300 lines
12 KiB
TypeScript
300 lines
12 KiB
TypeScript
import Axios from "axios";
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import { PUSHER_URL, START_ROOM_URL } from "../Enum/EnvironmentVariable";
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import { RoomConnection } from "./RoomConnection";
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import type { OnConnectInterface, PositionInterface, ViewportInterface } from "./ConnexionModels";
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import { GameConnexionTypes, urlManager } from "../Url/UrlManager";
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import { localUserStore } from "./LocalUserStore";
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import { CharacterTexture, LocalUser } from "./LocalUser";
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import { Room } from "./Room";
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import { _ServiceWorker } from "../Network/ServiceWorker";
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import { loginSceneVisibleIframeStore } from "../Stores/LoginSceneStore";
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import { userIsConnected } from "../Stores/MenuStore";
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import { analyticsClient } from "../Administration/AnalyticsClient";
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class ConnectionManager {
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private localUser!: LocalUser;
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private connexionType?: GameConnexionTypes;
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private reconnectingTimeout: NodeJS.Timeout | null = null;
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private _unloading: boolean = false;
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private authToken: string | null = null;
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private _currentRoom: Room | null = null;
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private serviceWorker?: _ServiceWorker;
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get unloading() {
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return this._unloading;
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}
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constructor() {
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window.addEventListener("beforeunload", () => {
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this._unloading = true;
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if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout);
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});
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}
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/**
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* TODO fix me to be move in game manager
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*/
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public loadOpenIDScreen() {
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const state = localUserStore.generateState();
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const nonce = localUserStore.generateNonce();
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localUserStore.setAuthToken(null);
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//TODO fix me to redirect this URL by pusher
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if (!this._currentRoom || !this._currentRoom.iframeAuthentication) {
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loginSceneVisibleIframeStore.set(false);
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return null;
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}
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const redirectUrl = `${this._currentRoom.iframeAuthentication}?state=${state}&nonce=${nonce}&playUri=${this._currentRoom.key}`;
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window.location.assign(redirectUrl);
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return redirectUrl;
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}
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/**
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* Logout
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*/
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public async logout() {
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//user logout, set connected store for menu at false
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userIsConnected.set(false);
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//Logout user in pusher and hydra
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const token = localUserStore.getAuthToken();
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const { authToken } = await Axios.get(`${PUSHER_URL}/logout-callback`, { params: { token } }).then(
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(res) => res.data
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);
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localUserStore.setAuthToken(null);
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//Go on login page can permit to clear token and start authentication process
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window.location.assign("/login");
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}
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/**
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* Tries to login to the node server and return the starting map url to be loaded
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*/
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public async initGameConnexion(): Promise<Room> {
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const connexionType = urlManager.getGameConnexionType();
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this.connexionType = connexionType;
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this._currentRoom = null;
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if (connexionType === GameConnexionTypes.login) {
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this._currentRoom = await Room.createRoom(new URL(localUserStore.getLastRoomUrl()));
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this.loadOpenIDScreen();
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return Promise.reject(new Error("You will be redirect on login page"));
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} else if (connexionType === GameConnexionTypes.jwt) {
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const urlParams = new URLSearchParams(window.location.search);
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const code = urlParams.get("code");
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const state = urlParams.get("state");
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if (!state || !localUserStore.verifyState(state)) {
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throw "Could not validate state!";
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}
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if (!code) {
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throw "No Auth code provided";
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}
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localUserStore.setCode(code);
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this._currentRoom = await Room.createRoom(new URL(localUserStore.getLastRoomUrl()));
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try {
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await this.checkAuthUserConnexion();
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analyticsClient.loggedWithSso();
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} catch (err) {
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console.error(err);
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this.loadOpenIDScreen();
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return Promise.reject(new Error("You will be redirect on login page"));
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}
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urlManager.pushRoomIdToUrl(this._currentRoom);
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} else if (connexionType === GameConnexionTypes.register) {
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//@deprecated
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const organizationMemberToken = urlManager.getOrganizationToken();
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const data = await Axios.post(`${PUSHER_URL}/register`, { organizationMemberToken }).then(
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(res) => res.data
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);
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this.localUser = new LocalUser(data.userUuid, data.textures);
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this.authToken = data.authToken;
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localUserStore.saveUser(this.localUser);
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localUserStore.setAuthToken(this.authToken);
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analyticsClient.loggedWithToken();
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const roomUrl = data.roomUrl;
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this._currentRoom = await Room.createRoom(
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new URL(
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window.location.protocol +
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"//" +
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window.location.host +
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roomUrl +
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window.location.search +
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window.location.hash
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)
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);
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urlManager.pushRoomIdToUrl(this._currentRoom);
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} else if (
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connexionType === GameConnexionTypes.organization ||
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connexionType === GameConnexionTypes.anonymous ||
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connexionType === GameConnexionTypes.empty
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) {
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this.authToken = localUserStore.getAuthToken();
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//todo: add here some kind of warning if authToken has expired.
