Moving almost works

This commit is contained in:
Dennis Postma 2025-02-12 02:44:59 +01:00
parent deac2892fb
commit e21c03ee3b
2 changed files with 165 additions and 49 deletions

View File

@ -9,9 +9,11 @@ import TeleportService from '@/services/characterTeleportService'
export default class CharacterMove extends BaseEvent { export default class CharacterMove extends BaseEvent {
private readonly characterService = CharacterService private readonly characterService = CharacterService
private readonly STEP_DELAY = 150 // Milliseconds between each tile movement private readonly STEP_DELAY = 100
private readonly THROTTLE_DELAY = 230 // Minimum time between movement requests private readonly THROTTLE_DELAY = 230
private readonly MAX_REQUEST_DISTANCE = 30 // Maximum allowed distance for movement requests
private movementTimeout: NodeJS.Timeout | null = null private movementTimeout: NodeJS.Timeout | null = null
private lastKnownPosition: { x: number; y: number } | null = null
public listen(): void { public listen(): void {
this.socket.on(SocketEvent.MAP_CHARACTER_MOVE, this.handleEvent.bind(this)) this.socket.on(SocketEvent.MAP_CHARACTER_MOVE, this.handleEvent.bind(this))
@ -25,14 +27,41 @@ export default class CharacterMove extends BaseEvent {
return return
} }
const character = mapCharacter.getCharacter()
const currentX = character.getPositionX()
const currentY = character.getPositionY()
// Validate current position against last known position
const movementValidation = this.characterService.validateMovementDistance(currentX, currentY, this.lastKnownPosition, this.STEP_DELAY, mapCharacter.isMoving)
if (!movementValidation.isValid) {
this.logger.warn(`Suspicious movement detected: ${this.socket.characterId}`)
// Force position reset
character.setPositionX(this.lastKnownPosition!.x).setPositionY(this.lastKnownPosition!.y)
this.broadcastMovement(character, false)
return
}
// Validate requested position distance
const requestValidation = this.characterService.validateRequestDistance(currentX, currentY, positionX, positionY, this.MAX_REQUEST_DISTANCE)
if (!requestValidation.isValid) {
this.logger.warn(`Invalid movement distance detected: ${this.socket.characterId}`)
return
}
// Cancel any ongoing movement // Cancel any ongoing movement
this.cancelCurrentMovement(mapCharacter) this.cancelCurrentMovement(mapCharacter)
// Throttle rapid movement requests // Enhanced throttling with position tracking
if (this.isThrottled(`movement_${this.socket.characterId}`, this.THROTTLE_DELAY)) { const throttleKey = `movement_${this.socket.characterId}`
if (this.isThrottled(throttleKey, this.THROTTLE_DELAY)) {
return return
} }
// Update last known position
this.lastKnownPosition = { x: currentX, y: currentY }
// Calculate path to target position // Calculate path to target position
const path = await this.characterService.calculatePath(mapCharacter.character, Math.floor(positionX), Math.floor(positionY)) const path = await this.characterService.calculatePath(mapCharacter.character, Math.floor(positionX), Math.floor(positionY))
@ -51,10 +80,9 @@ export default class CharacterMove extends BaseEvent {
} }
private cancelCurrentMovement(mapCharacter: MapCharacter): void { private cancelCurrentMovement(mapCharacter: MapCharacter): void {
if (mapCharacter.isMoving) { if (!mapCharacter.isMoving) return
mapCharacter.isMoving = false mapCharacter.isMoving = false
mapCharacter.currentPath = null mapCharacter.currentPath = null
}
} }
private async moveAlongPath(mapCharacter: MapCharacter): Promise<void> { private async moveAlongPath(mapCharacter: MapCharacter): Promise<void> {
@ -64,11 +92,20 @@ export default class CharacterMove extends BaseEvent {
if (!path?.length) return if (!path?.length) return
try { try {
let lastMoveTime = Date.now()
for (let i = 0; i < path.length - 1; i++) { for (let i = 0; i < path.length - 1; i++) {
if (!mapCharacter.isMoving || mapCharacter.currentPath !== path) { if (!mapCharacter.isMoving || mapCharacter.currentPath !== path) {
return return
} }
// Ensure minimum time between moves
const currentTime = Date.now()
const timeSinceLastMove = currentTime - lastMoveTime
if (timeSinceLastMove < this.STEP_DELAY) {
await new Promise((resolve) => setTimeout(resolve, this.STEP_DELAY - timeSinceLastMove))
}
const [currentTile, nextTile] = [path[i], path[i + 1]] const [currentTile, nextTile] = [path[i], path[i + 1]]
if (!currentTile || !nextTile) { if (!currentTile || !nextTile) {
@ -102,9 +139,15 @@ export default class CharacterMove extends BaseEvent {
this.broadcastMovement(character, true) this.broadcastMovement(character, true)
// Apply movement delay between steps // Apply movement delay between steps
await new Promise((resolve) => setTimeout(resolve, this.STEP_DELAY))
if (i < path.length - 2) { if (i < path.length - 2) {
await new Promise((resolve) => setTimeout(resolve, this.STEP_DELAY))
} }
this.lastKnownPosition = {
x: character.getPositionX(),
y: character.getPositionY()
}
lastMoveTime = Date.now()
} }
} finally { } finally {
if (mapCharacter.isMoving && mapCharacter.currentPath === path) { if (mapCharacter.isMoving && mapCharacter.currentPath === path) {

