Merge pull request from howard-stearns/handshake-cleanup-2

Handshake cleanup
This commit is contained in:
Howard Stearns 2017-05-01 11:15:54 -07:00 committed by GitHub
commit 0146d7550e

View file

@ -1,4 +1,6 @@
"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
@ -9,7 +11,7 @@
// 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
(function () { // BEGIN LOCAL_SCOPE
var LABEL = "makeUserConnection";
var MAX_AVATAR_DISTANCE = 0.2; // m
@ -22,12 +24,13 @@
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 = 1600; // ms
var PARTICLE_RADIUS = 0.15; // m
var PARTICLE_ANGLE_INCREMENT = 360/45; // 1hz
var PARTICLE_ANGLE_INCREMENT = 360 / 45; // 1hz
var HANDSHAKE_SOUND_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/davidkelly/production/audio/4beat_sweep.wav";
var SUCCESSFUL_HANDSHAKE_SOUND_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/davidkelly/production/audio/3rdbeat_success_bell.wav";
var PREFERRER_HAND_JOINT_POSTFIX_ORDER = ['Middle1', 'Index1', ''];
@ -39,7 +42,7 @@
var PARTICLE_EFFECT_PROPS = {
"alpha": 0.8,
"azimuthFinish": Math.PI,
"azimuthStart": -1*Math.PI,
"azimuthStart": -1 * Math.PI,
"emitRate": 500,
"emitSpeed": 0.0,
"emitterShouldTrail": 1,
@ -56,10 +59,10 @@
"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},
"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},
"dimensions": {"x": 0.05, "y": 0.05, "z": 0.05},
"type": "ParticleEffect"
};
var MAKING_CONNECTION_PARTICLE_PROPS = {
@ -68,7 +71,7 @@
"alphaSpread": 0,
"alphaFinish": 0,
"azimuthFinish": Math.PI,
"azimuthStart": -1*Math.PI,
"azimuthStart": -1 * Math.PI,
"emitRate": 2000,
"emitSpeed": 0.0,
"emitterShouldTrail": 1,
@ -86,14 +89,14 @@
"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},
"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},
"dimensions": {"x": 0.05, "y": 0.05, "z": 0.05},
"type": "ParticleEffect"
};
var currentHand = undefined;
var currentHand;
var currentHandJointIndex = -1;
var state = STATES.INACTIVE;
var connectingInterval;
@ -101,7 +104,6 @@
var makingConnectionTimeout;
var animHandlerId;
var connectingId;
var connectingHandString;
var connectingHandJointIndex = -1;
var waitingList = {};
var particleEffect;
@ -116,7 +118,7 @@
function debug() {
var stateString = "<" + STATE_STRINGS[state] + ">";
var connecting = "[" + connectingId + "/" + connectingHandString + "]";
var connecting = "[" + connectingId + "/" + connectingHandJointIndex + "]";
print.apply(null, [].concat.apply([LABEL, stateString, JSON.stringify(waitingList), connecting],
[].map.call(arguments, JSON.stringify)));
}
@ -183,27 +185,19 @@
function handToString(hand) {
if (hand === Controller.Standard.RightHand) {
return "RightHand";
} else if (hand === Controller.Standard.LeftHand) {
}
if (hand === Controller.Standard.LeftHand) {
return "LeftHand";
}
debug("handToString called without valid hand! value: ", hand);
return "";
}
function stringToHand(hand) {
if (hand === "RightHand") {
return Controller.Standard.RightHand;
} else if (hand === "LeftHand") {
return Controller.Standard.LeftHand;
}
debug("stringToHand called with bad hand string:", hand);
return 0;
}
function handToHaptic(hand) {
if (hand === Controller.Standard.RightHand) {
return 1;
} else if (hand === Controller.Standard.LeftHand) {
}
if (hand === Controller.Standard.LeftHand) {
return 0;
}
debug("handToHaptic called without a valid hand!");
@ -229,13 +223,13 @@
}
// This returns the ideal hand joint index for the avatar.
