"use strict"; /*jslint vars:true, plusplus:true, forin:true*/ /*global Window, Script, Controller, MyAvatar, AvatarList, Entities, Messages, Audio, SoundCache, Account, UserActivityLogger, Vec3, Quat, XMLHttpRequest, location, print*/ // // makeUserConnection.js // scripts/system // // Created by David Kelly on 3/7/2017. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // (function () { // BEGIN LOCAL_SCOPE var request = Script.require('request').request; var WANT_DEBUG = Settings.getValue('MAKE_USER_CONNECTION_DEBUG', false); var LABEL = "makeUserConnection"; var MAX_AVATAR_DISTANCE = 0.2; // m var GRIP_MIN = 0.75; // goes from 0-1, so 75% pressed is pressed var MESSAGE_CHANNEL = "io.highfidelity.makeUserConnection"; var STATES = { INACTIVE: 0, WAITING: 1, CONNECTING: 2, MAKING_CONNECTION: 3 }; var STATE_STRINGS = ["inactive", "waiting", "connecting", "makingConnection"]; var HAND_STRING_PROPERTY = 'hand'; // Used in our message protocol. IWBNI we changed it to handString, but that would break compatability. var WAITING_INTERVAL = 100; // ms var CONNECTING_INTERVAL = 100; // ms var MAKING_CONNECTION_TIMEOUT = 800; // ms var CONNECTING_TIME = 100; // ms One interval. var PARTICLE_RADIUS = 0.15; // m var PARTICLE_ANGLE_INCREMENT = 360 / 45; // 1hz var HANDSHAKE_SOUND_URL = Script.getExternalPath(Script.ExternalPaths.HF_Content, "/davidkelly/production/audio/4beat_sweep.wav"); var SUCCESSFUL_HANDSHAKE_SOUND_URL = Script.getExternalPath(Script.ExternalPaths.HF_Content, "/davidkelly/production/audio/3rdbeat_success_bell.wav"); var PREFERRER_HAND_JOINT_POSTFIX_ORDER = ['Middle1', 'Index1', '']; var HAPTIC_DATA = { initial: { duration: 20, strength: 0.6 }, // duration is in ms background: { duration: 100, strength: 0.3 }, // duration is in ms success: { duration: 60, strength: 1.0 } // duration is in ms }; var PARTICLE_EFFECT_PROPS = { "alpha": 0.8, "azimuthFinish": Math.PI, "azimuthStart": -Math.PI, "emitRate": 500, "emitterShouldTrail": 1, "isEmitting": 1, "lifespan": 3, "lifetime": 5, "maxParticles": 1000, "particleRadius": 0.003, "polarStart": Math.PI / 2, "polarFinish": Math.PI / 2, "radiusFinish": 0.008, "radiusStart": 0.0025, "emitSpeed": 0.02, "speedSpread": 0.015, "textures": Script.getExternalPath(Script.ExternalPaths.HF_Content, "/alan/dev/Particles/Bokeh-Particle.png"), "color": {"red": 255, "green": 255, "blue": 255}, "colorFinish": {"red": 0, "green": 164, "blue": 255}, "colorStart": {"red": 255, "green": 255, "blue": 255}, "emitOrientation": {"w": -0.71, "x": 0.0, "y": 0.0, "z": 0.71}, "emitAcceleration": {"x": 0.0, "y": 0.0, "z": 0.0}, "emitDimensions": { "x": 0.15, "y": 0.15, "z": 0.01 }, "accelerationSpread": {"x": 0.0, "y": 0.0, "z": 0.0}, "dimensions": {"x": 0.05, "y": 0.05, "z": 0.05}, "type": "ParticleEffect" }; var MAKING_CONNECTION_PARTICLE_PROPS = { "alpha": 0.07, "alphaStart": 0.011, "alphaSpread": 0, "alphaFinish": 0, "azimuthFinish": Math.PI, "azimuthStart": -1 * Math.PI, "emitRate": 2000, "emitSpeed": 0.0, "emitterShouldTrail": 1, "isEmitting": 1, "lifespan": 3.6, "lifetime": 5, "maxParticles": 4000, "particleRadius": 0.048, "polarStart": 0, "polarFinish": 1, "radiusFinish": 0.3, "radiusStart": 0.04, "speedSpread": 0.00, "radiusSpread": 0.0, "textures": Script.getExternalPath(Script.ExternalPaths.HF_Content, "/alan/dev/Particles/Bokeh-Particle.png"), "color": {"red": 200, "green": 170, "blue": 255}, "colorFinish": {"red": 0, "green": 134, "blue": 255}, "colorStart": {"red": 185, "green": 222, "blue": 255}, "emitOrientation": {"w": -0.71, "x": 0.0, "y": 0.0, "z": 0.71}, "emitAcceleration": {"x": 0.0, "y": 0.0, "z": 0.0}, "accelerationSpread": {"x": 0.0, "y": 0.0, "z": 0.0}, "dimensions": {"x": 0.05, "y": 0.05, "z": 0.05}, "type": "ParticleEffect" }; var currentHand; var currentHandJointIndex = -1; var state = STATES.INACTIVE; var connectingInterval; var waitingInterval; var makingConnectionTimeout; var animHandlerId; var connectingId; var connectingHandJointIndex = -1; var waitingList = {}; var particleEffect; var particleEmitRate; var