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if (!this.authToken) {
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await this.anonymousLogin();
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} else {
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try {
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await this.checkAuthUserConnexion();
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} catch (err) {
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console.error(err);
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}
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}
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this.localUser = localUserStore.getLocalUser() as LocalUser; //if authToken exist in localStorage then localUser cannot be null
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let roomPath: string;
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if (connexionType === GameConnexionTypes.empty) {
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roomPath = localUserStore.getLastRoomUrl();
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//get last room path from cache api
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try {
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const lastRoomUrl = await localUserStore.getLastRoomUrlCacheApi();
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if (lastRoomUrl != undefined) {
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roomPath = lastRoomUrl;
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}
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} catch (err) {
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console.error(err);
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}
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} else {
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roomPath =
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window.location.protocol +
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"//" +
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window.location.host +
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window.location.pathname +
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window.location.search +
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window.location.hash;
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}
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//get detail map for anonymous login and set texture in local storage
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this._currentRoom = await Room.createRoom(new URL(roomPath));
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if (this._currentRoom.textures != undefined && this._currentRoom.textures.length > 0) {
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//check if texture was changed
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if (this.localUser.textures.length === 0) {
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this.localUser.textures = this._currentRoom.textures;
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} else {
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this._currentRoom.textures.forEach((newTexture) => {
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const alreadyExistTexture = this.localUser.textures.find((c) => newTexture.id === c.id);
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if (this.localUser.textures.findIndex((c) => newTexture.id === c.id) !== -1) {
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return;
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}
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this.localUser.textures.push(newTexture);
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});
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}
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localUserStore.saveUser(this.localUser);
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}
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}
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if (this._currentRoom == undefined) {
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return Promise.reject(new Error("Invalid URL"));
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}
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if (this.localUser) {
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analyticsClient.identifyUser(this.localUser.uuid);
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}
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this.serviceWorker = new _ServiceWorker();
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return Promise.resolve(this._currentRoom);
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}
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public async anonymousLogin(isBenchmark: boolean = false): Promise<void> {
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const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then((res) => res.data);
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this.localUser = new LocalUser(data.userUuid, []);
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this.authToken = data.authToken;
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if (!isBenchmark) {
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// In benchmark, we don't have a local storage.
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localUserStore.saveUser(this.localUser);
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localUserStore.setAuthToken(this.authToken);
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}
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}
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public initBenchmark(): void {
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this.localUser = new LocalUser("", []);
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}
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public connectToRoomSocket(
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roomUrl: string,
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name: string,
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characterLayers: string[],
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position: PositionInterface,
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viewport: ViewportInterface,
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companion: string | null
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): Promise<OnConnectInterface> {
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return new Promise<OnConnectInterface>((resolve, reject) => {
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const connection = new RoomConnection(
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this.authToken,
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roomUrl,
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name,
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characterLayers,
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position,
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viewport,
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companion
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);
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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.onConnectingError((event: CloseEvent) => {
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console.log("An error occurred while connecting to socket server. Retrying");
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reject(
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new Error(
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"An error occurred while connecting to socket server. Retrying. Code: " +
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event.code +
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", Reason: " +
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event.reason
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)
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);
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});
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connection.onConnect((connect: OnConnectInterface) => {
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resolve(connect);
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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<OnConnectInterface>((resolve, reject) => {
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this.reconnectingTimeout = setTimeout(() => {
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//todo: allow a way to break recursion?
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//todo: find a way to avoid recursive function. Otherwise, the call stack will grow indefinitely.
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this.connectToRoomSocket(roomUrl, name, characterLayers, position, viewport, companion).then(
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(connection) => resolve(connection)
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);
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}, 4000 + Math.floor(Math.random() * 2000));
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});
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});
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}
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get getConnexionType() {
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return this.connexionType;
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}
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async checkAuthUserConnexion() {
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//set connected store for menu at false
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userIsConnected.set(false);
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const state = localUserStore.getState();
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const code = localUserStore.getCode();
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if (!state || !localUserStore.verifyState(state)) {
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throw "Could not validate state!";
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}
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if (!code) {
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throw "No Auth code provided";
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}
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const nonce = localUserStore.getNonce();
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const token = localUserStore.getAuthToken();
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const { authToken } = await Axios.get(`${PUSHER_URL}/login-callback`, { params: { code, nonce, token } }).then(
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(res) => res.data
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);
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localUserStore.setAuthToken(authToken);
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this.authToken = authToken;
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//user connected, set connected store for menu at true
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userIsConnected.set(true);
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}
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get currentRoom() {
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return this._currentRoom;
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}
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}
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export const connectionManager = new ConnectionManager();
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