// [hand]middle1 -> [hand]index1 -> [hand]
function getIdealHandJointIndex(avatar, hand) {
debug("got hand " + hand + " for avatar " + avatar.sessionUUID);
var handString = handToString(hand);
for (var i = 0; i < PREFERRER_HAND_JOINT_POSTFIX_ORDER.length; i++) {
var jointName = handString + PREFERRER_HAND_JOINT_POSTFIX_ORDER[i];
var jointIndex = avatar.getJointIndex(jointName);
// [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;
@ -249,26 +243,39 @@
function getHandPosition(avatar, handJointIndex) {
if (handJointIndex === -1) {
debug("calling getHandPosition with no hand joint index! (returning avatar position but this is a BUG)");
debug(new Error().stack);
return avatar.position;
}
return avatar.getJointPosition(handJointIndex);
}
function shakeHandsAnimation(animationProperties) {
var animationData = {};
function updateAnimationData() {
// 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
var result = {};
if (headIndex) {
offset = 0.8 * MyAvatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y;
}
result.rightHandPosition = Vec3.multiply(offset, {x: -0.25, y: 0.8, z: 1.3});
result.rightHandRotation = Quat.fromPitchYawRollDegrees(90, 0, 90);
return result;
animationData.rightHandPosition = Vec3.multiply(offset, {x: -0.25, y: 0.8, z: 1.3});
animationData.rightHandRotation = Quat.fromPitchYawRollDegrees(90, 0, 90);
}
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) {
@ -294,11 +301,11 @@
}
}
function calcParticlePos(myHand, otherHand, otherOrientation, reset) {
function calcParticlePos(myHandPosition, otherHandPosition, otherOrientation, reset) {
if (reset) {
particleRotationAngle = 0.0;
}
var position = positionFractionallyTowards(myHand, otherHand, 0.5);
var position = positionFractionallyTowards(myHandPosition, otherHandPosition, 0.5);
particleRotationAngle += PARTICLE_ANGLE_INCREMENT; // about 0.5 hz
var radius = Math.min(PARTICLE_RADIUS, PARTICLE_RADIUS * particleRotationAngle / 360);
var axis = Vec3.mix(Quat.getFront(MyAvatar.orientation), Quat.inverse(Quat.getFront(otherOrientation)), 0.5);
@ -314,80 +321,78 @@
}
var myHandPosition = getHandPosition(MyAvatar, currentHandJointIndex);
var otherHand;
var otherHandPosition;
var otherOrientation;
if (connectingId) {
var other = AvatarList.getAvatar(connectingId);
if (other) {
otherOrientation = other.orientation;
otherHand = getHandPosition(other, connectingHandJointIndex);
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, otherHand, 0.5);
// now manage the rest of the entity
if (!particleEffect) {
particleRotationAngle = 0.0;
particleEmitRate = 500;
particleProps = PARTICLE_EFFECT_PROPS;
particleProps.isEmitting = 0;
particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
particleProps.parentID = MyAvatar.sessionUUID;
particleEffect = Entities.addEntity(particleProps, true);
} else {
particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
particleProps.isEmitting = 1;
Entities.editEntity(particleEffect, particleProps);
}
if (!makingConnectionParticleEffect) {
var props = MAKING_CONNECTION_PARTICLE_PROPS;
props.parentID = MyAvatar.sessionUUID;
makingConnectionEmitRate = 2000;
props.emitRate = makingConnectionEmitRate;
props.position = myHandPosition;
makingConnectionParticleEffect = Entities.addEntity(props, true);
} else {
makingConnectionEmitRate *= 0.5;
Entities.editEntity(makingConnectionParticleEffect, {
emitRate: makingConnectionEmitRate,
position: myHandPosition,
isEmitting: true
});
}
break;
case STATES.MAKING_CONNECTION:
particleEmitRate = Math.max(50, particleEmitRate * 0.5);
Entities.editEntity(makingConnectionParticleEffect, {emitRate: 0, isEmitting: 0, position: myHandPosition});
Entities.editEntity(particleEffect, {
position: calcParticlePos(myHandPosition, otherHand, otherOrientation),
emitRate: particleEmitRate
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) {
particleRotationAngle = 0.0;
particleEmitRate = 500;
particleProps = PARTICLE_EFFECT_PROPS;
particleProps.isEmitting = 0;
particleProps.position = calcParticlePos(myHandPosition, otherHandPosition, otherOrientation);
particleProps.parentID = MyAvatar.sessionUUID;
particleEffect = Entities.addEntity(particleProps, true);
