backend du logout

This commit is contained in:
2024-03-29 11:38:21 +00:00
parent 98a8adfada
commit 9d6f8e136f
2 changed files with 57 additions and 34 deletions

View File

@@ -17,6 +17,10 @@ export default class Game {
if(Object.values(GameState).indexOf(newState) == -1) {
return false;
}
//The game has started
if(this.state == GameState.PLACEMENT && newState == GameState.PLAYING) {
this.initLastSentLocations();
}
this.state = newState;
return true;
}
@@ -83,7 +87,6 @@ export default class Game {
return t;
}
})
console.log(this.teams)
return true;
}
@@ -94,13 +97,20 @@ export default class Game {
}
team.currentLocation = location;
//Update the team ready status if they are in their starting area
console.log(location, team.startingArea.center)
if(this.state == GameState.PLACEMENT && team.startingArea) {
if(this.state == GameState.PLACEMENT && team.startingArea && team.startingArea && location) {
team.ready = isInCircle(location, [team.startingArea.center.lat, team.startingArea.center.lng], team.startingArea.radius)
}
return true;
}
//Make it so that when a team requests the location of a team that has never sent their locaiton
//Their position at the begining of the game is sent
initLastSentLocations() {
for(let team of this.teams) {
team.lastSentLocation = team.currentLocation;
}
}
sendLocation(teamId) {
let team = this.getTeam(teamId);
if(team == undefined) {

View File

@@ -40,14 +40,20 @@ function secureBroadcast(event, data) {
}
function teamBroadcast(teamId, event, data) {
for(let socketId of game.getTeam(teamId).sockets) {
io.of("player").to(socketId).emit(event,data)
for (let socketId of game.getTeam(teamId).sockets) {
io.of("player").to(socketId).emit(event, data)
}
}
function playersBroadcast(event,data) {
for(let team of game.teams) {
teamBroadcast(team.id,event,data);
function playersBroadcast(event, data) {
for (let team of game.teams) {
teamBroadcast(team.id, event, data);
}
}
function logoutPlayer(id) {
for (let team of game.teams) {
team.sockets = team.sockets.filter((sid) => sid != id);
}
}
@@ -70,6 +76,10 @@ io.of("admin").on("connection", (socket) => {
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
});
socket.on("logout", () => {
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
})
//User is attempting to log in
socket.on("login", (password) => {
if (password === ADMIN_PASSWORD && !loggedIn) {
@@ -87,40 +97,40 @@ io.of("admin").on("connection", (socket) => {
//User is attempting to add a new team
socket.on("add_team", (teamName) => {
if(!loggedIn) {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.addTeam(teamName)) {
if (game.addTeam(teamName)) {
secureBroadcast("teams", game.teams);
}else {
} else {
socket.emit("error", "Error adding team");
}
});
//User is attempting to remove a team
socket.on("remove_team", (teamId) => {
if(!loggedIn) {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.removeTeam(teamId)) {
if (game.removeTeam(teamId)) {
secureBroadcast("teams", game.teams);
}else {
} else {
socket.emit("error", "Error removing team");
}
});
//User is attempting to change the game state
socket.on("change_state", (state) => {
if(!loggedIn) {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.setState(state)) {
if (game.setState(state)) {
secureBroadcast("game_state", game.state);
playersBroadcast("game_state", game.state)
}else {
} else {
socket.emit("error", "Error setting state");
}
});
@@ -129,11 +139,11 @@ io.of("admin").on("connection", (socket) => {
//Note that we never check if the new order contains the same teams as the old order, so it behaves more like a setTeams function
//But the frontend should always send the same teams in a different order
socket.on("reorder_teams", (newOrder) => {
if(!loggedIn) {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.reorderTeams(newOrder)) {
if (game.reorderTeams(newOrder)) {
secureBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error reordering teams");
@@ -141,11 +151,11 @@ io.of("admin").on("connection", (socket) => {
});
socket.on("update_team", (teamId, newTeam) => {
if(!loggedIn) {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.updateTeam(teamId, newTeam)) {
if (game.updateTeam(teamId, newTeam)) {
secureBroadcast("teams", game.teams);
sendUpdatedTeamInformations(teamId)
}
@@ -154,11 +164,11 @@ io.of("admin").on("connection", (socket) => {
//Request an update of the team list
//We only reply to the sender to prevent spam
socket.on("get_teams", () => {
if(!loggedIn) {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
socket.emit("teams", game.teams);
socket.emit("teams", game.teams);
});
});
@@ -185,47 +195,50 @@ io.of("player").on("connection", (socket) => {
socket.on("disconnect", () => {
console.log("user disconnected");
if(teamId !== null && game.getTeam(teamId) !== undefined){
game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id);
}
logoutPlayer(socket.id)
});
socket.on("login", (loginTeamId) => {
if(game.getTeam(loginTeamId) === undefined) {
if (game.getTeam(loginTeamId) === undefined) {
socket.emit("login_response", false);
return;
}
logoutPlayer(socket.id)
teamId = loginTeamId;
let team = game.getTeam(loginTeamId);
team.sockets.push(socket.id);
socket.emit("login_response", true);
sendUpdatedTeamInformations(loginTeamId);
socket.emit("login_response", true);
socket.emit("game_state", game.state)
});
socket.on("logout", () => {
logoutPlayer(socket.id);
})
socket.on("update_position", (position) => {
// Only the first player to connect to the team socket can update the current position
// This is done to prevent multiple clients from sending slightly different prosition back and forth
// Making the point jitter on the map
if(!teamId) {
if (!teamId) {
socket.emit("error", "not logged in yet");
return;
}
let team = game.getTeam(teamId)
if(team.sockets.indexOf(socket.id) == 0) {
if (team.sockets.indexOf(socket.id) == 0) {
game.updateLocation(teamId, position);
teamBroadcast(teamId, "update_team", {currentLocation: team.currentLocation, ready:team.ready });
teamBroadcast(teamId, "update_team", { currentLocation: team.currentLocation, ready: team.ready });
}
});
socket.on("send_position", () => {
game.sendLocation(teamId);
let team = game.getTeam(teamId);
if(team === undefined) {
if (team === undefined) {
socket.emit("error", "Team not found");
return;
}
game.updateTeamChasing();
teamBroadcast(teamId, "update_team", {enemyLocation: team.enemyLocation});
teamBroadcast(teamId, "update_team", { enemyLocation: team.enemyLocation });
});
});