From 84ac863a327e28342b4cae01e257643295f710d5 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 29 Apr 2017 13:58:20 -0700 Subject: [PATCH 01/11] lint --- scripts/system/makeUserConnection.js | 422 ++++++++++++++------------- 1 file changed, 212 insertions(+), 210 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index 0ffea0c568..eda461f541 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -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 @@ -27,7 +29,7 @@ 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 +41,7 @@ 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 +58,10 @@ "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 +70,7 @@ "alphaSpread": 0, "alphaFinish": 0, "azimuthFinish": Math.PI, - "azimuthStart": -1*Math.PI, + "azimuthStart": -1 * Math.PI, "emitRate": 2000, "emitSpeed": 0.0, "emitterShouldTrail": 1, @@ -86,14 +88,14 @@ "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; @@ -183,7 +185,8 @@ 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); @@ -193,7 +196,8 @@ function stringToHand(hand) { if (hand === "RightHand") { return Controller.Standard.RightHand; - } else if (hand === "LeftHand") { + } + if (hand === "LeftHand") { return Controller.Standard.LeftHand; } debug("stringToHand called with bad hand string:", hand); @@ -203,7 +207,8 @@ 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!"); @@ -231,11 +236,11 @@ // 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); + debug("get hand " + hand + " for avatar " + avatar.sessionUUID); + var suffixIndex, jointName, jointIndex, handString = handToString(hand); + for (suffixIndex = 0; suffixIndex < PREFERRER_HAND_JOINT_POSTFIX_ORDER.length; suffixIndex++) { + jointName = handString + PREFERRER_HAND_JOINT_POSTFIX_ORDER[suffixIndex]; + jointIndex = avatar.getJointIndex(jointName); if (jointIndex !== -1) { debug('found joint ' + jointName + ' (' + jointIndex + ')'); return jointIndex; @@ -255,7 +260,7 @@ return avatar.getJointPosition(handJointIndex); } - function shakeHandsAnimation(animationProperties) { + function shakeHandsAnimation() { // 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 @@ -325,58 +330,58 @@ } 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, 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; - 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, otherHand, otherOrientation), + emitRate: particleEmitRate + }); + break; + default: + debug("unexpected state", state); + break; } } @@ -412,8 +417,42 @@ }); return nearestAvatar; } + 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); + } + + 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 @@ -510,9 +549,8 @@ 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 +562,12 @@ } } - 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) { @@ -580,10 +583,15 @@ 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(); @@ -658,13 +666,16 @@ // 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 getConnectingHandJointIndex() { + return AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ? getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1; + } // we change states, start the connectionInterval where we check // to be sure the hand is still close enough. If not, we terminate @@ -676,8 +687,7 @@ // do we need to do this? connectingId = id; connectingHandString = hand; - connectingHandJointIndex = AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ? - getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1; + connectingHandJointIndex = getConnectingHandJointIndex(); state = STATES.CONNECTING; // play sound @@ -714,7 +724,7 @@ 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(); @@ -753,127 +763,119 @@ 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 + 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 = 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); } } From 274cc5b5558e9c03a6fe17f9106b8674ef517249 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 29 Apr 2017 14:29:43 -0700 Subject: [PATCH 02/11] unique message for exceeding poll limit --- scripts/system/makeUserConnection.js | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index eda461f541..e3785e9d77 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -610,7 +610,7 @@ 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-partner-found'}; connectionRequestCompleted(); } else { // poll Script.setTimeout(function () { @@ -640,8 +640,6 @@ } } - // 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({ @@ -651,8 +649,7 @@ 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 From d7a2e571a72a18066bfd000e10ab7648c7c994e2 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 29 Apr 2017 14:39:35 -0700 Subject: [PATCH 03/11] simplify animation load and code --- scripts/system/makeUserConnection.js | 28 +++++++++++++++++----------- 1 file changed, 17 insertions(+), 11 