Merge pull request #198 from thecodingmachine/connectioninscene

Refactoring connection to be part of a GameScene
This commit is contained in:
David Négrier 2020-06-22 17:31:12 +02:00 committed by GitHub
commit aa2daac63e
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6 changed files with 244 additions and 359 deletions

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@ -1,4 +1,4 @@
import {GameManager} from "./Phaser/Game/GameManager";
import {gameManager, GameManager} from "./Phaser/Game/GameManager";
import Axios from "axios";
import {API_URL} from "./Enum/EnvironmentVariable";
import {MessageUI} from "./Logger/MessageUI";
@ -118,37 +118,13 @@ export interface WebRtcSignalMessageInterface {
signal: SignalData
}
export interface ConnectionInterface {
socket: Socket|null;
token: string|null;
name: string|null;
userId: string|null;
createConnection(name: string, characterSelected: string): Promise<ConnectionInterface>;
loadStartMap(): Promise<StartMapInterface>;
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): void;
sharePosition(x: number, y: number, direction: string, moving: boolean): void;
/*webrtc*/
sendWebrtcSignal(signal: unknown, roomId: string, userId?: string|null, receiverId?: string): void;
receiveWebrtcSignal(callBack: Function): void;
receiveWebrtcStart(callBack: (message: WebRtcStartMessageInterface) => void): void;
disconnectMessage(callBack: (message: WebRtcDisconnectMessageInterface) => void): void;
}
export interface StartMapInterface {
mapUrlStart: string,
startInstance: string
}
export class Connection implements ConnectionInterface {
socket: Socket|null = null;
export class Connection implements Connection {
socket: Socket;
token: string|null = null;
name: string|null = null; // TODO: drop "name" storage here
character: string|null = null;
@ -159,102 +135,78 @@ export class Connection implements ConnectionInterface {
lastPositionShared: PointInterface|null = null;
lastRoom: string|null = null;
constructor(GameManager: GameManager) {
private constructor(GameManager: GameManager, name: string, character: string, token: string) {
this.GameManager = GameManager;
this.name = name;
this.character = character;
this.token = token;
this.socket = SocketIo(`${API_URL}`, {
query: {
token: this.token
},
reconnection: false // Reconnection is handled by the application itself
});
this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => {
console.error(EventMessage.MESSAGE_ERROR, message);
})
}
createConnection(name: string, characterSelected: string): Promise<ConnectionInterface> {
this.name = name;
this.character = characterSelected;
public static createConnection(name: string, characterSelected: string): Promise<Connection> {
return Axios.post(`${API_URL}/login`, {name: name})
.then((res) => {
this.token = res.data.token;
this.socket = SocketIo(`${API_URL}`, {
query: {
token: this.token
}
return new Promise<Connection>((resolve, reject) => {
const connection = new Connection(gameManager, name, characterSelected, res.data.token);
connection.onConnectError((error: object) => {
console.log('An error occurred while connecting to socket server. Retrying');
reject(error);
});
connection.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
name: connection.name,
character: connection.character
} as SetPlayerDetailsMessage, (id: string) => {
connection.userId = id;
});
resolve(connection);
});
//listen event
this.disconnectServer();
this.errorMessage();
this.groupUpdatedOrCreated();
this.groupDeleted();
this.onUserJoins();
this.onUserMoved();
this.onUserLeft();
return this.connectSocketServer();
})
.catch((err) => {
console.error(err);
throw err;
// Let's retry in 4-6 seconds
return new Promise<Connection>((resolve, reject) => {
setTimeout(() => {
Connection.createConnection(name, characterSelected).then((connection) => resolve(connection))
.catch((error) => reject(error));
}, 4000 + Math.floor(Math.random() * 2000) );
});
//console.error(err);
