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.
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.
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)
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.
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
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.
Remvoing messages that were no more used in the new messaging system (the code used to handle the message that sent the position of all users on the front side)
The URL signature becomes:
https://workadventu.re/_/[instance]/[path_to_map.json]
This allows us to create many instances of the same map (and therefore to create several different worlds for different people)
An exit on a map can target another "instance" by passing the "exitInstance" property.
Now, when a user moves, only his/her position is sent back to the other users. The position of all users is not sent each time.
The messages sent to the browser are now:
- the list of all users as a return to the join_room event (you can send responses to events in socket.io)
- a "join_room" event sent when a new user joins the room
- a "user_moved" event when a user moved
- a "user_left" event when a user left the room
The GameScene tracks all these events and reacts accordingly.
Also, I made a number of refactoring in the classes and removed the GameSceneInterface that was useless (it was implemented by the LogincScene for no reason at all)