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index e3785e9d77..57a9764e6e 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -260,7 +260,20 @@ return avatar.getJointPosition(handJointIndex); } + var animationData = {}; 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"); + // 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 @@ -273,7 +286,8 @@ } result.rightHandPosition = Vec3.multiply(offset, {x: -0.25, y: 0.8, z: 1.3}); result.rightHandRotation = Quat.fromPitchYawRollDegrees(90, 0, 90); - return result; + + animHandlerId = MyAvatar.addAnimationStateHandler(shakeHandsAnimation, []); } function positionFractionallyTowards(posA, posB, frac) { @@ -460,12 +474,7 @@ // waiting message. Either way, they will start connecting eachother 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; @@ -525,10 +534,7 @@ 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); From 9c83e21e1780d0dc0f02cbe047b6acc642492ce0 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 29 Apr 2017 15:50:04 -0700 Subject: [PATCH 04/11] fix that --- scripts/system/makeUserConnection.js | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index 57a9764e6e..c2d86e71fd 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -261,6 +261,19 @@ } 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 + if (headIndex) { + offset = 0.8 * MyAvatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y; + } + 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; } @@ -273,20 +286,7 @@ function startHandshakeAnimation() { endHandshakeAnimation(); // just in case order of press/unpress is broken debug("adding animation"); - - // 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); - + updateAnimationData(); animHandlerId = MyAvatar.addAnimationStateHandler(shakeHandsAnimation, []); } From 18dbe3568c8012f649c7ba8ed01d3ff0a3a47222 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 29 Apr 2017 18:25:33 -0700 Subject: [PATCH 05/11] clarify names, particularly hand vs handString --- scripts/system/makeUserConnection.js | 86 ++++++++++++++-------------- 1 file changed, 43 insertions(+), 43 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index c2d86e71fd..5540f0c122 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -24,6 +24,7 @@ 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 @@ -234,7 +235,7 @@ } // This returns the ideal hand joint index for the avatar. - // [hand]middle1 -> [hand]index1 -> [hand] + // [handString]middle1 -> [handString]index1 -> [handString] function getIdealHandJointIndex(avatar, hand) { debug("get hand " + hand + " for avatar " + avatar.sessionUUID); var suffixIndex, jointName, jointIndex, handString = handToString(hand); @@ -313,11 +314,11 @@ } } - 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); @@ -333,13 +334,13 @@ } 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); } } @@ -354,18 +355,18 @@ 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); + 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, otherHand, otherOrientation); + particleProps.position = calcParticlePos(myHandPosition, otherHandPosition, otherOrientation); particleProps.parentID = MyAvatar.sessionUUID; particleEffect = Entities.addEntity(particleProps, true); } else { - particleProps.position = calcParticlePos(myHandPosition, otherHand, otherOrientation); + particleProps.position = calcParticlePos(myHandPosition, otherHandPosition, otherOrientation); particleProps.isEmitting = 1; Entities.editEntity(particleEffect, particleProps); } @@ -389,7 +390,7 @@ particleEmitRate = Math.max(50, particleEmitRate * 0.5); Entities.editEntity(makingConnectionParticleEffect, {emitRate: 0, isEmitting: 0, position: myHandPosition}); Entities.editEntity(particleEffect, { - position: calcParticlePos(myHandPosition, otherHand, otherOrientation), + position: calcParticlePos(myHandPosition, otherHandPosition, otherOrientation), emitRate: particleEmitRate }); break; @@ -399,14 +400,14 @@ } } - function isNearby(id, hand) { + function isNearby(id, handString) { if (currentHand) { - var handPos = getHandPosition(MyAvatar, currentHandJointIndex); + var handPosition = getHandPosition(MyAvatar, currentHandJointIndex); var avatar = AvatarList.getAvatar(id); if (avatar) { - var otherHand = stringToHand(hand); + var otherHand = stringToHand(handString); var otherHandJointIndex = getIdealHandJointIndex(avatar, otherHand); - var distance = Vec3.distance(getHandPosition(avatar, otherHandJointIndex), handPos); + var distance = Vec3.distance(getHandPosition(avatar, otherHandJointIndex), handPosition); return (distance < MAX_AVATAR_DISTANCE); } } @@ -414,7 +415,7 @@ } 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) { @@ -422,7 +423,7 @@ if (avatar) { var hand = stringToHand(waitingList[identifier]); var handJointIndex = getIdealHandJointIndex(avatar, hand); - var distance = Vec3.distance(getHandPosition(avatar, handJointIndex), handPos); + var distance = Vec3.distance(getHandPosition(avatar, handJointIndex), handPosition); if (distance < minDistance) { minDistance = distance; nearestAvatar = {avatar: identifier, hand: hand, avatarObject: avatar}; @@ -434,6 +435,10 @@ function messageSend(message) { Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message)); } + function handStringMessageSend(message, handString) { + message[HAND_STRING_PROPERTY] = handString; + messageSend(message); + } function lookForWaitingAvatar() { // we started with nobody close enough, but maybe I've moved @@ -452,11 +457,10 @@ connectingId = nearestAvatar.avatar; connectingHandString = handToString(nearestAvatar.hand); debug("sending connectionRequest to", connectingId); - messageSend({ + handStringMessageSend({ key: "connectionRequest", - id: connectingId, - hand: handToString(currentHand) - }); + id: connectingId + }, handToString(currentHand)); } } else { // something happened, stop looking for avatars to connect @@ -494,18 +498,16 @@ connectingHandJointIndex = getIdealHandJointIndex(nearestAvatar.avatarObject, nearestAvatar.hand); currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); debug("sending connectionRequest to", connectingId); - messageSend({ + handStringMessageSend({ key: "connectionRequest", id: connectingId, - hand: handToString(currentHand) - }); + }, handToString(currentHand)); } else { // send waiting message debug("sending waiting message"); - messageSend({ + handStringMessageSend({ key: "waiting", - hand: handToString(currentHand) - }); + }, handToString(currentHand)); lookForWaitingAvatar(); } } @@ -684,12 +686,12 @@ // 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, handString) { var count = 0; - debug("connecting", id, "hand", hand); + debug("connecting", id, "hand", handString); // do we need to do this? connectingId = id; - connectingHandString = hand; + connectingHandString = handString; connectingHandJointIndex = getConnectingHandJointIndex(); state = STATES.CONNECTING; @@ -705,11 +707,10 @@ } // send message that we are connecting with them - messageSend({ + handStringMessageSend({ key: "connecting", - id: id, - hand: handToString(currentHand) - }); + id: id + }, handToString(currentHand)); Controller.triggerHapticPulse(HAPTIC_DATA.initial.strength, HAPTIC_DATA.initial.duration, handToHaptic(currentHand)); connectingInterval = Script.setInterval(function () { @@ -719,7 +720,7 @@ if (state !== STATES.CONNECTING) { debug("stopping connecting interval, state changed"); stopConnecting(); - } else if (!isNearby(id, hand)) { + } else if (!isNearby(id, handString)) { // gotta go back to waiting debug(id, "moved, back to waiting"); stopConnecting(); @@ -769,7 +770,7 @@ case "waiting": // add this guy to waiting object. Any other message from this person will // remove it from the list - waitingList[senderID] = message.hand; + waitingList[senderID] = message[HAND_STRING_PROPERTY]; break; case "connectionRequest": delete waitingList[senderID]; @@ -777,13 +778,12 @@ // 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; + connectingHandString = message[HAND_STRING_PROPERTY]; connectingHandJointIndex = getConnectingHandJointIndex(); - messageSend({ + handStringMessageSend({ key: "connectionAck", id: senderID, - hand: handToString(currentHand) - }); + }, 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 @@ -796,7 +796,7 @@ if (message.id === MyAvatar.sessionUUID) { // start connecting... connectingId = senderID; - connectingHandString = message.hand; + connectingHandString = message[HAND_STRING_PROPERTY]; connectingHandJointIndex = getConnectingHandJointIndex(); stopWaiting(); startConnecting(senderID, connectingHandString); @@ -813,17 +813,17 @@ 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); + if (connectingHandString !== message[HAND_STRING_PROPERTY]) { + debug("connecting hand", connectingHandString, "not same as connecting hand in message", message[HAND_STRING_PROPERTY]); } - connectingHandString = message.hand; + connectingHandString = message[HAND_STRING_PROPERTY]; 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); + startConnecting(senderID, connectingHandString); } break; case "done": From d41a911fd2866aeda640d54a7f6347f94d4d6670 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sat, 29 Apr 2017 19:39:50 -0700 Subject: [PATCH 06/11] setupCandidate --- scripts/system/makeUserConnection.js | 37 +++++++++++----------------- 1 file changed, 15 insertions(+), 22 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index 5540f0c122..f45efafdc8 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -439,6 +439,19 @@ message[HAND_STRING_PROPERTY] = handString; messageSend(message); } + function setupCandidate() { // find the closest in-range avatar, send connection request, an return true. (Otherwise