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d9faea4c1c
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d9faea4c1c | |||
95708da8cc |
7 changed files with 124 additions and 57 deletions
1
msagent.js/.gitignore
vendored
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1
msagent.js/.gitignore
vendored
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@ -0,0 +1 @@
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core/obj
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@ -2,17 +2,25 @@
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// Integer types from WASI-libc
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using usize = unsigned int;
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using u32 = unsigned int;
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using u16 = unsigned short;
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using u8 = unsigned char;
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#define LOWORD(x) (x & 0xffff)
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#define LOBYTE(x) (x & 0xff)
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template<class T>
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constexpr auto LowOrderShortOf(T item) {
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return static_cast<u16>(item & 0xffff);
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}
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#define PUBLIC __attribute__((visibility("default"))) extern "C"
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template<class T>
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constexpr auto LowOrderByteOf(T item) {
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return static_cast<u8>(item & 0xff);
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}
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PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTrgData, usize pTrgSize) {
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const u8* lSrcPtr = (const u8*)pSrcData;
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#define PUBLIC extern "C" __attribute__((visibility("default")))
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PUBLIC usize agentDecompressWASM(const u8* pSrcData, usize pSrcSize, u8* pTrgData, usize pTrgSize) {
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const u8* lSrcPtr = pSrcData;
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const u8* lSrcEnd = lSrcPtr + pSrcSize;
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u8* lTrgPtr = (u8*)pTrgData;
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u8* lTrgPtr = pTrgData;
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u8* lTrgEnd = lTrgPtr + pTrgSize;
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u32 lSrcQuad;
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u8 lTrgByte;
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@ -38,15 +46,15 @@ PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTr
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lSrcPtr += 5;
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while((lSrcPtr < lSrcEnd) && (lTrgPtr < lTrgEnd)) {
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lSrcQuad = *(const u32*)(lSrcPtr - sizeof(u32));
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lSrcQuad = *reinterpret_cast<const u32*>(lSrcPtr - sizeof(u32));
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if(lSrcQuad & (1 << LOWORD(lBitCount))) {
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if(lSrcQuad & (1 << LowOrderShortOf(lBitCount))) {
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lSrcOffset = 1;
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if(lSrcQuad & (1 << LOWORD(lBitCount + 1))) {
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if(lSrcQuad & (1 << LOWORD(lBitCount + 2))) {
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if(lSrcQuad & (1 << LOWORD(lBitCount + 3))) {
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lSrcQuad >>= LOWORD(lBitCount + 4);
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if(lSrcQuad & (1 << LowOrderShortOf(lBitCount + 1))) {
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if(lSrcQuad & (1 << LowOrderShortOf(lBitCount + 2))) {
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if(lSrcQuad & (1 << LowOrderShortOf(lBitCount + 3))) {
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lSrcQuad >>= LowOrderShortOf(lBitCount + 4);
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lSrcQuad &= 0x000FFFFF;
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if(lSrcQuad == 0x000FFFFF) {
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break;
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@ -56,19 +64,19 @@ PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTr
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lSrcOffset = 2;
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} else {
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lSrcQuad >>= LOWORD(lBitCount + 4);
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lSrcQuad >>= LowOrderShortOf(lBitCount + 4);
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lSrcQuad &= 0x00000FFF;
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lSrcQuad += 577;
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lBitCount += 16;
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}
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} else {
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lSrcQuad >>= LOWORD(lBitCount + 3);
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lSrcQuad >>= LowOrderShortOf(lBitCount + 3);
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lSrcQuad &= 0x000001FF;
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lSrcQuad += 65;
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lBitCount += 12;
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}
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} else {
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lSrcQuad >>= LOWORD(lBitCount + 2);
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lSrcQuad >>= LowOrderShortOf(lBitCount + 2);
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lSrcQuad &= 0x0000003F;
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lSrcQuad += 1;
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lBitCount += 8;
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@ -76,16 +84,16 @@ PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTr
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lSrcPtr += (lBitCount / 8);
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lBitCount &= 7;
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lRunLgth = *(const u32*)(lSrcPtr - sizeof(u32));
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lRunLgth = *reinterpret_cast<const u32*>(lSrcPtr - sizeof(u32));
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lRunCount = 0;
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while(lRunLgth & (1 << LOWORD(lBitCount + lRunCount))) {
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while(lRunLgth & (1 << LowOrderShortOf(lBitCount + lRunCount))) {
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lRunCount++;
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if(lRunCount > 11) {
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break;
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}
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}
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lRunLgth >>= LOWORD(lBitCount + lRunCount + 1);
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lRunLgth >>= LowOrderShortOf(lBitCount + lRunCount + 1);
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lRunLgth &= (1 << lRunCount) - 1;
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lRunLgth += 1 << lRunCount;
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lRunLgth += lSrcOffset;
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@ -103,10 +111,10 @@ PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTr
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lRunLgth--;
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}
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} else {
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lSrcQuad >>= LOWORD(lBitCount + 1);
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lSrcQuad >>= LowOrderShortOf(lBitCount + 1);
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lBitCount += 9;
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lTrgByte = LOBYTE(lSrcQuad);
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lTrgByte = LowOrderByteOf(lSrcQuad);
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*(lTrgPtr++) = lTrgByte;
