = minDistance; this.groupRadius = groupRadius; } public join(userPosition: MessageUserPosition): void { this.users.set(userPosition.userId, { id: userPosition.userId, position: userPosition.position }); // Let's call update position to trigger the join / leave room this.updatePosition(userPosition); } public leave(user : ExSocketInterface){ let userObj = this.users.get(user.id); if (userObj !== undefined && typeof userObj.group !== 'undefined') { this.leaveGroup(user); } this.users.delete(user.userId); } public updatePosition(userPosition: MessageUserPosition): void { let user = this.users.get(userPosition.userId); if(typeof user === 'undefined') { return; } user.position.x = userPosition.position.x; user.position.y = userPosition.position.y; if (typeof user.group === 'undefined') { // If the user is not part of a group: // should he join a group? let closestItem: UserInterface|Group|null = this.searchClosestAvailableUserOrGroup(user); if (closestItem !== null) { if (closestItem instanceof Group) { // Let's join the group! closestItem.join(user); } else { let closestUser : UserInterface = closestItem; let group: Group = new Group([ user, closestUser ], this.connectCallback, this.disconnectCallback); this.groups.push(group); } } } else { // If the user is part of a group: // should he leave the group? let distance = World.computeDistanceBetweenPositions(user.position, user.group.getPosition()); if (distance > this.groupRadius) { this.leaveGroup(user); } } } /** * 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 { let group = user.group; if (typeof group === 'undefined') { throw new Error("The user is part of no group"); } group.leave(user); if (group.isEmpty()) { group.destroy(); const index = this.groups.indexOf(group, 0); if (index === -1) { throw new Error("Could not find group"); } this.groups.splice(index, 1); } } /** * 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; } let distance = World.computeDistance(user, currentUser); // compute distance between peers. 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; }*/ /* if(context.groups.length > 0) { 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) // 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 = { distance: distance, first: userPosition, second: user // TODO: convertir en messageUserPosition } usersToBeGroupedWith.push(dist); } */ }); this.groups.forEach((group: Group) => { if (group.isFull()) { return; } let distance = World.computeDistanceBetweenPositions(user.position, group.getPosition()); if(distance <= minimumDistanceFound && distance <= this.groupRadius) { minimumDistanceFound = distance; matchingItem = group; } }); return matchingItem; } public static computeDistance(user1: UserInterface, user2: UserInterface): number { return Math.sqrt(Math.pow(user2.position.x - user1.position.x, 2) + Math.pow(user2.position.y - user1.position.y, 2)); } 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)); } /*getDistancesBetweenGroupUsers(group: Group): Distance[] { 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), first: user1, second: user2 }; i++; } }); }); distances.sort(World.compareDistances); 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; } }); if(usersToRemove) { // Detecte le ou les users qui se sont fait sortir du groupe let difference = users.filter(x => !groupTmp.includes(x)); // TODO : Notify users un difference that they have left the group } let newgroup = new Group(groupTmp); this.groups.push(newgroup); } private static compareDistances(distA: Distance, distB: Distance): number { if (distA.distance < distB.distance) { return -1; } if (distA.distance > distB.distance) { return 1; } return 0; }*/ }