partey_workadventure/front/src/Connexion/ConnectionManager.ts

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import Axios from "axios";
import { PUSHER_URL, START_ROOM_URL } from "../Enum/EnvironmentVariable";
import { RoomConnection } from "./RoomConnection";
import type { OnConnectInterface, PositionInterface, ViewportInterface } from "./ConnexionModels";
import { GameConnexionTypes, urlManager } from "../Url/UrlManager";
import { localUserStore } from "./LocalUserStore";
import { CharacterTexture, LocalUser } from "./LocalUser";
import { Room } from "./Room";
import { _ServiceWorker } from "../Network/ServiceWorker";
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class ConnectionManager {
private localUser!: LocalUser;
private connexionType?: GameConnexionTypes;
private reconnectingTimeout: NodeJS.Timeout | null = null;
private _unloading: boolean = false;
private serviceWorker?: _ServiceWorker;
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
*/
public async initGameConnexion(): Promise<Room> {
const connexionType = urlManager.getGameConnexionType();
this.connexionType = connexionType;
let room: Room | null = null;
if (connexionType === GameConnexionTypes.register) {
const organizationMemberToken = urlManager.getOrganizationToken();
const data = await Axios.post(`${PUSHER_URL}/register`, { organizationMemberToken }).then(
(res) => res.data
);
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this.localUser = new LocalUser(data.userUuid, data.authToken, data.textures);
localUserStore.saveUser(this.localUser);
const roomUrl = data.roomUrl;
room = await Room.createRoom(
new URL(
window.location.protocol +
"//" +
window.location.host +
roomUrl +
window.location.search +
window.location.hash
)
);
urlManager.pushRoomIdToUrl(room);
} else if (
connexionType === GameConnexionTypes.organization ||
connexionType === GameConnexionTypes.anonymous ||
connexionType === GameConnexionTypes.empty
) {
let localUser = localUserStore.getLocalUser();
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if (localUser && localUser.jwtToken && localUser.uuid && localUser.textures) {
this.localUser = localUser;
try {
await this.verifyToken(localUser.jwtToken);
} catch (e) {
// If the token is invalid, let's generate an anonymous one.
console.error("JWT token invalid. Did it expire? Login anonymously instead.");
await this.anonymousLogin();
}
} else {
await this.anonymousLogin();
}
localUser = localUserStore.getLocalUser();
if (!localUser) {
throw "Error to store local user data";
}
let roomPath: string;
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if (connexionType === GameConnexionTypes.empty) {
roomPath = window.location.protocol + "//" + window.location.host + START_ROOM_URL;
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} else {
roomPath =
window.location.protocol +
"//" +
window.location.host +
window.location.pathname +
window.location.search +
window.location.hash;
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}
//get detail map for anonymous login and set texture in local storage
room = await Room.createRoom(new URL(roomPath));
if (room.textures != undefined && room.textures.length > 0) {
//check if texture was changed
if (localUser.textures.length === 0) {
localUser.textures = room.textures;
} else {
room.textures.forEach((newTexture) => {
const alreadyExistTexture = localUser?.textures.find((c) => newTexture.id === c.id);
if (localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1) {
return;
}
localUser?.textures.push(newTexture);
});
}
this.localUser = localUser;
localUserStore.saveUser(localUser);
}
}
if (room == undefined) {
return Promise.reject(new Error("Invalid URL"));
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}
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this.serviceWorker = new _ServiceWorker();
return Promise.resolve(room);
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}
private async verifyToken(token: string): Promise<void> {
await Axios.get(`${PUSHER_URL}/verify`, { params: { token } });
}
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public async anonymousLogin(isBenchmark: boolean = false): Promise<void> {
const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then((res) => res.data);
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this.localUser = new LocalUser(data.userUuid, data.authToken, []);
if (!isBenchmark) {
// In benchmark, we don't have a local storage.
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localUserStore.saveUser(this.localUser);
}
}
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public initBenchmark(): void {
this.localUser = new LocalUser("", "test", []);
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}
public connectToRoomSocket(
roomUrl: string,
name: string,
characterLayers: string[],
position: PositionInterface,
viewport: ViewportInterface,
companion: string | null
): Promise<OnConnectInterface> {
return new Promise<OnConnectInterface>((resolve, reject) => {
const connection = new RoomConnection(
this.localUser.jwtToken,
roomUrl,
name,
characterLayers,
position,
viewport,
companion
);
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connection.onConnectError((error: object) => {
console.log("An error occurred while connecting to socket server. Retrying");
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reject(error);
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});
connection.onConnectingError((event: CloseEvent) => {
console.log("An error occurred while connecting to socket server. Retrying");
reject(
new Error(
"An error occurred while connecting to socket server. Retrying. Code: " +
event.code +
", Reason: " +
event.reason
)
);
});
connection.onConnect((connect: OnConnectInterface) => {
//save last room url connected
localUserStore.setLastRoomUrl(roomUrl);
resolve(connect);
});
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}).catch((err) => {
// Let's retry in 4-6 seconds
return new Promise<OnConnectInterface>((resolve, reject) => {
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(roomUrl, name, characterLayers, position, viewport, companion).then(
(connection) => resolve(connection)
);
}, 4000 + Math.floor(Math.random() * 2000));
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});
});
}
get getConnexionType() {
return this.connexionType;
}
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}
export const connectionManager = new ConnectionManager();