mirror of
https://github.com/BeamMP/BeamMP-Server.git
synced 2025-07-01 23:35:41 +00:00
Further Tidy of unused files
This commit is contained in:
parent
d752ac5acb
commit
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52
index.html
52
index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<title>Hello World!</title>
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</head>
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<body>
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<h1>BeamNG.drive MP Development Tool!</h1>
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<p>Make: <span id="Make"></span></p>
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<p>Clutch: <span id="Clutch"></span></p>
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<p>Throttle: <span id="Throttle"></span></p>
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<p>Brake: <span id="Brake"></span></p>
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<p>Steering: <span id="Steering"></span></p>
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<p>POS: <span id="POS"></span></p>
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<p>Time difference: <span id="time"></span></p>
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<p><span id="data"></span></p>
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<ul id="LOG">
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</ul>
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<!-- You can also require other files to run in this process -->
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<script src="./renderer.js"></script>
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<script>
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var one = false
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require('electron').ipcRenderer.on('update', (event, message) => {
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if (!one) {
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one = true;
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console.log(message);
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}
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//console.log(message) // Prints 'whoooooooh!'
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document.getElementById("Make").innerHTML=message.model;
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document.getElementById("Clutch").innerHTML=message.clutch;
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document.getElementById("Throttle").innerHTML=message.throttle;
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document.getElementById("Brake").innerHTML=message.brake;
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document.getElementById("Steering").innerHTML=message.steering;
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document.getElementById("POS").innerHTML=message.pos;
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var d = new Date();
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var n = d.getTime();
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var t = n - message.time;
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console.log('(game = '+message.time+' - js = '+n+') = '+t)
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document.getElementById("time").innerHTML=t;
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document.getElementById("data").innerHTML=JSON.stringify(message);
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});
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require('electron').ipcRenderer.on('log', (event, message) => {
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document.getElementById("LOG").innerHTML+="<li>"+message+"</li>"
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})
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</script>
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</body>
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</html>
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235
main.js
235
main.js
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// Modules to control application life and create native browser window
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const {app, BrowserWindow} = require('electron')
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const path = require('path')
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// Keep a global reference of the window object, if you don't, the window will
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// be closed automatically when the JavaScript object is garbage collected.
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let mainWindow
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var windowReady = false
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function createWindow () {
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// Create the browser window.
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mainWindow = new BrowserWindow({
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width: 800,
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height: 600,
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webPreferences: {
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nodeIntegration: true,
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preload: path.join(__dirname, 'preload.js')
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}
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})
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// and load the index.html of the app.
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mainWindow.loadFile('index.html')
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windowReady = true
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// Open the DevTools.
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// mainWindow.webContents.openDevTools()
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// Emitted when the window is closed.
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mainWindow.on('closed', function () {
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// Dereference the window object, usually you would store windows
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// in an array if your app supports multi windows, this is the time
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// when you should delete the corresponding element.
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mainWindow = null
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})
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}
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// This method will be called when Electron has finished
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// initialization and is ready to create browser windows.
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// Some APIs can only be used after this event occurs.
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app.on('ready', createWindow)
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// Quit when all windows are closed.
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app.on('window-all-closed', function () {
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// On macOS it is common for applications and their menu bar
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// to stay active until the user quits explicitly with Cmd + Q
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if (process.platform !== 'darwin') app.quit()
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})
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app.on('activate', function () {
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// On macOS it's common to re-create a window in the app when the
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// dock icon is clicked and there are no other windows open.
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if (mainWindow === null) createWindow()
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})
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// In this file you can include the rest of your app's specific main process
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// code. You can also put them in separate files and require them here.
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function SendToUI(type, data) {
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if (windowReady) {
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mainWindow.webContents.send(type, data)
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}
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}
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// Server Settings!
