Merge branch 'develop' of github.com:thecodingmachine/workadventure into scripting_api_room_metadata

This commit is contained in:
David Négrier 2021-07-16 11:22:36 +02:00
commit 5c7ea7b258
66 changed files with 1296 additions and 967 deletions

View file

@ -1,92 +1,107 @@
import Axios from "axios";
import {PUSHER_URL, START_ROOM_URL} from "../Enum/EnvironmentVariable";
import {RoomConnection} from "./RoomConnection";
import type {OnConnectInterface, PositionInterface, ViewportInterface} from "./ConnexionModels";
import {GameConnexionTypes, urlManager} from "../Url/UrlManager";
import {localUserStore} from "./LocalUserStore";
import {CharacterTexture, LocalUser} from "./LocalUser";
import {Room} from "./Room";
import { PUSHER_URL, START_ROOM_URL } from "../Enum/EnvironmentVariable";
import { RoomConnection } from "./RoomConnection";
import type { OnConnectInterface, PositionInterface, ViewportInterface } from "./ConnexionModels";
import { GameConnexionTypes, urlManager } from "../Url/UrlManager";
import { localUserStore } from "./LocalUserStore";
import { CharacterTexture, LocalUser } from "./LocalUser";
import { Room } from "./Room";
class ConnectionManager {
private localUser!:LocalUser;
private localUser!: LocalUser;
private connexionType?: GameConnexionTypes
private reconnectingTimeout: NodeJS.Timeout|null = null;
private _unloading:boolean = false;
private connexionType?: GameConnexionTypes;
private reconnectingTimeout: NodeJS.Timeout | null = null;
private _unloading: boolean = false;
get unloading () {
get unloading() {
return this._unloading;
}
constructor() {
window.addEventListener('beforeunload', () => {
window.addEventListener("beforeunload", () => {
this._unloading = true;
if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout)
})
if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout);
});
}
/**
* Tries to login to the node server and return the starting map url to be loaded
*/
public async initGameConnexion(): Promise<Room> {
const connexionType = urlManager.getGameConnexionType();
this.connexionType = connexionType;
if(connexionType === GameConnexionTypes.register) {
const organizationMemberToken = urlManager.getOrganizationToken();
const data = await Axios.post(`${PUSHER_URL}/register`, {organizationMemberToken}).then(res => res.data);
if (connexionType === GameConnexionTypes.register) {
const organizationMemberToken = urlManager.getOrganizationToken();
const data = await Axios.post(`${PUSHER_URL}/register`, { organizationMemberToken }).then(
(res) => res.data
);
this.localUser = new LocalUser(data.userUuid, data.authToken, data.textures);
localUserStore.saveUser(this.localUser);
const organizationSlug = data.organizationSlug;
const worldSlug = data.worldSlug;
const roomSlug = data.roomSlug;
const roomUrl = data.roomUrl;
const room = new Room('/@/'+organizationSlug+'/'+worldSlug+'/'+roomSlug + window.location.search + window.location.hash);
const room = await Room.createRoom(
new URL(
window.location.protocol +
"//" +
window.location.host +
roomUrl +
window.location.search +
window.location.hash
)
);
urlManager.pushRoomIdToUrl(room);
return Promise.resolve(room);
} else if (connexionType === GameConnexionTypes.organization || connexionType === GameConnexionTypes.anonymous || connexionType === GameConnexionTypes.empty) {
} else if (
connexionType === GameConnexionTypes.organization ||
connexionType === GameConnexionTypes.anonymous ||
connexionType === GameConnexionTypes.empty
) {
let localUser = localUserStore.getLocalUser();
if (localUser && localUser.jwtToken && localUser.uuid && localUser.textures) {
this.localUser = localUser;
try {
await this.verifyToken(localUser.jwtToken);
} catch(e) {
} catch (e) {
// If the token is invalid, let's generate an anonymous one.
console.error('JWT token invalid. Did it expire? Login anonymously instead.');
console.error("JWT token invalid. Did it expire? Login anonymously instead.");
await this.anonymousLogin();
}
}else{
} else {
await this.anonymousLogin();
}
localUser = localUserStore.getLocalUser();
if(!localUser){
if (!localUser) {
throw "Error to store local user data";
}
let roomId: string;
let roomPath: string;
if (connexionType === GameConnexionTypes.empty) {
roomId = START_ROOM_URL;
roomPath = window.location.protocol + "//" + window.location.host + START_ROOM_URL;
} else {
