Implement multiplayer MVP: WebSocket networking, remote player rendering, vehicle support

- WebSocket relay server (Cloudflare Worker + Durable Object)
- Remote player character cloning with walk/idle/ride animations
- Vehicle support for remote players
- INI config for relay URL
- Extension hook for world transition ROI management
This commit is contained in:
Christian Semmler 2026-02-28 12:00:01 -08:00
parent 03cb40190a
commit 5c8a2ffd3b
No known key found for this signature in database
GPG Key ID: 086DAA1360BEEE5C
20 changed files with 3186 additions and 3 deletions

3
.gitignore vendored
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@ -14,8 +14,7 @@ VENV/
env.bak/ env.bak/
venv.bak/ venv.bak/
local.properties local.properties
/build/ /build*/
/build_debug/
/legobin/ /legobin/
*.swp *.swp
LEGO1PROGRESS.* LEGO1PROGRESS.*

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@ -531,6 +531,10 @@ if (ISLE_EXTENSIONS)
extensions/src/extensions.cpp extensions/src/extensions.cpp
extensions/src/siloader.cpp extensions/src/siloader.cpp
extensions/src/textureloader.cpp extensions/src/textureloader.cpp
extensions/src/multiplayer.cpp
extensions/src/multiplayer/networkmanager.cpp
extensions/src/multiplayer/remoteplayer.cpp
extensions/src/multiplayer/websockettransport.cpp
) )
endif() endif()

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@ -17,6 +17,11 @@ void Emscripten_SetupDefaultConfigOverrides(dictionary* p_dictionary)
iniparser_set(p_dictionary, "isle:Full Screen", "false"); iniparser_set(p_dictionary, "isle:Full Screen", "false");
iniparser_set(p_dictionary, "isle:Flip Surfaces", "true"); iniparser_set(p_dictionary, "isle:Flip Surfaces", "true");
iniparser_set(p_dictionary, "extensions", NULL);
iniparser_set(p_dictionary, "extensions:multiplayer", "true");
iniparser_set(p_dictionary, "multiplayer", NULL);
iniparser_set(p_dictionary, "multiplayer:relay url", "ws://localhost:8787");
// Emscripten-only for now // Emscripten-only for now
Emscripten_SetScaleAspect(iniparser_getboolean(p_dictionary, "isle:Original Aspect Ratio", true)); Emscripten_SetScaleAspect(iniparser_getboolean(p_dictionary, "isle:Original Aspect Ratio", true));
Emscripten_SetOriginalResolution(iniparser_getboolean(p_dictionary, "isle:Original Resolution", true)); Emscripten_SetOriginalResolution(iniparser_getboolean(p_dictionary, "isle:Original Resolution", true));

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@ -92,6 +92,7 @@ class LegoCharacterManager {
MxU32 GetSoundId(LegoROI* p_roi, MxBool p_basedOnMood); MxU32 GetSoundId(LegoROI* p_roi, MxBool p_basedOnMood);
MxU8 GetMood(LegoROI* p_roi); MxU8 GetMood(LegoROI* p_roi);
LegoROI* CreateAutoROI(const char* p_name, const char* p_lodName, MxBool p_createEntity); LegoROI* CreateAutoROI(const char* p_name, const char* p_lodName, MxBool p_createEntity);
LegoROI* CreateCharacterClone(const char* p_uniqueName, const char* p_characterType);
MxResult UpdateBoundingSphereAndBox(LegoROI* p_roi); MxResult UpdateBoundingSphereAndBox(LegoROI* p_roi);
LegoROI* FUN_10085a80(const char* p_name, const char* p_lodName, MxBool p_createEntity); LegoROI* FUN_10085a80(const char* p_name, const char* p_lodName, MxBool p_createEntity);

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@ -1110,3 +1110,146 @@ void CustomizeAnimFileVariable::SetValue(const char* p_value)
BuildingManager()->SetCustomizeAnimFile(p_value); BuildingManager()->SetCustomizeAnimFile(p_value);
} }
} }
// Creates an independent multi-part character ROI clone for multiplayer.
// Same construction logic as CreateActorROI but with a unique name and
// no side effects on g_actorInfo[].m_roi.
LegoROI* LegoCharacterManager::CreateCharacterClone(const char* p_uniqueName, const char* p_characterType)
{
MxBool success = FALSE;
LegoROI* roi = NULL;
BoundingSphere boundingSphere;
BoundingBox boundingBox;
MxMatrix mat;
CompoundObject* comp;
MxS32 i;
Tgl::Renderer* renderer = VideoManager()->GetRenderer();
ViewLODListManager* lodManager = GetViewLODListManager();
LegoTextureContainer* textureContainer = TextureContainer();
LegoActorInfo* info = GetActorInfo(p_characterType);
if (info == NULL) {
goto done;
}
roi = new LegoROI(renderer);
roi->SetName(p_uniqueName);
boundingSphere.Center()[0] = g_actorLODs[c_topLOD].m_boundingSphere[0];
boundingSphere.Center()[1] = g_actorLODs[c_topLOD].m_boundingSphere[1];
boundingSphere.Center()[2] = g_actorLODs[c_topLOD].m_boundingSphere[2];
boundingSphere.Radius() = g_actorLODs[c_topLOD].m_boundingSphere[3];
roi->SetBoundingSphere(boundingSphere);
boundingBox.Min()[0] = g_actorLODs[c_topLOD].m_boundingBox[0];
boundingBox.Min()[1] = g_actorLODs[c_topLOD].m_boundingBox[1];
boundingBox.Min()[2] = g_actorLODs[c_topLOD].m_boundingBox[2];
boundingBox.Max()[0] = g_actorLODs[c_topLOD].m_boundingBox[3];
boundingBox.Max()[1] = g_actorLODs[c_topLOD].m_boundingBox[4];
boundingBox.Max()[2] = g_actorLODs[c_topLOD].m_boundingBox[5];
roi->SetBoundingBox(boundingBox);
comp = new CompoundObject();
roi->SetComp(comp);
for (i = 0; i < sizeOfArray(g_actorLODs) - 1; i++) {
char lodName[256];
LegoActorInfo::Part& part = info->m_parts[i];
const char* parentName;
if (i == 0 || i == 1) {
parentName = part.m_partName[part.m_partNameIndices[part.m_partNameIndex]];
}
else {
parentName = g_actorLODs[i + 1].m_parentName;
}
ViewLODList* lodList = lodManager->Lookup(parentName);
MxS32 lodSize = lodList->Size();
sprintf(lodName, "%s%d", p_uniqueName, i);
ViewLODList* dupLodList = lodManager->Create(lodName, lodSize);
for (MxS32 j = 0; j < lodSize; j++) {
LegoLOD* lod = (LegoLOD*) (*lodList)[j];
LegoLOD* clone = lod->Clone(renderer);
dupLodList->PushBack(clone);
}
lodList->Release();
lodList = dupLodList;
LegoROI* childROI = new LegoROI(renderer, lodList);
lodList->Release();
childROI->SetName(g_actorLODs[i + 1].m_name);
childROI->SetParentROI(roi);
BoundingSphere childBoundingSphere;
childBoundingSphere.Center()[0] = g_actorLODs[i + 1].m_boundingSphere[0];
childBoundingSphere.Center()[1] = g_actorLODs[i + 1].m_boundingSphere[1];
childBoundingSphere.Center()[2] = g_actorLODs[i + 1].m_boundingSphere[2];
childBoundingSphere.Radius() = g_actorLODs[i + 1].m_boundingSphere[3];
childROI->SetBoundingSphere(childBoundingSphere);
BoundingBox childBoundingBox;
childBoundingBox.Min()[0] = g_actorLODs[i + 1].m_boundingBox[0];
childBoundingBox.Min()[1] = g_actorLODs[i + 1].m_boundingBox[1];
childBoundingBox.Min()[2] = g_actorLODs[i + 1].m_boundingBox[2];
childBoundingBox.Max()[0] = g_actorLODs[i + 1].m_boundingBox[3];
childBoundingBox.Max()[1] = g_actorLODs[i + 1].m_boundingBox[4];
childBoundingBox.Max()[2] = g_actorLODs[i + 1].m_boundingBox[5];
childROI->SetBoundingBox(childBoundingBox);
CalcLocalTransform(
Mx3DPointFloat(g_actorLODs[i + 1].m_position),
Mx3DPointFloat(g_actorLODs[i + 1].m_direction),
Mx3DPointFloat(g_actorLODs[i + 1].m_up),
mat
);
childROI->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
if (g_actorLODs[i + 1].m_flags & LegoActorLOD::c_useTexture &&
(i != 0 || part.m_partNameIndices[part.m_partNameIndex] != 0)) {
LegoTextureInfo* textureInfo = textureContainer->Get(part.m_names[part.m_nameIndices[part.m_nameIndex]]);
if (textureInfo != NULL) {
childROI->SetTextureInfo(textureInfo);
childROI->SetLodColor(1.0F, 1.0F, 1.0F, 0.0F);
}
}
else if (g_actorLODs[i + 1].m_flags & LegoActorLOD::c_useColor || (i == 0 && part.m_partNameIndices[part.m_partNameIndex] == 0)) {
LegoFloat red, green, blue, alpha;
childROI->GetRGBAColor(part.m_names[part.m_nameIndices[part.m_nameIndex]], red, green, blue, alpha);
childROI->SetLodColor(red, green, blue, alpha);
}
comp->push_back(childROI);
}
CalcLocalTransform(
Mx3DPointFloat(g_actorLODs[c_topLOD].m_position),
Mx3DPointFloat(g_actorLODs[c_topLOD].m_direction),
Mx3DPointFloat(g_actorLODs[c_topLOD].m_up),
mat
);
roi->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
{
LegoCharacter* character = new LegoCharacter(roi);
char* name = new char[SDL_strlen(p_uniqueName) + 1];
SDL_strlcpy(name, p_uniqueName, SDL_strlen(p_uniqueName) + 1);
(*m_characters)[name] = character;
}
success = TRUE;
done:
if (!success && roi != NULL) {
delete roi;
roi = NULL;
}
return roi;
}

