State Sync Question

Hey there,

This might just be a lack of me understanding so I apologize in advance if so, but i seem to be having some trouble understanding the state sync.

Also know the code is just thrown together for learning purposes and to see if i can get something working.

My Server Code:

export class Player {
    id: string;

    position: {
        x: number,
        y: number,
        z: number
    } = {
        x: 0,
        y: 0,
        z: 0
    };

    updatePosition(key) {
        switch(key) {
            case 'A':
              this.position.x -= 0.1;
            case 'S':
              this.position.z -= 0.1;
            case 'D':
              this.position.x += 0.1;
            case 'W':
              this.position.z += 0.1;
            default:
              break;
        }
    }
}

Then in the main Room code after a player has joined, i listen for a input message and call the above code with this:

onMessage (client, data) {
    console.log(client.id, "sent", data)

    if (data.action) {
      if (data.action === 'Input') {
        this.handleMovement(client.sessionId, data.key)
      }
    }
  }

handleMovement (id, key) {
    this.state.players[id].updatePosition(key);
  }

In my unity client side i have this code.

IEnumerator Start () {
        ...
        room.Listen ("players/:id/:position/:attribute", this.OnPlayerChange);
        ...
}

void HandlePlayerInput() 
{
        if (Input.GetKeyDown("a"))
        {
            room.Send(new { action = "Input", key = "A"});
        }
        if (Input.GetKeyDown("s"))
        {
            room.Send(new { action = "Input", key = "S"});
        }
        if (Input.GetKeyDown("d"))
        {
            room.Send(new { action = "Input", key = "D"});
        }
        if (Input.GetKeyDown("w"))
        {
            room.Send(new { action = "Input", key = "W"});
        }
}

void OnPlayerChange(DataChange change) 
{
        GameObject curPlayer;
        players.TryGetValue(change.path["id"], out curPlayer);

        if (curPlayer)
        {
            switch (change.path["attribute"])
            {
                case "x":
                    curPlayer.transform.position = new Vector3(float.Parse(change.value.ToString()), curPlayer.transform.position.y, curPlayer.transform.position.z);
                    break;
                case "y":
                    curPlayer.transform.position = new Vector3(curPlayer.transform.position.x, float.Parse(change.value.ToString()), curPlayer.transform.position.z);
                    break;
                case "z":
                    curPlayer.transform.position = new Vector3(curPlayer.transform.position.x, curPlayer.transform.position.y, float.Parse(change.value.ToString()));
                    break;
                default:
                    break;
            }

        }
}

All of this works Kinda great. I see the box spawn, i can kinda move it around, but the movement isn't perfect.

When i hit the "a" key nothing happens. I logged once on the server and it is setting my players x position to -0.1, but the message never seems to come to unity.

When i hit "w" all works as expected. (box moves up the z plane, camera is directly above box so x,z planes are the movements.)

When i hit "d" the box moves both up the x plane and the z plane in a diagonal direction?

And finally when i hit the "s" button nothing happens.

Any ideas as to what i might be doing wrong?

Thanks,
Cody

Nevermind.......

As soon as i hit submit i see i dont have break in my JS switch code on the server...

/facepalm.

Loving the library so far, great work!