@needle-tools/engine 4.4.1 → 4.4.3-beta

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1046) hide show
  1. package/CHANGELOG.md +3678 -3667
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +364 -237
  6. package/dist/needle-engine.bundle.light.js +364 -237
  7. package/dist/needle-engine.bundle.light.min.js +6 -6
  8. package/dist/needle-engine.bundle.light.umd.cjs +6 -6
  9. package/dist/needle-engine.bundle.min.js +6 -6
  10. package/dist/needle-engine.bundle.umd.cjs +56 -56
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +362 -352
  97. package/lib/engine/engine_input.js +1294 -1265
  98. package/lib/engine/engine_input.js.map +1 -1
  99. package/lib/engine/engine_input_utils.d.ts +2 -2
  100. package/lib/engine/engine_input_utils.js +22 -22
  101. package/lib/engine/engine_instancing.d.ts +19 -19
  102. package/lib/engine/engine_instancing.js +39 -39
  103. package/lib/engine/engine_license.d.ts +11 -11
  104. package/lib/engine/engine_license.js +361 -361
  105. package/lib/engine/engine_license.js.map +1 -1
  106. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  107. package/lib/engine/engine_lifecycle_api.js +99 -99
  108. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  109. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  110. package/lib/engine/engine_lightdata.d.ts +23 -23
  111. package/lib/engine/engine_lightdata.js +91 -91
  112. package/lib/engine/engine_loaders.d.ts +13 -13
  113. package/lib/engine/engine_loaders.js +62 -62
  114. package/lib/engine/engine_lods.d.ts +31 -31
  115. package/lib/engine/engine_lods.js +146 -146
  116. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  117. package/lib/engine/engine_mainloop_utils.js +466 -466
  118. package/lib/engine/engine_math.d.ts +114 -114
  119. package/lib/engine/engine_math.js +247 -247
  120. package/lib/engine/engine_modules.d.ts +36 -36
  121. package/lib/engine/engine_modules.js +85 -85
  122. package/lib/engine/engine_networking.d.ts +252 -252
  123. package/lib/engine/engine_networking.js +743 -743
  124. package/lib/engine/engine_networking_auto.d.ts +24 -24
  125. package/lib/engine/engine_networking_auto.js +310 -310
  126. package/lib/engine/engine_networking_blob.d.ts +48 -48
  127. package/lib/engine/engine_networking_blob.js +228 -228
  128. package/lib/engine/engine_networking_files.d.ts +35 -35
  129. package/lib/engine/engine_networking_files.js +172 -172
  130. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  131. package/lib/engine/engine_networking_files_default_components.js +42 -42
  132. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  133. package/lib/engine/engine_networking_instantiate.js +345 -345
  134. package/lib/engine/engine_networking_peer.d.ts +15 -15
  135. package/lib/engine/engine_networking_peer.js +132 -132
  136. package/lib/engine/engine_networking_streams.d.ts +123 -123
  137. package/lib/engine/engine_networking_streams.js +645 -645
  138. package/lib/engine/engine_networking_types.d.ts +22 -22
  139. package/lib/engine/engine_networking_types.js +7 -7
  140. package/lib/engine/engine_networking_utils.d.ts +2 -2
  141. package/lib/engine/engine_networking_utils.js +20 -20
  142. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  143. package/lib/engine/engine_networking_websocket.js +2 -2
  144. package/lib/engine/engine_patcher.d.ts +10 -10
  145. package/lib/engine/engine_patcher.js +142 -142
  146. package/lib/engine/engine_physics.d.ts +152 -152
  147. package/lib/engine/engine_physics.js +645 -645
  148. package/lib/engine/engine_physics.types.d.ts +40 -40
  149. package/lib/engine/engine_physics.types.js +33 -33
  150. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  151. package/lib/engine/engine_physics_rapier.js +1433 -1433
  152. package/lib/engine/engine_playerview.d.ts +26 -26
  153. package/lib/engine/engine_playerview.js +64 -64
  154. package/lib/engine/engine_scenelighting.d.ts +71 -71
  155. package/lib/engine/engine_scenelighting.js +226 -226
  156. package/lib/engine/engine_scenetools.d.ts +50 -50
  157. package/lib/engine/engine_scenetools.js +321 -321
  158. package/lib/engine/engine_serialization.d.ts +3 -3
  159. package/lib/engine/engine_serialization.js +3 -3
  160. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  161. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  162. package/lib/engine/engine_serialization_core.d.ts +85 -85
  163. package/lib/engine/engine_serialization_core.js +606 -606
  164. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  165. package/lib/engine/engine_serialization_decorator.js +66 -66
  166. package/lib/engine/engine_setup.d.ts +1 -1
  167. package/lib/engine/engine_setup.js +2 -2
  168. package/lib/engine/engine_shaders.d.ts +53 -53
  169. package/lib/engine/engine_shaders.js +252 -252
  170. package/lib/engine/engine_shims.d.ts +4 -4
  171. package/lib/engine/engine_shims.js +24 -24
  172. package/lib/engine/engine_test_utils.d.ts +39 -39
  173. package/lib/engine/engine_test_utils.js +83 -83
  174. package/lib/engine/engine_texture.d.ts +28 -28
  175. package/lib/engine/engine_texture.js +64 -64
  176. package/lib/engine/engine_three_utils.d.ts +201 -201
  177. package/lib/engine/engine_three_utils.js +731 -731
  178. package/lib/engine/engine_time.d.ts +51 -51
  179. package/lib/engine/engine_time.js +82 -82
  180. package/lib/engine/engine_time_utils.d.ts +88 -88
  181. package/lib/engine/engine_time_utils.js +215 -215
  182. package/lib/engine/engine_tonemapping.d.ts +2 -2
  183. package/lib/engine/engine_tonemapping.js +194 -194
  184. package/lib/engine/engine_types.d.ts +572 -572
  185. package/lib/engine/engine_types.js +88 -88
  186. package/lib/engine/engine_typestore.d.ts +28 -28
  187. package/lib/engine/engine_typestore.js +55 -55
  188. package/lib/engine/engine_util_decorator.d.ts +13 -13
  189. package/lib/engine/engine_util_decorator.js +116 -116
  190. package/lib/engine/engine_utils.d.ts +266 -266
  191. package/lib/engine/engine_utils.js +878 -878
  192. package/lib/engine/engine_utils_format.d.ts +21 -21
  193. package/lib/engine/engine_utils_format.js +193 -193
  194. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  195. package/lib/engine/engine_utils_screenshot.js +513 -513
  196. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  197. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  198. package/lib/engine/engine_xr.d.ts +1 -1
  199. package/lib/engine/engine_xr.js +1 -1
  200. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  201. package/lib/engine/export/gltf/Writers.js +24 -24
  202. package/lib/engine/export/gltf/index.d.ts +11 -11
  203. package/lib/engine/export/gltf/index.js +123 -123
