dewdrop-sdk 0.5.0 → 0.5.2

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package/README.md CHANGED
@@ -1,112 +1,10 @@
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  # dewdrop-sdk
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- The package that builds a three.js game for Dewdrop and runs it locally: the
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- Vite plugin, model calls, multiplayer and saves.
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+ Build a three.js game for Dewdrop and run it locally: the Vite plugin, model
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+ calls, multiplayer, saves and voice.
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- ## Set up
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-
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- In a Vite 6 or later project:
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-
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- ```sh
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- npm install -D dewdrop-sdk
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- npm install --save-exact three@0.185.1
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- ```
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-
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- ```js
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- // vite.config.js
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- import dew from 'dewdrop-sdk/vite';
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- export default { plugins: [dew()] };
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- ```
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-
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- `npx dewctl init` sets up a new game this way, with the Dewdrop CLI beside it.
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- To update a project, run `npm install -D dewdrop-sdk@latest`; saves need 0.4.0
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- or later, voice 0.5.0.
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-
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- ## Saves locally
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-
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- On Dewdrop, `localStorage` and IndexedDB aren't local: nothing your game
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- writes to them is stored in the player's browser or on their device, and they
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- start empty each time a player opens your game. `saves.save()` keeps what they
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- hold in Dewdrop's storage for that player, and `saves.load()` puts it back,
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- in later uploads of your game too. A game with a `backend.js` keeps no saves:
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- its state is its rooms', and both calls refuse with `NotSupportedError`.
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- `npm run dev` does the same in your browser: every page load starts with
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- `localStorage` and IndexedDB empty, and saves are kept in the browser, in a
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- database named `dewdrop-saves` your game doesn't see, for the game
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- `dewdrop.json` names and the player `?player=` names, across your edits. Tabs
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- of one dev server share the browser's storage, so loading one empties the
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- others'.
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-
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- ## Rooms locally
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-
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- `npm run dev` runs your `backend.js` for each room the tabs join: `?room=`
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- names the room, `?player=` the player, and `?players=` how many players a
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- room the tab opens seats, 100 unless it says 1 to 100, as Dewdrop's rooms
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- do; `?players=1` is singleplayer. A player is counted once however many tabs
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- they play from, and a tab past a full room is refused, with the reason in
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- the console. In the backend, `clients.capacity` is the room's size.
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-
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- ## Sessions that end
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-
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- On Dewdrop a session can end ahead of time: for maintenance, or a newer
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- version of your game published. Its player sees a countdown and reconnects
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- on their own, and your game hears of it first, up to fifteen minutes
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- before: `session.ending` from `dewdrop-sdk` is `{at, reason}`, `at` in
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- milliseconds as `Date.now()` counts and `reason` `'restart'` or `'update'`,
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- and an `ending` event fires each time it changes, its withdrawal to `null`
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- included. Call `saves.save()` then to keep what the player has done. `npm
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- run dev` ends no session ahead of time, so `session.ending` stays `null`
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- there.
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-
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- ## Voice
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-
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- ```js
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- import { backend, voice } from 'dewdrop-sdk';
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-
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- // This player's microphone, a chunk at a time, sent to the backend each frame.
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- const stream = await navigator.mediaDevices.getUserMedia({ audio: true });
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- const capture = voice.capture(stream); // capture.stop() to go quiet
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- function frame() {
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- for (const chunk of capture.read()) backend.send(chunk); // Int16Array, 800 samples at 48 kHz
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- requestAnimationFrame(frame);
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- }
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- requestAnimationFrame(frame);
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-
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- // Another player's voice, as the backend sends it on: from their figure,
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- // loud up close, fading with distance.
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- const source = voice.source(listener.context);
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- const sound = new PositionalAudio(listener); // on their avatar
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- sound.setNodeSource(source.node); // or source.node.connect(anywhere)
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- backend.onmessage = ({ data }) => source.write(new Int16Array(data, 4)); // behind the backend's own header
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- ```
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-
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- Dewdrop carries no voice between players itself: your `backend.js`
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- decides who hears whom — those within earshot, a team, everyone — and
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- sends each chunk on through its ordinary messages, so a game can mix,
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- mute, record or transcribe as it sees fit. `voice.capture(stream)` takes
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- the live microphone stream from `getUserMedia` and hands back the
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- capture: `read()` returns the chunks that arrived since the last read,
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- each an `Int16Array` of 800 samples, mono, at `voice.SAMPLE_RATE`
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- (48 kHz), and `stop()` ends it; one capture at a time, a second throws
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- an `InvalidStateError`. A read is at most eight chunks of 1,600 bytes,
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- which a client's frame sends to its backend whole within its 16 KiB
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- with room beside, so a game may send every chunk it reads; a backend's
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- frame sends some 160 copies on within its 256 KiB, so a crowd all
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- speaking at once is more than one frame carries and a backend sheds the
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- rest — voice is late or nothing — or compresses first. `voice.source(context)`
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- is plain Web Audio: `node` is a node of `context` for `connect` or a
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- three.js `PositionalAudio`'s `setNodeSource`, `write(samples)` plays an
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- `Int16Array` or `Float32Array` right after those written before it —
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- the first two chunks ahead of the clock, so a chunk a little early or
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- late plays without a gap — dropping what runs eight chunks ahead, and
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- `close()` leaves the graph. `npm run dev` reads your browser's
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- microphone through an audio worklet and hands your game the same chunks,
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- so voice works between tabs locally as it does on Dewdrop.
