improved the unloading process to not create a useless socket
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30e12702eb
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886daebfea
6 changed files with 26 additions and 22 deletions
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@ -6,16 +6,25 @@ import {GameConnexionTypes, urlManager} from "../Url/UrlManager";
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import {localUserStore} from "./LocalUserStore";
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import {LocalUser} from "./LocalUser";
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import {Room} from "./Room";
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import {Subject} from "rxjs";
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import {ServerToClientMessage} from "../Messages/generated/messages_pb";
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class ConnectionManager {
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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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public _serverToClientMessageStream:Subject<ServerToClientMessage> = new Subject();
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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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this._unloading = true;
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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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@ -99,7 +108,7 @@ class ConnectionManager {
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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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setTimeout(() => {
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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).then((connection) => resolve(connection));
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@ -45,6 +45,7 @@ import {BodyResourceDescriptionInterface} from "../Phaser/Entity/PlayerTextures"
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import {adminMessagesService} from "./AdminMessagesService";
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import {worldFullMessageStream} from "./WorldFullMessageStream";
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import {worldFullWarningStream} from "./WorldFullWarningStream";
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import {connectionManager} from "./ConnectionManager";
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const manualPingDelay = 20000;
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@ -380,10 +381,7 @@ export class RoomConnection implements RoomConnection {
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public onConnectError(callback: (error: Event) => void): void {
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this.socket.addEventListener('error', callback)
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}
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/*public onConnect(callback: (e: Event) => void): void {
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this.socket.addEventListener('open', callback)
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}*/
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public onConnect(callback: (roomConnection: OnConnectInterface) => void): void {
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//this.socket.addEventListener('open', callback)
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this.onMessage(EventMessage.CONNECT, callback);
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@ -452,9 +450,9 @@ export class RoomConnection implements RoomConnection {
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});
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}
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public onServerDisconnected(callback: (event: CloseEvent) => void): void {
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public onServerDisconnected(callback: () => void): void {
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this.socket.addEventListener('close', (event) => {
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if (this.closed === true) {
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if (this.closed === true || connectionManager.unloading) {
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return;
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}
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console.log('Socket closed with code '+event.code+". Reason: "+event.reason);
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@ -462,7 +460,7 @@ export class RoomConnection implements RoomConnection {
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// Normal closure case
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return;
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}
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callback(event);
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callback();
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});
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}
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@ -471,9 +471,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.connection.onServerDisconnected(() => {
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console.log('Player disconnected from server. Reloading scene.');
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this.simplePeer.closeAllConnections();
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this.simplePeer.unregister();
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this.cleanupClosingScene();
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const gameSceneKey = 'somekey' + Math.round(Math.random() * 10000);
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const game: Phaser.Scene = new GameScene(this.room, this.MapUrlFile, gameSceneKey);
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@ -708,6 +706,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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audioManager.unloadAudio();
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// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
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this.connection?.closeConnection();
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this.simplePeer.closeAllConnections();
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this.simplePeer?.unregister();
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this.messageSubscription?.unsubscribe();
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}
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