  204. package/lib/engine/export/index.d.ts +2 -2
  205. package/lib/engine/export/index.js +2 -2
  206. package/lib/engine/export/state.d.ts +7 -7
  207. package/lib/engine/export/state.js +17 -17
  208. package/lib/engine/export/utils.d.ts +2 -2
  209. package/lib/engine/export/utils.js +7 -7
  210. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  211. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  213. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  214. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  215. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  217. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  219. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  220. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  221. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  223. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  224. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  225. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  226. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  227. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  229. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  230. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  231. package/lib/engine/extensions/extension_resolver.js +1 -1
  232. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  233. package/lib/engine/extensions/extension_utils.js +152 -152
  234. package/lib/engine/extensions/extensions.d.ts +31 -31
  235. package/lib/engine/extensions/extensions.js +103 -103
  236. package/lib/engine/extensions/index.d.ts +6 -6
  237. package/lib/engine/extensions/index.js +6 -6
  238. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  239. package/lib/engine/extensions/usage_tracker.js +65 -65
  240. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  241. package/lib/engine/js-extensions/Camera.js +39 -39
  242. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  243. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  244. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  245. package/lib/engine/js-extensions/Layers.js +22 -22
  246. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  247. package/lib/engine/js-extensions/Object3D.js +136 -136
  248. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  249. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  250. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  251. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  252. package/lib/engine/js-extensions/Vector.js +13 -13
  253. package/lib/engine/js-extensions/index.d.ts +5 -5
  254. package/lib/engine/js-extensions/index.js +5 -5
  255. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  256. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  257. package/lib/engine/shaders/shaderData.d.ts +55 -55
  258. package/lib/engine/shaders/shaderData.js +58 -58
  259. package/lib/engine/tests/test_utils.d.ts +2 -2
  260. package/lib/engine/tests/test_utils.js +53 -53
  261. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  262. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  263. package/lib/engine/webcomponents/api.d.ts +5 -5
  264. package/lib/engine/webcomponents/api.js +4 -4
  265. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  266. package/lib/engine/webcomponents/buttons.js +237 -237
  267. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  268. package/lib/engine/webcomponents/fonts.js +32 -32
  269. package/lib/engine/webcomponents/icons.d.ts +9 -9
  270. package/lib/engine/webcomponents/icons.js +52 -52
  271. package/lib/engine/webcomponents/index.d.ts +1 -1
  272. package/lib/engine/webcomponents/index.js +1 -1
  273. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  274. package/lib/engine/webcomponents/logo-element.js +67 -67
  275. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  276. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  277. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  278. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  279. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  280. package/lib/engine/webcomponents/needle-button.js +161 -161
  281. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  282. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  283. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  284. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  285. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  286. package/lib/engine/xr/NeedleXRSync.js +188 -188
  287. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  288. package/lib/engine/xr/SceneTransition.js +69 -69
  289. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  290. package/lib/engine/xr/TempXRContext.js +187 -187
  291. package/lib/engine/xr/XRRig.d.ts +7 -7
  292. package/lib/engine/xr/XRRig.js +1 -1
  293. package/lib/engine/xr/api.d.ts +6 -6
  294. package/lib/engine/xr/api.js +6 -6
  295. package/lib/engine/xr/events.d.ts +66 -66
  296. package/lib/engine/xr/events.js +93 -93
  297. package/lib/engine/xr/internal.d.ts +12 -12
  298. package/lib/engine/xr/internal.js +25 -25
  299. package/lib/engine/xr/usdz.d.ts +12 -12
  300. package/lib/engine/xr/usdz.js +29 -29
  301. package/lib/engine/xr/utils.d.ts +11 -11
  302. package/lib/engine/xr/utils.js +34 -34
  303. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  304. package/lib/engine-components/AlignmentConstraint.js +39 -39
  305. package/lib/engine-components/Animation.d.ts +156 -156
  306. package/lib/engine-components/Animation.js +508 -508
  307. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  308. package/lib/engine-components/AnimationCurve.js +159 -159
  309. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  310. package/lib/engine-components/AnimationUtils.js +27 -27
  311. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  312. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  313. package/lib/engine-components/Animator.d.ts +217 -217
  314. package/lib/engine-components/Animator.js +354 -354
  315. package/lib/engine-components/AnimatorController.d.ts +227 -227
  316. package/lib/engine-components/AnimatorController.js +1152 -1152
  317. package/lib/engine-components/AudioListener.d.ts +33 -33
  318. package/lib/engine-components/AudioListener.js +86 -86
  319. package/lib/engine-components/AudioSource.d.ts +217 -217
  320. package/lib/engine-components/AudioSource.js +634 -634
  321. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  322. package/lib/engine-components/AvatarLoader.js +231 -231
  323. package/lib/engine-components/AxesHelper.d.ts +32 -32
