import {gameManager, GameManager} from "./Phaser/Game/GameManager"; import Axios from "axios"; import {API_URL} from "./Enum/EnvironmentVariable"; import {MessageUI} from "./Logger/MessageUI"; import {SetPlayerDetailsMessage} from "./Messages/SetPlayerDetailsMessage"; 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 USER_LEFT = "user-left", // From server to client MESSAGE_ERROR = "message-error", 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", RECONNECTING = "reconnecting", RECONNECT_ERROR = "reconnect_error", RECONNECT_FAILED = "reconnect_failed" } 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 { x: number; y: number; direction : string; moving: boolean; } export class Point implements PointInterface{ constructor(public x : number, public y : number, public direction : string = PlayerAnimationNames.WalkDown, public moving : boolean = false) { if(x === null || y === null){ throw Error("position x and y cannot be null"); } } } export interface MessageUserPositionInterface { userId: string; name: string; character: string; position: PointInterface; } export interface MessageUserMovedInterface { userId: string; 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; character: string; position: PointInterface } export interface ListMessageUserPositionInterface { roomId: string; listUsersPosition: Array; } export interface PositionInterface { x: number, y: number } export interface GroupCreatedUpdatedMessageInterface { position: PositionInterface, groupId: string } export interface WebRtcStartMessageInterface { roomId: string, clients: UserSimplePeer[] } export interface WebRtcDisconnectMessageInterface { userId: string } export interface WebRtcSignalMessageInterface { userId: string, receiverId: string, roomId: string, signal: SignalData } export interface StartMapInterface { mapUrlStart: string, startInstance: string } export class Connection implements Connection { socket: Socket; token: string|null = null; name: string|null = null; // TODO: drop "name" storage here character: string|null = null; userId: string|null = null; GameManager: GameManager; lastPositionShared: PointInterface|null = null; lastRoom: string|null = null; private constructor(GameManager: GameManager, name: string, character: string, token: string) { this.GameManager = GameManager; this.name = name; this.character = character; this.token = token; this.socket = SocketIo(`${API_URL}`, { query: { token: this.token }, reconnection: false // Reconnection is handled by the application itself }); this.socket.on(EventMessage.CONNECT_ERROR, () => { console.error("Connection failed") }); this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => { console.error(EventMessage.MESSAGE_ERROR, message); }) } public static createConnection(name: string, characterSelected: string): Promise { return Axios.post(`${API_URL}/login`, {name: name}) .then((res) => { let connection = new Connection(gameManager, name, characterSelected, res.data.token); // FIXME: we should wait for the complete connexion here (i.e. the "connected" message from socket.io)! // Otherwise, the connection MAY fail and we will never know! return connection.connectSocketServer(); }) .catch((err) => { // Let's retry in 4-6 seconds return new Promise((resolve, reject) => { setTimeout(() => { resolve(Connection.createConnection(name, characterSelected)); }, 4000 + Math.floor(Math.random() * 2000) ); }); //console.error(err); //throw err; }); } public closeConnection(): void { this.socket?.close(); this.lastPositionShared = null; this.lastRoom = null; } connectSocketServer(): Promise{ return new Promise((resolve, reject) => { this.socket.emit(EventMessage.SET_PLAYER_DETAILS, { name: this.name, character: this.character } as SetPlayerDetailsMessage, (id: string) => { this.userId = id; }); //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); }); } joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): Promise { const point = new Point(startX, startY, direction, moving); this.lastPositionShared = point; let promise = new Promise((resolve, reject) => { this.socket.emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => { //this.GameManager.initUsersPosition(userPositions); resolve(userPositions); }); }) this.lastRoom = roomId; return promise; } sharePosition(x : number, y : number, direction : string, moving: boolean) : void{ if(!this.socket){ return; } const point = new Point(x, y, direction, moving); this.lastPositionShared = point; this.socket.emit(EventMessage.USER_POSITION, point); } public onUserJoins(callback: (message: MessageUserJoined) => void): void { this.socket.on(EventMessage.JOIN_ROOM, callback); } public onUserMoved(callback: (message: MessageUserMovedInterface) => void): void { this.socket.on(EventMessage.USER_MOVED, callback); } public onUserLeft(callback: (userId: string) => void): void { this.socket.on(EventMessage.USER_LEFT, callback); } public onGroupUpdatedOrCreated(callback: (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => void): void { this.socket.on(EventMessage.GROUP_CREATE_UPDATE, callback); } public onGroupDeleted(callback: (groupId: string) => void): void { this.socket.on(EventMessage.GROUP_DELETE, callback) } 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, signal: signal }); } receiveWebrtcStart(callback: (message: WebRtcStartMessageInterface) => void) { this.socket.on(EventMessage.WEBRTC_START, callback); } receiveWebrtcSignal(callback: (message: WebRtcSignalMessageInterface) => void) { return this.socket.on(EventMessage.WEBRTC_SIGNAL, callback); } public onServerDisconnected(callback: (reason: string) => void): void { /*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => { callback(error); });*/ this.socket.on('disconnect', (reason: string) => { if (reason === 'io client disconnect') { // The client asks for disconnect, let's not trigger any event. return; } callback(reason); }); /*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => { this.GameManager.switchToDisconnectedScene(); });*/ /*this.socket.on(EventMessage.RECONNECTING, () => { console.log('Trying to reconnect'); }); this.socket.on(EventMessage.RECONNECT_ERROR, () => { console.log('Error while trying to reconnect.'); }); this.socket.on(EventMessage.RECONNECT_FAILED, () => { console.error('Reconnection failed. Giving up.'); }); this.socket.on(EventMessage.RECONNECT, () => { console.log('Reconnect event triggered'); this.connectSocketServer(); if (this.lastPositionShared === null) { throw new Error('No last position shared found while reconnecting'); } this.GameManager.reconnectToGameScene(this.lastPositionShared); });*/ } disconnectMessage(callback: (message: WebRtcDisconnectMessageInterface) => void): void { this.socket.on(EventMessage.WEBRTC_DISCONNECT, callback); } }