Merge branch 'develop' of github.com:thecodingmachine/workadventure
This commit is contained in:
commit
124ffdca30
@ -10,6 +10,10 @@ We love to receive contributions from our community — you!
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There are many ways to contribute, from writing tutorials or blog posts, improving the documentation,
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There are many ways to contribute, from writing tutorials or blog posts, improving the documentation,
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submitting bug reports and feature requests or writing code which can be incorporated into WorkAdventure itself.
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submitting bug reports and feature requests or writing code which can be incorporated into WorkAdventure itself.
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## Developer documentation
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Documentation targeted at developers can be found in the [`/docs/dev`](docs/dev/)
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## Using the issue tracker
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## Using the issue tracker
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First things first: **Do NOT report security vulnerabilities in public issues!**.
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First things first: **Do NOT report security vulnerabilities in public issues!**.
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16
docs/dev/README.md
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docs/dev/README.md
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@ -0,0 +1,16 @@
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# Developer documentation
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This (work in progress) documentation provides a number of "how-to" guides explaining how to work on the WorkAdventure
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code.
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This documentation is targeted at developers looking to open Pull Requests on WorkAdventure.
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If you "only" want to design dynamic maps, please refer instead to the [scripting API documentation](https://workadventu.re/map-building/scripting.md).
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## Contributing
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Check out the [contributing guide](../../CONTRIBUTING.md)
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## Front documentation
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- [How to add new functions in the scripting API](contributing-to-scripting-api.md)
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docs/dev/contributing-to-scripting-api.md
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docs/dev/contributing-to-scripting-api.md
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# How to add new functions in the scripting API
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This documentation is intended at contributors who want to participate in the development of WorkAdventure itself.
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Before reading this, please be sure you are familiar with the [scripting API](https://workadventu.re/map-building/scripting.md).
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The [scripting API](https://workadventu.re/map-building/scripting.md) allows map developers to add dynamic features in their maps.
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## Why extend the scripting API?
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The philosophy behind WorkAdventure is to build a platform that is as open as possible. Part of this strategy is to
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offer map developers the ability to turn a WorkAdventures map into something unexpected, using the API. For instance,
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you could use it to develop games (we have seen a PacMan and a mine-sweeper on WorkAdventure!)
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We started working on the WorkAdventure scripting API with this in mind, but at some point, maybe you will find that
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a feature is missing in the API. This article is here to explain to you how to add this feature.
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## How to extend the scripting API?
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Extending the scripting API means modifying the core of WorkAdventure. You can of course run these
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modifications on your self-hosted instance.
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But if you want to share it with the wider community, I strongly encourage you to start by [opening an issue](https://github.com/thecodingmachine/workadventure/issues)
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on GitHub before starting the development. Check with the core maintainers that they are willing to merge your idea
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before starting developing it. Once a new function makes it into the scripting API, it is very difficult to make it
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evolve (or to deprecate), so the design of the function you add needs to be carefully considered.
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## How does it work?
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Scripts are executed in the browser, inside an iframe.
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![](images/scripting_1.svg)
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The iframe allows WorkAdventure to isolate the script in a sandbox. Because the iframe is sandbox (or on a different
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domain than the WorkAdventure server), scripts cannot directly manipulate the DOM of WorkAdventure. They also cannot
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directly access Phaser objects (Phaser is the game engine used in WorkAdventure). This is by-design. Since anyone
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can contribute a map, we cannot allow anyone to run any code in the scope of the WorkAdventure server (that would be
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a huge XSS security flaw).
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Instead, the only way the script can interact with WorkAdventure is by sending messages using the
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[postMessage API](https://developer.mozilla.org/en-US/docs/Web/API/Window/postMessage).
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![](images/scripting_2.svg)
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We want to make life easy for map developers. So instead of asking them to directly send messages using the postMessage
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API, we provide a nice library that does this work for them. This library is what we call the "Scripting API" (we sometimes
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refer to it as the "Client API").
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The scripting API provides the global `WA` object.
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## A simple example
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So let's take an example with a sample script:
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```typescript
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WA.chat.sendChatMessage('Hello world!', 'John Doe');
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```
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When this script is called, the scripting API is dispatching a JSON message to WorkAdventure.
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In our case, the `sendChatMessage` function looks like this:
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**src/Api/iframe/chat.ts**
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```typescript
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sendChatMessage(message: string, author: string) {
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sendToWorkadventure({
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type: "chat",
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data: {
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message: message,
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author: author,
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},
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});
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}
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```
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The `sendToWorkadventure` function is a utility function that dispatches the message to the main frame.
