WIP: how to respond to too many users
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664e699fd3
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@ -163,8 +163,8 @@ export class IoSocketController {
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let memberTags: string[] = [];
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let memberTextures: CharacterTexture[] = [];
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const room = await socketManager.getOrCreateRoom(roomId);
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if (room.getUsers().size > MAX_USERS_PER_ROOM) {
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res.writeStatus("302").end('Too many users');
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if (room.isFull()) {
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res.writeStatus("503").end('Too many users');
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return;
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}
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try {
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@ -4,6 +4,7 @@ import {HttpRequest, HttpResponse, TemplatedApp} from "uWebSockets.js";
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import {BaseController} from "./BaseController";
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import {parse} from "query-string";
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import {adminApi} from "../Services/AdminApi";
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import {socketManager} from "../Services/SocketManager";
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//todo: delete this
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export class MapController extends BaseController{
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@ -12,6 +13,7 @@ export class MapController extends BaseController{
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super();
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this.App = App;
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this.getMapUrl();
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this.canConnectToMap();
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}
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@ -67,4 +69,23 @@ export class MapController extends BaseController{
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});
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}
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canConnectToMap() {
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this.App.options("/canjoin", (res: HttpResponse, req: HttpRequest) => {
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this.addCorsHeaders(res);
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res.end();
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});
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this.App.get("/canjoin", (res: HttpResponse, req: HttpRequest) => {
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const query = parse(req.getQuery());
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const roomId = query.roomId as string;
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const world = socketManager.getWorlds().get(roomId);
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if (!world) {
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res.writeStatus('404').end('No room found');
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return;
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}
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res.writeStatus("200").end(world.isFull() ? '1':'0');
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});
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}
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}
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@ -10,6 +10,7 @@ import {ViewportInterface} from "_Model/Websocket/ViewportMessage";
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import {Movable} from "_Model/Movable";
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import {extractDataFromPrivateRoomId, extractRoomSlugPublicRoomId, isRoomAnonymous} from "./RoomIdentifier";
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import {arrayIntersect} from "../Services/ArrayHelper";
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import {MAX_USERS_PER_ROOM} from "_Enum/EnvironmentVariable";
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export type ConnectCallback = (user: User, group: Group) => void;
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export type DisconnectCallback = (user: User, group: Group) => void;
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@ -179,6 +180,10 @@ export class GameRoom {
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}
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}
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isFull() : boolean {
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return this.getUsers().size > MAX_USERS_PER_ROOM;
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}
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/**
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* Makes a user leave a group and closes and destroy the group if the group contains only one remaining person.
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*
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@ -9,6 +9,11 @@ import {Room} from "./Room";
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const URL_ROOM_STARTED = '/Floor0/floor0.json';
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export enum connexionErrorTypes {
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serverError = 1,
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tooManyUsers,
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}
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class ConnectionManager {
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private localUser!:LocalUser;
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@ -90,8 +95,12 @@ class ConnectionManager {
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return new Promise<RoomConnection>((resolve, reject) => {
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const connection = new RoomConnection(this.localUser.jwtToken, roomId, name, characterLayers, position, viewport);
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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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console.log(error);
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if (false) { //todo: how to check error type?
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reject(connexionErrorTypes.tooManyUsers);
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} else {
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reject(connexionErrorTypes.serverError);
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}
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});
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connection.onConnect(() => {
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resolve(connection);
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@ -99,6 +108,8 @@ class ConnectionManager {
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}).catch((err) => {
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// Let's retry in 4-6 seconds
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return new Promise<RoomConnection>((resolve, reject) => {
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if (err === connexionErrorTypes.tooManyUsers) return reject(err);
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console.log('An error occurred while connecting to socket server. Retrying');
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setTimeout(() => {
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//todo: allow a way to break recurrsion?
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this.connectToRoomSocket(roomId, name, characterLayers, position, viewport).then((connection) => resolve(connection));
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@ -48,13 +48,14 @@ import {ActionableItem} from "../Items/ActionableItem";
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import {UserInputManager} from "../UserInput/UserInputManager";
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import {UserMovedMessage} from "../../Messages/generated/messages_pb";
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import {ProtobufClientUtils} from "../../Network/ProtobufClientUtils";
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import {connectionManager} from "../../Connexion/ConnectionManager";
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import {connectionManager, connexionErrorTypes} from "../../Connexion/ConnectionManager";
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import {RoomConnection} from "../../Connexion/RoomConnection";
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import {GlobalMessageManager} from "../../Administration/GlobalMessageManager";
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import {UserMessageManager} from "../../Administration/UserMessageManager";
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import {ConsoleGlobalMessageManager} from "../../Administration/ConsoleGlobalMessageManager";
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import {ResizableScene} from "../Login/ResizableScene";
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import {Room} from "../../Connexion/Room";
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import {MessageUI} from "../../Logger/MessageUI";
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export enum Textures {
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@ -122,6 +123,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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// A promise that will resolve when the "create" method is called (signaling loading is ended)
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private createPromise: Promise<void>;
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private createPromiseResolve!: (value?: void | PromiseLike<void>) => void;
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private offlineMode: boolean = false;
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MapKey: string;
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MapUrlFile: string;
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@ -426,7 +428,7 @@ export class GameScene extends ResizableScene implements CenterListener {
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if (this.connection === undefined) {
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// Let's wait 0.5 seconds before printing the "connecting" screen to avoid blinking
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setTimeout(() => {
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if (this.connection === undefined) {
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if (this.connection === undefined && !this.offlineMode) {
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this.scene.sleep();
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this.scene.launch(ReconnectingSceneName);
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}
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@ -629,6 +631,11 @@ export class GameScene extends ResizableScene implements CenterListener {
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this.scene.sleep(ReconnectingSceneName);
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return connection;
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}).catch(error => {
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if (error === connexionErrorTypes.tooManyUsers) {
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this.offlineMode = true;
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MessageUI.warningMessage('Too many users. You switched to offline mode. Please try to connect again later.');
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}
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});
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}
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@ -956,14 +963,19 @@ export class GameScene extends ResizableScene implements CenterListener {
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const nextSceneKey = this.checkToExit();
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if (nextSceneKey) {
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// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
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this.connection.closeConnection();
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this.simplePeer.unregister();
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this.scene.stop();
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this.scene.remove(this.scene.key);
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this.scene.start(nextSceneKey.key);
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this.goToNextScene(nextSceneKey.key);
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}
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}
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private goToNextScene(nextSceneKey: string): void {
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// We are completely destroying the current scene to avoid using a half-backed instance when coming back to the same map.
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this.connection.closeConnection();
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this.simplePeer.unregister();
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this.scene.stop();
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this.scene.remove(this.scene.key);
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this.scene.start(nextSceneKey);
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}
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private checkToExit(): {key: string, hash: string} | null {
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const x = Math.floor(this.CurrentPlayer.x / 32);
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