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-
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- ## Docs
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-
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- How to build your game, from the look to model calls, multiplayer, saves and
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- what works on Dewdrop, is in the docs: https://alpha.dewdrop.world/docs
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+ How to set up a project and everything the SDK does is in the docs:
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+ https://alpha.dewdrop.world/docs
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  ## License
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "dewdrop-sdk",
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- "version": "0.5.0",
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+ "version": "0.5.2",
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  "description": "Build a three.js game for Dewdrop: the Vite plugin, model calls, multiplayer, saves and voice.",
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  "license": "MIT",
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  "type": "module",
package/src/index.js CHANGED
@@ -5,8 +5,9 @@
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  // runs, `clients`, in that backend, over its port back, and `saves` into
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  // the browser's own storage, which the plugin's script empties as each
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  // page loads; `session` says when a session ends ahead of time, which here
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- // none does; and `voice` reads the microphone through the browser's own
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- // audio worklet, the chunks Dewdrop's server would decode.
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+ // none does, and lets a game end its player's session, which here ends
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+ // nothing; and `voice` reads the microphone through the browser's own
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+ // audio worklet, into the chunks a game gets on Dewdrop.
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  export { llm } from './llm.js';
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  export { backend } from './backend.js';
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  export { clients } from './clients.js';
package/src/session.js CHANGED
@@ -1,16 +1,31 @@
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  // `session` on a developer's machine. On Dewdrop a session can end ahead of
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- // time — for maintenance, or a newer version of its game published — and
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- // hears of it first, up to fifteen minutes before: `session.ending` is
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- // `{at, reason}`, `at` in milliseconds since the epoch as `Date.now()` counts
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- // and `reason` `'restart'` or `'update'`, and an `ending` event fires each
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- // time it changes, its withdrawal to null included, so a game can save and
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- // say so. `npm run dev` ends no session ahead of time, so here `ending`
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- // stays null and the event never fires; a game tries its handler by calling
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- // it.
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- import { defineHandlers } from './net.js';
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+ // time — for maintenance, a newer version of its game published, its player
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+ // idle for fifteen minutes, its player away for ten — the page hidden, or
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+ // another game of theirs showing — or its player choosing to play in
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+ // another tab — and hears of it first, up to fifteen minutes before, a
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+ // minute for an idle or an away player, and as it ends for a player playing
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+ // elsewhere: `session.ending` is `{at, reason}`, `at` in milliseconds since
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+ // the epoch as `Date.now()` counts and `reason` `'restart'`, `'update'`,
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+ // `'idle'`, `'away'`, `'elsewhere'` or `'exit'`, and an `ending` event fires
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+ // each time it changes, its withdrawal to null included, so a game can save
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+ // and say so. A game ends its player's session itself with
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+ // `session.exit()`, which on Dewdrop takes the player back to Dewdrop's
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+ // home page while the room's other players play on, the game hearing
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+ // `'exit'` as it goes; a backend has no player to send anywhere, so there it
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+ // throws NotSupportedError. `npm run dev` ends no session, so here `ending`
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+ // stays null and the event never fires, a game trying its handler by
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+ // calling it, and `exit()` ends nothing: the console says so, once.
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+ import { defineHandlers, side } from './net.js';
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+ let told = false;
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  class Session extends EventTarget {
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  get ending() { return null; }
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+ exit() {
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+ if (side.backend) throw new DOMException('session.exit is unavailable in a backend', 'NotSupportedError');
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+ if (told) return;
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+ told = true;
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+ console.info('[dewdrop] session.exit(): on Dewdrop this ends the session and takes the player back to Dewdrop’s home page; npm run dev keeps the game running');
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+ }
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  }
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  defineHandlers(Session.prototype, ['ending']);
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package/src/voice.js CHANGED
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- // `voice` on a developer's machine: the runtime's surface — the player's
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- // microphone a chunk at a time, and a source that plays such chunks
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- // through the game's own audio graph — where Dewdrop carries no voice
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- // between players itself: a game sends what it captures to its backend
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- // through its messages, and the backend sends it on to the players it
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- // chooses. On Dewdrop the server decodes the microphone the browser
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- // streams onto the game's voice stream; here the browser's own audio
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- // worklet reads the microphone and hands the game the same chunks, so a
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- // game captures in `npm run dev` as it captures on Dewdrop. `source` is
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- // plain Web Audio, the same function as Dewdrop's, and plays here as
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- // there.