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}
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@ -114,5 +122,5 @@ PUBLIC usize agentDecompressWASM(const void* pSrcData, usize pSrcSize, void* pTr
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lBitCount &= 7;
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}
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return (usize)(lTrgPtr - (u8*)pTrgData);
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return static_cast<usize>(lTrgPtr - pTrgData);
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}
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@ -28,8 +28,7 @@ function compressWASMGetMemory(): WebAssembly.Memory {
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// Decompress Agent compressed data. This compression algorithm sucks.
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// [dest] is to be preallocated to the decompressed data size.
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export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
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// Grow the WASM heap if needed. Funnily enough, this code is never hit in most
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// ACSes, so IDK if it's even needed
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// Grow the WASM heap if needed.
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compressWasm.growHeapTo(src.length + dest.length);
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let memory = compressWASMGetMemory();
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@ -41,7 +40,7 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
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// Call the WASM compression routine
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let nrBytesDecompressed = compressWasmGetExports().agentDecompressWASM(0, src.length, src.length, dest.length);
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if (nrBytesDecompressed != dest.length) throw new Error(`decompression failed: ${nrBytesDecompressed} != ${dest.length}`);
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if (nrBytesDecompressed != dest.length) throw new Error(`Decompression failed: Output ${nrBytesDecompressed} != expected ${dest.length}`);
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// The uncompressed data is located at memory[src.length..dest.length].
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// Copy it into the destination buffer.
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@ -10,37 +10,78 @@ function randint(min: number, max: number) {
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return Math.floor(Math.random() * (max - min) + min);
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}
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enum AnimState {
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Idle = 0,
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Cancel = 1,
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Playing = 2
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}
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// an externally resolveable promise
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class ExternallyResolveablePromise<T> {
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private rescb: (t: T) => void;
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private rejectcb: (e: Error) => void;
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public promise: Promise<T>;
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constructor() {
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let rescb;
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let rejectcb;
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this.promise = new Promise<T>((res, rej) => {
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rescb = res;
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rejectcb = rej;
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});
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this.rescb = rescb!;
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this.rejectcb = rejectcb!;
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}
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resolve(t: T) {
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this.rescb(t);
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}
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reject(e: Error) {
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this.rejectcb(e);
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}
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raw() {
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return this.promise;
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}
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}
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// animation state (used during animation playback)
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class AgentAnimationState {
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char: Agent;
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anim: AcsAnimation;
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private cancelled: boolean = false;
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finishCallback: () => void;
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private animState: AnimState;
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private finishPromise = new ExternallyResolveablePromise<void>();
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frameIndex = 0;
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interval = 0;
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constructor(char: Agent, anim: AcsAnimation, finishCallback: () => void) {
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constructor(char: Agent, anim: AcsAnimation) {
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this.char = char;
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this.anim = anim;
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this.finishCallback = finishCallback;
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this.animState = AnimState.Idle;
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}
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// start playing the animation
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play() {
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async play() {
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this.animState = AnimState.Playing;
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this.nextFrame();
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await this.finishPromise.raw();
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this.animState = AnimState.Idle;
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clearInterval(this.interval);
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}
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cancel() {
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this.cancelled = true;
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clearTimeout(this.interval);
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async cancel() {
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this.animState = AnimState.Cancel;
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await this.finishPromise.raw();
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}
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nextFrame() {
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requestAnimationFrame(() => {
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if (this.cancelled) return;
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// Handle animation branching, if it is required
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let bi = this.anim.frameInfo[this.frameIndex].branchInfo;
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if (bi.length != 0) {
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}
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}
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this.char.drawAnimationFrame(this.anim.frameInfo[this.frameIndex++]);
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// Actually draw the requested frame
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let fi = this.anim.frameInfo[this.frameIndex];
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this.char.drawAnimationFrame(fi);
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// If we've requested to cancel the animation and we're in a branch loop,
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// then this is how we get out of it.
