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lint
This commit is contained in:
parent
14d52cdc8a
commit
84ac863a32
1 changed files with 212 additions and 210 deletions
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@ -1,4 +1,6 @@
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"use strict";
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/*jslint vars:true, plusplus:true, forin:true*/
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/*global Window, Script, Controller, MyAvatar, AvatarList, Entities, Messages, Audio, SoundCache, Account, UserActivityLogger, Vec3, Quat, XMLHttpRequest, location, print*/
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//
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// makeUserConnection.js
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// scripts/system
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@ -9,7 +11,7 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() { // BEGIN LOCAL_SCOPE
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(function () { // BEGIN LOCAL_SCOPE
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var LABEL = "makeUserConnection";
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var MAX_AVATAR_DISTANCE = 0.2; // m
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@ -27,7 +29,7 @@
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var MAKING_CONNECTION_TIMEOUT = 800; // ms
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var CONNECTING_TIME = 1600; // ms
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var PARTICLE_RADIUS = 0.15; // m
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var PARTICLE_ANGLE_INCREMENT = 360/45; // 1hz
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var PARTICLE_ANGLE_INCREMENT = 360 / 45; // 1hz
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var HANDSHAKE_SOUND_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/davidkelly/production/audio/4beat_sweep.wav";
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var SUCCESSFUL_HANDSHAKE_SOUND_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/davidkelly/production/audio/3rdbeat_success_bell.wav";
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var PREFERRER_HAND_JOINT_POSTFIX_ORDER = ['Middle1', 'Index1', ''];
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@ -39,7 +41,7 @@
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var PARTICLE_EFFECT_PROPS = {
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"alpha": 0.8,
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"azimuthFinish": Math.PI,
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"azimuthStart": -1*Math.PI,
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"azimuthStart": -1 * Math.PI,
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"emitRate": 500,
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"emitSpeed": 0.0,
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"emitterShouldTrail": 1,
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@ -56,10 +58,10 @@
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"color": {"red": 255, "green": 255, "blue": 255},
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"colorFinish": {"red": 0, "green": 164, "blue": 255},
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"colorStart": {"red": 255, "green": 255, "blue": 255},
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"emitOrientation": {"w": -0.71, "x":0.0, "y":0.0, "z": 0.71},
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"emitOrientation": {"w": -0.71, "x": 0.0, "y": 0.0, "z": 0.71},
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"emitAcceleration": {"x": 0.0, "y": 0.0, "z": 0.0},
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"accelerationSpread": {"x": 0.0, "y": 0.0, "z": 0.0},
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"dimensions": {"x":0.05, "y": 0.05, "z": 0.05},
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"dimensions": {"x": 0.05, "y": 0.05, "z": 0.05},
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"type": "ParticleEffect"
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};
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var MAKING_CONNECTION_PARTICLE_PROPS = {
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@ -68,7 +70,7 @@
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"alphaSpread": 0,
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"alphaFinish": 0,
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"azimuthFinish": Math.PI,
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"azimuthStart": -1*Math.PI,
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"azimuthStart": -1 * Math.PI,
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"emitRate": 2000,
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"emitSpeed": 0.0,
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"emitterShouldTrail": 1,
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@ -86,14 +88,14 @@
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"color": {"red": 200, "green": 170, "blue": 255},
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"colorFinish": {"red": 0, "green": 134, "blue": 255},
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"colorStart": {"red": 185, "green": 222, "blue": 255},
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"emitOrientation": {"w": -0.71, "x":0.0, "y":0.0, "z": 0.71},
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"emitOrientation": {"w": -0.71, "x": 0.0, "y": 0.0, "z": 0.71},
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"emitAcceleration": {"x": 0.0, "y": 0.0, "z": 0.0},
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"accelerationSpread": {"x": 0.0, "y": 0.0, "z": 0.0},
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"dimensions": {"x":0.05, "y": 0.05, "z": 0.05},
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"dimensions": {"x": 0.05, "y": 0.05, "z": 0.05},
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"type": "ParticleEffect"
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};
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var currentHand = undefined;
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var currentHand;
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var currentHandJointIndex = -1;
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var state = STATES.INACTIVE;
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var connectingInterval;
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@ -183,7 +185,8 @@
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function handToString(hand) {
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if (hand === Controller.Standard.RightHand) {
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return "RightHand";
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} else if (hand === Controller.Standard.LeftHand) {
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}
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if (hand === Controller.Standard.LeftHand) {
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return "LeftHand";
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}
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debug("handToString called without valid hand! value: ", hand);
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@ -193,7 +196,8 @@
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function stringToHand(hand) {
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if (hand === "RightHand") {
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return Controller.Standard.RightHand;
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} else if (hand === "LeftHand") {
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}
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if (hand === "LeftHand") {
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return Controller.Standard.LeftHand;
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}
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debug("stringToHand called with bad hand string:", hand);
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@ -203,7 +207,8 @@
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function handToHaptic(hand) {
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if (hand === Controller.Standard.RightHand) {
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return 1;
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} else if (hand === Controller.Standard.LeftHand) {
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}
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if (hand === Controller.Standard.LeftHand) {
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return 0;
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}
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debug("handToHaptic called without a valid hand!");
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@ -231,11 +236,11 @@
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// This returns the ideal hand joint index for the avatar.
