@rpgjs/client 5.0.0-beta.14 → 5.0.0-beta.16

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.
@@ -1 +1 @@
1
- {"version":3,"file":"AbstractSocket.js","names":[],"sources":["../../src/services/AbstractSocket.ts"],"sourcesContent":["import { Context } from \"@signe/di\";\n\nexport const WebSocketToken = \"websocket\";\n\nexport type SocketQueryValue = string | null | undefined;\nexport type SocketQuery = Record<string, SocketQueryValue>;\nexport type SocketUpdateProperties = {\n room: string;\n host?: string;\n query?: SocketQuery;\n};\n\nexport abstract class AbstractWebsocket {\n constructor(protected context: Context) {}\n\n abstract connection(listeners?: (data: any) => void): Promise<void>;\n abstract emit(event: string, data: any): void;\n abstract on(event: string, callback: (data: any) => void): void;\n abstract off(event: string, callback: (data: any) => void): void;\n abstract updateProperties(params: SocketUpdateProperties): void;\n abstract reconnect(listeners?: (data: any) => void): Promise<void>;\n}\n"],"mappings":";AAEA,IAAa,iBAAiB;AAU9B,IAAsB,oBAAtB,MAAwC;CACtC,YAAY,SAA4B;EAAlB,KAAA,UAAA;CAAmB;AAQ3C"}
1
+ {"version":3,"file":"AbstractSocket.js","names":[],"sources":["../../src/services/AbstractSocket.ts"],"sourcesContent":["import { Context } from \"@signe/di\";\n\nexport const WebSocketToken = \"websocket\";\n\nexport type SocketQueryValue = string | null | undefined;\nexport type SocketQuery = Record<string, SocketQueryValue>;\nexport type SocketUpdateProperties = {\n room: string;\n host?: string;\n query?: SocketQuery;\n};\nexport type WebSocketMode = \"standalone\" | \"mmorpg\";\n\nexport abstract class AbstractWebsocket {\n readonly mode?: WebSocketMode;\n\n constructor(protected context: Context) {}\n\n abstract connection(listeners?: (data: any) => void): Promise<void>;\n abstract emit(event: string, data: any): void;\n abstract on(event: string, callback: (data: any) => void): void;\n abstract off(event: string, callback: (data: any) => void): void;\n abstract updateProperties(params: SocketUpdateProperties): void;\n abstract reconnect(listeners?: (data: any) => void): Promise<void>;\n}\n"],"mappings":";AAEA,IAAa,iBAAiB;AAW9B,IAAsB,oBAAtB,MAAwC;CAGtC,YAAY,SAA4B;EAAlB,KAAA,UAAA;CAAmB;AAQ3C"}
@@ -13,6 +13,7 @@ export interface MmorpgOptions {
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  export declare class BridgeWebsocket extends AbstractWebsocket {
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  protected context: Context;
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  private options;
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+ readonly mode: "mmorpg";
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  private socket;
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  private privateId;
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  private pendingOn;
@@ -12,6 +12,7 @@ var BridgeWebsocket = class extends AbstractWebsocket {
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  super(context);
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  this.context = context;
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  this.options = options;
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+ this.mode = "mmorpg";
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  this.pendingOn = [];
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  this.acceptedOpenListeners = /* @__PURE__ */ new Set();
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  this.targetRoom = "lobby-1";
@@ -1 +1 @@
1
- {"version":3,"file":"mmorpg.js","names":[],"sources":["../../src/services/mmorpg.ts"],"sourcesContent":["import { Context } from \"@signe/di\";\nimport { connectionRoom } from \"@signe/sync/client\";\nimport { RpgGui } from \"../Gui/Gui\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { AbstractWebsocket, SocketQuery, SocketUpdateProperties, WebSocketToken } from \"./AbstractSocket\";\nimport { UpdateMapService, UpdateMapToken } from \"@rpgjs/common\";\nimport { provideKeyboardControls } from \"./keyboardControls\";\nimport { provideSaveClient } from \"./save\";\nimport { isNativeSocketEvent, waitForRpgjsConnected } from \"./mmorpg-connection\";\n\nexport interface MmorpgOptions {\n host?: string;\n connectionId?: string;\n connectionIdScope?: \"local\" | \"session\" | \"ephemeral\";\n query?: SocketQuery | (() => SocketQuery | undefined);\n socketOptions?: Record<string, any>;\n}\n\nexport class BridgeWebsocket extends AbstractWebsocket {\n private socket: any;\n private privateId: string;\n private pendingOn: Array<{ event: string; callback: (data: any) => void }> = [];\n private acceptedOpenListeners = new Set<(data: any) => void>();\n private targetRoom = \"lobby-1\";\n\n constructor(protected context: Context, private options: MmorpgOptions = {}) {\n super(context);\n this.privateId = this.resolveConnectionId();\n }\n\n private resolveConnectionId(): string {\n if (this.options.connectionId) {\n return this.options.connectionId;\n }\n\n const scope = this.options.connectionIdScope ?? \"local\";\n const key = \"rpgjs-user-id\";\n\n if (scope === \"ephemeral\") {\n return crypto.randomUUID();\n }\n\n const storage =\n scope === \"session\"\n ? window.sessionStorage\n : window.localStorage;\n\n const existing = storage.getItem(key);\n if (existing) {\n return existing;\n }\n\n const id = crypto.randomUUID();\n storage.setItem(key, id);\n return id;\n }\n\n private resolveQuery(): SocketQuery {\n const query = typeof this.options.query === \"function\"\n ? this.options.query()\n : this.options.query;\n\n return query ?? {};\n }\n\n async connection(listeners?: (data: any) => void) {\n // tmp\n class Room {\n \n }\n const instance = new Room()\n const host = this.options.host || window.location.host;\n this.socket = await connectionRoom({\n maxRetries: 0,\n ...this.options.socketOptions,\n host,\n room: this.targetRoom,\n id: this.privateId,\n query: {\n ...this.resolveQuery(),\n id: this.privateId,\n },\n }, instance)\n\n const pendingOn = this.pendingOn;\n this.pendingOn = [];\n pendingOn\n .filter(({ event }) => !this.isNativeSocketEvent(event))\n .forEach(({ event, callback }) => this.attachEvent(event, callback));\n await waitForRpgjsConnected(this.socket.conn);\n pendingOn\n .filter(({ event }) => this.isNativeSocketEvent(event))\n .forEach(({ event, callback }) => this.attachEvent(event, callback));\n this.emitAcceptedOpen();\n listeners?.(this.socket)\n }\n\n on(key: string, callback: (data: any) => void) {\n if (!this.socket) {\n this.pendingOn.push({ event: key, callback });\n return;\n }\n this.attachEvent(key, callback);\n }\n\n off(event: string, callback: (data: any) => void) {\n if (!this.socket) return;\n if (event === \"open\") {\n this.acceptedOpenListeners.delete(callback);\n return;\n }\n if (this.isNativeSocketEvent(event)) {\n this.socket.conn.removeEventListener(event, callback);\n return;\n }\n this.socket.off(event, callback);\n }\n\n emit(event: string, data: any) {\n this.socket.emit(event, data);\n }\n\n private attachEvent(event: string, callback: (data: any) => void) {\n if (event === \"open\") {\n this.acceptedOpenListeners.add(callback);\n return;\n }\n if (this.isNativeSocketEvent(event)) {\n this.socket.conn.addEventListener(event, callback);\n return;\n }\n this.socket.on(event, callback);\n }\n\n private emitAcceptedOpen() {\n const event = new Event(\"open\");\n this.acceptedOpenListeners.forEach((callback) => callback(event));\n }\n\n updateProperties({ room, host, query }: SocketUpdateProperties) {\n if (!this.socket?.conn) return;\n this.targetRoom = room;\n this.socket.conn.updateProperties({\n room,\n id: this.privateId,\n host: host || this.options.host || window.location.host,\n query: {\n ...this.resolveQuery(),\n ...query,\n id: this.privateId,\n },\n })\n }\n\n private isNativeSocketEvent(event: string) {\n return isNativeSocketEvent(event);\n }\n\n async reconnect(_listeners?: (data: any) => void): Promise<void> {\n if (!this.socket?.conn) return;\n const conn = this.socket.conn;\n const connected = waitForRpgjsConnected(conn, 10000, { ignoreCleanClose: true });\n conn.reconnect();\n await connected;\n this.emitAcceptedOpen();\n }\n\n getCurrentRoom(): string {\n return this.targetRoom || this.socket?.conn?.room || \"lobby-1\";\n }\n}\n\nclass UpdateMapStandaloneService extends UpdateMapService {\n constructor(protected context: Context, private _options: MmorpgOptions) {\n super(context);\n }\n\n async update(_map: any) {\n // In 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1
