Commit Graph

234 Commits

Author SHA1 Message Date
David Négrier
54f2518b5e Enabling stricter lint on front 2020-06-19 14:29:29 +02:00
David Négrier
817b25b0be Fixing reconnect issue
In the case the reconnect event was triggered on "wake-up", the disconnect event was not sent. But because of a bug in the way we handle the setTimeout, the reconnection to the GameScene never happened after we forced the disconnect scene.
This fixes the issue.
2020-06-17 16:06:02 +02:00
David Négrier
b8f9e25b26
Merge pull request #184 from thecodingmachine/debugreconnect
Adding console log when trying to reconnect
2020-06-17 15:43:20 +02:00
David Négrier
b14524625c Adding console log when trying to reconnect 2020-06-17 15:37:02 +02:00
David Négrier
b1d39c4690 More logs 2020-06-11 14:13:13 +02:00
David Négrier
ea30a02762 Fixing reconnect issues 2020-06-11 14:12:03 +02:00
David Négrier
473c5aa052 Fixing events fired multiple times
Callbacks for socket.io events were registered each time a disconnect was called, leading to message being dispatched plenty of times if there was several disconnections.
2020-06-11 13:34:25 +02:00
David Négrier
e50a4fd88b Fixing setTimeout being called several times 2020-06-11 11:34:22 +02:00
David Négrier
f7265c213e Patch 2020-06-11 10:40:43 +02:00
David Négrier
43c7c9ad07 Fixing null initialization 2020-06-11 10:29:11 +02:00
David Négrier
77167c28a6 Making sure that even is a user did not move, the reconnection can happen without issues and resume at the old position 2020-06-11 10:04:23 +02:00
David Négrier
ce7b4092a6 Fixing suspend/resume
In case we suspend a laptop and resume it, the RECONNECT event is called by socket.io without any error being thrown (so without us being redirected to the Reconnect Scene).
This fix makes sure we go to the reconnect scene before going back to the main scene.
2020-06-11 09:37:33 +02:00
David Négrier
80fddb3c69 Removing dead code 2020-06-10 16:01:01 +02:00
David Négrier
f518830073 Minor change to make sure the scene starts even if in background (does this really work?) 2020-06-10 16:00:54 +02:00
David Négrier
500dc83a85 Completely resetting GameScene on disconnect 2020-06-10 15:43:22 +02:00
David Négrier
43e4489d4d Fixing start position on disconnect 2020-06-10 14:57:32 +02:00
David Négrier
91ce318848 Changing license to AGPL + Commons Clause
This is an important change.
So far, the project was labelled as licensed under the "AGPL" (improperly since no version of the AGPL was specified)

This commit changes the license to "AGPL + Commons Clause"

The [common clause](https://commonsclause.com/) is an additional restriction forbidding companies from taking WorkAdventure of the shelf, and reselling WorkAdventure.

This license does not forbid anyone from installing and using WorkAdventure, it only targets resellers (so SAAS exploitation of WorkAdventure is limited to TheCodingMachine).

This effectively makes WorkAdventure non open-source, but the source-code remains available for anyone to see and modify.
2020-06-09 10:17:21 +02:00
David Négrier
dcc78786a9 Porting favicon to the "front" container 2020-06-09 09:21:24 +02:00
David Négrier
bd3be2a138
Merge pull request #157 from thecodingmachine/fixing_long_disconnect
Adding connecting spinner and blinking error to webrtc display
2020-06-08 18:09:12 +02:00
David Négrier
5042f2f82c Lint 2020-06-07 23:00:05 +02:00
David Négrier
c0809e28db Adding support for putting the hash in a map referenced in an exit scene. 2020-06-07 22:57:32 +02:00
David Négrier
db3ef81842 Adding the ability to add several entry points
We can now have several start layers and choose an entry point using a # in the URL
2020-06-07 13:23:32 +02:00
David Négrier
f2c9647882 Adding connecting spinner and blinking error to webrtc display
I put a connecting spinner around the user name when the user is connecting.
Also, if an error occurs, we will see a blinking red circle around the player name.
2020-06-06 22:49:55 +02:00
David Négrier
96c5d92c46 Fixing disconnection taking ~15 seconds
Most of the time, sending a disconnect event to one of the players is enough (the player will close the connection
which will be shut for the other player).
However! In the rare case where the WebRTC connection is not yet established, if we close the connection on one of the player,
the other player will try connecting until a timeout happens (during this time, the circle with the name is displayed for nothing).