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// [hand]middle1 -> [hand]index1 -> [hand]
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function getIdealHandJointIndex(avatar, hand) {
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debug("got hand " + hand + " for avatar " + avatar.sessionUUID);
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var handString = handToString(hand);
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for (var i = 0; i < PREFERRER_HAND_JOINT_POSTFIX_ORDER.length; i++) {
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var jointName = handString + PREFERRER_HAND_JOINT_POSTFIX_ORDER[i];
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var jointIndex = avatar.getJointIndex(jointName);
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debug("get hand " + hand + " for avatar " + avatar.sessionUUID);
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var suffixIndex, jointName, jointIndex, handString = handToString(hand);
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for (suffixIndex = 0; suffixIndex < PREFERRER_HAND_JOINT_POSTFIX_ORDER.length; suffixIndex++) {
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jointName = handString + PREFERRER_HAND_JOINT_POSTFIX_ORDER[suffixIndex];
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jointIndex = avatar.getJointIndex(jointName);
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if (jointIndex !== -1) {
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debug('found joint ' + jointName + ' (' + jointIndex + ')');
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return jointIndex;
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return avatar.getJointPosition(handJointIndex);
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}
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function shakeHandsAnimation(animationProperties) {
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function shakeHandsAnimation() {
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// all we are doing here is moving the right hand to a spot
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// that is in front of and a bit above the hips. Basing how
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// far in front as scaling with the avatar's height (say hips
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}
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switch (state) {
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case STATES.WAITING:
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// no visualization while waiting
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deleteParticleEffect();
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deleteMakeConnectionParticleEffect();
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stopHandshakeSound();
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break;
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case STATES.CONNECTING:
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var particleProps = {};
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// put the position between the 2 hands, if we have a connectingId. This
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// helps define the plane in which the particles move.
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positionFractionallyTowards(myHandPosition, otherHand, 0.5);
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// now manage the rest of the entity
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if (!particleEffect) {
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particleRotationAngle = 0.0;
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particleEmitRate = 500;
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particleProps = PARTICLE_EFFECT_PROPS;
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particleProps.isEmitting = 0;
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particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
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particleProps.parentID = MyAvatar.sessionUUID;
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particleEffect = Entities.addEntity(particleProps, true);
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} else {
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particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
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particleProps.isEmitting = 1;
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Entities.editEntity(particleEffect, particleProps);
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}
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if (!makingConnectionParticleEffect) {
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var props = MAKING_CONNECTION_PARTICLE_PROPS;
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props.parentID = MyAvatar.sessionUUID;
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makingConnectionEmitRate = 2000;
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props.emitRate = makingConnectionEmitRate;
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props.position = myHandPosition;
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makingConnectionParticleEffect = Entities.addEntity(props, true);
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} else {
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makingConnectionEmitRate *= 0.5;
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Entities.editEntity(makingConnectionParticleEffect, {
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emitRate: makingConnectionEmitRate,
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position: myHandPosition,
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isEmitting: true
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});
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}
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break;
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case STATES.MAKING_CONNECTION:
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particleEmitRate = Math.max(50, particleEmitRate * 0.5);
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Entities.editEntity(makingConnectionParticleEffect, {emitRate: 0, isEmitting: 0, position: myHandPosition});
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Entities.editEntity(particleEffect, {
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position: calcParticlePos(myHandPosition, otherHand, otherOrientation),
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emitRate: particleEmitRate
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case STATES.WAITING:
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// no visualization while waiting
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deleteParticleEffect();
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deleteMakeConnectionParticleEffect();
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stopHandshakeSound();
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break;
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case STATES.CONNECTING:
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var particleProps = {};
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// put the position between the 2 hands, if we have a connectingId. This
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// helps define the plane in which the particles move.
