305 lines
9.9 KiB
TypeScript
305 lines
9.9 KiB
TypeScript
import {gameManager, GameManager} from "./Phaser/Game/GameManager";
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import Axios from "axios";
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import {API_URL} from "./Enum/EnvironmentVariable";
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import {MessageUI} from "./Logger/MessageUI";
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import {SetPlayerDetailsMessage} from "./Messages/SetPlayerDetailsMessage";
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const SocketIo = require('socket.io-client');
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import Socket = SocketIOClient.Socket;
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import {PlayerAnimationNames} from "./Phaser/Player/Animation";
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import {UserSimplePeer} from "./WebRtc/SimplePeer";
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import {SignalData} from "simple-peer";
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enum EventMessage{
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WEBRTC_SIGNAL = "webrtc-signal",
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WEBRTC_START = "webrtc-start",
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WEBRTC_JOIN_ROOM = "webrtc-join-room",
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JOIN_ROOM = "join-room", // bi-directional
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USER_POSITION = "user-position", // bi-directional
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USER_MOVED = "user-moved", // From server to client
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USER_LEFT = "user-left", // From server to client
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MESSAGE_ERROR = "message-error",
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WEBRTC_DISCONNECT = "webrtc-disconect",
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GROUP_CREATE_UPDATE = "group-create-update",
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GROUP_DELETE = "group-delete",
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SET_PLAYER_DETAILS = "set-player-details", // Send the name and character to the server (on connect), receive back the id.
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CONNECT_ERROR = "connect_error",
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RECONNECT = "reconnect",
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RECONNECTING = "reconnecting",
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RECONNECT_ERROR = "reconnect_error",
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RECONNECT_FAILED = "reconnect_failed"
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}
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class Message {
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userId: string;
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name: string;
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character: string;
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constructor(userId : string, name: string, character: string) {
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this.userId = userId;
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this.name = name;
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this.character = character;
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}
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}
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export interface PointInterface {
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x: number;
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y: number;
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direction : string;
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moving: boolean;
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}
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export class Point implements PointInterface{
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constructor(public x : number, public y : number, public direction : string = PlayerAnimationNames.WalkDown, public moving : boolean = false) {
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if(x === null || y === null){
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throw Error("position x and y cannot be null");
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}
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}
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}
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export interface MessageUserPositionInterface {
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userId: string;
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name: string;
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character: string;
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position: PointInterface;
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}
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export interface MessageUserMovedInterface {
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userId: string;
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position: PointInterface;
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}
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class MessageUserPosition extends Message implements MessageUserPositionInterface{
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position: PointInterface;
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constructor(userId : string, point : Point, name: string, character: string) {
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super(userId, name, character);
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this.position = point;
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}
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}
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export interface MessageUserJoined {
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userId: string;
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name: string;
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character: string;
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position: PointInterface
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}
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export interface ListMessageUserPositionInterface {
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roomId: string;
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listUsersPosition: Array<MessageUserPosition>;
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}
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export interface PositionInterface {
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x: number,
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y: number
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}
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export interface GroupCreatedUpdatedMessageInterface {
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position: PositionInterface,
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groupId: string
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}
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export interface WebRtcStartMessageInterface {
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roomId: string,
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clients: UserSimplePeer[]
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}
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export interface WebRtcDisconnectMessageInterface {
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userId: string
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}
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export interface WebRtcSignalMessageInterface {
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userId: string,
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receiverId: string,
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roomId: string,
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signal: SignalData
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}
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export interface StartMapInterface {
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mapUrlStart: string,
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startInstance: string
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}
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export class Connection implements Connection {
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socket: Socket;
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token: string|null = null;
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name: string|null = null; // TODO: drop "name" storage here
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character: string|null = null;
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userId: string|null = null;
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GameManager: GameManager;
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lastPositionShared: PointInterface|null = null;
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lastRoom: string|null = null;
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private constructor(GameManager: GameManager, name: string, character: string, token: string) {
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this.GameManager = GameManager;
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this.name = name;
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this.character = character;
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this.token = token;
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this.socket = SocketIo(`${API_URL}`, {
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query: {
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token: this.token
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},
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reconnection: false // Reconnection is handled by the application itself
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});
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this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => {
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console.error(EventMessage.MESSAGE_ERROR, message);
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})
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}
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public static createConnection(name: string, characterSelected: string): Promise<Connection> {