+ {"version":3,"file":"mmorpg.js","names":[],"sources":["../../src/services/mmorpg.ts"],"sourcesContent":["import { Context } from \"@signe/di\";\nimport { connectionRoom } from \"@signe/sync/client\";\nimport { RpgGui } from \"../Gui/Gui\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { AbstractWebsocket, SocketQuery, SocketUpdateProperties, WebSocketToken } from \"./AbstractSocket\";\nimport { UpdateMapService, UpdateMapToken } from \"@rpgjs/common\";\nimport { provideKeyboardControls } from \"./keyboardControls\";\nimport { provideSaveClient } from \"./save\";\nimport { isNativeSocketEvent, waitForRpgjsConnected } from \"./mmorpg-connection\";\n\nexport interface MmorpgOptions {\n host?: string;\n connectionId?: string;\n connectionIdScope?: \"local\" | \"session\" | \"ephemeral\";\n query?: SocketQuery | (() => SocketQuery | undefined);\n socketOptions?: Record<string, any>;\n}\n\nexport class BridgeWebsocket extends AbstractWebsocket {\n readonly mode = \"mmorpg\" as const;\n\n private socket: any;\n private privateId: string;\n private pendingOn: Array<{ event: string; callback: (data: any) => void }> = [];\n private acceptedOpenListeners = new Set<(data: any) => void>();\n private targetRoom = \"lobby-1\";\n\n constructor(protected context: Context, private options: MmorpgOptions = {}) {\n super(context);\n this.privateId = this.resolveConnectionId();\n }\n\n private resolveConnectionId(): string {\n if (this.options.connectionId) {\n return this.options.connectionId;\n }\n\n const scope = this.options.connectionIdScope ?? \"local\";\n const key = \"rpgjs-user-id\";\n\n if (scope === \"ephemeral\") {\n return crypto.randomUUID();\n }\n\n const storage =\n scope === \"session\"\n ? window.sessionStorage\n : window.localStorage;\n\n const existing = storage.getItem(key);\n if (existing) {\n return existing;\n }\n\n const id = crypto.randomUUID();\n storage.setItem(key, id);\n return id;\n }\n\n private resolveQuery(): SocketQuery {\n const query = typeof this.options.query === \"function\"\n ? this.options.query()\n : this.options.query;\n\n return query ?? {};\n }\n\n async connection(listeners?: (data: any) => void) {\n // tmp\n class Room {\n \n }\n const instance = new Room()\n const host = this.options.host || window.location.host;\n this.socket = await connectionRoom({\n maxRetries: 0,\n ...this.options.socketOptions,\n host,\n room: this.targetRoom,\n id: this.privateId,\n query: {\n ...this.resolveQuery(),\n id: this.privateId,\n },\n }, instance)\n\n const pendingOn = this.pendingOn;\n this.pendingOn = [];\n pendingOn\n .filter(({ event }) => !this.isNativeSocketEvent(event))\n .forEach(({ event, callback }) => this.attachEvent(event, callback));\n await waitForRpgjsConnected(this.socket.conn);\n pendingOn\n .filter(({ event }) => this.isNativeSocketEvent(event))\n .forEach(({ event, callback }) => this.attachEvent(event, callback));\n this.emitAcceptedOpen();\n listeners?.(this.socket)\n }\n\n on(key: string, callback: (data: any) => void) {\n if (!this.socket) {\n this.pendingOn.push({ event: key, callback });\n return;\n }\n this.attachEvent(key, callback);\n }\n\n off(event: string, callback: (data: any) => void) {\n if (!this.socket) return;\n if (event === \"open\") {\n this.acceptedOpenListeners.delete(callback);\n return;\n }\n if (this.isNativeSocketEvent(event)) {\n this.socket.conn.removeEventListener(event, callback);\n return;\n }\n this.socket.off(event, callback);\n }\n\n emit(event: string, data: any) {\n this.socket.emit(event, data);\n }\n\n private attachEvent(event: string, callback: (data: any) => void) {\n if (event === \"open\") {\n this.acceptedOpenListeners.add(callback);\n return;\n }\n if (this.isNativeSocketEvent(event)) {\n this.socket.conn.addEventListener(event, callback);\n return;\n }\n this.socket.on(event, callback);\n }\n\n private emitAcceptedOpen() {\n const event = new Event(\"open\");\n this.acceptedOpenListeners.forEach((callback) => callback(event));\n }\n\n updateProperties({ room, host, query }: SocketUpdateProperties) {\n if (!this.socket?.conn) return;\n this.targetRoom = room;\n this.socket.conn.updateProperties({\n room,\n id: this.privateId,\n host: host || this.options.host || window.location.host,\n query: {\n ...this.resolveQuery(),\n ...query,\n id: this.privateId,\n },\n })\n }\n\n private isNativeSocketEvent(event: string) {\n return isNativeSocketEvent(event);\n }\n\n async reconnect(_listeners?: (data: any) => void): Promise<void> {\n if (!this.socket?.conn) return;\n const conn = this.socket.conn;\n const connected = waitForRpgjsConnected(conn, 10000, { ignoreCleanClose: true });\n conn.reconnect();\n await connected;\n this.emitAcceptedOpen();\n }\n\n getCurrentRoom(): string {\n return this.targetRoom || this.socket?.conn?.room || \"lobby-1\";\n }\n}\n\nclass UpdateMapStandaloneService extends UpdateMapService {\n constructor(protected context: Context, private _options: MmorpgOptions) {\n super(context);\n }\n\n async update(_map: any) {\n // In MMORPG mode, clients are untrusted and must not push map definitions.\n // Map bootstrap/update is handled server-side by @rpgjs/vite.\n return;\n }\n}\n\nexport function provideMmorpg(options: MmorpgOptions) {\n return [\n {\n provide: WebSocketToken,\n useFactory: (context: Context) => new BridgeWebsocket(context, options),\n },\n {\n provide: UpdateMapToken,\n useFactory: (context: Context) => new UpdateMapStandaloneService(context, options),\n },\n provideKeyboardControls(),\n provideSaveClient(),\n RpgGui,\n RpgClientEngine,\n 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@@ -9,6 +9,7 @@ interface StandaloneOptions {
9
9
  declare class BridgeWebsocket extends AbstractWebsocket {
10
10
  protected context: Context;
11
11
  private server;
12
+ readonly mode: "standalone";
12
13
  private room;
13
14
  private socket;
14
15
  private socketRoom?;
@@ -12,6 +12,7 @@ var BridgeWebsocket = class extends AbstractWebsocket {
12
12
  super(context);
13
13
  this.context = context;
14
14
  this.server = server;
15
+ this.mode = "standalone";
15
16
  this.listeners = [];
16
17
  this.rooms = {
17
18
  partyFn: async (roomId) => {
@@ -1 +1 @@
1
