Merging develop and landing-nip
@ -7,7 +7,8 @@
|
||||
},
|
||||
"extends": [
|
||||
"eslint:recommended",
|
||||
"plugin:@typescript-eslint/eslint-recommended"
|
||||
"plugin:@typescript-eslint/eslint-recommended",
|
||||
"plugin:@typescript-eslint/recommended-requiring-type-checking"
|
||||
],
|
||||
"globals": {
|
||||
"Atomics": "readonly",
|
||||
@ -16,12 +17,14 @@
|
||||
"parser": "@typescript-eslint/parser",
|
||||
"parserOptions": {
|
||||
"ecmaVersion": 2018,
|
||||
"sourceType": "module"
|
||||
"sourceType": "module",
|
||||
"project": "./tsconfig.json"
|
||||
},
|
||||
"plugins": [
|
||||
"@typescript-eslint"
|
||||
],
|
||||
"rules": {
|
||||
"no-unused-vars": "off"
|
||||
"no-unused-vars": "off",
|
||||
"@typescript-eslint/no-explicit-any": "error"
|
||||
}
|
||||
}
|
691
back/LICENSE.txt
Normal file
@ -0,0 +1,691 @@
|
||||
NOTICE
|
||||
This package contains software licensed under different
|
||||
licenses, please refer to the NOTICE.txt file for further
|
||||
information and LICENSES.txt for full license texts.
|
||||
|
||||
WorkAdventure Enterprise edition can be licensed independently from
|
||||
the source under separate commercial terms.
|
||||
|
||||
The software ("Software") is developed and owned by TheCodingMachine
|
||||
and is subject to the terms of the GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, with the Commons Clause as follows:
|
||||
|
||||
|
||||
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license
|
||||
for software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are
|
||||
designed to take away your freedom to share and change the works. By
|
||||
contrast, our General Public Licenses are intended to guarantee your
|
||||
freedom to share and change all versions of a program--to make sure it
|
||||
remains free software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public
|
||||
License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds
|
||||
of works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further restriction,
|
||||
you may remove that term. If a license document contains a further
|
||||
restriction but permits relicensing or conveying under this License, you
|
||||
may add to a covered work material governed by the terms of that license
|
||||
document, provided that the further restriction does not survive such
|
||||
relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have permission
|
||||
to link or combine any covered work with a work licensed under version 3
|
||||
of the GNU General Public License into a single combined work, and to
|
||||
convey the resulting work. The terms of this License will continue to
|
||||
apply to the part which is the covered work, but the work with which it is
|
||||
combined will remain governed by version 3 of the GNU General Public
|
||||
License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new
|
||||
versions will be similar in spirit to the present version, but may differ
|
||||
in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero
|
||||
General Public License "or any later version" applies to it, you have
|
||||
the option of following the terms and conditions either of that
|
||||
numbered version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number
|
||||
of the GNU Affero General Public License, you may choose any version
|
||||
ever published by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that
|
||||
proxy's public statement of acceptance of a version permanently
|
||||
authorizes you to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as
|
||||
published by the Free Software Foundation, either version 3 of the
|
||||
License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
|
||||
"Commons Clause" License Condition
|
||||
|
||||
The Software is provided to you by the Licensor under the License, as
|
||||
defined below, subject to the following condition. Without limiting
|
||||
other conditions in the License, the grant of rights under the License
|
||||
will not include, and the License does not grant to you, the right to
|
||||
Sell the Software. For purposes of the foregoing, "Sell" means
|
||||
practicing any or all of the rights granted to you under the License
|
||||
to provide to third parties, for a fee or other consideration,
|
||||
a product or service that consists, entirely or substantially,
|
||||
of the Software or the functionality of the Software. Any license
|
||||
notice or attribution required by the License must also include
|
||||
this Commons Cause License Condition notice.
|
@ -16,8 +16,21 @@
|
||||
"type": "git",
|
||||
"url": "git+https://github.com/thecodingmachine/workadventure.git"
|
||||
},
|
||||
"author": "g.parant@thecodingmachine.com",
|
||||
"license": "AGPL",
|
||||
"contributors": [
|
||||
{
|
||||
"name": "Grégoire Parant",
|
||||
"email": "g.parant@thecodingmachine.com"
|
||||
},
|
||||
{
|
||||
"name": "David Négrier",
|
||||
"email": "d.negrier@thecodingmachine.com"
|
||||
},
|
||||
{
|
||||
"name": "Arthmaël Poly",
|
||||
"email": "a.poly@thecodingmachine.com"
|
||||
}
|
||||
],
|
||||
"license": "SEE LICENSE IN LICENSE.txt",
|
||||
"bugs": {
|
||||
"url": "https://github.com/thecodingmachine/workadventure/issues"
|
||||
},
|
||||
@ -30,8 +43,10 @@
|
||||
"@types/uuidv4": "^5.0.0",
|
||||
"body-parser": "^1.19.0",
|
||||
"express": "^4.17.1",
|
||||
"generic-type-guard": "^3.2.0",
|
||||
"http-status-codes": "^1.4.0",
|
||||
"jsonwebtoken": "^8.5.1",
|
||||
"prom-client": "^12.0.0",
|
||||
"socket.io": "^2.3.0",
|
||||
"systeminformation": "^4.26.5",
|
||||
"ts-node-dev": "^1.0.0-pre.44",
|
||||
|
@ -6,6 +6,7 @@ import {Application, Request, Response} from 'express';
|
||||
import bodyParser = require('body-parser');
|
||||
import * as http from "http";
|
||||
import {MapController} from "./Controller/MapController";
|
||||
import {PrometheusController} from "./Controller/PrometheusController";
|
||||
|
||||
class App {
|
||||
public app: Application;
|
||||
@ -13,6 +14,7 @@ class App {
|
||||
public ioSocketController: IoSocketController;
|
||||
public authenticateController: AuthenticateController;
|
||||
public mapController: MapController;
|
||||
public prometheusController: PrometheusController;
|
||||
|
||||
constructor() {
|
||||
this.app = express();
|
||||
@ -29,6 +31,7 @@ class App {
|
||||
this.ioSocketController = new IoSocketController(this.server);
|
||||
this.authenticateController = new AuthenticateController(this.app);
|
||||
this.mapController = new MapController(this.app);
|
||||
this.prometheusController = new PrometheusController(this.app, this.ioSocketController);
|
||||
}
|
||||
|
||||
// TODO add session user
|
||||
|
@ -16,7 +16,7 @@
|
||||
"infinite":false,
|
||||
"layers":[
|
||||
{
|
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|
||||
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4541, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4541, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
"height":18,
|
||||
"id":12,
|
||||
"name":"start",
|
||||
|
@ -4,6 +4,11 @@ import {BAD_REQUEST, OK} from "http-status-codes";
|
||||
import {SECRET_KEY, URL_ROOM_STARTED} from "../Enum/EnvironmentVariable"; //TODO fix import by "_Enum/..."
|
||||
import { uuid } from 'uuidv4';
|
||||
|
||||
export interface TokenInterface {
|
||||
name: string,
|
||||
userId: string
|
||||
}
|
||||
|
||||
export class AuthenticateController {
|
||||
App : Application;
|
||||
|
||||
@ -16,15 +21,15 @@ export class AuthenticateController {
|
||||
login(){
|
||||
// For now, let's completely forget the /login route.
|
||||
this.App.post("/login", (req: Request, res: Response) => {
|
||||
let param = req.body;
|
||||
const param = req.body;
|
||||
/*if(!param.name){
|
||||
return res.status(BAD_REQUEST).send({
|
||||
message: "email parameter is empty"
|
||||
});
|
||||
}*/
|
||||
//TODO check user email for The Coding Machine game
|
||||
let userId = uuid();
|
||||
let token = Jwt.sign({name: param.name, userId: userId}, SECRET_KEY, {expiresIn: '24h'});
|
||||
const userId = uuid();
|
||||
const token = Jwt.sign({name: param.name, userId: userId} as TokenInterface, SECRET_KEY, {expiresIn: '24h'});
|
||||
return res.status(OK).send({
|
||||
token: token,
|
||||
mapUrlStart: URL_ROOM_STARTED,
|
||||
|
@ -8,10 +8,17 @@ import {SECRET_KEY, MINIMUM_DISTANCE, GROUP_RADIUS} from "../Enum/EnvironmentVar
|
||||
import {World} from "../Model/World";
|
||||
import {Group} from "_Model/Group";
|
||||
import {UserInterface} from "_Model/UserInterface";
|
||||
import {SetPlayerDetailsMessage} from "_Model/Websocket/SetPlayerDetailsMessage";
|
||||
import {isSetPlayerDetailsMessage,} from "../Model/Websocket/SetPlayerDetailsMessage";
|
||||
import {MessageUserJoined} from "../Model/Websocket/MessageUserJoined";
|
||||
import {MessageUserMoved} from "../Model/Websocket/MessageUserMoved";
|
||||
import si from "systeminformation";
|
||||
import {Gauge} from "prom-client";
|
||||
import os from 'os';
|
||||
import {TokenInterface} from "../Controller/AuthenticateController";
|
||||
import {isJoinRoomMessageInterface} from "../Model/Websocket/JoinRoomMessage";
|
||||
import {isPointInterface, PointInterface} from "../Model/Websocket/PointInterface";
|
||||
import {isWebRtcSignalMessageInterface} from "../Model/Websocket/WebRtcSignalMessage";
|
||||
import {UserInGroupInterface} from "../Model/Websocket/UserInGroupInterface";
|
||||
|
||||
enum SockerIoEvent {
|
||||
CONNECTION = "connection",
|
||||
@ -21,7 +28,6 @@ enum SockerIoEvent {
|
||||
USER_MOVED = "user-moved", // From server to client
|
||||
USER_LEFT = "user-left", // From server to client
|
||||
WEBRTC_SIGNAL = "webrtc-signal",
|
||||
WEBRTC_OFFER = "webrtc-offer",
|
||||
WEBRTC_START = "webrtc-start",
|
||||
WEBRTC_DISCONNECT = "webrtc-disconect",
|
||||
MESSAGE_ERROR = "message-error",
|
||||
@ -31,27 +37,47 @@ enum SockerIoEvent {
|
||||
}
|
||||
|
||||
export class IoSocketController {
|
||||
Io: socketIO.Server;
|
||||
Worlds: Map<string, World> = new Map<string, World>();
|
||||
sockets: Map<string, ExSocketInterface> = new Map<string, ExSocketInterface>();
|
||||
public readonly Io: socketIO.Server;
|
||||
private Worlds: Map<string, World> = new Map<string, World>();
|
||||
private sockets: Map<string, ExSocketInterface> = new Map<string, ExSocketInterface>();
|
||||
private nbClientsGauge: Gauge<string>;
|
||||
private nbClientsPerRoomGauge: Gauge<string>;
|
||||
|
||||
constructor(server: http.Server) {
|
||||
this.Io = socketIO(server);
|
||||
this.nbClientsGauge = new Gauge({
|
||||
name: 'workadventure_nb_sockets',
|
||||
help: 'Number of connected sockets',
|
||||
labelNames: [ 'host' ]
|
||||
});
|
||||
this.nbClientsPerRoomGauge = new Gauge({
|
||||
name: 'workadventure_nb_clients_per_room',
|
||||
help: 'Number of clients per room',
|
||||
labelNames: [ 'host', 'room' ]
|
||||
});
|
||||
|
||||
// Authentication with token. it will be decoded and stored in the socket.
|
||||
// Completely commented for now, as we do not use the "/login" route at all.
|
||||
this.Io.use((socket: Socket, next) => {
|
||||
if (!socket.handshake.query || !socket.handshake.query.token) {
|
||||
console.error('An authentication error happened, a user tried to connect without a token.');
|
||||
return next(new Error('Authentication error'));
|
||||
}
|
||||
if(this.searchClientByToken(socket.handshake.query.token)){
|
||||
console.error('An authentication error happened, a user tried to connect while its token is already connected.');
|
||||
return next(new Error('Authentication error'));
|
||||
}
|
||||
Jwt.verify(socket.handshake.query.token, SECRET_KEY, (err: JsonWebTokenError, tokenDecoded: any) => {
|
||||
Jwt.verify(socket.handshake.query.token, SECRET_KEY, (err: JsonWebTokenError, tokenDecoded: object) => {
|
||||
if (err) {
|
||||
console.error('An authentication error happened, invalid JsonWebToken.', err);
|
||||
return next(new Error('Authentication error'));
|
||||
}
|
||||
(socket as ExSocketInterface).token = tokenDecoded;
|
||||
|
||||
if (!this.isValidToken(tokenDecoded)) {
|
||||
return next(new Error('Authentication error, invalid token structure'));
|
||||
}
|
||||
|
||||
(socket as ExSocketInterface).token = socket.handshake.query.token;
|
||||
(socket as ExSocketInterface).userId = tokenDecoded.userId;
|
||||
next();
|
||||
});
|
||||
@ -60,14 +86,24 @@ export class IoSocketController {
|
||||
this.ioConnection();
|
||||
}
|
||||
|
||||
private isValidToken(token: object): token is TokenInterface {
|
||||
if (typeof((token as TokenInterface).userId) !== 'string') {
|
||||
return false;
|
||||
}
|
||||
if (typeof((token as TokenInterface).name) !== 'string') {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param token
|
||||
*/
|
||||
searchClientByToken(token: string): ExSocketInterface | null {
|
||||
let clients: Array<any> = Object.values(this.Io.sockets.sockets);
|
||||
const clients: ExSocketInterface[] = Object.values(this.Io.sockets.sockets) as ExSocketInterface[];
|
||||
for (let i = 0; i < clients.length; i++) {
|
||||
let client: ExSocketInterface = clients[i];
|
||||
const client = clients[i];
|
||||
if (client.token !== token) {
|
||||
continue
|
||||
}
|
||||
@ -79,9 +115,9 @@ export class IoSocketController {
|
||||
private sendUpdateGroupEvent(group: Group): void {
|
||||
// Let's get the room of the group. To do this, let's get anyone in the group and find its room.
|
||||
// Note: this is suboptimal
|
||||
let userId = group.getUsers()[0].id;
|
||||
let client: ExSocketInterface = this.searchClientByIdOrFail(userId);
|
||||
let roomId = client.roomId;
|
||||
const userId = group.getUsers()[0].id;
|
||||
const client: ExSocketInterface = this.searchClientByIdOrFail(userId);
|
||||
const roomId = client.roomId;
|
||||
this.Io.in(roomId).emit(SockerIoEvent.GROUP_CREATE_UPDATE, {
|
||||
position: group.getPosition(),
|
||||
groupId: group.getId()
|
||||
@ -90,22 +126,23 @@ export class IoSocketController {
|
||||
|
||||
private sendDeleteGroupEvent(uuid: string, lastUser: UserInterface): void {
|
||||
// Let's get the room of the group. To do this, let's get anyone in the group and find its room.
|
||||
let userId = lastUser.id;
|
||||
let client: ExSocketInterface = this.searchClientByIdOrFail(userId);
|
||||
let roomId = client.roomId;
|
||||
const userId = lastUser.id;
|
||||
const client: ExSocketInterface = this.searchClientByIdOrFail(userId);
|
||||
const roomId = client.roomId;
|
||||
this.Io.in(roomId).emit(SockerIoEvent.GROUP_DELETE, uuid);
|
||||
}
|
||||
|
||||
ioConnection() {
|
||||
this.Io.on(SockerIoEvent.CONNECTION, (socket: Socket) => {
|
||||
let client : ExSocketInterface = socket as ExSocketInterface;
|
||||
const client : ExSocketInterface = socket as ExSocketInterface;
|
||||
this.sockets.set(client.userId, client);
|
||||
|
||||
// Let's log server load when a user joins
|
||||
let srvSockets = this.Io.sockets.sockets;
|
||||
console.log('A user joined (', Object.keys(srvSockets).length, ' connected users)');
|
||||
si.currentLoad().then(data => console.log('Current load: ', data.avgload));
|
||||
si.currentLoad().then(data => console.log('CPU: ', data.currentload, '%'));
|
||||
const srvSockets = this.Io.sockets.sockets;
|
||||
this.nbClientsGauge.inc({ host: os.hostname() });
|
||||
console.log(new Date().toISOString() + ' A user joined (', Object.keys(srvSockets).length, ' connected users)');
|
||||
si.currentLoad().then(data => console.log(' Current load: ', data.avgload));
|
||||
si.currentLoad().then(data => console.log(' CPU: ', data.currentload, '%'));
|
||||
// End log server load
|
||||
|
||||
/*join-rom event permit to join one room.
|
||||
@ -116,21 +153,16 @@ export class IoSocketController {
|
||||
x: user x position on map
|
||||
y: user y position on map
|
||||
*/
|
||||
socket.on(SockerIoEvent.JOIN_ROOM, (message: any, answerFn): void => {
|
||||
socket.on(SockerIoEvent.JOIN_ROOM, (message: unknown, answerFn): void => {
|
||||
try {
|
||||
let roomId = message.roomId;
|
||||
|
||||
if (typeof(roomId) !== 'string') {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: 'Expected roomId as a string.'});
|
||||
return;
|
||||
}
|
||||
let position = this.hydratePositionReceive(message.position);
|
||||
if (position instanceof Error) {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: position.message});
|
||||
if (!isJoinRoomMessageInterface(message)) {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: 'Invalid JOIN_ROOM message.'});
|
||||
console.warn('Invalid JOIN_ROOM message received: ', message);
|
||||
return;
|
||||
}
|
||||
const roomId = message.roomId;
|
||||
|
||||
let Client = (socket as ExSocketInterface);
|
||||
const Client = (socket as ExSocketInterface);
|
||||
|
||||
if (Client.roomId === roomId) {
|
||||
return;
|
||||
@ -140,18 +172,18 @@ export class IoSocketController {
|
||||
this.leaveRoom(Client);
|
||||
|
||||
//join new previous room
|
||||
let world = this.joinRoom(Client, roomId, position);
|
||||
const world = this.joinRoom(Client, roomId, message.position);
|
||||
|
||||
//add function to refresh position user in real time.
|
||||
//this.refreshUserPosition(Client);
|
||||
|
||||
let messageUserJoined = new MessageUserJoined(Client.userId, Client.name, Client.character, Client.position);
|
||||
const messageUserJoined = new MessageUserJoined(Client.userId, Client.name, Client.character, Client.position);
|
||||
|
||||
socket.to(roomId).emit(SockerIoEvent.JOIN_ROOM, messageUserJoined);
|
||||
|
||||
// The answer shall contain the list of all users of the room with their positions:
|
||||
let listOfUsers = Array.from(world.getUsers(), ([key, user]) => {
|
||||
let player = this.searchClientByIdOrFail(user.id);
|
||||
const listOfUsers = Array.from(world.getUsers(), ([key, user]) => {
|
||||
const player = this.searchClientByIdOrFail(user.id);
|
||||
return new MessageUserPosition(user.id, player.name, player.character, player.position);
|
||||
});
|
||||
answerFn(listOfUsers);
|
||||
@ -161,21 +193,21 @@ export class IoSocketController {
|
||||
}
|
||||
});
|
||||
|
||||
socket.on(SockerIoEvent.USER_POSITION, (message: any): void => {
|
||||
socket.on(SockerIoEvent.USER_POSITION, (position: unknown): void => {
|
||||
try {
|
||||
let position = this.hydratePositionReceive(message);
|
||||
if (position instanceof Error) {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: position.message});
|
||||
if (!isPointInterface(position)) {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: 'Invalid USER_POSITION message.'});
|
||||
console.warn('Invalid USER_POSITION message received: ', position);
|
||||
return;
|
||||
}
|
||||
|
||||
let Client = (socket as ExSocketInterface);
|
||||
const Client = (socket as ExSocketInterface);
|
||||
|
||||
// sending to all clients in room except sender
|
||||
Client.position = position;
|
||||
|
||||
// update position in the world
|
||||
let world = this.Worlds.get(Client.roomId);
|
||||
const world = this.Worlds.get(Client.roomId);
|
||||
if (!world) {
|
||||
console.error("Could not find world with id '", Client.roomId, "'");
|
||||
return;
|
||||
@ -189,9 +221,14 @@ export class IoSocketController {
|
||||
}
|
||||
});
|
||||
|
||||
socket.on(SockerIoEvent.WEBRTC_SIGNAL, (data: any) => {
|
||||
socket.on(SockerIoEvent.WEBRTC_SIGNAL, (data: unknown) => {
|
||||
if (!isWebRtcSignalMessageInterface(data)) {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: 'Invalid WEBRTC_SIGNAL message.'});
|
||||
console.warn('Invalid WEBRTC_SIGNAL message received: ', data);
|
||||
return;
|
||||
}
|
||||
//send only at user
|
||||
let client = this.sockets.get(data.receiverId);
|
||||
const client = this.sockets.get(data.receiverId);
|
||||
if (client === undefined) {
|
||||
console.warn("While exchanging a WebRTC signal: client with id ", data.receiverId, " does not exist. This might be a race condition.");
|
||||
return;
|
||||
@ -199,18 +236,8 @@ export class IoSocketController {
|
||||
return client.emit(SockerIoEvent.WEBRTC_SIGNAL, data);
|
||||
});
|
||||
|
||||
socket.on(SockerIoEvent.WEBRTC_OFFER, (data: any) => {
|
||||
//send only at user
|
||||
let client = this.sockets.get(data.receiverId);
|
||||
if (client === undefined) {
|
||||
console.warn("While exchanging a WebRTC offer: client with id ", data.receiverId, " does not exist. This might be a race condition.");
|
||||
return;
|
||||
}
|
||||
client.emit(SockerIoEvent.WEBRTC_OFFER, data);
|
||||
});
|
||||
|
||||
socket.on(SockerIoEvent.DISCONNECT, () => {
|
||||
let Client = (socket as ExSocketInterface);
|
||||
const Client = (socket as ExSocketInterface);
|
||||
try {
|
||||
//leave room
|
||||
this.leaveRoom(Client);
|
||||
@ -230,7 +257,8 @@ export class IoSocketController {
|
||||
this.sockets.delete(Client.userId);
|
||||
|
||||
// Let's log server load when a user leaves
|
||||
let srvSockets = this.Io.sockets.sockets;
|
||||
const srvSockets = this.Io.sockets.sockets;
|
||||
this.nbClientsGauge.dec({ host: os.hostname() });
|
||||
console.log('A user left (', Object.keys(srvSockets).length, ' connected users)');
|
||||
si.currentLoad().then(data => console.log('Current load: ', data.avgload));
|
||||
si.currentLoad().then(data => console.log('CPU: ', data.currentload, '%'));
|
||||
@ -238,8 +266,13 @@ export class IoSocketController {
|
||||
});
|
||||
|
||||
// Let's send the user id to the user
|
||||
socket.on(SockerIoEvent.SET_PLAYER_DETAILS, (playerDetails: SetPlayerDetailsMessage, answerFn) => {
|
||||
let Client = (socket as ExSocketInterface);
|
||||
socket.on(SockerIoEvent.SET_PLAYER_DETAILS, (playerDetails: unknown, answerFn) => {
|
||||
if (!isSetPlayerDetailsMessage(playerDetails)) {
|
||||
socket.emit(SockerIoEvent.MESSAGE_ERROR, {message: 'Invalid SET_PLAYER_DETAILS message.'});
|
||||
console.warn('Invalid SET_PLAYER_DETAILS message received: ', playerDetails);
|
||||
return;
|
||||
}
|
||||
const Client = (socket as ExSocketInterface);
|
||||
Client.name = playerDetails.name;
|
||||
Client.character = playerDetails.character;
|
||||
answerFn(Client.userId);
|
||||
@ -248,7 +281,7 @@ export class IoSocketController {
|
||||
}
|
||||
|
||||
searchClientByIdOrFail(userId: string): ExSocketInterface {
|
||||
let client: ExSocketInterface|undefined = this.sockets.get(userId);
|
||||
const client: ExSocketInterface|undefined = this.sockets.get(userId);
|
||||
if (client === undefined) {
|
||||
throw new Error("Could not find user with id " + userId);
|
||||
}
|
||||
@ -261,19 +294,21 @@ export class IoSocketController {
|
||||
Client.to(Client.roomId).emit(SockerIoEvent.USER_LEFT, Client.userId);
|
||||
|
||||
//user leave previous world
|
||||
let world : World|undefined = this.Worlds.get(Client.roomId);
|
||||
const world : World|undefined = this.Worlds.get(Client.roomId);
|
||||
if(world){
|
||||
world.leave(Client);
|
||||
}
|
||||
//user leave previous room
|
||||
Client.leave(Client.roomId);
|
||||
this.nbClientsPerRoomGauge.dec({ host: os.hostname(), room: Client.roomId });
|
||||
delete Client.roomId;
|
||||
}
|
||||
}
|
||||
|
||||
private joinRoom(Client : ExSocketInterface, roomId: string, position: Point): World {
|
||||
private joinRoom(Client : ExSocketInterface, roomId: string, position: PointInterface): World {
|
||||
//join user in room
|
||||
Client.join(roomId);
|
||||
this.nbClientsPerRoomGauge.inc({ host: os.hostname(), room: roomId });
|
||||
Client.roomId = roomId;
|
||||
Client.position = position;
|
||||
|
||||
@ -319,13 +354,13 @@ export class IoSocketController {
|
||||
if (this.Io.sockets.adapter.rooms[roomId].length < 2 /*|| this.Io.sockets.adapter.rooms[roomId].length >= 4*/) {
|
||||
return;
|
||||
}
|
||||
let clients: Array<ExSocketInterface> = (Object.values(this.Io.sockets.sockets) as Array<ExSocketInterface>)
|
||||
const clients: Array<ExSocketInterface> = (Object.values(this.Io.sockets.sockets) as Array<ExSocketInterface>)
|
||||
.filter((client: ExSocketInterface) => client.webRtcRoomId && client.webRtcRoomId === roomId);
|
||||
//send start at one client to initialise offer webrtc
|
||||
//send all users in room to create PeerConnection in front
|
||||
clients.forEach((client: ExSocketInterface, index: number) => {
|
||||
|
||||
let clientsId = clients.reduce((tabs: Array<any>, clientId: ExSocketInterface, indexClientId: number) => {
|
||||
const clientsId = clients.reduce((tabs: Array<UserInGroupInterface>, clientId: ExSocketInterface, indexClientId: number) => {
|
||||
if (!clientId.userId || clientId.userId === client.userId) {
|
||||
return tabs;
|
||||
}
|
||||
@ -341,19 +376,6 @@ export class IoSocketController {
|
||||
});
|
||||
}
|
||||
|
||||
//Hydrate and manage error
|
||||
hydratePositionReceive(message: any): Point | Error {
|
||||
try {
|
||||
if (!message.x || !message.y || !message.direction || message.moving === undefined) {
|
||||
return new Error("invalid point message sent");
|
||||
}
|
||||
return new Point(message.x, message.y, message.direction, message.moving);
|
||||
} catch (err) {
|
||||
//TODO log error
|
||||
return new Error(err);
|
||||
}
|
||||
}
|
||||
|
||||
/** permit to share user position
|
||||
** users position will send in event 'user-position'
|
||||
** The data sent is an array with information for each user :
|
||||
@ -377,13 +399,13 @@ export class IoSocketController {
|
||||
if (Client === undefined) {
|
||||
return;
|
||||
}*/
|
||||
let Client = this.searchClientByIdOrFail(userId);
|
||||
const Client = this.searchClientByIdOrFail(userId);
|
||||
this.joinWebRtcRoom(Client, group.getId());
|
||||
}
|
||||
|
||||
//disconnect user
|
||||
disConnectedUser(userId: string, group: Group) {
|
||||
let Client = this.searchClientByIdOrFail(userId);
|
||||
const Client = this.searchClientByIdOrFail(userId);
|
||||
Client.to(group.getId()).emit(SockerIoEvent.WEBRTC_DISCONNECT, {
|
||||
userId: userId
|
||||
});
|
||||
@ -393,7 +415,7 @@ export class IoSocketController {
|
||||
// However! In the rare case where the WebRTC connection is not yet established, if we close the connection on one of the player,
|
||||
// the other player will try connecting until a timeout happens (during this time, the connection icon will be displayed for nothing).
|
||||
// So we also send the disconnect event to the other player.
|
||||
for (let user of group.getUsers()) {
|
||||
for (const user of group.getUsers()) {
|
||||
Client.emit(SockerIoEvent.WEBRTC_DISCONNECT, {
|
||||
userId: user.id
|
||||
});
|
||||
|
@ -19,7 +19,7 @@ export class MapController {
|
||||
// Returns a map mapping map name to file name of the map
|
||||
getStartMap() {
|
||||
this.App.get("/start-map", (req: Request, res: Response) => {
|
||||
return res.status(OK).send({
|
||||
res.status(OK).send({
|
||||
mapUrlStart: req.headers.host + "/map/files" + URL_ROOM_STARTED,
|
||||
startInstance: "global"
|
||||
});
|
||||
|
20
back/src/Controller/PrometheusController.ts
Normal file
@ -0,0 +1,20 @@
|
||||
import {Application, Request, Response} from "express";
|
||||
import {IoSocketController} from "_Controller/IoSocketController";
|
||||
const register = require('prom-client').register;
|
||||
const collectDefaultMetrics = require('prom-client').collectDefaultMetrics;
|
||||
|
||||
export class PrometheusController {
|
||||
constructor(private App: Application, private ioSocketController: IoSocketController) {
|
||||
collectDefaultMetrics({
|
||||
timeout: 10000,
|
||||
gcDurationBuckets: [0.001, 0.01, 0.1, 1, 2, 5], // These are the default buckets.