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positionFractionallyTowards(myHandPosition, otherHand, 0.5);
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// now manage the rest of the entity
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if (!particleEffect) {
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particleRotationAngle = 0.0;
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particleEmitRate = 500;
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particleProps = PARTICLE_EFFECT_PROPS;
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particleProps.isEmitting = 0;
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particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
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particleProps.parentID = MyAvatar.sessionUUID;
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particleEffect = Entities.addEntity(particleProps, true);
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} else {
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particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
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particleProps.isEmitting = 1;
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Entities.editEntity(particleEffect, particleProps);
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}
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if (!makingConnectionParticleEffect) {
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var props = MAKING_CONNECTION_PARTICLE_PROPS;
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props.parentID = MyAvatar.sessionUUID;
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makingConnectionEmitRate = 2000;
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props.emitRate = makingConnectionEmitRate;
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props.position = myHandPosition;
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makingConnectionParticleEffect = Entities.addEntity(props, true);
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} else {
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makingConnectionEmitRate *= 0.5;
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Entities.editEntity(makingConnectionParticleEffect, {
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emitRate: makingConnectionEmitRate,
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position: myHandPosition,
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isEmitting: true
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});
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break;
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default:
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debug("unexpected state", state);
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break;
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}
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break;
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case STATES.MAKING_CONNECTION:
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particleEmitRate = Math.max(50, particleEmitRate * 0.5);
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Entities.editEntity(makingConnectionParticleEffect, {emitRate: 0, isEmitting: 0, position: myHandPosition});
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Entities.editEntity(particleEffect, {
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position: calcParticlePos(myHandPosition, otherHand, otherOrientation),
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emitRate: particleEmitRate
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});
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break;
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default:
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debug("unexpected state", state);
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break;
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}
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}
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});
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return nearestAvatar;
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}
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function messageSend(message) {
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Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message));
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}
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function lookForWaitingAvatar() {
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// we started with nobody close enough, but maybe I've moved
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// or they did. Note that 2 people doing this race, so stop
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// as soon as you have a connectingId (which means you got their
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// message before noticing they were in range in this loop)
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// just in case we re-enter before stopping
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stopWaiting();
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debug("started looking for waiting avatars");
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waitingInterval = Script.setInterval(function () {
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if (state === STATES.WAITING && !connectingId) {
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// find the closest in-range avatar, and send connection request
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var nearestAvatar = findNearestWaitingAvatar();
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if (nearestAvatar.avatar) {
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connectingId = nearestAvatar.avatar;
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connectingHandString = handToString(nearestAvatar.hand);
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debug("sending connectionRequest to", connectingId);
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messageSend({
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key: "connectionRequest",
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id: connectingId,
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hand: handToString(currentHand)
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});
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}
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} else {
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// something happened, stop looking for avatars to connect
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stopWaiting();
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debug("stopped looking for waiting avatars");
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}
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}, WAITING_INTERVAL);
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}
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var pollCount = 0, requestUrl = location.metaverseServerUrl + '/api/v1/user/connection_request';
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// As currently implemented, we select the closest waiting avatar (if close enough) and send
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// them a connectionRequest. If nobody is close enough we send a waiting message, and wait for a
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// connectionRequest. If the 2 people who want to connect are both somewhat out of range when they
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debug("updateTriggers called - gripping", handToString(hand));
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if (state !== STATES.INACTIVE) {
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return;
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} else {
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startHandshake(fromKeyboard);
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}
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startHandshake(fromKeyboard);
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} else {
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// TODO: should we end handshake even when inactive? Ponder
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debug("updateTriggers called -- no longer gripping", handToString(hand));
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@ -524,47 +562,12 @@
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}
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}
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function messageSend(message) {
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Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message));
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}
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function lookForWaitingAvatar() {
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// we started with nobody close enough, but maybe I've moved
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// or they did. Note that 2 people doing this race, so stop
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// as soon as you have a connectingId (which means you got their
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// message before noticing they were in range in this loop)
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// just in case we re-enter before stopping
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stopWaiting();
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debug("started looking for waiting avatars");
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waitingInterval = Script.setInterval(function () {
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if (state === STATES.WAITING && !connectingId) {
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// find the closest in-range avatar, and send connection request
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var nearestAvatar = findNearestWaitingAvatar();
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if (nearestAvatar.avatar) {
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connectingId = nearestAvatar.avatar;
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connectingHandString = handToString(nearestAvatar.hand);
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debug("sending connectionRequest to", connectingId);
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messageSend({
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key: "connectionRequest",
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id: connectingId,
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hand: handToString(currentHand)
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});
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}
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} else {
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// something happened, stop looking for avatars to connect
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stopWaiting();
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debug("stopped looking for waiting avatars");
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}
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}, WAITING_INTERVAL);
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}
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/* There is a mini-state machine after entering STATES.makingConnection.