- {"version":3,"file":"standalone.js","names":[],"sources":["../../src/services/standalone.ts"],"sourcesContent":["import { AbstractWebsocket, SocketUpdateProperties, WebSocketToken } from \"./AbstractSocket\";\nimport { ClientIo, ServerIo } from \"@signe/room\";\nimport { Context } from \"@signe/di\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { UpdateMapService, UpdateMapToken } from \"@rpgjs/common\";\nimport { LoadMapToken } from \"./loadMap\";\nimport { RpgGui } from \"../Gui/Gui\";\nimport { provideKeyboardControls } from \"./keyboardControls\";\nimport { provideSaveClient } from \"./save\";\nimport { normalizeStandaloneMessage } from \"./standalone-message\";\n\ntype ServerIo = any;\ntype ClientIo = any;\n\ninterface StandaloneOptions {\n env?: Record<string, any>;\n}\n\nclass BridgeWebsocket extends AbstractWebsocket {\n private room: ServerIo;\n private socket: ClientIo;\n private socketRoom?: ServerIo;\n private listeners: Array<{\n event: string;\n callback: (data: any) => void;\n handler: (event: any) => void;\n }> = [];\n private rooms = {\n partyFn: async (roomId: string) => {\n this.room = new ServerIo(roomId, this.rooms);\n const server = new this.server(this.room)\n await server.onStart();\n await server.subRoom.onStart()\n this.context.set('server', server)\n return server\n },\n env: {}\n }\n private serverInstance: any;\n\n constructor(protected context: Context, private server: any, options: StandaloneOptions = {}) {\n super(context);\n // fake room\n this.rooms.env = options.env || {};\n this.room = new ServerIo(\"lobby-1\", this.rooms);\n }\n\n async connection(listeners?: (data: any) => void) {\n this.serverInstance = new this.server(this.room);\n await this.serverInstance.onStart();\n await this.serverInstance.subRoom.onStart()\n this.context.set('server', this.serverInstance)\n return this._connection(listeners)\n }\n\n private async _connection(listeners?: (data: any) => void) {\n this.detachCurrentSocket();\n this.serverInstance = this.context.get('server')\n this.socket = new ClientIo(this.serverInstance, 'player-client-id');\n const url = new URL('http://localhost')\n const request = new Request(url.toString(), {\n method: 'GET',\n headers: {\n 'Content-Type': 'application/json'\n }\n })\n listeners?.(this.socket)\n this.room.clients.set(this.socket.id, this.socket);\n this.socketRoom = this.room;\n this.listeners.forEach(({ handler }) => {\n this.socket.addEventListener(\"message\", handler);\n });\n await this.serverInstance.onConnect(this.socket.conn as any, { request } as any);\n return this.socket\n }\n\n on(key: string, callback: (data: any) => void) {\n if (\n this.listeners.some(\n (listener) => listener.event === key && listener.callback === callback\n )\n ) {\n return;\n }\n const handler = (event) => {\n const object = normalizeStandaloneMessage(event);\n if (object.type === key) {\n callback(object.value);\n }\n };\n this.listeners.push({ event: key, callback, handler });\n this.socket?.addEventListener(\"message\", handler);\n }\n\n off(event: string, callback: (data: any) => void) {\n const remaining: typeof this.listeners = [];\n for (const listener of this.listeners) {\n if (listener.event === event && listener.callback === callback) {\n this.socket?.removeEventListener(\"message\", listener.handler);\n continue;\n }\n remaining.push(listener);\n }\n this.listeners = remaining;\n }\n\n emit(event: string, data: any) {\n this.socket.send({\n action: event,\n value: data,\n });\n }\n\n /**\n * Update underlying connection properties before a reconnect\n *\n * Design\n * - Dynamically register a factory for the requested room to ensure a fresh server instance\n * - Swap the internal ServerIo to target the new room\n *\n * @param params - Properties to update\n * @param params.room - The target room id (e.g. `map-simplemap2`)\n *\n * @example\n * ```ts\n * websocket.updateProperties({ room: 'map-simplemap2' })\n * await websocket.reconnect()\n * ```\n */\n updateProperties(_params: SocketUpdateProperties) {\n // empty\n }\n\n /**\n * Reconnect the client to the current Party room\n *\n * Design\n * - Must be called after `updateProperties()` when switching rooms\n * - Rebuilds the client <-> server bridge and re-triggers connection listeners\n *\n * @param listeners - Optional callback to re-bind event handlers on the new socket\n *\n * @example\n * ```ts\n * websocket.updateProperties({ room: 'map-dungeon' })\n * await websocket.reconnect((socket) => {\n * // re-bind events here\n * })\n * ```\n */\n async reconnect(listeners?: (data: any) => void): Promise<void> {\n await this._connection((socket) => {\n listeners?.(socket)\n })\n }\n\n private detachCurrentSocket() {\n if (!this.socket) return;\n this.listeners.forEach(({ handler }) => {\n this.socket.removeEventListener(\"message\", handler);\n });\n this.socketRoom?.clients?.delete?.(this.socket.id);\n this.socket = undefined as any;\n this.socketRoom = undefined;\n }\n\n getServer() {\n return this.serverInstance\n }\n\n getSocket() {\n return this.socket\n }\n}\n\nclass UpdateMapStandaloneService extends UpdateMapService {\n private server: any;\n\n /**\n * Update the current room map data on the server side\n *\n * Design\n * - Uses the in-memory server instance stored in context (standalone mode)\n * - Builds a local HTTP-like request to the current Party room endpoint\n *\n * @param map - The map payload to apply on the server\n *\n * @example\n * ```ts\n * await updateMapService.update({ width: 1024, height: 768, events: [] })\n * ```\n */\n async update(map: any) {\n this.server = this.context.get('server')\n const roomId = this.server?.room?.id ?? 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1
+ {"version":3,"file":"standalone.js","names":[],"sources":["../../src/services/standalone.ts"],"sourcesContent":["import { AbstractWebsocket, SocketUpdateProperties, WebSocketToken } from \"./AbstractSocket\";\nimport { ClientIo, ServerIo } from \"@signe/room\";\nimport { Context } from \"@signe/di\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { UpdateMapService, UpdateMapToken } from \"@rpgjs/common\";\nimport { LoadMapToken } from \"./loadMap\";\nimport { RpgGui } from \"../Gui/Gui\";\nimport { provideKeyboardControls } from \"./keyboardControls\";\nimport { provideSaveClient } from \"./save\";\nimport { normalizeStandaloneMessage } from \"./standalone-message\";\n\ntype ServerIo = any;\ntype ClientIo = any;\n\ninterface StandaloneOptions {\n env?: Record<string, any>;\n}\n\nclass BridgeWebsocket extends AbstractWebsocket {\n readonly mode = \"standalone\" as const;\n\n private room: ServerIo;\n private socket: ClientIo;\n private socketRoom?: ServerIo;\n private listeners: Array<{\n event: string;\n callback: (data: any) => void;\n handler: (event: any) => void;\n }> = [];\n private rooms = {\n partyFn: async (roomId: string) => {\n this.room = new ServerIo(roomId, this.rooms);\n const server = new this.server(this.room)\n await server.onStart();\n await server.subRoom.onStart()\n this.context.set('server', server)\n return server\n },\n env: {}\n }\n private serverInstance: any;\n\n constructor(protected context: Context, private server: any, options: StandaloneOptions = {}) {\n super(context);\n // fake room\n this.rooms.env = options.env || {};\n this.room = new ServerIo(\"lobby-1\", this.rooms);\n }\n\n async connection(listeners?: (data: any) => void) {\n this.serverInstance = new this.server(this.room);\n await this.serverInstance.onStart();\n await this.serverInstance.subRoom.onStart()\n this.context.set('server', this.serverInstance)\n return this._connection(listeners)\n }\n\n private async _connection(listeners?: (data: any) => void) {\n this.detachCurrentSocket();\n this.serverInstance = this.context.get('server')\n this.socket = new ClientIo(this.serverInstance, 'player-client-id');\n const url = new URL('http://localhost')\n const request = new Request(url.toString(), {\n method: 'GET',\n headers: {\n 'Content-Type': 'application/json'\n }\n })\n listeners?.