  324. package/lib/engine-components/AxesHelper.js +67 -67
  325. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  326. package/lib/engine-components/BasicIKConstraint.js +43 -43
  327. package/lib/engine-components/BoxCollider.d.ts +2 -2
  328. package/lib/engine-components/BoxCollider.js +2 -2
  329. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  330. package/lib/engine-components/BoxHelperComponent.js +102 -102
  331. package/lib/engine-components/Camera.d.ts +231 -231
  332. package/lib/engine-components/Camera.js +700 -700
  333. package/lib/engine-components/CameraUtils.d.ts +1 -1
  334. package/lib/engine-components/CameraUtils.js +121 -121
  335. package/lib/engine-components/CharacterController.d.ts +55 -55
  336. package/lib/engine-components/CharacterController.js +236 -236
  337. package/lib/engine-components/Collider.d.ts +188 -188
  338. package/lib/engine-components/Collider.js +369 -369
  339. package/lib/engine-components/Component.d.ts +792 -792
  340. package/lib/engine-components/Component.js +915 -915
  341. package/lib/engine-components/ContactShadows.d.ts +82 -82
  342. package/lib/engine-components/ContactShadows.js +430 -430
  343. package/lib/engine-components/DeleteBox.d.ts +19 -19
  344. package/lib/engine-components/DeleteBox.js +58 -58
  345. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  346. package/lib/engine-components/DeviceFlag.js +47 -47
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  1017. package/src/include/three/DragControls.js +231 -231
  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,402 +1,402 @@
1
- import { Object3D } from "three";
2
-
3
- import { AssetReference } from "../../engine/engine_addressables.js";
4
- import { RoomEvents } from "../../engine/engine_networking.js";
5
- import { syncField } from "../../engine/engine_networking_auto.js"
6
- import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
- import { serializable } from "../../engine/engine_serialization_decorator.js";
8
- import type { ComponentInit, IGameObject } from "../../engine/engine_types.js";
9
- import { delay, getParam } from "../../engine/engine_utils.js";
10
- import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
11
- import { EventList } from "../../engine-components/EventList.js";
12
-
13
- const debug = getParam("debugplayersync");
14
-
15
- /** Type definition for a PlayerSync instance with a guaranteed asset property */
16
- declare type PlayerSyncWithAsset = PlayerSync & Required<Pick<PlayerSync, "asset">>;
17
-
18
- /**
19
- * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
20
- * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
21
- * @category Networking
22
- */
23
- export class PlayerSync extends Behaviour {
24
-
25
- /**
26
- * This API is experimental and may change or be removed in the future.
27
- * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
28
- * @param url Path to the asset that should be instantiated for each player
29
- * @param init Optional initialization parameters for the PlayerSync component
30
- * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
31
- * @example
32
- * ```typescript
33
- * const res = await PlayerSync.setupFrom("/assets/demo.glb");
34
- * addComponent(res.asset?.asset, DragControls);
35
- * addComponent(res.asset?.asset, SyncedTransform);
36
- * scene.add(res.gameObject);
37
- * ```
38
- */
39
- static async setupFrom(url: string, init?: Omit<ComponentInit<PlayerSync>, "asset">): Promise<PlayerSyncWithAsset> {
40
- const assetReference = AssetReference.getOrCreateFromUrl(url);
41
- if (!assetReference.asset) {
42
- const i = await assetReference.loadAssetAsync();
43
- if(i) GameObject.getOrAddComponent(i, PlayerState);
44
- }
45
- const ps = new PlayerSync();
46
- ps._internalInit(init);
47
- ps.asset = assetReference;
48
- const obj = new Object3D();
49
- obj["guid"] = url;
50
- GameObject.addComponent(obj, ps);
51
- return ps as PlayerSyncWithAsset;
52
- }
53
-
54
- /**
55
- * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
56
- */
57
- @serializable()
58
- autoSync: boolean = true;
59
-
60
- /**
61
- * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
62
- */
63
- @serializable(AssetReference)
64
- asset?: AssetReference;
65
-
66
- /**
67
- * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
68
- * @serializable
69
- */
70
- @serializable(EventList)
71
- onPlayerSpawned?: EventList<Object3D>;
72
-
73
-
74
- private _localInstance?: Promise<IGameObject>;
75
-
76
- awake(): void {
77
- this.watchTabVisible();
78
- if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
79
- }
80
-
81
- onEnable(): void {
82
- this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
83
- this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
84
- this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
85
- if (this.context.connection.isInRoom) {
86
- this.onJoinedRoom();
87
- }
88
- }
89
- onDisable(): void {
90
- this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
91
- this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
92
- this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
93
- }
94
-
95
- private onJoinedRoom = () => {
96
- if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
97
- if (this.autoSync) this.getInstance();
98
- }
99
-
100
- /**
101
- * Gets or creates an instance of the assigned asset for the local player
102
- * @returns Promise resolving to the instantiated player object or null if creation failed
103
- */
104
- async getInstance() {
105
- if (this._localInstance) return this._localInstance;
106
-
107
- if (debug) console.log("PlayerSync.createInstance", this.asset?.url);
108
-
109
- if (!this.asset?.asset && !this.asset?.url) {
110
- console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
111
- return null;
112
- }
113
-
114
- if (!this.gameObject.guid) {
115
- console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
116
- }
117
- this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true) as Promise<IGameObject>;
118
- const instance = await this._localInstance;
119
- if (instance) {
120
- const pl = GameObject.getComponentsInChildren(instance, PlayerState);
121
- if (debug) console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
122
- if (pl?.length) {
123
- for (const state of pl)
124
- state.owner = this.context.connection.connectionId!;
125
- this.onPlayerSpawned?.invoke(instance);
126
- }
127
- else {
128
- this._localInstance = undefined;
129
- console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
130
- GameObject.destroySynced(instance);
131
- }
132
- }
133
- else {
134
- this._localInstance = undefined;
135
- console.warn("PlayerSync: failed instantiating asset!")
