Merge branch 'develop' of github.com:thecodingmachine/workadventure into scripting_api_room_metadata
This commit is contained in:
commit
5c7ea7b258
66 changed files with 1296 additions and 967 deletions
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@ -1,92 +1,107 @@
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import Axios from "axios";
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import {PUSHER_URL, START_ROOM_URL} from "../Enum/EnvironmentVariable";
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import {RoomConnection} from "./RoomConnection";
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import type {OnConnectInterface, PositionInterface, ViewportInterface} from "./ConnexionModels";
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import {GameConnexionTypes, urlManager} from "../Url/UrlManager";
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import {localUserStore} from "./LocalUserStore";
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import {CharacterTexture, LocalUser} from "./LocalUser";
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import {Room} from "./Room";
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import { PUSHER_URL, START_ROOM_URL } from "../Enum/EnvironmentVariable";
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import { RoomConnection } from "./RoomConnection";
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import type { OnConnectInterface, PositionInterface, ViewportInterface } from "./ConnexionModels";
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import { GameConnexionTypes, urlManager } from "../Url/UrlManager";
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import { localUserStore } from "./LocalUserStore";
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import { CharacterTexture, LocalUser } from "./LocalUser";
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import { Room } from "./Room";
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class ConnectionManager {
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private localUser!:LocalUser;
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private localUser!: LocalUser;
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private connexionType?: GameConnexionTypes
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private reconnectingTimeout: NodeJS.Timeout|null = null;
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private _unloading:boolean = false;
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private connexionType?: GameConnexionTypes;
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private reconnectingTimeout: NodeJS.Timeout | null = null;
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private _unloading: boolean = false;
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get unloading () {
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get unloading() {
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return this._unloading;
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}
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constructor() {
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window.addEventListener('beforeunload', () => {
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window.addEventListener("beforeunload", () => {
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this._unloading = true;
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if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout)
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})
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if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout);
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});
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}
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/**
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* Tries to login to the node server and return the starting map url to be loaded
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*/
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public async initGameConnexion(): Promise<Room> {
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const connexionType = urlManager.getGameConnexionType();
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this.connexionType = connexionType;
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if(connexionType === GameConnexionTypes.register) {
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const organizationMemberToken = urlManager.getOrganizationToken();
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const data = await Axios.post(`${PUSHER_URL}/register`, {organizationMemberToken}).then(res => res.data);
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if (connexionType === GameConnexionTypes.register) {
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const organizationMemberToken = urlManager.getOrganizationToken();
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const data = await Axios.post(`${PUSHER_URL}/register`, { organizationMemberToken }).then(
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(res) => res.data
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);
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this.localUser = new LocalUser(data.userUuid, data.authToken, data.textures);
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localUserStore.saveUser(this.localUser);
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const organizationSlug = data.organizationSlug;
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const worldSlug = data.worldSlug;
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const roomSlug = data.roomSlug;
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const roomUrl = data.roomUrl;
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const room = new Room('/@/'+organizationSlug+'/'+worldSlug+'/'+roomSlug + window.location.search + window.location.hash);
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const room = await Room.createRoom(
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new URL(
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window.location.protocol +
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"//" +
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window.location.host +
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roomUrl +
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window.location.search +
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window.location.hash
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)
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);
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urlManager.pushRoomIdToUrl(room);
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return Promise.resolve(room);
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} else if (connexionType === GameConnexionTypes.organization || connexionType === GameConnexionTypes.anonymous || connexionType === GameConnexionTypes.empty) {
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} else if (
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connexionType === GameConnexionTypes.organization ||
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connexionType === GameConnexionTypes.anonymous ||
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connexionType === GameConnexionTypes.empty
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) {
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let localUser = localUserStore.getLocalUser();
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if (localUser && localUser.jwtToken && localUser.uuid && localUser.textures) {
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this.localUser = localUser;
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try {
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await this.verifyToken(localUser.jwtToken);
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} catch(e) {
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} catch (e) {
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// If the token is invalid, let's generate an anonymous one.