(this.socket)\n this.room.clients.set(this.socket.id, this.socket);\n this.socketRoom = this.room;\n this.listeners.forEach(({ handler }) => {\n this.socket.addEventListener(\"message\", handler);\n });\n await this.serverInstance.onConnect(this.socket.conn as any, { request } as any);\n return this.socket\n }\n\n on(key: string, callback: (data: any) => void) {\n if (\n this.listeners.some(\n (listener) => listener.event === key && listener.callback === callback\n )\n ) {\n return;\n }\n const handler = (event) => {\n const object = normalizeStandaloneMessage(event);\n if (object.type === key) {\n callback(object.value);\n }\n };\n this.listeners.push({ event: key, callback, handler });\n this.socket?.addEventListener(\"message\", handler);\n }\n\n off(event: string, callback: (data: any) => void) {\n const remaining: typeof this.listeners = [];\n for (const listener of this.listeners) {\n if (listener.event === event && listener.callback === callback) {\n this.socket?.removeEventListener(\"message\", listener.handler);\n continue;\n }\n remaining.push(listener);\n }\n this.listeners = remaining;\n }\n\n emit(event: string, data: any) {\n this.socket.send({\n action: event,\n value: data,\n });\n }\n\n /**\n * Update underlying connection properties before a reconnect\n *\n * Design\n * - Dynamically register a factory for the requested room to ensure a fresh server instance\n * - Swap the internal ServerIo to target the new room\n *\n * @param params - Properties to update\n * @param params.room - The target room id (e.g. `map-simplemap2`)\n *\n * @example\n * ```ts\n * websocket.updateProperties({ room: 'map-simplemap2' })\n * await websocket.reconnect()\n * ```\n */\n updateProperties(_params: SocketUpdateProperties) {\n // empty\n }\n\n /**\n * Reconnect the client to the current Party room\n *\n * Design\n * - Must be called after `updateProperties()` when switching rooms\n * - Rebuilds the client <-> server bridge and re-triggers connection listeners\n *\n * @param listeners - Optional callback to re-bind event handlers on the new socket\n *\n * @example\n * ```ts\n * websocket.updateProperties({ room: 'map-dungeon' })\n * await websocket.reconnect((socket) => {\n * // re-bind events here\n * })\n * ```\n */\n async reconnect(listeners?: (data: any) => void): Promise<void> {\n await this._connection((socket) => {\n listeners?.(socket)\n })\n }\n\n private detachCurrentSocket() {\n if (!this.socket) return;\n this.listeners.forEach(({ handler }) => {\n this.socket.removeEventListener(\"message\", handler);\n });\n this.socketRoom?.clients?.delete?.(this.socket.id);\n this.socket = undefined as any;\n this.socketRoom = undefined;\n }\n\n getServer() {\n return this.serverInstance\n }\n\n getSocket() {\n return this.socket\n }\n}\n\nclass UpdateMapStandaloneService extends UpdateMapService {\n private server: any;\n\n /**\n * Update the current room map data on the server side\n *\n * Design\n * - Uses the in-memory server instance stored in context (standalone mode)\n * - Builds a local HTTP-like request to the current Party room endpoint\n *\n * @param map - The map payload to apply on the server\n *\n * @example\n * ```ts\n * await updateMapService.update({ width: 1024, height: 768, events: [] })\n * ```\n */\n async update(map: any) {\n this.server = this.context.get('server')\n const roomId = this.server?.room?.id ?? 'lobby-1'\n const req = {\n url: `http://localhost/parties/main/${roomId}/map/update`,\n method: 'POST',\n headers: new Headers({}),\n json: async () => {\n return map;\n }\n };\n await this.server.onRequest(req)\n }\n}\n\nexport function provideRpg(server: any, options: StandaloneOptions = {}) {\n return [\n {\n provide: WebSocketToken,\n useFactory: (context: Context) => new BridgeWebsocket(context, server, options),\n },\n {\n provide: UpdateMapToken,\n useClass: UpdateMapStandaloneService,\n },\n provideKeyboardControls(),\n provideSaveClient(),\n RpgGui,\n RpgClientEngine,\n ];\n}\n"],"mappings":";;;;;;;;;AAkBA,IAAM,kBAAN,cAA8B,kBAAkB;CAwB9C,YAAY,SAA4B,QAAqB,UAA6B,CAAC,GAAG;EAC5F,MAAM,OAAO;EADO,KAAA,UAAA;EAA0B,KAAA,SAAA;cAvBhC;mBASX,CAAC;eACU;GACd,SAAS,OAAO,WAAmB;IACjC,KAAK,OAAO,IAAI,SAAS,QAAQ,KAAK,KAAK;IAC3C,MAAM,SAAS,IAAI,KAAK,OAAO,KAAK,IAAI;IACxC,MAAM,OAAO,QAAQ;IACrB,MAAM,OAAO,QAAQ,QAAQ;IAC7B,KAAK,QAAQ,IAAI,UAAU,MAAM;IACjC,OAAO;GACT;GACA,KAAK,CAAC;EACR;EAME,KAAK,MAAM,MAAM,QAAQ,OAAO,CAAC;EACjC,KAAK,OAAO,IAAI,SAAS,WAAW,KAAK,KAAK;CAChD;CAEA,MAAM,WAAW,WAAiC;EAChD,KAAK,iBAAiB,IAAI,KAAK,OAAO,KAAK,IAAI;EAC/C,MAAM,KAAK,eAAe,QAAQ;EAClC,MAAM,KAAK,eAAe,QAAQ,QAAQ;EAC1C,KAAK,QAAQ,IAAI,UAAU,KAAK,cAAc;EAC9C,OAAO,KAAK,YAAY,SAAS;CACnC;CAEA,MAAc,YAAY,WAAiC;EACzD,KAAK,oBAAoB;EACzB,KAAK,iBAAiB,KAAK,QAAQ,IAAI,QAAQ;EAC/C,KAAK,SAAS,IAAI,SAAS,KAAK,gBAAgB,kBAAkB;EAClE,MAAM,MAAM,IAAI,IAAI,kBAAkB;EACtC,MAAM,UAAU,IAAI,QAAQ,IAAI,SAAS,GAAG;GAC1C,QAAQ;GACR,SAAS,EACP,gBAAgB,mBAClB;EACF,CAAC;EACD,YAAY,KAAK,MAAM;EACvB,KAAK,KAAK,QAAQ,IAAI,KAAK,OAAO,IAAI,KAAK,MAAM;EACjD,KAAK,aAAa,KAAK;EACvB,KAAK,UAAU,SAAS,EAAE,cAAc;GACtC,KAAK,OAAO,iBAAiB,WAAW,OAAO;EACjD,CAAC;EACD,MAAM,KAAK,eAAe,UAAU,KAAK,OAAO,MAAa,EAAE,QAAQ,CAAQ;EAC/E,OAAO,KAAK;CACd;CAEA,GAAG,KAAa,UAA+B;EAC7C,IACE,KAAK,UAAU,MACZ,aAAa,SAAS,UAAU,OAAO,SAAS,aAAa,QAChE,GAEA;EAEF,MAAM,WAAW,UAAU;GACzB,MAAM,SAAS,2BAA2B,KAAK;GAC/C,IAAI,OAAO,SAAS,KAClB,SAAS,OAAO,KAAK;EAEzB;EACA,KAAK,UAAU,KAAK;GAAE,OAAO;GAAK;GAAU;EAAQ,CAAC;EACrD,KAAK,QAAQ,iBAAiB,WAAW,OAAO;CAClD;CAEA,IAAI,OAAe,UAA+B;EAChD,MAAM,YAAmC,CAAC;EAC1C,KAAK,MAAM,YAAY,KAAK,WAAW;GACrC,IAAI,SAAS,UAAU,SAAS,SAAS,aAAa,UAAU;IAC9D,KAAK,QAAQ,oBAAoB,WAAW,SAAS,OAAO;IAC5D;GACF;GACA,UAAU,KAAK,QAAQ;EACzB;EACA,KAAK,YAAY;CACnB;CAEA,KAAK,OAAe,MAAW;EAC7B,KAAK,OAAO,KAAK;GACf,QAAQ;GACR,OAAO;EACT,CAAC;CACH;;;;;;;;;;;;;;;;;CAkBA,iBAAiB,SAAiC,CAElD;;;;;;;;;;;;;;;;;;CAmBA,MAAM,UAAU,WAAgD;EAC9D,MAAM,KAAK,aAAa,WAAW;GACjC,YAAY,MAAM;EACpB,CAAC;CACH;CAEA,sBAA8B;EAC5B,IAAI,CAAC,KAAK,QAAQ;EAClB,KAAK,UAAU,SAAS,EAAE,cAAc;GACtC,KAAK,OAAO,oBAAoB,WAAW,OAAO;EACpD,CAAC;EACD,KAAK,YAAY,SAAS,SAAS,KAAK,OAAO,EAAE;EACjD,KAAK,SAAS,KAAA;EACd,KAAK,aAAa,KAAA;CACpB;CAEA,YAAY;EACV,OAAO,KAAK;CACd;CAEA,YAAY;EACV,OAAO,KAAK;CACd;AACF;AAEA,IAAM,6BAAN,cAAyC,iBAAiB;;;;;;;;;;;;;;;CAiBxD,MAAM,OAAO,KAAU;EACrB,KAAK,SAAS,KAAK,QAAQ,IAAI,QAAQ;EAEvC,MAAM,MAAM;GACV,KAAK,iCAFQ,KAAK,QAAQ,MAAM,MAAM,UAEO;GAC7C,QAAQ;GACR,SAAS,IAAI,QAAQ,CAAC,CAAC;GACvB,MAAM,YAAY;IAChB,OAAO;GACT;EACF;EACA,MAAM,KAAK,OAAO,UAAU,GAAG;CACjC;AACF;AAEA,SAAgB,WAAW,QAAa,UAA6B,CAAC,GAAG;CACvE,OAAO;EACL;GACE,SAAS;GACT,aAAa,YAAqB,IAAI,gBAAgB,SAAS,QAAQ,OAAO;EAChF;EACA;GACE,SAAS;GACT,UAAU;EACZ;EACA,wBAAwB;EACxB,kBAAkB;EAClB;EACA;CACF;AACF"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@rpgjs/client",
3
- "version": "5.0.0-beta.14",
3
+ "version": "5.0.0-beta.16",
4
4
  "description": "RPGJS is a framework for creating RPG/MMORPG games",
5
5
  "main": "dist/index.js",
6
6
  "types": "./dist/index.d.ts",
@@ -22,9 +22,9 @@
22
22
  "pixi.js": "^8.9.2"
23
23
  },
24
24
  "dependencies": {
25
- "@rpgjs/common": "5.0.0-beta.14",
26
- "@rpgjs/server": "5.0.0-beta.14",
27
- "@rpgjs/ui-css": "5.0.0-beta.12",
25
+ "@rpgjs/common": "5.0.0-beta.15",
26
+ "@rpgjs/server": "5.0.0-beta.16",
27
+ "@rpgjs/ui-css": "5.0.0-beta.13",
28
28
  "@signe/di": "3.0.1",
29
29
  "@signe/room": "3.0.1",
30
30
  "@signe/sync": "3.0.1",
package/src/Game/Map.ts CHANGED
@@ -24,6 +24,34 @@ type TestGlobalScope = typeof globalThis & {
24
24
  __RPGJS_TEST__?: boolean;
25
25
  };
26
26
 
