Commit Graph

3540 Commits

Author SHA1 Message Date
David Négrier
6e46f37146
Merge pull request #201 from thecodingmachine/develop
Putting refactoring of connection in production
2020-06-23 11:52:37 +02:00
David Négrier
12ce0e16ed
Merge pull request #200 from thecodingmachine/mediamanagererror
Improving error handling in MediaManager
2020-06-23 11:46:11 +02:00
David Négrier
74af7d52c3 Improving error handling in MediaManager 2020-06-22 22:55:28 +02:00
David Négrier
52df539314
Merge pull request #199 from thecodingmachine/connectioninscene
Code cleanup and removing exception in favor of console error
2020-06-22 18:46:44 +02:00
David Négrier
a5514ce78a Code cleanup and removing exception in favor of console error 2020-06-22 18:42:54 +02:00
David Négrier
aa2daac63e
Merge pull request #198 from thecodingmachine/connectioninscene
Refactoring connection to be part of a GameScene
2020-06-22 17:31:12 +02:00
David Négrier
407c6db070 Fixing difference between MapKey and scene key (prevented proper caching of resources) 2020-06-22 17:18:24 +02:00
David Négrier
3f927280a6 Lint 2020-06-22 16:11:48 +02:00
David Négrier
9b174836cd Making sure connection is established again EVEN if the tab is not displayed 2020-06-22 16:11:02 +02:00
David Négrier
1e4ffa20ab Cleaning GameManager 2020-06-22 16:10:34 +02:00
David Négrier
403ea223a8 Reconnecting also on socket error 2020-06-22 16:10:18 +02:00
David Négrier
f88f28db3f Refactoring reconnection: putting it into the GameScene directly. 2020-06-22 15:00:23 +02:00
David Négrier
d785a8a1bf Refactoring connection to be part of a GameScene
Most of the refactoring issues we are seeing are probably due to the fact that we are trying to manipulate a ScenePlugin out of a Scene (the GameManager is not a Scene and holds a reference to a ScenePlugin coming from a Scene that might get invalidated by Phaser 3).
Furthermore, if we want in the future to be able to scale, scenes could be hosted on different servers. Therefore, it makes no sense to have one connexion for the whole application.
Instead, we should have one connexion for each scene.
2020-06-22 11:58:07 +02:00
David Négrier
593e0dc642
Merge pull request #195 from thecodingmachine/eventsqueue
Adding an event queue in the GameScene.
2020-06-19 22:35:26 +02:00
David Négrier
4496c49621 Fix linting 2020-06-19 18:51:58 +02:00
David Négrier
2b820c7d56 Adding an event queue in the GameScene.
Events are processed only in the 'update' method.
We hope this will solve a number of null pointer errors. See #194
2020-06-19 18:18:43 +02:00
David Négrier
8467712737
Merge pull request #173 from thecodingmachine/stricter_lint_front
Enabling stricter lint: forbidding usage of any on front
2020-06-19 16:46:51 +02:00
David Négrier
e2be99490b Finishing removing any reference to "any" in the front. 2020-06-19 16:36:40 +02:00
David Négrier
39928b46f9 Removing any in the front 2020-06-19 14:30:34 +02:00
David Négrier
8348d13bfe Fixing use const instead of let 2020-06-19 14:30:34 +02:00
David Négrier
54f2518b5e Enabling stricter lint on front 2020-06-19 14:29:29 +02:00
David Négrier
78c7e40889
Merge pull request #189 from thecodingmachine/prometheus
Adding Prometheus support in K8S
2020-06-17 23:07:17 +02:00
David Négrier
d2ad20651f Adding Prometheus support in K8S
This adds an annotation in the back container that will allow the Prometheus to autodetect containers in the cluster.
2020-06-17 22:55:03 +02:00
David Négrier
42ab41df31
Merge pull request #186 from thecodingmachine/fixmap
Fixing TCM maps start positions
2020-06-17 22:09:50 +02:00
David Négrier
d736673169 Adding an entry point in first floor 2020-06-17 16:35:47 +02:00
David Négrier
e1954c7ff9 Removing overlapping tiles between start and exit 2020-06-17 16:31:42 +02:00
David Négrier
a6bda673ba
Merge pull request #185 from thecodingmachine/fixreconnect
Fixing reconnect issue
2020-06-17 16:16:51 +02:00
David Négrier
817b25b0be Fixing reconnect issue
In the case the reconnect event was triggered on "wake-up", the disconnect event was not sent. But because of a bug in the way we handle the setTimeout, the reconnection to the GameScene never happened after we forced the disconnect scene.
This fixes the issue.
2020-06-17 16:06:02 +02:00
David Négrier
b8f9e25b26
Merge pull request #184 from thecodingmachine/debugreconnect
Adding console log when trying to reconnect
2020-06-17 15:43:20 +02:00
David Négrier
b14524625c Adding console log when trying to reconnect 2020-06-17 15:37:02 +02:00
Hugo Averty
4552f26413 Modifying text 2020-06-16 14:23:23 +02:00
Hugo Averty
d2e2448291 Accessibility for titles header 2020-06-16 13:56:07 +02:00
Hugo Averty
8e67a41063 Adding fixed bubbles 2020-06-16 13:51:25 +02:00
Hugo Averty
d54e884063 Adding full screen (vh) story 2020-06-14 13:29:47 +02:00
Hugo Averty
c53701288c Adding demo to README 2020-06-14 12:33:23 +02:00
Hugo Averty
f9ff8d7ddc Fix images missing 2020-06-14 12:02:46 +02:00
Hugo Averty
e9cf902a4a Fix images missing 2020-06-14 11:59:25 +02:00
Hugo Averty
81630979c7 Fix images missing 2020-06-14 11:50:06 +02:00
Hugo Averty
5c8aa80b24 Add story of Leymah to landing page 2020-06-14 11:32:15 +02:00
David Négrier
6a48ff02b2
Merge pull request #180 from thecodingmachine/fixeventsfiredtwice
Fixing reconnect issues
2020-06-11 14:23:47 +02:00
David Négrier
b1d39c4690 More logs 2020-06-11 14:13:13 +02:00
David Négrier
ea30a02762 Fixing reconnect issues 2020-06-11 14:12:03 +02:00
David Négrier
be3bb09f1d
Merge pull request #179 from thecodingmachine/fixeventsfiredtwice
Fixing events fired multiple times
2020-06-11 13:44:40 +02:00
David Négrier
473c5aa052 Fixing events fired multiple times
Callbacks for socket.io events were registered each time a disconnect was called, leading to message being dispatched plenty of times if there was several disconnections.
2020-06-11 13:34:25 +02:00
David Négrier
e50a4fd88b Fixing setTimeout being called several times 2020-06-11 11:34:22 +02:00
David Négrier
ac2e45c60e
Merge pull request #177 from thecodingmachine/fixsuspend
Fixing suspend/resume
2020-06-11 10:50:36 +02:00
David Négrier
f7265c213e Patch 2020-06-11 10:40:43 +02:00
David Négrier
43c7c9ad07 Fixing null initialization 2020-06-11 10:29:11 +02:00
David Négrier
77167c28a6 Making sure that even is a user did not move, the reconnection can happen without issues and resume at the old position 2020-06-11 10:04:23 +02:00
David Négrier
ce7b4092a6 Fixing suspend/resume
In case we suspend a laptop and resume it, the RECONNECT event is called by socket.io without any error being thrown (so without us being redirected to the Reconnect Scene).
This fix makes sure we go to the reconnect scene before going back to the main scene.
2020-06-11 09:37:33 +02:00