@rpgjs/client 5.0.0-alpha.13 → 5.0.0-alpha.15
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.
- package/dist/Game/Map.d.ts +2 -1
- package/dist/RpgClient.d.ts +39 -0
- package/dist/RpgClientEngine.d.ts +138 -2
- package/dist/index10.js +2 -3
- package/dist/index10.js.map +1 -1
- package/dist/index15.js +59 -17
- package/dist/index15.js.map +1 -1
- package/dist/index16.js.map +1 -1
- package/dist/index19.js.map +1 -1
- package/dist/index2.js +303 -3
- package/dist/index2.js.map +1 -1
- package/dist/index20.js +3 -0
- package/dist/index20.js.map +1 -1
- package/dist/index22.js +31 -31
- package/dist/index22.js.map +1 -1
- package/dist/index23.js +2 -2
- package/dist/index23.js.map +1 -1
- package/dist/index25.js +1 -2
- package/dist/index25.js.map +1 -1
- package/dist/index30.js.map +1 -1
- package/dist/index31.js.map +1 -1
- package/dist/index33.js +1 -1
- package/dist/index34.js +1 -1
- package/dist/index36.js +6 -4402
- package/dist/index36.js.map +1 -1
- package/dist/index37.js +3686 -170
- package/dist/index37.js.map +1 -1
- package/dist/index38.js +172 -486
- package/dist/index38.js.map +1 -1
- package/dist/index39.js +498 -71
- package/dist/index39.js.map +1 -1
- package/dist/index4.js +6 -1
- package/dist/index4.js.map +1 -1
- package/dist/index40.js +67 -10
- package/dist/index40.js.map +1 -1
- package/dist/index41.js +3 -93
- package/dist/index41.js.map +1 -1
- package/dist/index42.js +123 -0
- package/dist/index42.js.map +1 -0
- package/dist/index43.js +20 -0
- package/dist/index43.js.map +1 -0
- package/dist/index44.js +12 -0
- package/dist/index44.js.map +1 -0
- package/dist/index45.js +113 -0
- package/dist/index45.js.map +1 -0
- package/dist/index46.js +136 -0
- package/dist/index46.js.map +1 -0
- package/dist/index47.js +137 -0
- package/dist/index47.js.map +1 -0
- package/dist/index48.js +112 -0
- package/dist/index48.js.map +1 -0
- package/dist/index49.js +9 -0
- package/dist/index49.js.map +1 -0
- package/dist/index8.js +8 -0
- package/dist/index8.js.map +1 -1
- package/dist/services/mmorpg.d.ts +1 -0
- package/package.json +8 -8
- package/src/Game/Map.ts +5 -1
- package/src/Game/Object.ts +37 -4
- package/src/RpgClient.ts +40 -0
- package/src/RpgClientEngine.ts +374 -11
- package/src/components/animations/animation.ce +1 -2
- package/src/components/character.ce +81 -20
- package/src/components/gui/dialogbox/index.ce +1 -2
- package/src/module.ts +8 -0
- package/src/services/mmorpg.ts +7 -1
package/dist/index2.js.map
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{"version":3,"file":"index2.js","sources":["../src/RpgClientEngine.ts"],"sourcesContent":["import Canvas from \"./components/scenes/canvas.ce\";\nimport { Context, inject } from \"@signe/di\";\nimport { signal, bootstrapCanvas } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"./services/AbstractSocket\";\nimport { LoadMapService, LoadMapToken } from \"./services/loadMap\";\nimport { Hooks, ModulesToken } from \"@rpgjs/common\";\nimport { load } from \"@signe/sync\";\nimport { RpgClientMap } from \"./Game/Map\"\nimport { RpgGui } from \"./Gui/Gui\";\nimport { AnimationManager } from \"./Game/AnimationManager\";\nimport { lastValueFrom, Observable } from \"rxjs\";\nimport { GlobalConfigToken } from \"./module\";\nimport * as PIXI from \"pixi.js\";\nimport { PrebuiltComponentAnimations } from \"./components/animations\";\n\nexport class RpgClientEngine<T = any> {\n private guiService: RpgGui;\n private webSocket: AbstractWebsocket;\n private loadMapService: LoadMapService;\n private hooks: Hooks;\n private sceneMap: RpgClientMap\n private selector: HTMLElement;\n public globalConfig: T;\n public sceneComponent: any;\n stopProcessingInput = false;\n width = signal(\"100%\");\n height = signal(\"100%\");\n spritesheets: Map<string, any> = new Map();\n sounds: Map<string, any> = new Map();\n componentAnimations: any[] = [];\n particleSettings: {\n emitters: any[]\n } = {\n emitters: []\n }\n renderer: PIXI.Renderer;\n tick: Observable<number>;\n playerIdSignal = signal<string | null>(null);\n spriteComponentsBehind = signal<any[]>([]);\n spriteComponentsInFront = signal<any[]>([]);\n\n constructor(public context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.guiService = inject(context, RpgGui);\n this.loadMapService = inject(context, LoadMapToken);\n this.hooks = inject<Hooks>(context, ModulesToken);\n this.globalConfig = inject(context, GlobalConfigToken)\n\n if (!this.globalConfig) {\n this.globalConfig = {}\n }\n if (!this.globalConfig.box) {\n this.globalConfig.box = {\n styles: {\n backgroundColor: \"#1a1a2e\",\n backgroundOpacity: 0.9\n },\n sounds: {}\n }\n }\n\n this.addComponentAnimation({\n id: \"animation\",\n component: PrebuiltComponentAnimations.Animation\n })\n }\n\n async start() {\n this.sceneMap = new RpgClientMap()\n this.selector = document.body.querySelector(\"#rpg\") as HTMLElement;\n\n const { app, canvasElement } = await bootstrapCanvas(this.selector, Canvas);\n this.renderer = app.renderer as PIXI.Renderer;\n this.tick = canvasElement?.propObservables?.context['tick'].observable\n\n\n this.hooks.callHooks(\"client-spritesheets-load\", this).subscribe();\n this.hooks.callHooks(\"client-sounds-load\", this).subscribe();\n this.hooks.callHooks(\"client-gui-load\", this).subscribe();\n this.hooks.callHooks(\"client-particles-load\", this).subscribe();\n this.hooks.callHooks(\"client-componentAnimations-load\", this).subscribe();\n this.hooks.callHooks(\"client-sprite-load\", this).subscribe();\n\n await lastValueFrom(this.hooks.callHooks(\"client-engine-onStart\", this));\n\n // wondow is resize\n window.addEventListener('resize', () => {\n this.hooks.callHooks(\"client-engine-onWindowResize\", this).subscribe();\n })\n\n this.tick.subscribe((tick) => {\n this.hooks.callHooks(\"client-engine-onStep\", this, tick).subscribe();\n })\n\n await this.webSocket.connection(() => {\n this.initListeners()\n this.guiService._initialize()\n });\n }\n\n private initListeners() {\n this.webSocket.on(\"sync\", (data) => {\n if (data.pId) this.playerIdSignal.set(data.pId)\n this.hooks.callHooks(\"client-sceneMap-onChanges\", this.sceneMap, { partial: data }).subscribe();\n load(this.sceneMap, data, true);\n });\n\n this.webSocket.on(\"changeMap\", (data) => {\n this.sceneMap.reset()\n this.loadScene(data.mapId);\n });\n\n this.webSocket.on(\"showComponentAnimation\", (data) => {\n const { params, object, position, id } = data;\n if (!object && position === undefined) {\n throw new Error(\"Please provide an object or x and y coordinates\");\n }\n const player = object ? this.sceneMap.getObjectById(object) : undefined;\n this.getComponentAnimation(id).displayEffect(params, player || position)\n });\n\n this.webSocket.on(\"setAnimation\", (data) => {\n const { animationName, nbTimes, object } = data;\n const player = this.sceneMap.getObjectById(object);\n player.setAnimation(animationName, nbTimes)\n })\n\n this.webSocket.on('open', () => {\n this.hooks.callHooks(\"client-engine-onConnected\", this, this.socket).subscribe();\n })\n\n this.webSocket.on('close', () => {\n this.hooks.callHooks(\"client-engine-onDisconnected\", this, this.socket).subscribe();\n })\n\n this.webSocket.on('error', (error) => {\n this.hooks.callHooks(\"client-engine-onConnectError\", this, error, this.socket).subscribe();\n })\n }\n \n private async loadScene(mapId: string) {\n this.hooks.callHooks(\"client-sceneMap-onBeforeLoading\", this.sceneMap).subscribe();\n this.webSocket.updateProperties({ room: mapId })\n await this.webSocket.reconnect(() => {\n this.initListeners()\n this.guiService._initialize()\n })\n const res = await this.loadMapService.load(mapId)\n this.sceneMap.data.set(res)\n this.hooks.callHooks(\"client-sceneMap-onAfterLoading\", this.sceneMap).subscribe();\n //this.sceneMap.loadPhysic()\n }\n\n addSpriteSheet<T = any>(spritesheetClass: any, id?: string): any {\n this.spritesheets.set(id || spritesheetClass.id, spritesheetClass);\n return spritesheetClass as any;\n }\n\n addSound(sound: any, id?: string) {\n this.sounds.set(id || sound.id, sound);\n return sound;\n }\n\n addParticle(particle: any) {\n this.particleSettings.emitters.push(particle)\n return particle;\n }\n\n /**\n * Add a component to render behind sprites\n * Components added with this method will be displayed with a lower z-index than the sprite\n * \n * @param component - The component to add behind sprites\n * @returns The added component\n * \n * @example\n * ```ts\n * // Add a shadow component behind all sprites\n * engine.addSpriteComponentBehind(ShadowComponent);\n * ```\n */\n addSpriteComponentBehind(component: any) {\n this.spriteComponentsBehind.update((components: any[]) => [...components, component])\n return component\n }\n\n /**\n * Add a component to render in front of sprites\n * Components added with this method will be displayed with a higher z-index than the sprite\n * \n * @param component - The component to add in front of sprites\n * @returns The added component\n * \n * @example\n * ```ts\n * // Add a health bar component in front of all sprites\n * engine.addSpriteComponentInFront(HealthBarComponent);\n * ```\n */\n addSpriteComponentInFront(component: any) {\n this.spriteComponentsInFront.update((components: any[]) => [...components, component])\n return component\n }\n\n /**\n * Add a component animation to the engine\n * \n * Component animations are temporary visual effects that can be displayed\n * on sprites or objects, such as hit indicators, spell effects, or status animations.