Game rooms with page hash
This commit is contained in:
+25
-8
@@ -4,7 +4,7 @@ const ctx = canvas.getContext('2d');
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let hsize = 300;
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let current;
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let players;
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let room;
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let history = {};
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function ellipse(cx, cy, rx, ry) {
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@@ -70,13 +70,23 @@ function drawGame() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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const ratio = canvas.height / window.innerHeight;
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ctx.font = `bold ${ratio * 120}px Roboto`;
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const writeTitleText = function (txt, x, y) {
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ctx.font = `bold 120px Roboto`;
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ctx.textAlign = 'center';
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const lines = txt.split('\n');
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lines.forEach(function (line, i) {
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ctx.fillStyle = '#4b4b4b';
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ctx.fillText('snex.io', canvas.width / 2 - ratio * 3, canvas.height / 2 + ratio * 37);
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ctx.fillText(line, x - 3, y + 37 - (120 * lines.length) / 2 + 120 * i);
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ctx.fillStyle = '#545454';
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ctx.fillText('snex.io', canvas.width / 2, canvas.height / 2 + ratio * 40);
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ctx.fillText(line, x, y + 40 - (120 * lines.length) / 2 + 120 * i);
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});
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};
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writeTitleText(`snex.io\n#${room}`, canvas.width / 2, canvas.height / 2);
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ctx.lineCap = 'round';
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ctx.lineJoin = 'round';
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@@ -101,9 +111,11 @@ const socket = io({
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});
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socket.on('connect', function () {
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console.log('connected');
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$(window).focus(function () {
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socket.emit('history', current);
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});
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if (window.location.hash) {
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socket.emit('room', window.location.hash.slice(1));
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} else {
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socket.emit('room', undefined);
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}
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});
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socket.on('disconnect', function () {
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console.log('disconnected');
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@@ -114,7 +126,12 @@ socket.on('info', function (res) {
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history = res.history;
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hsize = res.hsize;
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players = res.players;
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drawGame()
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room = res.room;
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window.location.hash = '#' + room;
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drawGame();
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$(window).focus(function () {
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socket.emit('history', current);
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});
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});
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socket.on('history', function (h) {
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@@ -47,16 +47,17 @@ const MAXY = 900;
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const SPD = 5;
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const MAX_ANGLE_SPEED = Math.PI / 32;
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const players = {};
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const history = {};
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const rooms = {};
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let upc = 0;
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let ic = 0;
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let updateCount = 0;
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let intersectCount = 0;
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let playerCount = 0;
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setInterval(function () {
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//main loop
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Object.keys(players).forEach(function (name) {
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const p = players[name];
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Object.keys(rooms).forEach(function (room) {
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Object.keys(rooms[room].players).forEach(function (name) {
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const p = rooms[room].players[name];
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if (p.alive) {
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const lastpos = clone(p.pos);
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p.pos.x += SPD * Math.cos(p.angle);
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@@ -81,7 +82,7 @@ setInterval(function () {
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}
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if (p.starting <= 0) {
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const h = history[name];
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const h = rooms[room].history[name];
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h.i0 = (h.i0 + 1) % HSIZE;
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h.list[h.i0] = clone(p.pos);
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}
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@@ -93,9 +94,9 @@ setInterval(function () {
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if (ds >= SPD * 1.1)
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process.stdout.write(`\r${name} moved too quickly : ${ds} [${lastpos.x},${lastpos.y}]->[${p.pos.x},${p.pos.y}]\n`);
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Object.keys(history).forEach(function (name2) {
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Object.keys(rooms[room].history).forEach(function (name2) {
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if (p.alive && name !== name2) {
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const h2 = history[name2];
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const h2 = rooms[room].history[name2];
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let lastpoint = h2.list[h2.i0];
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if (!lastpoint)
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return;
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@@ -103,7 +104,7 @@ setInterval(function () {
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const point = h2.list[(h2.i0 - di + HSIZE) % HSIZE];
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if (point !== undefined) {
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if (Math.abs(lastpoint.x - point.x) < 1600 * .9 && Math.abs(lastpoint.y - point.y) < 900 * .9) {
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ic++;
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intersectCount++;
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if (intersects(lastpos, p.pos, lastpoint, point)) {
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process.stdout.write(`\r${name} collided with ${name2} \n`);
