mirror of
https://github.com/overte-org/overte.git
synced 2025-04-18 08:56:36 +02:00
initial new messaging - working but needs cleanup
This commit is contained in:
parent
b65125157e
commit
fa7283a6e2
1 changed files with 87 additions and 55 deletions
|
@ -29,16 +29,15 @@ const FRIENDING_SUCCESS_HAPTIC_STRENGTH = 1.0;
|
|||
const HAPTIC_DURATION = 20;
|
||||
|
||||
var currentHand;
|
||||
var isWaiting = false;
|
||||
var nearbyAvatars = [];
|
||||
var state = STATES.inactive;
|
||||
var waitingInterval;
|
||||
var friendingInterval;
|
||||
var entity;
|
||||
var makingFriends = false; // really just for visualizations for now
|
||||
var animHandlerId;
|
||||
var entityDimensionMultiplier = 1.0;
|
||||
var friendingId;
|
||||
var pendingFriendAckFrom;
|
||||
var latestFriendRequestFrom;
|
||||
|
||||
function debug() {
|
||||
var stateString = "<" + STATE_STRINGS[state] + ">";
|
||||
|
@ -126,24 +125,23 @@ function updateVisualization() {
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
// this should find the nearest avatars, returning an array of avatar, hand pairs. Currently
|
||||
// looking at distance between hands.
|
||||
function findNearbyAvatars() {
|
||||
var nearbyAvatars = [];
|
||||
function findNearbyAvatars(nearestOnly) {
|
||||
var handPos = getHandPosition(MyAvatar, currentHand);
|
||||
var minDistance = MAX_AVATAR_DISTANCE;
|
||||
var nearbyAvatars = [];
|
||||
AvatarList.getAvatarIdentifiers().forEach(function (identifier) {
|
||||
if (!identifier) { return; }
|
||||
var avatar = AvatarList.getAvatar(identifier);
|
||||
var distanceR = Vec3.distance(getHandPosition(avatar, Controller.Standard.RightHand), handPos);
|
||||
var distanceL = Vec3.distance(getHandPosition(avatar, Controller.Standard.LeftHand), handPos);
|
||||
var distance = Math.min(distanceL, distanceR);
|
||||
if (distance < MAX_AVATAR_DISTANCE) {
|
||||
if (distance == distanceR) {
|
||||
nearbyAvatars.push({avatar: identifier, hand: Controller.Standard.RightHand});
|
||||
} else {
|
||||
nearbyAvatars.push({avatar: identifier, hand: Controller.Standard.LeftHand});
|
||||
if (distance < minDistance) {
|
||||
if (nearestOnly) {
|
||||
minDistance = distance;
|
||||
nearbyAvatars = [];
|
||||
}
|
||||
var hand = (distance == distanceR ? Controller.Standard.RightHand : Controller.Standard.LeftHand);
|
||||
nearbyAvatars.push({avatar: identifier, hand: hand});
|
||||
}
|
||||
});
|
||||
return nearbyAvatars;
|
||||
|
@ -156,24 +154,35 @@ function startHandshake(fromKeyboard) {
|
|||
}
|
||||
debug("starting handshake for", currentHand);
|
||||
state = STATES.waiting;
|
||||
friendingId = undefined;
|
||||
entityDimensionMultiplier = 1.0;
|
||||
waitingInterval = Script.setInterval(
|
||||
function () {
|
||||
pendingFriendAckFrom = undefined;
|
||||
// if we have a recent friendRequest, send an ack back
|
||||
if (latestFriendRequestFrom) {
|
||||
debug("sending friendAck to", latestFriendRequestFrom);
|
||||
messageSend({
|
||||
key: "friendAck",
|
||||
id: latestFriendRequestFrom,
|
||||
hand: handToString(currentHand)
|
||||
});
|
||||
} else {
|
||||
var nearestAvatar = findNearbyAvatars(true)[0];
|
||||
debug("nearest avatar", nearestAvatar);
|
||||
if (nearestAvatar) {
|
||||
pendingFriendAckFrom = nearestAvatar.avatar;
|
||||
debug("sending friendRequest to", pendingFriendAckFrom);
|
||||
messageSend({
|
||||
key: "waiting",
|
||||
hand: handToString(currentHand)
|
||||
key: "friendRequest",
|
||||
id: nearestAvatar.avatar,
|
||||
hand: handToString(nearestAvatar.hand)
|
||||
});
|
||||
}, WAITING_INTERVAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function endHandshake() {
|
||||
debug("ending handshake for", currentHand);
|
||||
currentHand = undefined;
|
||||
state = STATES.inactive;
|
||||
if (waitingInterval) {
|
||||
waitingInterval = Script.clearInterval(waitingInterval);
|
||||
}
|
||||
if (friendingInterval) {
|
||||
friendingInterval = Script.clearInterval(friendingInterval);
|
||||
// send done to let friend know you are not making friends now
|
||||
|
@ -217,6 +226,7 @@ function messageSend(message) {
|
|||
}
|
||||
|
||||
function isNearby(id, hand) {
|
||||
var nearbyAvatars = findNearbyAvatars();
|
||||
for(var i = 0; i < nearbyAvatars.length; i++) {
|
||||
if (nearbyAvatars[i].avatar == id && handToString(nearbyAvatars[i].hand) == hand) {
|
||||
return true;
|
||||
|
@ -246,20 +256,24 @@ function startFriending(id, hand) {
|
|||
var count = 0;
|
||||
debug("friending", id, "hand", hand);
|
||||
friendingId = id;
|
||||
pendingFriendAckFrom = undefined;
|
||||
latestFriendRequestFrom = undefined;
|
||||
state = STATES.friending;
|
||||