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We make a request (which might immediately succeed, fail, or neither.
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If we immediately fail, we tell the user.
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Otherwise, we wait MAKING_CONNECTION_TIMEOUT. At that time, we poll until success or fail.
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*/
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var result, requestBody, pollCount = 0, requestUrl = location.metaverseServerUrl + '/api/v1/user/connection_request';
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var result, requestBody;
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function connectionRequestCompleted() { // Final result is in. Do effects.
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if (result.status === 'success') { // set earlier
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if (!successfulHandshakeInjector) {
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@ -580,10 +583,15 @@
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handToHaptic(currentHand));
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// don't change state (so animation continues while gripped)
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// but do send a notification, by calling the slot that emits the signal for it
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Window.makeConnection(true, result.connection.new_connection ?
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"You and " + result.connection.username + " are now connected!" : result.connection.username);
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UserActivityLogger.makeUserConnection(connectingId, true, result.connection.new_connection ?
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"new connection" : "already connected");
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Window.makeConnection(true,
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result.connection.new_connection ?
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"You and " + result.connection.username + " are now connected!" :
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result.connection.username);
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UserActivityLogger.makeUserConnection(connectingId,
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true,
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result.connection.new_connection ?
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"new connection" :
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"already connected");
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return;
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} // failed
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endHandshake();
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@ -658,13 +666,16 @@
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// This will immediately set response if successful (e.g., the other guy got his request in first),
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// or immediate failure, and will otherwise poll (using the requestBody we just set).
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request({ //
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request({
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uri: requestUrl,
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method: 'POST',
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json: true,
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body: {'user_connection_request': requestBody}
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}, handleConnectionResponseAndMaybeRepeat);
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}
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function getConnectingHandJointIndex() {
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return AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ? getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1;
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}
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// we change states, start the connectionInterval where we check
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// to be sure the hand is still close enough. If not, we terminate
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|
@ -676,8 +687,7 @@
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// do we need to do this?
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connectingId = id;
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connectingHandString = hand;
|
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connectingHandJointIndex = AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ?
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getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1;
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connectingHandJointIndex = getConnectingHandJointIndex();
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state = STATES.CONNECTING;
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// play sound
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|
@ -714,7 +724,7 @@
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key: "done"
|
||||
});
|
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startHandshake();
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} else if (count > CONNECTING_TIME/CONNECTING_INTERVAL) {
|
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} else if (count > CONNECTING_TIME / CONNECTING_INTERVAL) {
|
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debug("made connection with " + id);
|
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makeConnection(id);
|
||||
stopConnecting();
|
||||
|
@ -753,127 +763,119 @@
|
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debug(e);
|
||||
}
|
||||
switch (message.key) {
|
||||
case "waiting":
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||||
// add this guy to waiting object. Any other message from this person will
|
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// remove it from the list
|
||||
waitingList[senderID] = message.hand;
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break;
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case "connectionRequest":
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delete waitingList[senderID];
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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
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||||
case "waiting":
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||||
// add this guy to waiting object. Any other message from this person will
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||||
// remove it from the list
|
||||
waitingList[senderID] = message.hand;
|
||||
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
|
||||
connectingId = senderID;
|
||||
connectingHandString = message.hand;
|
||||
connectingHandJointIndex = getConnectingHandJointIndex();
|
||||
messageSend({
|
||||
key: "connectionAck",
|
||||
id: senderID,
|
||||
hand: handToString(currentHand)
|
||||
});
|
||||
} 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) {
|
||||
// start connecting...
|
||||
connectingId = senderID;
|
||||
connectingHandString = message.hand;
|
||||
connectingHandJointIndex = AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ?
|
||||
getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1;
|
||||
messageSend({
|
||||
key: "connectionAck",
|
||||
id: senderID,
|
||||
hand: handToString(currentHand)
|
||||
});
|
||||
} 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
|
||||
connectingHandJointIndex = getConnectingHandJointIndex();
|
||||
stopWaiting();
|
||||
startConnecting(senderID, connectingHandString);
|
||||
} else if (connectingId) {
|
||||
// this is for someone else (we lost race in connectionRequest),
|
||||
// so lets start over
|
||||
startHandshake();
|
||||
}
|
||||
break;
|
||||
case "connectionAck":
|
||||
delete waitingList[senderID];
|
||||
if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) {
|
||||
if (message.id === MyAvatar.sessionUUID) {
|
||||
// start connecting...