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if (this.animState == AnimState.Cancel) {
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if (fi.branchExitFrameIndex != -2) {
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this.frameIndex = fi.branchExitFrameIndex;
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} else {
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this.finishPromise.resolve();
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return;
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}
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} else {
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this.frameIndex += 1;
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}
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if (this.frameIndex >= this.anim.frameInfo.length) {
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this.finishCallback();
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this.finishPromise.resolve();
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return;
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}
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@ -366,30 +423,32 @@ export class Agent {
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}
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// add promise versions later.
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playAnimation(index: number, finishCallback: () => void) {
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async playAnimation(index: number): Promise<void> {
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if (this.animState != null) {
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this.animState.cancel();
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this.animState = null;
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await this.animState.cancel();
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}
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let animInfo = this.data.animInfo[index];
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// Create and start the animation state
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this.animState = new AgentAnimationState(this, animInfo.animationData, () => {
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this.animState = new AgentAnimationState(this, animInfo.animationData);
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await this.animState.play();
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this.animState = null;
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finishCallback();
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});
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this.animState.play();
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}
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playAnimationByName(name: string, finishCallback: () => void) {
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async playAnimationByName(name: string): Promise<void> {
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let index = this.data.animInfo.findIndex((n) => n.name == name);
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if (index !== -1) this.playAnimation(index, finishCallback);
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if (index !== -1) return this.playAnimation(index);
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//throw new Error(`Unknown animation \"${name}\"`);
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return;
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}
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playAnimationByNamePromise(name: string): Promise<void> {
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return new Promise((res, rej) => {
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this.playAnimationByName(name, () => res());
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});
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async exitAnimation(): Promise<void> {
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if (this.animState != null) {
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await this.animState.cancel();
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this.animState = null;
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}
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// (After this we need to play the restpose animation or whatever exit is applicable)
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}
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setUsername(username: string, color: string) {
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@ -397,7 +397,7 @@ export class MSAgentClient {
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let animMsg = msg as MSAgentAnimationMessage;
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let user = this.users.find((u) => u.username === animMsg.data.username);
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if (!user || user.muted) return;
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await user.agent.playAnimationByNamePromise(animMsg.data.anim);
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await user.agent.playAnimationByName(animMsg.data.anim);
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await user.doAnim('rest');
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break;
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}
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@ -22,7 +22,7 @@ input.addEventListener('change', async () => {
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agent.addToDom(mount);
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agent.show();
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await agent.playAnimationByNamePromise("Show");
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await agent.playAnimationByName("Show");
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console.log('Agent created');
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});
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@ -40,7 +40,7 @@ form.addEventListener('submit', async (e) => {
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agent.addToDom(document.body);
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agent.show();
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await agent.playAnimationByNamePromise("Show");
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await agent.playAnimationByName("Show");
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console.log(`Loaded agent from ${url}`);
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});
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@ -20,7 +20,7 @@ export class User {
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async doAnim(action: string) {
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// @ts-ignore
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for (let anim of this.animations[action]) {
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await this.agent.playAnimationByNamePromise(anim);
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await this.agent.playAnimationByName(anim);
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}
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}
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}
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