27
+ const lightingColorsEqual = (
28
+ left: LightSpot["color"],
29
+ right: LightSpot["color"],
30
+ ): boolean => {
31
+ if (Array.isArray(left) || Array.isArray(right)) {
32
+ return Array.isArray(left)
33
+ && Array.isArray(right)
34
+ && left.length === right.length
35
+ && left.every((value, index) => value === right[index]);
36
+ }
37
+ return left === right;
38
+ };
39
+
40
+ const lightSpotsEqual = (left: LightSpot | undefined, right: LightSpot): boolean => {
41
+ if (!left) return false;
42
+ return left.id === right.id
43
+ && left.x === right.x
44
+ && left.y === right.y
45
+ && left.radius === right.radius
46
+ && left.intensity === right.intensity
47
+ && lightingColorsEqual(left.color, right.color)
48
+ && left.flicker === right.flicker
49
+ && left.flickerSpeed === right.flickerSpeed
50
+ && left.pulse === right.pulse
51
+ && left.pulseSpeed === right.pulseSpeed
52
+ && left.phase === right.phase;
53
+ };
54
+
27
55
  export class RpgClientMap extends RpgCommonMap<any> {
28
56
  engine: RpgClientEngine = inject(RpgClientEngine)
29
57
  @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});
@@ -132,10 +160,15 @@ export class RpgClientMap extends RpgCommonMap<any> {
132
160
  if (!nextSpot) {
133
161
  return;
134
162
  }
135
- this.localLightSpots.update((spots) => ({
136
- ...spots,
137
- [id]: nextSpot,
138
- }));
163
+ this.localLightSpots.update((spots) => {
164
+ if (lightSpotsEqual(spots[id], nextSpot)) {
165
+ return spots;
166
+ }
167
+ return {
168
+ ...spots,
169
+ [id]: nextSpot,
170
+ };
171
+ });
139
172
  }
140
173
 
