Commit graph

249 commits

Author SHA1 Message Date
Gregoire Parant 3ef652b085 Change MAX_PER_GROUP to test with 6 gamers connected 2020-06-24 22:21:32 +02:00
David Négrier 74af7d52c3 Improving error handling in MediaManager 2020-06-22 22:55:28 +02:00
David Négrier a5514ce78a Code cleanup and removing exception in favor of console error 2020-06-22 18:42:54 +02:00
David Négrier 407c6db070 Fixing difference between MapKey and scene key (prevented proper caching of resources) 2020-06-22 17:18:24 +02:00
David Négrier 3f927280a6 Lint 2020-06-22 16:11:48 +02:00
David Négrier 9b174836cd Making sure connection is established again EVEN if the tab is not displayed 2020-06-22 16:11:02 +02:00
David Négrier 1e4ffa20ab Cleaning GameManager 2020-06-22 16:10:34 +02:00
David Négrier 403ea223a8 Reconnecting also on socket error 2020-06-22 16:10:18 +02:00
David Négrier f88f28db3f Refactoring reconnection: putting it into the GameScene directly. 2020-06-22 15:00:23 +02:00
David Négrier d785a8a1bf Refactoring connection to be part of a GameScene
Most of the refactoring issues we are seeing are probably due to the fact that we are trying to manipulate a ScenePlugin out of a Scene (the GameManager is not a Scene and holds a reference to a ScenePlugin coming from a Scene that might get invalidated by Phaser 3).
Furthermore, if we want in the future to be able to scale, scenes could be hosted on different servers. Therefore, it makes no sense to have one connexion for the whole application.
Instead, we should have one connexion for each scene.
2020-06-22 11:58:07 +02:00
David Négrier 4496c49621 Fix linting 2020-06-19 18:51:58 +02:00
David Négrier 2b820c7d56 Adding an event queue in the GameScene.
Events are processed only in the 'update' method.
We hope this will solve a number of null pointer errors. See #194
2020-06-19 18:18:43 +02:00
David Négrier e2be99490b Finishing removing any reference to "any" in the front. 2020-06-19 16:36:40 +02:00
David Négrier 39928b46f9 Removing any in the front 2020-06-19 14:30:34 +02:00
David Négrier 8348d13bfe Fixing use const instead of let 2020-06-19 14:30:34 +02:00
David Négrier 54f2518b5e Enabling stricter lint on front 2020-06-19 14:29:29 +02:00
David Négrier 817b25b0be Fixing reconnect issue
In the case the reconnect event was triggered on "wake-up", the disconnect event was not sent. But because of a bug in the way we handle the setTimeout, the reconnection to the GameScene never happened after we forced the disconnect scene.
This fixes the issue.
2020-06-17 16:06:02 +02:00
David Négrier b8f9e25b26
Merge pull request #184 from thecodingmachine/debugreconnect
Adding console log when trying to reconnect
2020-06-17 15:43:20 +02:00
David Négrier b14524625c Adding console log when trying to reconnect 2020-06-17 15:37:02 +02:00
David Négrier b1d39c4690 More logs 2020-06-11 14:13:13 +02:00
David Négrier ea30a02762 Fixing reconnect issues 2020-06-11 14:12:03 +02:00
David Négrier 473c5aa052 Fixing events fired multiple times
Callbacks for socket.io events were registered each time a disconnect was called, leading to message being dispatched plenty of times if there was several disconnections.
2020-06-11 13:34:25 +02:00
David Négrier e50a4fd88b Fixing setTimeout being called several times 2020-06-11 11:34:22 +02:00
David Négrier f7265c213e Patch 2020-06-11 10:40:43 +02:00
David Négrier 43c7c9ad07 Fixing null initialization 2020-06-11 10:29:11 +02:00
David Négrier 77167c28a6 Making sure that even is a user did not move, the reconnection can happen without issues and resume at the old position 2020-06-11 10:04:23 +02:00
David Négrier ce7b4092a6 Fixing suspend/resume
In case we suspend a laptop and resume it, the RECONNECT event is called by socket.io without any error being thrown (so without us being redirected to the Reconnect Scene).
This fix makes sure we go to the reconnect scene before going back to the main scene.
2020-06-11 09:37:33 +02:00
David Négrier 80fddb3c69 Removing dead code 2020-06-10 16:01:01 +02:00
David Négrier f518830073 Minor change to make sure the scene starts even if in background (does this really work?) 2020-06-10 16:00:54 +02:00
David Négrier 500dc83a85 Completely resetting GameScene on disconnect 2020-06-10 15:43:22 +02:00
David Négrier 43e4489d4d Fixing start position on disconnect 2020-06-10 14:57:32 +02:00
David Négrier 91ce318848 Changing license to AGPL + Commons Clause
This is an important change.
So far, the project was labelled as licensed under the "AGPL" (improperly since no version of the AGPL was specified)