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@ -1,6 +1,7 @@
#include "legoworld.h" #include "legoworld.h"
#include "anim/legoanim.h" #include "anim/legoanim.h"
#include "extensions/multiplayer.h"
#include "extensions/siloader.h" #include "extensions/siloader.h"
#include "legoanimationmanager.h" #include "legoanimationmanager.h"
#include "legoanimpresenter.h" #include "legoanimpresenter.h"
@ -753,6 +754,7 @@ void LegoWorld::Enable(MxBool p_enable)
#ifndef BETA10 #ifndef BETA10
SetIsWorldActive(TRUE); SetIsWorldActive(TRUE);
#endif #endif
Extensions::Extension<Extensions::MultiplayerExt>::Call(Extensions::HandleWorldEnable, this, TRUE);
} }
else if (!p_enable && m_disabledObjects.size() == 0) { else if (!p_enable && m_disabledObjects.size() == 0) {
MxPresenter* presenter; MxPresenter* presenter;
@ -815,6 +817,7 @@ void LegoWorld::Enable(MxBool p_enable)
} }
GetViewManager()->RemoveAll(NULL); GetViewManager()->RemoveAll(NULL);
Extensions::Extension<Extensions::MultiplayerExt>::Call(Extensions::HandleWorldEnable, this, FALSE);
} }
} }

File diff suppressed because it is too large Load Diff

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@ -9,7 +9,8 @@
namespace Extensions namespace Extensions
{ {
constexpr const char* availableExtensions[] = {"extensions:texture loader", "extensions:si loader"}; constexpr const char* availableExtensions[] =
{"extensions:texture loader", "extensions:si loader", "extensions:multiplayer"};
LEGO1_EXPORT void Enable(const char* p_key, std::map<std::string, std::string> p_options); LEGO1_EXPORT void Enable(const char* p_key, std::map<std::string, std::string> p_options);

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@ -0,0 +1,44 @@
#pragma once
#include "extensions/extensions.h"
#include "mxtypes.h"
#include <map>
#include <string>
class LegoWorld;
namespace Multiplayer
{
class NetworkManager;
class NetworkTransport;
} // namespace Multiplayer
namespace Extensions
{
class MultiplayerExt {
public:
static void Initialize();
static MxBool HandleWorldEnable(LegoWorld* p_world, MxBool p_enable);
static std::map<std::string, std::string> options;
static bool enabled;
static std::string relayUrl;
static void SetNetworkManager(Multiplayer::NetworkManager* p_mgr);
static Multiplayer::NetworkManager* GetNetworkManager();
private:
static Multiplayer::NetworkManager* s_networkManager;
static Multiplayer::NetworkTransport* s_transport;
};
#ifdef EXTENSIONS
constexpr auto HandleWorldEnable = &MultiplayerExt::HandleWorldEnable;
#else
constexpr decltype(&MultiplayerExt::HandleWorldEnable) HandleWorldEnable = nullptr;
#endif
}; // namespace Extensions

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@ -0,0 +1,73 @@
#pragma once
#include "extensions/multiplayer/networktransport.h"
#include "extensions/multiplayer/protocol.h"
#include "extensions/multiplayer/remoteplayer.h"
#include "mxcore.h"
#include "mxtypes.h"
#include <cstdint>
#include <map>
#include <memory>
#include <string>
class LegoWorld;
namespace Multiplayer
{
class NetworkManager : public MxCore {
public:
NetworkManager();
~NetworkManager() override;
MxResult Tickle() override;
const char* ClassName() const override { return "NetworkManager"; }
MxBool IsA(const char* p_name) const override
{
return !strcmp(p_name, NetworkManager::ClassName()) || MxCore::IsA(p_name);
}
void Initialize(NetworkTransport* p_transport);
void Shutdown();
void Connect(const char* p_roomId);
void Disconnect();
bool IsConnected() const;
// Called by the Multiplayer extension on world transitions
void OnWorldEnabled(LegoWorld* p_world);
void OnWorldDisabled(LegoWorld* p_world);
private:
void BroadcastLocalState();
void ProcessIncomingPackets();
void UpdateRemotePlayers(float p_deltaTime);
void HandleJoin(const PlayerJoinMsg& p_msg);
void HandleLeave(const PlayerLeaveMsg& p_msg);
void HandleState(const PlayerStateMsg& p_msg);
void RemoveRemotePlayer(uint32_t p_peerId);
void RemoveAllRemotePlayers();
int8_t DetectLocalVehicleType();
bool IsInIsleWorld() const;
NetworkTransport* m_transport;
std::map<uint32_t, std::unique_ptr<RemotePlayer>> m_remotePlayers;
uint32_t m_localPeerId;
uint32_t m_sequence;
uint32_t m_lastBroadcastTime;
uint8_t m_lastValidActorId;
bool m_inIsleWorld;
bool m_registered;
static const uint32_t BROADCAST_INTERVAL_MS = 66; // ~15Hz
static const uint32_t TIMEOUT_MS = 5000; // 5 second timeout
};
} // namespace Multiplayer

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@ -0,0 +1,26 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <functional>
namespace Multiplayer
{
class NetworkTransport {
public:
virtual ~NetworkTransport() = default;
virtual void Connect(const char* p_roomId) = 0;
virtual void Disconnect() = 0;
virtual bool IsConnected() const = 0;
// Send binary data to all peers via relay
virtual void Send(const uint8_t* p_data, size_t p_length) = 0;
// Drain received messages. Callback called for each message.
// Returns number of messages dequeued.
virtual size_t Receive(std::function<void(const uint8_t*, size_t)> p_callback) = 0;
};
} // namespace Multiplayer

