partey_workadventure/back
David Négrier 96c5d92c46 Fixing disconnection taking ~15 seconds
Most of the time, sending a disconnect event to one of the players is enough (the player will close the connection
which will be shut for the other player).
However! In the rare case where the WebRTC connection is not yet established, if we close the connection on one of the player,
the other player will try connecting until a timeout happens (during this time, the circle with the name is displayed for nothing).

So now, we send disconnection event to every body (not only the people in the group, but also to the person leaving the group)
2020-06-05 13:07:18 +02:00
..
src Fixing disconnection taking ~15 seconds 2020-06-05 13:07:18 +02:00
tests Fix test socket 2020-05-23 16:32:14 +02:00
.dockerignore Fixing Dockerfiles 2020-04-11 15:11:22 +02:00
.eslintrc.json Create backend 2020-04-04 04:08:12 +02:00
.gitignore Add io socket message to share user position. 2020-04-04 12:42:02 +02:00
Dockerfile Triggerring CI rerun 2020-04-12 15:50:14 +02:00
jasmine.json added jasmine in the back 2020-04-06 15:48:19 +02:00
package.json Tracking nb users connected and server load 2020-05-28 22:00:56 +02:00
position-test.js BIG WIP of refactoring my work in TS 2020-04-07 10:08:04 +02:00
README.md Fix typo 2020-04-04 23:29:36 +02:00
server.ts Create backend 2020-04-04 04:08:12 +02:00
tsconfig.json Stricter compiler 2020-05-16 16:11:58 +02:00
yarn.lock Tracking nb users connected and server load 2020-05-28 22:00:56 +02:00

Back Features

Login

To start your game, you must authenticate on the server back. When you are authenticated, the back server return token and room starting.

POST => /login 
Params : 
    email: email of user.

Join a room

When a user is connected, the user can join a room. So you must send emit join-room with information user:

Socket.io => 'join-room'

    userId: user id of gamer
    roomId: room id when user enter in game
    position: {
        x: position x on map
        y: position y on map
    }

All data users are stocked on socket client.

Send position user

When user move on the map, you can share new position on back with event user-position. The information sent:

Socket.io => 'user-position'

    userId: user id of gamer
    roomId: room id when user enter in game
    position: {
        x: position x on map
        y: position y on map
    }

All data users are updated on socket client.

Receive positions of all users

The application sends position of all users in each room in every few 10 milliseconds. The data will pushed on event user-position:

Socket.io => 'user-position'

    [
        {
            userId: user id of gamer
            roomId: room id when user enter in game
            position: {
                x: position x on map
                y: position y on map
            }
        },
        ...
    ]

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