workadventure/front/src/Connection.ts

325 lines
11 KiB
TypeScript

import {gameManager, GameManager} from "./Phaser/Game/GameManager";
import Axios from "axios";
import {API_URL} from "./Enum/EnvironmentVariable";
import {MessageUI} from "./Logger/MessageUI";
import {SetPlayerDetailsMessage} from "./Messages/SetPlayerDetailsMessage";
const SocketIo = require('socket.io-client');
import Socket = SocketIOClient.Socket;
import {PlayerAnimationNames} from "./Phaser/Player/Animation";
import {UserSimplePeer} from "./WebRtc/SimplePeer";
import {SignalData} from "simple-peer";
enum EventMessage{
WEBRTC_SIGNAL = "webrtc-signal",
WEBRTC_START = "webrtc-start",
WEBRTC_JOIN_ROOM = "webrtc-join-room",
JOIN_ROOM = "join-room", // bi-directional
USER_POSITION = "user-position", // bi-directional
USER_MOVED = "user-moved", // From server to client
USER_LEFT = "user-left", // From server to client
MESSAGE_ERROR = "message-error",
WEBRTC_DISCONNECT = "webrtc-disconect",
GROUP_CREATE_UPDATE = "group-create-update",
GROUP_DELETE = "group-delete",
SET_PLAYER_DETAILS = "set-player-details", // Send the name and character to the server (on connect), receive back the id.
CONNECT_ERROR = "connect_error",
RECONNECT = "reconnect",
RECONNECTING = "reconnecting",
RECONNECT_ERROR = "reconnect_error",
RECONNECT_FAILED = "reconnect_failed"
}
class Message {
userId: string;
name: string;
character: string;
constructor(userId : string, name: string, character: string) {
this.userId = userId;
this.name = name;
this.character = character;
}
}
export interface PointInterface {
x: number;
y: number;
direction : string;
moving: boolean;
}
export class Point implements PointInterface{
constructor(public x : number, public y : number, public direction : string = PlayerAnimationNames.WalkDown, public moving : boolean = false) {
if(x === null || y === null){
throw Error("position x and y cannot be null");
}
}
}
export interface MessageUserPositionInterface {
userId: string;
name: string;
character: string;
position: PointInterface;
}
export interface MessageUserMovedInterface {
userId: string;
position: PointInterface;
}
class MessageUserPosition extends Message implements MessageUserPositionInterface{
position: PointInterface;
constructor(userId : string, point : Point, name: string, character: string) {
super(userId, name, character);
this.position = point;
}
}
export interface MessageUserJoined {
userId: string;
name: string;
character: string;
position: PointInterface
}
export interface ListMessageUserPositionInterface {
roomId: string;
listUsersPosition: Array<MessageUserPosition>;
}
export interface PositionInterface {
x: number,
y: number
}
export interface GroupCreatedUpdatedMessageInterface {
position: PositionInterface,
groupId: string
}
export interface WebRtcStartMessageInterface {
roomId: string,
clients: UserSimplePeer[]
}
export interface WebRtcDisconnectMessageInterface {
userId: string
}
export interface WebRtcSignalMessageInterface {
userId: string,
receiverId: string,
roomId: string,
signal: SignalData
}
export interface StartMapInterface {
mapUrlStart: string,
startInstance: string
}
export class Connection implements Connection {
socket: Socket;
token: string|null = null;
name: string|null = null; // TODO: drop "name" storage here
character: string|null = null;
userId: string|null = null;
GameManager: GameManager;
lastPositionShared: PointInterface|null = null;
lastRoom: string|null = null;
private constructor(GameManager: GameManager, name: string, character: string, token: string) {
this.GameManager = GameManager;
this.name = name;
this.character = character;
this.token = token;
this.socket = SocketIo(`${API_URL}`, {
query: {
token: this.token
},
reconnection: false // Reconnection is handled by the application itself
});
this.socket.on(EventMessage.CONNECT_ERROR, () => {
console.error("Connection failed")
});
this.socket.on(EventMessage.MESSAGE_ERROR, (message: string) => {
console.error(EventMessage.MESSAGE_ERROR, message);
})
}
public static createConnection(name: string, characterSelected: string): Promise<Connection> {
return Axios.post(`${API_URL}/login`, {name: name})
.then((res) => {
let connection = new Connection(gameManager, name, characterSelected, res.data.token);
// FIXME: we should wait for the complete connexion here (i.e. the "connected" message from socket.io)!
// Otherwise, the connection MAY fail and we will never know!
return connection.connectSocketServer();
})
.catch((err) => {
// Let's retry in 4-6 seconds
return new Promise<Connection>((resolve, reject) => {
setTimeout(() => {
resolve(Connection.createConnection(name, characterSelected));
}, 4000 + Math.floor(Math.random() * 2000) );
});
//console.error(err);
//throw err;
});
}
public closeConnection(): void {
this.socket?.close();
this.lastPositionShared = null;
this.lastRoom = null;
}
connectSocketServer(): Promise<Connection>{
return new Promise<Connection>((resolve, reject) => {
this.socket.emit(EventMessage.SET_PLAYER_DETAILS, {
name: this.name,
character: this.character
} as SetPlayerDetailsMessage, (id: string) => {
this.userId = id;
});
//if try to reconnect with last position
/*if(this.lastRoom) {
//join the room
this.joinARoom(this.lastRoom,
this.lastPositionShared ? this.lastPositionShared.x : 0,
this.lastPositionShared ? this.lastPositionShared.y : 0,
this.lastPositionShared ? this.lastPositionShared.direction : PlayerAnimationNames.WalkDown,
this.lastPositionShared ? this.lastPositionShared.moving : false);
}*/
/*if(this.lastPositionShared) {
//share your first position
this.sharePosition(
this.lastPositionShared ? this.lastPositionShared.x : 0,
this.lastPositionShared ? this.lastPositionShared.y : 0,
this.lastPositionShared.direction,
this.lastPositionShared.moving
);
}*/
resolve(this);
});
}
joinARoom(roomId: string, startX: number, startY: number, direction: string, moving: boolean): Promise<MessageUserPositionInterface[]> {
const point = new Point(startX, startY, direction, moving);
this.lastPositionShared = point;
let promise = new Promise<MessageUserPositionInterface[]>((resolve, reject) => {
this.socket.emit(EventMessage.JOIN_ROOM, { roomId, position: {x: startX, y: startY, direction, moving }}, (userPositions: MessageUserPositionInterface[]) => {
//this.GameManager.initUsersPosition(userPositions);
resolve(userPositions);
});
})
this.lastRoom = roomId;
return promise;
}
sharePosition(x : number, y : number, direction : string, moving: boolean) : void{
if(!this.socket){
return;
}
const point = new Point(x, y, direction, moving);
this.lastPositionShared = point;
this.socket.emit(EventMessage.USER_POSITION, point);
}
public onUserJoins(callback: (message: MessageUserJoined) => void): void {
this.socket.on(EventMessage.JOIN_ROOM, callback);
}
public onUserMoved(callback: (message: MessageUserMovedInterface) => void): void {
this.socket.on(EventMessage.USER_MOVED, callback);
}
public onUserLeft(callback: (userId: string) => void): void {
this.socket.on(EventMessage.USER_LEFT, callback);
}
public onGroupUpdatedOrCreated(callback: (groupCreateUpdateMessage: GroupCreatedUpdatedMessageInterface) => void): void {
this.socket.on(EventMessage.GROUP_CREATE_UPDATE, callback);
}
public onGroupDeleted(callback: (groupId: string) => void): void {
this.socket.on(EventMessage.GROUP_DELETE, callback)
}
sendWebrtcSignal(signal: unknown, roomId: string, userId? : string|null, receiverId? : string) {
return this.socket.emit(EventMessage.WEBRTC_SIGNAL, {
userId: userId ? userId : this.userId,
receiverId: receiverId ? receiverId : this.userId,
roomId: roomId,
signal: signal
});
}
receiveWebrtcStart(callback: (message: WebRtcStartMessageInterface) => void) {
this.socket.on(EventMessage.WEBRTC_START, callback);
}
receiveWebrtcSignal(callback: (message: WebRtcSignalMessageInterface) => void) {
return this.socket.on(EventMessage.WEBRTC_SIGNAL, callback);
}
public onServerDisconnected(callback: (reason: string) => void): void {
/*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => {
callback(error);
});*/
this.socket.on('disconnect', (reason: string) => {
if (reason === 'io client disconnect') {
// The client asks for disconnect, let's not trigger any event.
return;
}
callback(reason);
});
/*this.socket.on(EventMessage.CONNECT_ERROR, (error: object) => {
this.GameManager.switchToDisconnectedScene();
});*/
/*this.socket.on(EventMessage.RECONNECTING, () => {
console.log('Trying to reconnect');
});
this.socket.on(EventMessage.RECONNECT_ERROR, () => {
console.log('Error while trying to reconnect.');
});
this.socket.on(EventMessage.RECONNECT_FAILED, () => {
console.error('Reconnection failed. Giving up.');
});
this.socket.on(EventMessage.RECONNECT, () => {
console.log('Reconnect event triggered');
this.connectSocketServer();
if (this.lastPositionShared === null) {
throw new Error('No last position shared found while reconnecting');
}
this.GameManager.reconnectToGameScene(this.lastPositionShared);
});*/
}
disconnectMessage(callback: (message: WebRtcDisconnectMessageInterface) => void): void {
this.socket.on(EventMessage.WEBRTC_DISCONNECT, callback);
}
}