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@ -0,0 +1,201 @@
#pragma once
#include <SDL3/SDL_stdinc.h>
#include <cstddef>
#include <cstdint>
namespace Multiplayer
{
enum MessageType : uint8_t {
MSG_JOIN = 1,
MSG_LEAVE = 2,
MSG_STATE = 3,
MSG_ASSIGN_ID = 0xFF
};
enum VehicleType : int8_t {
VEHICLE_NONE = -1,
VEHICLE_HELICOPTER = 0,
VEHICLE_JETSKI = 1,
VEHICLE_DUNEBUGGY = 2,
VEHICLE_BIKE = 3,
VEHICLE_SKATEBOARD = 4,
VEHICLE_MOTOCYCLE = 5,
VEHICLE_TOWTRACK = 6,
VEHICLE_AMBULANCE = 7,
VEHICLE_COUNT = 8
};
#pragma pack(push, 1)
struct MessageHeader {
uint8_t type;
uint32_t peerId;
uint32_t sequence;
};
struct PlayerJoinMsg {
MessageHeader header;
uint8_t actorId;
char name[20];
};
struct PlayerLeaveMsg {
MessageHeader header;
};
struct PlayerStateMsg {
MessageHeader header;
uint8_t actorId;
int8_t worldId;
int8_t vehicleType;
float position[3];
float direction[3];
float up[3];
float speed;
};
#pragma pack(pop)
static const size_t STATE_MSG_SIZE = sizeof(PlayerStateMsg);
static const size_t JOIN_MSG_SIZE = sizeof(PlayerJoinMsg);
static const size_t LEAVE_MSG_SIZE = sizeof(PlayerLeaveMsg);
static const size_t HEADER_SIZE = sizeof(MessageHeader);
// Validate actorId is a playable character (1-5, not brickster)
inline bool IsValidActorId(uint8_t p_actorId)
{
return p_actorId >= 1 && p_actorId <= 5;
}
// Serialize a STATE message into a buffer. Returns bytes written.
inline size_t SerializeStateMsg(
uint8_t* p_buf,
size_t p_bufLen,
uint32_t p_peerId,
uint32_t p_sequence,
uint8_t p_actorId,
int8_t p_worldId,
int8_t p_vehicleType,
const float p_position[3],
const float p_direction[3],
const float p_up[3],
float p_speed
)
{
if (p_bufLen < STATE_MSG_SIZE) {
return 0;
}
PlayerStateMsg msg;
msg.header.type = MSG_STATE;
msg.header.peerId = p_peerId;
msg.header.sequence = p_sequence;
msg.actorId = p_actorId;
msg.worldId = p_worldId;
msg.vehicleType = p_vehicleType;
SDL_memcpy(msg.position, p_position, sizeof(float) * 3);
SDL_memcpy(msg.direction, p_direction, sizeof(float) * 3);
SDL_memcpy(msg.up, p_up, sizeof(float) * 3);
msg.speed = p_speed;
SDL_memcpy(p_buf, &msg, STATE_MSG_SIZE);
return STATE_MSG_SIZE;
}
// Serialize a JOIN message into a buffer. Returns bytes written.
inline size_t SerializeJoinMsg(
uint8_t* p_buf,
size_t p_bufLen,
uint32_t p_peerId,
uint32_t p_sequence,
uint8_t p_actorId,
const char* p_name
)
{
if (p_bufLen < JOIN_MSG_SIZE) {
return 0;
}
PlayerJoinMsg msg;
msg.header.type = MSG_JOIN;
msg.header.peerId = p_peerId;
msg.header.sequence = p_sequence;
msg.actorId = p_actorId;
SDL_memset(msg.name, 0, sizeof(msg.name));
if (p_name) {
SDL_strlcpy(msg.name, p_name, sizeof(msg.name));
}
SDL_memcpy(p_buf, &msg, JOIN_MSG_SIZE);
return JOIN_MSG_SIZE;
}
// Serialize a LEAVE message into a buffer. Returns bytes written.
inline size_t SerializeLeaveMsg(uint8_t* p_buf, size_t p_bufLen, uint32_t p_peerId, uint32_t p_sequence)
{
if (p_bufLen < LEAVE_MSG_SIZE) {
return 0;
}
PlayerLeaveMsg msg;
msg.header.type = MSG_LEAVE;
msg.header.peerId = p_peerId;
msg.header.sequence = p_sequence;
SDL_memcpy(p_buf, &msg, LEAVE_MSG_SIZE);
return LEAVE_MSG_SIZE;
}
// Parse the message type from a buffer. Returns MSG type or 0 on error.
inline uint8_t ParseMessageType(const uint8_t* p_data, size_t p_length)
{
if (p_length < 1) {
return 0;
}
return p_data[0];
}
// Deserialize a message header from a buffer.
inline bool DeserializeHeader(const uint8_t* p_data, size_t p_length, MessageHeader& p_out)
{
if (p_length < HEADER_SIZE) {
return false;
}
SDL_memcpy(&p_out, p_data, HEADER_SIZE);
return true;
}
// Deserialize a STATE message from a buffer.
inline bool DeserializeStateMsg(const uint8_t* p_data, size_t p_length, PlayerStateMsg& p_out)
{
if (p_length < STATE_MSG_SIZE) {
return false;
}
SDL_memcpy(&p_out, p_data, STATE_MSG_SIZE);
return p_out.header.type == MSG_STATE;
}
// Deserialize a JOIN message from a buffer.
inline bool DeserializeJoinMsg(const uint8_t* p_data, size_t p_length, PlayerJoinMsg& p_out)
{
if (p_length < JOIN_MSG_SIZE) {
return false;
}
SDL_memcpy(&p_out, p_data, JOIN_MSG_SIZE);
p_out.name[sizeof(p_out.name) - 1] = '\0';
return p_out.header.type == MSG_JOIN && IsValidActorId(p_out.actorId);
}
// Deserialize a LEAVE message from a buffer.
inline bool DeserializeLeaveMsg(const uint8_t* p_data, size_t p_length, PlayerLeaveMsg& p_out)
{
if (p_length < LEAVE_MSG_SIZE) {
return false;
}
SDL_memcpy(&p_out, p_data, LEAVE_MSG_SIZE);
return p_out.header.type == MSG_LEAVE;
}
} // namespace Multiplayer

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@ -0,0 +1,104 @@
#pragma once
#include "extensions/multiplayer/protocol.h"
#include "mxgeometry/mxmatrix.h"
#include "mxtypes.h"
#include <cstdint>
class LegoROI;
class LegoWorld;
class LegoAnim;
class LegoTreeNode;
namespace Multiplayer
{
class RemotePlayer {
public:
RemotePlayer(uint32_t p_peerId, uint8_t p_actorId);
~RemotePlayer();
void Spawn(LegoWorld* p_isleWorld);
void Despawn();
void UpdateFromNetwork(const PlayerStateMsg& p_msg);
void Tick(float p_deltaTime);
// Re-add ROI to 3D scene after world transition
void ReAddToScene();
uint32_t GetPeerId() const { return m_peerId; }
uint8_t GetActorId() const { return m_actorId; }
bool IsSpawned() const { return m_spawned; }
bool IsVisible() const { return m_visible; }
int8_t GetWorldId() const { return m_targetWorldId; }
uint32_t GetLastUpdateTime() const { return m_lastUpdateTime; }
void SetVisible(bool p_visible);
private:
void BuildWalkROIMap(LegoWorld* p_isleWorld);
void BuildROIMap(
LegoAnim* p_anim,
LegoROI* p_rootROI,
LegoROI* p_extraROI,
LegoROI**& p_roiMap,
MxU32& p_roiMapSize
);
void UpdateTransform(float p_deltaTime);
void UpdateAnimation(float p_deltaTime);
void UpdateVehicleState();
void EnterVehicle(int8_t p_vehicleType);
void ExitVehicle();
// Identity
uint32_t m_peerId;
uint8_t m_actorId;
char m_uniqueName[32];
// Visual
LegoROI* m_roi;
bool m_spawned;
bool m_visible;
// Network state (latest received)
float m_targetPosition[3];
float m_targetDirection[3];
float m_targetUp[3];
float m_targetSpeed;
int8_t m_targetVehicleType;
int8_t m_targetWorldId;
uint32_t m_lastUpdateTime;
bool m_hasReceivedUpdate;
// Interpolation state
float m_currentPosition[3];
float m_currentDirection[3];
float m_currentUp[3];
// Walk animation state
LegoAnim* m_walkAnim;
LegoROI** m_walkRoiMap;
MxU32 m_walkRoiMapSize;
float m_animTime;
float m_idleTime;
bool m_wasMoving;
// Idle animation state (CNs008xx - breathing/swaying)
LegoAnim* m_idleAnim;
LegoROI** m_idleRoiMap;
MxU32 m_idleRoiMapSize;
float m_idleAnimTime;
// Ride animation state (small vehicles)
LegoAnim* m_rideAnim;
LegoROI** m_rideRoiMap;
MxU32 m_rideRoiMapSize;
LegoROI* m_rideVehicleROI;
// Vehicle state
LegoROI* m_vehicleROI;
int8_t m_currentVehicleType;
};
} // namespace Multiplayer

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@ -0,0 +1,32 @@
#pragma once
#ifdef __EMSCRIPTEN__
#include "extensions/multiplayer/networktransport.h"
#include <string>
namespace Multiplayer
{
class WebSocketTransport : public NetworkTransport {
public:
WebSocketTransport(const std::string& p_relayBaseUrl);
~WebSocketTransport() override;
void Connect(const char* p_roomId) override;
void Disconnect() override;
bool IsConnected() const override;
void Send(const uint8_t* p_data, size_t p_length) override;
size_t Receive(std::function<void(const uint8_t*, size_t)> p_callback) override;
private:
std::string m_relayBaseUrl;
int m_socketId;
volatile int32_t m_connectedFlag; // Shared with JS main thread via Atomics
uint8_t m_recvBuf[8192];
};
} // namespace Multiplayer
#endif // __EMSCRIPTEN__

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@ -1,5 +1,6 @@
#include "extensions/extensions.h" #include "extensions/extensions.h"
#include "extensions/multiplayer.h"
#include "extensions/siloader.h" #include "extensions/siloader.h"
#include "extensions/textureloader.h" #include "extensions/textureloader.h"
@ -19,6 +20,11 @@ void Extensions::Enable(const char* p_key, std::map<std::string, std::string> p_
SiLoader::enabled = true; SiLoader::enabled = true;
SiLoader::Initialize(); SiLoader::Initialize();
} }
else if (!SDL_strcasecmp(p_key, "extensions:multiplayer")) {
MultiplayerExt::options = std::move(p_options);
MultiplayerExt::enabled = true;
MultiplayerExt::Initialize();
}
SDL_Log("Enabled extension: %s", p_key); SDL_Log("Enabled extension: %s", p_key);
break; break;

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#include "extensions/multiplayer.h"
#include "extensions/multiplayer/networkmanager.h"
#include "extensions/multiplayer/networktransport.h"
#ifdef __EMSCRIPTEN__
#include "extensions/multiplayer/websockettransport.h"
#endif
#include <SDL3/SDL_log.h>
using namespace Extensions;
std::map<std::string, std::string> MultiplayerExt::options;
bool MultiplayerExt::enabled = false;
std::string MultiplayerExt::relayUrl;
Multiplayer::NetworkManager* MultiplayerExt::s_networkManager = nullptr;
Multiplayer::NetworkTransport* MultiplayerExt::s_transport = nullptr;
void MultiplayerExt::Initialize()
{
relayUrl = options["multiplayer:relay url"];
if (relayUrl.empty()) {
SDL_Log("Multiplayer: no relay url configured, multiplayer will not connect");
return;
}
#ifdef __EMSCRIPTEN__
s_transport = new Multiplayer::WebSocketTransport(relayUrl);
s_networkManager = new Multiplayer::NetworkManager();
s_networkManager->Initialize(s_transport);
// Auto-connect to default room for MVP
s_networkManager->Connect("default");
SDL_Log("Multiplayer: initialized with relay url %s", relayUrl.c_str());
#else
SDL_Log("Multiplayer: no transport available for this platform yet");
#endif
}
MxBool MultiplayerExt::HandleWorldEnable(LegoWorld* p_world, MxBool p_enable)
{
if (!s_networkManager) {
return FALSE;
}
if (p_enable) {
s_networkManager->OnWorldEnabled(p_world);
}
else {
s_networkManager->OnWorldDisabled(p_world);
}
return TRUE;
}
void MultiplayerExt::SetNetworkManager(Multiplayer::NetworkManager* p_mgr)
{
s_networkManager = p_mgr;
}
Multiplayer::NetworkManager* MultiplayerExt::GetNetworkManager()
{
return s_networkManager;
}

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#include "extensions/multiplayer/networkmanager.h"
#include "legomain.h"
#include "legopathactor.h"
#include "legoworld.h"
#include "misc.h"
#include "mxmisc.h"
#include "mxticklemanager.h"
#include "roi/legoroi.h"
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_timer.h>
#include <vector>
using namespace Multiplayer;
NetworkManager::NetworkManager()
: m_transport(nullptr), m_localPeerId(0), m_sequence(0), m_lastBroadcastTime(0), m_lastValidActorId(0),
m_inIsleWorld(false), m_registered(false)
{
}
NetworkManager::~NetworkManager()
{
Shutdown();
}
MxResult NetworkManager::Tickle()
{
if (!m_transport) {
return SUCCESS;
}
uint32_t now = SDL_GetTicks();
// Broadcast BEFORE receiving: the Send proxy call gives the main thread a
// chance to process incoming WebSocket onmessage events before we drain
// the queue with Receive.
if (m_transport->IsConnected() && (now - m_lastBroadcastTime) >= BROADCAST_INTERVAL_MS) {
BroadcastLocalState();
m_lastBroadcastTime = now;
}
ProcessIncomingPackets();
UpdateRemotePlayers(0.016f);
// Timeout check - remove stale remote players.
// Re-read time because ProcessIncomingPackets updates player timestamps
// via SDL_GetTicks(), which may be newer than the 'now' captured above.
// Using the stale 'now' would cause unsigned underflow (now < lastUpdate).
uint32_t timeoutNow = SDL_GetTicks();
std::vector<uint32_t> timedOut;
for (auto& [peerId, player] : m_remotePlayers) {
uint32_t lastUpdate = player->GetLastUpdateTime();
if (timeoutNow >= lastUpdate && (timeoutNow - lastUpdate) > TIMEOUT_MS) {
SDL_Log("Multiplayer: peer %u timed out", peerId);
timedOut.push_back(peerId);
}
}
for (uint32_t peerId : timedOut) {
RemoveRemotePlayer(peerId);
}
return SUCCESS;
}
void NetworkManager::Initialize(NetworkTransport* p_transport)
{
m_transport = p_transport;
}
void NetworkManager::Shutdown()
{
if (m_transport) {
Disconnect();
if (m_registered) {
TickleManager()->UnregisterClient(this);
m_registered = false;
}
m_transport = nullptr;
}
RemoveAllRemotePlayers();
}
void NetworkManager::Connect(const char* p_roomId)
{
if (m_transport) {
m_transport->Connect(p_roomId);
}
}
void NetworkManager::Disconnect()
{
if (m_transport) {
m_transport->Disconnect();
}
RemoveAllRemotePlayers();
}
bool NetworkManager::IsConnected() const
{
return m_transport && m_transport->IsConnected();
}
void NetworkManager::OnWorldEnabled(LegoWorld* p_world)
{
if (!p_world) {
return;
}
SDL_Log("Multiplayer: OnWorldEnabled worldId=%d (e_act1=%d)", p_world->GetWorldId(), LegoOmni::e_act1);
// Register with tickle manager on first world enable (engine is now initialized)
if (!m_registered) {
TickleManager()->RegisterClient(this, 10);
m_registered = true;
}
if (p_world->GetWorldId() == LegoOmni::e_act1) {
m_inIsleWorld = true;
// Re-add all remote player ROIs to the 3D scene
for (auto& [peerId, player] : m_remotePlayers) {
if (player->IsSpawned()) {
player->ReAddToScene();
// Only show if the remote player is also in ISLE
if (player->GetWorldId() == (int8_t) LegoOmni::e_act1) {
player->SetVisible(true);
}
}
}
SDL_Log("Multiplayer: ISLE world enabled, re-added %zu remote players", m_remotePlayers.size());
}
}
void NetworkManager::OnWorldDisabled(LegoWorld* p_world)
{
if (!p_world) {
return;
}
if (p_world->GetWorldId() == LegoOmni::e_act1) {
m_inIsleWorld = false;
for (auto& [peerId, player] : m_remotePlayers) {
player->SetVisible(false);
}
}
}
void NetworkManager::BroadcastLocalState()
{
if (!m_transport) {
return;
}
LegoPathActor* userActor = UserActor();
LegoWorld* currentWorld = CurrentWorld();
if (!userActor || !currentWorld) {
return;
}
LegoROI* roi = userActor->GetROI();
if (!roi) {
return;
}
const float* pos = roi->GetWorldPosition();
const float* dir = roi->GetWorldDirection();
const float* up = roi->GetWorldUp();
float speed = userActor->GetWorldSpeed();
uint8_t actorId = static_cast<LegoActor*>(userActor)->GetActorId();
if (IsValidActorId(actorId)) {
m_lastValidActorId = actorId;
}
else {
actorId = m_lastValidActorId;
}
// Don't broadcast if we haven't seen a valid character yet
if (!IsValidActorId(actorId)) {
return;
}
int8_t worldId = (int8_t) currentWorld->GetWorldId();
int8_t vehicleType = DetectLocalVehicleType();
// Log first broadcast per session for debugging
static bool firstBroadcast = true;
if (firstBroadcast) {
SDL_Log(
"Multiplayer: first broadcast actorId=%u worldId=%d vehicleType=%d pos=(%.1f,%.1f,%.1f)",
actorId,
worldId,
vehicleType,
pos[0],
pos[1],
pos[2]
);
firstBroadcast = false;
}
uint8_t buf[64];
size_t len = SerializeStateMsg(
buf,
sizeof(buf),
m_localPeerId,
m_sequence++,
actorId,
worldId,
vehicleType,
pos,
dir,
up,
speed
);
if (len > 0) {
m_transport->Send(buf, len);
}
}
void NetworkManager::ProcessIncomingPackets()
{
if (!m_transport) {
return;
}
m_transport->Receive([this](const uint8_t* data, size_t length) {
uint8_t msgType = ParseMessageType(data, length);
switch (msgType) {
case MSG_ASSIGN_ID: {
if (length >= 5) {
uint32_t assignedId;
SDL_memcpy(&assignedId, data + 1, sizeof(uint32_t));
m_localPeerId = assignedId;
SDL_Log("Multiplayer: assigned peer ID %u", m_localPeerId);
}
break;
}
case MSG_JOIN: {
PlayerJoinMsg msg;
if (DeserializeJoinMsg(data, length, msg)) {
HandleJoin(msg);
}
break;
}
case MSG_LEAVE: {
PlayerLeaveMsg msg;
if (DeserializeLeaveMsg(data, length, msg)) {
HandleLeave(msg);
}
break;
}
case MSG_STATE: {
PlayerStateMsg msg;
if (DeserializeStateMsg(data, length, msg)) {
HandleState(msg);
}
break;
}
default:
SDL_Log("Multiplayer: unknown message type %u (len=%zu)", msgType, length);
break;
}
});
}
void NetworkManager::UpdateRemotePlayers(float p_deltaTime)
{
for (auto& [peerId, player] : m_remotePlayers) {
player->Tick(p_deltaTime);
}
}
void NetworkManager::HandleJoin(const PlayerJoinMsg& p_msg)
{
uint32_t peerId = p_msg.header.peerId;
if (m_remotePlayers.count(peerId)) {
return; // Already known
}
SDL_Log("Multiplayer: peer %u joined as actor %d (%s)", peerId, p_msg.actorId, p_msg.name);
auto player = std::make_unique<RemotePlayer>(peerId, p_msg.actorId);
// Spawn in current world if we're in ISLE
if (m_inIsleWorld) {
LegoWorld* world = CurrentWorld();
if (world && world->GetWorldId() == LegoOmni::e_act1) {
player->Spawn(world);
}
}
m_remotePlayers[peerId] = std::move(player);
}
void NetworkManager::HandleLeave(const PlayerLeaveMsg& p_msg)
{
RemoveRemotePlayer(p_msg.header.peerId);
}
void NetworkManager::HandleState(const PlayerStateMsg& p_msg)
{
uint32_t peerId = p_msg.header.peerId;
auto it = m_remotePlayers.find(peerId);
if (it == m_remotePlayers.end()) {
// Auto-create remote player on first STATE if we haven't seen a JOIN
if (!IsValidActorId(p_msg.actorId)) {
return;
}
SDL_Log("Multiplayer: new remote peer %u (actor %u)", peerId, p_msg.actorId);
auto player = std::make_unique<RemotePlayer>(peerId, p_msg.actorId);
if (m_inIsleWorld) {
LegoWorld* world = CurrentWorld();
if (world && world->GetWorldId() == LegoOmni::e_act1) {
player->Spawn(world);
}
}
m_remotePlayers[peerId] = std::move(player);
it = m_remotePlayers.find(peerId);
}
// Handle actor change (e.g., Pepper -> Nick): despawn and respawn with new actor
if (IsValidActorId(p_msg.actorId) && it->second->GetActorId() != p_msg.actorId) {
SDL_Log("Multiplayer: peer %u changed actor %u -> %u", peerId, it->second->GetActorId(), p_msg.actorId);
it->second->Despawn();
auto player = std::make_unique<RemotePlayer>(peerId, p_msg.actorId);
if (m_inIsleWorld) {
LegoWorld* world = CurrentWorld();
if (world && world->GetWorldId() == LegoOmni::e_act1) {
player->Spawn(world);
}
}
m_remotePlayers[peerId] = std::move(player);
it = m_remotePlayers.find(peerId);
}
it->second->UpdateFromNetwork(p_msg);
// Handle visibility based on worldId
bool bothInIsle = m_inIsleWorld && (p_msg.worldId == (int8_t) LegoOmni::e_act1);
if (it->second->IsSpawned()) {
bool wasVisible = it->second->IsVisible();
it->second->SetVisible(bothInIsle);
if (wasVisible != bothInIsle) {
SDL_Log(
"Multiplayer: peer %u visibility %d->%d (inIsle=%d, msgWorld=%d, e_act1=%d, spawned=%d)",
peerId,
wasVisible,
bothInIsle,
m_inIsleWorld,
p_msg.worldId,
(int8_t) LegoOmni::e_act1,
it->second->IsSpawned()
);
}
}
else {
SDL_Log("Multiplayer: peer %u not spawned, skipping visibility (inIsle=%d)", peerId, m_inIsleWorld);
}
}
void NetworkManager::RemoveRemotePlayer(uint32_t p_peerId)
{
auto it = m_remotePlayers.find(p_peerId);
if (it != m_remotePlayers.end()) {
SDL_Log("Multiplayer: peer %u removed", p_peerId);
it->second->Despawn();
m_remotePlayers.erase(it);
}
}
void NetworkManager::RemoveAllRemotePlayers()
{
for (auto& [peerId, player] : m_remotePlayers) {
player->Despawn();
}
m_remotePlayers.clear();
}
int8_t NetworkManager::DetectLocalVehicleType()
{
LegoPathActor* actor = UserActor();
if (!actor) {
return VEHICLE_NONE;
}
if (actor->IsA("Helicopter")) {
return VEHICLE_HELICOPTER;
}
if (actor->IsA("Jetski")) {
return VEHICLE_JETSKI;
}
if (actor->IsA("DuneBuggy")) {
return VEHICLE_DUNEBUGGY;
}
if (actor->IsA("Bike")) {
return VEHICLE_BIKE;
}
if (actor->IsA("SkateBoard")) {
return VEHICLE_SKATEBOARD;
}
if (actor->IsA("Motocycle")) {
return VEHICLE_MOTOCYCLE;
}
if (actor->IsA("TowTrack")) {
return VEHICLE_TOWTRACK;
}
if (actor->IsA("Ambulance")) {
return VEHICLE_AMBULANCE;
}
return VEHICLE_NONE;
}
bool NetworkManager::IsInIsleWorld() const
{
return m_inIsleWorld;
}

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#include "extensions/multiplayer/remoteplayer.h"
#include "3dmanager/lego3dmanager.h"
#include "anim/legoanim.h"
#include "legoactor.h"
#include "legoanimpresenter.h"
#include "legocharactermanager.h"
#include "legovideomanager.h"
#include "legoworld.h"
#include "misc.h"
#include "misc/legotree.h"
#include "roi/legoroi.h"
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_timer.h>
#include <cmath>
#include <vector>
using namespace Multiplayer;
// Vehicle ROI LOD names, indexed by VehicleType enum
// Large vehicles: character hidden, show vehicle ROI only
// Small vehicles: character visible with ride animation
static const char* g_vehicleROINames[VEHICLE_COUNT] = {
"copter", // VEHICLE_HELICOPTER (large)
"jsuser", // VEHICLE_JETSKI (large)
"dunebugy", // VEHICLE_DUNEBUGGY (large)
"bike", // VEHICLE_BIKE (small)
"board", // VEHICLE_SKATEBOARD (small)
"moto", // VEHICLE_MOTOCYCLE (small)
"towtk", // VEHICLE_TOWTRACK (large)
"ambul" // VEHICLE_AMBULANCE (large)
};
// Ride animation presenter names for small vehicles (NULL for large)
static const char* g_rideAnimNames[VEHICLE_COUNT] = {
NULL, // VEHICLE_HELICOPTER
NULL, // VEHICLE_JETSKI
NULL, // VEHICLE_DUNEBUGGY
"CNs001Bd", // VEHICLE_BIKE
"CNs001sk", // VEHICLE_SKATEBOARD
"CNs011Ni", // VEHICLE_MOTOCYCLE
NULL, // VEHICLE_TOWTRACK
NULL // VEHICLE_AMBULANCE
};
// Vehicle variant ROI names used in ride animations (NULL for large)
static const char* g_rideVehicleROINames[VEHICLE_COUNT] = {
NULL, // VEHICLE_HELICOPTER
NULL, // VEHICLE_JETSKI
NULL, // VEHICLE_DUNEBUGGY
"bikebd", // VEHICLE_BIKE
"board", // VEHICLE_SKATEBOARD
"motoni", // VEHICLE_MOTOCYCLE
NULL, // VEHICLE_TOWTRACK
NULL // VEHICLE_AMBULANCE
};
static bool IsLargeVehicle(int8_t p_vehicleType)
{
return p_vehicleType != VEHICLE_NONE && p_vehicleType < VEHICLE_COUNT && g_rideAnimNames[p_vehicleType] == NULL;
}
RemotePlayer::RemotePlayer(uint32_t p_peerId, uint8_t p_actorId)
: m_peerId(p_peerId), m_actorId(p_actorId), m_roi(nullptr), m_spawned(false), m_visible(false), m_targetSpeed(0.0f),
m_targetVehicleType(VEHICLE_NONE), m_targetWorldId(-1), m_lastUpdateTime(SDL_GetTicks()),
m_hasReceivedUpdate(false), m_walkAnim(nullptr), m_walkRoiMap(nullptr), m_walkRoiMapSize(0),
m_animTime(0.0f), m_idleTime(0.0f), m_wasMoving(false), m_idleAnim(nullptr), m_idleRoiMap(nullptr),
m_idleRoiMapSize(0), m_idleAnimTime(0.0f), m_rideAnim(nullptr), m_rideRoiMap(nullptr),
m_rideRoiMapSize(0), m_rideVehicleROI(nullptr),
m_vehicleROI(nullptr), m_currentVehicleType(VEHICLE_NONE)
{
SDL_snprintf(m_uniqueName, sizeof(m_uniqueName), "%s_mp_%u", LegoActor::GetActorName(p_actorId), p_peerId);
SDL_memset(m_targetPosition, 0, sizeof(m_targetPosition));
m_targetDirection[0] = 0.0f;
m_targetDirection[1] = 0.0f;
m_targetDirection[2] = 1.0f;
m_targetUp[0] = 0.0f;
m_targetUp[1] = 1.0f;
m_targetUp[2] = 0.0f;
SDL_memcpy(m_currentPosition, m_targetPosition, sizeof(m_targetPosition));
SDL_memcpy(m_currentDirection, m_targetDirection, sizeof(m_targetDirection));
SDL_memcpy(m_currentUp, m_targetUp, sizeof(m_targetUp));
}
RemotePlayer::~RemotePlayer()
{
Despawn();
}
void RemotePlayer::Spawn(LegoWorld* p_isleWorld)
{
if (m_spawned) {
return;
}
LegoCharacterManager* charMgr = CharacterManager();
if (!charMgr) {
return;
}
const char* actorName = LegoActor::GetActorName(m_actorId);
if (!actorName) {
SDL_Log("Multiplayer: failed to get actor name for id %d", m_actorId);
return;
}
// Create a full multi-part character clone with body parts
m_roi = charMgr->CreateCharacterClone(m_uniqueName, actorName);
if (!m_roi) {
SDL_Log("Multiplayer: failed to create character clone for %s", m_uniqueName);
return;
}
// Add ROI to the 3D scene and notify the 3D manager
VideoManager()->Get3DManager()->Add(*m_roi);
VideoManager()->Get3DManager()->Moved(*m_roi);
// Start hidden until we get a STATE update confirming worldId
m_roi->SetVisibility(FALSE);
m_spawned = true;
m_visible = false;
// Build walk animation ROI map
BuildWalkROIMap(p_isleWorld);
// Build idle animation ROI map (CNs008xx - breathing/swaying)
MxCore* idlePresenter = p_isleWorld->Find("LegoAnimPresenter", "CNs008xx");
if (idlePresenter) {
m_idleAnim = static_cast<LegoAnimPresenter*>(idlePresenter)->GetAnimation();
if (m_idleAnim) {
BuildROIMap(m_idleAnim, m_roi, nullptr, m_idleRoiMap, m_idleRoiMapSize);
}
}
SDL_Log(
"Multiplayer: spawned remote player %s (roi=%p, walkRoiMap=%u, idleRoiMap=%u)",
m_uniqueName,
(void*) m_roi,
m_walkRoiMapSize,
m_idleRoiMapSize
);
}
void RemotePlayer::Despawn()
{
if (!m_spawned) {
return;
}
// Clean up vehicle state first
ExitVehicle();
if (m_roi) {
VideoManager()->Get3DManager()->Remove(*m_roi);
CharacterManager()->ReleaseActor(m_uniqueName);
m_roi = nullptr;
}
if (m_walkRoiMap) {
delete[] m_walkRoiMap;
m_walkRoiMap = nullptr;
m_walkRoiMapSize = 0;
}
if (m_idleRoiMap) {
delete[] m_idleRoiMap;
m_idleRoiMap = nullptr;
m_idleRoiMapSize = 0;
}
m_walkAnim = nullptr;
m_idleAnim = nullptr;
m_spawned = false;
m_visible = false;
SDL_Log("Multiplayer: despawned remote player %s", m_uniqueName);
}
void RemotePlayer::UpdateFromNetwork(const PlayerStateMsg& p_msg)
{
// Compute speed from position delta (GetWorldSpeed clamps backward movement to 0)
float dx = p_msg.position[0] - m_targetPosition[0];
float dy = p_msg.position[1] - m_targetPosition[1];
float dz = p_msg.position[2] - m_targetPosition[2];
float posDelta = SDL_sqrtf(dx * dx + dy * dy + dz * dz);
SDL_memcpy(m_targetPosition, p_msg.position, sizeof(float) * 3);
SDL_memcpy(m_targetDirection, p_msg.direction, sizeof(float) * 3);
SDL_memcpy(m_targetUp, p_msg.up, sizeof(float) * 3);
m_targetSpeed = posDelta > 0.01f ? posDelta : 0.0f;
m_targetVehicleType = p_msg.vehicleType;
m_targetWorldId = p_msg.worldId;
m_lastUpdateTime = SDL_GetTicks();
if (!m_hasReceivedUpdate) {
// Snap to position on first update (don't interpolate from origin)
SDL_memcpy(m_currentPosition, m_targetPosition, sizeof(float) * 3);
SDL_memcpy(m_currentDirection, m_targetDirection, sizeof(float) * 3);
SDL_memcpy(m_currentUp, m_targetUp, sizeof(float) * 3);
m_hasReceivedUpdate = true;
}
}
void RemotePlayer::Tick(float p_deltaTime)
{
if (!m_spawned || !m_visible) {
return;
}
// Log first tick to confirm the player is being updated
static uint32_t lastLoggedPeer = 0;
if (lastLoggedPeer != m_peerId) {
SDL_Log(
"Multiplayer: first tick for %s pos=(%.1f,%.1f,%.1f) hasUpdate=%d",
m_uniqueName,
m_currentPosition[0],
m_currentPosition[1],
m_currentPosition[2],
m_hasReceivedUpdate
);
lastLoggedPeer = m_peerId;
}
UpdateVehicleState();
UpdateTransform(p_deltaTime);
UpdateAnimation(p_deltaTime);
}
void RemotePlayer::ReAddToScene()
{
if (m_spawned && m_roi) {
VideoManager()->Get3DManager()->Add(*m_roi);
}
if (m_vehicleROI) {
VideoManager()->Get3DManager()->Add(*m_vehicleROI);
}
if (m_rideVehicleROI) {
VideoManager()->Get3DManager()->Add(*m_rideVehicleROI);
}
}
void RemotePlayer::SetVisible(bool p_visible)
{
if (!m_spawned || !m_roi) {
return;
}
m_visible = p_visible;
if (p_visible) {
// Visibility depends on vehicle state
if (m_currentVehicleType != VEHICLE_NONE && IsLargeVehicle(m_currentVehicleType)) {
m_roi->SetVisibility(FALSE);
if (m_vehicleROI) {
m_vehicleROI->SetVisibility(TRUE);
}
}
else {
m_roi->SetVisibility(TRUE);
if (m_vehicleROI) {
m_vehicleROI->SetVisibility(FALSE);
}
}
// Ride vehicle ROI visibility is managed by the animation (ApplyAnimationTransformation)
}
else {
m_roi->SetVisibility(FALSE);
if (m_vehicleROI) {
m_vehicleROI->SetVisibility(FALSE);
}
if (m_rideVehicleROI) {
m_rideVehicleROI->SetVisibility(FALSE);
}
}
}
void RemotePlayer::BuildWalkROIMap(LegoWorld* p_isleWorld)
{
if (!p_isleWorld) {
return;
}
// Find the generic slow walk animation presenter "CNs001xx"
MxCore* presenter = p_isleWorld->Find("LegoAnimPresenter", "CNs001xx");
if (!presenter) {
SDL_Log("Multiplayer: walk animation presenter CNs001xx not found");
return;
}
LegoAnimPresenter* animPresenter = static_cast<LegoAnimPresenter*>(presenter);
m_walkAnim = animPresenter->GetAnimation();
if (!m_walkAnim) {
SDL_Log("Multiplayer: walk animation data is null");
return;
}
BuildROIMap(m_walkAnim, m_roi, nullptr, m_walkRoiMap, m_walkRoiMapSize);
}
// Traverse the animation tree, assign ROI indices, and collect matched ROIs.
// This mirrors the game's UpdateStructMapAndROIIndex approach: ROI indices
// are assigned at runtime via SetROIIndex() and are NOT pre-stored in animation
// data (m_roiIndex starts at 0 for all nodes).
static void AssignROIIndices(
LegoTreeNode* p_node,
LegoROI* p_parentROI,
LegoROI* p_rootROI,
LegoROI* p_extraROI,
MxU32& p_nextIndex,
std::vector<LegoROI*>& p_entries,
int p_depth = 0
)
{
LegoROI* roi = p_parentROI;
LegoAnimNodeData* data = (LegoAnimNodeData*) p_node->GetData();
const char* name = data ? data->GetName() : nullptr;
SDL_Log(
"Multiplayer: [ROIMap] depth=%d name='%s' parentROI=%p rootROI=%p children=%d",
p_depth,
name ? name : "(null)",
(void*) p_parentROI,
(void*) p_rootROI,
p_node->GetNumChildren()
);
if (name != nullptr && *name != '-') {
LegoROI* matchedROI = nullptr;
if (*name == '*' || p_parentROI == nullptr) {
// Root-level node: either "*pepper" style or "actor_01" style variable reference.
// Game resolves via GetVariableOrIdentity + FindROI; we map directly to our clone.
roi = p_rootROI;
matchedROI = p_rootROI;
SDL_Log("Multiplayer: [ROIMap] matched root node '%s' to rootROI", name);
}
else {
// Body part → search in parent's ROI hierarchy
matchedROI = p_parentROI->FindChildROI(name, p_parentROI);
SDL_Log(
"Multiplayer: [ROIMap] FindChildROI('%s', parentROI=%p) = %p",
name,
(void*) p_parentROI,
(void*) matchedROI
);
if (matchedROI == nullptr && p_extraROI != nullptr) {
// Try extra ROI hierarchy (vehicle variant for ride animations)
matchedROI = p_extraROI->FindChildROI(name, p_extraROI);
}
}
if (matchedROI != nullptr) {
