Migrating away from the notion of public/private URL in WorkAdventure Github repository

The notion of public/private repositories (with /_/ and /@/ URLs) is specific to the SAAS version of WorkAdventure.
It would be better to avoid leaking the organization/world/room structure of the private SAAS URLs inside the WorkAdventure Github project.

Rather than sending http://admin_host/api/map?organizationSlug=...&worldSlug=...&roomSlug=...., we are now sending /api/map&playUri=...
where playUri is the full URL of the current game.
This allows the backend to act as a complete router.
The front (and the pusher) will be able to completely ignore the specifics of URL building (with /@/ and /_/ URLs, etc...)
Those details will live only in the admin server, which is way cleaner (and way more powerful).
This commit is contained in:
David Négrier 2021-07-13 19:09:07 +02:00
parent f2ca7b2b16
commit c9fa9b9a92
20 changed files with 292 additions and 343 deletions

View file

@ -38,11 +38,9 @@ class ConnectionManager {
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) {
@ -66,22 +64,21 @@ class ConnectionManager {
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;
localUser.textures = room.textures;
}else{
mapDetail.textures.forEach((newTexture) => {
room.textures.forEach((newTexture) => {
const alreadyExistTexture = localUser?.textures.find((c) => newTexture.id === c.id);
if(localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1){
return;
@ -114,9 +111,9 @@ class ConnectionManager {
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');
reject(error);
@ -137,7 +134,7 @@ class ConnectionManager {
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));
this.connectToRoomSocket(roomUrl, name, characterLayers, position, viewport, companion).then((connection) => resolve(connection));
}, 4000 + Math.floor(Math.random() * 2000) );
});
});