Fixing error handling of fonts when there is no connection to front
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@ -269,7 +269,9 @@ export class GameScene extends DirtyScene {
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// 127.0.0.1, localhost and *.localhost are considered secure, even on HTTP.
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// So if we are in https, we can still try to load a HTTP local resource (can be useful for testing purposes)
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// See https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts#when_is_a_context_considered_secure
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const url = new URL(file.src);
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const base = new URL(window.location.href);
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base.pathname = '';
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const url = new URL(file.src, base.toString());
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const host = url.host.split(":")[0];
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if (
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window.location.protocol === "https:" &&
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@ -322,7 +324,6 @@ export class GameScene extends DirtyScene {
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this.onMapLoad(data);
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}
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this.load.bitmapFont("main_font", "resources/fonts/arcade.png", "resources/fonts/arcade.xml");
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//eslint-disable-next-line @typescript-eslint/no-explicit-any
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(this.load as any).rexWebFont({
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custom: {
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@ -37,7 +37,11 @@ export class ErrorScene extends Phaser.Scene {
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preload() {
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this.load.image(Textures.icon, "static/images/favicons/favicon-32x32.png");
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// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
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if (!this.cache.bitmapFont.has("main_font")) {
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// We put this inside a "if" because despite the cache, Phaser will make a query to the XML file. And if there is no connection (which
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// is not unlikely given the fact we are in an error scene), this will cause an error.
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this.load.bitmapFont(Textures.mainFont, "resources/fonts/arcade.png", "resources/fonts/arcade.xml");
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}
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this.load.spritesheet("cat", "resources/characters/pipoya/Cat 01-1.png", { frameWidth: 32, frameHeight: 32 });
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}
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