roomId = window.location.pathname + window.location.search + window.location.hash;
roomPath =
window.location.protocol +
"//" +
window.location.host +
window.location.pathname +
window.location.search +
window.location.hash;
}
//get detail map for anonymous login and set texture in local storage
const room = new Room(roomId);
const mapDetail = await room.getMapDetail();
if(mapDetail.textures != undefined && mapDetail.textures.length > 0) {
const room = await Room.createRoom(new URL(roomPath));
if (room.textures != undefined && room.textures.length > 0) {
//check if texture was changed
if(localUser.textures.length === 0){
localUser.textures = mapDetail.textures;
}else{
mapDetail.textures.forEach((newTexture) => {
if (localUser.textures.length === 0) {
localUser.textures = room.textures;
} else {
room.textures.forEach((newTexture) => {
const alreadyExistTexture = localUser?.textures.find((c) => newTexture.id === c.id);
if(localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1){
if (localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1) {
return;
}
localUser?.textures.push(newTexture)
localUser?.textures.push(newTexture);
});
}
this.localUser = localUser;
@ -95,55 +110,79 @@ class ConnectionManager {
return Promise.resolve(room);
}
return Promise.reject(new Error('Invalid URL'));
return Promise.reject(new Error("Invalid URL"));
}
private async verifyToken(token: string): Promise<void> {
await Axios.get(`${PUSHER_URL}/verify`, {params: {token}});
await Axios.get(`${PUSHER_URL}/verify`, { params: { token } });
}
public async anonymousLogin(isBenchmark: boolean = false): Promise<void> {
const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then(res => res.data);
const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then((res) => res.data);
this.localUser = new LocalUser(data.userUuid, data.authToken, []);
if (!isBenchmark) { // In benchmark, we don't have a local storage.
if (!isBenchmark) {
// In benchmark, we don't have a local storage.
localUserStore.saveUser(this.localUser);
}
}
public initBenchmark(): void {
this.localUser = new LocalUser('', 'test', []);
this.localUser = new LocalUser("", "test", []);
}
public connectToRoomSocket(roomId: string, name: string, characterLayers: string[], position: PositionInterface, viewport: ViewportInterface, companion: string|null): Promise<OnConnectInterface> {
public connectToRoomSocket(
roomUrl: string,
name: string,
characterLayers: string[],
position: PositionInterface,
viewport: ViewportInterface,
companion: string | null
): Promise<OnConnectInterface> {
return new Promise<OnConnectInterface>((resolve, reject) => {
const connection = new RoomConnection(this.localUser.jwtToken, roomId, name, characterLayers, position, viewport, companion);
const connection = new RoomConnection(
this.localUser.jwtToken,
roomUrl,
name,
characterLayers,
position,
viewport,
companion
);
connection.onConnectError((error: object) => {
console.log('An error occurred while connecting to socket server. Retrying');
console.log("An error occurred while connecting to socket server. Retrying");
reject(error);
});
connection.onConnectingError((event: CloseEvent) => {
console.log('An error occurred while connecting to socket server. Retrying');
reject(new Error('An error occurred while connecting to socket server. Retrying. Code: '+event.code+', Reason: '+event.reason));
console.log("An error occurred while connecting to socket server. Retrying");
reject(
new Error(
"An error occurred while connecting to socket server. Retrying. Code: " +
event.code +
", Reason: " +
event.reason
)
);
});
connection.onConnect((connect: OnConnectInterface) => {
resolve(connect);
});
}).catch((err) => {
// Let's retry in 4-6 seconds
return new Promise<OnConnectInterface>((resolve, reject) => {
this.reconnectingTimeout = setTimeout(() => {
//todo: allow a way to break recursion?
//todo: find a way to avoid recursive function. Otherwise, the call stack will grow indefinitely.
this.connectToRoomSocket(roomId, name, characterLayers, position, viewport, companion).then((connection) => resolve(connection));
}, 4000 + Math.floor(Math.random() * 2000) );
this.connectToRoomSocket(roomUrl, name, characterLayers, position, viewport, companion).then(
(connection) => resolve(connection)
);
}, 4000 + Math.floor(Math.random() * 2000));
});
});
}
get getConnexionType(){
get getConnexionType() {
return this.connexionType;
}
}