PARTICLE_INITIAL_EMIT_RATE = 250; var PARTICLE_MINIMUM_EMIT_RATE = 50; var PARTICLE_DECAY_RATE = 0.5; var particleEffectUpdateTimer = null; var PARTICLE_EFFECT_UPDATE_INTERVAL = 200; var makingConnectionParticleEffect; var makingConnectionEmitRate; var isMakingConnectionEmitting; var MAKING_CONNECTION_INITIAL_EMIT_RATE = 500; var MAKING_CONNECTION_MINIMUM_EMIT_RATE = 20; var MAKING_CONNECTION_DECAY_RATE = 0.5; var makingConnectionUpdateTimer = null; var MAKING_CONNECTION_UPDATE_INTERVAL = 200; var handshakeInjector; var successfulHandshakeInjector; var handshakeSound; var successfulHandshakeSound; function debug() { if (!WANT_DEBUG) { return; } var stateString = "<" + STATE_STRINGS[state] + ">"; var connecting = "[" + connectingId + "/" + connectingHandJointIndex + "]"; var current = "[" + currentHand + "/" + currentHandJointIndex + "]" print.apply(null, [].concat.apply([LABEL, stateString, current, JSON.stringify(waitingList), connecting], [].map.call(arguments, JSON.stringify))); } function cleanId(guidWithCurlyBraces) { return guidWithCurlyBraces.slice(1, -1); } function handToString(hand) { if (hand === Controller.Standard.RightHand) { return "RightHand"; } if (hand === Controller.Standard.LeftHand) { return "LeftHand"; } debug("handToString called without valid hand! value: ", hand); return ""; } function handToHaptic(hand) { if (hand === Controller.Standard.RightHand) { return 1; } if (hand === Controller.Standard.LeftHand) { return 0; } debug("handToHaptic called without a valid hand!"); return -1; } function stopWaiting() { if (waitingInterval) { waitingInterval = Script.clearInterval(waitingInterval); } } function stopConnecting() { if (connectingInterval) { connectingInterval = Script.clearInterval(connectingInterval); } } function stopMakingConnection() { if (makingConnectionTimeout) { makingConnectionTimeout = Script.clearTimeout(makingConnectionTimeout); } } // This returns the ideal hand joint index for the avatar. // [handString]middle1 -> [handString]index1 -> [handString] function getIdealHandJointIndex(avatar, handString) { debug("get hand " + handString + " for avatar " + (avatar && avatar.sessionUUID)); var suffixIndex, jointName, jointIndex; for (suffixIndex = 0; suffixIndex < (avatar ? PREFERRER_HAND_JOINT_POSTFIX_ORDER.length : 0); suffixIndex++) { jointName = handString + PREFERRER_HAND_JOINT_POSTFIX_ORDER[suffixIndex]; jointIndex = avatar.getJointIndex(jointName); if (jointIndex !== -1) { debug('found joint ' + jointName + ' (' + jointIndex + ')'); return jointIndex; } } debug('no hand joint found.'); return -1; } // This returns the preferred hand position. function getHandPosition(avatar, handJointIndex) { if (handJointIndex === -1) { debug("calling getHandPosition with no hand joint index! (returning avatar position but this is a BUG)"); return avatar.position; } return avatar.getJointPosition(handJointIndex); } var animationData = {}; function updateAnimationData(verticalOffset) { // all we are doing here is moving the right hand to a spot // that is in front of and a bit above the hips. Basing how // far in front as scaling with the avatar's height (say hips // to head distance) var headIndex = MyAvatar.getJointIndex("Head"); var offset = 0.5; // default distance of hand in front of you if (headIndex) { offset = 0.8 * MyAvatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y; } animationData.rightHandPosition = Vec3.multiply(offset, {x: -0.25, y: 0.8, z: 1.3}); if (verticalOffset) { animationData.rightHandPosition.y += verticalOffset; } animationData.rightHandRotation = Quat.fromPitchYawRollDegrees(90, 0, 90); animationData.rightHandType = 0; // RotationAndPosition, see IKTargets.h // turn on the right hand grip overlay animationData.rightHandOverlayAlpha = 1.0; // make sure the right hand grip animation is the "grasp", not pointing or thumbs up. animationData.isRightHandGrasp = true; animationData.isRightIndexPoint = false; animationData.isRightThumbRaise = false; animationData.isRightIndexPointAndThumbRaise = false; } function