falsey) + var nearestAvatar = findNearestWaitingAvatar(); + if (nearestAvatar.avatar) { + connectingId = nearestAvatar.avatar; + connectingHandString = handToString(nearestAvatar.hand); + debug("sending connectionRequest to", connectingId); + handStringMessageSend({ + key: "connectionRequest", + id: connectingId + }, handToString(currentHand)); + return true; + } + } function lookForWaitingAvatar() { // we started with nobody close enough, but maybe I've moved @@ -451,17 +464,7 @@ 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); - handStringMessageSend({ - key: "connectionRequest", - id: connectingId - }, handToString(currentHand)); - } + setupCandidate(); } else { // something happened, stop looking for avatars to connect stopWaiting(); @@ -490,18 +493,8 @@ stopWaiting(); stopConnecting(); stopMakingConnection(); - - var nearestAvatar = findNearestWaitingAvatar(); - if (nearestAvatar.avatar) { - connectingId = nearestAvatar.avatar; - connectingHandString = handToString(nearestAvatar.hand); - connectingHandJointIndex = getIdealHandJointIndex(nearestAvatar.avatarObject, nearestAvatar.hand); + if (setupCandidate()) { currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); - debug("sending connectionRequest to", connectingId); - handStringMessageSend({ - key: "connectionRequest", - id: connectingId, - }, handToString(currentHand)); } else { // send waiting message debug("sending waiting message"); From 92481bf475d7b6af005eeecb2e9bae05ec387baa Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sun, 30 Apr 2017 08:04:46 -0700 Subject: [PATCH 07/11] standardize data init/clear --- scripts/system/makeUserConnection.js | 35 +++++++++++++--------------- 1 file changed, 16 insertions(+), 19 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index f45efafdc8..92d6791617 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -452,6 +452,11 @@ return true; } } + function clearConnecting() { + connectingId = undefined; + connectingHandString = undefined; + connectingHandJointIndex = -1; + } function lookForWaitingAvatar() { // we started with nobody close enough, but maybe I've moved @@ -486,9 +491,7 @@ debug("starting handshake for", currentHand); pollCount = 0; state = STATES.WAITING; - connectingId = undefined; - connectingHandString = undefined; - connectingHandJointIndex = -1; + clearConnecting(); // just in case stopWaiting(); stopConnecting(); @@ -517,9 +520,7 @@ // 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(); @@ -674,6 +675,11 @@ function getConnectingHandJointIndex() { return AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ? getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1; } + function setupConnecting(id, handString) { + connectingId = id; + connectingHandString = handString; + connectingHandJointIndex = getConnectingHandJointIndex(); + } // we change states, start the connectionInterval where we check // to be sure the hand is still close enough. If not, we terminate @@ -683,9 +689,7 @@ var count = 0; debug("connecting", id, "hand", handString); // do we need to do this? - connectingId = id; - connectingHandString = handString; - connectingHandJointIndex = getConnectingHandJointIndex(); + setupConnecting(id, handString); state = STATES.CONNECTING; // play sound @@ -770,9 +774,7 @@ 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_STRING_PROPERTY]; - connectingHandJointIndex = getConnectingHandJointIndex(); + setupConnecting(senderID, message[HAND_STRING_PROPERTY]); handStringMessageSend({ key: "connectionAck", id: senderID, @@ -787,10 +789,7 @@ delete waitingList[senderID]; if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) { if (message.id === MyAvatar.sessionUUID) { - // start connecting... - connectingId = senderID; - connectingHandString = message[HAND_STRING_PROPERTY]; - connectingHandJointIndex = getConnectingHandJointIndex(); + setupConnecting(senderID, message[HAND_STRING_PROPERTY]); stopWaiting(); startConnecting(senderID, connectingHandString); } else if (connectingId) { @@ -835,9 +834,7 @@ // 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; + clearConnecting(); if (state !== STATES.INACTIVE) { startHandshake(); } From eca72926514d7aad764d704d862fa20f4b589128 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sun, 30 Apr 2017 09:44:34 -0700 Subject: [PATCH 08/11] check your own location data on failure, and notify if it is wrong --- scripts/system/makeUserConnection.js | 18 +++++++++++++++++- 1 file changed, 17 insertions(+), 1 deletion(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index 92d6791617..2c984833b4 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -600,6 +600,22 @@ 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); } var POLL_INTERVAL_MS = 200, POLL_LIMIT = 5; @@ -612,7 +628,7 @@ 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: 'no-partner-found'}; + result = {status: 'error', connection: 'No logged-in partner found.'}; connectionRequestCompleted(); } else { // poll Script.setTimeout(function () { From 292065a918b7bb30ba3ae9b3801c554073594cbd Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sun, 30 Apr 2017 13:32:21 -0700 Subject: [PATCH 09/11] It may be possible to switch hands without endHandshake, and thus not reset currentHandJointIndex on updateTrigger. That was filled in later by startHanshake ONLY if there was already waiting avatars so that we didn't have wait. As a result, our distance measure would be from hips instead of hand. This changes it to always compute currentHandJointIndex on updateTriggers (and not elsewhere). --- scripts/system/makeUserConnection.js | 15 +++++---------- 1 file changed, 5 insertions(+), 10 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index 2c984833b4..eabd4d5dac 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -255,7 +255,6 @@ 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); @@ -439,7 +438,7 @@ message[HAND_STRING_PROPERTY] = handString; messageSend(message); } - function setupCandidate() { // find the closest in-range avatar, send connection request, an return true. (Otherwise falsey) + function setupCandidate() { // find the closest in-range avatar, send connection request, and return true. (Otherwise falsey) var nearestAvatar = findNearestWaitingAvatar(); if (nearestAvatar.avatar) { connectingId = nearestAvatar.avatar; @@ -483,7 +482,7 @@ // 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) { startHandshakeAnimation(); @@ -496,9 +495,7 @@ stopWaiting(); stopConnecting(); stopMakingConnection(); - if (setupCandidate()) { - currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); - } else { + if (!setupCandidate()) { // send waiting message debug("sending waiting message"); handStringMessageSend({ @@ -541,10 +538,8 @@ debug("currentHand", currentHand, "ignoring messages from", hand); return; } - if (!currentHand) { - currentHand = hand; - currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); - } + currentHand = hand; + currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); // Always, in case of changed skeleton. // ok now, we are either initiating or quitting... var isGripping = value > GRIP_MIN; if (isGripping) { From bc9049cb42b2ef7217e5f9be5127ef1fd789b69d Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sun, 30 Apr 2017 14:19:33 -0700 Subject: [PATCH 10/11] remove extra joint search --- scripts/system/makeUserConnection.js | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index eabd4d5dac..0faaf00ded 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -399,14 +399,12 @@ } } - function isNearby(id, handString) { + function isNearby() { if (currentHand) { var handPosition = getHandPosition(MyAvatar, currentHandJointIndex); - var avatar = AvatarList.getAvatar(id); + var avatar = AvatarList.getAvatar(connectingId); if (avatar) { - var otherHand = stringToHand(handString); - var otherHandJointIndex = getIdealHandJointIndex(avatar, otherHand); - var distance = Vec3.distance(getHandPosition(avatar, otherHandJointIndex), handPosition); + var distance = Vec3.distance(getHandPosition(avatar, connectingHandJointIndex), handPosition); return (distance < MAX_AVATAR_DISTANCE); } } @@ -728,7 +726,7 @@ if (state !== STATES.CONNECTING) { debug("stopping connecting interval, state changed"); stopConnecting(); - } else if (!isNearby(id, handString)) { + } else if (!isNearby()) { // gotta go back to waiting debug(id, "moved, back to waiting"); stopConnecting(); @@ -800,9 +798,8 @@ delete waitingList[senderID]; if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) { if (message.id === MyAvatar.sessionUUID) { - setupConnecting(senderID, message[HAND_STRING_PROPERTY]); stopWaiting(); - startConnecting(senderID, connectingHandString); + startConnecting(senderID, message[HAND_STRING_PROPERTY]); } else if (connectingId) { // this is for someone else (we lost race in connectionRequest), // so lets start over From e740fb67f4b1fa8b404c0cbaa145fd22e1acfeb8 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Sun, 30 Apr 2017 15:50:30 -0700 Subject: [PATCH 11/11] convert foreign handString to jointIndex once, not often --- scripts/system/makeUserConnection.js | 83 +++++++++++----------------- 1 file changed, 31 insertions(+), 52 deletions(-) diff --git a/scripts/system/makeUserConnection.js b/scripts/system/makeUserConnection.js index 0faaf00ded..4b5f74a2aa 100644 --- a/scripts/system/makeUserConnection.js +++ b/scripts/system/makeUserConnection.js @@ -104,7 +104,6 @@ var makingConnectionTimeout; var animHandlerId; var connectingId; - var connectingHandString; var connectingHandJointIndex = -1; var waitingList = {}; var particleEffect; @@ -119,7 +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))); } @@ -194,17 +193,6 @@ return ""; } - function stringToHand(hand) { - if (hand === "RightHand") { - return Controller.Standard.RightHand; - } - 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; @@ -236,10 +224,10 @@ // This returns the ideal hand joint index for the avatar. // [handString]middle1 -> [handString]index1 -> [handString] - function getIdealHandJointIndex(avatar, hand) { - debug("get hand " + hand + " for avatar " + avatar.sessionUUID); - var suffixIndex, jointName, jointIndex, handString = handToString(hand); - for (suffixIndex = 0; suffixIndex < PREFERRER_HAND_JOINT_POSTFIX_ORDER.length; suffixIndex++) { + 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) { @@ -418,12 +406,11 @@ Object.keys(waitingList).forEach(function (identifier) { var avatar = AvatarList.getAvatar(identifier); if (avatar) { - var hand = stringToHand(waitingList[identifier]); - var handJointIndex = getIdealHandJointIndex(avatar, hand); + 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}; } } }); @@ -432,26 +419,25 @@ function messageSend(message) { Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message)); } - function handStringMessageSend(message, handString) { - message[HAND_STRING_PROPERTY] = handString; + 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.avatar) { - connectingId = nearestAvatar.avatar; - connectingHandString = handToString(nearestAvatar.hand); + if (nearestAvatar.avatarId) { + connectingId = nearestAvatar.avatarId; + connectingHandJointIndex = nearestAvatar.jointIndex; debug("sending connectionRequest to", connectingId); handStringMessageSend({ key: "connectionRequest", id: connectingId - }, handToString(currentHand)); + }); return true; } } function clearConnecting() { connectingId = undefined; - connectingHandString = undefined; connectingHandJointIndex = -1; } @@ -498,7 +484,7 @@ debug("sending waiting message"); handStringMessageSend({ key: "waiting", - }, handToString(currentHand)); + }); lookForWaitingAvatar(); } } @@ -537,7 +523,7 @@ return; } currentHand = hand; - currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); // Always, in case of changed skeleton. + 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) { @@ -681,24 +667,20 @@ body: {'user_connection_request': requestBody} }, handleConnectionResponseAndMaybeRepeat); } - function getConnectingHandJointIndex() { - return AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ? getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1; - } - function setupConnecting(id, handString) { + function setupConnecting(id, jointIndex) { connectingId = id; - connectingHandString = handString; - connectingHandJointIndex = getConnectingHandJointIndex(); + 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, handString) { + function startConnecting(id, jointIndex) { var count = 0; - debug("connecting", id, "hand", handString); + debug("connecting", id, "hand", jointIndex); // do we need to do this? - setupConnecting(id, handString); + setupConnecting(id, jointIndex); state = STATES.CONNECTING; // play sound @@ -716,7 +698,7 @@ handStringMessageSend({ key: "connecting", id: id - }, handToString(currentHand)); + }); Controller.triggerHapticPulse(HAPTIC_DATA.initial.strength, HAPTIC_DATA.initial.duration, handToHaptic(currentHand)); connectingInterval = Script.setInterval(function () { @@ -760,13 +742,16 @@ | ---------- (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) { @@ -774,20 +759,19 @@ } 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_STRING_PROPERTY]; + // 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, message[HAND_STRING_PROPERTY]); + setupConnecting(senderID, exisitingOrSearchedJointIndex()); handStringMessageSend({ key: "connectionAck", id: senderID, - }, 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 @@ -799,7 +783,7 @@ if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) { if (message.id === MyAvatar.sessionUUID) { stopWaiting(); - startConnecting(senderID, message[HAND_STRING_PROPERTY]); + startConnecting(senderID, exisitingOrSearchedJointIndex()); } else if (connectingId) { // this is for someone else (we lost race in connectionRequest), // so lets start over @@ -812,18 +796,13 @@ case "connecting": delete waitingList[senderID]; if (state === STATES.WAITING && senderID === connectingId) { - // temporary logging - if (connectingHandString !== message[HAND_STRING_PROPERTY]) { - debug("connecting hand", connectingHandString, "not same as connecting hand in message", message[HAND_STRING_PROPERTY]); - } - connectingHandString = message[HAND_STRING_PROPERTY]; if (message.id !== MyAvatar.sessionUUID) { // the person we were trying to connect is connecting to someone else // so try again startHandshake(); break; } - startConnecting(senderID, connectingHandString); + startConnecting(senderID, connectingHandJointIndex); } break; case "done":