} else {
particleProps.position = calcParticlePos(myHandPosition, otherHandPosition, otherOrientation);
particleProps.isEmitting = 1;
Entities.editEntity(particleEffect, particleProps);
}
if (!makingConnectionParticleEffect) {
var props = MAKING_CONNECTION_PARTICLE_PROPS;
props.parentID = MyAvatar.sessionUUID;
makingConnectionEmitRate = 2000;
props.emitRate = makingConnectionEmitRate;
props.position = myHandPosition;
makingConnectionParticleEffect = Entities.addEntity(props, true);
} else {
makingConnectionEmitRate *= 0.5;
Entities.editEntity(makingConnectionParticleEffect, {
emitRate: makingConnectionEmitRate,
position: myHandPosition,
isEmitting: true
});
break;
default:
debug("unexpected state", state);
break;
}
break;
case STATES.MAKING_CONNECTION:
particleEmitRate = Math.max(50, particleEmitRate * 0.5);
Entities.editEntity(makingConnectionParticleEffect, {emitRate: 0, isEmitting: 0, position: myHandPosition});
Entities.editEntity(particleEffect, {
position: calcParticlePos(myHandPosition, otherHandPosition, otherOrientation),
emitRate: particleEmitRate
});
break;
default:
debug("unexpected state", state);
break;
}
}
function isNearby(id, hand) {
function isNearby() {
if (currentHand) {
var handPos = getHandPosition(MyAvatar, currentHandJointIndex);
var avatar = AvatarList.getAvatar(id);
var handPosition = getHandPosition(MyAvatar, currentHandJointIndex);
var avatar = AvatarList.getAvatar(connectingId);
if (avatar) {
var otherHand = stringToHand(hand);
var otherHandJointIndex = getIdealHandJointIndex(avatar, otherHand);
var distance = Vec3.distance(getHandPosition(avatar, otherHandJointIndex), handPos);
var distance = Vec3.distance(getHandPosition(avatar, connectingHandJointIndex), handPosition);
return (distance < MAX_AVATAR_DISTANCE);
}
}
@ -395,68 +400,90 @@
}
function findNearestWaitingAvatar() {
var handPos = getHandPosition(MyAvatar, currentHandJointIndex);
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 hand = stringToHand(waitingList[identifier]);
var handJointIndex = getIdealHandJointIndex(avatar, hand);
var distance = Vec3.distance(getHandPosition(avatar, handJointIndex), handPos);
var handJointIndex = waitingList[identifier];
var distance = Vec3.distance(getHandPosition(avatar, handJointIndex), handPosition);
if (distance < minDistance) {
minDistance = distance;
nearestAvatar = {avatar: identifier, hand: hand, avatarObject: avatar};
nearestAvatar = {avatarId: identifier, jointIndex: handJointIndex};
}
}
});
return nearestAvatar;
}
function messageSend(message) {
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 = location.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 eachother at that point.
// waiting message. Either way, they will start connecting each other at that point.
function startHandshake(fromKeyboard) {
if (fromKeyboard) {
debug("adding animation");
// just in case order of press/unpress is broken
if (animHandlerId) {
animHandlerId = MyAvatar.removeAnimationStateHandler(animHandlerId);
}
animHandlerId = MyAvatar.addAnimationStateHandler(shakeHandsAnimation, []);
startHandshakeAnimation();
}
debug("starting handshake for", currentHand);
pollCount = 0;
state = STATES.WAITING;
connectingId = undefined;
connectingHandString = undefined;
connectingHandJointIndex = -1;
clearConnecting();
// just in case
stopWaiting();
stopConnecting();
stopMakingConnection();
var nearestAvatar = findNearestWaitingAvatar();
if (nearestAvatar.avatar) {
connectingId = nearestAvatar.avatar;
connectingHandString = handToString(nearestAvatar.hand);
connectingHandJointIndex = getIdealHandJointIndex(nearestAvatar.avatarObject, nearestAvatar.hand);
currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand);
debug("sending connectionRequest to", connectingId);
messageSend({
key: "connectionRequest",
id: connectingId,
hand: handToString(currentHand)
});
} else {
if (!setupCandidate()) {
// send waiting message
debug("sending waiting message");
messageSend({
handStringMessageSend({
key: "waiting",
hand: handToString(currentHand)
});
lookForWaitingAvatar();
}
@ -474,9 +501,7 @@
// as we ignore the key release event when inactive. See updateTriggers
// below.
