Improve follow abort message; avoid having to change it in backend

This commit is contained in:
PizZaKatZe 2021-12-14 01:35:00 +01:00
parent c2f5501236
commit 7bff782f7f
4 changed files with 28 additions and 32 deletions

View file

@ -853,28 +853,23 @@ export class SocketManager {
}
handleFollowAbortMessage(room: GameRoom, user: User, message: FollowAbortMessage) {
if (message.getRole() === "leader") {
const clientMessage = new ServerToClientMessage();
clientMessage.setFollowabortmessage(message);
if (user.name === message.getLeader()) {
// Forward message
const clientMessage = new ServerToClientMessage();
clientMessage.setFollowabortmessage(message);
room.sendToOthersInGroupIncludingUser(user, clientMessage);
// Update followers
room.getGroupIncludingUser(user)
?.getUsers()
.forEach((user) => {
user.following = [];
});
const group = room.getGroupIncludingUser(user);
group?.getUsers().forEach((user) => {
user.following = [];
});
} else {
// Forward message
const recipient = message.getPlayername();
message.setPlayername(user.name);
const clientMessage = new ServerToClientMessage();
clientMessage.setFollowabortmessage(message);
room.sendToUserWithName(recipient, clientMessage);
room.sendToUserWithName(message.getLeader(), clientMessage);
// Update followers
room.getUserByName(recipient)?.delFollower(user.name);
room.getUserByName(message.getLeader())?.delFollower(user.name);
user.following = [];
}
}

View file

@ -67,9 +67,9 @@ vim: ft=typescript
function reset() {
if (followRole === followRoles.leader && followUsers.length > 0) {
gameScene.connection?.emitFollowAbort(followRole, gameManager.getPlayerName());
gameScene.connection?.emitFollowAbort(gameManager.getPlayerName(), "*");
} else {
gameScene.connection?.emitFollowAbort(followRole, followUsers[0]);
gameScene.connection?.emitFollowAbort(followUsers[0], gameManager.getPlayerName());
}
followStateStore.set(followStates.off);
followRoleStore.set(followRoles.leader);

View file

@ -270,26 +270,27 @@ export class RoomConnection implements RoomConnection {
//todo: implement a way to notify the user the room was refreshed.
} else if (message.hasFollowrequestmessage()) {
const requestMessage = message.getFollowrequestmessage() as FollowRequestMessage;
console.log("Got follow request from " + requestMessage.getPlayername());
console.log("Got follow request from " + requestMessage.getLeader());
followStateStore.set(followStates.requesting);
followRoleStore.set(followRoles.follower);
followUsersStore.set([requestMessage.getPlayername()]);
followUsersStore.set([requestMessage.getLeader()]);
} else if (message.hasFollowconfirmationmessage()) {
const responseMessage = message.getFollowconfirmationmessage() as FollowConfirmationMessage;
console.log("Got follow response from " + responseMessage.getFollower());
followUsersStore.set([...get(followUsersStore), responseMessage.getFollower()]);
} else if (message.hasFollowabortmessage()) {
const abortMessage = message.getFollowabortmessage() as FollowAbortMessage;
console.log("Got follow abort message from", abortMessage.getRole());
if (abortMessage.getRole() === followRoles.leader) {
console.log("Got follow abort message");
if (get(followRoleStore) === followRoles.follower) {
followStateStore.set(followStates.off);
followRoleStore.set(followRoles.leader);
followUsersStore.set([]);
} else {
let followers = get(followUsersStore);
followers = followers.filter((name) => name !== abortMessage.getPlayername());
const oldFollowerCount = followers.length;
followers = followers.filter((name) => name !== abortMessage.getFollower());
followUsersStore.set(followers);
if (followers.length === 0) {
if (followers.length === 0 && oldFollowerCount > 0) {
followStateStore.set(followStates.off);
followRoleStore.set(followRoles.leader);
}
@ -755,14 +756,14 @@ export class RoomConnection implements RoomConnection {
}
console.log("Emitting follow request");
const message = new FollowRequestMessage();
message.setPlayername(user);
message.setLeader(user);
const clientToServerMessage = new ClientToServerMessage();
clientToServerMessage.setFollowrequestmessage(message);
this.socket.send(clientToServerMessage.serializeBinary().buffer);
}
public emitFollowConfirmation(leader: string, follower: string | null): void {
if (!follower) {
public emitFollowConfirmation(leader: string | null, follower: string | null): void {
if (!leader || !follower) {
return;
}
console.log("Emitting follow confirmation");
@ -774,14 +775,14 @@ export class RoomConnection implements RoomConnection {
this.socket.send(clientToServerMessage.serializeBinary().buffer);
}
public emitFollowAbort(role: string, user: string | null): void {
if (!user) {
public emitFollowAbort(leader: string | null, follower: string | null): void {
if (!leader || !follower) {
return;
}
console.log("Emitting follow abort");
const message = new FollowAbortMessage();
message.setRole(role);
message.setPlayername(user);
message.setLeader(leader);
message.setFollower(follower);
const clientToServerMessage = new ClientToServerMessage();
clientToServerMessage.setFollowabortmessage(message);
this.socket.send(clientToServerMessage.serializeBinary().buffer);

View file

@ -81,7 +81,7 @@ message QueryJitsiJwtMessage {
}
message FollowRequestMessage {
string playerName = 1;
string leader = 1;
}
message FollowConfirmationMessage {
@ -90,8 +90,8 @@ message FollowConfirmationMessage {
}
message FollowAbortMessage {
string role = 1;
string playerName = 2;
string leader = 1;
string follower = 2;
}
message ClientToServerMessage {