revert conversion of join to XHR call

This commit is contained in:
AlecM33
2022-01-21 01:33:49 -05:00
parent 422bffd95b
commit 4e4aee3fe8
3 changed files with 113 additions and 144 deletions

View File

@@ -14,9 +14,9 @@ class GameManager {
}
addGameSocketHandlers = (namespace, socket) => {
socket.on(globals.CLIENT_COMMANDS.FETCH_GAME_STATE, (accessCode, personId, ackFn) => {
socket.on(globals.CLIENT_COMMANDS.FETCH_GAME_STATE, async (accessCode, personId, ackFn) => {
this.logger.trace('request for game state for accessCode: ' + accessCode + ' from socket: ' + socket.id + ' with cookie: ' + personId);
this.handleRequestForGameState(
await this.handleRequestForGameState(
this.namespace,
this.logger,
this.activeGameRunner,
@@ -253,59 +253,55 @@ class GameManager {
}
};
joinGame = (cookie, accessCode) => {
const game = this.activeGameRunner.activeGames[accessCode];
if (game) {
const person = findPersonByField(game, 'cookie', cookie);
if (person) {
return Promise.resolve(person.cookie);
} else {
const unassignedPerson = game.moderator.assigned === false
? game.moderator
: game.people.find((person) => person.assigned === false);
if (unassignedPerson) {
this.logger.trace('request from client to join game. Assigning: ' + unassignedPerson.name);
unassignedPerson.assigned = true;
game.isFull = isGameFull(game);
this.namespace.in(game.accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
GameStateCurator.mapPerson(unassignedPerson),
game.isFull
);
return Promise.resolve(unassignedPerson.cookie);
} else { // if the game is full, make them a spectator.
const spectator = new Person(
createRandomId(),
createRandomId(),
UsernameGenerator.generate(),
globals.USER_TYPES.SPECTATOR
);
this.logger.trace('new spectator: ' + spectator.name);
game.spectators.push(spectator);
return Promise.resolve(spectator.cookie);
}
}
} else {
return Promise.reject(404);
joinGame = (game) => {
const unassignedPerson = game.moderator.assigned === false
? game.moderator
: game.people.find((person) => person.assigned === false);
if (unassignedPerson) {
this.logger.trace('request from client to join game. Assigning: ' + unassignedPerson.name);
unassignedPerson.assigned = true;
game.isFull = isGameFull(game);
this.namespace.in(game.accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
GameStateCurator.mapPerson(unassignedPerson),
game.isFull
);
return unassignedPerson;
} else { // if the game is full, make them a spectator.
const spectator = new Person(
createRandomId(),
createRandomId(),
UsernameGenerator.generate(),
globals.USER_TYPES.SPECTATOR
);
this.logger.trace('new spectator: ' + spectator.name);
game.spectators.push(spectator);
return spectator;
}
};
handleRequestForGameState = (namespace, logger, gameRunner, accessCode, personCookie, ackFn, socket) => {
handleRequestForGameState = async (namespace, logger, gameRunner, accessCode, personCookie, ackFn, clientSocket) => {
const game = gameRunner.activeGames[accessCode];
if (game) {
const matchingPerson = findPersonByField(game, 'cookie', personCookie);
if (matchingPerson) {
if (matchingPerson.socketId === socket.id) {
if (matchingPerson.socketId === clientSocket.id) {
logger.trace('matching person found with an established connection to the room: ' + matchingPerson.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, clientSocket, logger));
} else {
logger.trace('matching person found with a new connection to the room: ' + matchingPerson.name);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
clientSocket.join(accessCode);
matchingPerson.socketId = clientSocket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, clientSocket, logger));
}
} else {
rejectClientRequestForGameState(ackFn);
const namespaceSockets = await namespace.in(accessCode).fetchSockets();
if (!namespaceSockets.find((namespaceSocket) => namespaceSocket.id === clientSocket.id)) {
let newlyAssignedPerson = this.joinGame(game);
clientSocket.join(accessCode);
newlyAssignedPerson.socketId = clientSocket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, newlyAssignedPerson, gameRunner, clientSocket, logger));
}
}
} else {
rejectClientRequestForGameState(ackFn);