import Axios from "axios"; import { PUSHER_URL, START_ROOM_URL } from "../Enum/EnvironmentVariable"; import { RoomConnection } from "./RoomConnection"; import type { OnConnectInterface, PositionInterface, ViewportInterface } from "./ConnexionModels"; import { GameConnexionTypes, urlManager } from "../Url/UrlManager"; import { localUserStore } from "./LocalUserStore"; import { CharacterTexture, LocalUser } from "./LocalUser"; import { Room } from "./Room"; import { _ServiceWorker } from "../Network/ServiceWorker"; import { loginSceneVisibleIframeStore } from "../Stores/LoginSceneStore"; import { userIsConnected } from "../Stores/MenuStore"; import { analyticsClient } from "../Administration/AnalyticsClient"; class ConnectionManager { private localUser!: LocalUser; private connexionType?: GameConnexionTypes; private reconnectingTimeout: NodeJS.Timeout | null = null; private _unloading: boolean = false; private authToken: string | null = null; private _currentRoom: Room | null = null; private serviceWorker?: _ServiceWorker; get unloading() { return this._unloading; } constructor() { window.addEventListener("beforeunload", () => { this._unloading = true; if (this.reconnectingTimeout) clearTimeout(this.reconnectingTimeout); }); } /** * TODO fix me to be move in game manager */ public loadOpenIDScreen() { const state = localUserStore.generateState(); const nonce = localUserStore.generateNonce(); localUserStore.setAuthToken(null); if (!this._currentRoom || !this._currentRoom.iframeAuthentication) { loginSceneVisibleIframeStore.set(false); return null; } const redirectUrl = new URL(`${this._currentRoom.iframeAuthentication}`); redirectUrl.searchParams.append("state", state); redirectUrl.searchParams.append("nonce", nonce); redirectUrl.searchParams.append("playUri", this._currentRoom.key); window.location.assign(redirectUrl.toString()); return redirectUrl; } /** * Logout */ public async logout() { //user logout, set connected store for menu at false userIsConnected.set(false); //Logout user in pusher and hydra const token = localUserStore.getAuthToken(); const { authToken } = await Axios.get(`${PUSHER_URL}/logout-callback`, { params: { token } }).then( (res) => res.data ); localUserStore.setAuthToken(null); //Go on login page can permit to clear token and start authentication process window.location.assign("/login"); } /** * Tries to login to the node server and return the starting map url to be loaded */ public async initGameConnexion(): Promise { const connexionType = urlManager.getGameConnexionType(); this.connexionType = connexionType; this._currentRoom = null; const urlParams = new URLSearchParams(window.location.search); const token = urlParams.get("token"); if (token) { this.authToken = token; localUserStore.setAuthToken(token); //clean token of url urlParams.delete("token"); } if (connexionType === GameConnexionTypes.login) { this._currentRoom = await Room.createRoom(new URL(localUserStore.getLastRoomUrl())); if (this.loadOpenIDScreen() !== null) { return Promise.reject(new Error("You will be redirect on login page")); } urlManager.pushRoomIdToUrl(this._currentRoom); } else if (connexionType === GameConnexionTypes.jwt) { if (!token) { const code = urlParams.get("code"); const state = urlParams.get("state"); if (!state || !localUserStore.verifyState(state)) { throw "Could not validate state!"; } if (!code) { throw "No Auth code provided"; } localUserStore.setCode(code); } this._currentRoom = await Room.createRoom(new URL(localUserStore.getLastRoomUrl())); try { await this.checkAuthUserConnexion(); analyticsClient.loggedWithSso(); } catch (err) { console.error(err); this.loadOpenIDScreen(); return Promise.reject(new Error("You will be redirect on login page")); } urlManager.pushRoomIdToUrl(this._currentRoom); } else if (connexionType === GameConnexionTypes.register) { //@deprecated const organizationMemberToken = urlManager.getOrganizationToken(); const data = await Axios.post(`${PUSHER_URL}/register`, { organizationMemberToken }).then( (res) => res.data ); this.localUser = new LocalUser(data.userUuid, data.textures, data.email); this.authToken = data.authToken; localUserStore.saveUser(this.localUser); localUserStore.setAuthToken(this.authToken); analyticsClient.loggedWithToken(); const roomUrl = data.roomUrl; this._currentRoom = await Room.createRoom( new URL( window.location.protocol + "//" + window.location.host + roomUrl + urlParams.toString() + //use urlParams because the token param must be deleted window.location.hash ) ); urlManager.pushRoomIdToUrl(this._currentRoom); } else if ( connexionType === GameConnexionTypes.organization || connexionType === GameConnexionTypes.anonymous || connexionType === GameConnexionTypes.empty ) { this.authToken = localUserStore.getAuthToken(); let roomPath: string; if (connexionType === GameConnexionTypes.empty) { roomPath = localUserStore.getLastRoomUrl(); //get last room path from cache api try { const lastRoomUrl = await localUserStore.getLastRoomUrlCacheApi(); if (lastRoomUrl != undefined) { roomPath = lastRoomUrl; } } catch (err) { console.error(err); } } else { const query = urlParams.toString(); roomPath = window.location.protocol + "//" + window.location.host + window.location.pathname + (query ? "?" + query : "") + //use urlParams because the token param must be deleted window.location.hash; } //get detail map for anonymous login and set texture in local storage //before set token of user we must load room and all information. For example the mandatory authentication could be require on current room this._currentRoom = await Room.createRoom(new URL(roomPath)); //Set last room visited! (connected or nor, must to be saved in localstorage and cache API) //use href to keep # value localUserStore.setLastRoomUrl(this._currentRoom.href); //todo: add here some kind of warning if authToken has expired. if (!this.authToken && !this._currentRoom.authenticationMandatory) { await this.anonymousLogin(); } else { try { await this.checkAuthUserConnexion(); analyticsClient.loggedWithSso(); } catch (err) { console.error(err); //if user must to be connect in current room or pusher error is not openid provier access error //try to connected with function loadOpenIDScreen if ( this._currentRoom.authenticationMandatory || (err.response?.data && err.response.data !== "User cannot to be connected on openid provier") ) { this.loadOpenIDScreen(); return Promise.reject(new Error("You will be redirect on login page")); } } } this.localUser = localUserStore.getLocalUser() as LocalUser; //if authToken exist in localStorage then localUser cannot be null if (this._currentRoom.textures != undefined && this._currentRoom.textures.length > 0) { //check if texture was changed if (this.localUser.textures.length === 0) { this.localUser.textures = this._currentRoom.textures; } else { this._currentRoom.textures.forEach((newTexture) => { const alreadyExistTexture = this.localUser.textures.find((c) => newTexture.id === c.id); if (this.localUser.textures.findIndex((c) => newTexture.id === c.id) !== -1) { return; } this.localUser.textures.push(newTexture); }); } localUserStore.saveUser(this.localUser); } } if (this._currentRoom == undefined) { return Promise.reject(new Error("Invalid URL")); } if (this.localUser) { analyticsClient.identifyUser(this.localUser.uuid, this.localUser.email); } this.serviceWorker = new _ServiceWorker(); return Promise.resolve(this._currentRoom); } public async anonymousLogin(isBenchmark: boolean = false): Promise { const data = await Axios.post(`${PUSHER_URL}/anonymLogin`).then((res) => res.data); this.localUser = new LocalUser(data.userUuid, [], data.email); this.authToken = data.authToken; if (!isBenchmark) { // In benchmark, we don't have a local storage. localUserStore.saveUser(this.localUser); localUserStore.setAuthToken(this.authToken); } } public initBenchmark(): void { this.localUser = new LocalUser("", []); } public connectToRoomSocket( roomUrl: string, name: string, characterLayers: string[], position: PositionInterface, viewport: ViewportInterface, companion: string | null ): Promise { return new Promise((resolve, reject) => { const connection = new RoomConnection( this.authToken, roomUrl, name, characterLayers, position, viewport, companion ); connection.onConnectError((error: object) => { console.log("An error occurred while connecting to socket server. Retrying"); reject(error); }); connection.onConnectingError((event: CloseEvent) => { console.log("An error occurred while connecting to socket server. Retrying"); reject( new Error( "An error occurred while connecting to socket server. Retrying. Code: " + event.code + ", Reason: " + event.reason ) ); }); connection.onConnect((connect: OnConnectInterface) => { resolve(connect); }); }).catch((err) => { // Let's retry in 4-6 seconds return new Promise((resolve, reject) => { this.reconnectingTimeout = setTimeout(() => { //todo: allow a way to break recursion? //todo: find a way to avoid recursive function. Otherwise, the call stack will grow indefinitely. this.connectToRoomSocket(roomUrl, name, characterLayers, position, viewport, companion).then( (connection) => resolve(connection) ); }, 4000 + Math.floor(Math.random() * 2000)); }); }); } get getConnexionType() { return this.connexionType; } async checkAuthUserConnexion() { //set connected store for menu at false userIsConnected.set(false); const token = localUserStore.getAuthToken(); const state = localUserStore.getState(); const code = localUserStore.getCode(); const nonce = localUserStore.getNonce(); if (!token) { if (!state || !localUserStore.verifyState(state)) { throw "Could not validate state!"; } if (!code) { throw "No Auth code provided"; } } const { authToken, userUuid, textures, email } = await Axios.get(`${PUSHER_URL}/login-callback`, { params: { code, nonce, token, playUri: this.currentRoom?.key }, }).then((res) => res.data); localUserStore.setAuthToken(authToken); this.localUser = new LocalUser(userUuid, textures, email); localUserStore.saveUser(this.localUser); this.authToken = authToken; //user connected, set connected store for menu at true userIsConnected.set(true); } get currentRoom() { return this._currentRoom; } } export const connectionManager = new ConnectionManager();