Removing dead code from previous messaging system
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)
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+5
-32
@@ -134,8 +134,6 @@ export interface ConnectionInterface {
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sharePosition(x: number, y: number, direction: string, moving: boolean): void;
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positionOfAllUser(): void;
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/*webrtc*/
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sendWebrtcSignal(signal: any, roomId: string, userId?: string, receiverId?: string): void;
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@@ -187,7 +185,6 @@ export class Connection implements ConnectionInterface {
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*/
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connectSocketServer(): Promise<ConnectionInterface>{
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//listen event
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this.positionOfAllUser();
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this.disconnectServer();
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this.errorMessage();
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this.groupUpdatedOrCreated();
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@@ -256,43 +253,19 @@ export class Connection implements ConnectionInterface {
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this.socket.emit(EventMessage.USER_POSITION, point);
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}
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/**
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* The data sent is an array with information for each user :
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* [
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* {
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* userId: <string>,
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* position: {
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* x : <number>,
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* y : <number>,
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* direction: <string>,
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* moving: <bool>
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* }
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* },
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* ...
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* ]
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**/
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positionOfAllUser(): void {
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this.socket.on(EventMessage.USER_POSITION, (message: string) => {
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let dataList = message;
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let UserPositions : Array<any> = Object.values(dataList);
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let listMessageUserPosition = new ListMessageUserPosition(UserPositions[0], UserPositions[1]);
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this.GameManager.shareUserPosition(listMessageUserPosition);
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});
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}
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onUserJoins(): void {
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private onUserJoins(): void {
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this.socket.on(EventMessage.JOIN_ROOM, (message: MessageUserJoined) => {
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this.GameManager.onUserJoins(message);
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});
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}
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onUserMoved(): void {
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private onUserMoved(): void {
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this.socket.on(EventMessage.USER_MOVED, (message: MessageUserMovedInterface) => {
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this.GameManager.onUserMoved(message);
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});
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}
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onUserLeft(): void {
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private onUserLeft(): void {
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this.socket.on(EventMessage.USER_LEFT, (userId: string) => {
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this.GameManager.onUserLeft(userId);
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});
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@@ -328,13 +301,13 @@ export class Connection implements ConnectionInterface {
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return this.socket.on(EventMessage.WEBRTC_SIGNAL, callback);
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}
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errorMessage(): void {
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private errorMessage(): void {
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this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => {
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console.error(EventMessage.MESSAGE_ERROR, message);
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})
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}
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disconnectServer(): void {
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private disconnectServer(): void {
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this.socket.on(EventMessage.CONNECT_ERROR, () => {
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this.GameManager.switchToDisconnectedScene();
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});
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