This commit changes the license to "AGPL + Commons Clause"

The [common clause](https://commonsclause.com/) is an additional restriction forbidding companies from taking WorkAdventure of the shelf, and reselling WorkAdventure.

This license does not forbid anyone from installing and using WorkAdventure, it only targets resellers (so SAAS exploitation of WorkAdventure is limited to TheCodingMachine).

This effectively makes WorkAdventure non open-source, but the source-code remains available for anyone to see and modify.
2020-06-09 10:17:21 +02:00
David Négrier dcc78786a9 Porting favicon to the "front" container 2020-06-09 09:21:24 +02:00
David Négrier bd3be2a138
Merge pull request #157 from thecodingmachine/fixing_long_disconnect
Adding connecting spinner and blinking error to webrtc display
2020-06-08 18:09:12 +02:00
David Négrier 5042f2f82c Lint 2020-06-07 23:00:05 +02:00
David Négrier c0809e28db Adding support for putting the hash in a map referenced in an exit scene. 2020-06-07 22:57:32 +02:00
David Négrier db3ef81842 Adding the ability to add several entry points
We can now have several start layers and choose an entry point using a # in the URL
2020-06-07 13:23:32 +02:00
David Négrier f2c9647882 Adding connecting spinner and blinking error to webrtc display
I put a connecting spinner around the user name when the user is connecting.
Also, if an error occurs, we will see a blinking red circle around the player name.
2020-06-06 22:49:55 +02:00
David Négrier 96c5d92c46 Fixing disconnection taking ~15 seconds
Most of the time, sending a disconnect event to one of the players is enough (the player will close the connection
which will be shut for the other player).
However! In the rare case where the WebRTC connection is not yet established, if we close the connection on one of the player,
the other player will try connecting until a timeout happens (during this time, the circle with the name is displayed for nothing).

So now, we send disconnection event to every body (not only the people in the group, but also to the person leaving the group)
2020-06-05 13:07:18 +02:00
David Négrier b82b13e351 Finalizing strict mode fixes 2020-06-04 18:56:59 +02:00
David Négrier 6f69a62d4d More strict fixes 2020-06-04 18:56:59 +02:00
David Négrier 082a11b0cd Allowing ill defined initializers (because of the way Phaser 3 is designed) 2020-06-04 18:56:59 +02:00
David Négrier 7292bc3cab More strict fixes 2020-06-04 18:56:22 +02:00
David Négrier 111bfcfe8c More strict typecheck fixes 2020-06-04 18:56:22 +02:00
David Négrier a231024502 Fixing strict type checks 2020-06-04 18:56:22 +02:00
David Négrier a3ac782f17 Enabling Typescript strict mode on the front
This is very important otherwise, a number of useful checks (like nullable objects not propertly checked) are not performed.

See https://dev.to/briwa/how-strict-is-typescript-s-strict-mode-311a
2020-06-04 18:56:22 +02:00
David Négrier b6d8b8fb49
Merge pull request #139 from thecodingmachine/landingpage
first landingpage release
2020-06-04 15:34:57 +02:00
David Négrier 17250d810f Fixing front title 2020-06-04 15:23:54 +02:00
David Négrier 82e2c0d985
Merge pull request #149 from thecodingmachine/multiple_start_positions_in_layer
Allowing several start positions in a given start layer
2020-06-03 11:20:57 +02:00
David Négrier 69d2fa6944 Allowing several start positions in a given start layer
If more than one tile was set in the "start" layer, the last tile would be selected.
Now, the tile is selected at random among available tiles.

Also, a message is issued if no tiles have been put on the "start" layer.
2020-06-03 11:14:04 +02:00