state = STATES.INACTIVE;
connectingId = undefined;
connectingHandString = undefined;
connectingHandJointIndex = -1;
clearConnecting();
stopWaiting();
stopConnecting();
stopMakingConnection();
@ -486,10 +511,7 @@
key: "done"
});
if (animHandlerId) {
debug("removing animation");
MyAvatar.removeAnimationStateHandler(animHandlerId);
}
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.
request({uri: requestUrl, method: 'DELETE'}, debug);
@ -500,19 +522,16 @@
debug("currentHand", currentHand, "ignoring messages from", hand);
return;
}
if (!currentHand) {
currentHand = hand;
currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand);
}
currentHand = hand;
currentHandJointIndex = getIdealHandJointIndex(MyAvatar, handToString(currentHand)); // Always, in case of changed skeleton.
// 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;
} else {
startHandshake(fromKeyboard);
}
startHandshake(fromKeyboard);
} else {
// TODO: should we end handshake even when inactive? Ponder
debug("updateTriggers called -- no longer gripping", handToString(hand));
@ -524,47 +543,12 @@
}
}
function messageSend(message) {
Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message));
}
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) {
// find the closest in-range avatar, and send connection request
var nearestAvatar = findNearestWaitingAvatar();
if (nearestAvatar.avatar) {
connectingId = nearestAvatar.avatar;
connectingHandString = handToString(nearestAvatar.hand);
debug("sending connectionRequest to", connectingId);
messageSend({
key: "connectionRequest",
id: connectingId,
hand: handToString(currentHand)
});
}
} else {
// something happened, stop looking for avatars to connect
stopWaiting();
debug("stopped looking for waiting avatars");
}
}, WAITING_INTERVAL);
}
/* 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, pollCount = 0, requestUrl = location.metaverseServerUrl + '/api/v1/user/connection_request';
var result, requestBody;
function connectionRequestCompleted() { // Final result is in. Do effects.
if (result.status === 'success') { // set earlier
if (!successfulHandshakeInjector) {
@ -580,16 +564,37 @@
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");
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(location.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
@ -606,7 +611,7 @@
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: 'expired'};
result = {status: 'error', connection: 'No logged-in partner found.'};
connectionRequestCompleted();
} else { // poll
Script.setTimeout(function () {
@ -636,8 +641,6 @@
}
}
// this should be where we make the appropriate connection call. For now just make the
// visualization change.
function makeConnection(id) {
// send done to let the connection know you have made connection.
messageSend({
@ -647,8 +650,7 @@
state = STATES.MAKING_CONNECTION;
// continue the haptic background until the timeout fires. When we make calls, we will have an interval
// probably, in which we do this.
// 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
@ -662,26 +664,27 @@
// 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({ //
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.
function startConnecting(id, hand) {
function startConnecting(id, jointIndex) {
var count = 0;
debug("connecting", id, "hand", hand);
debug("connecting", id, "hand", jointIndex);
// do we need to do this?
connectingId = id;
connectingHandString = hand;
connectingHandJointIndex = AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ?
getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1;
setupConnecting(id, jointIndex);
state = STATES.CONNECTING;
// play sound
@ -696,10 +699,9 @@
}
// send message that we are connecting with them
messageSend({
handStringMessageSend({
key: "connecting",
id: id,
hand: handToString(currentHand)
id: id
});
Controller.triggerHapticPulse(HAPTIC_DATA.initial.strength, HAPTIC_DATA.initial.duration, handToHaptic(currentHand));
@ -710,7 +712,7 @@
if (state !== STATES.CONNECTING) {
debug("stopping connecting interval, state changed");
stopConnecting();
} else if (!isNearby(id, hand)) {
} else if (!isNearby()) {
// gotta go back to waiting
debug(id, "moved, back to waiting");
stopConnecting();
@ -718,7 +720,7 @@
key: "done"
});
startHandshake();
} else if (count > CONNECTING_TIME/CONNECTING_INTERVAL) {
} else if (count > CONNECTING_TIME / CONNECTING_INTERVAL) {
debug("made connection with " + id);
makeConnection(id);
stopConnecting();
@ -744,140 +746,120 @@
| ---------- (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;
}
var message = {};
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] = 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 = 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
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());
} 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) {
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);
}
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) {
clearConnecting();
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);
}
}