|
||||
});
|
||||
|
||||
this.App.get("/metrics", this.metrics.bind(this));
|
||||
}
|
||||
|
||||
private metrics(req: Request, res: Response): void {
|
||||
res.set('Content-Type', register.contentType);
|
||||
res.end(register.metrics());
|
||||
}
|
||||
}
|
@ -68,7 +68,7 @@ export class Group {
|
||||
|
||||
isPartOfGroup(user: UserInterface): boolean
|
||||
{
|
||||
return this.users.indexOf(user) !== -1;
|
||||
return this.users.includes(user);
|
||||
}
|
||||
|
||||
/*removeFromGroup(users: UserInterface[]): void
|
||||
|
@ -1,9 +1,10 @@
|
||||
import {Socket} from "socket.io";
|
||||
import {PointInterface} from "./PointInterface";
|
||||
import {Identificable} from "./Identificable";
|
||||
import {TokenInterface} from "../../Controller/AuthenticateController";
|
||||
|
||||
export interface ExSocketInterface extends Socket, Identificable {
|
||||
token: any;
|
||||
token: string;
|
||||
roomId: string;
|
||||
webRtcRoomId: string;
|
||||
userId: string;
|
||||
|
9
back/src/Model/Websocket/JoinRoomMessage.ts
Normal file
@ -0,0 +1,9 @@
|
||||
import * as tg from "generic-type-guard";
|
||||
import {isPointInterface} from "./PointInterface";
|
||||
|
||||
export const isJoinRoomMessageInterface =
|
||||
new tg.IsInterface().withProperties({
|
||||
roomId: tg.isString,
|
||||
position: isPointInterface,
|
||||
}).get();
|
||||
export type JoinRoomMessageInterface = tg.GuardedType<typeof isJoinRoomMessageInterface>;
|
@ -1,4 +1,3 @@
|
||||
import {Point} from "./MessageUserPosition";
|
||||
import {PointInterface} from "_Model/Websocket/PointInterface";
|
||||
|
||||
export class MessageUserJoined {
|
||||
|
@ -1,5 +1,17 @@
|
||||
export interface PointInterface {
|
||||
import * as tg from "generic-type-guard";
|
||||
|
||||
/*export interface PointInterface {
|
||||
readonly x: number;
|
||||
readonly y: number;
|
||||
readonly direction: string;
|
||||
}
|
||||
readonly moving: boolean;
|
||||
}*/
|
||||
|
||||
export const isPointInterface =
|
||||
new tg.IsInterface().withProperties({
|
||||
x: tg.isNumber,
|
||||
y: tg.isNumber,
|
||||
direction: tg.isString,
|
||||
moving: tg.isBoolean
|
||||
}).get();
|
||||
export type PointInterface = tg.GuardedType<typeof isPointInterface>;
|
||||
|
@ -1,4 +1,8 @@
|
||||
export interface SetPlayerDetailsMessage {
|
||||
name: string,
|
||||
character: string
|
||||
}
|
||||
import * as tg from "generic-type-guard";
|
||||
|
||||
export const isSetPlayerDetailsMessage =
|
||||
new tg.IsInterface().withProperties({
|
||||
name: tg.isString,
|
||||
character: tg.isString
|
||||
}).get();
|
||||
export type SetPlayerDetailsMessage = tg.GuardedType<typeof isSetPlayerDetailsMessage>;
|
||||
|
5
back/src/Model/Websocket/UserInGroupInterface.ts
Normal file
@ -0,0 +1,5 @@
|
||||
export interface UserInGroupInterface {
|
||||
userId: string,
|
||||
name: string,
|
||||
initiator: boolean
|
||||
}
|
10
back/src/Model/Websocket/WebRtcSignalMessage.ts
Normal file
@ -0,0 +1,10 @@
|
||||
import * as tg from "generic-type-guard";
|
||||
|
||||
export const isWebRtcSignalMessageInterface =
|
||||
new tg.IsInterface().withProperties({
|
||||
userId: tg.isString,
|
||||
receiverId: tg.isString,
|
||||
roomId: tg.isString,
|
||||
signal: tg.isUnknown
|
||||
}).get();
|
||||
export type WebRtcSignalMessageInterface = tg.GuardedType<typeof isWebRtcSignalMessageInterface>;
|
@ -62,7 +62,7 @@ export class World {
|
||||
}
|
||||
|
||||
public leave(user : Identificable){
|
||||
let userObj = this.users.get(user.userId);
|
||||
const userObj = this.users.get(user.userId);
|
||||
if (userObj === undefined) {
|
||||
console.warn('User ', user.userId, 'does not belong to world! It should!');
|
||||
}
|
||||
@ -73,7 +73,7 @@ export class World {
|
||||
}
|
||||
|
||||
public updatePosition(socket : Identificable, userPosition: PointInterface): void {
|
||||
let user = this.users.get(socket.userId);
|
||||
const user = this.users.get(socket.userId);
|
||||
if(typeof user === 'undefined') {
|
||||
return;
|
||||
}
|
||||
@ -83,15 +83,15 @@ export class World {
|
||||
if (typeof user.group === 'undefined') {
|
||||
// If the user is not part of a group:
|
||||
// should he join a group?
|
||||
let closestItem: UserInterface|Group|null = this.searchClosestAvailableUserOrGroup(user);
|
||||
const closestItem: UserInterface|Group|null = this.searchClosestAvailableUserOrGroup(user);
|
||||
|
||||
if (closestItem !== null) {
|
||||
if (closestItem instanceof Group) {
|
||||
// Let's join the group!
|
||||
closestItem.join(user);
|
||||
} else {
|
||||
let closestUser : UserInterface = closestItem;
|
||||
let group: Group = new Group([
|
||||
const closestUser : UserInterface = closestItem;
|
||||
const group: Group = new Group([
|
||||
user,
|
||||
closestUser
|
||||
], this.connectCallback, this.disconnectCallback);
|
||||
@ -102,7 +102,7 @@ export class World {
|
||||
} else {
|
||||
// If the user is part of a group:
|
||||
// should he leave the group?
|
||||
let distance = World.computeDistanceBetweenPositions(user.position, user.group.getPosition());
|
||||
const distance = World.computeDistanceBetweenPositions(user.position, user.group.getPosition());
|
||||
if (distance > this.groupRadius) {
|
||||
this.leaveGroup(user);
|
||||
}
|
||||
@ -120,7 +120,7 @@ export class World {
|
||||
* @param user
|
||||
*/
|
||||
private leaveGroup(user: UserInterface): void {
|
||||
let group = user.group;
|
||||
const group = user.group;
|
||||
if (typeof group === 'undefined') {
|
||||
throw new Error("The user is part of no group");
|
||||
}
|
||||
@ -158,7 +158,7 @@ export class World {
|
||||
return;
|
||||
}
|
||||
|
||||
let distance = World.computeDistance(user, currentUser); // compute distance between peers.
|
||||
const distance = World.computeDistance(user, currentUser); // compute distance between peers.
|
||||
|
||||
if(distance <= minimumDistanceFound && distance <= this.minDistance) {
|
||||
minimumDistanceFound = distance;
|
||||
@ -204,7 +204,7 @@ export class World {
|
||||
if (group.isFull()) {
|
||||
return;
|
||||
}
|
||||
let distance = World.computeDistanceBetweenPositions(user.position, group.getPosition());
|
||||
const distance = World.computeDistanceBetweenPositions(user.position, group.getPosition());
|
||||
if(distance <= minimumDistanceFound && distance <= this.groupRadius) {
|
||||
minimumDistanceFound = distance;
|
||||
matchingItem = group;
|
||||
|
@ -6,14 +6,14 @@ import { Group } from "../src/Model/Group";
|
||||
describe("World", () => {
|
||||
it("should connect user1 and user2", () => {
|
||||
let connectCalledNumber: number = 0;
|
||||
let connect: ConnectCallback = (user: string, group: Group): void => {
|
||||
const connect: ConnectCallback = (user: string, group: Group): void => {
|
||||
connectCalledNumber++;
|
||||
}
|
||||
let disconnect: DisconnectCallback = (user: string, group: Group): void => {
|
||||
const disconnect: DisconnectCallback = (user: string, group: Group): void => {
|
||||
|
||||
}
|
||||
|
||||
let world = new World(connect, disconnect, 160, 160, () => {}, () => {});
|
||||
const world = new World(connect, disconnect, 160, 160, () => {}, () => {});
|
||||
|
||||
world.join({ userId: "foo" }, new Point(100, 100));
|
||||
|
||||
@ -33,14 +33,14 @@ describe("World", () => {
|
||||
|
||||
it("should connect 3 users", () => {
|
||||
let connectCalled: boolean = false;
|
||||
let connect: ConnectCallback = (user: string, group: Group): void => {
|
||||
const connect: ConnectCallback = (user: string, group: Group): void => {
|
||||
connectCalled = true;
|
||||
}
|
||||
let disconnect: DisconnectCallback = (user: string, group: Group): void => {
|
||||
const disconnect: DisconnectCallback = (user: string, group: Group): void => {
|
||||
|
||||
}
|
||||
|
||||
let world = new World(connect, disconnect, 160, 160, () => {}, () => {});
|
||||
const world = new World(connect, disconnect, 160, 160, () => {}, () => {});
|
||||
|
||||
world.join({ userId: "foo" }, new Point(100, 100));
|
||||
|
||||
@ -62,14 +62,14 @@ describe("World", () => {
|
||||
it("should disconnect user1 and user2", () => {
|
||||
let connectCalled: boolean = false;
|
||||
let disconnectCallNumber: number = 0;
|
||||
let connect: ConnectCallback = (user: string, group: Group): void => {
|
||||
const connect: ConnectCallback = (user: string, group: Group): void => {
|
||||
connectCalled = true;
|
||||
}
|
||||
let disconnect: DisconnectCallback = (user: string, group: Group): void => {
|
||||
const disconnect: DisconnectCallback = (user: string, group: Group): void => {
|
||||
disconnectCallNumber++;
|
||||
}
|
||||
|
||||
let world = new World(connect, disconnect, 160, 160, () => {}, () => {});
|
||||
const world = new World(connect, disconnect, 160, 160, () => {}, () => {});
|
||||
|
||||
world.join({ userId: "foo" }, new Point(100, 100));
|
||||
|
||||
|
@ -266,6 +266,11 @@ better-assert@~1.0.0:
|
||||
dependencies:
|
||||
callsite "1.0.0"
|
||||
|
||||
bintrees@1.0.1:
|
||||
version "1.0.1"
|
||||
resolved "https://registry.yarnpkg.com/bintrees/-/bintrees-1.0.1.tgz#0e655c9b9c2435eaab68bf4027226d2b55a34524"
|
||||
integrity sha1-DmVcm5wkNeqraL9AJyJtK1WjRSQ=
|
||||
|
||||
blob@0.0.5:
|
||||
version "0.0.5"
|
||||
resolved "https://registry.yarnpkg.com/blob/-/blob-0.0.5.tgz#d680eeef25f8cd91ad533f5b01eed48e64caf683"
|
||||
@ -785,6 +790,11 @@ functional-red-black-tree@^1.0.1:
|
||||
version "1.0.1"
|
||||
resolved "https://registry.yarnpkg.com/functional-red-black-tree/-/functional-red-black-tree-1.0.1.tgz#1b0ab3bd553b2a0d6399d29c0e3ea0b252078327"
|
||||
|
||||
generic-type-guard@^3.2.0:
|
||||
version "3.2.0"
|
||||
resolved "https://registry.yarnpkg.com/generic-type-guard/-/generic-type-guard-3.2.0.tgz#1fb136f934730c776486526b8a21fe96b067e691"
|
||||
integrity sha512-EkkrXYbOtJ3VPB+SOrU7EhwY65rZErItGtBg5wAqywaj07BOubwOZqMYaxOWekJ9akioGqXIsw1fYk3wwbWsDQ==
|
||||
|
||||
get-stdin@^4.0.1:
|
||||
version "4.0.1"
|
||||
resolved "https://registry.yarnpkg.com/get-stdin/-/get-stdin-4.0.1.tgz#b968c6b0a04384324902e8bf1a5df32579a450fe"
|
||||
@ -1333,6 +1343,13 @@ progress@^2.0.0:
|
||||
version "2.0.3"
|
||||
resolved "https://registry.yarnpkg.com/progress/-/progress-2.0.3.tgz#7e8cf8d8f5b8f239c1bc68beb4eb78567d572ef8"
|
||||
|
||||
prom-client@^12.0.0:
|
||||
version "12.0.0"
|
||||
resolved "https://registry.yarnpkg.com/prom-client/-/prom-client-12.0.0.tgz#9689379b19bd3f6ab88a9866124db9da3d76c6ed"
|
||||
integrity sha512-JbzzHnw0VDwCvoqf8y1WDtq4wSBAbthMB1pcVI/0lzdqHGJI3KBJDXle70XK+c7Iv93Gihqo0a5LlOn+g8+DrQ==
|
||||
dependencies:
|
||||
tdigest "^0.1.1"
|
||||
|
||||
proxy-addr@~2.0.5:
|
||||
version "2.0.6"
|
||||
resolved "https://registry.yarnpkg.com/proxy-addr/-/proxy-addr-2.0.6.tgz#fdc2336505447d3f2f2c638ed272caf614bbb2bf"
|
||||
@ -1683,6 +1700,13 @@ table@^5.2.3:
|
||||
slice-ansi "^2.1.0"
|
||||
string-width "^3.0.0"
|
||||
|
||||
tdigest@^0.1.1:
|
||||
version "0.1.1"
|
||||
resolved "https://registry.yarnpkg.com/tdigest/-/tdigest-0.1.1.tgz#2e3cb2c39ea449e55d1e6cd91117accca4588021"
|
||||
integrity sha1-Ljyyw56kSeVdHmzZEReszKRYgCE=
|
||||
dependencies:
|
||||
bintrees "1.0.1"
|
||||
|
||||
text-table@^0.2.0:
|
||||
version "0.2.0"
|
||||
resolved "https://registry.yarnpkg.com/text-table/-/text-table-0.2.0.tgz#7f5ee823ae805207c00af2df4a84ec3fcfa570b4"
|
||||
|
@ -42,6 +42,23 @@
|
||||
"config": {
|
||||
"https": {
|
||||
"mail": "d.negrier@thecodingmachine.com"
|
||||
}
|
||||
},
|
||||
k8sextension(k8sConf)::
|
||||
k8sConf + {
|
||||
back+: {
|
||||
deployment+: {
|
||||
spec+: {
|
||||
template+: {
|
||||
metadata+: {
|
||||
annotations+: {
|
||||
"prometheus.io/port": "8080",
|
||||
"prometheus.io/scrape": "true"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,8 @@
|
||||
},
|
||||
"extends": [
|
||||
"eslint:recommended",
|
||||
"plugin:@typescript-eslint/eslint-recommended"
|
||||
"plugin:@typescript-eslint/eslint-recommended",
|
||||
"plugin:@typescript-eslint/recommended-requiring-type-checking"
|
||||
],
|
||||
"globals": {
|
||||
"Atomics": "readonly",
|
||||
@ -16,12 +17,14 @@
|
||||
"parser": "@typescript-eslint/parser",
|
||||
"parserOptions": {
|
||||
"ecmaVersion": 2018,
|
||||
"sourceType": "module"
|
||||
"sourceType": "module",
|
||||
"project": "./tsconfig.json"
|
||||
},
|
||||
"plugins": [
|
||||
"@typescript-eslint"
|
||||
],
|
||||
"rules": {
|
||||
"no-unused-vars": "off"
|
||||
"no-unused-vars": "off",
|
||||
"@typescript-eslint/no-explicit-any": "error"
|
||||
}
|
||||
}
|
691
front/LICENSE.txt
Normal file
@ -0,0 +1,691 @@
|
||||
NOTICE
|
||||
This package contains software licensed under different
|
||||
licenses, please refer to the NOTICE.txt file for further
|
||||
information and LICENSES.txt for full license texts.
|
||||
|
||||
WorkAdventure Enterprise edition can be licensed independently from
|
||||
the source under separate commercial terms.
|
||||
|
||||
The software ("Software") is developed and owned by TheCodingMachine
|
||||
and is subject to the terms of the GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, with the Commons Clause as follows:
|
||||
|
||||
|
||||
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license
|
||||
for software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are
|
||||
designed to take away your freedom to share and change the works. By
|
||||
contrast, our General Public Licenses are intended to guarantee your
|
||||
freedom to share and change all versions of a program--to make sure it
|
||||
remains free software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public
|
||||
License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds
|
||||
of works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further restriction,
|
||||
you may remove that term. If a license document contains a further
|
||||
restriction but permits relicensing or conveying under this License, you
|
||||
may add to a covered work material governed by the terms of that license
|
||||
document, provided that the further restriction does not survive such
|
||||
relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have permission
|
||||
to link or combine any covered work with a work licensed under version 3
|
||||
of the GNU General Public License into a single combined work, and to
|
||||
convey the resulting work. The terms of this License will continue to
|
||||
apply to the part which is the covered work, but the work with which it is
|
||||
combined will remain governed by version 3 of the GNU General Public
|
||||
License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new
|
||||
versions will be similar in spirit to the present version, but may differ
|
||||
in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero
|
||||
General Public License "or any later version" applies to it, you have
|
||||
the option of following the terms and conditions either of that
|
||||
numbered version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number
|
||||
of the GNU Affero General Public License, you may choose any version
|
||||
ever published by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that
|
||||
proxy's public statement of acceptance of a version permanently
|
||||
authorizes you to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as
|
||||
published by the Free Software Foundation, either version 3 of the
|
||||
License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
|
||||
"Commons Clause" License Condition
|
||||
|
||||
The Software is provided to you by the Licensor under the License, as
|
||||
defined below, subject to the following condition. Without limiting
|
||||
other conditions in the License, the grant of rights under the License
|
||||
will not include, and the License does not grant to you, the right to
|
||||
Sell the Software. For purposes of the foregoing, "Sell" means
|
||||
practicing any or all of the rights granted to you under the License
|
||||
to provide to third parties, for a fee or other consideration,
|
||||
a product or service that consists, entirely or substantially,
|
||||
of the Software or the functionality of the Software. Any license
|
||||
notice or attribution required by the License must also include
|
||||
this Commons Cause License Condition notice.
