import Axios from "axios"; import {API_URL} from "../Enum/EnvironmentVariable"; import {RoomConnection} from "./RoomConnection"; import {PositionInterface, ViewportInterface} from "./ConnexionModels"; import {GameConnexionTypes, urlManager} from "../Url/UrlManager"; import {localUserStore} from "./LocalUserStore"; import {LocalUser} from "./LocalUser"; import {Room} from "./Room"; const URL_ROOM_STARTED = '/Floor0/floor0.json'; class ConnectionManager { private localUser!:LocalUser; /** * Tries to login to the node server and return the starting map url to be loaded */ public async initGameConnexion(): Promise { const connexionType = urlManager.getGameConnexionType(); if(connexionType === GameConnexionTypes.register) { const organizationMemberToken = urlManager.getOrganizationToken(); const data = await Axios.post(`${API_URL}/register`, {organizationMemberToken}).then(res => res.data); this.localUser = new LocalUser(data.userUuid, data.authToken); localUserStore.saveUser(this.localUser); const organizationSlug = data.organizationSlug; const worldSlug = data.worldSlug; const roomSlug = data.roomSlug; urlManager.editUrlForRoom(roomSlug, organizationSlug, worldSlug); const room = new Room(window.location.pathname + window.location.hash); return Promise.resolve(room); } else if (connexionType === GameConnexionTypes.anonymous || connexionType === GameConnexionTypes.empty) { const localUser = localUserStore.getLocalUser(); if (localUser && localUser.jwtToken && localUser.uuid) { this.localUser = localUser } else { const data = await Axios.post(`${API_URL}/anonymLogin`).then(res => res.data); this.localUser = new LocalUser(data.userUuid, data.authToken); localUserStore.saveUser(this.localUser); } let roomId: string if (connexionType === GameConnexionTypes.empty) { const defaultMapUrl = window.location.host.replace('play.', 'maps.') + URL_ROOM_STARTED; roomId = urlManager.editUrlForRoom(defaultMapUrl, null, null); } else { roomId = window.location.pathname + window.location.hash; } const room = new Room(roomId); return Promise.resolve(room); } else if (connexionType == GameConnexionTypes.organization) { const localUser = localUserStore.getLocalUser(); if (localUser) { this.localUser = localUser const room = new Room(window.location.pathname + window.location.hash); return Promise.resolve(room); } else { //todo: find some kind of fallback? return Promise.reject('Could not find a user in localstorage'); } } return Promise.reject('Invalid URL'); } public initBenchmark(): void { this.localUser = new LocalUser('', 'test'); } public connectToRoomSocket(roomId: string, name: string, characterLayers: string[], position: PositionInterface, viewport: ViewportInterface): Promise { return new Promise((resolve, reject) => { const connection = new RoomConnection(this.localUser.jwtToken, roomId, name, characterLayers, position, viewport); connection.onConnectError((error: object) => { console.log('An error occurred while connecting to socket server. Retrying'); reject(error); }); connection.onConnect(() => { resolve(connection); }) }).catch((err) => { // Let's retry in 4-6 seconds return new Promise((resolve, reject) => { setTimeout(() => { //todo: allow a way to break recurrsion? this.connectToRoomSocket(roomId, name, characterLayers, position, viewport).then((connection) => resolve(connection)); }, 4000 + Math.floor(Math.random() * 2000) ); }); }); } } export const connectionManager = new ConnectionManager();