shakeHandsAnimation() { return animationData; } function endHandshakeAnimation() { if (animHandlerId) { debug("removing animation"); animHandlerId = MyAvatar.removeAnimationStateHandler(animHandlerId); } } function startHandshakeAnimation() { endHandshakeAnimation(); // just in case order of press/unpress is broken debug("adding animation"); updateAnimationData(); animHandlerId = MyAvatar.addAnimationStateHandler(shakeHandsAnimation, []); } function positionFractionallyTowards(posA, posB, frac) { return Vec3.sum(posA, Vec3.multiply(frac, Vec3.subtract(posB, posA))); } function deleteParticleEffect() { if (particleEffectUpdateTimer) { Script.clearTimeout(particleEffectUpdateTimer); particleEffectUpdateTimer = null; } if (particleEffect) { particleEffect = Entities.deleteEntity(particleEffect); } } function deleteMakeConnectionParticleEffect() { if (makingConnectionUpdateTimer) { Script.clearTimeout(makingConnectionUpdateTimer); makingConnectionUpdateTimer = null; } if (makingConnectionParticleEffect) { makingConnectionParticleEffect = Entities.deleteEntity(makingConnectionParticleEffect); } } function stopHandshakeSound() { if (handshakeInjector) { handshakeInjector.stop(); handshakeInjector = null; } } function updateMakingConnection() { if (!makingConnectionParticleEffect) { particleEffectUpdateTimer = null; return; } makingConnectionEmitRate = Math.max(makingConnectionEmitRate * MAKING_CONNECTION_DECAY_RATE, MAKING_CONNECTION_MINIMUM_EMIT_RATE); isMakingConnectionEmitting = true; Entities.editEntity(makingConnectionParticleEffect, { emitRate: makingConnectionEmitRate, isEmitting: true }); if (makingConnectionEmitRate > MAKING_CONNECTION_MINIMUM_EMIT_RATE) { makingConnectionUpdateTimer = Script.setTimeout(makingConnectionUpdateTimer, MAKING_CONNECTION_UPDATE_INTERVAL); } else { makingConnectionUpdateTimer = null; } } function updateParticleEffect() { if (!particleEffect) { particleEffectUpdateTimer = null; return; } particleEmitRate = Math.max(PARTICLE_MINIMUM_EMIT_RATE, particleEmitRate * PARTICLE_DECAY_RATE); Entities.editEntity(particleEffect, { emitRate: particleEmitRate }); if (particleEmitRate > PARTICLE_MINIMUM_EMIT_RATE) { particleEffectUpdateTimer = Script.setTimeout(updateParticleEffect, PARTICLE_EFFECT_UPDATE_INTERVAL); } else { particleEffectUpdateTimer = null; } } // this is called frequently, but usually does nothing function updateVisualization() { if (state === STATES.INACTIVE) { deleteParticleEffect(); deleteMakeConnectionParticleEffect(); return; } var myHandPosition = getHandPosition(MyAvatar, currentHandJointIndex); var otherHandPosition; var otherOrientation; if (connectingId) { var other = AvatarList.getAvatar(connectingId); if (other) { otherOrientation = other.orientation; otherHandPosition = getHandPosition(other, connectingHandJointIndex); } } switch (state) { case STATES.WAITING: // no visualization while waiting deleteParticleEffect(); deleteMakeConnectionParticleEffect(); stopHandshakeSound(); break; case STATES.CONNECTING: var particleProps = {}; // put the position between the 2 hands, if we have a connectingId. This // helps define the plane in which the particles move. positionFractionallyTowards(myHandPosition, otherHandPosition, 0.5); // now manage the rest of the entity if (!particleEffect) { particleEmitRate = PARTICLE_INITIAL_EMIT_RATE; particleProps = PARTICLE_EFFECT_PROPS; particleProps.position = positionFractionallyTowards(myHandPosition, otherHandPosition, 0.5); particleProps.rotation = Vec3.mix(Quat.getFront(MyAvatar.orientation), Quat.inverse(Quat.getFront(otherOrientation)), 0.5); particleProps.parentID = MyAvatar.sessionUUID; particleEffect = Entities.addEntity(particleProps, true); } if (!makingConnectionParticleEffect) { var props = MAKING_CONNECTION_PARTICLE_PROPS; props.parentID = MyAvatar.sessionUUID; makingConnectionEmitRate = MAKING_CONNECTION_INITIAL_EMIT_RATE; props.emitRate = makingConnectionEmitRate; props.isEmitting = false; props.position = myHandPosition; makingConnectionParticleEffect = Entities.addEntity(props, true); makingConnectionUpdateTimer = Script.setTimeout(updateMakingConnection, MAKING_CONNECTION_UPDATE_INTERVAL); } break; case STATES.MAKING_CONNECTION: if (makingConnectionUpdateTimer) { Script.clearTimeout(makingConnectionUpdateTimer); makingConnectionUpdateTimer = null; } if (isMakingConnectionEmitting) { Entities.editEntity(makingConnectionParticleEffect, { isEmitting: false }); isMakingConnectionEmitting = false; } if (!particleEffectUpdateTimer && particleEmitRate > PARTICLE_MINIMUM_EMIT_RATE) { particleEffectUpdateTimer = Script.setTimeout(updateParticleEffect, PARTICLE_EFFECT_UPDATE_INTERVAL); } break; default: debug("unexpected state", state); break; } } function isNearby() { if (currentHand) { var handPosition = getHandPosition(MyAvatar, currentHandJointIndex); var avatar = AvatarList.getAvatar(connectingId); if (avatar) { var distance = Vec3.distance(getHandPosition(avatar, connectingHandJointIndex), handPosition); return (distance < MAX_AVATAR_DISTANCE); } } return false; } function findNearestAvatar() { // We only look some max distance away (much larger than the handshake distance, but still...) var minDistance = MAX_AVATAR_DISTANCE * 20; var closestAvatar; AvatarList.getAvatarIdentifiers().forEach(function (id) { var avatar = AvatarList.getAvatar(id); if (avatar && avatar.sessionUUID != MyAvatar.sessionUUID) { var currentDistance = Vec3.distance(avatar.position, MyAvatar.position); if (minDistance > currentDistance) { minDistance = currentDistance; closestAvatar = avatar; } } }); return closestAvatar; } function adjustAnimationHeight() { var avatar = findNearestAvatar(); if (avatar) { var myHeadIndex = MyAvatar.getJointIndex("Head"); var otherHeadIndex = avatar.getJointIndex("Head"); var diff = (avatar.getJointPosition(otherHeadIndex).y - MyAvatar.getJointPosition(myHeadIndex).y) / 2; debug("head height difference: " + diff); updateAnimationData(diff); } } function findNearestWaitingAvatar() { var handPosition = getHandPosition(MyAvatar, currentHandJointIndex); var minDistance = MAX_AVATAR_DISTANCE; var nearestAvatar = {}; Object.keys(waitingList).forEach(function (identifier) { var avatar = AvatarList.getAvatar(identifier); if (avatar) { var handJointIndex = waitingList[identifier]; var distance = Vec3.distance(getHandPosition(avatar, handJointIndex), handPosition); if (distance < minDistance) { minDistance = distance; nearestAvatar = {avatarId: identifier, jointIndex: handJointIndex}; } } }); return nearestAvatar; } function messageSend(message) { // we always append whether or not we are logged in... message.isLoggedIn = Account.isLoggedIn(); Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message)); } function handStringMessageSend(message) { message[HAND_STRING_PROPERTY] = handToString(currentHand); messageSend(message); } function setupCandidate() { // find the closest in-range avatar, send connection request, and return true. (Otherwise falsey) var nearestAvatar = findNearestWaitingAvatar(); if (nearestAvatar.avatarId) { connectingId = nearestAvatar.avatarId; connectingHandJointIndex = nearestAvatar.jointIndex; debug("sending connectionRequest to", connectingId); handStringMessageSend({ key: "connectionRequest", id: connectingId }); return true; } } function clearConnecting() { connectingId = undefined; connectingHandJointIndex = -1; } function lookForWaitingAvatar() { // we started with nobody close enough, but maybe I've moved // or they did. Note that 2 people doing this race, so stop // as soon as you have a connectingId (which means you got their // message before noticing they were in range in this loop) // just in case we re-enter before stopping stopWaiting(); debug("started looking for waiting avatars"); waitingInterval = Script.setInterval(function () { if (state === STATES.WAITING && !connectingId) { setupCandidate(); } else { // something happened, stop looking for avatars to connect stopWaiting(); debug("stopped looking for waiting avatars"); } }, WAITING_INTERVAL); } var pollCount = 0, requestUrl = Account.metaverseServerURL + '/api/v1/user/connection_request'; // As currently implemented, we select the closest waiting avatar (if close enough) and send // them a connectionRequest. If nobody is close enough we send a waiting message, and wait for a // connectionRequest. If the 2 people who want to connect are both somewhat out of range when they // initiate the shake, they will race to see who sends the connectionRequest after noticing the // waiting message. Either way, they will start connecting each other at that point. function startHandshake(fromKeyboard) { if (fromKeyboard) { startHandshakeAnimation(); } debug("starting handshake for", currentHand); pollCount = 0; state = STATES.WAITING; clearConnecting(); // just in case stopWaiting(); stopConnecting(); stopMakingConnection(); if (!setupCandidate()) { // send waiting message debug("sending waiting message"); handStringMessageSend({ key: "waiting", }); // potentially adjust height of handshake if (fromKeyboard) { adjustAnimationHeight(); } lookForWaitingAvatar(); } } function endHandshake() { debug("ending handshake for", currentHand); deleteParticleEffect(); deleteMakeConnectionParticleEffect(); currentHand = undefined; currentHandJointIndex = -1; // note that setting the state to inactive should really // only be done here, unless we change how the triggering works, // as we ignore the key release event when inactive. See updateTriggers // below. state = STATES.INACTIVE; clearConnecting(); stopWaiting(); stopConnecting(); stopMakingConnection(); stopHandshakeSound(); // send done to let connection know you are not making connections now messageSend({ key: "done" }); endHandshakeAnimation(); // No-op if we were successful, but this way we ensure that failures and abandoned handshakes don't leave us // in a weird state. if (Account.isLoggedIn()) { request({ uri: requestUrl, method: 'DELETE' }, debug); } } function updateTriggers(value, fromKeyboard, hand) { if (currentHand && hand !== currentHand) { debug("currentHand", currentHand, "ignoring messages from", hand); // this can be a lot of spam on Touch. Should guard that someday. return; } // ok now, we are either initiating or quitting... var isGripping = value > GRIP_MIN; if (isGripping) { debug("updateTriggers called - gripping", handToString(hand)); if (state !== STATES.INACTIVE) { return; } currentHand = hand; currentHandJointIndex = getIdealHandJointIndex(MyAvatar, handToString(currentHand)); // Always, in case of changed skeleton. startHandshake(fromKeyboard); } else { // TODO: should we end handshake even when inactive? Ponder debug("updateTriggers called -- no longer gripping", handToString(hand)); if (state !== STATES.INACTIVE) { endHandshake(); } else { return; } } } /* There is a mini-state machine after entering STATES.makingConnection. We make a request (which might immediately succeed, fail, or neither. If we immediately fail, we tell the user. Otherwise, we wait MAKING_CONNECTION_TIMEOUT. At that time, we poll until success or fail. */ var result, requestBody; function connectionRequestCompleted() { // Final result is in. Do effects. if (result.status === 'success') { // set earlier if (!successfulHandshakeInjector) { successfulHandshakeInjector = Audio.playSound(successfulHandshakeSound, { position: getHandPosition(MyAvatar, currentHandJointIndex), volume: 0.5, localOnly: true }); } else { successfulHandshakeInjector.restart(); } Controller.triggerHapticPulse(HAPTIC_DATA.success.strength, HAPTIC_DATA.success.duration, handToHaptic(currentHand)); // don't change state (so animation continues while gripped) // but do send a notification, by calling the slot that emits the signal for it Window.makeConnection(true, result.connection.new_connection ? "You and " + result.connection.username + " are now connected!" : result.connection.username); UserActivityLogger.makeUserConnection(connectingId, true, result.connection.new_connection ? "new connection" : "already connected"); return; } // failed endHandshake(); debug("failing with result data", result); // IWBNI we also did some fail sound/visual effect. Window.makeConnection(false, result.connection); if (Account.isLoggedIn()) { // Give extra failure info request(Account.metaverseServerURL + '/api/v1/users/' + Account.username + '/location', function (error, response) { var message = ''; if (error || response.status !