@nativewrappers/common 0.0.58 → 0.0.60
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- package/net/NetworkedMap.d.ts +3 -1
- package/net/NetworkedMap.js +23 -10
- package/package.json +1 -1
package/net/NetworkedMap.d.ts
CHANGED
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@@ -7,9 +7,11 @@ export declare class NetworkedMap<K, V> extends Map<K, V> {
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7
7
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constructor(syncName: string, initialValue?: [K, V][]);
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get SyncName(): string;
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9
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private onPlayerDropped;
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10
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-
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10
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+
resync(source: number): void;
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11
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+
addSubscriber(source: number): void;
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removeSubscriber(sub: number): boolean;
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hasSubscriber(sub: number): boolean;
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14
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+
subscriberCount(): number;
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13
15
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private handleSync;
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listenForChange(key: K, fn: ChangeListener<V>): void;
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set(key: K, value: V): this;
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package/net/NetworkedMap.js
CHANGED
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@@ -15,13 +15,13 @@ var MapChangeType;
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// Used to not make a bunch of on/raw events, we just reuse the same one and look up the data in the map
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class NetworkedMapEventManager {
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#syncedCalls = new Map();
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-
#playerDropped = new Map();
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constructor() {
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SERVER: if (GlobalData.IS_SERVER) {
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on("playerDropped", () => {
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21
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+
const src = source;
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// call the player dropped for each call
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23
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-
for (const [_k,
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24
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-
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23
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+
for (const [_k, map] of this.#syncedCalls) {
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map.removeSubscriber(src);
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}
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});
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return;
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@@ -45,12 +45,9 @@ class NetworkedMapEventManager {
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// abuse typescript, we don't want the end user to use these calls but we still want it to be accessible internally.
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// @ts-ignore
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this.#syncedCalls.set(map.SyncName, map);
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48
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-
// @ts-ignore
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-
this.#playerDropped.set(map.SyncName, map.onPlayerDropped);
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}
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removeNetworkedMap(syncName) {
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this.#syncedCalls.delete(syncName);
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53
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-
this.#playerDropped.delete(syncName);
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}
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}
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const netManager = new NetworkedMapEventManager();
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@@ -86,15 +83,23 @@ export class NetworkedMap extends Map {
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this.removeSubscriber(source);
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}
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/*
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89
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-
*
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86
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+
* Resyncs the entire map to the client, useful for if there's a mismatch in the clients map (when multiple players change things, in cases like inventories)
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87
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+
*
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* NOTE: This doesn't check that the player is already subscribed to the map, you should do your own due-diligence to only call this for players already subscribed
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*/
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-
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-
this.#subscribers.add(sub);
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+
resync(source) {
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const packed_data = msgpack_pack([
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this.#syncName,
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[[MapChangeType.Init, this.size === 0 ? [] : Array.from(this)]],
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]);
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-
TriggerClientEventInternal(`${GlobalData.CurrentResource}:syncChanges`,
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+
TriggerClientEventInternal(`${GlobalData.CurrentResource}:syncChanges`, source, packed_data, packed_data.length);
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}
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/*
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* Adds a new subscriber to the map
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*/
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addSubscriber(source) {
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this.#subscribers.add(source);
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this.resync(source);
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}
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removeSubscriber(sub) {
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return this.#subscribers.delete(sub);
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@@ -102,6 +107,9 @@ export class NetworkedMap extends Map {
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hasSubscriber(sub) {
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return this.#subscribers.has(sub);
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}
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subscriberCount() {
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return this.#subscribers.size;
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112
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}
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handleSync(data) {
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for (const [change_type, key, value, possibly_undefined_subvalue] of data) {
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switch (change_type) {
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@@ -118,6 +126,8 @@ export class NetworkedMap extends Map {
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continue;
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}
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case MapChangeType.Init: {
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129
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// We also use this for whenever we want to resync a table
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super.clear();
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const key_value = key;
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for (const [k, v] of key_value) {
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this.set(k, v);
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@@ -192,6 +202,9 @@ export class NetworkedMap extends Map {
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}
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return this;
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}
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+
/*
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* Resets the map to its default state
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*/
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clear() {
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CLIENT: throw new Error(`Cannot call 'clear' on client`);
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// if we're clearing our map then we want to remove all queued changes and
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