\n * \n * @param componentAnimation - The component animation configuration\n * @param componentAnimation.id - Unique identifier for the animation\n * @param componentAnimation.component - The component function to render\n * @returns The added component animation configuration\n * \n * @example\n * ```ts\n * // Add a hit animation component\n * engine.addComponentAnimation({\n * id: 'hit',\n * component: HitComponent\n * });\n * \n * // Add an explosion effect component\n * engine.addComponentAnimation({\n * id: 'explosion',\n * component: ExplosionComponent\n * });\n * ```\n */\n addComponentAnimation(componentAnimation: {\n component: any,\n id: string\n }) {\n const instance = new AnimationManager()\n this.componentAnimations.push({\n id: componentAnimation.id,\n component: componentAnimation.component,\n instance: instance,\n current: instance.current\n })\n return componentAnimation;\n }\n\n /**\n * Get a component animation by its ID\n * \n * Retrieves the EffectManager instance for a specific component animation,\n * which can be used to display the animation on sprites or objects.\n * \n * @param id - The unique identifier of the component animation\n * @returns The EffectManager instance for the animation\n * @throws Error if the component animation is not found\n * \n * @example\n * ```ts\n * // Get the hit animation and display it\n * const hitAnimation = engine.getComponentAnimation('hit');\n * hitAnimation.displayEffect({ text: \"Critical!\" }, player);\n * ```\n */\n getComponentAnimation(id: string): AnimationManager {\n const componentAnimation = this.componentAnimations.find((componentAnimation) => componentAnimation.id === id)\n if (!componentAnimation) {\n throw new Error(`Component animation with id ${id} not found`)\n }\n return componentAnimation.instance\n }\n\n processInput({ input }: { input: number }) {\n this.hooks.callHooks(\"client-engine-onInput\", this, { input, playerId: this.playerId }).subscribe();\n this.webSocket.emit('move', { input })\n }\n\n processAction({ action }: { action: number }) {\n if (this.stopProcessingInput) return;\n this.hooks.callHooks(\"client-engine-onInput\", this, { input: 'action', playerId: this.playerId }).subscribe();\n this.webSocket.emit('action', { action })\n }\n\n get PIXI() {\n return PIXI\n }\n\n get socket() {\n return this.webSocket\n }\n \n get playerId() {\n return this.playerIdSignal()\n }\n\n get scene() {\n return this.sceneMap\n }\n\n getCurrentPlayer() {\n return this.sceneMap.getCurrentPlayer()\n 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{"version":3,"file":"index2.js","sources":["../src/RpgClientEngine.ts"],"sourcesContent":["import Canvas from \"./components/scenes/canvas.ce\";\nimport { Context, inject } from \"@signe/di\";\nimport { signal, bootstrapCanvas } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"./services/AbstractSocket\";\nimport { LoadMapService, LoadMapToken } from \"./services/loadMap\";\nimport { Hooks, ModulesToken, Direction } from \"@rpgjs/common\";\n\ntype DirectionValue = \"up\" | \"down\" | \"left\" | \"right\";\nimport { load } from \"@signe/sync\";\nimport { RpgClientMap } from \"./Game/Map\"\nimport { RpgGui } from \"./Gui/Gui\";\nimport { AnimationManager } from \"./Game/AnimationManager\";\nimport { lastValueFrom, Observable } from \"rxjs\";\nimport { GlobalConfigToken } from \"./module\";\nimport * as PIXI from \"pixi.js\";\nimport { PrebuiltComponentAnimations } from \"./components/animations\";\nimport {\n PredictionController,\n type PredictionState,\n} from \"@rpgjs/common\";\n\nexport class RpgClientEngine<T = any> {\n private guiService: RpgGui;\n private webSocket: AbstractWebsocket;\n private loadMapService: LoadMapService;\n private hooks: Hooks;\n private sceneMap: RpgClientMap\n private selector: HTMLElement;\n public globalConfig: T;\n public sceneComponent: any;\n stopProcessingInput = false;\n width = signal(\"100%\");\n height = signal(\"100%\");\n spritesheets: Map<string, any> = new Map();\n sounds: Map<string, any> = new Map();\n componentAnimations: any[] = [];\n private spritesheetResolver?: (id: string) => any | Promise<any>;\n particleSettings: {\n emitters: any[]\n } = {\n emitters: []\n }\n renderer: PIXI.Renderer;\n tick: Observable<number>;\n playerIdSignal = signal<string | null>(null);\n spriteComponentsBehind = signal<any[]>([]);\n spriteComponentsInFront = signal<any[]>([]);\n\n private predictionEnabled = false;\n private prediction?: PredictionController<Direction>;\n private readonly SERVER_CORRECTION_THRESHOLD = 30;\n private inputFrameCounter = 0;\n private frameOffset = 0;\n // Ping/Pong for RTT measurement\n private rtt: number = 0; // Round-trip time in ms\n private pingInterval: any = null;\n private readonly PING_INTERVAL_MS = 5000; // Send ping every 5 seconds\n private lastInputTime = 0;\n\n constructor(public context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.guiService = inject(context, RpgGui);\n this.loadMapService = inject(context, LoadMapToken);\n this.hooks = inject<Hooks>(context, ModulesToken);\n this.globalConfig = inject(context, GlobalConfigToken)\n\n if (!this.globalConfig) {\n this.globalConfig = {} as T\n }\n if (!