136
- }
137
-
138
- return this._localInstance;
139
- }
140
-
141
- /**
142
- * Destroys the current player instance and cleans up networking state
143
- */
144
- destroyInstance = () => {
145
- this._localInstance?.then(go => {
146
- if (debug) console.log("PlayerSync.destroyInstance", go);
147
- syncDestroy(go, this.context.connection, true, { saveInRoom: false });
148
- });
149
- this._localInstance = undefined;
150
- }
151
-
152
- /**
153
- * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
154
- */
155
- private watchTabVisible() {
156
- window.addEventListener("visibilitychange", _ => {
157
- if (document.visibilityState === "visible") {
158
- for (let i = PlayerState.all.length - 1; i >= 0; i--) {
159
- const pl = PlayerState.all[i];
160
- if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
161
- pl.doDestroy();
162
- }
163
- }
164
- }
165
- });
166
- }
167
- }
168
-
169
- /**
170
- * Enum defining events that can be triggered by PlayerState
171
- */
172
- export enum PlayerStateEvent {
173
- /** Triggered when a PlayerState's owner property changes */
174
- OwnerChanged = "ownerChanged",
175
- }
176
-
177
- /** Arguments passed when a PlayerState's owner changes */
178
- export declare interface PlayerStateOwnerChangedArgs {
179
- /** The PlayerState instance that changed */
180
- playerState: PlayerState;
181
- /** Previous owner's connection ID */
182
- oldValue: string;
183
- /** New owner's connection ID */
184
- newValue: string;
185
- }
186
-
187
- /** Callback type for PlayerState events */
188
- export declare type PlayerStateEventCallback = (args: CustomEvent<PlayerStateOwnerChangedArgs>) => void;
189
-
190
- /**
191
- * Represents a player instance in the networked environment.
192
- * Handles ownership, synchronization, and lifecycle management of player objects.
193
- */
194
- export class PlayerState extends Behaviour {
195
-
196
- private static _all: PlayerState[] = [];
197
- /** All PlayerState instances for all players in the scene */
198
- static get all(): PlayerState[] {
199
- return PlayerState._all;
200
- };
201
-
202
- private static _local: PlayerState[] = [];
203
- /** All PlayerState instances that belong to the local player */
204
- static get local(): PlayerState[] {
205
- return PlayerState._local;
206
- }
207
-
208
- /**
209
- * Gets the PlayerState component for a given object or component
210
- * @param obj Object3D or Component to find the PlayerState for
211
- * @returns The PlayerState component if found, undefined otherwise
212
- */
213
- static getFor(obj: Object3D | Component) {
214
- if (obj instanceof Object3D) {
215
- return GameObject.getComponentInParent(obj, PlayerState);
216
- }
217
- else if (obj instanceof Component) {
218
- return GameObject.getComponentInParent(obj.gameObject, PlayerState);
219
- }
220
- return undefined;
221
- }
222
-
223
- /**
224
- * Checks if a given object or component belongs to the local player
225
- * @param obj Object3D or Component to check
226
- * @returns True if the object belongs to the local player, false otherwise
227
- */
228
- static isLocalPlayer(obj: Object3D | Component): boolean {
229
- const state = PlayerState.getFor(obj);
230
- return state?.isLocalPlayer ?? false;
231
- }
232
-
233
- private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
234
- /**
235
- * Registers a callback for a specific PlayerState event
236
- * @param event The event to listen for
237
- * @param cb Callback function that will be invoked when the event occurs
238
- * @returns The provided callback function for chaining
239
- */
240
- static addEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
241
- if (!this._callbacks[event]) this._callbacks[event] = [];
242
- this._callbacks[event].push(cb);
243
- return cb;
244
- }
245
-
246
- /**
247
- * Removes a previously registered event callback
248
- * @param event The event type to remove the callback from
249
- * @param cb The callback function to remove
250
- */
251
- static removeEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
252
- if (!this._callbacks[event]) return;
253
- const index = this._callbacks[event].indexOf(cb);
254
- if (index >= 0) this._callbacks[event].splice(index, 1);
255
- }
256
- private static dispatchEvent(event: PlayerStateEvent, args: CustomEvent<PlayerStateOwnerChangedArgs>) {
257
- if (!this._callbacks[event]) return;
258
- for (const cb of this._callbacks[event]) {
259
- cb(args);
260
- }
261
- }
262
-
263
-
264
- /** Event triggered when the owner of this PlayerState changes */
265
- public onOwnerChangeEvent = new EventList();
266
-
267
- /** Event triggered the first time an owner is assigned to this PlayerState */
268
- public onFirstOwnerChangeEvent = new EventList();
269
-
270
- /** Indicates if this PlayerState has an owner assigned */
271
- public hasOwner = false;
272
-
273
- /**
274
- * The connection ID of the player who owns this PlayerState instance
275
- * @syncField Synchronized across the network
276
- */
277
- @syncField(PlayerState.prototype.onOwnerChange)
278
- owner?: string;
279
-
280
- /**
281
- * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
282
- */
283
- dontDestroy: boolean = false;
284
-
285
- /**
286