View File

@ -6,8 +6,40 @@ import MapManager from '@/managers/mapManager'
type Position = { positionX: number; positionY: number } type Position = { positionX: number; positionY: number }
export type Node = Position & { parent?: Node; g: number; h: number; f: number } export type Node = Position & { parent?: Node; g: number; h: number; f: number }
class PriorityQueue<T> {
private items: T[] = []
constructor(private compare: (a: T, b: T) => number) {}
enqueue(item: T): void {
this.items.push(item)
this.items.sort(this.compare)
}
dequeue(): T | undefined {
return this.items.shift()
}
get length(): number {
return this.items.length
}
}
class CharacterMoveService extends BaseService { class CharacterMoveService extends BaseService {
private readonly MOVEMENT_DELAY_MS = 90 // Rotation lookup table for better performance
private readonly ROTATION_MAP = {
diagonal: {
'up-left': 7,
'down-right': 3,
'up-right': 5,
'down-left': 1
},
straight: {
left: 6,
right: 2,
down: 4,
up: 0
}
}
private readonly DIRECTIONS = [ private readonly DIRECTIONS = [
{ x: 0, y: -1 }, // Up { x: 0, y: -1 }, // Up
@ -21,6 +53,10 @@ class CharacterMoveService extends BaseService {
] ]
public async calculatePath(character: Character, targetX: number, targetY: number): Promise<Position[] | null> { public async calculatePath(character: Character, targetX: number, targetY: number): Promise<Position[] | null> {
if (!this.validateInput(character, targetX, targetY)) {
return null
}
const map = MapManager.getMapById(character.map.id) const map = MapManager.getMapById(character.map.id)
const grid = await map?.getGrid() const grid = await map?.getGrid()
@ -48,72 +84,80 @@ class CharacterMoveService extends BaseService {
return this.findPath(start, end, grid) return this.findPath(start, end, grid)
} }
public calculateRotation(X1: number, Y1: number, X2: number, Y2: number): number { private validateInput(character: Character, targetX: number, targetY: number): boolean {
if (config.ALLOW_DIAGONAL_MOVEMENT) { if (!character || !character.map) {
// Check diagonal movements this.logger.error('Invalid character or map data')
if (X1 > X2 && Y1 > Y2) { return false
return 7
} else if (X1 < X2 && Y1 < Y2) {
return 3
} else if (X1 > X2 && Y1 < Y2) {
return 5
} else if (X1 < X2 && Y1 > Y2) {
return 1
}
} }
// Non-diagonal movements if (!Number.isFinite(targetX) || !Number.isFinite(targetY)) {
if (X1 > X2) { this.logger.error('Invalid target coordinates')
return 6 return false
} else if (X1 < X2) {
return 2
} else if (Y1 < Y2) {
return 4
} else if (Y1 > Y2) {
return 0
} }
return 0 // Default case return true
} }
public async applyMovementDelay(): Promise<void> { public calculateRotation(X1: number, Y1: number, X2: number, Y2: number): number {
await new Promise((resolve) => setTimeout(resolve, this.MOVEMENT_DELAY_MS)) if (config.ALLOW_DIAGONAL_MOVEMENT) {
// Check diagonal movements using lookup table
if (X1 > X2 && Y1 > Y2) return this.ROTATION_MAP.diagonal['up-left']
if (X1 < X2 && Y1 < Y2) return this.ROTATION_MAP.diagonal['down-right']
if (X1 > X2 && Y1 < Y2) return this.ROTATION_MAP.diagonal['up-right']
if (X1 < X2 && Y1 > Y2) return this.ROTATION_MAP.diagonal['down-left']
}
// Non-diagonal movements using lookup table
if (X1 > X2) return this.ROTATION_MAP.straight.left
if (X1 < X2) return this.ROTATION_MAP.straight.right
if (Y1 < Y2) return this.ROTATION_MAP.straight.down
if (Y1 > Y2) return this.ROTATION_MAP.straight.up
return this.ROTATION_MAP.straight.up // Default case
} }
private findPath(start: Position, end: Position, grid: number[][]): Node[] { private findPath(start: Position, end: Position, grid: number[][]): Node[] {
const openList: Node[] = [{ ...start, g: 0, h: 0, f: 0 }] const openList = new PriorityQueue<Node>((a, b) => a.f - b.f)
openList.enqueue({ ...start, g: 0, h: 0, f: 0 })
const closedSet = new Set<string>() const closedSet = new Set<string>()
const getKey = (p: Position) => `${p.positionX},${p.positionY}` const getKey = (p: Position) => `${p.positionX},${p.positionY}`
while (openList.length > 0) { while (openList.length > 0) {
const current = openList.reduce((min, node) => (node.f < min.f ? node : min)) const current = openList.dequeue()
