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https://git.rezel.net/LudoTech/traque.git
synced 2026-02-09 10:20:16 +01:00
backend du logout
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@@ -17,6 +17,10 @@ export default class Game {
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if(Object.values(GameState).indexOf(newState) == -1) {
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return false;
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}
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//The game has started
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if(this.state == GameState.PLACEMENT && newState == GameState.PLAYING) {
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this.initLastSentLocations();
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}
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this.state = newState;
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return true;
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}
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@@ -83,7 +87,6 @@ export default class Game {
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return t;
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}
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})
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console.log(this.teams)
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return true;
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}
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@@ -94,13 +97,20 @@ export default class Game {
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}
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team.currentLocation = location;
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//Update the team ready status if they are in their starting area
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console.log(location, team.startingArea.center)
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if(this.state == GameState.PLACEMENT && team.startingArea) {
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if(this.state == GameState.PLACEMENT && team.startingArea && team.startingArea && location) {
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team.ready = isInCircle(location, [team.startingArea.center.lat, team.startingArea.center.lng], team.startingArea.radius)
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}
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return true;
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}
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//Make it so that when a team requests the location of a team that has never sent their locaiton
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//Their position at the begining of the game is sent
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initLastSentLocations() {
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for(let team of this.teams) {
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team.lastSentLocation = team.currentLocation;
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}
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}
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sendLocation(teamId) {
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let team = this.getTeam(teamId);
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if(team == undefined) {
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@@ -51,6 +51,12 @@ function playersBroadcast(event,data) {
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}
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}
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function logoutPlayer(id) {
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for (let team of game.teams) {
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team.sockets = team.sockets.filter((sid) => sid != id);
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}
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}
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const game = new Game();
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@@ -70,6 +76,10 @@ io.of("admin").on("connection", (socket) => {
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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});
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socket.on("logout", () => {
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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})
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//User is attempting to log in
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socket.on("login", (password) => {
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if (password === ADMIN_PASSWORD && !loggedIn) {
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@@ -185,9 +195,7 @@ io.of("player").on("connection", (socket) => {
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socket.on("disconnect", () => {
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console.log("user disconnected");
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if(teamId !== null && game.getTeam(teamId) !== undefined){
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game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id);
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}
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logoutPlayer(socket.id)
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});
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socket.on("login", (loginTeamId) => {
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@@ -195,14 +203,19 @@ io.of("player").on("connection", (socket) => {
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socket.emit("login_response", false);
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return;
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}
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logoutPlayer(socket.id)
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teamId = loginTeamId;
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let team = game.getTeam(loginTeamId);
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team.sockets.push(socket.id);
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socket.emit("login_response", true);
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sendUpdatedTeamInformations(loginTeamId);
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socket.emit("login_response", true);
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socket.emit("game_state", game.state)
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});
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socket.on("logout", () => {
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logoutPlayer(socket.id);
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})
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socket.on("update_position", (position) => {
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// Only the first player to connect to the team socket can update the current position
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// This is done to prevent multiple clients from sending slightly different prosition back and forth
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