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import React, { useEffect, useState, useRef } from 'react'
import '../App.css';
const PlayView = () => {
const [isHit, setIsHit] = useState(false)
const setTimeOutRef = useRef(null);
useEffect(() => {
if(!window.pc.app.gameApp) return;
window.pc.app.gameApp.socket.onmatchdata = (matchState) => {
let jsonResult = JSON.parse(String.fromCharCode.apply(null, new Uint8Array(matchState.data)))
switch (matchState.op_code) {
case 1:
onPlayerMove(jsonResult)
break;
case 2:
onHandleInitialData(jsonResult)
break;
case 3:
onPlayerSpawn(jsonResult)
break;
default:
break;
}
}
}, [])
const onPlayerMove = () => {
}
const onHandleInitialData = (data) => {
const myAccountId = window.pc.app.gameApp.user.user_id;
console.log('onHandleInitialData', data);
for (const player of data.players) {
if(myAccountId === player.user_id) {
continue;
}
console.log(player);
setTimeout(() => {
onPlayerSpawn(player);
}, 1000);
}
}
const onPlayerSpawn = (data) => {
// Create a new player entity.
let playerEntity = window.pc.app.root.findByName("Player");
let newPlayerEntity = playerEntity.clone();
// Put Location into new player entity.
if(data.position) {
let position = data.position;
newPlayerEntity.rigidbody.teleport(position[0], position[1], position[2]);
} else {
newPlayerEntity.rigidbody.teleport(0, 3, 0);
}
// addChild into Root
newPlayerEntity.enabled = true;
let sceneRoot = window.pc.app.root.findByName("Root");
sceneRoot.addChild(newPlayerEntity);
}
useEffect(() => {
window.pc.app.on("boxHit", listener);
return () => {
window.pc.app.off("boxHit", listener)
}
// window.addEventListener("message", listener)
// return () => {
// window.removeEventListener("message", listener);
// }
}, [])
const listener = (event) => {
// if(event.origin !== "http://localhost:3000")
// return;
clearTimeout(setTimeOutRef.current);
setIsHit(true);
setTimeOutRef.current = setTimeout(() => {
setIsHit(false);
}, 1000);
}
return (
<div>
{isHit && <div className='Popup'>Box is hit</div> }
</div>
)
}
export default PlayView
local nk = require("nakama");
local M = {}
local function on_player_move(context, dispatcher, tick, state, message)
local player = state.presences[message.sender.session_id]
if player == nil then
return
end
local ok, decode_data = pcall(nk.json_decode, message.data)
if not ok then
nk.session_disconnect(message.sender.session_id)
return
end
player.info["position"] = decode_data.position;
dispatcher.broadcast_message(1, message.data)
end
local function on_player_spawn(context, dispatcher, tick, state, message)
-- 실제로 매치에 있는 사람이 보낸 것인지 확인. 아니면 return
local player = state.presences[message.sender.session_id]
if player == nil then
return
end
dispatcher.broadcast_message(3, message.data)
end
function M.match_init(context, initial_state)
local state = {
presences = {},
empty_ticks = 0
}
local tick_rate = 30 -- 1 tick per second = 1 MatchLoop func invocations per second
local label = ""
return state, tick_rate, label
end
function M.match_join_attempt(context, dispatcher, tick, state, presence, metadata)
local acceptuser = true
return state, acceptuser
end
function M.match_join(context, dispatcher, tick, state, presences)
for _, presence in ipairs(presences) do
state.presences[presence.session_id] = presence
state.presences[presence.session_id].info = {
user_id = presence.user_id,
position = {0, 3, 0}
}
end
local player_infos = {}
for _, p in pairs(state.presences) do
table.insert(player_infos, p.info)
end
local player_init_data = {
players = player_infos,
tick = tick
}
dispatcher.broadcast_message(2, nk.json_encode(player_init_data), presences)
return state
end
function M.match_leave(context, dispatcher, tick, state, presences)
for _, presence in ipairs(presences) do
state.presences[presence.session_id] = nil
end
return state
end
function M.match_loop(context, dispatcher, tick, state, messages)
print("messages: ", nk.json_encode(messages))
for _, message in ipairs(messages) do
if (message.op_code == 1) then
local ok = pcall(on_player_move, context, dispatcher, tick, state, message)
if not ok then
nk.session_disconnect(message.sender.session_id)
end
end
if (message.op_code == 3) then
local ok = pcall(on_player_spawn, context, dispatcher, tick, state, message)
if not ok then
nk.session_disconnect(message.sender.session_id)
end
end
end
return state
end
function M.match_terminate(context, dispatcher, tick, state, grace_seconds)
return state
end
function M.match_signal(context, dispatcher, tick, state, data)
return state, data
end
return M
정확한 해결방법은 아니지만 열려있는 브라우저들을 최대한 줄였더니 성공하는 케이스가 있네요... 원인은 모르겠습니다..