Controller.triggerHapticPulse(FRIENDING_HAPTIC_STRENGTH, HAPTIC_DURATION, handToHaptic(currentHand));
|
||||
if (waitingInterval) {
|
||||
waitingInterval = Script.clearInterval(waitingInterval);
|
||||
}
|
||||
|
||||
// send message that we are friending them
|
||||
messageSend({
|
||||
key: "friending",
|
||||
id: id,
|
||||
hand: handToString(currentHand)
|
||||
});
|
||||
|
||||
friendingInterval = Script.setInterval(function () {
|
||||
nearbyAvatars = findNearbyAvatars();
|
||||
entityDimensionMultiplier = 1.0 + 2.0 * ++count * FRIENDING_INTERVAL / FRIENDING_TIME;
|
||||
// insure senderID is still nearby
|
||||
if (state != STATES.friending) {
|
||||
debug("stopping friending interval, state changed");
|
||||
friendingInterval = Script.clearInterval(friendingInterval);
|
||||
}
|
||||
if (!isNearby(id, hand)) {
|
||||
} else if (!isNearby(id, hand)) {
|
||||
// gotta go back to waiting
|
||||
debug(id, "moved, back to waiting");
|
||||
friendingInterval = Script.clearInterval(friendingInterval);
|
||||
|
@ -276,23 +290,21 @@ A simple sequence diagram:
|
|||
|
||||
Avatar A Avatar B
|
||||
| |
|
||||
| <---------(waiting) --- startHandshake
|
||||
startHandshake -- (waiting) -----> |
|
||||
| <-----(FriendRequest) -- startHandshake
|
||||
startHandshake -- (FriendAck) ---> |
|
||||
| |
|
||||
| <-------(friending) -- startFriending
|
||||
startFriending -- (friending) ---> |
|
||||
| |
|
||||
| friends
|
||||
friends |
|
||||
| ` |
|
||||
| <--------- (done) ---------- |
|
||||
| ---------- (done) ---------> |
|
||||
*/
|
||||
function messageHandler(channel, messageString, senderID) {
|
||||
if (channel !== MESSAGE_CHANNEL) {
|
||||
return;
|
||||
}
|
||||
if (state == STATES.inactive) {
|
||||
return;
|
||||
}
|
||||
if (MyAvatar.sessionUUID === senderID) { // ignore my own
|
||||
return;
|
||||
}
|
||||
|
@ -302,32 +314,42 @@ function messageHandler(channel, messageString, senderID) {
|
|||
} catch (e) {
|
||||
debug(e);
|
||||
}
|
||||
debug("message", message);
|
||||
switch (message.key) {
|
||||
case "waiting":
|
||||
case "friendRequest":
|
||||
if (state == STATES.inactive && message.id == MyAvatar.sessionUUID) {
|
||||
debug("setting latestFriendRequestFrom", senderID);
|
||||
latestFriendRequestFrom = senderID;
|
||||
} else if (state == STATES.waiting && !pendingFriendAckFrom) {
|
||||
// you are waiting for a friend request, so send the ack
|
||||
pendingFriendAckFrom = senderID;
|
||||
messageSend({
|
||||
key: "friendAck",
|
||||
id: senderID,
|
||||
hand: handToString(currentHand)
|
||||
});
|
||||
}
|
||||
// TODO: ponder keeping this up-to-date during
|
||||
// other states?
|
||||
break;
|
||||
case "friendAck":
|
||||
if (state == STATES.waiting && message.id == MyAvatar.sessionUUID) {
|
||||
if (pendingFriendAckFrom && senderID != pendingFriendAckFrom) {
|
||||
debug("ignoring friendAck from", senderID, ", waiting on", pendingFriendAckFrom);
|
||||
break;
|
||||
}
|
||||
// start friending...
|
||||
startFriending(senderID, message.hand);
|
||||
}
|
||||
break;
|
||||
case "friending":
|
||||
if (state == STATES.waiting) {
|
||||
if (message.key == "friending" && message.id != MyAvatar.sessionUUID) {
|
||||
if (state == STATES.waiting && senderID == latestFriendRequestFrom) {
|
||||
if (message.id != MyAvatar.sessionUUID) {
|
||||
// for now, just ignore these. Hmm
|
||||
debug("ignoring friending message", message, "from", senderID);
|
||||
break;
|
||||
}
|
||||
nearbyAvatars = findNearbyAvatars();
|
||||
if (isNearby(senderID, message.hand)) {
|
||||
// if we are responding to a friending message (they didn't send a
|
||||
// waiting before noticing us and friending), don't bother with sending
|
||||
// a friending message?
|
||||
messageSend({
|
||||
key: "friending",
|
||||
id: senderID,
|
||||
hand: handToString(currentHand)
|
||||
});
|
||||
startFriending(senderID, message.hand);
|
||||
} else {
|
||||
// for now, ignore this. Hmm.
|
||||
if (message.key == "friending") {
|
||||
debug(senderID, "is friending us, but not close enough??");
|
||||
}
|
||||
}
|
||||
startFriending(senderID, message.hand);
|
||||
}
|
||||
break;
|
||||
case "done":
|
||||
|
@ -343,6 +365,16 @@ function messageHandler(channel, messageString, senderID) {
|
|||
// state anyways (if any)
|
||||
startHandshake();
|
||||
}
|
||||
} else {
|
||||
// if waiting or inactive, lets clear the pending stuff
|
||||
if (pendingFriendAckFrom == senderID || lastestFriendRequestFrom == senderID) {
|
||||
if (state == STATES.inactive) {
|
||||
pendingFriendAckFrom = undefined;
|
||||
latestFriendRequestFrom = undefined;
|
||||
} else {
|
||||
startHandshake();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
|
Loading…
Reference in a new issue