== 'success') { message = 'Unable to get location.'; } else if (!response.data || !response.data.location) { message = "Unexpected location value: " + JSON.stringify(response); } else if (response.data.location.node_id !== cleanId(MyAvatar.sessionUUID)) { message = 'Session identification does not match database. Maybe you are logged in on another machine? That would prevent handshakes.' + JSON.stringify(response) + MyAvatar.sessionUUID; } if (message) { Window.makeConnection(false, message); } debug("account location:", message || 'ok'); }); } UserActivityLogger.makeUserConnection(connectingId, false, result.connection); } // This is a bit fragile - but to account for skew in when people actually create the // connection request, I've upped this to 2 seconds (plus the round-trip times) // TODO: keep track of when the person we are connecting with is done, and don't stop // until say 1 second after that. var POLL_INTERVAL_MS = 200, POLL_LIMIT = 10; function handleConnectionResponseAndMaybeRepeat(error, response) { // If response is 'pending', set a short timeout to try again. // If we fail other than pending, set result and immediately call connectionRequestCompleted. // If we succeed, set result and call connectionRequestCompleted immediately (if we've been polling), // and otherwise on a timeout. if (response && (response.connection === 'pending')) { debug(response, 'pollCount', pollCount); if (pollCount++ >= POLL_LIMIT) { // server will expire, but let's not wait that long. debug('POLL LIMIT REACHED; TIMEOUT: expired message generated by CLIENT'); result = {status: 'error', connection: 'No logged-in partner found.'}; connectionRequestCompleted(); } else { // poll Script.setTimeout(function () { request({ uri: requestUrl, // N.B.: server gives bad request if we specify json content type, so don't do that. body: requestBody }, handleConnectionResponseAndMaybeRepeat); }, POLL_INTERVAL_MS); } } else if (error || (response.status !== 'success')) { debug('server fail', error, response.status); if (response && (response.statusCode === 401)) { error = "All participants must be logged in to connect."; } result = error ? {status: 'error', connection: error} : response; connectionRequestCompleted(); } else { result = response; debug('server success', result); if (pollCount++) { connectionRequestCompleted(); } else { // Wait for other guy, so that final success is at roughly the same time. Script.setTimeout(connectionRequestCompleted, MAKING_CONNECTION_TIMEOUT); } } } function makeConnection(id, isLoggedIn) { // send done to let the connection know you have made connection. messageSend({ key: "done", connectionId: id }); state = STATES.MAKING_CONNECTION; // continue the haptic background until the timeout fires. Controller.triggerHapticPulse(HAPTIC_DATA.background.strength, MAKING_CONNECTION_TIMEOUT, handToHaptic(currentHand)); requestBody = {'node_id': cleanId(MyAvatar.sessionUUID), 'proposed_node_id': cleanId(id)}; // for use when repeating // It would be "simpler" to skip this and just look at the response, but: // 1. We don't want to bother the directory server with request that we know will fail. // 2. We don't want our code here to be dependent on precisely how the directory server responds (400, 401, etc.) // 3. We also don't want to connect to someone who is anonymous _now_, but was not earlier and still has // the same node id. Since the messaging doesn't say _who_ isn't logged in, fail the same as if we are // not logged in. if (!Account.isLoggedIn() || isLoggedIn === false) { handleConnectionResponseAndMaybeRepeat("401:Unauthorized", {statusCode: 401}); return; } // This will immediately set response if successful (e.g., the other guy got