- * Indicates if this PlayerState belongs to the local player
287
- */
288
- get isLocalPlayer(): boolean {
289
- return this.owner === this.context.connection.connectionId;
290
- }
291
-
292
- /**
293
- * Handles owner change events and updates relevant state
294
- * @param newOwner The new owner's connection ID
295
- * @param oldOwner The previous owner's connection ID
296
- */
297
- private onOwnerChange(newOwner: string, oldOwner: string) {
298
- if (debug) console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
299
-
300
- // Remove from local owner array if it was local before
301
- const index = PlayerState._local.indexOf(this);
302
- if (index >= 0) PlayerState._local.splice(index, 1);
303
-
304
- // Args to use for dispatching events
305
- const detail: PlayerStateOwnerChangedArgs = {
306
- playerState: this,
307
- oldValue: oldOwner,
308
- newValue: newOwner
309
- }
310
-
311
- // call local events
312
- if (!this.hasOwner) {
313
- this.hasOwner = true;
314
- this.onFirstOwnerChangeEvent?.invoke(detail);
315
- }
316
-
317
- this.onOwnerChangeEvent?.invoke(detail);
318
-
319
- // call remote events
320
- if (this.owner === this.context.connection.connectionId) {
321
- PlayerState._local.push(this);
322
- // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
323
- const evt = new CustomEvent("local-owner-changed", { detail: detail });
324
- this.dispatchEvent(evt);
325
- }
326
- const evt = new CustomEvent("owner-changed", { detail: detail });
327
- this.dispatchEvent(evt);
328
- PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
329
- }
330
-
331
- /** @internal */
332
- awake(): void {
333
- PlayerState.all.push(this);
334
- if (debug) console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all)
335
-
336
- this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
337
- }
338
-
339
- /** @internal */
340
- async start() {
341
- if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
342
-
343
- // If a player is spawned but not in the room anymore we want to destroy it
344
- // this might happen in a case where all users get disconnected at once and the server
345
- // still has the syncInstantiate messages that are sent to all clients
346
- if (this.owner) {
347
- // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
348
- if (!this.context.connection.isInRoom) await delay(300);
349
- if (this.context.connection.userIsInRoom(this.owner) == false) {
350
- if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
351
- this.doDestroy();
352
- }
353
- }
354
- else if (!this.owner) {
355
- if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
356
- // we can delete it here immediately because it is not synced anymore or the owner has left the room
357
- // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
358
- setTimeout(() => {
359
- if (!this.destroyed && !this.owner) {
360
- if (!this.dontDestroy) {
361
- if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
362
- this.doDestroy();
363
- }
364
- else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
365
- }
366
- else if (debug) console.log("PlayerState.start → owner is assigned", this.owner);
367
- }, 2000);
368
- }
369
- }
370
-
371
- /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
372
- doDestroy() {
373
- if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
374
- syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
375
- }
376
-
377
- /** @internal */
378
- onDestroy() {
379
- if(debug) console.warn("PlayerState.onDestroy", this.owner);
380
- this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
381
- PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
382
-
383
- if (this.isLocalPlayer) {
384
- const index = PlayerState._local.indexOf(this);
385
- if (index >= 0)
386
- PlayerState._local.splice(index, 1);
387
- }
388
- }
389
-
390
- /**
391
- * Handler for when a user leaves the networked room
392
- * @param model Object containing the ID of the user who left
393
- */
394
- private onUserLeftRoom = (model: { userId: string }) => {
395
- if (model.userId === this.owner) {
396
- if (debug)
397
- console.log("PLAYERSYNC LEFT", this.owner)
398
- this.doDestroy();
399
- return;
400
- }
401
- }
1
+ import { Object3D } from "three";
2
+
3
+ import { AssetReference } from "../../engine/engine_addressables.js";
4
+ import { RoomEvents } from "../../engine/engine_networking.js";
5
+ import { syncField } from "../../engine/engine_networking_auto.js"
6
+ import { syncDestroy } from "../../engine/engine_networking_instantiate.js";
7
+ import { serializable } from "../../engine/engine_serialization_decorator.js";
8
+ import type { ComponentInit, IGameObject } from "../../engine/engine_types.js";
9
+ import { delay, getParam } from "../../engine/engine_utils.js";
10
+ import { Behaviour, Component, GameObject } from "../../engine-components/Component.js";
11
+ import { EventList } from "../../engine-components/EventList.js";
12
+
13
+ const debug = getParam("debugplayersync");
14
+
15
+ /** Type definition for a PlayerSync instance with a guaranteed asset property */
16
+ declare type PlayerSyncWithAsset = PlayerSync & Required<Pick<PlayerSync, "asset">>;
17
+
18
+ /**
19
+ * This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room.