141
174
  patchLightSpot(id: string, patch: Partial<LightSpot>): void {
@@ -64,6 +64,7 @@ export abstract class RpgClientObject extends RpgCommonPlayer {
64
64
 
65
65
  constructor() {
66
66
  super();
67
+ const engine = this.engine;
67
68
  this.hooks.callHooks("client-sprite-onInit", this).subscribe();
68
69
 
69
70
  this._frames.observable.subscribe(({ items }) => {
@@ -84,7 +85,7 @@ export abstract class RpgClientObject extends RpgCommonPlayer {
84
85
  const graphicRefs = Array.isArray(graphics) ? graphics : [];
85
86
  if (graphicRefs.length === 0) return of([]);
86
87
  return from(Promise.all(graphicRefs.map(async (graphic) => {
87
- const spritesheet = await this.engine.getSpriteSheet(graphic);
88
+ const spritesheet = await engine.getSpriteSheet(graphic);
88
89
  return withGraphicDisplayScale(spritesheet, scale);
89
90
  })));
90
91
  })
@@ -93,7 +94,7 @@ export abstract class RpgClientObject extends RpgCommonPlayer {
93
94
  this.graphicsSignals.set(sheets);
94
95
  });
95
96
 
96
- this.engine.tick
97
+ engine.tick
97
98
  .pipe
98
99
  //throttleTime(10)
99
100
  ()
@@ -101,7 +102,7 @@ export abstract class RpgClientObject extends RpgCommonPlayer {
101
102
  const frame = this.frames.shift();
102
103
  if (frame) {
103
104
  if (typeof frame.x !== "number" || typeof frame.y !== "number") return;
104
- this.engine.scene.setBodyPosition(
105
+ engine.scene.setBodyPosition(
105
106
  this.id,
106
107
  frame.x,
107
108
  frame.y,
@@ -52,6 +52,11 @@ interface MovementTrajectoryPoint {
52
52
  direction?: Direction;
53
53
  }
54
54
 
55
+ interface CanvasResizeSize {
56
+ width: number;
57
+ height: number;
58
+ }
59
+
55
60
  const DEFAULT_DASH_ADDITIONAL_SPEED = 8;
56
61
  const DEFAULT_DASH_DURATION_MS = 180;
57
62
  const DEFAULT_DASH_COOLDOWN_MS = 450;
@@ -187,6 +192,9 @@ export class RpgClientEngine<T = any> {
187
192
  private predictionEnabled = false;
188
193
  private prediction?: PredictionController<RpgMovementInput, Direction>;
189
194
  private readonly SERVER_CORRECTION_THRESHOLD = 30;
195
+ private localMovementAuthority = false;
196
+ private lastLocalMovementInputAt = 0;
197
+ private readonly LOCAL_MOVEMENT_AUTHORITY_ACK_GRACE_MS = 250;
190
198
  private inputFrameCounter = 0;
191
199
  private pendingPredictionFrames: number[] = [];
192
200
  private lastClientPhysicsStepAt = 0;
@@ -213,6 +221,8 @@ export class RpgClientEngine<T = any> {
213
221
  private mapTransitionInProgress = false;
214
222
  private currentMapRoomId?: string;
215
223
  private socketListenersInitialized = false;
224
+ private clientReadyForMapChanges = false;
225
+ private pendingMapChanges: any[] = [];
216
226
 
