Reconnecting also on socket error

This commit is contained in:
David Négrier 2020-06-22 16:10:18 +02:00
parent f88f28db3f
commit 403ea223a8

View file

@ -148,10 +148,6 @@ export class Connection implements Connection {
reconnection: false // Reconnection is handled by the application itself
});
this.socket.on(EventMessage.CONNECT_ERROR, () => {
console.error("Connection failed")
});
this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => {
console.error(EventMessage.MESSAGE_ERROR, message);
})
@ -160,17 +156,31 @@ export class Connection implements Connection {
public static createConnection(name: string, characterSelected: string): Promise<Connection> {
return Axios.post(`${API_URL}/login`, {name: name})
.then((res) => {
let connection = new Connection(gameManager, name, characterSelected, res.data.token);
// FIXME: we should wait for the complete connexion here (i.e. the "connected" message from socket.io)!
// Otherwise, the connection MAY fail and we will never know!
return connection.connectSocketServer();
return new Promise<Connection>((resolve, reject) => {
let connection = new Connection(gameManager, name, characterSelected, res.data.token);
connection.onConnectError((error: object) => {
console.log('An error occurred while connecting to socket server. Retrying');
reject(error);
});
connection.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
name: connection.name,
character: connection.character
} as SetPlayerDetailsMessage, (id: string) => {
connection.userId = id;
});
resolve(connection);
});
})
.catch((err) => {
// Let's retry in 4-6 seconds
return new Promise<Connection>((resolve, reject) => {
setTimeout(() => {
resolve(Connection.createConnection(name, characterSelected));
Connection.createConnection(name, characterSelected).then((connection) => resolve(connection))
.catch((error) => reject(error));
}, 4000 + Math.floor(Math.random() * 2000) );
});
@ -185,40 +195,6 @@ export class Connection implements Connection {
this.lastRoom = null;
}
connectSocketServer(): Promise<Connection>{
return new Promise<Connection>((resolve, reject) => {
this.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
name: this.name,
character: this.character
} as SetPlayerDetailsMessage, (id: string) => {
this.userId = id;
});
//if try to reconnect with last position
/*if(this.lastRoom) {
//join the room
this.joinARoom(this.lastRoom,
this.lastPositionShared ? this.lastPositionShared.x : 0,
this.lastPositionShared ? this.lastPositionShared.y : 0,
this.lastPositionShared ? this.lastPositionShared.direction : PlayerAnimationNames.WalkDown,
this.lastPositionShared ? this.lastPositionShared.moving : false);
}*/
/*if(this.lastPositionShared) {
//share your first position
this.sharePosition(
this.lastPositionShared ? this.lastPositionShared.x : 0,
this.lastPositionShared ? this.lastPositionShared.y : 0,
this.lastPositionShared.direction,
this.lastPositionShared.moving
);
}*/
resolve(this);
});
}
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): Promise<MessageUserPositionInterface[]> {
const point = new Point(startX, startY, direction, moving);
@ -262,6 +238,10 @@ export class Connection implements Connection {
this.socket.on(EventMessage.GROUP_DELETE, callback)
}
public onConnectError(callback: (error: object) => void): void {
this.socket.on(EventMessage.CONNECT_ERROR, callback)
}
sendWebrtcSignal(signal: unknown, roomId: string, userId? : string|null, receiverId? : string) {
return this.socket.emit(EventMessage.WEBRTC_SIGNAL, {
userId: userId ? userId : this.userId,