//throw err;
});
}
private getSocket(): Socket {
if (this.socket === null) {
throw new Error('Socket not initialized while using Connection')
}
return this.socket;
public closeConnection(): void {
this.socket?.close();
this.lastPositionShared = null;
this.lastRoom = null;
}
/**
*
* @param character
*/
connectSocketServer(): Promise<ConnectionInterface>{
return new Promise<ConnectionInterface>((resolve, reject) => {
this.getSocket().emit(EventMessage.SET_PLAYER_DETAILS, {
name: this.name,
character: this.character
} as SetPlayerDetailsMessage, (id: string) => {
this.userId = id;
});
//if try to reconnect with last position
/*if(this.lastRoom) {
//join the room
this.joinARoom(this.lastRoom,
this.lastPositionShared ? this.lastPositionShared.x : 0,
this.lastPositionShared ? this.lastPositionShared.y : 0,
this.lastPositionShared ? this.lastPositionShared.direction : PlayerAnimationNames.WalkDown,
this.lastPositionShared ? this.lastPositionShared.moving : false);
}*/
/*if(this.lastPositionShared) {
//share your first position
this.sharePosition(
this.lastPositionShared ? this.lastPositionShared.x : 0,
this.lastPositionShared ? this.lastPositionShared.y : 0,
this.lastPositionShared.direction,
this.lastPositionShared.moving
);
}*/
resolve(this);
});
}
//TODO add middleware with access token to secure api
loadStartMap() : Promise<StartMapInterface> {
return Axios.get(`${API_URL}/start-map`)
.then((res) => {
return res.data;
}).catch((err) => {
console.error(err);
throw err;
});
}
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): void {
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): Promise<MessageUserPositionInterface[]> {
const point = new Point(startX, startY, direction, moving);
this.lastPositionShared = point;
this.getSocket().emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => {
this.GameManager.initUsersPosition(userPositions);
});
const promise = new Promise<MessageUserPositionInterface[]>((resolve, reject) => {
this.socket.emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => {
//this.GameManager.initUsersPosition(userPositions);
resolve(userPositions);
});
})
this.lastRoom = roomId;
return promise;
}
sharePosition(x : number, y : number, direction : string, moving: boolean) : void{
@ -263,42 +215,35 @@ export class Connection implements ConnectionInterface {
}
const point = new Point(x, y, direction, moving);
this.lastPositionShared = point;
this.getSocket().emit(EventMessage.USER_POSITION, point);
this.socket.emit(EventMessage.USER_POSITION, point);
}
private onUserJoins(): void {
this.getSocket().on(EventMessage.JOIN_ROOM, (message: MessageUserJoined) => {
this.GameManager.onUserJoins(message);
});
public onUserJoins(callback: (message: MessageUserJoined) => void): void {
this.socket.on(EventMessage.JOIN_ROOM, callback);
}
private onUserMoved(): void {
this.getSocket().on(EventMessage.USER_MOVED, (message: MessageUserMovedInterface) => {
this.GameManager.onUserMoved(message);
});
public onUserMoved(callback: (message: MessageUserMovedInterface) => void): void {
this.socket.on(EventMessage.USER_MOVED, callback);
}
private onUserLeft(): void {
this.getSocket().on(EventMessage.USER_LEFT, (userId: string) => {
this.GameManager.onUserLeft(userId);
});
public onUserLeft(callback: (userId: string) => void): void {
this.socket.on(EventMessage.USER_LEFT, callback);
}
private groupUpdatedOrCreated(): void {
this.getSocket().on(EventMessage.GROUP_CREATE_UPDATE, (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => {
//console.log('Group ', groupCreateUpdateMessage.groupId, " position :", groupCreateUpdateMessage.position.x, groupCreateUpdateMessage.position.y)
this.GameManager.shareGroupPosition(groupCreateUpdateMessage);
})
public onGroupUpdatedOrCreated(callback: (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => void): void {
this.socket.on(EventMessage.GROUP_CREATE_UPDATE, callback);
}
private groupDeleted(): void {