20
+ * The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.
21
+ * @category Networking
22
+ */
23
+ export class PlayerSync extends Behaviour {
24
+
25
+ /**
26
+ * This API is experimental and may change or be removed in the future.
27
+ * Creates a PlayerSync instance at runtime from a given URL and sets it up for networking
28
+ * @param url Path to the asset that should be instantiated for each player
29
+ * @param init Optional initialization parameters for the PlayerSync component
30
+ * @returns Promise resolving to a PlayerSync instance with a guaranteed asset property
31
+ * @example
32
+ * ```typescript
33
+ * const res = await PlayerSync.setupFrom("/assets/demo.glb");
34
+ * addComponent(res.asset?.asset, DragControls);
35
+ * addComponent(res.asset?.asset, SyncedTransform);
36
+ * scene.add(res.gameObject);
37
+ * ```
38
+ */
39
+ static async setupFrom(url: string, init?: Omit<ComponentInit<PlayerSync>, "asset">): Promise<PlayerSyncWithAsset> {
40
+ const assetReference = AssetReference.getOrCreateFromUrl(url);
41
+ if (!assetReference.asset) {
42
+ const i = await assetReference.loadAssetAsync();
43
+ if(i) GameObject.getOrAddComponent(i, PlayerState);
44
+ }
45
+ const ps = new PlayerSync();
46
+ ps._internalInit(init);
47
+ ps.asset = assetReference;
48
+ const obj = new Object3D();
49
+ obj["guid"] = url;
50
+ GameObject.addComponent(obj, ps);
51
+ return ps as PlayerSyncWithAsset;
52
+ }
53
+
54
+ /**
55
+ * When enabled, PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
56
+ */
57
+ @serializable()
58
+ autoSync: boolean = true;
59
+
60
+ /**
61
+ * The asset that will be loaded and instantiated when PlayerSync becomes active and joins a networked room
62
+ */
63
+ @serializable(AssetReference)
64
+ asset?: AssetReference;
65
+
66
+ /**
67
+ * Event invoked when a player instance is spawned with the spawned {@link Object3D} as parameter
68
+ * @serializable
69
+ */
70
+ @serializable(EventList)
71
+ onPlayerSpawned?: EventList<Object3D>;
72
+
73
+
74
+ private _localInstance?: Promise<IGameObject>;
75
+
76
+ awake(): void {
77
+ this.watchTabVisible();
78
+ if (!this.onPlayerSpawned) this.onPlayerSpawned = new EventList();
79
+ }
80
+
81
+ onEnable(): void {
82
+ this.context.connection.beginListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
83
+ this.context.connection.beginListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
84
+ this.context.connection.beginListen(RoomEvents.LeftRoom, this.destroyInstance);
85
+ if (this.context.connection.isInRoom) {
86
+ this.onJoinedRoom();
87
+ }
88
+ }
89
+ onDisable(): void {
90
+ this.context.connection.stopListen(RoomEvents.RoomStateSent, this.onJoinedRoom);
91
+ this.context.connection.stopListen(RoomEvents.JoinedRoom, this.onJoinedRoom);
92
+ this.context.connection.stopListen(RoomEvents.LeftRoom, this.destroyInstance);
93
+ }
94
+
95
+ private onJoinedRoom = () => {
96
+ if (debug) console.log("PlayerSync.joinedRoom. autoSync is set to " + this.autoSync);
97
+ if (this.autoSync) this.getInstance();
98
+ }
99
+
100
+ /**
101
+ * Gets or creates an instance of the assigned asset for the local player
102
+ * @returns Promise resolving to the instantiated player object or null if creation failed
103
+ */
104
+ async getInstance() {
105
+ if (this._localInstance) return this._localInstance;
106
+
107
+ if (debug) console.log("PlayerSync.createInstance", this.asset?.url);
108
+
109
+ if (!this.asset?.asset && !this.asset?.url) {
110
+ console.error("PlayerSync: can not create an instance because \"asset\" is not set and or has no URL!");
111
+ return null;
112
+ }
113
+
114
+ if (!this.gameObject.guid) {
115
+ console.warn("PlayerSync: gameObject has no guid! This might cause issues with syncing the player state.");
116
+ }
117
+ this._localInstance = this.asset?.instantiateSynced({ parent: this.gameObject, deleteOnDisconnect: true }, true) as Promise<IGameObject>;
118
+ const instance = await this._localInstance;
119
+ if (instance) {
120
+ const pl = GameObject.getComponentsInChildren(instance, PlayerState);
121
+ if (debug) console.log(`PlayerSync.createInstance: found ${pl?.length} PlayerState components. Owner: ${this.context.connection.connectionId}`);
122
+ if (pl?.length) {
123
+ for (const state of pl)
124
+ state.owner = this.context.connection.connectionId!;
125
+ this.onPlayerSpawned?.invoke(instance);
126
+ }
127
+ else {
128
+ this._localInstance = undefined;
129
+ console.error("<strong>Failed finding PlayerState on " + this.asset?.url + "</strong>: please make sure the asset has a PlayerState component!");
130
+ GameObject.destroySynced(instance);
131
+ }
132
+ }
133
+ else {
134
+ this._localInstance = undefined;
135
+ console.warn("PlayerSync: failed instantiating asset!")