if (current.positionX === end.positionX && current.positionY === end.positionY) return this.reconstructPath(current) if (!current) break
if (current.positionX === end.positionX && current.positionY === end.positionY) {
return this.reconstructPath(current)
}
openList.splice(openList.indexOf(current), 1)
closedSet.add(getKey(current)) closedSet.add(getKey(current))
const neighbors = this.DIRECTIONS.slice(0, config.ALLOW_DIAGONAL_MOVEMENT ? 8 : 4) const neighbors = this.getValidNeighbors(current, grid, end)
.map((dir) => ({ positionX: current.positionX + dir.x, positionY: current.positionY + dir.y }))
.filter((pos) => this.isValidPosition(pos, grid, end))
for (const neighbor of neighbors) { for (const neighbor of neighbors) {
if (closedSet.has(getKey(neighbor))) continue if (closedSet.has(getKey(neighbor))) continue
const g = current.g + this.getDistance(current, neighbor) const g = current.g + this.getDistance(current, neighbor)
const existing = openList.find((node) => node.positionX === neighbor.positionX && node.positionY === neighbor.positionY) const h = this.getDistance(neighbor, end)
const f = g + h
if (!existing || g < existing.g) { const node: Node = { ...neighbor, g, h, f, parent: current }
const h = this.getDistance(neighbor, end) openList.enqueue(node)
const node: Node = { ...neighbor, g, h, f: g + h, parent: current }
if (!existing) openList.push(node)
else Object.assign(existing, node)
}
} }
} }
return [] // No path found return [] // No path found
} }
private getValidNeighbors(current: Position, grid: number[][], end: Position): Position[] {
return this.DIRECTIONS.slice(0, config.ALLOW_DIAGONAL_MOVEMENT ? 8 : 4)
.map((dir) => ({
positionX: current.positionX + dir.x,
positionY: current.positionY + dir.y
}))
.filter((pos) => this.isValidPosition(pos, grid, end))
}
private isValidPosition(pos: Position, grid: number[][], end: Position): boolean { private isValidPosition(pos: Position, grid: number[][], end: Position): boolean {
return pos.positionX >= 0 && pos.positionY >= 0 && pos.positionX < grid[0]!.length && pos.positionY < grid.length && (grid[pos.positionY]![pos.positionX] === 0 || (pos.positionX === end.positionX && pos.positionY === end.positionY)) return pos.positionX >= 0 && pos.positionY >= 0 && pos.positionX < grid[0]!.length && pos.positionY < grid.length && (grid[pos.positionY]![pos.positionX] === 0 || (pos.positionX === end.positionX && pos.positionY === end.positionY))
} }
@ -127,11 +171,40 @@ class CharacterMoveService extends BaseService {
private reconstructPath(endNode: Node): Node[] { private reconstructPath(endNode: Node): Node[] {
const path: Node[] = [] const path: Node[] = []
for (let current: Node | undefined = endNode; current; current = current.parent) { let current: Node | undefined = endNode
while (current) {
path.unshift(current) path.unshift(current)
current = current.parent
} }
return path return path
} }
public validateMovementDistance(currentX: number, currentY: number, lastKnownPosition: { x: number; y: number } | null, stepDelay: number, isMoving: boolean): { isValid: boolean; maxAllowedDistance: number; actualDistance: number } {
if (!lastKnownPosition || !isMoving) {
return { isValid: true, maxAllowedDistance: 0, actualDistance: 0 }
}
const maxAllowedDistance = Math.ceil((stepDelay / 1000) * 2)
const actualDistance = Math.sqrt(Math.pow(currentX - lastKnownPosition.x, 2) + Math.pow(currentY - lastKnownPosition.y, 2))
return {
isValid: actualDistance <= maxAllowedDistance,
maxAllowedDistance,
actualDistance
}
}
public validateRequestDistance(currentX: number, currentY: number, targetX: number, targetY: number, maxRequestDistance: number): { isValid: boolean; distance: number } {
const requestDistance = Math.sqrt(Math.pow(targetX - currentX, 2) + Math.pow(targetY - currentY, 2))
return {
isValid: requestDistance <= maxRequestDistance,
distance: requestDistance
}
}
public isValidStep(current: { positionX: number; positionY: number }, next: { positionX: number; positionY: number }): boolean {
return Math.abs(next.positionX - current.positionX) <= 1 && Math.abs(next.positionY - current.positionY) <= 1
}
} }
export default new CharacterMoveService() export default new CharacterMoveService()