(this.globalConfig as any).box) {\n (this.globalConfig as any).box = {\n styles: {\n backgroundColor: \"#1a1a2e\",\n backgroundOpacity: 0.9\n },\n sounds: {}\n }\n }\n\n this.addComponentAnimation({\n id: \"animation\",\n component: PrebuiltComponentAnimations.Animation\n })\n\n this.predictionEnabled = (this.globalConfig as any)?.prediction?.enabled !== false;\n this.initializePredictionController();\n }\n\n async start() {\n this.sceneMap = new RpgClientMap()\n this.selector = document.body.querySelector(\"#rpg\") as HTMLElement;\n\n const { app, canvasElement } = await bootstrapCanvas(this.selector, Canvas);\n this.renderer = app.renderer as PIXI.Renderer;\n this.tick = canvasElement?.propObservables?.context['tick'].observable\n\n this.tick.subscribe(() => {\n if (Date.now() - this.lastInputTime > 100) {\n const player = this.getCurrentPlayer();\n if (!player) return;\n (this.sceneMap as any).stopMovement(player);\n }\n })\n\n\n this.hooks.callHooks(\"client-spritesheets-load\", this).subscribe();\n this.hooks.callHooks(\"client-spritesheetResolver-load\", this).subscribe();\n this.hooks.callHooks(\"client-sounds-load\", this).subscribe();\n this.hooks.callHooks(\"client-gui-load\", this).subscribe();\n this.hooks.callHooks(\"client-particles-load\", this).subscribe();\n this.hooks.callHooks(\"client-componentAnimations-load\", this).subscribe();\n this.hooks.callHooks(\"client-sprite-load\", this).subscribe();\n\n await lastValueFrom(this.hooks.callHooks(\"client-engine-onStart\", this));\n\n // wondow is resize\n window.addEventListener('resize', () => {\n this.hooks.callHooks(\"client-engine-onWindowResize\", this).subscribe();\n })\n\n this.tick.subscribe((tick) => {\n this.hooks.callHooks(\"client-engine-onStep\", this, tick).subscribe();\n\n // Clean up old prediction states and input history every 60 ticks (approximately every second at 60fps)\n if (tick % 60 === 0) {\n const now = Date.now();\n this.prediction?.cleanup(now);\n this.prediction?.tryApplyPendingSnapshot();\n }\n })\n\n await this.webSocket.connection(() => {\n this.initListeners()\n this.guiService._initialize()\n });\n }\n\n private initListeners() {\n this.webSocket.on(\"sync\", (data) => {\n\n if (data.pId) this.playerIdSignal.set(data.pId)\n // Apply client-side prediction filtering and server reconciliation\n\n this.hooks.callHooks(\"client-sceneMap-onChanges\", this.sceneMap, { partial: data }).subscribe();\n\n load(this.sceneMap, data, true);\n });\n\n // Handle pong responses for RTT measurement\n this.webSocket.on(\"pong\", (data: { serverTick: number; clientFrame: number; clientTime: number }) => {\n const now = Date.now();\n this.rtt = now - data.clientTime;\n\n // Calculate frame offset: how many ticks ahead the server is compared to our frame counter\n // This helps us estimate which server tick corresponds to each client input frame\n const estimatedTicksInFlight = Math.floor(this.rtt / 2 / (1000 / 60)); // Estimate ticks during half RTT\n const estimatedServerTickNow = data.serverTick + estimatedTicksInFlight;\n\n // Update frame offset (only if we have inputs to calibrate with)\n if (this.inputFrameCounter > 0) {\n this.frameOffset = estimatedServerTickNow - data.clientFrame;\n }\n\n console.debug(`[Ping/Pong] RTT: ${this.rtt}ms, ServerTick: ${data.serverTick}, FrameOffset: ${this.frameOffset}`);\n });\n\n this.webSocket.on(\"changeMap\", (data) => {\n this.sceneMap.reset()\n this.loadScene(data.mapId);\n });\n\n this.webSocket.on(\"showComponentAnimation\", (data) => {\n const { params, object, position, id } = data;\n if (!object && position === undefined) {\n throw new Error(\"Please provide an object or x and y coordinates\");\n }\n const player = object ? this.sceneMap.getObjectById(object) : undefined;\n this.getComponentAnimation(id).displayEffect(params, player || position)\n });\n\n this.webSocket.on(\"setAnimation\", (data) => {\n const { animationName, nbTimes, object } = data;\n const player = this.sceneMap.getObjectById(object);\n player.setAnimation(animationName, nbTimes)\n })\n\n this.webSocket.on('open', () => {\n this.hooks.callHooks(\"client-engine-onConnected\", this, this.socket).subscribe();\n // Start ping/pong for synchronization\n })\n\n this.webSocket.on('close', () => {\n this.hooks.callHooks(\"client-engine-onDisconnected\", this, this.socket).subscribe();\n // Stop ping/pong when disconnected\n this.stopPingPong();\n })\n\n this.webSocket.on('error', (error) => {\n this.hooks.callHooks(\"client-engine-onConnectError\", this, error, this.socket).subscribe();\n })\n }\n\n /**\n * Start periodic ping/pong for client-server synchronization\n * \n * Sends ping requests to the server to measure round-trip time (RTT) and\n * calculate the frame offset between client and server ticks.