his request in first), // or immediate failure, and will otherwise poll (using the requestBody we just set). request({ uri: requestUrl, method: 'POST', json: true, body: {'user_connection_request': requestBody} }, handleConnectionResponseAndMaybeRepeat); } function setupConnecting(id, jointIndex) { connectingId = id; connectingHandJointIndex = jointIndex; } // we change states, start the connectionInterval where we check // to be sure the hand is still close enough. If not, we terminate // the interval, go back to the waiting state. If we make it // the entire CONNECTING_TIME, we make the connection. We pass in // whether or not the connecting id is actually logged in, as now we // will allow to start the connection process but have it stop with a // fail message before trying to call the backend if the other guy isn't // logged in. function startConnecting(id, jointIndex, isLoggedIn) { var count = 0; debug("connecting", id, "hand", jointIndex); // do we need to do this? setupConnecting(id, jointIndex); state = STATES.CONNECTING; // play sound if (!handshakeInjector) { handshakeInjector = Audio.playSound(handshakeSound, { position: getHandPosition(MyAvatar, currentHandJointIndex), volume: 0.5, localOnly: true }); } else { handshakeInjector.restart(); } // send message that we are connecting with them handStringMessageSend({ key: "connecting", id: id }); Controller.triggerHapticPulse(HAPTIC_DATA.initial.strength, HAPTIC_DATA.initial.duration, handToHaptic(currentHand)); connectingInterval = Script.setInterval(function () { count += 1; Controller.triggerHapticPulse(HAPTIC_DATA.background.strength, HAPTIC_DATA.background.duration, handToHaptic(currentHand)); if (state !== STATES.CONNECTING) { debug("stopping connecting interval, state changed"); stopConnecting(); } else if (!isNearby()) { // gotta go back to waiting debug(id, "moved, back to waiting"); stopConnecting(); messageSend({ key: "done" }); startHandshake(); } else if (count > CONNECTING_TIME / CONNECTING_INTERVAL) { debug("made connection with " + id); makeConnection(id, isLoggedIn); stopConnecting(); } }, CONNECTING_INTERVAL); } /* A simple sequence diagram: NOTE that the ConnectionAck is somewhat vestigial, and probably should be removed shortly. Avatar A Avatar B | | | <-----(waiting) ----- startHandshake startHandshake - (connectionRequest) -> | | | | <----(connectionAck) -------- | | <-----(connecting) -- startConnecting startConnecting ---(connecting) ----> | | | | connected connected | | <--------- (done) ---------- | | ---------- (done) ---------> | */ function messageHandler(channel, messageString, senderID) { var message = {}; function exisitingOrSearchedJointIndex() { // If this is a new connectingId, we'll need to find the jointIndex return connectingId ? connectingHandJointIndex : getIdealHandJointIndex(AvatarList.getAvatar(senderID), message[HAND_STRING_PROPERTY]); } if (channel !== MESSAGE_CHANNEL) { return; } if (MyAvatar.sessionUUID === senderID) { // ignore my own return; } try { message = JSON.parse(messageString); } catch (e) { debug(e); } switch (message.key) { case "waiting": // add this guy to waiting object. Any other message from this person will remove it from the list waitingList[senderID] = getIdealHandJointIndex(AvatarList.getAvatar(senderID), message[HAND_STRING_PROPERTY]); break; case "connectionRequest": delete waitingList[senderID]; if (state === STATES.WAITING && message.id === MyAvatar.sessionUUID && (!connectingId || connectingId === senderID)) { // you were waiting for a connection request, so send the ack. Or, you and the other // guy raced and both send connectionRequests. Handle that too setupConnecting(senderID, exisitingOrSearchedJointIndex()); handStringMessageSend({ key: "connectionAck", id: senderID, }); } else if (state === STATES.WAITING && connectingId === senderID) { // the person you are trying to connect sent a request to someone else. See the // if statement above. So, don't cry, just start the handshake over again startHandshake(); } break; case "connectionAck": delete waitingList[senderID]; if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) { if (message.id === MyAvatar.sessionUUID) { stopWaiting(); startConnecting(senderID, exisitingOrSearchedJointIndex(), message.isLoggedIn); } else if (connectingId) { // this is for someone else (we lost race in connectionRequest), // so lets start over startHandshake(); } } // TODO: check to see if we are waiting for this but the person we are connecting sent it to // someone else, and try again break; case "connecting": delete waitingList[senderID]; if (state === STATES.WAITING && senderID === connectingId) { if (message.id !== MyAvatar.sessionUUID) { // the person we were trying to connect is connecting to someone else // so try again startHandshake(); break; } startConnecting(senderID, connectingHandJointIndex, message.isLoggedIn); } break; case "done": delete waitingList[senderID]; if (connectingId !== senderID) { break; } if (state === STATES.CONNECTING) { // if they are done, and didn't connect us, terminate our // connecting if (message.connectionId !== MyAvatar.sessionUUID) { stopConnecting(); // now just call startHandshake. Should be ok to do so without a // value for isKeyboard, as we should not change the animation // state anyways (if any) startHandshake(); } else { // they just created a connection request to us, and we are connecting to // them, so lets just stop connecting and make connection.. makeConnection(connectingId, message.isLoggedIn); stopConnecting(); } } else { if (state == STATES.MAKING_CONNECTION) { // we are making connection, they just started, so lets reset the // poll count just in case pollCount = 0; } else { // if waiting or inactive, lets clear the connecting id. If in makingConnection, // do nothing clearConnecting(); if (state !== STATES.INACTIVE) { startHandshake(); } } } break; default: debug("unknown message", message); break; } } Messages.subscribe(MESSAGE_CHANNEL); Messages.messageReceived.connect(messageHandler); function makeGripHandler(hand, animate) { // determine if we are gripping or un-gripping if (animate) { return function (value) { updateTriggers(value, true, hand); }; } return function (value) { updateTriggers(value, false, hand); }; } function keyPressEvent(event) { if ((event.text.toUpperCase() === "X") && !event.isAutoRepeat && !event.isShifted && !event.isMeta && !event.isControl && !event.isAlt) { updateTriggers(1.0, true, Controller.Standard.RightHand); } } function keyReleaseEvent(event) { if (event.text.toUpperCase() === "X" && !event.isAutoRepeat) { updateTriggers(0.0, true, Controller.Standard.RightHand); } } // map controller actions var connectionMapping = Controller.newMapping(Script.resolvePath('') + '-grip'); connectionMapping.from(Controller.Standard.LeftGrip).peek().to(makeGripHandler(Controller.Standard.LeftHand)); connectionMapping.from(Controller.Standard.RightGrip).peek().to(makeGripHandler(Controller.Standard.RightHand)); // setup keyboard initiation Controller.keyPressEvent.connect(keyPressEvent); Controller.keyReleaseEvent.connect(keyReleaseEvent); // Xbox controller because that is important connectionMapping.from(Controller.Standard.RB).peek().to(makeGripHandler(Controller.Standard.RightHand, true)); // it is easy to forget this and waste a lot of time for nothing connectionMapping.enable(); // connect updateVisualization to update frequently Script.update.connect(updateVisualization); // load the sounds when the script loads handshakeSound = SoundCache.getSound(HANDSHAKE_SOUND_URL); successfulHandshakeSound = SoundCache.getSound(SUCCESSFUL_HANDSHAKE_SOUND_URL); Script.scriptEnding.connect(function () { debug("removing controller mappings"); connectionMapping.disable(); debug("removing key mappings"); Controller.keyPressEvent.disconnect(keyPressEvent); Controller.keyReleaseEvent.disconnect(keyReleaseEvent); debug("disconnecting updateVisualization"); Script.update.disconnect(updateVisualization); deleteParticleEffect(); deleteMakeConnectionParticleEffect(); }); }()); // END LOCAL_SCOPE