data->SetROIIndex(p_nextIndex);
p_entries.push_back(matchedROI);
p_nextIndex++;
}
else {
data->SetROIIndex(0);
}
}
for (MxS32 i = 0; i < p_node->GetNumChildren(); i++) {
AssignROIIndices(p_node->GetChild(i), roi, p_rootROI, p_extraROI, p_nextIndex, p_entries, p_depth + 1);
}
}
void RemotePlayer::BuildROIMap(
LegoAnim* p_anim,
LegoROI* p_rootROI,
LegoROI* p_extraROI,
LegoROI**& p_roiMap,
MxU32& p_roiMapSize
)
{
if (!p_anim || !p_rootROI) {
return;
}
LegoTreeNode* root = p_anim->GetRoot();
if (!root) {
return;
}
// Traverse tree, assigning ROI indices and collecting matched ROIs
MxU32 nextIndex = 1;
std::vector<LegoROI*> entries;
AssignROIIndices(root, nullptr, p_rootROI, p_extraROI, nextIndex, entries);
if (entries.empty()) {
return;
}
// Build the ROI map array (1-indexed; index 0 reserved as NULL)
p_roiMapSize = entries.size() + 1;
p_roiMap = new LegoROI*[p_roiMapSize];
p_roiMap[0] = nullptr;
for (MxU32 i = 0; i < entries.size(); i++) {
p_roiMap[i + 1] = entries[i];
}
}
void RemotePlayer::UpdateTransform(float p_deltaTime)
{
// Interpolate position toward target
float lerpFactor = 0.2f;
for (int i = 0; i < 3; i++) {
m_currentPosition[i] += (m_targetPosition[i] - m_currentPosition[i]) * lerpFactor;
m_currentDirection[i] += (m_targetDirection[i] - m_currentDirection[i]) * lerpFactor;
m_currentUp[i] += (m_targetUp[i] - m_currentUp[i]) * lerpFactor;
}
// Build transform using CalcLocalTransform convention from realtime.cpp:
// z = normalize(dir), y = normalize(up), x = y×z, y = z×x
// Non-player character clones need negated direction (see legopathactor.cpp:152)
float z[3], y[3], x[3];
z[0] = -m_currentDirection[0];
z[1] = -m_currentDirection[1];
z[2] = -m_currentDirection[2];
float zLen = SDL_sqrtf(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
if (zLen > 0.001f) {
z[0] /= zLen;
z[1] /= zLen;
z[2] /= zLen;
}
float yLen = SDL_sqrtf(
m_currentUp[0] * m_currentUp[0] + m_currentUp[1] * m_currentUp[1] + m_currentUp[2] * m_currentUp[2]
);
y[0] = yLen > 0.001f ? m_currentUp[0] / yLen : 0.0f;
y[1] = yLen > 0.001f ? m_currentUp[1] / yLen : 1.0f;
y[2] = yLen > 0.001f ? m_currentUp[2] / yLen : 0.0f;
// x = y × z
x[0] = y[1] * z[2] - y[2] * z[1];
x[1] = y[2] * z[0] - y[0] * z[2];
x[2] = y[0] * z[1] - y[1] * z[0];
float xLen = SDL_sqrtf(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (xLen > 0.001f) {
x[0] /= xLen;
x[1] /= xLen;
x[2] /= xLen;
}
// y = z × x (re-orthogonalize)
y[0] = z[1] * x[2] - z[2] * x[1];
y[1] = z[2] * x[0] - z[0] * x[2];
y[2] = z[0] * x[1] - z[1] * x[0];
yLen = SDL_sqrtf(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
if (yLen > 0.001f) {
y[0] /= yLen;
y[1] /= yLen;
y[2] /= yLen;
}
// Build 4x4 transform matrix [right, up, direction, position] as rows
MxMatrix mat;
mat[0][0] = x[0];
mat[0][1] = x[1];
mat[0][2] = x[2];
mat[0][3] = 0.0f;
mat[1][0] = y[0];
mat[1][1] = y[1];
mat[1][2] = y[2];
mat[1][3] = 0.0f;
mat[2][0] = z[0];
mat[2][1] = z[1];
mat[2][2] = z[2];
mat[2][3] = 0.0f;
mat[3][0] = m_currentPosition[0];
mat[3][1] = m_currentPosition[1];
mat[3][2] = m_currentPosition[2];
mat[3][3] = 1.0f;
m_roi->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
VideoManager()->Get3DManager()->Moved(*m_roi);
// Also update vehicle ROI transform if in large vehicle
if (m_vehicleROI && m_currentVehicleType != VEHICLE_NONE && IsLargeVehicle(m_currentVehicleType)) {
m_vehicleROI->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
VideoManager()->Get3DManager()->Moved(*m_vehicleROI);
}
}
void RemotePlayer::UpdateAnimation(float p_deltaTime)
{
// Determine which animation and ROI map to use
LegoAnim* anim = nullptr;
if (m_currentVehicleType != VEHICLE_NONE && IsLargeVehicle(m_currentVehicleType)) {
// Large vehicle: no animation, character is hidden
return;
}
LegoROI** roiMap = nullptr;
if (m_currentVehicleType != VEHICLE_NONE && m_rideAnim && m_rideRoiMap) {
// Small vehicle: use ride animation
anim = m_rideAnim;
roiMap = m_rideRoiMap;
}
else if (m_walkAnim && m_walkRoiMap) {
// On foot: use walk animation
anim = m_walkAnim;
roiMap = m_walkRoiMap;
}
else {
return;
}
// Ensure all body parts are visible before animation (matches game's AnimateWithTransform)
MxU32 roiMapSize = (roiMap == m_walkRoiMap) ? m_walkRoiMapSize : m_rideRoiMapSize;
MxU32 idleMapSize = m_idleRoiMapSize;
for (MxU32 i = 1; i < roiMapSize; i++) {
if (roiMap[i] != nullptr) {
roiMap[i]->SetVisibility(TRUE);
}
}
// Also ensure idle ROI map parts are visible (may include different body parts)
for (MxU32 i = 1; i < idleMapSize; i++) {
if (m_idleRoiMap[i] != nullptr) {
m_idleRoiMap[i]->SetVisibility(TRUE);
}
}
bool inVehicle = (m_currentVehicleType != VEHICLE_NONE);
if (inVehicle || m_targetSpeed > 0.01f) {
// Moving or in vehicle: advance animation time in LegoTime units (ms-scale)
// Game uses: m_actorTime += deltaTime_ms * worldSpeed (see legopathactor.cpp:359)
// When on a vehicle but standing still, freeze at frame 0
if (m_targetSpeed > 0.01f) {
m_animTime += p_deltaTime * 2000.0f;
}
float duration = (float) anim->GetDuration();
if (duration > 0.0f) {
float timeInCycle = m_animTime - duration * floorf(m_animTime / duration);
MxMatrix transform(m_roi->GetLocal2World());
LegoTreeNode* root = anim->GetRoot();
for (LegoU32 i = 0; i < root->GetNumChildren(); i++) {
LegoROI::ApplyAnimationTransformation(root->GetChild(i), transform, (LegoTime) timeInCycle, roiMap);
}
}
m_wasMoving = true;
m_idleTime = 0.0f;
m_idleAnimTime = 0.0f;
}
else if (m_idleAnim && m_idleRoiMap) {
// Standing still on foot: use the dedicated idle animation (CNs008xx)
if (m_wasMoving) {
m_wasMoving = false;
m_idleTime = 0.0f;
m_idleAnimTime = 0.0f;
}
m_idleTime += p_deltaTime;
// Play idle animation: frame 0 for first 2.5s (standing pose),
// then continuously loop (breathing/swaying effect)
if (m_idleTime >= 2.5f) {
m_idleAnimTime += p_deltaTime * 1000.0f;
}
float duration = (float) m_idleAnim->GetDuration();
if (duration > 0.0f) {
float timeInCycle = m_idleAnimTime - duration * floorf(m_idleAnimTime / duration);
MxMatrix transform(m_roi->GetLocal2World());
LegoTreeNode* root = m_idleAnim->GetRoot();
for (LegoU32 i = 0; i < root->GetNumChildren(); i++) {
LegoROI::ApplyAnimationTransformation(root->GetChild(i), transform, (LegoTime) timeInCycle, m_idleRoiMap);
}
}
}
}
void RemotePlayer::UpdateVehicleState()
{
if (m_targetVehicleType != m_currentVehicleType) {
if (m_targetVehicleType == VEHICLE_NONE) {
// Exiting vehicle
ExitVehicle();
}
else {
// Entering vehicle (exit old one first if needed)
if (m_currentVehicleType != VEHICLE_NONE) {
ExitVehicle();
}
EnterVehicle(m_targetVehicleType);
}
}
}
void RemotePlayer::EnterVehicle(int8_t p_vehicleType)
{
if (p_vehicleType < 0 || p_vehicleType >= VEHICLE_COUNT) {
return;
}
m_currentVehicleType = p_vehicleType;
m_animTime = 0.0f;
if (IsLargeVehicle(p_vehicleType)) {
// Large vehicle: hide character, show vehicle ROI
m_roi->SetVisibility(FALSE);
// Create vehicle ROI clone
char vehicleName[48];
SDL_snprintf(vehicleName, sizeof(vehicleName), "%s_mp_%u", g_vehicleROINames[p_vehicleType], m_peerId);
m_vehicleROI = CharacterManager()->CreateAutoROI(vehicleName, g_vehicleROINames[p_vehicleType], FALSE);
if (m_vehicleROI) {
// CreateAutoROI already adds to 3D scene via Get3DManager()->Add()
// Position at current transform
MxMatrix mat(m_roi->GetLocal2World());
m_vehicleROI->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
m_vehicleROI->SetVisibility(m_visible ? TRUE : FALSE);
}
else {
SDL_Log("Multiplayer: failed to create vehicle ROI for type %d", p_vehicleType);
}
}
else {
// Small vehicle: find ride animation and build ride ROI map
const char* rideAnimName = g_rideAnimNames[p_vehicleType];
const char* vehicleVariantName = g_rideVehicleROINames[p_vehicleType];
if (!rideAnimName || !vehicleVariantName) {
return;
}
// Find the ride animation presenter
LegoWorld* world = CurrentWorld();
if (!world) {
return;
}
MxCore* presenter = world->Find("LegoAnimPresenter", rideAnimName);
if (!presenter) {
SDL_Log("Multiplayer: ride animation presenter %s not found", rideAnimName);
return;
}
LegoAnimPresenter* animPresenter = static_cast<LegoAnimPresenter*>(presenter);
m_rideAnim = animPresenter->GetAnimation();
if (!m_rideAnim) {
SDL_Log("Multiplayer: ride animation data is null for %s", rideAnimName);
return;
}
// Create vehicle variant ROI for the ride animation
char variantName[48];
SDL_snprintf(variantName, sizeof(variantName), "%s_mp_%u", vehicleVariantName, m_peerId);
m_rideVehicleROI = CharacterManager()->CreateAutoROI(variantName, vehicleVariantName, FALSE);
// CreateAutoROI already adds to 3D scene via Get3DManager()->Add()
// Rename to base name so FindChildROI in AssignROIIndices can match animation tree nodes.
// CreateAutoROI sets name to unique variantName (e.g. "board_mp_2") but animation nodes
// expect the base name (e.g. "board"). ReleaseAutoROI uses pointer comparison, not name.
if (m_rideVehicleROI) {
m_rideVehicleROI->SetName(vehicleVariantName);
}
// Build the ride ROI map with both character body parts and vehicle variant
BuildROIMap(m_rideAnim, m_roi, m_rideVehicleROI, m_rideRoiMap, m_rideRoiMapSize);
}
}
void RemotePlayer::ExitVehicle()
{
if (m_currentVehicleType == VEHICLE_NONE) {
return;
}
// Clean up large vehicle ROI
if (m_vehicleROI) {
VideoManager()->Get3DManager()->Remove(*m_vehicleROI);
CharacterManager()->ReleaseAutoROI(m_vehicleROI);
m_vehicleROI = nullptr;
}
// Clean up ride animation state
if (m_rideRoiMap) {
delete[] m_rideRoiMap;
m_rideRoiMap = nullptr;
m_rideRoiMapSize = 0;
}
if (m_rideVehicleROI) {
VideoManager()->Get3DManager()->Remove(*m_rideVehicleROI);
CharacterManager()->ReleaseAutoROI(m_rideVehicleROI);
m_rideVehicleROI = nullptr;
}
m_rideAnim = nullptr;
// Show character again
if (m_visible) {
m_roi->SetVisibility(TRUE);
}
m_currentVehicleType = VEHICLE_NONE;
m_animTime = 0.0f;
m_wasMoving = false;
}