217
227
  // Store subscriptions and event listeners for cleanup
218
228
  private tickSubscriptions: any[] = [];
@@ -265,9 +275,36 @@ export class RpgClientEngine<T = any> {
265
275
  this.registerSpriteComponent("rpg:image", ImageComponent);
266
276
 
267
277
  this.predictionEnabled = (this.globalConfig as any)?.prediction?.enabled !== false;
278
+ this.localMovementAuthority = this.resolveLocalMovementAuthority();
268
279
  this.initializePredictionController();
269
280
  }
270
281
 
282
+ private resolveLocalMovementAuthority(): boolean {
283
+ const predictionConfig = (this.globalConfig as any)?.prediction;
284
+ const configured =
285
+ (this.globalConfig as any)?.movementAuthority ??
286
+ predictionConfig?.movementAuthority ??
287
+ predictionConfig?.authority ??
288
+ predictionConfig?.mode;
289
+
290
+ if (
291
+ configured === "server" ||
292
+ configured === "network" ||
293
+ configured === false
294
+ ) {
295
+ return false;
296
+ }
297
+ if (
298
+ configured === "client" ||
299
+ configured === "local" ||
300
+ configured === true
301
+ ) {
302
+ return true;
303
+ }
304
+
305
+ return this.webSocket.mode === "standalone";
306
+ }
307
+
271
308
  setLocale(locale: string) {
272
309
  this.locale = locale;
273
310
  }
@@ -357,6 +394,7 @@ export class RpgClientEngine<T = any> {
357
394
  Canvas,
358
395
  bootstrapOptions
359
396
  );
397
+ this.installCanvasResizeGuard(app);
360
398
  this.canvasApp = app;
361
399
  this.canvasElement = canvasElement;
362
400
  this.renderer = app.renderer as unknown as PIXI.Renderer;
@@ -390,6 +428,8 @@ export class RpgClientEngine<T = any> {
390
428
  this.hooks.callHooks("client-sprite-load", this).subscribe();
391
429
 
392
430
  await lastValueFrom(this.hooks.callHooks("client-engine-onStart", this));
431
+ this.clientReadyForMapChanges = true;
432
+ this.flushPendingMapChanges();
393
433
 
394
434
  // wondow is resize
395
435
  this.resizeHandler = () => {
@@ -416,6 +456,56 @@ export class RpgClientEngine<T = any> {
416
456
  this.startPingPong();
417
457
  }
418
458
 
459
+ private installCanvasResizeGuard(app: any) {
460
+ if (!app || typeof app.resize !== "function") return;
461
+
462
+ const originalResize = app.resize.bind(app);
463
+ app.resize = () => {
464
+ const targetSize = this.readCanvasResizeTargetSize(app);
465
+ const rendererSize = this.readCanvasRendererSize(app);
466
+
467
+ if (
468
+ targetSize &&
469
+ rendererSize &&
470
+ targetSize.width === rendererSize.width &&
471
+ targetSize.height === rendererSize.height
472
+ ) {
473
+ this.cancelCanvasResizeFrame(app);
474
+ return;
475
+ }
476
+
477
+ originalResize();
478
+ };
479
+ }
480
+
481
+ private readCanvasResizeTargetSize(app: any): CanvasResizeSize | null {
482
+ const resizeTarget = app?.resizeTo;
483
+ if (!resizeTarget || typeof window === "undefined") return null;
484
+
485
+ const rawWidth = resizeTarget === window ? window.innerWidth : resizeTarget.clientWidth;
486
+ const rawHeight = resizeTarget === window ? window.innerHeight : resizeTarget.clientHeight;
487
+ const width = Math.round(Number(rawWidth));
488
+ const height = Math.round(Number(rawHeight));
489
+
490
+ if (!Number.isFinite(width) || !Number.isFinite(height) || width < 0 || height < 0) return null;
491
+ return { width, height };
492
+ }
493
+
494
+ private readCanvasRendererSize(app: any): CanvasResizeSize | null {
495
+ const screen = app?.renderer?.screen;
496
+ const width = Math.round(Number(screen?.width));
497
+ const height = Math.round(Number(screen?.height));
498
+
499
+ if (!Number.isFinite(width) || !Number.isFinite(height)) return null;
500
+ return { width, height };
501
+ }
502
+
503
+ private cancelCanvasResizeFrame(app: any) {
504
+ if (typeof app?._cancelResize === "function") {
505
+ app._cancelResize();
506
+ }
507
+ }
508
+
419
509
  private resolveSceneMapComponent() {
420
510
  const components = this.hooks.getHookFunctions("client-sceneMap-component");
421
511
  const component = components[components.length - 1];
@@ -523,8 +613,8 @@ export class RpgClientEngine<T = any> {
523
613
 
524
614
  const myId = this.playerIdSignal();
525
615
  const players = payload.players;
526
- const shouldMaskLocalPosition =
527
- this.predictionEnabled && !!this.prediction?.hasPendingInputs();
616
+ const localPatch = myId && players ? players[myId] : undefined;
617
+ const shouldMaskLocalPosition = this.shouldPreserveLocalPlayerPosition(localPatch);
528
618
  if (shouldMaskLocalPosition && myId && players && players[myId]) {
529
619
  const localPatch = { ...players[myId] };
530
620
  delete localPatch.x;
@@ -540,6 +630,31 @@ export class RpgClientEngine<T = any> {
540
630
  return payload;
541
631
  }
542
632
 
633
+ private shouldPreserveLocalPlayerPosition(localPatch?: any): boolean {
634
+ if (!localPatch) {
635
+ return false;
636
+ }
637
+ if (this.predictionEnabled && !!this.prediction?.hasPendingInputs()) {
638
+ return true;
639
+ }
640
+ return this.shouldKeepLocalPlayerMovement();
641
+ }
642
+
643
+ private shouldKeepLocalPlayerMovement(): boolean {
644
+ if (!this.localMovementAuthority || this.mapTransitionInProgress) {
645
+ return false;
646
+ }
647
+ const myId = this.playerIdSignal();
648
+ const player = myId ? this.sceneMap?.players?.()?.[myId] : undefined;
649
+ if (!player) {
650
+ return false;
651
+ }
652
+ if (this.prediction?.hasPendingInputs()) {
653
+ return true;
654
+ }
655
+ return Date.now() - this.lastLocalMovementInputAt <= this.LOCAL_MOVEMENT_AUTHORITY_ACK_GRACE_MS;
656
+ }
657
+
543
658
  private normalizeAckWithSyncState(
544
659
  ack: { frame: number; serverTick?: number; x?: number; y?: number; direction?: Direction },
545
660
  syncData: any,
@@ -594,10 +709,11 @@ export class RpgClientEngine<T = any> {
594
709
  });
595
710
 
