Users blocking now rely on UUID rather than ID
This way, if a user A blocks another user B, if user B refreshes the browser or leaves and re-enters the room, user B will still be blocked. As a side effect, this allows us to completely remove the "sockets" property in the SocketManager on the Pusher.
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15 changed files with 143 additions and 141 deletions
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@ -91,7 +91,7 @@ import { soundManager } from "./SoundManager";
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import { peerStore, screenSharingPeerStore } from "../../Stores/PeerStore";
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import { videoFocusStore } from "../../Stores/VideoFocusStore";
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import { biggestAvailableAreaStore } from "../../Stores/BiggestAvailableAreaStore";
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import {playersStore} from "../../Stores/PlayersStore";
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import { playersStore } from "../../Stores/PlayersStore";
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export interface GameSceneInitInterface {
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initPosition: PointInterface | null;
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@ -608,6 +608,7 @@ export class GameScene extends DirtyScene {
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position: message.position,
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visitCardUrl: message.visitCardUrl,
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companion: message.companion,
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userUuid: message.userUuid,
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};
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this.addPlayer(userMessage);
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});
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@ -1047,7 +1048,7 @@ ${escapedMessage}
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})
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);
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iframeListener.registerAnswerer('getState', () => {
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iframeListener.registerAnswerer("getState", () => {
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return {
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mapUrl: this.MapUrlFile,
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startLayerName: this.startPositionCalculator.startLayerName,
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@ -1150,7 +1151,7 @@ ${escapedMessage}
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this.emoteManager.destroy();
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this.peerStoreUnsubscribe();
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this.biggestAvailableAreaStoreUnsubscribe();
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iframeListener.unregisterAnswerer('getState');
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iframeListener.unregisterAnswerer("getState");
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mediaManager.hideGameOverlay();
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