Execute scripts of the map after creating gameScene

This commit is contained in:
GRL 2021-08-16 14:07:24 +02:00 committed by David Négrier
parent 41c31d3d2f
commit ad95fa5e11
2 changed files with 65 additions and 51 deletions

View file

@ -293,7 +293,8 @@ class IframeListener {
this.iframes.delete(iframe); this.iframes.delete(iframe);
} }
registerScript(scriptUrl: string): void { registerScript(scriptUrl: string): Promise<void> {
return new Promise<void>((resolve, reject) => {
console.log("Loading map related script at ", scriptUrl); console.log("Loading map related script at ", scriptUrl);
if (!process.env.NODE_ENV || process.env.NODE_ENV === "development") { if (!process.env.NODE_ENV || process.env.NODE_ENV === "development") {
@ -307,6 +308,10 @@ class IframeListener {
iframe.sandbox.add("allow-scripts"); iframe.sandbox.add("allow-scripts");
iframe.sandbox.add("allow-top-navigation-by-user-activation"); iframe.sandbox.add("allow-top-navigation-by-user-activation");
iframe.addEventListener("load", () => {
resolve();
});
document.body.prepend(iframe); document.body.prepend(iframe);
this.scripts.set(scriptUrl, iframe); this.scripts.set(scriptUrl, iframe);
@ -339,11 +344,16 @@ class IframeListener {
"</head>\n" + "</head>\n" +
"</html>\n"; "</html>\n";
iframe.addEventListener("load", () => {
resolve();
});
document.body.prepend(iframe); document.body.prepend(iframe);
this.scripts.set(scriptUrl, iframe); this.scripts.set(scriptUrl, iframe);
this.registerIframe(iframe); this.registerIframe(iframe);
} }
});
} }
private getBaseUrl(src: string, source: MessageEventSource | null): string { private getBaseUrl(src: string, source: MessageEventSource | null): string {

View file

@ -165,7 +165,7 @@ export class GameScene extends DirtyScene {
value: RoomJoinedMessageInterface | PromiseLike<RoomJoinedMessageInterface> value: RoomJoinedMessageInterface | PromiseLike<RoomJoinedMessageInterface>
) => void; ) => void;
// A promise that will resolve when the "create" method is called (signaling loading is ended) // A promise that will resolve when the "create" method is called (signaling loading is ended)
private createPromise: Promise<void>; public createPromise: Promise<void>;
private createPromiseResolve!: (value?: void | PromiseLike<void>) => void; private createPromiseResolve!: (value?: void | PromiseLike<void>) => void;
private iframeSubscriptionList!: Array<Subscription>; private iframeSubscriptionList!: Array<Subscription>;
private peerStoreUnsubscribe!: () => void; private peerStoreUnsubscribe!: () => void;
@ -403,12 +403,6 @@ export class GameScene extends DirtyScene {
}); });
}); });
} }
// Now, let's load the script, if any
const scripts = this.getScriptUrls(this.mapFile);
for (const script of scripts) {
iframeListener.registerScript(script);
}
} }
//hook initialisation //hook initialisation
@ -567,6 +561,12 @@ export class GameScene extends DirtyScene {
} }
this.createPromiseResolve(); this.createPromiseResolve();
// Now, let's load the script, if any
const scripts = this.getScriptUrls(this.mapFile);
const scriptPromises = [];
for (const script of scripts) {
scriptPromises.push(iframeListener.registerScript(script));
}
this.userInputManager.spaceEvent(() => { this.userInputManager.spaceEvent(() => {
this.outlinedItem?.activate(); this.outlinedItem?.activate();
@ -584,6 +584,7 @@ export class GameScene extends DirtyScene {
this.triggerOnMapLayerPropertyChange(); this.triggerOnMapLayerPropertyChange();
if (!this.room.isDisconnected()) { if (!this.room.isDisconnected()) {
this.scene.sleep();
this.connect(); this.connect();
} }
@ -607,6 +608,10 @@ export class GameScene extends DirtyScene {
this.chatVisibilityUnsubscribe = chatVisibilityStore.subscribe((v) => { this.chatVisibilityUnsubscribe = chatVisibilityStore.subscribe((v) => {
this.openChatIcon.setVisible(!v); this.openChatIcon.setVisible(!v);
}); });
Promise.all([this.connectionAnswerPromise as Promise<unknown>, ...scriptPromises]).then(() => {
this.scene.wake();
});
} }
/** /**
@ -747,7 +752,6 @@ export class GameScene extends DirtyScene {
// Analyze tags to find if we are admin. If yes, show console. // Analyze tags to find if we are admin. If yes, show console.
if (this.scene.isSleeping()) { if (this.scene.isSleeping()) {
this.scene.wake();
this.scene.stop(ReconnectingSceneName); this.scene.stop(ReconnectingSceneName);
} }