So now, we send disconnection event to every body (not only the people in the group, but also to the person leaving the group)
2020-06-05 13:07:18 +02:00
David Négrier
b82b13e351 Finalizing strict mode fixes 2020-06-04 18:56:59 +02:00
David Négrier
6f69a62d4d More strict fixes 2020-06-04 18:56:59 +02:00
David Négrier
082a11b0cd Allowing ill defined initializers (because of the way Phaser 3 is designed) 2020-06-04 18:56:59 +02:00
David Négrier
7292bc3cab More strict fixes 2020-06-04 18:56:22 +02:00
David Négrier
111bfcfe8c More strict typecheck fixes 2020-06-04 18:56:22 +02:00
David Négrier
a231024502 Fixing strict type checks 2020-06-04 18:56:22 +02:00
David Négrier
a3ac782f17 Enabling Typescript strict mode on the front
This is very important otherwise, a number of useful checks (like nullable objects not propertly checked) are not performed.

See https://dev.to/briwa/how-strict-is-typescript-s-strict-mode-311a
2020-06-04 18:56:22 +02:00
David Négrier
b6d8b8fb49
Merge pull request #139 from thecodingmachine/landingpage
first landingpage release
2020-06-04 15:34:57 +02:00
David Négrier
17250d810f Fixing front title 2020-06-04 15:23:54 +02:00
David Négrier
82e2c0d985
Merge pull request #149 from thecodingmachine/multiple_start_positions_in_layer
Allowing several start positions in a given start layer
2020-06-03 11:20:57 +02:00
David Négrier
69d2fa6944 Allowing several start positions in a given start layer
If more than one tile was set in the "start" layer, the last tile would be selected.
Now, the tile is selected at random among available tiles.

Also, a message is issued if no tiles have been put on the "start" layer.
2020-06-03 11:14:04 +02:00
David Négrier
9ddf22d36b Removing GameScene from the list of known GameScene when leaving
This is important because when we come back to the GameScene later, some properties of the GameScene object might be initialized with the values of the previous GameScene.
Like the position if the user previously disconnected.

Closes #146
2020-06-03 10:45:25 +02:00
David Négrier
2dc682ea72 Fixing warning on character selection 2020-06-02 15:57:11 +02:00
David Négrier
d72e60610e Adding PlayersPositionInterpolator to interpolate/extrapolate players positions 2020-06-02 13:44:42 +02:00
David Négrier
d69ce8a6a6 Adding PlayerMovement class to interpolate/extrapolate position along tests (installing Jasmine) 2020-06-02 10:48:04 +02:00
David Négrier
077b29bfbd Sending position only every 200ms while moving 2020-06-01 22:42:18 +02:00
Gregoire Parant
b931a8f117 Fix animation player 2020-06-01 13:20:45 +02:00
Gregoire Parant
244f87196e Update strategy caching bundle front js files with webpack
- Add HtmlWebpackPlugin to use template index html
2020-06-01 11:53:12 +02:00
David Négrier
f69f99f449 Adding localStorage for selected user 2020-05-26 22:26:50 +02:00
David Négrier
52e3b47cc1 Storing user name in local storage 2020-05-26 22:17:00 +02:00
David Négrier
f36bd240a7 Fix lint 2020-05-26 17:43:25 +02:00
David Négrier
0492dfdf3a Fixing import 2020-05-26 17:37:26 +02:00
David Négrier
04a1f90ed5 Adding communication between LoginScene and SelectCharacterScene 2020-05-26 17:25:29 +02:00
David Négrier
5806e379c8 Fixing selection on keyboard after selection using mouse 2020-05-26 17:02:04 +02:00
David Négrier
da0d9fed87 Adding a new SelectCharacterScene
Taking what was done in the LoginScene regarding character selection and putting it in its own scene.
Also, making character selection possible via the keyboard.
2020-05-25 23:26:27 +02:00
David Négrier
21576946f0 Commenting out the notion of status in the GameManager
It seems to be useless
2020-05-25 22:37:07 +02:00