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var map = "";
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const net = require('net');
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const uuidv4 = require('uuid/v4');
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const args = require('minimist')(process.argv.slice(2));
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console.log(args.port)
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if (args.port) {
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var tcpport = args.port;
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} else {
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var tcpport = 30813;
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}
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var udpport = tcpport + 1;
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const host = '192.168.1.195';
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const TCPserver = net.createServer();
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TCPserver.listen(tcpport, () => {
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console.log('TCP Server listening on ' + TCPserver.address().address + ':' + tcpport);
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SendToUI('log', 'TCP Server listening on ' + TCPserver.address().address + ':' + tcpport)
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});
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let sockets = [];
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let players = [];
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let vehicles = [];
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TCPserver.on('connection', function(sock) {
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console.log('[TCP] CONNECTED: ' + sock.remoteAddress + ':' + sock.remotePort);
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sockets.push(sock);
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var player = {};
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player.remoteAddress = sock.remoteAddress;
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player.remotePort = sock.remotePort;
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player.nickname = "";
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player.id = uuidv4();
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player.currentVehID = 0;
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players.push(player);
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sock.write('HOLA'+player.id+'\n');
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if (map == "") {
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sock.write("MAPS\n");
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} else {
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sock.write("MAPC"+map+'\n')
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}
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sock.on('data', function(data) {
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// Write the data back to all the connected, the client will receive it as data from the server
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var str = data.toString();
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data = str.trim(); //replace(/\r?\n|\r/g, "");
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var code = data.substring(0, 4);
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var message = data.substr(4);
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console.log(code)
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switch (code) {
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case "PING":
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console.log("Ping Received")
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sock.write('PONG\n');
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break;
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case "CHAT":
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sock.write(data+'\n');
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break;
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case "MAPS":
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map = message;
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console.log("Setting map to: "+map);
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sock.write("MAPC"+map+'\n');
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case "USER":
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players.forEach(function(player, index, array) {
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if (player.nickname == "" && player.remoteAddress == sock.remoteAddress && player.remotePort == sock.remotePort) {
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console.log("Player Found ("+player.id+"), setting nickname("+data.substr(4)+")");
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player.nickname = data.substr(4);
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}
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});
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break;
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case "U-VI":
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case "U-VE":
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case "U-VN":
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case "U-VP":
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case "U-VL":
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//console.log(data)
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//players.forEach(function(player, index, array) {
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//if (player.remoteAddress != sock.remoteAddress) {
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//console.log(player.remoteAddress+' != '+sock.remoteAddress+' Is not the same so we should send?')
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//console.log("Got Update to send!")
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sockets.forEach(function(socket, index, array) { // Send update to all clients
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//console.log(socket.remotePort+' != '+sock.remotePort+' Is not the same so we should send?')
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if ((sock.remoteAddress != socket.remoteAddress && sock.remotePort != socket.remotePort) || (sock.remoteAddress == socket.remoteAddress && sock.remotePort != socket.remotePort)) {
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socket.write(data+'\n');
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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 "U-NV":
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console.log(message)
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var vid = uuidv4();
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break;
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case "C-VS": // Client has changed vehicle. lets update our records.
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console.log(message)
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players.forEach(function(player, index, array) {
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if (player.currentVehID != message && player.remoteAddress == sock.remoteAddress && player.remotePort == sock.remotePort) {
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console.log("Player Found ("+player.id+"), updating current vehile("+message+")");
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player.currentVehID = message;
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}
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});
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break;
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default:
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console.log('Unknown / unhandled data: ' + sock.remoteAddress + ': ' + data);
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}
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sockets.forEach(function(sock, index, array) {
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//sock.write(sock.remoteAddress + ':' + sock.remotePort + " said " + data + '\n');
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});
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});
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// Add a 'close' event handler to this instance of socket
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sock.on('close', function(data) {
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let index = sockets.findIndex(function(o) {
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return o.remoteAddress === sock.remoteAddress && o.remotePort === sock.remotePort;
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})
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if (index !== -1) sockets.splice(index, 1);
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console.log('CLOSED: ' + sock.remoteAddress + ' ' + sock.remotePort);
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});
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sock.on('error', (err) => {
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// handle errors here
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if (err == "ECONNRESET") {
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console.error("Connection Reset!")
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} else {
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console.error("Sock Error");
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console.error(err);
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throw err;
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}
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});
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});
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TCPserver.on('error', (err) => {
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// handle errors here
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console.error("TCPserver Error");
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console.error(err);
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throw err;
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});
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var dgram = require('dgram');
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var UDPserver = dgram.createSocket('udp4');
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function UDPsend(message, info) {
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UDPserver.send(message,info.port,info.address,function(error){if(error){console.log("ERROR");console.log(error);client.close();};});
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}
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UDPserver.on('listening', function() {
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var address = UDPserver.address();
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console.log('UDP Server listening on ' + address.address + ':' + address.port);
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});
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var UDPMembers = [];
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UDPserver.on('message',function(msg,info){
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//sending msg
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var str = msg.toString();
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data = str.trim(); //replace(/\r?\n|\r/g, "");
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var code = data.substring(0, 4);
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switch (code) {
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case "PING":
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UDPsend("PONG", info)
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break;
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default:
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console.log('[UDP] Data received from client : ' + msg.toString());
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console.log('Received %d bytes from %s:%d\n',msg.length, info.address, info.port);
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}
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});
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UDPserver.bind(udpport);
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12
preload.js
12
preload.js
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// All of the Node.js APIs are available in the preload process.
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// It has the same sandbox as a Chrome extension.
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window.addEventListener('DOMContentLoaded', () => {
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const replaceText = (selector, text) => {
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const element = document.getElementById(selector)
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if (element) element.innerText = text
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}
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for (const type of ['chrome', 'node', 'electron']) {
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replaceText(`${type}-version`, process.versions[type])
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}
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})
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// This file is required by the index.html file and will
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// be executed in the renderer process for that window.
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// All of the Node.js APIs are available in this process.
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