Catching errors in socket callbacks
Catching errors in socket callbacks to avoid having the server crashing when an error occurs.
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@ -88,46 +88,56 @@ export class IoSocketController {
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y: user y position on map
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*/
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socket.on(SockerIoEvent.JOIN_ROOM, (message: string) => {
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let messageUserPosition = this.hydrateMessageReceive(message);
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if (messageUserPosition instanceof Error) {
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return socket.emit(SockerIoEvent.MESSAGE_ERROR, JSON.stringify({message: messageUserPosition.message}))
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try {
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let messageUserPosition = this.hydrateMessageReceive(message);
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if (messageUserPosition instanceof Error) {
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return socket.emit(SockerIoEvent.MESSAGE_ERROR, JSON.stringify({message: messageUserPosition.message}))
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}
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let Client = (socket as ExSocketInterface);
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if(Client.roomId === messageUserPosition.roomId){
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return;
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}
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//leave previous room
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this.leaveRoom(Client);
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//join new previous room
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this.joinRoom(Client, messageUserPosition);
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// sending to all clients in room except sender
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this.saveUserInformation(Client, messageUserPosition);
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//add function to refresh position user in real time.
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this.refreshUserPosition(Client);
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socket.to(messageUserPosition.roomId).emit(SockerIoEvent.JOIN_ROOM, messageUserPosition.toString());
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} catch (e) {
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console.error('An error occurred on "join_room" event');
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console.error(e);
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}
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let Client = (socket as ExSocketInterface);
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if(Client.roomId === messageUserPosition.roomId){
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return;
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}
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//leave previous room
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this.leaveRoom(Client);
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//join new previous room
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this.joinRoom(Client, messageUserPosition);
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// sending to all clients in room except sender
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this.saveUserInformation(Client, messageUserPosition);
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//add function to refresh position user in real time.
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this.refreshUserPosition(Client);
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socket.to(messageUserPosition.roomId).emit(SockerIoEvent.JOIN_ROOM, messageUserPosition.toString());
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});
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socket.on(SockerIoEvent.USER_POSITION, (message: string) => {
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let messageUserPosition = this.hydrateMessageReceive(message);
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if (messageUserPosition instanceof Error) {
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return socket.emit(SockerIoEvent.MESSAGE_ERROR, JSON.stringify({message: messageUserPosition.message}));
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try {
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let messageUserPosition = this.hydrateMessageReceive(message);
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if (messageUserPosition instanceof Error) {
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return socket.emit(SockerIoEvent.MESSAGE_ERROR, JSON.stringify({message: messageUserPosition.message}));
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}
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let Client = (socket as ExSocketInterface);
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// sending to all clients in room except sender
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this.saveUserInformation(Client, messageUserPosition);
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//refresh position of all user in all rooms in real time
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this.refreshUserPosition(Client);
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} catch (e) {
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console.error('An error occurred on "user_position" event');
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console.error(e);
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}
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let Client = (socket as ExSocketInterface);
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// sending to all clients in room except sender
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this.saveUserInformation(Client, messageUserPosition);
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//refresh position of all user in all rooms in real time
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this.refreshUserPosition(Client);
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});
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});
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socket.on(SockerIoEvent.WEBRTC_SIGNAL, (message: string) => {
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let data: any = JSON.parse(message);
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@ -153,24 +163,29 @@ export class IoSocketController {
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});
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socket.on(SockerIoEvent.DISCONNECT, () => {
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let Client = (socket as ExSocketInterface);
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this.sendDisconnectedEvent(Client);
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try {
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let Client = (socket as ExSocketInterface);
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this.sendDisconnectedEvent(Client);
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//refresh position of all user in all rooms in real time
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this.refreshUserPosition(Client);
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//refresh position of all user in all rooms in real time
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this.refreshUserPosition(Client);
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//leave room
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this.leaveRoom(Client);
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//leave room
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this.leaveRoom(Client);
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//leave webrtc room
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socket.leave(Client.webRtcRoomId);
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//leave webrtc room
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socket.leave(Client.webRtcRoomId);
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//delete all socket information
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delete Client.userId;
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delete Client.webRtcRoomId;
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delete Client.roomId;
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delete Client.token;
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delete Client.position;
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//delete all socket information
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delete Client.userId;
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delete Client.webRtcRoomId;
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delete Client.roomId;
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delete Client.token;
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delete Client.position;
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} catch (e) {
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console.error('An error occurred on "disconnect"');
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console.error(e);
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}
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});
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});
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}
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@ -49,6 +49,8 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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this.setSize(16, 16); //edit the hitbox to better match the character model
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this.setOffset(8, 16);
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this.setDepth(-1);
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this.scene.events.on('postupdate', this.postupdate.bind(this));
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}
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move(x: number, y: number) {
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@ -69,14 +71,14 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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if (this.bubble) {
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this.bubble.moveBubble(this.x, this.y);
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}
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this.updatePlayerNamePosition(this.x, this.y);
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//update depth user
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this.setDepth(this.y);
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}
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updatePlayerNamePosition(x: number, y: number){
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this.playerName.setPosition(x, y - 25);
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postupdate(time: number, delta: number) {
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//super.update(delta);
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this.playerName.setPosition(this.x, this.y - 25);
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}
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stop(){
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@ -95,6 +97,9 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
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}
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destroy(fromScene?: boolean): void {
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if (this.scene) {
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this.scene.events.removeListener('postupdate', this.postupdate.bind(this));
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}
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super.destroy(fromScene);
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this.playerName.destroy();
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}
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@ -62,7 +62,7 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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let activeEvents = this.userInputManager.getEventListForGameTick();
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let speedMultiplier = activeEvents.get(UserInputEvent.SpeedUp) ? 25 : 9;
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let moveAmount = speedMultiplier * delta;
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let moveAmount = speedMultiplier * 20;
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let x = 0;
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let y = 0;
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@ -102,6 +102,5 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
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this.setX(MessageUserPosition.position.x);
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this.setY(MessageUserPosition.position.y);
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this.setDepth(MessageUserPosition.position.y);
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this.updatePlayerNamePosition(MessageUserPosition.position.x, MessageUserPosition.position.y);
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}
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}
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