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+ // `voice` on a developer's machine: the player's microphone a chunk at a
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+ // time, as a game gets it on Dewdrop, where Dewdrop carries no voice
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+ // between players and plays none itself: a game sends what it captures
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+ // to its backend through its messages, the backend sends it on to the
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+ // players it chooses, and their games play it through their own audio
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+ // graphs. Here the browser's own audio worklet reads the microphone and
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+ // hands the game the same chunks, so a game captures in `npm run dev` as
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+ // it captures on Dewdrop.
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- // Hand-copied from the runtime, which tests/sync.test.mjs pins: the rate
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- // of the samples a capture reads and a source plays, the samples in one
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- // of a capture's chunks, 1/60 s, and the chunks that wait for a game that
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- // reads late, the newest kept.
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+ // The chunks as Dewdrop hands them to a game: the rate of their samples,
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+ // the samples in one chunk, 1/60 s, and the chunks that wait for a game
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+ // that reads late, the newest kept.
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  export const SAMPLE_RATE = 48000;
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  export const VOICE_CHUNK_SAMPLES = 800;
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  export const VOICE_CHUNKS_HELD = 8;
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- // How far ahead of the context's clock a source begins what is written
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- // to it — the first chunk, and the first after it ran dry — in seconds:
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- // two chunks, which a later chunk may come late by and still follow the
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- // last without a gap; and how far ahead writes may run before the newest
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- // is dropped instead, so a voice falls no further behind.
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- const SOURCE_LEAD = 2 * VOICE_CHUNK_SAMPLES / SAMPLE_RATE;
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- const MAX_SOURCE_LEAD = 8 * VOICE_CHUNK_SAMPLES / SAMPLE_RATE;
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  // The processor that reads the microphone in the browser's audio thread:
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  // it takes the microphone's frames at the context's rate, steps through
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  return mine;
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  }
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- function isObjectLike(value) { return value !== null && (typeof value === 'object' || typeof value === 'function'); }
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-
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- // A source for `context`'s graph that plays the chunks written to it as
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- // they come — Int16Array or Float32Array samples at SAMPLE_RATE, mono,
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- // as `capture` reads them or as another player's reached this game —
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- // each right after the last: `node` is the source, for `connect`
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- // or a three.js PositionalAudio's `setNodeSource`; `write` plays a chunk
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- // after those before it; `close` leaves the graph. Plain Web Audio — a
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- // buffer source a write, begun SOURCE_LEAD ahead of the context's clock
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- // and following the last, and nothing of Dewdrop's — so a game may play a
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- // voice its own way instead. The runtime's web/voice.js carries this same
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- // function, which tests/sync.test.mjs pins line for line.
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- function source(context) {
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- if (!isObjectLike(context) || typeof context.createBufferSource !== 'function') {
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- throw new TypeError('voice.source: context is not an AudioContext');
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- }
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- const node = context.createGain();
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- // When the next chunk written plays, on the context's clock.
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- let at = 0;
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- return Object.freeze({
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- node,
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- write(samples) {
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- const tag = Object.prototype.toString.call(samples);
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- if (tag !== '[object Int16Array]' && tag !== '[object Float32Array]') {
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- throw new TypeError('voice.source: write takes an Int16Array or a Float32Array of samples');
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- }
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- if (samples.length === 0) return;
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- const now = context.currentTime;
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- // The first write, or one after the chunks before it played out:
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- // SOURCE_LEAD ahead of the clock. While they still play, right
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- // after them, however early or late this one came, which is what
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- // rides out the jitter; too far ahead of the clock: dropped.
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- if (at <= now) at = now + SOURCE_LEAD;
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- else if (at > now + MAX_SOURCE_LEAD) return;
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- const buffer = context.createBuffer(1, samples.length, SAMPLE_RATE);
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- const channel = buffer.getChannelData(0);
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- if (tag === '[object Float32Array]') channel.set(samples);
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- else for (let i = 0; i < samples.length; i++) channel[i] = samples[i] / 32768;
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- const player = context.createBufferSource();
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- player.buffer = buffer;
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- player.connect(node);
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- player.start(at);
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- at += buffer.duration;
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- },
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- close() { node.disconnect(); },
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- });
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- }
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-
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- export const voice = Object.freeze({ capture, source, SAMPLE_RATE });
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+ // SAMPLE_RATE is the chunks' rate, for the buffers a game plays them
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+ // through.
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+ export const voice = Object.freeze({ capture, SAMPLE_RATE });