2b13b764b4
* Public texture - Front => Get texture when user connected on public method - Front => Anonymous login will be make every connexion to get map details - Pusher => `/anonymLogin` permit to get map details and public texture load in customize scene * Improve texture local user - Permit to keep previous texture get with 'register' link * Texture public loading - Texture will be load with Room class - Fix issue on lazzy loading atttempt * Remove async await useless
152 lines
6.6 KiB
TypeScript
152 lines
6.6 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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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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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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* 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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if(connexionType === GameConnexionTypes.register) {
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const organizationMemberToken = urlManager.getOrganizationToken();
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const data = await Axios.post(`${PUSHER_URL}/register`, {organizationMemberToken}).then(res => res.data);
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this.localUser = new LocalUser(data.userUuid, data.authToken, data.textures);
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localUserStore.saveUser(this.localUser);
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const organizationSlug = data.organizationSlug;
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const worldSlug = data.worldSlug;
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const roomSlug = data.roomSlug;
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const room = new Room('/@/'+organizationSlug+'/'+worldSlug+'/'+roomSlug + window.location.search + window.location.hash);
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urlManager.pushRoomIdToUrl(room);
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return Promise.resolve(room);
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} else if (connexionType === GameConnexionTypes.organization || connexionType === GameConnexionTypes.anonymous || connexionType === GameConnexionTypes.empty) {
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let localUser = localUserStore.getLocalUser();
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if (localUser && localUser.jwtToken && localUser.uuid && localUser.textures) {
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this.localUser = localUser;
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try {
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await this.verifyToken(localUser.jwtToken);
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} catch(e) {
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// If the token is invalid, let's generate an anonymous one.
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console.error('JWT token invalid. Did it expire? Login anonymously instead.');
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await this.anonymousLogin();
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}
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}else{
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await this.anonymousLogin();
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}
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localUser = localUserStore.getLocalUser();
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if(!localUser){
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throw "Error to store local user data";
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}
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let roomId: string;
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if (connexionType === GameConnexionTypes.empty) {
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roomId = START_ROOM_URL;
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} else {
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roomId = window.location.pathname + window.location.search + 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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const room = new Room(roomId);
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const mapDetail = await room.getMapDetail();
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if(mapDetail.textures != undefined && mapDetail.textures.length > 0) {
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//check if texture was changed
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if(localUser.textures.length === 0){
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localUser.textures = mapDetail.textures;
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}else{
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mapDetail.textures.forEach((newTexture) => {
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const alreadyExistTexture = localUser?.textures.find((c) => newTexture.id === c.id);
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if(localUser?.textures.findIndex((c) => newTexture.id === c.id) !== -1){
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return;
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}
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localUser?.textures.push(newTexture)
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});
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}
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this.localUser = localUser;
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localUserStore.saveUser(localUser);
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}
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return Promise.resolve(room);
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}
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return Promise.reject(new Error('Invalid URL'));
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}
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private async verifyToken(token: string): Promise<void> {
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await Axios.get(`${PUSHER_URL}/verify`, {params: {token}});
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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, data.authToken, []);
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if (!isBenchmark) { // In benchmark, we don't have a local storage.
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localUserStore.saveUser(this.localUser);
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}
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}
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public initBenchmark(): void {
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this.localUser = new LocalUser('', 'test', []);
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}
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public connectToRoomSocket(roomId: string, name: string, characterLayers: string[], position: PositionInterface, viewport: ViewportInterface, companion: string|null): Promise<OnConnectInterface> {
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return new Promise<OnConnectInterface>((resolve, reject) => {
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const connection = new RoomConnection(this.localUser.jwtToken, roomId, name, characterLayers, position, viewport, companion);
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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(new Error('An error occurred while connecting to socket server. Retrying. Code: '+event.code+', Reason: '+event.reason));
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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(roomId, name, characterLayers, position, viewport, companion).then((connection) => resolve(connection));
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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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}
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export const connectionManager = new ConnectionManager();
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