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In WorkAdventure, the message is received in the [`IframeListener` listener class](http://github.com/thecodingmachine/workadventure/blob/1e6ce4dec8697340e2c91798864b94da9528b482/front/src/Api/IframeListener.ts#L200-L203).
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This class is in charge of analyzing the JSON messages received and dispatching them to the right place in the WorkAdventure application.
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The message callback implemented in `IframeListener` is a giant (and disgusting) `if` statement branching to the correct
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part of the code depending on the `type` property.
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**src/Api/IframeListener.ts**
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```typescript
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// ...
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} else if (payload.type === "setProperty" && isSetPropertyEvent(payload.data)) {
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this._setPropertyStream.next(payload.data);
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} else if (payload.type === "chat" && isChatEvent(payload.data)) {
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scriptUtils.sendAnonymousChat(payload.data);
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} else if (payload.type === "openPopup" && isOpenPopupEvent(payload.data)) {
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this._openPopupStream.next(payload.data);
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} else if (payload.type === "closePopup" && isClosePopupEvent(payload.data)) {
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// ...
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```
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In this particular case, we call `scriptUtils.sendAnonymousChat` that is doing the work of displaying the chat message.
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## Scripting API entry point
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The `WA` object originates from the scripting API. This script is hosted on the front server, at `https://[front_WA_server]/iframe_api.js.`.
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The entry point for this script is the file `front/src/iframe_api.ts`.
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All the other files dedicated to the iframe API are located in the `src/Api/iframe` directory.
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## Utility functions to exchange messages
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In the example above, we already saw you can easily send a message from the iframe to WorkAdventure using the
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[`sendToWorkadventure`](http://github.com/thecodingmachine/workadventure/blob/ab075ef6f4974766a3e2de12a230ac4df0954b58/front/src/Api/iframe/IframeApiContribution.ts#L11-L13) utility function.
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Of course, messaging can go the other way around and WorkAdventure can also send messages to the iframes.
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We use the [`IFrameListener.postMessage`](http://github.com/thecodingmachine/workadventure/blob/ab075ef6f4974766a3e2de12a230ac4df0954b58/front/src/Api/IframeListener.ts#L455-L459) function for this.
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Finally, there is a last type of utility function (a quite powerful one). It is quite common to need to call a function
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from the iframe in WorkAdventure, and to expect a response. For those use cases, the iframe API comes with a
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[`queryWorkadventure`](http://github.com/thecodingmachine/workadventure/blob/ab075ef6f4974766a3e2de12a230ac4df0954b58/front/src/Api/iframe/IframeApiContribution.ts#L30-L49) utility function.
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## Types
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The JSON messages sent over the postMessage API are strictly defined using Typescript types.
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Those types are not defined using classical Typescript interfaces.
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Indeed, Typescript interfaces only exist at compilation time but cannot be enforced on runtime. The postMessage API
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is an entry point to WorkAdventure, and as with any entry point, data must be checked (otherwise, a hacker could
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send specially crafted JSON packages to try to hack WA).
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In WorkAdventure, we use the [generic-type-guard](https://github.com/mscharley/generic-type-guard) package. This package
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allows us to create interfaces AND custom type guards in one go.
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Let's go back at our example. Let's have a look at the JSON message sent when we want to send a chat message from the API:
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```typescript
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sendToWorkadventure({
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type: "chat",
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data: {
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message: message,
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author: author,
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},
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});
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```
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The "data" part of the message is defined in `front/src/Api/Events/ChatEvent.ts`:
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```typescript
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import * as tg from "generic-type-guard";
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export const isChatEvent = new tg.IsInterface()
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.withProperties({
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message: tg.isString,
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author: tg.isString,
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})
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.get();
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/**
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* A message sent from the iFrame to the game to add a message in the chat.
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*/
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export type ChatEvent = tg.GuardedType<typeof isChatEvent>;
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```
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Using the generic-type-guard library, we start by writing a type guard function (`isChatEvent`).
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From this type guard, the library can automatically generate the `ChatEvent` type that we can refer in our code.
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The advantage of this technique is that, **at runtime**, WorkAdventure can verify that the JSON message received
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over the postMessage API is indeed correctly formatted.
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If you are not familiar with Typescript type guards, you can read [an introduction to type guards in the Typescript documentation](https://www.typescriptlang.org/docs/handbook/advanced-types.html#user-defined-type-guards).
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### Typing one way messages
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For "one-way" messages (from the iframe to WorkAdventure), the `sendToWorkadventure` method expects the passed
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object to be of type `IframeEvent<keyof IframeEventMap>`.