|
||||
connectingId = senderID;
|
||||
connectingHandString = message.hand;
|
||||
connectingHandJointIndex = AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ?
|
||||
getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1;
|
||||
stopWaiting();
|
||||
startConnecting(senderID, connectingHandString);
|
||||
} else if (connectingId) {
|
||||
// this is for someone else (we lost race in connectionRequest),
|
||||
// so lets start over
|
||||
}
|
||||
// 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) {
|
||||
// temporary logging
|
||||
if (connectingHandString !== message.hand) {
|
||||
debug("connecting hand", connectingHandString, "not same as connecting hand in message", message.hand);
|
||||
}
|
||||
connectingHandString = message.hand;
|
||||
if (message.id !== MyAvatar.sessionUUID) {
|
||||
// the person we were trying to connect is connecting to someone else
|
||||
// so try again
|
||||
startHandshake();
|
||||
break;
|
||||
}
|
||||
startConnecting(senderID, message.hand);
|
||||
}
|
||||
break;
|
||||
case "done":
|
||||
delete waitingList[senderID];
|
||||
if (state === STATES.CONNECTING && connectingId === senderID) {
|
||||
// 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 {
|
||||
// if waiting or inactive, lets clear the connecting id. If in makingConnection,
|
||||
// do nothing
|
||||
if (state !== STATES.MAKING_CONNECTION && connectingId === senderID) {
|
||||
connectingId = undefined;
|
||||
connectingHandString = undefined;
|
||||
connectingHandJointIndex = -1;
|
||||
if (state !== STATES.INACTIVE) {
|
||||
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) {
|
||||
// temporary logging
|
||||
if (connectingHandString !== message.hand) {
|
||||
debug("connecting hand", connectingHandString, "not same as connecting hand in message", message.hand);
|
||||
}
|
||||
connectingHandString = message.hand;
|
||||
if (message.id !== MyAvatar.sessionUUID) {
|
||||
// the person we were trying to connect is connecting to someone else
|
||||
// so try again
|
||||
startHandshake();
|
||||
break;
|
||||
}
|
||||
startConnecting(senderID, message.hand);
|
||||
}
|
||||
break;
|
||||
case "done":
|
||||
delete waitingList[senderID];
|
||||
if (state === STATES.CONNECTING && connectingId === senderID) {
|
||||
// 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 {
|
||||
// if waiting or inactive, lets clear the connecting id. If in makingConnection,
|
||||
// do nothing
|
||||
if (state !== STATES.MAKING_CONNECTION && connectingId === senderID) {
|
||||
connectingId = undefined;
|
||||
connectingHandString = undefined;
|
||||
connectingHandJointIndex = -1;
|
||||
if (state !== STATES.INACTIVE) {
|
||||
startHandshake();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
debug("unknown message", message);
|
||||
break;
|
||||
}
|
||||
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) {
|
||||
return function (value) {
|
||||
updateTriggers(value, true, hand);
|
||||
};
|
||||
|
||||
} else {
|
||||
return function (value) {
|
||||
updateTriggers(value, false, hand);
|
||||
};
|
||||
}
|
||||
return function (value) {
|
||||
updateTriggers(value, false, hand);
|
||||
};
|
||||
}
|
||||
|
||||
function keyPressEvent(event) {
|
||||
if ((event.text === "x") && !event.isAutoRepeat && !event.isShifted && !event.isMeta && !event.isControl &&
|
||||
!event.isAlt) {
|
||||
if ((event.text === "x") && !event.isAutoRepeat && !event.isShifted && !event.isMeta && !event.isControl && !event.isAlt) {
|
||||
updateTriggers(1.0, true, Controller.Standard.RightHand);
|
||||
}
|
||||
}
|
||||
function keyReleaseEvent(event) {
|
||||
if ((event.text === "x") && !event.isAutoRepeat && !event.isShifted && !event.isMeta && !event.isControl &&
|
||||
!event.isAlt) {
|
||||
if ((event.text === "x") && !event.isAutoRepeat && !event.isShifted && !event.isMeta && !event.isControl && !event.isAlt) {
|
||||
updateTriggers(0.0, true, Controller.Standard.RightHand);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue