Use user IDs instead of names
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e528682403
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2bd71790b5
9 changed files with 48 additions and 57 deletions
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@ -19,7 +19,7 @@ vim: ft=typescript
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let followState: string;
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let followRole: string;
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let followUsers: string[];
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let followUsers: number[];
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let stateUnsubscriber: Unsubscriber;
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let roleUnsubscriber: Unsubscriber;
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let nameUnsubscriber: Unsubscriber;
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@ -51,14 +51,18 @@ vim: ft=typescript
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}
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});
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function name(userId: number): string | undefined {
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return gameScene.MapPlayersByKey.get(userId)?.PlayerValue;
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}
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function sendFollowRequest() {
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gameScene.connection?.emitFollowRequest(gameManager.getPlayerName());
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gameScene.connection?.emitFollowRequest();
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followStateStore.set(followStates.active);
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}
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function acceptFollowRequest() {
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gameScene.CurrentPlayer.enableFollowing();
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gameScene.connection?.emitFollowConfirmation(followUsers[0], gameManager.getPlayerName());
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gameScene.connection?.emitFollowConfirmation();
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}
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function abortEnding() {
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@ -66,11 +70,7 @@ vim: ft=typescript
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}
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function reset() {
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if (followRole === followRoles.leader && followUsers.length > 0) {
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gameScene.connection?.emitFollowAbort(gameManager.getPlayerName(), "*");
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} else {
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gameScene.connection?.emitFollowAbort(followUsers[0], gameManager.getPlayerName());
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}
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gameScene.connection?.emitFollowAbort();
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followStateStore.set(followStates.off);
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followRoleStore.set(followRoles.leader);
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followUsersStore.set([]);
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@ -92,7 +92,7 @@ vim: ft=typescript
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</section>
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{#if followRole === followRoles.follower}
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<section class="interact-menu-question">
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<p>Do you want to follow {followUsers[0]}?</p>
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<p>Do you want to follow {name(followUsers[0])}?</p>
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</section>
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<section class="interact-menu-action">
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<button type="button" class="accept" on:click|preventDefault={acceptFollowRequest}>Yes</button>
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@ -117,7 +117,7 @@ vim: ft=typescript
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</section>
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{#if followRole === followRoles.follower}
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<section class="interact-menu-question">
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<p>Do you want to stop following {followUsers[0]}?</p>
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<p>Do you want to stop following {name(followUsers[0])}?</p>
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</section>
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{:else if followRole === followRoles.leader}
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<section class="interact-menu-question">
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@ -135,15 +135,15 @@ vim: ft=typescript
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<div class="interact-status nes-container is-rounded">
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<section class="interact-status">
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{#if followRole === followRoles.follower}
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<p>Following {followUsers[0]}</p>
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<p>Following {name(followUsers[0])}</p>
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{:else if followUsers.length === 0}
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<p>Waiting for followers' confirmation</p>
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{:else if followUsers.length === 1}
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<p>{followUsers[0]} is following you</p>
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<p>{name(followUsers[0])} is following you</p>
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{:else if followUsers.length === 2}
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<p>{followUsers[0]} and {followUsers[1]} are following you</p>
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<p>{name(followUsers[0])} and {name(followUsers[1])} are following you</p>
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{:else}
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<p>{followUsers[0]}, {followUsers[1]} and {followUsers[2]} are following you</p>
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<p>{name(followUsers[0])}, {name(followUsers[1])} and {name(followUsers[2])} are following you</p>
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{/if}
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</section>
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</div>
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@ -750,39 +750,41 @@ export class RoomConnection implements RoomConnection {
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this.socket.send(clientToServerMessage.serializeBinary().buffer);
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}
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public emitFollowRequest(user: string | null): void {
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if (!user) {
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public emitFollowRequest(): void {
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if (!this.userId) {
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return;
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}
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console.log("Emitting follow request");
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const message = new FollowRequestMessage();
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message.setLeader(user);
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message.setLeader(this.userId);
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const clientToServerMessage = new ClientToServerMessage();
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clientToServerMessage.setFollowrequestmessage(message);
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this.socket.send(clientToServerMessage.serializeBinary().buffer);
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}
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public emitFollowConfirmation(leader: string | null, follower: string | null): void {
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if (!leader || !follower) {
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public emitFollowConfirmation(): void {
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if (!this.userId) {
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return;
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}
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console.log("Emitting follow confirmation");
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const message = new FollowConfirmationMessage();
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message.setLeader(leader);
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message.setFollower(follower);
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message.setLeader(get(followUsersStore)[0]);
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message.setFollower(this.userId);
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const clientToServerMessage = new ClientToServerMessage();
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clientToServerMessage.setFollowconfirmationmessage(message);
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this.socket.send(clientToServerMessage.serializeBinary().buffer);
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}
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public emitFollowAbort(leader: string | null, follower: string | null): void {
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if (!leader || !follower) {
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public emitFollowAbort(): void {
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const isLeader = get(followRoleStore) === followRoles.leader;
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const hasFollowers = get(followUsersStore).length > 0;
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if (!this.userId || (isLeader && !hasFollowers)) {
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return;
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}
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console.log("Emitting follow abort");
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const message = new FollowAbortMessage();
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message.setLeader(leader);
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message.setFollower(follower);
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message.setLeader(isLeader ? this.userId : get(followUsersStore)[0]);
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message.setFollower(isLeader ? 0 : this.userId);
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const clientToServerMessage = new ClientToServerMessage();
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clientToServerMessage.setFollowabortmessage(message);
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this.socket.send(clientToServerMessage.serializeBinary().buffer);
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@ -1715,10 +1715,6 @@ ${escapedMessage}
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});
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}
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public findPlayer(testFunction: (player: RemotePlayer) => boolean): RemotePlayer | undefined {
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return Array.from(this.MapPlayersByKey.values()).find(testFunction);
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}
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/**
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* Called by the connexion when a new player arrives on a map
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*/
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@ -86,9 +86,9 @@ export class Player extends Character {
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private computeFollowMovement(): number[] {
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// Find followed WOKA and abort following if we lost it
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const player = this.scene.findPlayer((p) => p.PlayerValue === get(followUsersStore)[0]);
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const player = this.scene.MapPlayersByKey.get(get(followUsersStore)[0]);
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if (!player) {
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this.scene.connection?.emitFollowAbort(get(followUsersStore)[0], this.PlayerValue);
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this.scene.connection?.emitFollowAbort();
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followStateStore.set(followStates.off);
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return [0, 0];
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}
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@ -14,4 +14,4 @@ export const followRoles = {
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export const followStateStore = writable(followStates.off);
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export const followRoleStore = writable(followRoles.leader);
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export const followUsersStore = writable<string[]>([]);
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export const followUsersStore = writable<number[]>([]);
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