mirror of
https://github.com/CLfamilaris/VRDOM.git
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96 lines
4.0 KiB
C#
96 lines
4.0 KiB
C#
using Godot;
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using System.Collections.Generic;
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using System.Text;
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using VRDOM;
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public partial class GameConnection : Node
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{
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[Export]
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private string _websocket_url = "ws://localhost:9002";
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[Export]
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private FootSensor _footSensor;
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private WebSocketPeer _wsPeer = new();
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readonly double lightingGetInterval = 0.0166;
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double lightingGetTimer = 0;
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public void getLighting()
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{
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if (_wsPeer.GetReadyState() == WebSocketPeer.State.Open)
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_wsPeer.Send(Encoding.UTF8.GetBytes("{\"id\":0,\"module\":\"drs\",\"function\":\"tapeled_get\",\"params\":[]}"));
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}
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public void setTouch(List<TouchCommand> touchCommands)
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{
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if (touchCommands.Count == 0)
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return;
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if (_wsPeer.GetReadyState() == WebSocketPeer.State.Open)
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{
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string touchCommandString = "{\"id\":1,\"module\":\"drs\",\"function\":\"touch_set\",\"params\":[";
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foreach (var touchCommand in touchCommands)
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{
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touchCommandString += "[" + touchCommand.touchEvent + "," + touchCommand.sensorId + "," + touchCommand.touchPosition.X.ToString("0.0000") + "," + touchCommand.touchPosition.Y.ToString("0.0000") + "," + touchCommand.touchSize.X + "," + touchCommand.touchSize.Y + "],";
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}
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touchCommandString = touchCommandString.Remove(touchCommandString.Length - 1);
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touchCommandString += "]}";
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_wsPeer.Send(Encoding.UTF8.GetBytes(touchCommandString));
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}
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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GD.Print("Connecting WebSocket...");
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_wsPeer.ConnectToUrl(_websocket_url); //this shit takes so goddamn long to connect, and I CANNOT FATHOM WHY
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_wsPeer.EncodeBufferMaxSize = 16 * 1024 * 1024; //give the buffer sizes a generous increase. it's a lot of data
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_wsPeer.InboundBufferSize = 16 * 1024 * 1024;
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_wsPeer.OutboundBufferSize = 16 * 1024 * 1024;
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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lightingGetTimer += delta;
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_wsPeer.Poll();
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var state = _wsPeer.GetReadyState();
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switch (state)
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{
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case WebSocketPeer.State.Open:
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if (lightingGetTimer >= lightingGetInterval)
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{
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getLighting();
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lightingGetTimer = 0;
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}
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for (int i = 0; i < _wsPeer.GetAvailablePacketCount(); i++)
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{
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string packetText = Encoding.UTF8.GetString(_wsPeer.GetPacket());
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if (packetText.Contains("id")) //questionable way to check if the message is valid
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{
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var dict = Json.ParseString(packetText).AsGodotDictionary();
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if (dict.ContainsKey("data") && dict["id"].AsInt32() == 0) //Only the lighting data responses will have an ID of 0
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{
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int[] ledData = dict["data"].AsGodotArray()[0].AsInt32Array();
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//The LED data is in the format of [r, g, b, r, g, b, ...]
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//We need to turn that into an array of Vector3s and then push that to the shader
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for (int j = 0; j < ledData.Length; j += 3)
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{
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_footSensor.gpu_led_data[j / 3] = new Vector3(ledData[j], ledData[j + 1], ledData[j + 2]);
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}
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}
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}
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}
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break;
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case WebSocketPeer.State.Closed:
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GD.Print("WebSocket closed.");
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var code = _wsPeer.GetCloseCode();
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var reason = _wsPeer.GetCloseReason();
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GD.Print("WebSocket closed with code: %d, reason %s. Clean: %s", code, reason, code != -1);
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SetProcess(false);
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break;
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}
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}
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}
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