events#on JavaScript Examples
The following examples show how to use
events#on.
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Example #1
Source File: update.js From aresrpg with MIT License | 6 votes |
function unload_signal({ events, x, z }) {
const controller = new AbortController()
aiter(on(events, Context.CHUNK_UNLOADED))
.filter(([chunk]) => chunk.x === x && chunk.z === z)
.take(0) // TODO: should be 1, seems to be a iterator-helper bug
.toArray()
.then(() => controller.abort())
return controller.signal
}
Example #2
Source File: path.js From aresrpg with MIT License | 6 votes |
export function path_end(mobs) {
for (const mob of mobs) {
const state = aiter(on(mob.events, Mob.STATE)).map(([state]) => state)
const end = path_to_end(state)
aiter(end).reduce((last_time, time) => {
if (last_time !== time) {
log.debug({ at: time }, 'Path Ended')
mob.dispatch(MobAction.PATH_ENDED, null, time)
}
return time
})
}
}
Example #3
Source File: spawn.js From aresrpg with MIT License | 6 votes |
function despawn_signal({ events, entity_id }) {
const controller = new AbortController()
aiter(on(events, Context.MOB_DESPAWNED))
.filter(([id]) => id === entity_id)
.take(0) // TODO: should be 1, seems to be a iterator-helper bug
.toArray()
.then(() => controller.abort())
return controller.signal
}
Example #4
Source File: position.js From aresrpg with MIT License | 5 votes |
/** @param {import('../context.js').InitialWorldWithMobs} world */
export function register(world) {
const mobs_positions = new EventEmitter()
for (const mob of world.mobs.all) {
const state = aiter(on(mob.events, Mob.STATE)).map(([state]) => state)
const positions = path_to_positions(state)
aiter(positions).reduce((last_position, { position, target }) => {
if (last_position !== position) {
const chunk_x = chunk_position(position.x)
const chunk_z = chunk_position(position.z)
const event = {
mob,
position,
last_position,
target,
x: chunk_x,
z: chunk_z,
}
mobs_positions.emit(chunk_index(chunk_x, chunk_z), event)
mobs_positions.emit('*', event)
if (last_position != null && !same_chunk(position, last_position)) {
const last_chunk_x = chunk_position(last_position.x)
const last_chunk_z = chunk_position(last_position.z)
mobs_positions.emit(chunk_index(last_chunk_x, last_chunk_z), event)
}
}
return position
}, null)
}
return {
...world,
mobs: {
...world.mobs,
positions: mobs_positions,
},
}
}
Example #5
Source File: position.js From aresrpg with MIT License | 5 votes |
export default function observe_world({ mobs }) {
const actions = new PassThrough({ objectMode: true })
mobs.positions.on('*', payload =>
actions.write({ type: 'mob_position', payload })
)
/** @type {import('../context.js').Observer} */
function observe({ events }) {
events.on(Context.CHUNK_LOADED, ({ x, z, signal }) => {
actions.write({
type: 'client_chunk_loaded',
payload: { events, x, z, signal },
})
})
events.on(Context.CHUNK_UNLOADED, ({ x, z }) =>
actions.write({
type: 'client_chunk_unloaded',
payload: { events, x, z },
})
)
}
aiter(actions).reduce(
(mobs_by_chunk, { type, payload: { x, z, ...payload } }) => {
const mobs = mobs_by_chunk.get(chunk_index(x, z)) ?? []
if (type === 'client_chunk_loaded')
payload.events.emit(Context.CHUNK_LOADED_WITH_MOBS, {
mobs,
x,
z,
signal: payload.signal,
})
else if (type === 'client_chunk_unloaded')
payload.events.emit(Context.CHUNK_UNLOADED_WITH_MOBS, { mobs, x, z })
else if (type === 'mob_position') {
const { mob, last_position, position } = payload
if (last_position == null)
return new Map([
...mobs_by_chunk.entries(),
[chunk_index(x, z), [...mobs, { mob, position }]],
])
else if (!same_chunk(last_position, position)) {
const last_x = chunk_position(last_position.x)
const last_z = chunk_position(last_position.z)
const last_mobs = mobs_by_chunk
.get(chunk_index(last_x, last_z))
.filter(({ mob: { entity_id } }) => entity_id !== mob.entity_id)
return new Map([
...mobs_by_chunk.entries(),
[chunk_index(last_x, last_z), last_mobs],
[chunk_index(x, z), [...mobs, { mob, position }]],
])
}
} else throw new Error(`unknown type: ${type}`)
return mobs_by_chunk
},
new Map()
)
return {
observe,
}
}
Example #6
Source File: context.js From aresrpg with MIT License | 4 votes |
/**
* The following code handle the pipeline, it works as following
*
* state = initial_state
* on packets + on actions
* |> transform_action
* |> (state = reduce_state(state))
*
* @param {import('minecraft-protocol').Client} client
*/
export async function create_context(client) {
log.info(
{
username: client.username,
uuid: client.uuid,
id: client.id,
},
'Client connected'
)
const controller = new AbortController()
const actions = new PassThrough({ objectMode: true })
client.once('end', () => {
log.info(
{ username: client.username, uuid: client.uuid },
'Client disconnected'
)
actions.end()
controller.abort()
})
client.on('error', error => log.error(error, 'Client error'))
const packets = aiter(
abortable(on(client, 'packet', { signal: controller.signal }))
).map(([payload, { name }]) => ({
type: `packet/${name}`,
payload,
}))
const save_state = state => {
log.info(
{ username: client.username, uuid: client.uuid },
'Saving to database'
)
Database.push({
key: client.uuid.toLowerCase(),
value: saved_state(state),
})
}
/** @type {NodeJS.EventEmitter} */
const events = new EventEmitter()
const player_state = await Database.pull(client.uuid.toLowerCase())
aiter(combineAsyncIterators(actions[Symbol.asyncIterator](), packets))
.map(transform_action)
.reduce(
(last_state, action) => {
const state = reduce_state(last_state, action)
events.emit(Context.STATE, state)
return state
},
// default nickname is the client username, and is overriden by the loaded player state
{
...initial_state,
nickname: client.username,
...player_state,
last_connection_time: Date.now(),
}
)
.then(state => ({
...state,
last_disconnection_time: Date.now(),
}))
.then(save_state)
.catch(error => {
// TODO: what to do here if we can't save the client ?
log.error(error, 'State error')
})
const get_state = last_event_value(events, Context.STATE)
return {
client,
world,
events,
signal: controller.signal,
get_state,
inside_view: inside_view(get_state),
dispatch(type, payload) {
actions.write({ type, payload })
},
}
}