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return Axios.post(`${API_URL}/login`, {name: name})
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.then((res) => {
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return new Promise<Connection>((resolve, reject) => {
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const connection = new Connection(gameManager, name, characterSelected, res.data.token);
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connection.onConnectError((error: object) => {
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console.log('An error occurred while connecting to socket server. Retrying');
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reject(error);
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});
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connection.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
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name: connection.name,
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character: connection.character
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} as SetPlayerDetailsMessage, (id: string) => {
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connection.userId = id;
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});
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resolve(connection);
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});
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})
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.catch((err) => {
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// Let's retry in 4-6 seconds
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return new Promise<Connection>((resolve, reject) => {
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setTimeout(() => {
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Connection.createConnection(name, characterSelected).then((connection) => resolve(connection))
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.catch((error) => reject(error));
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}, 4000 + Math.floor(Math.random() * 2000) );
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});
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//console.error(err);
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//throw err;
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});
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}
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public closeConnection(): void {
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this.socket?.close();
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this.lastPositionShared = null;
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this.lastRoom = null;
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}
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joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): Promise<MessageUserPositionInterface[]> {
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const point = new Point(startX, startY, direction, moving);
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this.lastPositionShared = point;
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const promise = new Promise<MessageUserPositionInterface[]>((resolve, reject) => {
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this.socket.emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => {
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//this.GameManager.initUsersPosition(userPositions);
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resolve(userPositions);
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});
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})
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this.lastRoom = roomId;
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return promise;
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}
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sharePosition(x : number, y : number, direction : string, moving: boolean) : void{
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if(!this.socket){
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return;
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}
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const point = new Point(x, y, direction, moving);
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this.lastPositionShared = point;
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this.socket.emit(EventMessage.USER_POSITION, point);
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}
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public onUserJoins(callback: (message: MessageUserJoined) => void): void {
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this.socket.on(EventMessage.JOIN_ROOM, callback);
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}
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public onUserMoved(callback: (message: MessageUserMovedInterface) => void): void {
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this.socket.on(EventMessage.USER_MOVED, callback);
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}
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public onUserLeft(callback: (userId: string) => void): void {
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this.socket.on(EventMessage.USER_LEFT, callback);
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}
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public onGroupUpdatedOrCreated(callback: (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => void): void {
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this.socket.on(EventMessage.GROUP_CREATE_UPDATE, callback);
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}
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public onGroupDeleted(callback: (groupId: string) => void): void {
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this.socket.on(EventMessage.GROUP_DELETE, callback)
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}
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public onConnectError(callback: (error: object) => void): void {
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this.socket.on(EventMessage.CONNECT_ERROR, callback)
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}
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sendWebrtcSignal(signal: unknown, roomId: string, userId? : string|null, receiverId? : string) {
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return this.socket.emit(EventMessage.WEBRTC_SIGNAL, {
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userId: userId ? userId : this.userId,
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receiverId: receiverId ? receiverId : this.userId,
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roomId: roomId,
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signal: signal
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});
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}
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receiveWebrtcStart(callback: (message: WebRtcStartMessageInterface) => void) {
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this.socket.on(EventMessage.WEBRTC_START, callback);
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}
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receiveWebrtcSignal(callback: (message: WebRtcSignalMessageInterface) => void) {
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return this.socket.on(EventMessage.WEBRTC_SIGNAL, callback);
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}
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public onServerDisconnected(callback: (reason: string) => void): void {
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/*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => {
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callback(error);
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});*/
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this.socket.on('disconnect', (reason: string) => {
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if (reason === 'io client disconnect') {
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// The client asks for disconnect, let's not trigger any event.
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return;
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}
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callback(reason);
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});
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/*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => {
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this.GameManager.switchToDisconnectedScene();
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});*/
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/*this.socket.on(EventMessage.RECONNECTING, () => {
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console.log('Trying to reconnect');
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});
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this.socket.on(EventMessage.RECONNECT_ERROR, () => {
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console.log('Error while trying to reconnect.');
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});
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this.socket.on(EventMessage.RECONNECT_FAILED, () => {
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console.error('Reconnection failed. Giving up.');
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});
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this.socket.on(EventMessage.RECONNECT, () => {
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console.log('Reconnect event triggered');
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this.connectSocketServer();
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if (this.lastPositionShared === null) {
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throw new Error('No last position shared found while reconnecting');
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}
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this.GameManager.reconnectToGameScene(this.lastPositionShared);
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});*/
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}
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disconnectMessage(callback: (message: WebRtcDisconnectMessageInterface) => void): void {
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this.socket.on(EventMessage.WEBRTC_DISCONNECT, callback);
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}
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}
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