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Note: I'd like here to thank @jonnytest1 for helping set up this type system. It rocks ;)
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The `IFrameEvent` type is defined in `front/src/Api/Events/IframeEvent.ts`:
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```typescript
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export type IframeEventMap = {
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loadPage: LoadPageEvent;
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chat: ChatEvent;
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openPopup: OpenPopupEvent;
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closePopup: ClosePopupEvent;
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openTab: OpenTabEvent;
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// ...
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// All the possible messages go here
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// The key goes into the "type" JSON property
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// ...
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};
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export interface IframeEvent<T extends keyof IframeEventMap> {
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type: T;
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data: IframeEventMap[T];
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}
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```
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Similarly, if you want to type messages from WorkAdventure to the iframe, there is a very similar `IframeResponseEvent`.
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```typescript
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export interface IframeResponseEventMap {
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userInputChat: UserInputChatEvent;
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enterEvent: EnterLeaveEvent;
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leaveEvent: EnterLeaveEvent;
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// ...
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// All the possible messages go here
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// The key goes into the "type" JSON property
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// ...
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}
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export interface IframeResponseEvent<T extends keyof IframeResponseEventMap> {
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type: T;
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data: IframeResponseEventMap[T];
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}
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```
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### Typing queries (messages with answers)
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If you want to add a new "query" (if you are using the `queryWorkadventure` utility function), you will need to
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define the type of the query and the type of the response.
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The signature of `queryWorkadventure` is:
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```typescript
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function queryWorkadventure<T extends keyof IframeQueryMap>(
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content: IframeQuery<T>
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): Promise<IframeQueryMap[T]["answer"]>
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```
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Yes, that's a bit cryptic. Hopefully, all you need to know is that to add a new query, you need to edit the `iframeQueryMapTypeGuards`
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array in `front/src/Api/Events/IframeEvent.ts`:
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```typescript
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export const iframeQueryMapTypeGuards = {
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openCoWebsite: {
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query: isOpenCoWebsiteEvent,
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answer: isCoWebsite,
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},
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getCoWebsites: {
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query: tg.isUndefined,
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answer: tg.isArray(isCoWebsite),
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},
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// ...
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// the `query` key points to the type guard of the query
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// the `answer` key points to the type guard of the response
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};
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```
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### Responding to a query on the WorkAdventure side
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In the WorkAdventure code, each possible query should be handled by what we call an "answerer".
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Registering an answerer happens using the `iframeListener.registerAnswerer()` method.
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Here is a sample:
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```typescript
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iframeListener.registerAnswerer("openCoWebsite", (openCoWebsiteEvent, source) => {
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// ...
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return /*...*/;
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});
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```
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The `registerAnswerer` callback is passed the event, and should return a response (or a promise to the response) in the expected format
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(the one you defined in the `answer` key of `iframeQueryMapTypeGuards`).
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Important:
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- there can be only one answerer registered for a given query type.
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- if the answerer is not valid any more, you need to unregister the answerer using `iframeListener.unregisterAnswerer`.
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## sendToWorkadventure VS queryWorkadventure
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|
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||||||
|
- `sendToWorkadventure` is used to send messages one way from the iframe to WorkAdventure. No response is expected. In particular
|
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|
if an error happens in WorkAdventure, the iframe will not be notified.
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|
- `queryWorkadventure` is used to send queries that expect an answer. If an error happens in WorkAdventure (i.e. if an
|
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|
exception is raised), the exception will be propagated to the iframe.
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||||||
|
Because `queryWorkadventure` handles exceptions properly, it can be interesting to use `queryWorkadventure` instead
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|
of `sendToWorkadventure`, even for "one-way" messages. The return message type is simply `undefined` in this case.
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|
1
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After Width: | Height: | Size: 86 KiB |
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1
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BIN
docs/maps/images/mapProperties.png
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docs/maps/images/mapProperties.png
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@ -92,3 +92,19 @@ You can add properties either on individual tiles of a tileset OR on a complete
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If you put a property on a layer, it will be triggered if your Woka walks on any tile of the layer.
|
If you put a property on a layer, it will be triggered if your Woka walks on any tile of the layer.
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The exception is the "collides" property that can only be set on tiles, but not on a complete layer.
|
The exception is the "collides" property that can only be set on tiles, but not on a complete layer.
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|
## Insert helpful information in your map
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By setting properties on the map itself, you can help visitors know more about the creators of the map.
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|
The following *map* properties are supported:
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|
* `mapName` (string)
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* `mapDescription` (string)
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|
* `mapCopyright` (string)
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|
And *each tileset* can also have a property called `tilesetCopyright` (string).
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|
Resulting in a "credit" page in the menu looking like this:
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||||||
|
|
||||||
|
![](images/mapProperties.png){.document-img}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user