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) { if(Object.values(GameState).indexOf(newState) == -1) {
return false; return false;
} }
//The game has started
if(this.state == GameState.PLACEMENT && newState == GameState.PLAYING) {
this.initLastSentLocations();
}
this.state = newState; this.state = newState;
return true; return true;
} }
@@ -83,7 +87,6 @@ export default class Game {
return t; return t;
} }
}) })
console.log(this.teams)
return true; return true;
} }
@@ -94,13 +97,20 @@ export default class Game {
} }
team.currentLocation = location; team.currentLocation = location;
//Update the team ready status if they are in their starting area //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 && team.startingArea && location) {
if(this.state == GameState.PLACEMENT && team.startingArea) {
team.ready = isInCircle(location, [team.startingArea.center.lat, team.startingArea.center.lng], team.startingArea.radius) team.ready = isInCircle(location, [team.startingArea.center.lat, team.startingArea.center.lng], team.startingArea.radius)
} }
return true; 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) { sendLocation(teamId) {
let team = this.getTeam(teamId); let team = this.getTeam(teamId);
if(team == undefined) { if(team == undefined) {

View File

@@ -51,6 +51,12 @@ function playersBroadcast(event,data) {
} }
} }
function logoutPlayer(id) {
for (let team of game.teams) {
team.sockets = team.sockets.filter((sid) => sid != id);
}
}
const game = new Game(); const game = new Game();
@@ -70,6 +76,10 @@ io.of("admin").on("connection", (socket) => {
loggedInSockets = loggedInSockets.filter(s => s !== socket.id); loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
}); });
socket.on("logout", () => {
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
})
//User is attempting to log in //User is attempting to log in
socket.on("login", (password) => { socket.on("login", (password) => {
if (password === ADMIN_PASSWORD && !loggedIn) { if (password === ADMIN_PASSWORD && !loggedIn) {
@@ -185,9 +195,7 @@ io.of("player").on("connection", (socket) => {
socket.on("disconnect", () => { socket.on("disconnect", () => {
console.log("user disconnected"); console.log("user disconnected");
if(teamId !== null && game.getTeam(teamId) !== undefined){ logoutPlayer(socket.id)
game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id);
}
}); });
socket.on("login", (loginTeamId) => { socket.on("login", (loginTeamId) => {
@@ -195,14 +203,19 @@ io.of("player").on("connection", (socket) => {
socket.emit("login_response", false); socket.emit("login_response", false);
return; return;
} }
logoutPlayer(socket.id)
teamId = loginTeamId; teamId = loginTeamId;
let team = game.getTeam(loginTeamId); let team = game.getTeam(loginTeamId);
team.sockets.push(socket.id); team.sockets.push(socket.id);
socket.emit("login_response", true);
sendUpdatedTeamInformations(loginTeamId); sendUpdatedTeamInformations(loginTeamId);
socket.emit("login_response", true);
socket.emit("game_state", game.state) socket.emit("game_state", game.state)
}); });
socket.on("logout", () => {
logoutPlayer(socket.id);
})
socket.on("update_position", (position) => { socket.on("update_position", (position) => {
// Only the first player to connect to the team socket can update the current 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 // This is done to prevent multiple clients from sending slightly different prosition back and forth