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).
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20 changed files with 292 additions and 343 deletions
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@ -28,7 +28,7 @@ export class GameManager {
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public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
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this.startRoom = await connectionManager.initGameConnexion();
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await this.loadMap(this.startRoom, scenePlugin);
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this.loadMap(this.startRoom, scenePlugin);
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if (!this.playerName) {
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return LoginSceneName;
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@ -68,20 +68,19 @@ export class GameManager {
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return this.companion;
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}
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public async loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin): Promise<void> {
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const roomID = room.id;
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const mapDetail = await room.getMapDetail();
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public loadMap(room: Room, scenePlugin: Phaser.Scenes.ScenePlugin) {
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const roomID = room.key;
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const gameIndex = scenePlugin.getIndex(roomID);
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if (gameIndex === -1) {
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const game: Phaser.Scene = new GameScene(room, mapDetail.mapUrl);
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const game: Phaser.Scene = new GameScene(room, room.mapUrl);
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scenePlugin.add(roomID, game, false);
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}
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}
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public goToStartingMap(scenePlugin: Phaser.Scenes.ScenePlugin): void {
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console.log("starting " + (this.currentGameSceneName || this.startRoom.id));
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scenePlugin.start(this.currentGameSceneName || this.startRoom.id);
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console.log("starting " + (this.currentGameSceneName || this.startRoom.key));
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scenePlugin.start(this.currentGameSceneName || this.startRoom.key);
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scenePlugin.launch(MenuSceneName);
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if (
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