workadventure/front/src/Connexion/ConnectionManager.ts
David Négrier 06483fd586 Fixing "Query string parameters prevent WA from loading"
Due to a regression, query string parameters added to the URL (like:

http://play.workadventure.localhost/_/global/maps.workadventure.localhost/starter/map.json?utm_source=sendinblue&utm_campaign=WA+-+2021+Christmap+map+launch&utm_medium=email#foo

) were causing a crash in WA.

This commit fixes the issue (and adds a E2E test)
2021-11-30 14:34:43 +01:00

340 lines
14 KiB
TypeScript

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<Room> {
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<void> {
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<OnConnectInterface> {
return new Promise<OnConnectInterface>((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<OnConnectInterface>((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();