596
711
  this.webSocket.on("changeMap", (data) => {
597
- const nextMapId = typeof data?.mapId === "string" ? data.mapId : undefined;
598
- this.beginMapTransfer(nextMapId);
599
- const transferToken = typeof data?.transferToken === "string" ? data.transferToken : undefined;
600
- this.loadScene(data.mapId, transferToken);
712
+ if (!this.clientReadyForMapChanges) {
713
+ this.pendingMapChanges.push(data);
714
+ return;
715
+ }
716
+ this.handleChangeMap(data);
601
717
  });
602
718
 
603
719
  this.webSocket.on("showComponentAnimation", (data) => {
@@ -795,6 +911,19 @@ export class RpgClientEngine<T = any> {
795
911
  packets.forEach((packet) => this.applySyncPacket(packet));
796
912
  }
797
913
 
914
+ private flushPendingMapChanges() {
915
+ const packets = this.pendingMapChanges;
916
+ this.pendingMapChanges = [];
917
+ packets.forEach((packet) => this.handleChangeMap(packet));
918
+ }
919
+
920
+ private handleChangeMap(data: any) {
921
+ const nextMapId = typeof data?.mapId === "string" ? data.mapId : undefined;
922
+ this.beginMapTransfer(nextMapId);
923
+ const transferToken = typeof data?.transferToken === "string" ? data.transferToken : undefined;
924
+ this.loadScene(data.mapId, transferToken);
925
+ }
926
+
798
927
  private applySyncPacket(data: any) {
799
928
  if (data.pId) {
800
929
  this.playerIdSignal.set(data.pId);
@@ -1715,6 +1844,7 @@ export class RpgClientEngine<T = any> {
1715
1844
  if (timestamp < this.dashLockedUntil) return;
1716
1845
  this.dashLockedUntil = timestamp + cooldown;
1717
1846
  }
1847
+ this.lastLocalMovementInputAt = timestamp;
1718
1848
 
1719
1849
  let frame: number;
1720
1850
  let tick: number;
@@ -2230,12 +2360,13 @@ export class RpgClientEngine<T = any> {
2230
2360
 
2231
2361
  private applyServerAck(ack: { frame: number; serverTick?: number; x?: number; y?: number; direction?: Direction }) {
2232
2362
  this.updateServerTickEstimate(ack.serverTick);
2363
+ const keepLocalMovement = this.shouldKeepLocalPlayerMovement();
2233
2364
  if (this.predictionEnabled && this.prediction) {
2234
2365
  const result = this.prediction.applyServerAck({
2235
2366
  frame: ack.frame,
2236
2367
  serverTick: ack.serverTick,
2237
2368
  state:
2238
- typeof ack.x === "number" && typeof ack.y === "number"
2369
+ !keepLocalMovement && typeof ack.x === "number" && typeof ack.y === "number"
2239
2370
  ? { x: ack.x, y: ack.y, direction: ack.direction }
2240
2371
  : undefined,
2241
2372
  });
@@ -2248,6 +2379,9 @@ export class RpgClientEngine<T = any> {
2248
2379
  if (typeof ack.x !== "number" || typeof ack.y !== "number") {
2249
2380
  return;
2250
2381
  }
2382
+ if (keepLocalMovement) {
2383
+ return;
2384
+ }
2251
2385
  const player = this.getCurrentPlayer() as any;
2252
2386
  const myId = this.playerIdSignal();
2253
2387
  if (!player || !myId) {
@@ -9,8 +9,11 @@ export type SocketUpdateProperties = {
9
9
  host?: string;
10
10
  query?: SocketQuery;
11
11
  };
12
+ export type WebSocketMode = "standalone" | "mmorpg";
12
13
 
13
14
  export abstract class AbstractWebsocket {
15
+ readonly mode?: WebSocketMode;
16
+
14
17
  constructor(protected context: Context) {}
15
18
 
16
19
  abstract connection(listeners?: (data: any) => void): Promise<void>;
@@ -17,6 +17,8 @@ export interface MmorpgOptions {
17
17
  }
18
18
 
19
19
  export class BridgeWebsocket extends AbstractWebsocket {
20
+ readonly mode = "mmorpg" as const;
21
+
20
22
  private socket: any;
21
23
  private privateId: string;
22
24
  private pendingOn: Array<{ event: string; callback: (data: any) => void }> = [];
@@ -1,4 +1,10 @@
1
+ // @vitest-environment jsdom
2
+
1
3
  import { describe, expect, test, vi } from "vitest";
4
+ import { Context } from "@signe/di";
5
+ import { WebSocketToken } from "./AbstractSocket";
6
+ import { provideMmorpg } from "./mmorpg";
7
+ import { provideRpg } from "./standalone";
2
8
  import { normalizeStandaloneMessage } from "./standalone-message";
3
9
 
4
10
  describe("standalone websocket bridge", () => {
@@ -31,4 +37,18 @@ describe("standalone websocket bridge", () => {
31
37
  value: { projectiles: [] },
32
38
  });
33
39
  });
40
+
41
+ test("marks standalone and MMORPG websocket providers with their runtime mode", () => {
42
+ class Server {}
43
+ const context = new Context();
44
+ const standaloneProvider = provideRpg(Server).find(
45
+ (provider: any) => provider.provide === WebSocketToken,
46
+ ) as any;
47
+ const mmorpgProvider = provideMmorpg({ connectionId: "test-client" }).find(
48
+ (provider: any) => provider.provide === WebSocketToken,
49
+ ) as any;
50
+
51
+ expect(standaloneProvider.useFactory(context).mode).toBe("standalone");
52
+ expect(mmorpgProvider.useFactory(context).mode).toBe("mmorpg");
53
+ });
34
54
  });
@@ -17,6 +17,8 @@ interface StandaloneOptions {
17
17
  }
18
18
 
19
19
  class BridgeWebsocket extends AbstractWebsocket {
20
+ readonly mode = "standalone" as const;
21
+
20
22
  private room: ServerIo;
21
23
  private socket: ClientIo;
22
24
  private socketRoom?: ServerIo;