|
29
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vendored
@ -5,6 +5,35 @@
|
||||
<meta name="viewport"
|
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content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
|
||||
<meta http-equiv="X-UA-Compatible" content="ie=edge">
|
||||
|
||||
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|
||||
<script async src="https://www.googletagmanager.com/gtag/js?id=UA-10196481-11"></script>
|
||||
<script>
|
||||
window.dataLayer = window.dataLayer || [];
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||||
function gtag(){dataLayer.push(arguments);}
|
||||
gtag('js', new Date());
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gtag('config', 'UA-10196481-11');
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</script>
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<link rel="apple-touch-icon" sizes="57x57" href="static/images/favicons/apple-icon-57x57.png">
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<link rel="icon" type="image/png" sizes="192x192" href="static/images/favicons/android-icon-192x192.png">
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<link rel="icon" type="image/png" sizes="32x32" href="static/images/favicons/favicon-32x32.png">
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<link rel="icon" type="image/png" sizes="96x96" href="static/images/favicons/favicon-96x96.png">
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<link rel="icon" type="image/png" sizes="16x16" href="static/images/favicons/favicon-16x16.png">
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<link rel="manifest" href="static/images/favicons/manifest.json">
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<meta name="msapplication-TileColor" content="#000000">
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<meta name="msapplication-TileImage" content="static/images/favicons/ms-icon-144x144.png">
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<meta name="theme-color" content="#000000">
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<base href="/">
|
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<link rel="stylesheet" href="/resources/style/style.css">
|
||||
<title>WorkAdventure</title>
|
||||
|
BIN
front/dist/static/images/Bitmap2.png
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front/dist/static/images/Bitmap3.png
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front/dist/static/images/favicons/android-icon-192x192.png
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front/dist/static/images/favicons/android-icon-36x36.png
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front/dist/static/images/favicons/android-icon-48x48.png
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front/dist/static/images/favicons/android-icon-72x72.png
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front/dist/static/images/favicons/android-icon-96x96.png
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front/dist/static/images/favicons/apple-icon-114x114.png
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front/dist/static/images/favicons/apple-icon-120x120.png
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front/dist/static/images/favicons/apple-icon-144x144.png
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front/dist/static/images/favicons/apple-icon-152x152.png
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front/dist/static/images/favicons/apple-icon-180x180.png
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front/dist/static/images/favicons/apple-icon-57x57.png
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front/dist/static/images/favicons/apple-icon-60x60.png
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front/dist/static/images/favicons/apple-icon-72x72.png
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front/dist/static/images/favicons/apple-icon-76x76.png
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front/dist/static/images/favicons/apple-icon-precomposed.png
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front/dist/static/images/favicons/apple-icon.png
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2
front/dist/static/images/favicons/browserconfig.xml
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<?xml version="1.0" encoding="utf-8"?>
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BIN
front/dist/static/images/favicons/favicon-16x16.png
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After Width: | Height: | Size: 1.2 KiB |
BIN
front/dist/static/images/favicons/favicon-32x32.png
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After Width: | Height: | Size: 1.6 KiB |
BIN
front/dist/static/images/favicons/favicon-96x96.png
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After Width: | Height: | Size: 3.0 KiB |
BIN
front/dist/static/images/favicons/favicon.ico
vendored
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After Width: | Height: | Size: 1.1 KiB |
41
front/dist/static/images/favicons/manifest.json
vendored
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@ -0,0 +1,41 @@
|
||||
{
|
||||
"name": "App",
|
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"icons": [
|
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{
|
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"src": "\/android-icon-36x36.png",
|
||||
"sizes": "36x36",
|
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"type": "image\/png",
|
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"density": "0.75"
|
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},
|
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{
|
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"src": "\/android-icon-48x48.png",
|
||||
"sizes": "48x48",
|
||||
"type": "image\/png",
|
||||
"density": "1.0"
|
||||
},
|
||||
{
|
||||
"src": "\/android-icon-72x72.png",
|
||||
"sizes": "72x72",
|
||||
"type": "image\/png",
|
||||
"density": "1.5"
|
||||
},
|
||||
{
|
||||
"src": "\/android-icon-96x96.png",
|
||||
"sizes": "96x96",
|
||||
"type": "image\/png",
|
||||
"density": "2.0"
|
||||
},
|
||||
{
|
||||
"src": "\/android-icon-144x144.png",
|
||||
"sizes": "144x144",
|
||||
"type": "image\/png",
|
||||
"density": "3.0"
|
||||
},
|
||||
{
|
||||
"src": "\/android-icon-192x192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image\/png",
|
||||
"density": "4.0"
|
||||
}
|
||||
]
|
||||
}
|
BIN
front/dist/static/images/favicons/ms-icon-144x144.png
vendored
Normal file
After Width: | Height: | Size: 4.1 KiB |
BIN
front/dist/static/images/favicons/ms-icon-150x150.png
vendored
Normal file
After Width: | Height: | Size: 4.2 KiB |
BIN
front/dist/static/images/favicons/ms-icon-310x310.png
vendored
Normal file
After Width: | Height: | Size: 9.9 KiB |
BIN
front/dist/static/images/favicons/ms-icon-70x70.png
vendored
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
front/dist/static/images/female-character.gif
vendored
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
front/dist/static/images/floppy.png
vendored
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
front/dist/static/images/interact.png
vendored
Normal file
After Width: | Height: | Size: 374 KiB |
BIN
front/dist/static/images/linkedin.png
vendored
Normal file
After Width: | Height: | Size: 622 B |
BIN
front/dist/static/images/logo.png
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
front/dist/static/images/male-character.gif
vendored
Normal file
After Width: | Height: | Size: 1.8 KiB |
BIN
front/dist/static/images/maps/coders.png
vendored
Normal file
After Width: | Height: | Size: 300 KiB |
BIN
front/dist/static/images/maps/creative.png
vendored
Normal file
After Width: | Height: | Size: 162 KiB |
BIN
front/dist/static/images/maps/dungeon.png
vendored
Normal file
After Width: | Height: | Size: 311 KiB |
BIN
front/dist/static/images/maps/fantasy.png
vendored
Normal file
After Width: | Height: | Size: 410 KiB |
BIN
front/dist/static/images/maps/office.png
vendored
Normal file
After Width: | Height: | Size: 206 KiB |
BIN
front/dist/static/images/maps/pub.png
vendored
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
front/dist/static/images/maps/school.png
vendored
Normal file
After Width: | Height: | Size: 291 KiB |
BIN
front/dist/static/images/maps/street.png
vendored
Normal file
After Width: | Height: | Size: 729 KiB |
BIN
front/dist/static/images/maps/tcm.png
vendored
Normal file
After Width: | Height: | Size: 307 KiB |
BIN
front/dist/static/images/meta-tags-image.jpg
vendored
Normal file
After Width: | Height: | Size: 37 KiB |
BIN
front/dist/static/images/play.png
vendored
Normal file
After Width: | Height: | Size: 182 KiB |
BIN
front/dist/static/images/sinclair-2.png
vendored
Normal file
After Width: | Height: | Size: 9.9 KiB |
BIN
front/dist/static/images/step 1.png
vendored
Normal file
After Width: | Height: | Size: 166 KiB |
BIN
front/dist/static/images/step 2.png
vendored
Normal file
After Width: | Height: | Size: 58 KiB |
BIN
front/dist/static/images/step 3.png
vendored
Normal file
After Width: | Height: | Size: 138 KiB |
BIN
front/dist/static/images/super-nintendo.png
vendored
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
front/dist/static/images/twitter.png
vendored
Normal file
After Width: | Height: | Size: 615 B |
@ -2,7 +2,7 @@
|
||||
"name": "workadventurefront",
|
||||
"version": "1.0.0",
|
||||
"main": "index.js",
|
||||
"license": "AGPL",
|
||||
"license": "SEE LICENSE IN LICENSE.txt",
|
||||
"devDependencies": {
|
||||
"@types/jasmine": "^3.5.10",
|
||||
"@typescript-eslint/eslint-plugin": "^2.26.0",
|
||||
@ -22,6 +22,7 @@
|
||||
"@types/simple-peer": "^9.6.0",
|
||||
"@types/socket.io-client": "^1.4.32",
|
||||
"phaser": "^3.22.0",
|
||||
"queue-typescript": "^1.0.1",
|
||||
"simple-peer": "^9.6.2",
|
||||
"socket.io-client": "^2.3.0"
|
||||
},
|
||||
|
@ -1,4 +1,3 @@
|
||||
import {GameManager} from "./Phaser/Game/GameManager";
|
||||
import Axios from "axios";
|
||||
import {API_URL} from "./Enum/EnvironmentVariable";
|
||||
import {MessageUI} from "./Logger/MessageUI";
|
||||
@ -8,12 +7,12 @@ const SocketIo = require('socket.io-client');
|
||||
import Socket = SocketIOClient.Socket;
|
||||
import {PlayerAnimationNames} from "./Phaser/Player/Animation";
|
||||
import {UserSimplePeer} from "./WebRtc/SimplePeer";
|
||||
import {SignalData} from "simple-peer";
|
||||
|
||||
|
||||
enum EventMessage{
|
||||
WEBRTC_SIGNAL = "webrtc-signal",
|
||||
WEBRTC_START = "webrtc-start",
|
||||
WEBRTC_JOIN_ROOM = "webrtc-join-room",
|
||||
JOIN_ROOM = "join-room", // bi-directional
|
||||
USER_POSITION = "user-position", // bi-directional
|
||||
USER_MOVED = "user-moved", // From server to client
|
||||
@ -22,22 +21,9 @@ enum EventMessage{
|
||||
WEBRTC_DISCONNECT = "webrtc-disconect",
|
||||
GROUP_CREATE_UPDATE = "group-create-update",
|
||||
GROUP_DELETE = "group-delete",
|
||||
SET_PLAYER_DETAILS = "set-player-details", // Send the name and character to the server (on connect), receive back the id.
|
||||
|
||||
CONNECT_ERROR = "connect_error",
|
||||
RECONNECT = "reconnect",
|
||||
SET_PLAYER_DETAILS = "set-player-details" // Send the name and character to the server (on connect), receive back the id.
|
||||
}
|
||||
|
||||
class Message {
|
||||
userId: string;
|
||||
name: string;
|
||||
character: string;
|
||||
|
||||
constructor(userId : string, name: string, character: string) {
|
||||
this.userId = userId;
|
||||
this.name = name;
|
||||
this.character = character;
|
||||
}
|
||||
}
|
||||
|
||||
export interface PointInterface {
|
||||
@ -67,15 +53,6 @@ export interface MessageUserMovedInterface {
|
||||
position: PointInterface;
|
||||
}
|
||||
|
||||
class MessageUserPosition extends Message implements MessageUserPositionInterface{
|
||||
position: PointInterface;
|
||||
|
||||
constructor(userId : string, point : Point, name: string, character: string) {
|
||||
super(userId, name, character);
|
||||
this.position = point;
|
||||
}
|
||||
}
|
||||
|
||||
export interface MessageUserJoined {
|
||||
userId: string;
|
||||
name: string;
|
||||
@ -83,11 +60,6 @@ export interface MessageUserJoined {
|
||||
position: PointInterface
|
||||
}
|
||||
|
||||
export interface ListMessageUserPositionInterface {
|
||||
roomId: string;
|
||||
listUsersPosition: Array<MessageUserPosition>;
|
||||
}
|
||||
|
||||
export interface PositionInterface {
|
||||
x: number,
|
||||
y: number
|
||||
@ -107,179 +79,117 @@ export interface WebRtcDisconnectMessageInterface {
|
||||
userId: string
|
||||
}
|
||||
|
||||
export interface ConnectionInterface {
|
||||
socket: Socket|null;
|
||||
token: string|null;
|
||||
name: string|null;
|
||||
userId: string|null;
|
||||
|
||||
createConnection(name: string, characterSelected: string): Promise<any>;
|
||||
|
||||
loadStartMap(): Promise<any>;
|
||||
|
||||
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): void;
|
||||
|
||||
sharePosition(x: number, y: number, direction: string, moving: boolean): void;
|
||||
|
||||
/*webrtc*/
|
||||
sendWebrtcSignal(signal: any, roomId: string, userId?: string|null, receiverId?: string): void;
|
||||
|
||||
receiveWebrtcSignal(callBack: Function): void;
|
||||
|
||||
receiveWebrtcStart(callBack: (message: WebRtcStartMessageInterface) => void): void;
|
||||
|
||||
disconnectMessage(callBack: (message: WebRtcDisconnectMessageInterface) => void): void;
|
||||
export interface WebRtcSignalMessageInterface {
|
||||
userId: string,
|
||||
receiverId: string,
|
||||
roomId: string,
|
||||
signal: SignalData
|
||||
}
|
||||
|
||||
export class Connection implements ConnectionInterface {
|
||||
socket: Socket|null = null;
|
||||
token: string|null = null;
|
||||
name: string|null = null; // TODO: drop "name" storage here
|
||||
character: string|null = null;
|
||||
userId: string|null = null;
|
||||
export interface StartMapInterface {
|
||||
mapUrlStart: string,
|
||||
startInstance: string
|
||||
}
|
||||
|
||||
GameManager: GameManager;
|
||||
export class Connection implements Connection {
|
||||
private readonly socket: Socket;
|
||||
private userId: string|null = null;
|
||||
|
||||
lastPositionShared: PointInterface|null = null;
|
||||
lastRoom: string|null = null;
|
||||
private constructor(token: string) {
|
||||
|
||||
constructor(GameManager: GameManager) {
|
||||
this.GameManager = GameManager;
|
||||
this.socket = SocketIo(`${API_URL}`, {
|
||||
query: {
|
||||
token: token
|
||||
},
|
||||
reconnection: false // Reconnection is handled by the application itself
|
||||
});
|
||||
|
||||
this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => {
|
||||
console.error(EventMessage.MESSAGE_ERROR, message);
|
||||
})
|
||||
}
|
||||
|
||||
createConnection(name: string, characterSelected: string): Promise<ConnectionInterface> {
|
||||
this.name = name;
|
||||
this.character = characterSelected;
|
||||
public static createConnection(name: string, characterSelected: string): Promise<Connection> {
|
||||
return Axios.post(`${API_URL}/login`, {name: name})
|
||||
.then((res) => {
|
||||
this.token = res.data.token;
|
||||
this.socket = SocketIo(`${API_URL}`, {
|
||||
query: {
|
||||
token: this.token
|
||||
}
|
||||
|
||||
return new Promise<Connection>((resolve, reject) => {
|
||||
const connection = new Connection(res.data.token);
|
||||
|
||||
connection.onConnectError((error: object) => {
|
||||
console.log('An error occurred while connecting to socket server. Retrying');
|
||||
reject(error);
|
||||
});
|
||||
|
||||
connection.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
|
||||
name: name,
|
||||
character: characterSelected
|
||||
} as SetPlayerDetailsMessage, (id: string) => {
|
||||
connection.userId = id;
|
||||
});
|
||||
|
||||
resolve(connection);
|
||||
});
|
||||
return this.connectSocketServer();
|
||||
})
|
||||
.catch((err) => {
|
||||
console.error(err);
|
||||
throw err;
|
||||
// Let's retry in 4-6 seconds
|
||||
return new Promise<Connection>((resolve, reject) => {
|
||||
setTimeout(() => {
|
||||
Connection.createConnection(name, characterSelected).then((connection) => resolve(connection))
|
||||
.catch((error) => reject(error));
|
||||
}, 4000 + Math.floor(Math.random() * 2000) );
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private getSocket(): Socket {
|
||||
if (this.socket === null) {
|
||||
throw new Error('Socket not initialized while using Connection')
|
||||
}
|
||||
return this.socket;
|
||||
public closeConnection(): void {
|
||||
this.socket?.close();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param character
|
||||
*/
|
||||
connectSocketServer(): Promise<ConnectionInterface>{
|
||||
//listen event
|
||||
this.disconnectServer();
|
||||
this.errorMessage();
|
||||
this.groupUpdatedOrCreated();
|
||||
this.groupDeleted();
|
||||
this.onUserJoins();
|
||||
this.onUserMoved();
|
||||
this.onUserLeft();
|
||||
|
||||
return new Promise<ConnectionInterface>((resolve, reject) => {
|
||||
this.getSocket().emit(EventMessage.SET_PLAYER_DETAILS, {
|
||||
name: this.name,
|
||||
character: this.character
|
||||
} as SetPlayerDetailsMessage, (id: string) => {
|
||||
this.userId = id;
|
||||
public joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): Promise<MessageUserPositionInterface[]> {
|
||||
const promise = new Promise<MessageUserPositionInterface[]>((resolve, reject) => {
|
||||
this.socket.emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => {
|
||||
resolve(userPositions);
|
||||
});
|
||||
|
||||
//if try to reconnect with last position
|
||||
/*if(this.lastRoom) {
|
||||
//join the room
|
||||
this.joinARoom(this.lastRoom,
|
||||
this.lastPositionShared ? this.lastPositionShared.x : 0,
|
||||
this.lastPositionShared ? this.lastPositionShared.y : 0,
|
||||
this.lastPositionShared ? this.lastPositionShared.direction : PlayerAnimationNames.WalkDown,
|
||||
this.lastPositionShared ? this.lastPositionShared.moving : false);
|
||||
}*/
|
||||
|
||||
/*if(this.lastPositionShared) {
|
||||
|
||||
//share your first position
|
||||
this.sharePosition(
|
||||
this.lastPositionShared ? this.lastPositionShared.x : 0,
|
||||
this.lastPositionShared ? this.lastPositionShared.y : 0,
|
||||
this.lastPositionShared.direction,
|
||||
this.lastPositionShared.moving
|
||||
);
|
||||
}*/
|
||||
|
||||
resolve(this);
|
||||
});
|
||||
})
|
||||
return promise;
|
||||
}
|
||||
|
||||
//TODO add middleware with access token to secure api
|
||||
loadStartMap() : Promise<any> {
|
||||
return Axios.get(`${API_URL}/start-map`)
|
||||
.then((res) => {
|
||||
return res.data;
|
||||
}).catch((err) => {
|
||||
console.error(err);
|
||||
throw err;
|
||||
});
|
||||
}
|
||||
|
||||
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): void {
|
||||
this.getSocket().emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => {
|
||||
this.GameManager.initUsersPosition(userPositions);
|
||||
});
|
||||
this.lastRoom = roomId;
|
||||
}
|
||||
|
||||
sharePosition(x : number, y : number, direction : string, moving: boolean) : void{
|
||||
public sharePosition(x : number, y : number, direction : string, moving: boolean) : void{
|
||||
if(!this.socket){
|
||||
return;
|
||||
}
|
||||
let point = new Point(x, y, direction, moving);
|
||||
this.lastPositionShared = point;
|
||||
this.getSocket().emit(EventMessage.USER_POSITION, point);
|
||||
const point = new Point(x, y, direction, moving);
|
||||
this.socket.emit(EventMessage.USER_POSITION, point);
|
||||
}
|
||||
|
||||
private onUserJoins(): void {
|
||||
this.getSocket().on(EventMessage.JOIN_ROOM, (message: MessageUserJoined) => {
|
||||
this.GameManager.onUserJoins(message);
|
||||
});
|
||||
public onUserJoins(callback: (message: MessageUserJoined) => void): void {
|
||||
this.socket.on(EventMessage.JOIN_ROOM, callback);
|
||||
}
|
||||
|
||||
private onUserMoved(): void {
|
||||
this.getSocket().on(EventMessage.USER_MOVED, (message: MessageUserMovedInterface) => {
|
||||
this.GameManager.onUserMoved(message);
|
||||
});
|
||||
public onUserMoved(callback: (message: MessageUserMovedInterface) => void): void {
|
||||
this.socket.on(EventMessage.USER_MOVED, callback);
|
||||
}
|
||||
|
||||
private onUserLeft(): void {
|
||||
this.getSocket().on(EventMessage.USER_LEFT, (userId: string) => {
|
||||
this.GameManager.onUserLeft(userId);
|
||||
});
|
||||
public onUserLeft(callback: (userId: string) => void): void {
|
||||
this.socket.on(EventMessage.USER_LEFT, callback);
|
||||
}
|
||||
|
||||
private groupUpdatedOrCreated(): void {
|
||||
this.getSocket().on(EventMessage.GROUP_CREATE_UPDATE, (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => {
|
||||
//console.log('Group ', groupCreateUpdateMessage.groupId, " position :", groupCreateUpdateMessage.position.x, groupCreateUpdateMessage.position.y)
|
||||
this.GameManager.shareGroupPosition(groupCreateUpdateMessage);
|
||||
})
|
||||
public onGroupUpdatedOrCreated(callback: (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => void): void {
|
||||
this.socket.on(EventMessage.GROUP_CREATE_UPDATE, callback);
|
||||
}
|
||||
|
||||
private groupDeleted(): void {
|
||||
this.getSocket().on(EventMessage.GROUP_DELETE, (groupId: string) => {
|
||||
this.GameManager.deleteGroup(groupId);
|
||||
})
|
||||
public onGroupDeleted(callback: (groupId: string) => void): void {
|
||||
this.socket.on(EventMessage.GROUP_DELETE, callback)
|
||||
}
|
||||
|
||||
sendWebrtcSignal(signal: any, roomId: string, userId? : string|null, receiverId? : string) {
|
||||
return this.getSocket().emit(EventMessage.WEBRTC_SIGNAL, {
|
||||
public onConnectError(callback: (error: object) => void): void {
|
||||
this.socket.on(EventMessage.CONNECT_ERROR, callback)
|
||||
}
|
||||
|
||||
public sendWebrtcSignal(signal: unknown, roomId: string, userId? : string|null, receiverId? : string) {
|
||||
return this.socket.emit(EventMessage.WEBRTC_SIGNAL, {
|
||||
userId: userId ? userId : this.userId,
|
||||
receiverId: receiverId ? receiverId : this.userId,
|
||||
roomId: roomId,
|
||||
@ -287,35 +197,30 @@ export class Connection implements ConnectionInterface {
|
||||
});
|
||||
}
|
||||
|
||||
receiveWebrtcStart(callback: (message: WebRtcStartMessageInterface) => void) {
|
||||
this.getSocket().on(EventMessage.WEBRTC_START, callback);
|
||||
public receiveWebrtcStart(callback: (message: WebRtcStartMessageInterface) => void) {
|
||||
this.socket.on(EventMessage.WEBRTC_START, callback);
|
||||
}
|
||||
|
||||
receiveWebrtcSignal(callback: Function) {
|
||||
return this.getSocket().on(EventMessage.WEBRTC_SIGNAL, callback);
|
||||
public receiveWebrtcSignal(callback: (message: WebRtcSignalMessageInterface) => void) {
|
||||
return this.socket.on(EventMessage.WEBRTC_SIGNAL, callback);
|
||||
}
|
||||
|
||||
private errorMessage(): void {
|
||||
this.getSocket().on(EventMessage.MESSAGE_ERROR, (message: string) => {
|
||||
console.error(EventMessage.MESSAGE_ERROR, message);
|
||||
})
|
||||
}
|
||||
|
||||
private disconnectServer(): void {
|
||||
this.getSocket().on(EventMessage.CONNECT_ERROR, () => {
|
||||
this.GameManager.switchToDisconnectedScene();
|
||||
});
|
||||
|
||||
this.getSocket().on(EventMessage.RECONNECT, () => {
|
||||
this.connectSocketServer();
|
||||
if (this.lastPositionShared === null) {
|
||||
throw new Error('No last position shared found while reconnecting');
|
||||
public onServerDisconnected(callback: (reason: string) => void): void {
|
||||
this.socket.on('disconnect', (reason: string) => {
|
||||
if (reason === 'io client disconnect') {
|
||||
// The client asks for disconnect, let's not trigger any event.
|
||||
return;
|
||||
}
|
||||
this.GameManager.reconnectToGameScene(this.lastPositionShared);
|
||||
callback(reason);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
public getUserId(): string|null {
|
||||
return this.userId;
|
||||
}
|
||||
|
||||
disconnectMessage(callback: (message: WebRtcDisconnectMessageInterface) => void): void {
|
||||
this.getSocket().on(EventMessage.WEBRTC_DISCONNECT, callback);
|
||||
this.socket.on(EventMessage.WEBRTC_DISCONNECT, callback);
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,8 @@
|
||||
declare let window:any;
|
||||
declare let window:WindowWithCypressAsserter;
|
||||
|
||||
interface WindowWithCypressAsserter extends Window {
|
||||
cypressAsserter: CypressAsserter;
|
||||
}
|
||||
|
||||
//this class is used to communicate with cypress, our e2e testing client
|
||||
//Since cypress cannot manipulate canvas, we notified it with console logs
|
||||
|
@ -1,4 +1,4 @@
|
||||
const DEBUG_MODE: boolean = process.env.DEBUG_MODE as any === true;
|
||||
const DEBUG_MODE: boolean = process.env.DEBUG_MODE == "true";
|
||||
const API_URL = process.env.API_URL || "http://api.workadventure.localhost";
|
||||
const RESOLUTION = 3;
|
||||
const ZOOM_LEVEL = 1/*3/4*/;
|
||||
|
@ -2,7 +2,7 @@ export class MessageUI {
|
||||
|
||||
static warningMessage(text: string){
|
||||
this.removeMessage();
|
||||
let body = document.getElementById("body");
|
||||
const body = document.getElementById("body");
|
||||
body?.insertAdjacentHTML('afterbegin', `
|
||||
<div id="message-reconnect" class="message-info warning">
|
||||
${text}
|
||||
@ -12,13 +12,13 @@ export class MessageUI {
|
||||
|
||||
static removeMessage(id : string|null = null) {
|
||||
if(!id){
|
||||
let messages = document.getElementsByClassName("message-info");
|
||||
const messages = document.getElementsByClassName("message-info");
|
||||
for (let i = 0; i < messages.length; i++){
|
||||
messages.item(i)?.remove();
|
||||
}
|
||||
return;
|
||||
}
|
||||
let previousElement = document.getElementById(id);
|
||||
const previousElement = document.getElementById(id);
|
||||
if (!previousElement) {
|
||||
return;
|
||||
}
|
||||
|
@ -10,9 +10,9 @@ export class TextInput extends Phaser.GameObjects.BitmapText {
|
||||
this.underLine = this.scene.add.text(x, y+1, '_______', { fontFamily: 'Arial', fontSize: "32px", color: '#ffffff'})
|
||||
|
||||
|
||||
let keySpace = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
|
||||
let keyBackspace = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.BACKSPACE);
|
||||
this.scene.input.keyboard.on('keydown', (event: any) => {
|
||||
const keySpace = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
|
||||
const keyBackspace = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.BACKSPACE);
|
||||
this.scene.input.keyboard.on('keydown', (event: KeyboardEvent) => {
|
||||
if (event.keyCode === 8 && this.text.length > 0) {
|
||||
this.deleteLetter();
|
||||
} else if ((event.keyCode === 32 || (event.keyCode >= 48 && event.keyCode <= 90)) && this.text.length < maxLength) {
|
||||
|
@ -2,7 +2,12 @@ import {PlayerAnimationNames} from "../Player/Animation";
|
||||
import {SpeechBubble} from "./SpeechBubble";
|
||||
import BitmapText = Phaser.GameObjects.BitmapText;
|
||||
|
||||
export const PLAYER_RESOURCES: Array<any> = [
|
||||
export interface PlayerResourceDescriptionInterface {
|
||||
name: string,
|
||||
img: string
|
||||
}
|
||||
|
||||
export const PLAYER_RESOURCES: Array<PlayerResourceDescriptionInterface> = [
|
||||
{name: "male1", img: "resources/characters/pipoya/Male 01-1.png" /*, x: 32, y: 32*/},
|
||||
{name: "male2", img: "resources/characters/pipoya/Male 02-2.png"/*, x: 64, y: 32*/},
|
||||
{name: "male3", img: "resources/characters/pipoya/Male 03-4.png"/*, x: 96, y: 32*/},
|
||||
@ -117,6 +122,10 @@ export abstract class Character extends Phaser.Physics.Arcade.Sprite {
|
||||
}
|
||||
|
||||
protected playAnimation(direction : string, moving: boolean): void {
|
||||
if (!this.anims) {
|
||||
console.error('ANIMS IS NOT DEFINED!!!');
|
||||
return;
|
||||
}
|
||||
if (moving && (!this.anims.currentAnim || this.anims.currentAnim.key !== direction)) {
|
||||
this.play(this.PlayerTexture+'-'+direction, true);
|
||||
} else if (!moving) {
|
||||
|
@ -13,10 +13,10 @@ export class SpeechBubble {
|
||||
*/
|
||||
constructor(scene: Scene, player: Character, text: string = "") {
|
||||
|
||||
let bubbleHeight = 50;
|
||||
let bubblePadding = 10;
|
||||
let bubbleWidth = bubblePadding * 2 + text.length * 10;
|
||||
let arrowHeight = bubbleHeight / 4;
|
||||
const bubbleHeight = 50;
|
||||
const bubblePadding = 10;
|
||||
const bubbleWidth = bubblePadding * 2 + text.length * 10;
|
||||
const arrowHeight = bubbleHeight / 4;
|
||||
|
||||
this.bubble = scene.add.graphics({ x: player.x + 16, y: player.y - 80 });
|
||||
|
||||
@ -35,12 +35,12 @@ export class SpeechBubble {
|
||||
this.bubble.fillRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
|
||||
|
||||
// Calculate arrow coordinates
|
||||
let point1X = Math.floor(bubbleWidth / 7);
|
||||
let point1Y = bubbleHeight;
|
||||
let point2X = Math.floor((bubbleWidth / 7) * 2);
|
||||
let point2Y = bubbleHeight;
|
||||
let point3X = Math.floor(bubbleWidth / 7);
|
||||
let point3Y = Math.floor(bubbleHeight + arrowHeight);
|
||||
const point1X = Math.floor(bubbleWidth / 7);
|
||||
const point1Y = bubbleHeight;
|
||||
const point2X = Math.floor((bubbleWidth / 7) * 2);
|
||||
const point2Y = bubbleHeight;
|
||||
const point3X = Math.floor(bubbleWidth / 7);
|
||||
const point3Y = Math.floor(bubbleHeight + arrowHeight);
|
||||
|
||||
// bubble arrow shadow
|
||||
this.bubble.lineStyle(4, 0x222222, 0.5);
|
||||
@ -54,7 +54,7 @@ export class SpeechBubble {
|
||||
|
||||
this.content = scene.add.text(0, 0, text, { fontFamily: 'Arial', fontSize: 20, color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });
|
||||
|
||||
let bounds = this.content.getBounds();
|
||||
const bounds = this.content.getBounds();
|
||||
this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
|
||||
}
|
||||
|
||||
@ -68,10 +68,10 @@ export class SpeechBubble {
|
||||
this.bubble.setPosition((x + 16), (y - 80));
|
||||
}
|
||||
if (this.content) {
|
||||
let bubbleHeight = 50;
|
||||
let bubblePadding = 10;
|
||||
let bubbleWidth = bubblePadding * 2 + this.content.text.length * 10;
|
||||
let bounds = this.content.getBounds();
|
||||
const bubbleHeight = 50;
|
||||
const bubblePadding = 10;
|
||||
const bubbleWidth = bubblePadding * 2 + this.content.text.length * 10;
|
||||
const bounds = this.content.getBounds();
|
||||
//this.content.setPosition(x, y);
|
||||
this.content.setPosition(this.bubble.x + (bubbleWidth / 2) - (bounds.width / 2), this.bubble.y + (bubbleHeight / 2) - (bounds.height / 2));
|
||||
}
|
||||
|
@ -1,22 +1,9 @@
|
||||
import {GameScene} from "./GameScene";
|
||||
import {
|
||||
Connection,
|
||||
GroupCreatedUpdatedMessageInterface,
|
||||
ListMessageUserPositionInterface,
|
||||
MessageUserJoined,
|
||||
MessageUserMovedInterface,
|
||||
MessageUserPositionInterface,
|
||||
Point,
|
||||
PointInterface
|
||||
StartMapInterface
|
||||
} from "../../Connection";
|
||||
import {SimplePeer} from "../../WebRtc/SimplePeer";
|
||||
import {AddPlayerInterface} from "./AddPlayerInterface";
|
||||
import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
|
||||
|
||||
/*export enum StatusGameManagerEnum {
|
||||
IN_PROGRESS = 1,
|
||||
CURRENT_USER_CREATED = 2
|
||||
}*/
|
||||
import Axios from "axios";
|
||||
import {API_URL} from "../../Enum/EnvironmentVariable";
|
||||
|
||||
export interface HasMovedEvent {
|
||||
direction: string;
|
||||
@ -25,152 +12,43 @@ export interface HasMovedEvent {
|
||||
y: number;
|
||||
}
|
||||
|
||||
export interface MapObject {
|
||||
key: string,
|
||||
url: string
|
||||
}
|
||||
|
||||
export class GameManager {
|
||||
//status: number;
|
||||
private ConnectionInstance: Connection;
|
||||
private currentGameScene: GameScene;
|
||||
private playerName: string;
|
||||
SimplePeer : SimplePeer;
|
||||
private characterUserSelected: string;
|
||||
|
||||
constructor() {
|
||||
//this.status = StatusGameManagerEnum.IN_PROGRESS;
|
||||
}
|
||||
|
||||
connect(name: string, characterUserSelected : string) {
|
||||
public storePlayerDetails(name: string, characterUserSelected : string): void {
|
||||
this.playerName = name;
|
||||
this.characterUserSelected = characterUserSelected;
|
||||
this.ConnectionInstance = new Connection(this);
|
||||
return this.ConnectionInstance.createConnection(name, characterUserSelected).then((data : any) => {
|
||||
this.SimplePeer = new SimplePeer(this.ConnectionInstance);
|
||||
return data;
|
||||
}).catch((err) => {
|
||||
throw err;
|
||||
});
|
||||
}
|
||||
|
||||
loadStartMap(){
|
||||
return this.ConnectionInstance.loadStartMap().then((data) => {
|
||||
return data;
|
||||
}).catch((err) => {
|
||||
throw err;
|
||||
});
|
||||
}
|
||||
|
||||
setCurrentGameScene(gameScene: GameScene) {
|
||||
this.currentGameScene = gameScene;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Permit to create player in started room
|
||||
*/
|
||||
/*createCurrentPlayer(): void {
|
||||
//Get started room send by the backend
|
||||
this.currentGameScene.createCurrentPlayer();
|
||||
//this.status = StatusGameManagerEnum.CURRENT_USER_CREATED;
|
||||
}*/
|
||||
|
||||
joinRoom(sceneKey: string, startX: number, startY: number, direction: string, moving: boolean){
|
||||
this.ConnectionInstance.joinARoom(sceneKey, startX, startY, direction, moving);
|
||||
}
|
||||
|
||||
onUserJoins(message: MessageUserJoined): void {
|
||||
let userMessage: AddPlayerInterface = {
|
||||
userId: message.userId,
|
||||
character: message.character,
|
||||
name: message.name,
|
||||
position: message.position
|
||||
}
|
||||
this.currentGameScene.addPlayer(userMessage);
|
||||
}
|
||||
|
||||
onUserMoved(message: MessageUserMovedInterface): void {
|
||||
this.currentGameScene.updatePlayerPosition(message);
|
||||
}
|
||||
|
||||
onUserLeft(userId: string): void {
|
||||
this.currentGameScene.removePlayer(userId);
|
||||
}
|
||||
|
||||
initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
|
||||
// Shall we wait for room to be loaded?
|
||||
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
|
||||
return;
|
||||
}*/
|
||||
try {
|
||||
this.currentGameScene.initUsersPosition(usersPosition)
|
||||
} catch (e) {
|
||||
console.error(e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Share group position in game
|
||||
*/
|
||||
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface): void {
|
||||
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
|
||||
return;
|
||||
}*/
|
||||
try {
|
||||
this.currentGameScene.shareGroupPosition(groupPositionMessage)
|
||||
} catch (e) {
|
||||
console.error(e);
|
||||
}
|
||||
}
|
||||
|
||||
deleteGroup(groupId: string): void {
|
||||
/*if (this.status === StatusGameManagerEnum.IN_PROGRESS) {
|
||||
return;
|
||||
}*/
|
||||
try {
|
||||
this.currentGameScene.deleteGroup(groupId)
|
||||
} catch (e) {
|
||||
console.error(e);
|
||||
}
|
||||
loadStartMap() : Promise<StartMapInterface> {
|
||||
return Axios.get(`${API_URL}/start-map`)
|
||||
.then((res) => {
|
||||
return res.data;
|
||||
}).catch((err) => {
|
||||
console.error(err);
|
||||
throw err;
|
||||
});
|
||||
}
|
||||
|
||||
getPlayerName(): string {
|
||||
return this.playerName;
|
||||
}
|
||||
|
||||
getPlayerId(): string|null {
|
||||
return this.ConnectionInstance.userId;
|
||||
}
|
||||
|
||||
getCharacterSelected(): string {
|
||||
return this.characterUserSelected;
|
||||
}
|
||||
|
||||
pushPlayerPosition(event: HasMovedEvent) {
|
||||
this.ConnectionInstance.sharePosition(event.x, event.y, event.direction, event.moving);
|
||||
}
|
||||
|
||||
loadMap(mapUrl: string, scene: Phaser.Scenes.ScenePlugin, instance: string): string {
|
||||
let sceneKey = GameScene.getMapKeyByUrl(mapUrl);
|
||||
const sceneKey = GameScene.getMapKeyByUrl(mapUrl);
|
||||
|
||||
let gameIndex = scene.getIndex(sceneKey);
|
||||
const gameIndex = scene.getIndex(sceneKey);
|
||||
if(gameIndex === -1){
|
||||
let game : Phaser.Scene = GameScene.createFromUrl(mapUrl, instance);
|
||||
const game : Phaser.Scene = GameScene.createFromUrl(mapUrl, instance);
|
||||
scene.add(sceneKey, game, false);
|
||||
}
|
||||
return sceneKey;
|
||||
}
|
||||
|
||||
private oldSceneKey : string;
|
||||
switchToDisconnectedScene(): void {
|
||||
this.oldSceneKey = this.currentGameScene.scene.key;
|
||||
this.currentGameScene.scene.start(ReconnectingSceneName);
|
||||
}
|
||||
|
||||
reconnectToGameScene(lastPositionShared: PointInterface) {
|
||||
this.currentGameScene.scene.start(this.oldSceneKey, { initPosition: lastPositionShared });
|
||||
}
|
||||
}
|
||||
|
||||
export const gameManager = new GameManager();
|
||||
|
@ -1,13 +1,19 @@
|
||||
import {GameManager, gameManager, HasMovedEvent} from "./GameManager";
|
||||
import {
|
||||
GroupCreatedUpdatedMessageInterface,
|
||||
Connection,
|
||||
GroupCreatedUpdatedMessageInterface, MessageUserJoined,
|
||||
MessageUserMovedInterface,
|
||||
MessageUserPositionInterface, PointInterface, PositionInterface
|
||||
} from "../../Connection";
|
||||
import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player";
|
||||
import { DEBUG_MODE, ZOOM_LEVEL, POSITION_DELAY } from "../../Enum/EnvironmentVariable";
|
||||
import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap";
|
||||
import {PLAYER_RESOURCES} from "../Entity/Character";
|
||||
import {
|
||||
ITiledMap,
|
||||
ITiledMapLayer,
|
||||
ITiledMapLayerProperty,
|
||||
ITiledTileSet
|
||||
} from "../Map/ITiledMap";
|
||||
import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
|
||||
import Texture = Phaser.Textures.Texture;
|
||||
import Sprite = Phaser.GameObjects.Sprite;
|
||||
import CanvasTexture = Phaser.Textures.CanvasTexture;
|
||||
@ -16,6 +22,11 @@ import {PlayerAnimationNames} from "../Player/Animation";
|
||||
import {PlayerMovement} from "./PlayerMovement";
|
||||
import {PlayersPositionInterpolator} from "./PlayersPositionInterpolator";
|
||||
import {RemotePlayer} from "../Entity/RemotePlayer";
|
||||
import GameObject = Phaser.GameObjects.GameObject;
|
||||
import { Queue } from 'queue-typescript';
|
||||
import {SimplePeer} from "../../WebRtc/SimplePeer";
|
||||
import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
|
||||
|
||||
|
||||
export enum Textures {
|
||||
Player = "male1"
|
||||
@ -26,6 +37,36 @@ export interface GameSceneInitInterface {
|
||||
startLayerName: string|undefined
|
||||
}
|
||||
|
||||
interface InitUserPositionEventInterface {
|
||||
type: 'InitUserPositionEvent'
|
||||
event: MessageUserPositionInterface[]
|
||||
}
|
||||
|
||||
interface AddPlayerEventInterface {
|
||||
type: 'AddPlayerEvent'
|
||||
event: AddPlayerInterface
|
||||
}
|
||||
|
||||
interface RemovePlayerEventInterface {
|
||||
type: 'RemovePlayerEvent'
|
||||
userId: string
|
||||
}
|
||||
|
||||
interface UserMovedEventInterface {
|
||||
type: 'UserMovedEvent'
|
||||
event: MessageUserMovedInterface
|
||||
}
|
||||
|
||||
interface GroupCreatedUpdatedEventInterface {
|
||||
type: 'GroupCreatedUpdatedEvent'
|
||||
event: GroupCreatedUpdatedMessageInterface
|
||||
}
|
||||
|
||||
interface DeleteGroupEventInterface {
|
||||
type: 'DeleteGroupEvent'
|
||||
groupId: string
|
||||
}
|
||||
|
||||
export class GameScene extends Phaser.Scene {
|
||||
GameManager : GameManager;
|
||||
Terrains : Array<Phaser.Tilemaps.Tileset>;
|
||||
@ -40,8 +81,12 @@ export class GameScene extends Phaser.Scene {
|
||||
startX: number;
|
||||
startY: number;
|
||||
circleTexture: CanvasTexture;
|
||||
pendingEvents: Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface> = new Queue<InitUserPositionEventInterface|AddPlayerEventInterface|RemovePlayerEventInterface|UserMovedEventInterface|GroupCreatedUpdatedEventInterface|DeleteGroupEventInterface>();
|
||||
private initPosition: PositionInterface|null = null;
|
||||
private playersPositionInterpolator = new PlayersPositionInterpolator();
|
||||
private connection: Connection;
|
||||
private simplePeer : SimplePeer;
|
||||
private connectionPromise: Promise<Connection>
|
||||
|
||||
MapKey: string;
|
||||
MapUrlFile: string;
|
||||
@ -57,17 +102,20 @@ export class GameScene extends Phaser.Scene {
|
||||
y: -1000
|
||||
}
|
||||
|
||||
PositionNextScene: Array<any> = new Array<any>();
|
||||
private PositionNextScene: Array<Array<{ key: string, hash: string }>> = new Array<Array<{ key: string, hash: string }>>();
|
||||
private startLayerName: string|undefined;
|
||||
|
||||
static createFromUrl(mapUrlFile: string, instance: string): GameScene {
|
||||
let key = GameScene.getMapKeyByUrl(mapUrlFile);
|
||||
return new GameScene(key, mapUrlFile, instance);
|
||||
static createFromUrl(mapUrlFile: string, instance: string, key: string|null = null): GameScene {
|
||||
const mapKey = GameScene.getMapKeyByUrl(mapUrlFile);
|
||||
if (key === null) {
|
||||
key = mapKey;
|
||||
}
|
||||
return new GameScene(mapKey, mapUrlFile, instance, key);
|
||||
}
|
||||
|
||||
constructor(MapKey : string, MapUrlFile: string, instance: string) {
|
||||
constructor(MapKey : string, MapUrlFile: string, instance: string, key: string) {
|
||||
super({
|
||||
key: MapKey
|
||||
key: key
|
||||
});
|
||||
|
||||
this.GameManager = gameManager;
|
||||
@ -77,13 +125,12 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
this.MapKey = MapKey;
|
||||
this.MapUrlFile = MapUrlFile;
|
||||
this.RoomId = this.instance + '__' + this.MapKey;
|
||||
this.RoomId = this.instance + '__' + MapKey;
|
||||
}
|
||||
|
||||
//hook preload scene
|
||||
preload(): void {
|
||||
this.GameManager.setCurrentGameScene(this);
|
||||
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: any) => {
|
||||
this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: unknown) => {
|
||||
this.onMapLoad(data);
|
||||
});
|
||||
//TODO strategy to add access token
|
||||
@ -91,12 +138,12 @@ export class GameScene extends Phaser.Scene {
|
||||
// If the map has already been loaded as part of another GameScene, the "on load" event will not be triggered.
|
||||
// In this case, we check in the cache to see if the map is here and trigger the event manually.
|
||||
if (this.cache.tilemap.exists(this.MapKey)) {
|
||||
let data = this.cache.tilemap.get(this.MapKey);
|
||||
const data = this.cache.tilemap.get(this.MapKey);
|
||||
this.onMapLoad(data);
|
||||
}
|
||||
|
||||
//add player png
|
||||
PLAYER_RESOURCES.forEach((playerResource: any) => {
|
||||
PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => {
|
||||
this.load.spritesheet(
|
||||
playerResource.name,
|
||||
playerResource.img,
|
||||
@ -105,13 +152,76 @@ export class GameScene extends Phaser.Scene {
|
||||
});
|
||||
|
||||
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
|
||||
|
||||
this.connectionPromise = Connection.createConnection(gameManager.getPlayerName(), gameManager.getCharacterSelected()).then((connection : Connection) => {
|
||||
this.connection = connection;
|
||||
|
||||
connection.onUserJoins((message: MessageUserJoined) => {
|
||||
const userMessage: AddPlayerInterface = {
|
||||
userId: message.userId,
|
||||
character: message.character,
|
||||
name: message.name,
|
||||
position: message.position
|
||||
}
|
||||
this.addPlayer(userMessage);
|
||||
});
|
||||
|
||||
connection.onUserMoved((message: MessageUserMovedInterface) => {
|
||||
this.updatePlayerPosition(message);
|
||||
});
|
||||
|
||||
connection.onUserLeft((userId: string) => {
|
||||
this.removePlayer(userId);
|
||||
});
|
||||
|
||||
connection.onGroupUpdatedOrCreated((groupPositionMessage: GroupCreatedUpdatedMessageInterface) => {
|
||||
this.shareGroupPosition(groupPositionMessage);
|
||||
})
|
||||
|
||||
connection.onGroupDeleted((groupId: string) => {
|
||||
try {
|
||||
this.deleteGroup(groupId);
|
||||
} catch (e) {
|
||||
console.error(e);
|
||||
}
|
||||
})
|
||||
|
||||
connection.onServerDisconnected(() => {
|
||||
console.log('Player disconnected from server. Reloading scene.');
|
||||
|
||||
this.simplePeer.closeAllConnections();
|
||||
|
||||
const key = 'somekey'+Math.round(Math.random()*10000);
|
||||
const game : Phaser.Scene = GameScene.createFromUrl(this.MapUrlFile, this.instance, key);
|
||||
this.scene.add(key, game, true,
|
||||
{
|
||||
initPosition: {
|
||||
x: this.CurrentPlayer.x,
|
||||
y: this.CurrentPlayer.y
|
||||
}
|
||||
});
|
||||
|
||||
this.scene.stop(this.scene.key);
|
||||
this.scene.remove(this.scene.key);
|
||||
})
|
||||
|
||||
// When connection is performed, let's connect SimplePeer
|
||||
this.simplePeer = new SimplePeer(this.connection);
|
||||
|
||||
this.scene.wake();
|
||||
this.scene.sleep(ReconnectingSceneName);
|
||||
|
||||
return connection;
|
||||
});
|
||||
}
|
||||
|
||||
// FIXME: we need to put a "unknown" instead of a "any" and validate the structure of the JSON we are receiving.
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
private onMapLoad(data: any): void {
|
||||
// Triggered when the map is loaded
|
||||
// Load tiles attached to the map recursively
|
||||
this.mapFile = data.data;
|
||||
let url = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
|
||||
const url = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf('/'));
|
||||
this.mapFile.tilesets.forEach((tileset) => {
|
||||
if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') {
|
||||
console.warn("Don't know how to handle tileset ", tileset)
|
||||
@ -145,7 +255,7 @@ export class GameScene extends Phaser.Scene {
|
||||
//add layer on map
|
||||
this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
|
||||
let depth = -2;
|
||||
for (let layer of this.mapFile.layers) {
|
||||
for (const layer of this.mapFile.layers) {
|
||||
if (layer.type === 'tilelayer') {
|
||||
this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth));
|
||||
}
|
||||
@ -160,23 +270,29 @@ export class GameScene extends Phaser.Scene {
|
||||
throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.');
|
||||
}
|
||||
|
||||
// Now, let's find the start layer
|
||||
if (this.startLayerName) {
|
||||
for (let layer of this.mapFile.layers) {
|
||||
if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
|
||||
let startPosition = this.startUser(layer);
|
||||
this.startX = startPosition.x;
|
||||
this.startY = startPosition.y;
|
||||
// If there is an init position passed
|
||||
if (this.initPosition !== null) {
|
||||
this.startX = this.initPosition.x;
|
||||
this.startY = this.initPosition.y;
|
||||
} else {
|
||||
// Now, let's find the start layer
|
||||
if (this.startLayerName) {
|
||||
for (const layer of this.mapFile.layers) {
|
||||
if (this.startLayerName === layer.name && layer.type === 'tilelayer' && this.isStartLayer(layer)) {
|
||||
const startPosition = this.startUser(layer);
|
||||
this.startX = startPosition.x;
|
||||
this.startY = startPosition.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (this.startX === undefined) {
|
||||
// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
|
||||
for (let layer of this.mapFile.layers) {
|
||||
if (layer.type === 'tilelayer' && layer.name === "start") {
|
||||
let startPosition = this.startUser(layer);
|
||||
this.startX = startPosition.x;
|
||||
this.startY = startPosition.y;
|
||||
if (this.startX === undefined) {
|
||||
// If we have no start layer specified or if the hash passed does not exist, let's go with the default start position.
|
||||
for (const layer of this.mapFile.layers) {
|
||||
if (layer.type === 'tilelayer' && layer.name === "start") {
|
||||
const startPosition = this.startUser(layer);
|
||||
this.startX = startPosition.x;
|
||||
this.startY = startPosition.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -205,12 +321,12 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
|
||||
// Let's generate the circle for the group delimiter
|
||||
let circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite');
|
||||
const circleElement = Object.values(this.textures.list).find((object: Texture) => object.key === 'circleSprite');
|
||||
if(circleElement) {
|
||||
this.textures.remove('circleSprite');
|
||||
}
|
||||
this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96);
|
||||
let context = this.circleTexture.context;
|
||||
const context = this.circleTexture.context;
|
||||
context.beginPath();
|
||||
context.arc(48, 48, 48, 0, 2 * Math.PI, false);
|
||||
// context.lineWidth = 5;
|
||||
@ -219,12 +335,23 @@ export class GameScene extends Phaser.Scene {
|
||||
this.circleTexture.refresh();
|
||||
|
||||
// Let's alter browser history
|
||||
let url = new URL(this.MapUrlFile);
|
||||
const url = new URL(this.MapUrlFile);
|
||||
let path = '/_/'+this.instance+'/'+url.host+url.pathname;
|
||||
if (this.startLayerName) {
|
||||
path += '#'+this.startLayerName;
|
||||
}
|
||||
window.history.pushState({}, 'WorkAdventure', path);
|
||||
|
||||
// Let's pause the scene if the connection is not established yet
|
||||
if (this.connection === undefined) {
|
||||
// Let's wait 0.5 seconds before printing the "connecting" screen to avoid blinking
|
||||
setTimeout(() => {
|
||||
if (this.connection === undefined) {
|
||||
this.scene.sleep();
|
||||
this.scene.launch(ReconnectingSceneName);
|
||||
}
|
||||
}, 500);
|
||||
}
|
||||
}
|
||||
|
||||
private getExitSceneUrl(layer: ITiledMapLayer): string|undefined {
|
||||
@ -240,11 +367,11 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
private getProperty(layer: ITiledMapLayer, name: string): string|boolean|number|undefined {
|
||||
let properties : any = layer.properties;
|
||||
const properties = layer.properties;
|
||||
if (!properties) {
|
||||
return undefined;
|
||||
}
|
||||
let obj = properties.find((property:any) => property.name === name);
|
||||
const obj = properties.find((property: ITiledMapLayerProperty) => property.name === name);
|
||||
if (obj === undefined) {
|
||||
return undefined;
|
||||
}
|
||||
@ -259,7 +386,7 @@ export class GameScene extends Phaser.Scene {
|
||||
* @param tileHeight
|
||||
*/
|
||||
private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){
|
||||
let exitSceneUrl = this.getExitSceneUrl(layer);
|
||||
const exitSceneUrl = this.getExitSceneUrl(layer);
|
||||
if (exitSceneUrl === undefined) {
|
||||
throw new Error('Layer is not an exit scene layer.');
|
||||
}
|
||||
@ -269,18 +396,18 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
// TODO: eventually compute a relative URL
|
||||
let absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
|
||||
let exitSceneKey = gameManager.loadMap(absoluteExitSceneUrl, this.scene, instance);
|
||||
const absoluteExitSceneUrl = new URL(exitSceneUrl, this.MapUrlFile).href;
|
||||
const exitSceneKey = gameManager.loadMap(absoluteExitSceneUrl, this.scene, instance);
|
||||
|
||||
let tiles : number[] = layer.data as number[];
|
||||
const tiles : number[] = layer.data as number[];
|
||||
for (let key=0; key < tiles.length; key++) {
|
||||
let objectKey = tiles[key];
|
||||
const objectKey = tiles[key];
|
||||
if(objectKey === 0){
|
||||
continue;
|
||||
}
|
||||
//key + 1 because the start x = 0;
|
||||
let y : number = parseInt(((key + 1) / mapWidth).toString());
|
||||
let x : number = key - (y * mapWidth);
|
||||
const y : number = parseInt(((key + 1) / mapWidth).toString());
|
||||
const x : number = key - (y * mapWidth);
|
||||
|
||||
let hash = new URL(exitSceneUrl, this.MapUrlFile).hash;
|
||||
if (hash) {
|
||||
@ -288,15 +415,13 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
//push and save switching case
|
||||
// TODO: this is not efficient. We should refactor that to enable a search by key. For instance: this.PositionNextScene[y][x] = exitSceneKey
|
||||
this.PositionNextScene.push({
|
||||
xStart: (x * tileWidth),
|
||||
yStart: (y * tileWidth),
|
||||
xEnd: ((x +1) * tileHeight),
|
||||
yEnd: ((y + 1) * tileHeight),
|
||||
if (this.PositionNextScene[y] === undefined) {
|
||||
this.PositionNextScene[y] = new Array<{key: string, hash: string}>();
|
||||
}
|
||||
this.PositionNextScene[y][x] = {
|
||||
key: exitSceneKey,
|
||||
hash
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -304,23 +429,17 @@ export class GameScene extends Phaser.Scene {
|
||||
* @param layer
|
||||
*/
|
||||
private startUser(layer: ITiledMapLayer): PositionInterface {
|
||||
if (this.initPosition !== null) {
|
||||
this.startX = this.initPosition.x;
|
||||
this.startY = this.initPosition.y;
|
||||
return {
|
||||
x: this.initPosition.x,
|
||||
y: this.initPosition.y
|
||||
};
|
||||
const tiles = layer.data;
|
||||
if (typeof(tiles) === 'string') {
|
||||
throw new Error('The content of a JSON map must be filled as a JSON array, not as a string');
|
||||
}
|
||||
|
||||
let tiles : any = layer.data;
|
||||
let possibleStartPositions : PositionInterface[] = [];
|
||||
const possibleStartPositions : PositionInterface[] = [];
|
||||
tiles.forEach((objectKey : number, key: number) => {
|
||||
if(objectKey === 0){
|
||||
return;
|
||||
}
|
||||
let y = Math.floor(key / layer.width);
|
||||
let x = key % layer.width;
|
||||
const y = Math.floor(key / layer.width);
|
||||
const x = key % layer.width;
|
||||
|
||||
possibleStartPositions.push({x: x*32, y: y*32});
|
||||
});
|
||||
@ -350,7 +469,7 @@ export class GameScene extends Phaser.Scene {
|
||||
createCollisionWithPlayer() {
|
||||
//add collision layer
|
||||
this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => {
|
||||
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: any, object2: any) => {
|
||||
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
|
||||
//this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name)
|
||||
});
|
||||
Layer.setCollisionByProperty({collides: true});
|
||||
@ -366,11 +485,11 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
createCollisionObject(){
|
||||
this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => {
|
||||
this.physics.add.collider(this.CurrentPlayer, Object, (object1: any, object2: any) => {
|
||||
//this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key)
|
||||
/*this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => {
|
||||
this.physics.add.collider(this.CurrentPlayer, Object, (object1, object2) => {
|
||||
this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key)
|
||||
});
|
||||
})
|
||||
})*/
|
||||
}
|
||||
|
||||
createCurrentPlayer(){
|
||||
@ -391,10 +510,14 @@ export class GameScene extends Phaser.Scene {
|
||||
this.createCollisionObject();
|
||||
|
||||
//join room
|
||||
this.GameManager.joinRoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false);
|
||||
this.connectionPromise.then((connection: Connection) => {
|
||||
connection.joinARoom(this.RoomId, this.startX, this.startY, PlayerAnimationNames.WalkDown, false).then((userPositions: MessageUserPositionInterface[]) => {
|
||||
this.initUsersPosition(userPositions);
|
||||
});
|
||||
|
||||
//listen event to share position of user
|
||||
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
|
||||
//listen event to share position of user
|
||||
this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this))
|
||||
});
|
||||
}
|
||||
|
||||
pushPlayerPosition(event: HasMovedEvent) {
|
||||
@ -426,18 +549,18 @@ export class GameScene extends Phaser.Scene {
|
||||
private doPushPlayerPosition(event: HasMovedEvent): void {
|
||||
this.lastMoveEventSent = event;
|
||||
this.lastSentTick = this.currentTick;
|
||||
this.GameManager.pushPlayerPosition(event);
|
||||
this.connection.sharePosition(event.x, event.y, event.direction, event.moving);
|
||||
}
|
||||
|
||||
EventToClickOnTile(){
|
||||
// debug code to get a tile properties by clicking on it
|
||||
this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{
|
||||
/*this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{
|
||||
//pixel position toz tile position
|
||||
let tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY));
|
||||
const tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY));
|
||||
if(tile){
|
||||
this.CurrentPlayer.say("Your touch " + tile.layer.name);
|
||||
}
|
||||
});
|
||||
});*/
|
||||
}
|
||||
|
||||
/**
|
||||
@ -448,19 +571,46 @@ export class GameScene extends Phaser.Scene {
|
||||
this.currentTick = time;
|
||||
this.CurrentPlayer.moveUser(delta);
|
||||
|
||||
// Let's handle all events
|
||||
while (this.pendingEvents.length !== 0) {
|
||||
const event = this.pendingEvents.dequeue();
|
||||
switch (event.type) {
|
||||
case "InitUserPositionEvent":
|
||||
this.doInitUsersPosition(event.event);
|
||||
break;
|
||||
case "AddPlayerEvent":
|
||||
this.doAddPlayer(event.event);
|
||||
break;
|
||||
case "RemovePlayerEvent":
|
||||
this.doRemovePlayer(event.userId);
|
||||
break;
|
||||
case "UserMovedEvent":
|
||||
this.doUpdatePlayerPosition(event.event);
|
||||
break;
|
||||
case "GroupCreatedUpdatedEvent":
|
||||
this.doShareGroupPosition(event.event);
|
||||
break;
|
||||
case "DeleteGroupEvent":
|
||||
this.doDeleteGroup(event.groupId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Let's move all users
|
||||
let updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
|
||||
const updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
|
||||
updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: string) => {
|
||||
let player : RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
|
||||
const player : RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
|
||||
if (player === undefined) {
|
||||
throw new Error('Cannot find player with ID "' + userId +'"');
|
||||
}
|
||||
player.updatePosition(moveEvent);
|
||||
});
|
||||
|
||||
let nextSceneKey = this.checkToExit();
|
||||
const nextSceneKey = this.checkToExit();
|
||||
if(nextSceneKey){
|
||||
// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
|
||||
this.connection.closeConnection();
|
||||
this.scene.stop();
|
||||
this.scene.remove(this.scene.key);
|
||||
this.scene.start(nextSceneKey.key, {
|
||||
startLayerName: nextSceneKey.hash
|
||||
@ -471,23 +621,33 @@ export class GameScene extends Phaser.Scene {
|
||||
/**
|
||||
*
|
||||
*/
|
||||
checkToExit(){
|
||||
if(this.PositionNextScene.length === 0){
|
||||
checkToExit(): {key: string, hash: string} | null {
|
||||
const x = Math.floor(this.CurrentPlayer.x / 32);
|
||||
const y = Math.floor(this.CurrentPlayer.y / 32);
|
||||
|
||||
if (this.PositionNextScene[y] !== undefined && this.PositionNextScene[y][x] !== undefined) {
|
||||
return this.PositionNextScene[y][x];
|
||||
} else {
|
||||
return null;
|
||||
}
|
||||
return this.PositionNextScene.find((position : any) => {
|
||||
return position.xStart <= this.CurrentPlayer.x && this.CurrentPlayer.x <= position.xEnd
|
||||
&& position.yStart <= this.CurrentPlayer.y && this.CurrentPlayer.y <= position.yEnd
|
||||
})
|
||||
}
|
||||
|
||||
public initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
|
||||
if(!this.CurrentPlayer){
|
||||
console.error('Cannot initiate users list because map is not loaded yet')
|
||||
return;
|
||||
}
|
||||
/**
|
||||
* Called by the connexion when the full list of user position is received.
|
||||
*/
|
||||
private initUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
|
||||
this.pendingEvents.enqueue({
|
||||
type: "InitUserPositionEvent",
|
||||
event: usersPosition
|
||||
});
|
||||
|
||||
let currentPlayerId = this.GameManager.getPlayerId();
|
||||
}
|
||||
|
||||
/**
|
||||
* Put all the players on the map on map load.
|
||||
*/
|
||||
private doInitUsersPosition(usersPosition: MessageUserPositionInterface[]): void {
|
||||
const currentPlayerId = this.connection.getUserId();
|
||||
|
||||
// clean map
|
||||
this.MapPlayersByKey.forEach((player: RemotePlayer) => {
|
||||
@ -505,10 +665,20 @@ export class GameScene extends Phaser.Scene {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by the connexion when a new player arrives on a map
|
||||
*/
|
||||
public addPlayer(addPlayerData : AddPlayerInterface) : void {
|
||||
this.pendingEvents.enqueue({
|
||||
type: "AddPlayerEvent",
|
||||
event: addPlayerData
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Create new player
|
||||
*/
|
||||
public addPlayer(addPlayerData : AddPlayerInterface) : void{
|
||||
private doAddPlayer(addPlayerData : AddPlayerInterface) : void {
|
||||
//check if exist player, if exist, move position
|
||||
if(this.MapPlayersByKey.has(addPlayerData.userId)){
|
||||
this.updatePlayerPosition({
|
||||
@ -518,7 +688,7 @@ export class GameScene extends Phaser.Scene {
|
||||
return;
|
||||
}
|
||||
//initialise player
|
||||
let player = new RemotePlayer(
|
||||
const player = new RemotePlayer(
|
||||
addPlayerData.userId,
|
||||
this,
|
||||
addPlayerData.position.x,
|
||||
@ -538,9 +708,18 @@ export class GameScene extends Phaser.Scene {
|
||||
});*/
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by the connexion when a player is removed from the map
|
||||
*/
|
||||
public removePlayer(userId: string) {
|
||||
console.log('Removing player ', userId)
|
||||
let player = this.MapPlayersByKey.get(userId);
|
||||
this.pendingEvents.enqueue({
|
||||
type: "RemovePlayerEvent",
|
||||
userId
|
||||
});
|
||||
}
|
||||
|
||||
private doRemovePlayer(userId: string) {
|
||||
const player = this.MapPlayersByKey.get(userId);
|
||||
if (player === undefined) {
|
||||
console.error('Cannot find user with id ', userId);
|
||||
} else {
|
||||
@ -551,27 +730,43 @@ export class GameScene extends Phaser.Scene {
|
||||
this.playersPositionInterpolator.removePlayer(userId);
|
||||
}
|
||||
|
||||
updatePlayerPosition(message: MessageUserMovedInterface): void {
|
||||
let player : RemotePlayer | undefined = this.MapPlayersByKey.get(message.userId);
|
||||
public updatePlayerPosition(message: MessageUserMovedInterface): void {
|
||||
this.pendingEvents.enqueue({
|
||||
type: "UserMovedEvent",
|
||||
event: message
|
||||
});
|
||||
}
|
||||
|
||||
private doUpdatePlayerPosition(message: MessageUserMovedInterface): void {
|
||||
const player : RemotePlayer | undefined = this.MapPlayersByKey.get(message.userId);
|
||||
if (player === undefined) {
|
||||
throw new Error('Cannot find player with ID "' + message.userId +'"');
|
||||
//throw new Error('Cannot find player with ID "' + message.userId +'"');
|
||||
console.error('Cannot update position of player with ID "' + message.userId +'": player not found');
|
||||
return;
|
||||
}
|
||||
|
||||
// We do not update the player position directly (because it is sent only every 200ms).
|
||||
// Instead we use the PlayersPositionInterpolator that will do a smooth animation over the next 200ms.
|
||||
let playerMovement = new PlayerMovement({ x: player.x, y: player.y }, this.currentTick, message.position, this.currentTick + POSITION_DELAY);
|
||||
const playerMovement = new PlayerMovement({ x: player.x, y: player.y }, this.currentTick, message.position, this.currentTick + POSITION_DELAY);
|
||||
this.playersPositionInterpolator.updatePlayerPosition(player.userId, playerMovement);
|
||||
}
|
||||
|
||||
shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
|
||||
let groupId = groupPositionMessage.groupId;
|
||||
public shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
|
||||
this.pendingEvents.enqueue({
|
||||
type: "GroupCreatedUpdatedEvent",
|
||||
event: groupPositionMessage
|
||||
});
|
||||
}
|
||||
|
||||
let group = this.groups.get(groupId);
|
||||
private doShareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) {
|
||||
const groupId = groupPositionMessage.groupId;
|
||||
|
||||
const group = this.groups.get(groupId);
|
||||
if (group !== undefined) {
|
||||
group.setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y));
|
||||
} else {
|
||||
// TODO: circle radius should not be hard stored
|
||||
let sprite = new Sprite(
|
||||
const sprite = new Sprite(
|
||||
this,
|
||||
Math.round(groupPositionMessage.position.x),
|
||||
Math.round(groupPositionMessage.position.y),
|
||||
@ -583,7 +778,14 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
deleteGroup(groupId: string): void {
|
||||
let group = this.groups.get(groupId);
|
||||
this.pendingEvents.enqueue({
|
||||
type: "DeleteGroupEvent",
|
||||
groupId
|
||||
});
|
||||
}
|
||||
|
||||
doDeleteGroup(groupId: string): void {
|
||||
const group = this.groups.get(groupId);
|
||||
if(!group){
|
||||
return;
|
||||
}
|
||||
@ -593,8 +795,8 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
public static getMapKeyByUrl(mapUrlStart: string) : string {
|
||||
// FIXME: the key should be computed from the full URL of the map.
|
||||
let startPos = mapUrlStart.indexOf('://')+3;
|
||||
let endPos = mapUrlStart.indexOf(".json");
|
||||
const startPos = mapUrlStart.indexOf('://')+3;
|
||||
const endPos = mapUrlStart.indexOf(".json");
|
||||
return mapUrlStart.substring(startPos, endPos);
|
||||
}
|
||||
}
|
||||
|
@ -23,8 +23,8 @@ export class PlayerMovement {
|
||||
return this.endPosition;
|
||||
}
|
||||
|
||||
let x = (this.endPosition.x - this.startPosition.x) * ((tick - this.startTick) / (this.endTick - this.startTick)) + this.startPosition.x;
|
||||
let y = (this.endPosition.y - this.startPosition.y) * ((tick - this.startTick) / (this.endTick - this.startTick)) + this.startPosition.y;
|
||||
const x = (this.endPosition.x - this.startPosition.x) * ((tick - this.startTick) / (this.endTick - this.startTick)) + this.startPosition.x;
|
||||
const y = (this.endPosition.y - this.startPosition.y) * ((tick - this.startTick) / (this.endTick - this.startTick)) + this.startPosition.y;
|
||||
|
||||
return {
|
||||
x,
|
||||
|
@ -17,7 +17,7 @@ export class PlayersPositionInterpolator {
|
||||
}
|
||||
|
||||
getUpdatedPositions(tick: number) : Map<string, HasMovedEvent> {
|
||||
let positions = new Map<string, HasMovedEvent>();
|
||||
const positions = new Map<string, HasMovedEvent>();
|
||||
this.playerMovements.forEach((playerMovement: PlayerMovement, userId: string) => {
|
||||
if (playerMovement.isOutdated(tick)) {
|
||||
//console.log("outdated")
|
||||
|
@ -4,7 +4,7 @@ import {TextInput} from "../Components/TextInput";
|
||||
import {ClickButton} from "../Components/ClickButton";
|
||||
import Image = Phaser.GameObjects.Image;
|
||||
import Rectangle = Phaser.GameObjects.Rectangle;
|
||||
import {PLAYER_RESOURCES} from "../Entity/Character";
|
||||
import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
|
||||
import {cypressAsserter} from "../../Cypress/CypressAsserter";
|
||||
import {SelectCharacterSceneInitDataInterface, SelectCharacterSceneName} from "./SelectCharacterScene";
|
||||
|
||||
@ -40,7 +40,7 @@ export class LoginScene extends Phaser.Scene {
|
||||
this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
|
||||
cypressAsserter.preloadFinished();
|
||||
//add player png
|
||||
PLAYER_RESOURCES.forEach((playerResource: any) => {
|
||||
PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => {
|
||||
this.load.spritesheet(
|
||||
playerResource.name,
|
||||
playerResource.img,
|
||||
@ -67,7 +67,7 @@ export class LoginScene extends Phaser.Scene {
|
||||
this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, LoginTextures.icon);
|
||||
this.add.existing(this.logo);
|
||||
|
||||
let infoText = "Commands: \n - Arrows or Z,Q,S,D to move\n - SHIFT to run";
|
||||
const infoText = "Commands: \n - Arrows or Z,Q,S,D to move\n - SHIFT to run";
|
||||
this.infoTextField = new TextField(this, 10, this.game.renderer.height - 35, infoText);
|
||||
|
||||
this.input.keyboard.on('keyup-ENTER', () => {
|
||||
|
@ -3,8 +3,9 @@ import {TextField} from "../Components/TextField";
|
||||
import {ClickButton} from "../Components/ClickButton";
|
||||
import Image = Phaser.GameObjects.Image;
|
||||
import Rectangle = Phaser.GameObjects.Rectangle;
|
||||
import {PLAYER_RESOURCES} from "../Entity/Character";
|
||||
import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
|
||||
import {GameSceneInitInterface} from "../Game/GameScene";
|
||||
import {StartMapInterface} from "../../Connection";
|
||||
|
||||
//todo: put this constants in a dedicated file
|
||||
export const SelectCharacterSceneName = "SelectCharacterScene";
|
||||
@ -47,7 +48,7 @@ export class SelectCharacterScene extends Phaser.Scene {
|
||||
// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
|
||||
this.load.bitmapFont(LoginTextures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
|
||||
//add player png
|
||||
PLAYER_RESOURCES.forEach((playerResource: any) => {
|
||||
PLAYER_RESOURCES.forEach((playerResource: PlayerResourceDescriptionInterface) => {
|
||||
this.load.spritesheet(
|
||||
playerResource.name,
|
||||
playerResource.img,
|
||||
@ -63,7 +64,7 @@ export class SelectCharacterScene extends Phaser.Scene {
|
||||
this.pressReturnField = new TextField(this, this.game.renderer.width / 2, 230, 'Press enter to start');
|
||||
this.pressReturnField.setOrigin(0.5).setCenterAlign()
|
||||
|
||||
let rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
|
||||
const rectangleXStart = this.game.renderer.width / 2 - (this.nbCharactersPerRow / 2) * 32 + 16;
|
||||
|
||||
this.selectedRectangle = this.add.rectangle(rectangleXStart, 90, 32, 32).setStrokeStyle(2, 0xFFFFFF);
|
||||
|
||||
@ -103,8 +104,8 @@ export class SelectCharacterScene extends Phaser.Scene {
|
||||
this.createCurrentPlayer();
|
||||
|
||||
if (window.localStorage) {
|
||||
let playerNumberStr: string = window.localStorage.getItem('selectedPlayer') ?? '0';
|
||||
let playerNumber: number = Number(playerNumberStr);
|
||||
const playerNumberStr: string = window.localStorage.getItem('selectedPlayer') ?? '0';
|
||||
const playerNumber: number = Number(playerNumberStr);
|
||||
this.selectedRectangleXPos = playerNumber % this.nbCharactersPerRow;
|
||||
this.selectedRectangleYPos = Math.floor(playerNumber / this.nbCharactersPerRow);
|
||||
this.updateSelectedPlayer();
|
||||
@ -115,63 +116,60 @@ export class SelectCharacterScene extends Phaser.Scene {
|
||||
this.pressReturnField.setVisible(!!(Math.floor(time / 500) % 2));
|
||||
}
|
||||
|
||||
private async login(name: string) {
|
||||
return gameManager.connect(name, this.selectedPlayer.texture.key).then(() => {
|
||||
// Do we have a start URL in the address bar? If so, let's redirect to this address
|
||||
let instanceAndMapUrl = this.findMapUrl();
|
||||
if (instanceAndMapUrl !== null) {
|
||||
let [mapUrl, instance] = instanceAndMapUrl;
|
||||
let key = gameManager.loadMap(mapUrl, this.scene, instance);
|
||||
this.scene.start(key, {
|
||||
startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
|
||||
} as GameSceneInitInterface);
|
||||
return mapUrl;
|
||||
} else {
|
||||
// If we do not have a map address in the URL, let's ask the server for a start map.
|
||||
return gameManager.loadStartMap().then((scene : any) => {
|
||||
if (!scene) {
|
||||
return;
|
||||
}
|
||||
let key = gameManager.loadMap(window.location.protocol + "//" + scene.mapUrlStart, this.scene, scene.startInstance);
|
||||
this.scene.start(key);
|
||||
return scene;
|
||||
}).catch((err) => {
|
||||
console.error(err);
|
||||
throw err;
|
||||
});
|
||||
}
|
||||
}).catch((err) => {
|
||||
console.error(err);
|
||||
throw err;
|
||||
});
|
||||
private async login(name: string): Promise<StartMapInterface> {
|
||||
gameManager.storePlayerDetails(name, this.selectedPlayer.texture.key);
|
||||
|
||||
// Do we have a start URL in the address bar? If so, let's redirect to this address
|
||||
const instanceAndMapUrl = this.findMapUrl();
|
||||
if (instanceAndMapUrl !== null) {
|
||||
const [mapUrl, instance] = instanceAndMapUrl;
|
||||
const key = gameManager.loadMap(mapUrl, this.scene, instance);
|
||||
this.scene.start(key, {
|
||||
startLayerName: window.location.hash ? window.location.hash.substr(1) : undefined
|
||||
} as GameSceneInitInterface);
|
||||
return {
|
||||
mapUrlStart: mapUrl,
|
||||
startInstance: instance
|
||||
};
|
||||
} else {
|
||||
// If we do not have a map address in the URL, let's ask the server for a start map.
|
||||
return gameManager.loadStartMap().then((startMap: StartMapInterface) => {
|
||||
const key = gameManager.loadMap(window.location.protocol + "//" + startMap.mapUrlStart, this.scene, startMap.startInstance);
|
||||
this.scene.start(key);
|
||||
return startMap;
|
||||
}).catch((err) => {
|
||||
console.error(err);
|
||||
throw err;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the map URL and the instance from the current URL
|
||||
*/
|
||||
private findMapUrl(): [string, string]|null {
|
||||
let path = window.location.pathname;
|
||||
const path = window.location.pathname;
|
||||
if (!path.startsWith('/_/')) {
|
||||
return null;
|
||||
}
|
||||
let instanceAndMap = path.substr(3);
|
||||
let firstSlash = instanceAndMap.indexOf('/');
|
||||
const instanceAndMap = path.substr(3);
|
||||
const firstSlash = instanceAndMap.indexOf('/');
|
||||
if (firstSlash === -1) {
|
||||
return null;
|
||||
}
|
||||
let instance = instanceAndMap.substr(0, firstSlash);
|
||||
const instance = instanceAndMap.substr(0, firstSlash);
|
||||
return [window.location.protocol+'//'+instanceAndMap.substr(firstSlash+1), instance];
|
||||
}
|
||||
|
||||
createCurrentPlayer(): void {
|
||||
for (let i = 0; i <PLAYER_RESOURCES.length; i++) {
|
||||
let playerResource = PLAYER_RESOURCES[i];
|
||||
const playerResource = PLAYER_RESOURCES[i];
|
||||
|
||||
let col = i % this.nbCharactersPerRow;
|
||||
let row = Math.floor(i / this.nbCharactersPerRow);
|
||||
const col = i % this.nbCharactersPerRow;
|
||||
const row = Math.floor(i / this.nbCharactersPerRow);
|
||||
|
||||
let [x, y] = this.getCharacterPosition(col, row);
|
||||
let player = this.physics.add.sprite(x, y, playerResource.name, 0);
|
||||
const [x, y] = this.getCharacterPosition(col, row);
|
||||
const player = this.physics.add.sprite(x, y, playerResource.name, 0);
|
||||
player.setBounce(0.2);
|
||||
player.setCollideWorldBounds(true);
|
||||
this.anims.create({
|
||||
@ -203,11 +201,11 @@ export class SelectCharacterScene extends Phaser.Scene {
|
||||
|
||||
private updateSelectedPlayer(): void {
|
||||
this.selectedPlayer.anims.pause();
|
||||
let [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
|
||||
const [x, y] = this.getCharacterPosition(this.selectedRectangleXPos, this.selectedRectangleYPos);
|
||||
this.selectedRectangle.setX(x);
|
||||
this.selectedRectangle.setY(y);
|
||||
let playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
|
||||
let player = this.players[playerNumber];
|
||||
const playerNumber = this.selectedRectangleXPos + this.selectedRectangleYPos * this.nbCharactersPerRow;
|
||||
const player = this.players[playerNumber];
|
||||
player.play(PLAYER_RESOURCES[playerNumber].name);
|
||||
this.selectedPlayer = player;
|
||||
if (window.localStorage) {
|
||||
|