136
+ }
137
+
138
+ return this._localInstance;
139
+ }
140
+
141
+ /**
142
+ * Destroys the current player instance and cleans up networking state
143
+ */
144
+ destroyInstance = () => {
145
+ this._localInstance?.then(go => {
146
+ if (debug) console.log("PlayerSync.destroyInstance", go);
147
+ syncDestroy(go, this.context.connection, true, { saveInRoom: false });
148
+ });
149
+ this._localInstance = undefined;
150
+ }
151
+
152
+ /**
153
+ * Sets up visibility change listeners to handle player cleanup when browser tab visibility changes
154
+ */
155
+ private watchTabVisible() {
156
+ window.addEventListener("visibilitychange", _ => {
157
+ if (document.visibilityState === "visible") {
158
+ for (let i = PlayerState.all.length - 1; i >= 0; i--) {
159
+ const pl = PlayerState.all[i];
160
+ if (!pl.owner || !this.context.connection.userIsInRoom(pl.owner)) {
161
+ pl.doDestroy();
162
+ }
163
+ }
164
+ }
165
+ });
166
+ }
167
+ }
168
+
169
+ /**
170
+ * Enum defining events that can be triggered by PlayerState
171
+ */
172
+ export enum PlayerStateEvent {
173
+ /** Triggered when a PlayerState's owner property changes */
174
+ OwnerChanged = "ownerChanged",
175
+ }
176
+
177
+ /** Arguments passed when a PlayerState's owner changes */
178
+ export declare interface PlayerStateOwnerChangedArgs {
179
+ /** The PlayerState instance that changed */
180
+ playerState: PlayerState;
181
+ /** Previous owner's connection ID */
182
+ oldValue: string;
183
+ /** New owner's connection ID */
184
+ newValue: string;
185
+ }
186
+
187
+ /** Callback type for PlayerState events */
188
+ export declare type PlayerStateEventCallback = (args: CustomEvent<PlayerStateOwnerChangedArgs>) => void;
189
+
190
+ /**
191
+ * Represents a player instance in the networked environment.
192
+ * Handles ownership, synchronization, and lifecycle management of player objects.
193
+ */
194
+ export class PlayerState extends Behaviour {
195
+
196
+ private static _all: PlayerState[] = [];
197
+ /** All PlayerState instances for all players in the scene */
198
+ static get all(): PlayerState[] {
199
+ return PlayerState._all;
200
+ };
201
+
202
+ private static _local: PlayerState[] = [];
203
+ /** All PlayerState instances that belong to the local player */
204
+ static get local(): PlayerState[] {
205
+ return PlayerState._local;
206
+ }
207
+
208
+ /**
209
+ * Gets the PlayerState component for a given object or component
210
+ * @param obj Object3D or Component to find the PlayerState for
211
+ * @returns The PlayerState component if found, undefined otherwise
212
+ */
213
+ static getFor(obj: Object3D | Component) {
214
+ if (obj instanceof Object3D) {
215
+ return GameObject.getComponentInParent(obj, PlayerState);
216
+ }
217
+ else if (obj instanceof Component) {
218
+ return GameObject.getComponentInParent(obj.gameObject, PlayerState);
219
+ }
220
+ return undefined;
221
+ }
222
+
223
+ /**
224
+ * Checks if a given object or component belongs to the local player
225
+ * @param obj Object3D or Component to check
226
+ * @returns True if the object belongs to the local player, false otherwise
227
+ */
228
+ static isLocalPlayer(obj: Object3D | Component): boolean {
229
+ const state = PlayerState.getFor(obj);
230
+ return state?.isLocalPlayer ?? false;
231
+ }
232
+
233
+ private static _callbacks: { [key: string]: PlayerStateEventCallback[] } = {};
234
+ /**
235
+ * Registers a callback for a specific PlayerState event
236
+ * @param event The event to listen for
237
+ * @param cb Callback function that will be invoked when the event occurs
238
+ * @returns The provided callback function for chaining
239
+ */
240
+ static addEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
241
+ if (!this._callbacks[event]) this._callbacks[event] = [];
242
+ this._callbacks[event].push(cb);
243
+ return cb;
244
+ }
245
+
246
+ /**
247
+ * Removes a previously registered event callback
248
+ * @param event The event type to remove the callback from
249
+ * @param cb The callback function to remove
250
+ */
251
+ static removeEventListener(event: PlayerStateEvent, cb: PlayerStateEventCallback) {
252
+ if (!this._callbacks[event]) return;
253
+ const index = this._callbacks[event].indexOf(cb);
254
+ if (index >= 0) this._callbacks[event].splice(index, 1);
255
+ }
256
+ private static dispatchEvent(event: PlayerStateEvent, args: CustomEvent<PlayerStateOwnerChangedArgs>) {
257
+ if (!this._callbacks[event]) return;
258
+ for (const cb of this._callbacks[event]) {
259
+ cb(args);
260
+ }
261
+ }
262
+
263
+
264
+ /** Event triggered when the owner of this PlayerState changes */
265
+ public onOwnerChangeEvent = new EventList();
266
+
267
+ /** Event triggered the first time an owner is assigned to this PlayerState */
268
+ public onFirstOwnerChangeEvent = new EventList();
269
+
270
+ /** Indicates if this PlayerState has an owner assigned */
271
+ public hasOwner = false;
272
+
273
+ /**
274
+ * The connection ID of the player who owns this PlayerState instance
275
+ * @syncField Synchronized across the network
276
+ */
277
+ @syncField(PlayerState.prototype.onOwnerChange)
278
+ owner?: string;