this.getSocket().on(EventMessage.GROUP_DELETE, (groupId: string) => {
this.GameManager.deleteGroup(groupId);
})
public onGroupDeleted(callback: (groupId: string) => void): void {
this.socket.on(EventMessage.GROUP_DELETE, callback)
}
public onConnectError(callback: (error: object) => void): void {
this.socket.on(EventMessage.CONNECT_ERROR, callback)
}
sendWebrtcSignal(signal: unknown, roomId: string, userId? : string|null, receiverId? : string) {
return this.getSocket().emit(EventMessage.WEBRTC_SIGNAL, {
return this.socket.emit(EventMessage.WEBRTC_SIGNAL, {
userId: userId ? userId : this.userId,
receiverId: receiverId ? receiverId : this.userId,
roomId: roomId,
@ -307,47 +252,53 @@ export class Connection implements ConnectionInterface {
}
receiveWebrtcStart(callback: (message: WebRtcStartMessageInterface) => void) {
this.getSocket().on(EventMessage.WEBRTC_START, callback);
this.socket.on(EventMessage.WEBRTC_START, callback);
}
receiveWebrtcSignal(callback: (message: WebRtcSignalMessageInterface) => void) {
return this.getSocket().on(EventMessage.WEBRTC_SIGNAL, callback);
return this.socket.on(EventMessage.WEBRTC_SIGNAL, callback);
}
private errorMessage(): void {
this.getSocket().on(EventMessage.MESSAGE_ERROR, (message: string) => {
console.error(EventMessage.MESSAGE_ERROR, message);
})
}
public onServerDisconnected(callback: (reason: string) => void): void {
/*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => {
callback(error);
});*/
private disconnectServer(): void {
this.getSocket().on(EventMessage.CONNECT_ERROR, () => {
this.GameManager.switchToDisconnectedScene();
this.socket.on('disconnect', (reason: string) => {
if (reason === 'io client disconnect') {
// The client asks for disconnect, let's not trigger any event.
return;
}
callback(reason);
});
this.getSocket().on(EventMessage.RECONNECTING, () => {
/*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => {
this.GameManager.switchToDisconnectedScene();
});*/
/*this.socket.on(EventMessage.RECONNECTING, () => {
console.log('Trying to reconnect');
});
this.getSocket().on(EventMessage.RECONNECT_ERROR, () => {
this.socket.on(EventMessage.RECONNECT_ERROR, () => {
console.log('Error while trying to reconnect.');
});
this.getSocket().on(EventMessage.RECONNECT_FAILED, () => {
this.socket.on(EventMessage.RECONNECT_FAILED, () => {
console.error('Reconnection failed. Giving up.');
});
this.getSocket().on(EventMessage.RECONNECT, () => {
this.socket.on(EventMessage.RECONNECT, () => {
console.log('Reconnect event triggered');
this.connectSocketServer();
if (this.lastPositionShared === null) {
throw new Error('No last position shared found while reconnecting');
}
this.GameManager.reconnectToGameScene(this.lastPositionShared);
});
});*/
}
disconnectMessage(callback: (message: WebRtcDisconnectMessageInterface) => void): void {
this.getSocket().on(EventMessage.WEBRTC_DISCONNECT, callback);
this.socket.on(EventMessage.WEBRTC_DISCONNECT, callback);
}
}

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@ -1,24 +1,21 @@
import {GameScene} from "./GameScene";
import {
Connection, ConnectionInterface,
Connection,
GroupCreatedUpdatedMessageInterface,
ListMessageUserPositionInterface,
MessageUserJoined,
MessageUserMovedInterface,
MessageUserPositionInterface,
Point,
PointInterface
PointInterface, StartMapInterface
} from "../../Connection";
import {SimplePeer} from "../../WebRtc/SimplePeer";
import {AddPlayerInterface} from "./AddPlayerInterface";
import {ReconnectingScene, ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
import ScenePlugin = Phaser.Scenes.ScenePlugin;
import {Scene} from "phaser";
/*export enum StatusGameManagerEnum {
IN_PROGRESS = 1,
CURRENT_USER_CREATED = 2
}*/
import Axios from "axios";
import {API_URL} from "../../Enum/EnvironmentVariable";
export interface HasMovedEvent {
direction: string;
@ -33,126 +30,32 @@ export interface MapObject {
}
export class GameManager {
//status: number;
private ConnectionInstance: Connection;
private currentGameScene: GameScene|null = null;
private playerName: string;
SimplePeer : SimplePeer;
private characterUserSelected: string;
constructor() {
//this.status = StatusGameManagerEnum.IN_PROGRESS;
}
public connect(name: string, characterUserSelected : string): Promise<ConnectionInterface> {
public storePlayerDetails(name: string, characterUserSelected : string): void {
this.playerName = name;
this.characterUserSelected = characterUserSelected;
this.ConnectionInstance = new Connection(this);
return this.ConnectionInstance.createConnection(name, characterUserSelected).then((data : ConnectionInterface) => {
this.SimplePeer = new SimplePeer(this.ConnectionInstance);
return data;
}).catch((err) => {
throw err;
});
}
loadStartMap(){
return this.ConnectionInstance.loadStartMap().then((data) => {
return data;
}).catch((err) => {
throw err;
});
}
setCurrentGameScene(gameScene: GameScene) {
this.currentGameScene = gameScene;
}
/**
* Permit to create player in started room
*/
/*createCurrentPlayer(): void {
//Get started room send by the backend
this.currentGameScene.createCurrentPlayer();
//this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
}*/
joinRoom(sceneKey: string, startX: number, startY: number, direction: string, moving: boolean){
this.ConnectionInstance.joinARoom(sceneKey, startX, startY, direction, moving);
}
onUserJoins(message: MessageUserJoined): void {
const userMessage: AddPlayerInterface = {
userId: message.userId,
character: message.character,
name: message.name,
position: message.position
}
this.getCurrentGameScene().addPlayer(userMessage);
}
onUserMoved(message: MessageUserMovedInterface): void {
this.getCurrentGameScene().updatePlayerPosition(message);
}
onUserLeft(userId: string): void {
this.getCurrentGameScene().removePlayer(userId);
}
initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
// Shall we wait for room to be loaded?
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
return;
}*/
try {
this.getCurrentGameScene().initUsersPosition(usersPosition)
} catch (e) {
console.error(e);
}
}
/**
* Share group position in game
*/
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface): void {
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
return;
}*/
try {
this.getCurrentGameScene().shareGroupPosition(groupPositionMessage)
} catch (e) {
console.error(e);
}
}
deleteGroup(groupId: string): void {
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
return;
}*/
try {
this.getCurrentGameScene().deleteGroup(groupId)
} catch (e) {
console.error(e);
}
loadStartMap() : Promise<StartMapInterface> {
return Axios.get(`${API_URL}/start-map`)
.then((res) => {
return res.data;
}).catch((err) => {
console.error(err);
throw err;
});
}
getPlayerName(): string {
return this.playerName;
}
getPlayerId(): string|null {
return this.ConnectionInstance.userId;
}
getCharacterSelected(): string {
return this.characterUserSelected;
}
pushPlayerPosition(event: HasMovedEvent) {
this.ConnectionInstance.sharePosition(event.x, event.y, event.direction, event.moving);
}
loadMap(mapUrl: string, scene: Phaser.Scenes.ScenePlugin, instance: string): string {
const sceneKey = GameScene.getMapKeyByUrl(mapUrl);
@ -163,64 +66,6 @@ export class GameManager {
}
return sceneKey;
}
private oldSceneKey : string;
private oldMapUrlFile : string;
private oldInstance : string;
private scenePlugin: ScenePlugin;
private reconnectScene: Scene|null = null;
switchToDisconnectedScene(): void {
if (this.currentGameScene === null) {
return;
}
console.log('Switching to disconnected scene');
this.oldSceneKey = this.currentGameScene.scene.key;
this.oldMapUrlFile = this.currentGameScene.MapUrlFile;
this.oldInstance = this.currentGameScene.instance;
this.currentGameScene.scene.start(ReconnectingSceneName);
this.reconnectScene = this.currentGameScene.scene.get(ReconnectingSceneName);
// Let's completely delete an purge the disconnected scene. We will start again from 0.
this.currentGameScene.scene.remove(this.oldSceneKey);
this.scenePlugin = this.currentGameScene.scene;
this.currentGameScene = null;
}
private timeoutCallback: NodeJS.Timeout|null = null;
reconnectToGameScene(lastPositionShared: PointInterface): void {
if (this.timeoutCallback !== null) {
console.log('Reconnect called but setTimeout in progress for the reconnection');
return;
}
if (this.reconnectScene === null) {
console.log('Reconnect called without switchToDisconnectedScene called first');
if (!this.currentGameScene) {
console.error('Reconnect called but we are not on a GameScene');
return;
}
// In case we are asked to reconnect even if switchToDisconnectedScene was not triggered (can happen when a laptop goes to sleep)
this.switchToDisconnectedScene();
// Wait a bit for scene to load. Otherwise, starting ReconnectingSceneName and then starting GameScene one after the other fails for some reason.
this.timeoutCallback = setTimeout(() => {
console.log('Reconnecting to game scene from setTimeout');
this.timeoutCallback = null;
this.reconnectToGameScene(lastPositionShared);
}, 500);
return;
}
console.log('Reconnecting to game scene');
const game : Phaser.Scene = GameScene.createFromUrl(this.oldMapUrlFile, this.oldInstance);
this.reconnectScene.scene.add(this.oldSceneKey, game, true, { initPosition: lastPositionShared });
this.reconnectScene = null;
}
private getCurrentGameScene(): GameScene {
if (this.currentGameScene === null) {
throw new Error('No current game scene enabled');
}
return this.currentGameScene;
}
}
export const gameManager = new GameManager();

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@ -1,6 +1,7 @@
import {GameManager, gameManager, HasMovedEvent} from "./GameManager";
import {
GroupCreatedUpdatedMessageInterface,
Connection,
GroupCreatedUpdatedMessageInterface, MessageUserJoined,
MessageUserMovedInterface,
MessageUserPositionInterface, PointInterface, PositionInterface
} from "../../Connection";
@ -23,6 +24,8 @@ import {PlayersPositionInterpolator} from "./PlayersPositionInterpolator";
import {RemotePlayer} from "../Entity/RemotePlayer";
import GameObject = Phaser.GameObjects.GameObject;
import { Queue } from 'queue-typescript';
import {SimplePeer} from "../../WebRtc/SimplePeer";
import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
export enum Textures {
@ -81,6 +84,9 @@ export class GameScene extends Phaser.Scene {
pendingEvents: Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface> = new Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface>();
private initPosition: PositionInterface|null = null;
private playersPositionInterpolator = new PlayersPositionInterpolator();
private connection: Connection;
private simplePeer : SimplePeer;
private connectionPromise: Promise<Connection>
MapKey: string;
MapUrlFile: string;
@ -99,14 +105,17 @@ export class GameScene extends Phaser.Scene {
private PositionNextScene: Array<Array<{ key: string, hash: string }>> = new Array<Array<{ key: string, hash: string }>>();
private startLayerName: string|undefined;
static createFromUrl(mapUrlFile: string, instance: string): GameScene {
const key = GameScene.getMapKeyByUrl(mapUrlFile);
return new GameScene(key, mapUrlFile, instance);
static createFromUrl(mapUrlFile: string, instance: string, key: string|null = null): GameScene {
const mapKey = GameScene.getMapKeyByUrl(mapUrlFile);
if (key === null) {
key = mapKey;
}
return new GameScene(mapKey, mapUrlFile, instance, key);
}
constructor(MapKey : string, MapUrlFile: string, instance: string) {
constructor(MapKey : string, MapUrlFile: string, instance: string, key: string) {
super({
key: MapKey
key: key
});
this.GameManager = gameManager;
@ -116,12 +125,11 @@ export class GameScene extends Phaser.Scene {
this.MapKey = MapKey;
this.MapUrlFile = MapUrlFile;
this.RoomId = this.instance + '__' + this.MapKey;
this.RoomId = this.instance + '__' + MapKey;
}
//hook preload scene
preload(): void {
this.GameManager.setCurrentGameScene(this);
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: unknown) => {
this.onMapLoad(data);
});
@ -144,6 +152,67 @@ export class GameScene extends Phaser.Scene {
});
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
this.connectionPromise = Connection.createConnection(gameManager.getPlayerName(), gameManager.getCharacterSelected()).then((connection : Connection) => {
this.connection = connection;
connection.onUserJoins((message: MessageUserJoined) => {
const userMessage: AddPlayerInterface = {
userId: message.userId,
character: message.character,
name: message.name,
position: message.position
}
this.addPlayer(userMessage);
});
connection.onUserMoved((message: MessageUserMovedInterface) => {
this.updatePlayerPosition(message);
});
connection.onUserLeft((userId: string) => {
this.removePlayer(userId);
});
connection.onGroupUpdatedOrCreated((groupPositionMessage: GroupCreatedUpdatedMessageInterface) => {
this.shareGroupPosition(groupPositionMessage);
})
connection.onGroupDeleted((groupId: string) => {
try {
this.deleteGroup(groupId);
} catch (e) {
console.error(e);
}
})
connection.onServerDisconnected(() => {
console.log('Player disconnected from server. Reloading scene.');
this.simplePeer.closeAllConnections();
const key = 'somekey'+Math.round(Math.random()*10000);
const game : Phaser.Scene = GameScene.createFromUrl(this.MapUrlFile, this.instance, key);
this.scene.add(key, game, true,
{
initPosition: {
x: this.CurrentPlayer.x,
y: this.CurrentPlayer.y
}
});
this.scene.stop(this.scene.key);
this.scene.remove(this.scene.key);
})
// When connection is performed, let's connect SimplePeer
this.simplePeer = new SimplePeer(this.connection);
this.scene.wake();
this.scene.sleep(ReconnectingSceneName);
return connection;
});
}
// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
@ -272,6 +341,17 @@ export class GameScene extends Phaser.Scene {
path += '#'+this.startLayerName;
}
window.history.pushState({}, 'WorkAdventure', path);
// Let's pause the scene if the connection is not established yet
if (this.connection === undefined) {
// Let's wait 0.5 seconds before printing the "connecting" screen to avoid blinking
setTimeout(() => {
if (this.connection === undefined) {
this.scene.sleep();
this.scene.launch(ReconnectingSceneName);
}
}, 500);
}
}
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
@ -430,10 +510,14 @@ export class GameScene extends Phaser.Scene {
this.createCollisionObject();
//join room
this.GameManager.joinRoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false);
this.connectionPromise.then((connection: Connection) => {
connection.joinARoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false).then((userPositions: MessageUserPositionInterface[]) => {
this.initUsersPosition(userPositions);
});
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
//listen event to share position of user
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
});
}
pushPlayerPosition(event: HasMovedEvent) {
@ -465,7 +549,7 @@ export class GameScene extends Phaser.Scene {
private doPushPlayerPosition(event: HasMovedEvent): void {
this.lastMoveEventSent = event;
this.lastSentTick = this.currentTick;
this.GameManager.pushPlayerPosition(event);
this.connection.sharePosition(event.x, event.y, event.direction, event.moving);
}
EventToClickOnTile(){
@ -525,6 +609,8 @@ export class GameScene extends Phaser.Scene {
const nextSceneKey = this.checkToExit();
if(nextSceneKey){
// 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.scene.stop();
this.scene.remove(this.scene.key);
this.scene.start(nextSceneKey.key, {
startLayerName: nextSceneKey.hash
@ -549,7 +635,7 @@ export class GameScene extends Phaser.Scene {
/**
* Called by the connexion when the full list of user position is received.
*/
public initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
private initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
this.pendingEvents.enqueue({
type: "InitUserPositionEvent",
event: usersPosition
@ -561,7 +647,7 @@ export class GameScene extends Phaser.Scene {
* Put all the players on the map on map load.
*/
private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
const currentPlayerId = this.GameManager.getPlayerId();
const currentPlayerId = this.connection.userId;
// clean map
this.MapPlayersByKey.forEach((player: RemotePlayer) => {
@ -633,7 +719,6 @@ export class GameScene extends Phaser.Scene {
}
private doRemovePlayer(userId: string) {
//console.log('Removing player ', userId)
const player = this.MapPlayersByKey.get(userId);
if (player === undefined) {
console.error('Cannot find user with id ', userId);

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@ -117,34 +117,31 @@ export class SelectCharacterScene extends Phaser.Scene {
}
private async login(name: string): Promise<StartMapInterface> {
return gameManager.connect(name, this.selectedPlayer.texture.key).then(() => {
// Do we have a start URL in the address bar? If so, let's redirect to this address
const instanceAndMapUrl = this.findMapUrl();
if (instanceAndMapUrl !== null) {
const [mapUrl, instance] = instanceAndMapUrl;
const key = gameManager.loadMap(mapUrl, this.scene, instance);
this.scene.start(key, {
startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
} as GameSceneInitInterface);
return {
mapUrlStart: mapUrl,
startInstance: instance
};
} else {
// If we do not have a map address in the URL, let's ask the server for a start map.
return gameManager.loadStartMap().then((startMap: StartMapInterface) => {
const key = gameManager.loadMap(window.location.protocol + "//" + startMap.mapUrlStart, this.scene, startMap.startInstance);
this.scene.start(key);
return startMap;
}).catch((err) => {
console.error(err);
throw err;
});
}
}).catch((err) => {
console.error(err);
throw err;
});
gameManager.storePlayerDetails(name, this.selectedPlayer.texture.key);
// Do we have a start URL in the address bar? If so, let's redirect to this address
const instanceAndMapUrl = this.findMapUrl();
if (instanceAndMapUrl !== null) {
const [mapUrl, instance] = instanceAndMapUrl;
const key = gameManager.loadMap(mapUrl, this.scene, instance);
this.scene.start(key, {
startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
} as GameSceneInitInterface);
return {
mapUrlStart: mapUrl,
startInstance: instance
};
} else {
// If we do not have a map address in the URL, let's ask the server for a start map.
return gameManager.loadStartMap().then((startMap: StartMapInterface) => {
const key = gameManager.loadMap(window.location.protocol + "//" + startMap.mapUrlStart, this.scene, startMap.startInstance);
this.scene.start(key);
return startMap;
}).catch((err) => {
console.error(err);
throw err;
});
}
}
/**

View File

@ -1,5 +1,5 @@
import {
ConnectionInterface,
Connection,
WebRtcDisconnectMessageInterface,
WebRtcSignalMessageInterface,
WebRtcStartMessageInterface
@ -18,7 +18,7 @@ export interface UserSimplePeer{
* This class manages connections to all the peers in the same group as me.
*/
export class SimplePeer {
private Connection: ConnectionInterface;
private Connection: Connection;
private WebRtcRoomId: string;
private Users: Array<UserSimplePeer> = new Array<UserSimplePeer>();
@ -26,7 +26,7 @@ export class SimplePeer {
private PeerConnectionArray: Map<string, SimplePeerNamespace.Instance> = new Map<string, SimplePeerNamespace.Instance>();
constructor(Connection: ConnectionInterface, WebRtcRoomId: string = "test-webrtc") {
constructor(Connection: Connection, WebRtcRoomId: string = "test-webrtc") {
this.Connection = Connection;
this.WebRtcRoomId = WebRtcRoomId;
this.MediaManager = new MediaManager((stream : MediaStream) => {
@ -209,6 +209,12 @@ export class SimplePeer {
}
}
public closeAllConnections() {
for (const userId of this.PeerConnectionArray.keys()) {
this.closeConnection(userId);
}
}
/**
*
* @param userId

View File

@ -6,6 +6,7 @@
"noImplicitAny": true,
"module": "CommonJS",
"target": "es5",
"downlevelIteration": true,
"jsx": "react",
"allowJs": true,