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export interface Env {
GAME_ROOM: DurableObjectNamespace;
}
export default {
async fetch(request: Request, env: Env): Promise<Response> {
const url = new URL(request.url);
const pathParts = url.pathname.split("/").filter(Boolean);
// Route: /room/:roomId
if (pathParts.length === 2 && pathParts[0] === "room") {
const roomId = pathParts[1];
const id = env.GAME_ROOM.idFromName(roomId);
const room = env.GAME_ROOM.get(id);
return room.fetch(request);
}
// Health check
if (url.pathname === "/" || url.pathname === "/health") {
return new Response(JSON.stringify({ status: "ok" }), {
headers: { "Content-Type": "application/json" },
});
}
return new Response("Not Found", { status: 404 });
},
};
export class GameRoom implements DurableObject {
private connections: Map<string, WebSocket> = new Map();
private nextPeerId: number = 1;
constructor(
private state: DurableObjectState,
private env: Env
) {}
async fetch(request: Request): Promise<Response> {
if (request.headers.get("Upgrade") !== "websocket") {
return new Response("Expected WebSocket", { status: 426 });
}
const pair = new WebSocketPair();
const [client, server] = [pair[0], pair[1]];
const peerId = this.nextPeerId++;
const peerIdStr = String(peerId);
this.state.acceptWebSocket(server);
this.connections.set(peerIdStr, server);
// Send the peer its assigned ID as the first message
const idMsg = new ArrayBuffer(5);
const view = new DataView(idMsg);
view.setUint8(0, 0xff); // Special "assign ID" message type
view.setUint32(1, peerId, true); // little-endian peer ID
server.send(idMsg);
server.addEventListener("message", (event) => {
if (!(event.data instanceof ArrayBuffer)) {
return;
}
const data = new Uint8Array(event.data);
if (data.length < 9) {
return; // Too short for header
}
// Stamp the peerId into the message header (bytes 1-4)
const stamped = new Uint8Array(data.length);
stamped.set(data);
new DataView(stamped.buffer).setUint32(1, peerId, true);
// Broadcast to all other peers in this room
for (const [id, ws] of this.connections) {
if (id !== peerIdStr) {
try {
ws.send(stamped.buffer);
} catch {
this.connections.delete(id);
}
}
}
});
server.addEventListener("close", () => {
this.connections.delete(peerIdStr);
// Broadcast LEAVE message to remaining peers
const leaveMsg = new ArrayBuffer(9);
const leaveView = new DataView(leaveMsg);
leaveView.setUint8(0, 2); // MSG_LEAVE
leaveView.setUint32(1, peerId, true);
leaveView.setUint32(5, 0, true); // sequence 0
for (const [, ws] of this.connections) {
try {
ws.send(leaveMsg);
} catch {
// Ignore send errors on cleanup
}
}
});
server.addEventListener("error", () => {
this.connections.delete(peerIdStr);
});
return new Response(null, { status: 101, webSocket: client });
}
}

