Merge pull request #179 from thecodingmachine/fixeventsfiredtwice
Fixing events fired multiple times
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commit
be3bb09f1d
@ -158,6 +158,16 @@ export class Connection implements ConnectionInterface {
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token: this.token
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}
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});
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//listen event
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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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this.onUserJoins();
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this.onUserMoved();
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this.onUserLeft();
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return this.connectSocketServer();
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})
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.catch((err) => {
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@ -178,15 +188,6 @@ export class Connection implements ConnectionInterface {
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* @param character
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*/
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connectSocketServer(): Promise<ConnectionInterface>{
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//listen event
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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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this.onUserJoins();
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this.onUserMoved();
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this.onUserLeft();
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return new Promise<ConnectionInterface>((resolve, reject) => {
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this.getSocket().emit(EventMessage.SET_PLAYER_DETAILS, {
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name: this.name,
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@ -188,15 +188,18 @@ export class GameManager {
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private timeoutCallback: NodeJS.Timeout|null = null;
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reconnectToGameScene(lastPositionShared: PointInterface) {
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if (this.reconnectScene === null && this.currentGameScene && this.timeoutCallback === null) {
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console.log('Reconnect called without switchToDisconnectedScene called first');
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// In case we are asked to reconnect even if switchToDisconnectedScene was not triggered (can happen when a laptop goes to sleep)
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this.switchToDisconnectedScene();
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// Wait a bit for scene to load. Otherwise, starting ReconnectingSceneName and then starting GameScene one after the other fails for some reason.
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this.timeoutCallback = setTimeout(() => {
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console.log('Reconnecting to game scene from setTimeout');
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this.reconnectToGameScene(lastPositionShared);
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this.timeoutCallback = null;
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}, 500);
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return;
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}
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console.log('Reconnecting to game scene');
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const game : Phaser.Scene = GameScene.createFromUrl(this.oldMapUrlFile, this.oldInstance);
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this.reconnectScene?.scene.add(this.oldSceneKey, game, true, { initPosition: lastPositionShared });
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}
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