simpler routing, fix socket reconnection bug, expand mod view

This commit is contained in:
Alec
2021-12-03 04:23:15 -05:00
parent 2b09cab5bc
commit 2debf7be35
16 changed files with 237 additions and 200 deletions

View File

@@ -6,14 +6,17 @@ import {cancelCurrentToast, toast} from "../modules/Toast.js";
import {GameTimerManager} from "../modules/GameTimerManager.js";
export const game = () => {
let timerWorker = new Worker('../modules/Timer.js');
let timerWorker;
const socket = io('/in-game');
socket.on('disconnect', () => {
timerWorker.terminate();
if (timerWorker) {
timerWorker.terminate();
}
toast('Disconnected. Attempting reconnect...', 'error', true, false);
});
socket.on('connect', () => {
socket.emit(globals.COMMANDS.GET_ENVIRONMENT, function(returnedEnvironment) {
timerWorker = new Worker('../modules/Timer.js');
prepareGamePage(returnedEnvironment, socket, timerWorker);
});
})
@@ -26,9 +29,9 @@ function prepareGamePage(environment, socket, timerWorker) {
if (/^[a-zA-Z0-9]+$/.test(accessCode) && accessCode.length === globals.ACCESS_CODE_LENGTH) {
socket.emit(globals.COMMANDS.FETCH_GAME_STATE, accessCode, userId, function (gameState) {
if (gameState === null) {
window.location = '/not-found'
window.location = '/not-found?reason=' + encodeURIComponent('game-not-found');
} else {
toast('You are connected.', 'success', true);
toast('You are connected.', 'success', true, true, 3);
console.log(gameState);
userId = gameState.client.id;
UserUtility.setAnonymousUserId(userId, environment);
@@ -43,7 +46,7 @@ function prepareGamePage(environment, socket, timerWorker) {
}
});
} else {
window.location = '/not-found';
window.location = '/not-found?reason=' + encodeURIComponent('invalid-access-code');
}
}
@@ -64,16 +67,25 @@ function processGameState (gameState, userId, socket, gameStateRenderer) {
}
break;
case globals.STATUS.IN_PROGRESS:
document.querySelector("#start-game-prompt")?.remove();
gameStateRenderer.gameState = gameState;
gameStateRenderer.renderGameHeader();
if (gameState.client.userType === globals.USER_TYPES.PLAYER || gameState.client.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
document.getElementById("game-state-container").innerHTML = templates.GAME;
gameStateRenderer.renderPlayerRole();
} else if (gameState.client.userType === globals.USER_TYPES.MODERATOR) {
document.getElementById("game-state-container").innerHTML = templates.MODERATOR_GAME_VIEW;
gameStateRenderer.renderModeratorView();
switch (gameState.client.userType) {
case globals.USER_TYPES.PLAYER:
document.getElementById("game-state-container").innerHTML = templates.GAME;
gameStateRenderer.renderPlayerRole();
break;
case globals.USER_TYPES.MODERATOR:
document.querySelector("#start-game-prompt")?.remove();
document.getElementById("game-state-container").innerHTML = templates.MODERATOR_GAME_VIEW;
gameStateRenderer.renderModeratorView();
break;
case globals.USER_TYPES.TEMPORARY_MODERATOR:
document.querySelector("#start-game-prompt")?.remove();
break;
default:
break;
}
socket.emit(globals.COMMANDS.GET_TIME_REMAINING, gameState.accessCode);
break;
default: