David Négrier
1bbd0866cb
Code cleaning
2020-05-16 16:07:57 +02:00
David Négrier
57adc6b21c
Cleaning up tests
2020-05-16 15:58:20 +02:00
David Négrier
87707bc814
Removing broken import
2020-05-16 15:51:00 +02:00
David Négrier
b20357c1ee
Removing the Message class and merging it with MessageUserPosition (since it is only ever used it in MessageUserPosition)
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Taking advantage of the TypeScript Constructor Assignment too to reduce the amount of code!
2020-05-16 15:44:45 +02:00
David Négrier
3b6ace03fa
Getting rid of roomId in Message class (this is not needed since all messages sent are for the room we are currently in)
2020-05-16 00:19:27 +02:00
David Négrier
4d1c3517ec
When sharing user position, only position is sent now!
2020-05-15 23:47:00 +02:00
David Négrier
cdfa9acf01
JoinRoom now ONLY sends the roomId.
2020-05-15 23:24:04 +02:00
David Négrier
7e00d61f94
Fixing test
2020-05-15 23:17:58 +02:00
David Négrier
b80e3e07d8
Sending player details (name + character selected) on connection
2020-05-15 22:49:50 +02:00
David Négrier
fff0e13a2e
More code removal
2020-05-15 22:09:21 +02:00
David Négrier
4e745f20f7
More code removal
2020-05-15 22:08:53 +02:00
David Négrier
5a3668a12e
Refactoring messages
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Socket.io can stringify JSON messages itself, so there is no need to pass a string to "emit". You can pass a serializable object!
This commit removes all the useless toJson() methods, JSON.serialize and JSON.parse!
Woot!
2020-05-15 22:04:49 +02:00
David Négrier
4de552437d
Completely getting rid of "userid"
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Previously, userid was generated by the "/login" route and passed along.
This commit completely removes the uuid "userid" (and disables the LoginController too and any Jwt check).
"userid" is replaced by the "socket id" of the connection.
So a user is now identified using a socket id, which is unique for a given connection.
2020-05-14 23:20:43 +02:00
David Négrier
76b43245c5
Merge pull request #113 from thecodingmachine/display_circle_on_startup
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Displaying circle on join
2020-05-14 22:02:41 +02:00
gparant
b467adece9
Minor update floor0 and floor1
2020-05-14 21:00:52 +02:00
gparant
787e1c463c
Media webrtcA
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- Update peerConnexion manage
- Add muted microphone logo
- Add icon user
- Sound when user enter in room webrtc
2020-05-14 20:39:30 +02:00
David Négrier
4cca1c1e58
Displaying circle on join
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So far, someone joining a map would not see the circles of groups already formed until someone moves in the group (because the "circle_moved_or_updated" event was not fired when someone arrives)
This commit fixes this behaviour. Someone entering a room will receive an event for each and every group currently formed.
2020-05-13 23:11:10 +02:00
gparant
517d3981d1
Minor changes map floor 0
2020-05-13 22:36:34 +02:00
David Négrier
2e34b76a77
Merge pull request #111 from thecodingmachine/new-floor0
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New map floor0
2020-05-13 22:28:17 +02:00
David Négrier
11972555ee
More detailed error log to debug disconnect issue
2020-05-13 22:11:05 +02:00
gparant
b4e720b00a
New map floor0
2020-05-13 22:09:02 +02:00
gparant
ec297e3912
Auto-reconnect
2020-05-13 20:22:42 +02:00
David Négrier
23a12ea652
Merge pull request #99 from thecodingmachine/map_history
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Adding support for history API
2020-05-13 11:03:49 +02:00
David Négrier
59ee78275e
Removing limitation to allow up to 4 players in a group
2020-05-13 09:39:48 +02:00
David Négrier
faadacddb6
Redirecting to the correct map after login screen based on URL provided
2020-05-13 00:06:58 +02:00
David Négrier
256fa51e24
Catching errors in socket callbacks
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Catching errors in socket callbacks to avoid having the server crashing when an error occurs.
2020-05-12 11:49:55 +02:00
gparant
b50f28176e
Minor update layer position in map floor0 and floor1
2020-05-12 02:01:18 +02:00
David Négrier
872fa8c750
Fixing exit points
2020-05-12 00:38:24 +02:00
David Négrier
cf49f7de00
Merge branch 'master' of github.com:thecodingmachine/workadventure into map-v1
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# Conflicts:
# back/src/Assets/Maps/Floor0/floor0.json
2020-05-12 00:24:05 +02:00
NIP
98e73582c8
Add KEN office to the map
2020-05-11 23:42:10 +02:00
David Négrier
0daddb3669
Merge pull request #93 from thecodingmachine/fix-recette-grp
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Fix recette GRP
2020-05-11 22:59:22 +02:00
gparant
7ccd84d941
Fix depth error in the first floor
2020-05-11 21:16:14 +02:00
gparant
bd2ffde4c4
Fix CI lint
2020-05-11 20:55:17 +02:00
gparant
c41e88370d
Fix position layer in map lyon
2020-05-11 20:53:23 +02:00
David Négrier
98628957a4
Refactoring "exit" to allow multiple maps
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Adding several layers named "exit" causes issues with Phaser 3.
This PR makes any possible layer being an exit layer (it only depends on the exitUrl property)
Also, fixing start position (it takes into account the layer width now)
2020-05-11 18:49:20 +02:00
William
e9d3a7d169
use start and exit layers on map
2020-05-11 14:00:15 +02:00
gparant
099961b818
Delete params not used
2020-05-11 13:19:48 +02:00
gparant
e35c188854
Fix update world back end and deleting group in front end
2020-05-11 13:17:02 +02:00
gparant
45370e6391
Fix exit tile map of floot1
2020-05-11 00:32:37 +02:00
gparant
f4af824cf9
Fix error mapping refresh in back & the end of this feature development
2020-05-10 23:49:08 +02:00
gparant
8b9c36e3be
Refactor leave and join room
2020-05-10 19:54:41 +02:00
gparant
8a91190d8c
Change to update world by scene and room id
2020-05-10 19:45:17 +02:00
gparant
58b65030bd
Fix feedback @moufmouf strategy of maps managing by back.
2020-05-10 18:34:55 +02:00
gparant
69777ad1cb
Remove middleware to secure access API.
2020-05-10 17:31:27 +02:00
grégoire parant
bdea7e49d1
Update back/src/Controller/MapController.ts
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Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
2020-05-10 14:48:58 +02:00
grégoire parant
929bb37728
Update back/src/Controller/MapController.ts
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Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
2020-05-10 14:48:34 +02:00
gparant
5f11b065e1
Permit to dissociate data by room
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- Update share room id.
- Join room when a scene is loaded.
- Add a room in constant variable.
2020-05-10 13:58:32 +02:00
gparant
27c6034661
Manage multi scene
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- Create position and check if user is in position to switch in the next scene.
- When scene is load, we load all scene in the layer of name "exit".
- Layer "exit" of map.json have a parametter "exitSceneKey" to identify next scene.
- Add layer "start", the player could start in the scene on the object present in the layer of name "start".
2020-05-09 21:28:50 +02:00
gparant
fb8d9bf9a8
Multi Scene in back end
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- Change maps url to get maps
- Change GameScene to create scene with file since back end
- Change LoginScene to upload scene and start game
2020-05-09 19:41:21 +02:00
gparant
7f989cfd23
Add maps in back
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- Add all map json in back
- Create middleware to check authentification user
- Create controllers to get map
- Create access to get all files in folder Assets/Maps
2020-05-09 17:50:47 +02:00