WIP event delays
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0cead14e71
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@ -8,12 +8,26 @@ import CharacterRepository from '#repositories/characterRepository'
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export abstract class BaseEvent {
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protected readonly logger = Logger.type(LoggerType.GAME)
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private lastActionTimes: Map<string, number> = new Map()
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constructor(
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readonly io: Server,
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readonly socket: TSocket
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) {}
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protected isThrottled(actionId: string, throttleTime: number): boolean {
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const now = Date.now()
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const lastActionTime = this.lastActionTimes.get(actionId) || 0
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if (now - lastActionTime < throttleTime) {
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return true
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}
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this.lastActionTimes.set(actionId, now)
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return false
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}
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protected async getCharacter(): Promise<Character | null> {
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const characterRepository = new CharacterRepository()
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return characterRepository.getById(this.socket.characterId!)
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@ -9,10 +9,7 @@ import TeleportService from '#services/characterTeleportService'
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export default class CharacterMove extends BaseEvent {
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private readonly characterService = CharacterService
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private readonly MOVEMENT_CANCEL_DELAY = 250
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private readonly MOVEMENT_THROTTLE = 80 // Minimum time between movement requests
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private movementTimeouts: Map<string, NodeJS.Timeout> = new Map()
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private lastMovementTime: Map<string, number> = new Map() // Track last movement time for each character
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private readonly MOVEMENT_THROTTLE = 230 // Minimum time between movement requests
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public listen(): void {
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this.socket.on('map:character:move', this.handleEvent.bind(this))
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@ -25,30 +22,22 @@ export default class CharacterMove extends BaseEvent {
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return
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}
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// Implement request throttling
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const now = Date.now()
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const lastMove = this.lastMovementTime.get(this.socket.characterId!) || 0
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if (now - lastMove < this.MOVEMENT_THROTTLE) return
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this.lastMovementTime.set(this.socket.characterId!, now)
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// Clear any existing movement timeout
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const existingTimeout = this.movementTimeouts.get(this.socket.characterId!)
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if (existingTimeout) {
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clearTimeout(existingTimeout)
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this.movementTimeouts.delete(this.socket.characterId!)
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if (this.isThrottled(`movement_${this.socket.characterId}`, this.MOVEMENT_THROTTLE)) {
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// Only cancel current movement if the new target is different
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if (mapCharacter.isMoving &&
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(Math.floor(positionX) !== Math.floor(mapCharacter.character.positionX) ||
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Math.floor(positionY) !== Math.floor(mapCharacter.character.positionY))) {
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mapCharacter.isMoving = false
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mapCharacter.currentPath = null
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// this.finalizeMovement(mapCharacter)
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}
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return
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}
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// If already moving, cancel current movement
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if (mapCharacter.isMoving) {
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if (mapCharacter.isMoving && mapCharacter.currentPath && mapCharacter.currentPath.length > 2) {
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mapCharacter.isMoving = false
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mapCharacter.currentPath = null
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// Add small delay before starting new movement
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await new Promise((resolve) => {
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const timeout = setTimeout(resolve, this.MOVEMENT_CANCEL_DELAY)
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this.movementTimeouts.set(this.socket.characterId!, timeout)
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})
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}
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// Validate target position is within reasonable range
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@ -56,12 +45,6 @@ export default class CharacterMove extends BaseEvent {
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const currentY = mapCharacter.character.positionY
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const distance = Math.sqrt(Math.pow(positionX - currentX, 2) + Math.pow(positionY - currentY, 2))
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if (distance > 20) {
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// Maximum allowed distance
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this.io.in(mapCharacter.character.map.id).emit('map:character:moveError', 'Target position too far')
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return
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}
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const path = await this.characterService.calculatePath(mapCharacter.character, positionX, positionY)
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if (!path?.length) {
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this.io.in(mapCharacter.character.map.id).emit('map:character:moveError', 'No valid path found')
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@ -90,6 +73,10 @@ export default class CharacterMove extends BaseEvent {
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break
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}
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if (i !== 0) {
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await this.characterService.applyMovementDelay()
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}
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// Validate each step
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if (Math.abs(end.positionX - start.positionX) > 1 || Math.abs(end.positionY - start.positionY) > 1) {
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this.logger.error('Invalid path step detected')
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@ -8,7 +8,7 @@ import WorldRepository from '#repositories/worldRepository'
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class DateManager {
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private static readonly CONFIG = {
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GAME_SPEED: 8, // 24 game hours / 3 real hours
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UPDATE_INTERVAL: 1000, // 1 minute
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UPDATE_INTERVAL: 1000 // 1 minute
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} as const
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private readonly logger = Logger.type(LoggerType.APP)
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@ -7,8 +7,7 @@ type Position = { positionX: number; positionY: number }
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export type Node = Position & { parent?: Node; g: number; h: number; f: number }
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class CharacterMoveService extends BaseService {
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private readonly MOVEMENT_DELAY_MS = 200
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private readonly MAX_PATH_LENGTH = 20 // Limit maximum path length
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private readonly MOVEMENT_DELAY_MS = 90
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private readonly DIRECTIONS = [
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{ x: 0, y: -1 }, // Up
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@ -46,21 +45,7 @@ class CharacterMoveService extends BaseService {
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return null
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}
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// Add maximum distance check
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const directDistance = Math.sqrt(Math.pow(targetX - character.positionX, 2) + Math.pow(targetY - character.positionY, 2))
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if (directDistance > this.MAX_PATH_LENGTH) {
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return null
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}
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const path = this.findPath(start, end, grid)
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// Validate path length
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if (path.length > this.MAX_PATH_LENGTH) {
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return path.slice(0, this.MAX_PATH_LENGTH)
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}
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return path
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return this.findPath(start, end, grid)
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}
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public calculateRotation(X1: number, Y1: number, X2: number, Y2: number): number {
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