Merge pull request #847 from thecodingmachine/unloadingFixes

improved the unloading process to not create a useless socket
This commit is contained in:
Kharhamel 2021-03-26 14:50:02 +01:00 committed by GitHub
commit 77c40985c4
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6 changed files with 26 additions and 22 deletions

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@ -77,10 +77,10 @@ export class SocketManager {
}
public async handleJoinRoom(socket: UserSocket, joinRoomMessage: JoinRoomMessage): Promise<{ room: GameRoom; user: User }> {
//join new previous room
const {room, user} = await this.joinRoom(socket, joinRoomMessage);
const roomJoinedMessage = new RoomJoinedMessage();
roomJoinedMessage.setTagList(joinRoomMessage.getTagList());

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@ -53,10 +53,8 @@ services:
pusher:
image: thecodingmachine/nodejs:12
command: yarn dev
#command: yarn run prod
#command: yarn run profile
environment:
DEBUG: "*"
DEBUG: "socket:*"
STARTUP_COMMAND_1: yarn install
SECRET_JITSI_KEY: "$SECRET_JITSI_KEY"
SECRET_KEY: yourSecretKey

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@ -6,16 +6,25 @@ import {GameConnexionTypes, urlManager} from "../Url/UrlManager";
import {localUserStore} from "./LocalUserStore";
import {LocalUser} from "./LocalUser";
import {Room} from "./Room";
import {Subject} from "rxjs";
import {ServerToClientMessage} from "../Messages/generated/messages_pb";
class ConnectionManager {
private localUser!:LocalUser;
private connexionType?: GameConnexionTypes
private reconnectingTimeout: NodeJS.Timeout|null = null;
private _unloading:boolean = false;
public _serverToClientMessageStream:Subject<ServerToClientMessage> = new Subject();
get unloading () {
return this._unloading;
}
constructor() {
window.addEventListener('beforeunload', () => {
this._unloading = true;
if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout)
})
}
/**
* Tries to login to the node server and return the starting map url to be loaded
*/
@ -99,7 +108,7 @@ class ConnectionManager {
}).catch((err) => {
// Let's retry in 4-6 seconds
return new Promise<OnConnectInterface>((resolve, reject) => {
setTimeout(() => {
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).then((connection) => resolve(connection));

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@ -45,6 +45,7 @@ import {BodyResourceDescriptionInterface} from "../Phaser/Entity/PlayerTextures"
import {adminMessagesService} from "./AdminMessagesService";
import {worldFullMessageStream} from "./WorldFullMessageStream";
import {worldFullWarningStream} from "./WorldFullWarningStream";
import {connectionManager} from "./ConnectionManager";
const manualPingDelay = 20000;
@ -380,10 +381,7 @@ export class RoomConnection implements RoomConnection {
public onConnectError(callback: (error: Event) => void): void {
this.socket.addEventListener('error', callback)
}
/*public onConnect(callback: (e: Event) => void): void {
this.socket.addEventListener('open', callback)
}*/
public onConnect(callback: (roomConnection: OnConnectInterface) => void): void {
//this.socket.addEventListener('open', callback)
this.onMessage(EventMessage.CONNECT, callback);
@ -452,9 +450,9 @@ export class RoomConnection implements RoomConnection {
});
}
public onServerDisconnected(callback: (event: CloseEvent) => void): void {
public onServerDisconnected(callback: () => void): void {
this.socket.addEventListener('close', (event) => {
if (this.closed === true) {
if (this.closed === true || connectionManager.unloading) {
return;
}
console.log('Socket closed with code '+event.code+". Reason: "+event.reason);
@ -462,7 +460,7 @@ export class RoomConnection implements RoomConnection {
// Normal closure case
return;
}
callback(event);
callback();
});
}

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@ -471,9 +471,7 @@ export class GameScene extends ResizableScene implements CenterListener {
this.connection.onServerDisconnected(() => {
console.log('Player disconnected from server. Reloading scene.');
this.simplePeer.closeAllConnections();
this.simplePeer.unregister();
this.cleanupClosingScene();
const gameSceneKey = 'somekey' + Math.round(Math.random() * 10000);
const game: Phaser.Scene = new GameScene(this.room, this.MapUrlFile, gameSceneKey);
@ -708,6 +706,7 @@ export class GameScene extends ResizableScene implements CenterListener {
audioManager.unloadAudio();
// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
this.connection?.closeConnection();
this.simplePeer.closeAllConnections();
this.simplePeer?.unregister();
this.messageSubscription?.unsubscribe();
}

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@ -1,5 +1,4 @@
import {HttpRequest, HttpResponse} from "uWebSockets.js";
import {ADMIN_API_TOKEN} from "../Enum/EnvironmentVariable";
import {HttpResponse} from "uWebSockets.js";
export class BaseController {
@ -14,7 +13,8 @@ export class BaseController {
*/
// eslint-disable-next-line @typescript-eslint/no-explicit-any
protected errorToResponse(e: any, res: HttpResponse): void {
console.error("An error happened", e);
console.error(e.message || "An error happened.", e?.config.url);
console.error(e.stack || 'no stack defined.');
if (e.response) {
res.writeStatus(e.response.status+" "+e.response.statusText);
this.addCorsHeaders(res);