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p.alive = false;
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@@ -124,20 +125,41 @@ setInterval(function () {
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}
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});
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io.emit('players', players);
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upc++;
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io.to(room).emit('players', rooms[room].players);
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});
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updateCount++;
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}, 20);
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setInterval(function () {
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process.stdout.write(`\rtick ${20 * upc * 20 / 1000}/20 ms (${Object.keys(players).length} connected) (${ic} intersect/s) `);
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upc = 0;
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ic = 0;
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process.stdout.write(`\rtick ${20 * updateCount * 20 / 1000}/20 ms (${Object.keys(rooms).length} rooms) (${playerCount} players) (${intersectCount} intersect/s) `);
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updateCount = 0;
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intersectCount = 0;
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}, 1000);
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io.on('connection', function (socket) {
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socket.name = '#' + ('0000' + randInt(0, 10000)).slice(-4);
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process.stdout.write(`\r${socket.name} connected \n`);
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players[socket.name] = {
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playerCount++;
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socket.on('room', function (name) {
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if (socket.room)
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return;
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if (name) {
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socket.room = name;
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} else {
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socket.room = ('000000' + randInt(0, 1000000)).slice(-4);
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}
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socket.join(socket.room);
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if (!rooms[socket.room]) {
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rooms[socket.room] = {
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players: {},
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history: {}
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}
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}
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rooms[socket.room].players[socket.name] = {
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pos: {
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x: randInt(100, MAXX - 100),
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y: randInt(100, MAXY - 100)
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@@ -149,29 +171,44 @@ io.on('connection', function (socket) {
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alive: true,
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starting: 2000
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};
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history[socket.name] = {
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rooms[socket.room].history[socket.name] = {
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i0: -1,
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list: new Array(HSIZE)
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};
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socket.emit('info', {
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self:players[socket.name],
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players:players,
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history:history,
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room: socket.room,
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self: rooms[socket.room].players[socket.name],
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players: rooms[socket.room].players,
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history: rooms[socket.room].history,
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hsize: HSIZE
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});
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process.stdout.write(`\rroom #${socket.room} > ${socket.name} connected \n`);
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});
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socket.on('history', function () {
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socket.emit('history', history);
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if (socket.room)
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socket.emit('history', rooms[socket.room].history);
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});
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socket.on('disconnect', function () {
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delete players[socket.name];
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delete history[socket.name];
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process.stdout.write(`\r${socket.name} disconnected \n`);
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io.emit('players', players);
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playerCount--;
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if (!socket.room)
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return;
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delete rooms[socket.room].players[socket.name];
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delete rooms[socket.room].history[socket.name];
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process.stdout.write(`\rroom #${socket.room} > ${socket.name} disconnected \n`);
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if (Object.keys(rooms[socket.room].players).length === 0) {
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delete rooms[socket.room];
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process.stdout.write(`\rroom #${socket.room} deleted \n`);
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}
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});
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socket.on('update', function (newp) {
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const p = players[newp.name];
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if (!socket.room)
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return;
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const p = rooms[socket.room].players[newp.name];
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if (!p) {
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socket.disconnect();
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return;
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@@ -179,11 +216,11 @@ io.on('connection', function (socket) {
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if (!p.alive)
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return;
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if (newp.angleSpd > 0)
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players[newp.name].angleSpd = MAX_ANGLE_SPEED;
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rooms[socket.room].players[newp.name].angleSpd = MAX_ANGLE_SPEED;
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else if (newp.angleSpd < 0)
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players[newp.name].angleSpd = -MAX_ANGLE_SPEED;
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rooms[socket.room].players[newp.name].angleSpd = -MAX_ANGLE_SPEED;
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else
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players[newp.name].angleSpd = 0;
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rooms[socket.room].players[newp.name].angleSpd = 0;
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});
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});
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