teeworlds_network/lib/game_client.rb

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# frozen_string_literal: true
require_relative 'models/player'
require_relative 'models/chat_message'
require_relative 'models/input_timing'
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require_relative 'models/sv_client_drop'
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require_relative 'packer'
require_relative 'context'
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class GameClient
attr_accessor :players, :pred_game_tick, :ack_game_tick
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def initialize(client)
@client = client
@players = {}
@ack_game_tick = -1
@pred_game_tick = 0
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end
##
# call_hook
#
# @param: hook_sym [Symbol] name of the symbol to call
# @param: context [Context] context object to pass on data
# @param: optional [Any] optional 2nd parameter passed to the callback
def call_hook(hook_sym, context, optional = nil)
@client.hooks[hook_sym].each do |hook|
hook.call(context, optional)
context.verify
return nil if context.cancled?
end
context
end
def on_client_info(chunk)
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# puts "Got playerinfo flags: #{chunk.flags}"
u = Unpacker.new(chunk.data[1..])
player = Player.new(
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id: u.get_int,
local: u.get_int,
team: u.get_int,
name: u.get_string,
clan: u.get_string,
country: u.get_int
)
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# skinparts and the silent flag
# are currently ignored
context = Context.new(
nil,
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player:,
chunk:
)
return if call_hook(:client_info, context).nil?
player = context.data[:player]
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@players[player.id] = player
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end
def on_input_timing(chunk)
todo_rename_this = InputTiming.new(chunk.data[1..])
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context = Context.new(todo_rename_this, chunk:)
call_hook(:input_timing, context)
end
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def on_client_drop(chunk)
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todo_rename_this = SvClientDrop.new(chunk.data[1..])
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context = Context.new(
nil,
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player: @players[todo_rename_this.client_id],
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chunk:,
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client_id: todo_rename_this.client_id,
reason: todo_rename_this.reason,
silent: todo_rename_this.silent?
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)
return if call_hook(:client_drop, context).nil?
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@players.delete(context.data[:client_id])
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end
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def on_ready_to_enter(_chunk)
@client.send_enter_game
end
def on_connected
context = Context.new(nil)
return if call_hook(:connected, context).nil?
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@client.send_msg_start_info
end
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def on_disconnect
call_hook(:disconnect, Context.new(nil))
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end
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def on_rcon_line(chunk)
u = Unpacker.new(chunk.data[1..])
context = Context.new(
nil,
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line: u.get_string
)
call_hook(:rcon_line, context)
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end
def on_snapshot(chunk)
u = Unpacker.new(chunk.data)
u.get_int
# msg = u.get_int
# msg >>= 1
# num_parts = 1
# part = 0
game_tick = u.get_int
# delta_tick = u.get_int
# part_size = 0
# crc = 0
# complete_size = 0
# data = nil
# TODO: state check
# if msg == NETMSG_SNAP
# num_parts = u.get_int
# part = u.get_int
# end
# unless msg == NETMSG_SNAPEMPTY
# crc = u.get_int
# part_size = u.get_int
# end
# TODO: add get_raw(size)
# data = u.get_raw
# ack every snapshot no matter how broken
@ack_game_tick = game_tick
return unless (@pred_game_tick - @ack_game_tick).abs > 10
@pred_game_tick = @ack_game_tick + 1
end
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def on_emoticon(chunk); end
def on_map_change(chunk)
context = Context.new(nil, chunk:)
return if call_hook(:map_change, context).nil?
# ignore mapdownload at all times
# and claim to have the map
@client.send_msg_ready
end
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def on_chat(chunk)
u = Unpacker.new(chunk.data[1..])
data = {
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mode: u.get_int,
client_id: u.get_int,
target_id: u.get_int,
message: u.get_string
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}
data[:author] = @players[data[:client_id]]
msg = ChatMesage.new(data)
context = Context.new(nil, chunk:)
call_hook(:chat, context, msg)
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end
end