\n * \n * ## Design\n * \n * - Sends ping every 5 seconds\n * - Measures RTT for latency compensation\n * - Calculates frame offset to map client frames to server ticks\n * - Used for accurate server reconciliation\n * \n * @example\n * ```ts\n * // Called automatically when connection opens\n * this.startPingPong();\n * ```\n */\n private startPingPong(): void {\n // Stop existing interval if any\n this.stopPingPong();\n\n // Send initial ping immediately\n this.sendPing();\n\n // Set up periodic pings\n this.pingInterval = setInterval(() => {\n this.sendPing();\n }, this.PING_INTERVAL_MS);\n }\n\n /**\n * Stop periodic ping/pong\n * \n * Stops the ping interval when disconnecting or changing maps.\n * \n * @example\n * ```ts\n * // Called automatically when connection closes\n * this.stopPingPong();\n * ```\n */\n private stopPingPong(): void {\n if (this.pingInterval) {\n clearInterval(this.pingInterval);\n this.pingInterval = null;\n }\n }\n\n /**\n * Send a ping request to the server\n * \n * Sends current client time and frame counter to the server,\n * which will respond with its server tick for synchronization.\n * \n * @example\n * ```ts\n * // Send a ping to measure RTT\n * this.sendPing();\n * ```\n */\n private sendPing(): void {\n const clientTime = Date.now();\n const clientFrame = this.getPhysicsTick();\n\n this.webSocket.emit('ping', {\n clientTime,\n clientFrame\n });\n }\n\n private async loadScene(mapId: string) {\n this.hooks.callHooks(\"client-sceneMap-onBeforeLoading\", this.sceneMap).subscribe();\n\n // Clear client prediction states when changing maps\n this.clearClientPredictionStates();\n\n this.webSocket.updateProperties({ room: mapId })\n await this.webSocket.reconnect(() => {\n this.initListeners()\n this.guiService._initialize()\n })\n const res = await this.loadMapService.load(mapId)\n this.sceneMap.data.set(res)\n this.hooks.callHooks(\"client-sceneMap-onAfterLoading\", this.sceneMap).subscribe();\n this.sceneMap.loadPhysic()\n }\n\n addSpriteSheet<T = any>(spritesheetClass: any, id?: string): any {\n this.spritesheets.set(id || spritesheetClass.id, spritesheetClass);\n return spritesheetClass as any;\n }\n\n /**\n * Set a resolver function for spritesheets\n * \n * The resolver is called when a spritesheet is requested but not found in the cache.\n * It can be synchronous (returns directly) or asynchronous (returns a Promise).\n * The resolved spritesheet is automatically cached for future use.\n * \n * @param resolver - Function that takes a spritesheet ID and returns a spritesheet or Promise of spritesheet\n * \n * @example\n * ```ts\n * // Synchronous resolver\n * engine.setSpritesheetResolver((id) => {\n * if (id === 'dynamic-sprite') {\n * return { id: 'dynamic-sprite', image: 'path/to/image.png', framesWidth: 32, framesHeight: 32 };\n * }\n * return undefined;\n * });\n * \n * // Asynchronous resolver (loading from API)\n * engine.setSpritesheetResolver(async (id) => {\n * const response = await fetch(`/api/spritesheets/${id}`);\n * const data = await response.json();\n * return data;\n * });\n * ```\n */\n setSpritesheetResolver(resolver: (id: string) => any | Promise<any>): void {\n this.spritesheetResolver = resolver;\n }\n\n /**\n * Get a spritesheet by ID, using resolver if not found in cache\n * \n * This method first checks if the spritesheet exists in the cache.\n * If not found and a resolver is set, it calls the resolver to create the spritesheet.\n * The resolved spritesheet is automatically cached for future use.\n * \n * @param id - The spritesheet ID to retrieve\n * @returns The spritesheet if found or created, or undefined if not found and no resolver\n * @returns Promise<any> if the resolver is asynchronous\n * \n * @example\n * ```ts\n * // Synchronous usage\n * const spritesheet = engine.getSpriteSheet('my-sprite');\n * \n * // Asynchronous usage (when resolver returns Promise)\n * const spritesheet = await engine.getSpriteSheet('dynamic-sprite');\n * ```\n */\n getSpriteSheet(id: string): any | Promise<any> {\n // Check cache first\n if (this.spritesheets.has(id)) {\n return this.spritesheets.get(id);\n }\n\n // If not in cache and resolver exists, use it\n if (this.spritesheetResolver) {\n const result = this.spritesheetResolver(id);\n\n // Check if result is a Promise\n if (result instanceof Promise) {\n return result.then((spritesheet) => {\n if (spritesheet) {\n // Cache the resolved spritesheet\n this.spritesheets.set(id, spritesheet);\n }\n return spritesheet;\n });\n } else {\n // Synchronous result\n if (result) {\n // Cache the resolved spritesheet\n this.spritesheets.set(id, result);\n }\n return result;\n }\n }\n\n // No resolver and not in cache\n return undefined;\n }\n\n addSound(sound: any, id?: string) {\n this.sounds.set(id || sound.id, sound);\n return sound;\n }\n\n addParticle(particle: any) {\n this.particleSettings.emitters.push(particle)\n return particle;\n }\n\n /**\n * Add a component to render behind sprites\n * Components added with this method will be displayed with a lower z-index than the sprite\n * \n * @param component - The component to add behind sprites\n * @returns The added component\n * \n * @example\n * ```ts\n * // Add a shadow component behind all sprites\n * engine.addSpriteComponentBehind(ShadowComponent);\n * ```\n */\n addSpriteComponentBehind(component: any) {\n this.spriteComponentsBehind.update((components: any[]) => [...components, component])\n return component\n }\n\n /**\n * Add a component to render in front of sprites\n * Components added with this method will be displayed with a higher z-index than the sprite\n * \n * @param component - The component to add in front of sprites\n * @returns The added component\n * \n * @example\n * ```ts\n * // Add a health bar component in front of all sprites\n * engine.addSpriteComponentInFront(HealthBarComponent);\n * ```\n */\n addSpriteComponentInFront(component: any) {\n this.spriteComponentsInFront.update((components: any[]) => [...components, component])\n return component\n }\n\n /**\n * Add a component animation to the engine\n * \n * Component animations are temporary visual effects that can be displayed\n * on sprites or objects, such as hit indicators, spell effects, or status animations.\n * \n * @param componentAnimation - The component animation configuration\n * @param componentAnimation.id - Unique identifier for the animation\n * @param componentAnimation.component - The component function to render\n * @returns The added component animation configuration\n * \n * @example\n * ```ts\n * // Add a hit animation component\n * engine.addComponentAnimation({\n * id: 'hit',\n * component: HitComponent\n * });\n * \n * // Add an explosion effect component\n * engine.addComponentAnimation({\n * id: 'explosion',\n * component: ExplosionComponent\n * });\n * ```\n */\n addComponentAnimation(componentAnimation: {\n component: any,\n id: string\n }) {\n const instance = new AnimationManager()\n this.componentAnimations.push({\n id: componentAnimation.id,\n component: componentAnimation.component,\n instance: instance,\n current: instance.current\n })\n return componentAnimation;\n }\n\n /**\n * Get a component animation by its ID\n * \n * Retrieves the EffectManager instance for a specific component animation,\n * which can be used to display the animation on sprites or objects.\n * \n * @param id - The unique identifier of the component animation\n * @returns The EffectManager instance for the animation\n * @throws Error if the component animation is not found\n * \n * @example\n * ```ts\n * // Get the hit animation and display it\n * const hitAnimation = engine.getComponentAnimation('hit');\n * hitAnimation.displayEffect({ text: \"Critical!\" }, player);\n * ```\n */\n getComponentAnimation(id: string): AnimationManager {\n const componentAnimation = this.componentAnimations.find((componentAnimation) => componentAnimation.id === id)\n if (!componentAnimation) {\n throw new Error(`Component animation with id ${id} not found`)\n }\n return componentAnimation.instance\n }\n\n async processInput({ input }: { input: Direction }) {\n const timestamp = Date.now();\n let frame: number;\n let tick: number;\n if (this.predictionEnabled && this.prediction) {\n const meta = this.prediction.recordInput(input, timestamp);\n frame = meta.frame;\n tick = meta.tick;\n } else {\n frame = ++this.inputFrameCounter;\n tick = this.getPhysicsTick();\n }\n this.hooks.callHooks(\"client-engine-onInput\", this, { input, playerId: this.playerId }).subscribe();\n\n this.webSocket.emit('move', {\n input,\n timestamp,\n frame,\n tick,\n });\n\n const currentPlayer = this.sceneMap.getCurrentPlayer();\n if (currentPlayer) {\n (this.sceneMap as any).moveBody(currentPlayer, input);\n }\n this.lastInputTime = Date.now();\n const myId = this.playerIdSignal();\n\n }\n\n processAction({ action }: { action: number }) {\n if (this.stopProcessingInput) return;\n this.hooks.callHooks(\"client-engine-onInput\", this, { input: 'action', playerId: this.playerId }).subscribe();\n this.webSocket.emit('action', { action })\n }\n\n get PIXI() {\n return PIXI\n }\n\n get socket() {\n return this.webSocket\n }\n\n get playerId() {\n return this.playerIdSignal()\n }\n\n get scene() {\n return this.sceneMap\n }\n\n private getPhysicsTick(): number {\n return this.sceneMap?.getTick?.() ?? 0;\n }\n\n private getLocalPlayerState(): PredictionState<Direction> {\n const currentPlayer = this.sceneMap?.getCurrentPlayer();\n if (!currentPlayer) {\n return { x: 0, y: 0, direction: Direction.Down };\n }\n const topLeft = this.sceneMap.getBodyPosition(currentPlayer.id, \"top-left\");\n const x = topLeft?.x ?? currentPlayer.x();\n const y = topLeft?.y ?? currentPlayer.y();\n const direction = currentPlayer.direction();\n return { x, y, direction };\n }\n\n private applyAuthoritativeState(state: PredictionState<Direction>): void {\n const player = this.sceneMap?.getCurrentPlayer();\n if (!player) return;\n const hitbox = typeof player.hitbox === \"function\" ? player.hitbox() : player.hitbox;\n const width = hitbox?.w ?? 