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console.error('JWT token invalid. Did it expire? Login anonymously instead.');
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console.error("JWT token invalid. Did it expire? Login anonymously instead.");
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await this.anonymousLogin();
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}
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}else{
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} else {
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await this.anonymousLogin();
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}
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localUser = localUserStore.getLocalUser();
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if(!localUser){
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if (!localUser) {
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throw "Error to store local user data";
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}
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let roomId: string;
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let roomPath: string;
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if (connexionType === GameConnexionTypes.empty) {
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roomId = START_ROOM_URL;
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roomPath = window.location.protocol + "//" + window.location.host + START_ROOM_URL;
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} else {
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roomId = window.location.pathname + window.location.search + window.location.hash;
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roomPath =
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window.location.protocol +
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"//" +
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window.location.host +
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window.location.pathname +
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window.location.search +
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window.location.hash;
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}
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//get detail map for anonymous login and set texture in local storage
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const room = new Room(roomId);
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const mapDetail = await room.getMapDetail();
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if(mapDetail.textures != undefined && mapDetail.textures.length > 0) {
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const room = await Room.createRoom(new URL(roomPath));
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if (room.textures != undefined && room.textures.length > 0) {
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//check if texture was changed
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if(localUser.textures.length === 0){
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localUser.textures = mapDetail.textures;
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}else{
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mapDetail.textures.forEach((newTexture) => {
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if (localUser.textures.length === 0) {
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localUser.textures = room.textures;
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} else {
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room.textures.forEach((newTexture) => {
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const alreadyExistTexture = localUser?.textures.find((c) => newTexture.id === c.id);
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if(localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1){
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if (localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1) {
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return;
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}
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localUser?.textures.push(newTexture)
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localUser?.textures.push(newTexture);
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});
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}
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this.localUser = localUser;
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@ -95,55 +110,79 @@ class ConnectionManager {
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return Promise.resolve(room);
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}
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return Promise.reject(new Error('Invalid URL'));
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return Promise.reject(new Error("Invalid URL"));
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}
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private async verifyToken(token: string): Promise<void> {
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await Axios.get(`${PUSHER_URL}/verify`, {params: {token}});
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await Axios.get(`${PUSHER_URL}/verify`, { params: { token } });
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}
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public async anonymousLogin(isBenchmark: boolean = false): Promise<void> {
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const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then(res => res.data);
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const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then((res) => res.data);
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this.localUser = new LocalUser(data.userUuid, data.authToken, []);
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if (!isBenchmark) { // In benchmark, we don't have a local storage.
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if (!isBenchmark) {
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// In benchmark, we don't have a local storage.
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localUserStore.saveUser(this.localUser);
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}
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}
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public initBenchmark(): void {
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this.localUser = new LocalUser('', 'test', []);
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this.localUser = new LocalUser("", "test", []);
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}
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public connectToRoomSocket(roomId: string, name: string, characterLayers: string[], position: PositionInterface, viewport: ViewportInterface, companion: string|null): Promise<OnConnectInterface> {
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public connectToRoomSocket(
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roomUrl: string,
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name: string,
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characterLayers: string[],
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position: PositionInterface,
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viewport: ViewportInterface,
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companion: string | null
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): Promise<OnConnectInterface> {
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return new Promise<OnConnectInterface>((resolve, reject) => {
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const connection = new RoomConnection(this.localUser.jwtToken, roomId, name, characterLayers, position, viewport, companion);
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const connection = new RoomConnection(
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this.localUser.jwtToken,
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roomUrl,
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name,
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characterLayers,
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position,
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viewport,
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companion
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);
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connection.onConnectError((error: object) => {
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console.log('An error occurred while connecting to socket server. Retrying');
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console.log("An error occurred while connecting to socket server. Retrying");
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reject(error);
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});
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connection.onConnectingError((event: CloseEvent) => {
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console.log('An error occurred while connecting to socket server. Retrying');
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reject(new Error('An error occurred while connecting to socket server. Retrying. Code: '+event.code+', Reason: '+event.reason));
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console.log("An error occurred while connecting to socket server. Retrying");
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reject(
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new Error(
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"An error occurred while connecting to socket server. Retrying. Code: " +
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event.code +
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", Reason: " +
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event.reason
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)
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);
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});
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connection.onConnect((connect: OnConnectInterface) => {
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resolve(connect);
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});
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}).catch((err) => {
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// Let's retry in 4-6 seconds
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return new Promise<OnConnectInterface>((resolve, reject) => {
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this.reconnectingTimeout = setTimeout(() => {
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//todo: allow a way to break recursion?
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//todo: find a way to avoid recursive function. Otherwise, the call stack will grow indefinitely.
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this.connectToRoomSocket(roomId, name, characterLayers, position, viewport, companion).then((connection) => resolve(connection));
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}, 4000 + Math.floor(Math.random() * 2000) );
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this.connectToRoomSocket(roomUrl, name, characterLayers, position, viewport, companion).then(
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(connection) => resolve(connection)
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);
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}, 4000 + Math.floor(Math.random() * 2000));
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});
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});
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}
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get getConnexionType(){
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get getConnexionType() {
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return this.connexionType;
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}
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}
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