279
+
280
+ /**
281
+ * When enabled, PlayerState will not destroy itself when the owner is not connected anymore
282
+ */
283
+ dontDestroy: boolean = false;
284
+
285
+ /**
286
+ * Indicates if this PlayerState belongs to the local player
287
+ */
288
+ get isLocalPlayer(): boolean {
289
+ return this.owner === this.context.connection.connectionId;
290
+ }
291
+
292
+ /**
293
+ * Handles owner change events and updates relevant state
294
+ * @param newOwner The new owner's connection ID
295
+ * @param oldOwner The previous owner's connection ID
296
+ */
297
+ private onOwnerChange(newOwner: string, oldOwner: string) {
298
+ if (debug) console.log(`PlayerSync.onOwnerChange: ${oldOwner} → ${newOwner} (me: ${this.context.connection.connectionId})`);
299
+
300
+ // Remove from local owner array if it was local before
301
+ const index = PlayerState._local.indexOf(this);
302
+ if (index >= 0) PlayerState._local.splice(index, 1);
303
+
304
+ // Args to use for dispatching events
305
+ const detail: PlayerStateOwnerChangedArgs = {
306
+ playerState: this,
307
+ oldValue: oldOwner,
308
+ newValue: newOwner
309
+ }
310
+
311
+ // call local events
312
+ if (!this.hasOwner) {
313
+ this.hasOwner = true;
314
+ this.onFirstOwnerChangeEvent?.invoke(detail);
315
+ }
316
+
317
+ this.onOwnerChangeEvent?.invoke(detail);
318
+
319
+ // call remote events
320
+ if (this.owner === this.context.connection.connectionId) {
321
+ PlayerState._local.push(this);
322
+ // console.warn(this.gameObject.guid, this.guid, this.owner, this.isLocalPlayer, PlayerState.isLocalPlayer(this));
323
+ const evt = new CustomEvent("local-owner-changed", { detail: detail });
324
+ this.dispatchEvent(evt);
325
+ }
326
+ const evt = new CustomEvent("owner-changed", { detail: detail });
327
+ this.dispatchEvent(evt);
328
+ PlayerState.dispatchEvent(PlayerStateEvent.OwnerChanged, evt);
329
+ }
330
+
331
+ /** @internal */
332
+ awake(): void {
333
+ PlayerState.all.push(this);
334
+ if (debug) console.log("Registered new PlayerState", this.guid, PlayerState.all.length - 1, PlayerState.all)
335
+
336
+ this.context.connection.beginListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
337
+ }
338
+
339
+ /** @internal */
340
+ async start() {
341
+ if (debug) console.log("PLAYERSTATE.START, owner: " + this.owner, this.context.connection.usersInRoom([]))
342
+
343
+ // If a player is spawned but not in the room anymore we want to destroy it
344
+ // this might happen in a case where all users get disconnected at once and the server
345
+ // still has the syncInstantiate messages that are sent to all clients
346
+ if (this.owner) {
347
+ // a slight delay is necessary right now because the syncInstantiate call might has created this object already with the owner assigned but the user has not yet joined the room
348
+ if (!this.context.connection.isInRoom) await delay(300);
349
+ if (this.context.connection.userIsInRoom(this.owner) == false) {
350
+ if (debug) console.log(`PlayerSync.start → doDestroy \"${this.name}\" because user \"${this.owner}\" is not in room anymore...`, "Currently in room:", ...this.context.connection.usersInRoom())
351
+ this.doDestroy();
352
+ }
353
+ }
354
+ else if (!this.owner) {
355
+ if (debug) console.warn("PlayerState.start → owner is undefined!", this.name);
356
+ // we can delete it here immediately because it is not synced anymore or the owner has left the room
357
+ // we could also do this in a timeout and check if the owner is still not assigned after a second (but that would be a hack)
358
+ setTimeout(() => {
359
+ if (!this.destroyed && !this.owner) {
360
+ if (!this.dontDestroy) {
361
+ if (debug) console.warn(`PlayerState.start → owner is still undefined: destroying \"${this.name}\" instance now`);
362
+ this.doDestroy();
363
+ }
364
+ else if (debug) console.warn("PlayerState.start → owner is still undefined but dontDestroy is set to true", this.name);
365
+ }
366
+ else if (debug) console.log("PlayerState.start → owner is assigned", this.owner);
367
+ }, 2000);
368
+ }
369
+ }
370
+
371
+ /** Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed */
372
+ doDestroy() {
373
+ if (debug) console.log("PlayerSync.doDestroy → syncDestroy", this.name);
374
+ syncDestroy(this.gameObject, this.context.connection, true, { saveInRoom: false });
375
+ }
376
+
377
+ /** @internal */
378
+ onDestroy() {
379
+ if(debug) console.warn("PlayerState.onDestroy", this.owner);
380
+ this.context.connection.stopListen(RoomEvents.UserLeftRoom, this.onUserLeftRoom);
381
+ PlayerState.all.splice(PlayerState.all.indexOf(this), 1);
382
+
383
+ if (this.isLocalPlayer) {
384
+ const index = PlayerState._local.indexOf(this);
385
+ if (index >= 0)
386
+ PlayerState._local.splice(index, 1);
387
+ }
388
+ }
389
+
390
+ /**
391
+ * Handler for when a user leaves the networked room
392
+ * @param model Object containing the ID of the user who left
393
+ */
394
+ private onUserLeftRoom = (model: { userId: string }) => {
395
+ if (model.userId === this.owner) {
396
+ if (debug)
397
+ console.log("PLAYERSYNC LEFT", this.owner)
398
+ this.doDestroy();
399
+ return;
400
+ }
401
+ }
402
402
  }