Sending player details (name + character selected) on connection
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5 changed files with 48 additions and 45 deletions
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@ -1,10 +1,12 @@
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import {GameManager} from "./Phaser/Game/GameManager";
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const SocketIo = require('socket.io-client');
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import Axios from "axios";
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import {API_URL} from "./Enum/EnvironmentVariable";
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import {getMapKeyByUrl} from "./Phaser/Login/LogincScene";
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import {MessageUI} from "./Logger/MessageUI";
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import {SetPlayerDetailsMessage} from "./Messages/SetPlayerDetailsMessage";
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const SocketIo = require('socket.io-client');
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import Socket = SocketIOClient.Socket;
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enum EventMessage{
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WEBRTC_SIGNAL = "webrtc-signal",
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@ -19,7 +21,7 @@ enum EventMessage{
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CONNECT_ERROR = "connect_error",
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RECONNECT = "reconnect",
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ATTRIBUTE_USER_ID = "attribute-user-id" // Sent from server to client just after the connexion is established to give the client its unique id.
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SET_PLAYER_DETAILS = "set-player-details" // Send the name and character to the server (on connect), receive back the id.
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}
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class Message {
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@ -115,10 +117,10 @@ export interface GroupCreatedUpdatedMessageInterface {
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export interface ConnexionInterface {
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socket: any;
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token: string;
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email: string;
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name: string;
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userId: string;
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createConnexion(characterSelected: string): Promise<any>;
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createConnexion(name: string, characterSelected: string): Promise<any>;
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loadMaps(): Promise<any>;
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@ -139,24 +141,23 @@ export interface ConnexionInterface {
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}
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export class Connexion implements ConnexionInterface {
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socket: any;
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socket: Socket;
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token: string;
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email: string;
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name: string; // TODO: drop "name" storage here
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character: string;
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userId: string;
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GameManager: GameManager;
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lastPositionShared: MessageUserPosition = null;
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constructor(email : string, GameManager: GameManager) {
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this.email = email;
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constructor(GameManager: GameManager) {
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this.GameManager = GameManager;
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}
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/**
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* @param characterSelected
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*/
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createConnexion(characterSelected: string): Promise<ConnexionInterface> {
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createConnexion(name: string, characterSelected: string): Promise<ConnexionInterface> {
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this.name = name;
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this.character = characterSelected;
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/*return Axios.post(`${API_URL}/login`, {email: this.email})
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.then((res) => {
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this.token = res.data.token;
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@ -168,19 +169,7 @@ export class Connexion implements ConnexionInterface {
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}*/
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});
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this.connectSocketServer();
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// TODO: maybe trigger promise only when connexion is established?
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let promise = new Promise<ConnexionInterface>((resolve, reject) => {
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/*console.log('PROMISE CREATED')
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this.socket.on('connection', () => {
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console.log('CONNECTED');
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resolve(this);
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});*/
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resolve(this);
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});
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return promise;
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return this.connectSocketServer();
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/* return res.data;
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})
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@ -194,7 +183,7 @@ export class Connexion implements ConnexionInterface {
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*
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* @param character
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*/
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connectSocketServer(character : string = null){
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connectSocketServer(): Promise<ConnexionInterface>{
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//if try to reconnect with last position
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if(this.lastPositionShared) {
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//join the room
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@ -214,12 +203,21 @@ export class Connexion implements ConnexionInterface {
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}
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//listen event
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this.attributeUserId();
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this.positionOfAllUser();
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this.disconnectServer();
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this.errorMessage();
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this.groupUpdatedOrCreated();
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this.groupDeleted();
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return new Promise<ConnexionInterface>((resolve, reject) => {
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this.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
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name: this.name,
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character: this.character
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} as SetPlayerDetailsMessage, (id: string) => {
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this.userId = id;
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});
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resolve(this);
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});
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}
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//TODO add middleware with access token to secure api
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@ -243,7 +241,7 @@ export class Connexion implements ConnexionInterface {
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this.userId,
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roomId,
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new Point(0, 0),
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this.email,
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this.name,
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character
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);
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this.socket.emit(EventMessage.JOIN_ROOM, messageUserPosition);
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@ -265,22 +263,13 @@ export class Connexion implements ConnexionInterface {
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this.userId,
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roomId,
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new Point(x, y, direction),
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this.email,
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this.name,
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character
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);
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this.lastPositionShared = messageUserPosition;
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this.socket.emit(EventMessage.USER_POSITION, messageUserPosition);
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}
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attributeUserId(): void {
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// This event is received as soon as the connexion is established.
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// It allows informing the browser of its own user id.
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this.socket.on(EventMessage.ATTRIBUTE_USER_ID, (userId: string) => {
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console.log('Received my user id: ', userId);
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this.userId = userId;
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});
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}
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/**
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* The data sent is an array with information for each user :
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* [
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4
front/src/Messages/SetPlayerDetailsMessage.ts
Normal file
4
front/src/Messages/SetPlayerDetailsMessage.ts
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@ -0,0 +1,4 @@
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export interface SetPlayerDetailsMessage {
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name: string,
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character: string
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}
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@ -40,8 +40,8 @@ export class GameManager {
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connect(name: string, characterUserSelected : string) {
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this.playerName = name;
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this.characterUserSelected = characterUserSelected;
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this.ConnexionInstance = new Connexion(name, this);
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return this.ConnexionInstance.createConnexion(characterUserSelected).then((data : any) => {
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this.ConnexionInstance = new Connexion(this);
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return this.ConnexionInstance.createConnexion(name, characterUserSelected).then((data : any) => {
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this.SimplePeer = new SimplePeer(this.ConnexionInstance);
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return data;
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}).catch((err) => {
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