0;\n const height = hitbox?.h ?? 0;\n const updated = this.sceneMap.updateHitbox(player.id, state.x, state.y, width, height);\n if (!updated) {\n this.sceneMap.setBodyPosition(player.id, state.x, state.y, \"top-left\");\n }\n player.x.set(Math.round(state.x));\n player.y.set(Math.round(state.y));\n if (state.direction) {\n player.changeDirection(state.direction);\n }\n }\n\n private initializePredictionController(): void {\n if (!this.predictionEnabled) {\n this.prediction = undefined;\n return;\n }\n this.prediction = new PredictionController<Direction>({\n correctionThreshold: (this.globalConfig as any)?.prediction?.correctionThreshold ?? this.SERVER_CORRECTION_THRESHOLD,\n historyTtlMs: (this.globalConfig as any)?.prediction?.historyTtlMs ?? 2000,\n getPhysicsTick: () => this.getPhysicsTick(),\n getCurrentState: () => this.getLocalPlayerState(),\n setAuthoritativeState: (state) => this.applyAuthoritativeState(state),\n });\n }\n\n getCurrentPlayer() {\n return this.sceneMap.getCurrentPlayer()\n }\n\n /**\n * Clear client prediction states for cleanup\n * \n * Removes old prediction states and input history to prevent memory leaks.\n * Should be called when changing maps or disconnecting.\n * \n * @example\n * ```ts\n * // Clear prediction states when changing maps\n * engine.clearClientPredictionStates();\n * ```\n */\n clearClientPredictionStates() {\n this.initializePredictionController();\n this.frameOffset = 0;\n this.inputFrameCounter = 0;\n }\n\n private applyServerAck(ack: { frame: number; serverTick?: number; x?: number; y?: number; direction?: Direction }) {\n if (this.predictionEnabled && this.prediction) {\n this.prediction.applyServerAck({\n frame: ack.frame,\n serverTick: ack.serverTick,\n state:\n typeof ack.x === \"number\" && typeof ack.y === \"number\"\n ? { x: ack.x, y: ack.y, direction: ack.direction }\n : undefined,\n });\n return;\n }\n\n if (typeof ack.x !== \"number\" || typeof ack.y !== \"number\") {\n return;\n }\n const player = this.getCurrentPlayer();\n const myId = this.playerIdSignal();\n if (!player || !myId) {\n return;\n }\n const hitbox = typeof player.hitbox === \"function\" ? player.hitbox() : player.hitbox;\n const width = hitbox?.w ?? 0;\n const height = hitbox?.h ?? 0;\n const updated = this.sceneMap.updateHitbox(myId, ack.x, ack.y, width, height);\n if (!updated) {\n this.sceneMap.setBodyPosition(myId, ack.x, ack.y, \"top-left\");\n }\n player.x.set(Math.round(ack.x));\n player.y.set(Math.round(ack.y));\n if (ack.direction) {\n player.changeDirection(ack.direction);\n }\n }\n\n /**\n * Replay unacknowledged inputs from a given frame to resimulate client prediction\n * after applying server authority at a certain frame.\n * \n * @param startFrame - The last server-acknowledged frame\n * \n * @example\n * ```ts\n * // After applying a server correction at frame N\n * this.replayUnackedInputsFromFrame(N);\n * ```\n */\n private async replayUnackedInputsFromFrame(_startFrame: number): Promise<void> {\n // Prediction controller handles replay internally. 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|
package/dist/index20.js
CHANGED
package/dist/index20.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index20.js","sources":["../src/Game/Map.ts"],"sourcesContent":["import { RpgCommonMap } from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\nexport class RpgClientMap extends RpgCommonMap<
|
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1
|
+
{"version":3,"file":"index20.js","sources":["../src/Game/Map.ts"],"sourcesContent":["import { RpgCommonMap } from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\nexport class RpgClientMap extends RpgCommonMap<any> {\n engine: RpgClientEngine = inject(RpgClientEngine)\n @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});\n @sync(RpgClientEvent) events = signal<Record<string, RpgClientEvent>>({});\n currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()!])\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset() {\n this.players.set({})\n this.events.set({})\n }\n\n stepPredictionTick(): void {\n this.forceSingleTick();\n }\n}\n"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AAQO,MAAM,qBAAqB,YAAA,CAAkB;AAAA,EAA7C,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA;AACL,IAAA,IAAA,CAAA,MAAA,GAA0B,OAAO,eAAe,CAAA;AACxB,IAAA,IAAA,CAAA,OAAA,GAAU,MAAA,CAAwC,EAAE,CAAA;AACtD,IAAA,IAAA,CAAA,MAAA,GAAS,MAAA,CAAuC,EAAE,CAAA;AACxE,IAAA,IAAA,CAAA,aAAA,GAAgB,QAAA,CAAS,MAAM,IAAA,CAAK,OAAA,GAAU,IAAA,CAAK,MAAA,CAAO,cAAA,EAAiB,CAAC,CAAA;AAAA,EAAA;AAAA,EAE5E,gBAAA,GAAmB;AACjB,IAAA,OAAO,KAAK,aAAA,EAAc;AAAA,EAC5B;AAAA,EAEA,KAAA,GAAQ;AACN,IAAA,IAAA,CAAK,OAAA,CAAQ,GAAA,CAAI,EAAE,CAAA;AACnB,IAAA,IAAA,CAAK,MAAA,CAAO,GAAA,CAAI,EAAE,CAAA;AAAA,EACpB;AAAA,EAEA,kBAAA,GAA2B;AACzB,IAAA,IAAA,CAAK,eAAA,EAAgB;AAAA,EACvB;AACF;AAhB0B,eAAA,CAAA;AAAA,EAAvB,MAAM,eAAe;AAAA,CAAA,EAFX,YAAA,CAEa,SAAA,EAAA,SAAA,CAAA;AACF,eAAA,CAAA;AAAA,EAArB,KAAK,cAAc;AAAA,CAAA,EAHT,YAAA,CAGW,SAAA,EAAA,QAAA,CAAA;;;;"}