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@ -0,0 +1,199 @@
#ifdef __EMSCRIPTEN__
#include "extensions/multiplayer/websockettransport.h"
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_stdinc.h>
#include <emscripten.h>
namespace Multiplayer
{
WebSocketTransport::WebSocketTransport(const std::string& p_relayBaseUrl)
: m_relayBaseUrl(p_relayBaseUrl), m_socketId(-1), m_connectedFlag(0)
{
// clang-format off
MAIN_THREAD_EM_ASM({
if (!Module._mpSockets) {
Module._mpSockets = {};
Module._mpNextSocketId = 1;
Module._mpMessageQueues = {};
}
});
// clang-format on
}
WebSocketTransport::~WebSocketTransport()
{
Disconnect();
}
void WebSocketTransport::Connect(const char* p_roomId)
{
if (m_connectedFlag) {
Disconnect();
}
std::string url = m_relayBaseUrl + "/room/" + p_roomId;
// Pass the address of m_connectedFlag so JS callbacks can update it
// directly via shared WASM heap memory, avoiding proxy calls for IsConnected().
// clang-format off
m_socketId = MAIN_THREAD_EM_ASM_INT({
var url = UTF8ToString($0);
var connPtr = $1;
var socketId = Module._mpNextSocketId++;
Module._mpMessageQueues[socketId] = [];
try {
var ws = new WebSocket(url);
ws.binaryType = 'arraybuffer';
ws.onopen = function() {
Atomics.store(HEAP32, connPtr >> 2, 1);
};
ws.onmessage = function(event) {
if (event.data instanceof ArrayBuffer) {
var data = new Uint8Array(event.data);
Module._mpMessageQueues[socketId].push(data);
}
};
ws.onclose = function() {
Atomics.store(HEAP32, connPtr >> 2, 0);
};
ws.onerror = function() {
Atomics.store(HEAP32, connPtr >> 2, 0);
};
Module._mpSockets[socketId] = ws;
} catch (e) {
console.error('WebSocket connect error:', e);
return -1;
}
return socketId;
}, url.c_str(), &m_connectedFlag);
// clang-format on
if (m_socketId > 0) {
SDL_Log("Multiplayer: connecting to %s", url.c_str());
}
else {
SDL_Log("Multiplayer: failed to create WebSocket connection to %s", url.c_str());
}
}
void WebSocketTransport::Disconnect()
{
if (m_socketId > 0) {
// clang-format off
MAIN_THREAD_EM_ASM({
var socketId = $0;
if (Module._mpSockets[socketId]) {
Module._mpSockets[socketId].close();
delete Module._mpSockets[socketId];
}
delete Module._mpMessageQueues[socketId];
}, m_socketId);
// clang-format on
SDL_Log("Multiplayer: disconnected");
m_socketId = -1;
m_connectedFlag = 0;
}
}
bool WebSocketTransport::IsConnected() const
{
// Read the shared flag directly from WASM heap memory.
// No proxy call needed - the JS callbacks update this via Atomics.store.
return m_socketId > 0 && m_connectedFlag != 0;
}
void WebSocketTransport::Send(const uint8_t* p_data, size_t p_length)
{
if (m_socketId <= 0 || !m_connectedFlag) {
return;
}
// clang-format off
MAIN_THREAD_EM_ASM({
var socketId = $0;
var dataPtr = $1;
var length = $2;
var ws = Module._mpSockets[socketId];
if (ws && ws.readyState === WebSocket.OPEN) {
var buffer = new Uint8Array(HEAPU8.buffer, dataPtr, length);
var copy = new Uint8Array(length);
copy.set(buffer);
ws.send(copy.buffer);
}
}, m_socketId, p_data, (int) p_length);
// clang-format on
}
size_t WebSocketTransport::Receive(std::function<void(const uint8_t*, size_t)> p_callback)
{
if (m_socketId <= 0) {
return 0;
}
// Drain all queued messages in a single proxy call to avoid starving the main thread event loop.
// Each message is concatenated as [4-byte LE length][payload...].
// clang-format off
int totalBytes = MAIN_THREAD_EM_ASM_INT({
var socketId = $0;
var destPtr = $1;
var maxBytes = $2;
var queue = Module._mpMessageQueues[socketId];
if (!queue || queue.length === 0) {
return 0;
}
var offset = 0;
var view = new DataView(HEAPU8.buffer);
while (queue.length > 0) {
var msg = queue[0];
var needed = 4 + msg.length;
if (offset + needed > maxBytes) {
break;
}
view.setUint32(destPtr + offset, msg.length, true);
offset += 4;
HEAPU8.set(msg, destPtr + offset);
offset += msg.length;
queue.shift();
}
return offset;
}, m_socketId, m_recvBuf, (int) sizeof(m_recvBuf));
// clang-format on
if (totalBytes <= 0) {
return 0;
}
size_t processed = 0;
int offset = 0;
while (offset + 4 <= totalBytes) {
uint32_t msgLen;
SDL_memcpy(&msgLen, m_recvBuf + offset, sizeof(uint32_t));
offset += 4;
if (msgLen == 0 || offset + (int) msgLen > totalBytes) {
break;
}
p_callback(m_recvBuf + offset, (size_t) msgLen);
offset += msgLen;
processed++;
}
return processed;
}
} // namespace Multiplayer
#endif // __EMSCRIPTEN__