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package/dist/index22.js
CHANGED
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@@ -1,7 +1,8 @@
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1
1
|
import { dset } from './index35.js';
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2
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-
import
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2
|
+
import * as external from './index36.js';
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3
3
|
import { createStatesSnapshot, syncClass, generateShortUUID as generateShortUUID$1, load, id, sync, persist, getByPath, DELETE_TOKEN } from './index19.js';
|
|
4
4
|
import { signal } from './index31.js';
|
|
5
|
+
import { object as objectType, number as numberType, boolean as booleanType, enum as enumType, string as stringType } from './index37.js';
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|
5
6
|
|
|
6
7
|
var __defProp = Object.defineProperty;
|
|
7
8
|
var __name = (target, value) => __defProp(target, "name", { value, configurable: true });
|
|
@@ -444,9 +445,9 @@ function createCorsInterceptor(options = {}) {
|
|
|
444
445
|
__name(createCorsInterceptor, "createCorsInterceptor");
|
|
445
446
|
|
|
446
447
|
// src/server.ts
|
|
447
|
-
var Message =
|
|
448
|
-
action:
|
|
449
|
-
value:
|
|
448
|
+
var Message = external.object({
|
|
449
|
+
action: external.string(),
|
|
450
|
+
value: external.any()
|
|
450
451
|
});
|
|
451
452
|
var Server = class {
|
|
452
453
|
static {
|
|
@@ -521,6 +522,11 @@ var Server = class {
|
|
|
521
522
|
this.subRoom = await this.createRoom();
|
|
522
523
|
}
|
|
523
524
|
}
|
|
525
|
+
async runGarbageCollector() {
|
|
526
|
+
await this.garbageCollector({
|
|
527
|
+
sessionExpiryTime: -1
|
|
528
|
+
});
|
|
529
|
+
}
|
|
524
530
|
async garbageCollector(options) {
|
|
525
531
|
const subRoom = await this.getSubRoom();
|
|
526
532
|
if (!subRoom) return;
|
|
@@ -664,12 +670,6 @@ var Server = class {
|
|
|
664
670
|
throw new Error(`Transfer request failed: ${await response2.text()}`);
|
|
665
671
|
}
|
|
666
672
|
const { transferToken } = await response2.json();
|
|
667
|
-
await this.deleteSession(privateId);
|
|
668
|
-
await this.room.storage.delete(`${usersPropName}.${publicId}`);
|
|
669
|
-
const currentUsers = signal2();
|
|
670
|
-
if (currentUsers[publicId]) {
|
|
671
|
-
delete currentUsers[publicId];
|
|
672
|
-
}
|
|
673
673
|
return transferToken;
|
|
674
674
|
} catch (error) {
|
|
675
675
|
console.error(`[sessionTransfer] Failed to transfer session to room ${targetRoomId}:`, error);
|
|
@@ -2157,38 +2157,38 @@ function _ts_metadata(k, v) {
|
|
|
2157
2157
|
}
|
|
2158
2158
|
__name(_ts_metadata, "_ts_metadata");
|
|
2159
2159
|
var MAX_PLAYERS_PER_SHARD = 75;
|
|
2160
|
-
|
|
2161
|
-
name:
|
|
2162
|
-
balancingStrategy:
|
|
2160
|
+
objectType({
|
|
2161
|
+
name: stringType(),
|
|
2162
|
+
balancingStrategy: enumType([
|
|
2163
2163
|
"round-robin",
|
|
2164
2164
|
"least-connections",
|
|
2165
2165
|
"random"
|
|
2166
2166
|
]),
|
|
2167
|
-
public:
|
|
2168
|
-
maxPlayersPerShard:
|
|
2169
|
-
minShards:
|
|
2170
|
-
maxShards:
|
|
2167
|
+
public: booleanType(),
|
|
2168
|
+
maxPlayersPerShard: numberType().int().positive(),
|
|
2169
|
+
minShards: numberType().int().min(0),
|
|
2170
|
+
maxShards: numberType().int().positive().optional()
|
|
2171
2171
|
});
|
|
2172
|
-
|
|
2173
|
-
shardId:
|
|
2174
|
-
roomId:
|
|
2175
|
-
url:
|
|
2176
|
-
maxConnections:
|
|
2172
|
+
objectType({
|
|
2173
|
+
shardId: stringType(),
|
|
2174
|
+
roomId: stringType(),
|
|
2175
|
+
url: stringType().url(),
|
|
2176
|
+
maxConnections: numberType().int().positive()
|
|
2177
2177
|
});
|
|
2178
|
-
|
|
2179
|
-
connections:
|
|
2180
|
-
status:
|
|
2178
|
+
objectType({
|
|
2179
|
+
connections: numberType().int().min(0),
|
|
2180
|
+
status: enumType([
|
|
2181
2181
|
"active",
|
|
2182
2182
|
"maintenance",
|
|
2183
2183
|
"draining"
|
|
2184
2184
|
]).optional()
|
|
2185
2185
|
});
|
|
2186
|
-
|
|
2187
|
-
roomId:
|
|
2188
|
-
targetShardCount:
|
|
2189
|
-
shardTemplate:
|
|
2190
|
-
urlTemplate:
|
|
2191
|
-
maxConnections:
|
|
2186
|
+
objectType({
|
|
2187
|
+
roomId: stringType(),
|
|
2188
|
+
targetShardCount: numberType().int().positive(),
|
|
2189
|
+
shardTemplate: objectType({
|
|
2190
|
+
urlTemplate: stringType(),
|
|
2191
|
+
maxConnections: numberType().int().positive()
|
|
2192
2192
|
}).optional()
|
|
2193
2193
|
});
|
|
2194
2194
|
var RoomConfig = class RoomConfig2 {
|