Beispiel #1
0
func (Lobby) LobbySpectatorJoin(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
	reqerr := chelpers.FilterRequest(so, authority.AuthAction(0), true)

	if reqerr != nil {
		bytes, _ := json.Marshal(reqerr)
		return bytes
	}

	var args struct {
		Id *uint `json:"id"`
	}

	if err := chelpers.GetParams(data, &args); err != nil {
		return helpers.NewTPErrorFromError(err).Encode()
	}

	var lob *models.Lobby
	lob, tperr := models.GetLobbyById(*args.Id)

	if tperr != nil {
		return tperr.Encode()
	}

	player, tperr := models.GetPlayerBySteamId(chelpers.GetSteamId(so.Id()))
	if tperr != nil {
		return tperr.Encode()
	}

	var specSameLobby bool

	arr, tperr := player.GetSpectatingIds()
	if len(arr) != 0 {
		for _, id := range arr {
			if id == *args.Id {
				specSameLobby = true
				continue
			}

			lobby, _ := models.GetLobbyById(id)
			lobby.RemoveSpectator(player, true)

			server.RemoveClient(so.Id(), fmt.Sprintf("%d_public", id))
		}
	}

	// If the player is already in the lobby (either joined a slot or is spectating), don't add them.
	// Just Broadcast the lobby to them, so the frontend displays it.
	if id, _ := player.GetLobbyId(); id != *args.Id && !specSameLobby {
		tperr = lob.AddSpectator(player)

		if tperr != nil {
			return tperr.Encode()
		}

		chelpers.AfterLobbySpec(server, so, lob)
	}

	models.BroadcastLobbyToUser(lob, player.SteamId)
	return chelpers.EmptySuccessJS
}
Beispiel #2
0
func AfterLobbyLeave(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby, player *models.Player) {
	//pub := fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID))

	// bytes, _ := json.Marshal(models.DecorateLobbyData(lobby, true))
	// broadcaster.SendMessageToRoom(pub, "lobbyData", string(bytes))

	bytes, _ := json.Marshal(models.DecorateLobbyLeave(lobby))
	broadcaster.SendMessage(player.SteamId, "lobbyLeft", string(bytes))

	server.RemoveClient(so.Id(), fmt.Sprintf("%s_private", GetLobbyRoom(lobby.ID)))
}
Beispiel #3
0
func AfterLobbySpec(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby) {
	//remove socket from room of the previous lobby the socket was spectating (if any)
	lobbyID, ok := sessions.GetSpectating(so.ID)
	if ok {
		server.RemoveClient(so, fmt.Sprintf("%d_public", lobbyID))
		sessions.RemoveSpectator(so.ID)
	}

	server.AddClient(so, fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID)))
	chelpers.BroadcastScrollback(so, lobby.ID)
	sessions.SetSpectator(so.ID, lobby.ID)
}
Beispiel #4
0
func (Lobby) LobbyJoin(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
	reqerr := chelpers.FilterRequest(so, authority.AuthAction(0), true)

	if reqerr != nil {
		return reqerr.Encode()

	}

	var args struct {
		Id    *uint   `json:"id"`
		Class *string `json:"class"`
		Team  *string `json:"team" valid:"red,blu"`
	}

	if err := chelpers.GetParams(data, &args); err != nil {
		return helpers.NewTPErrorFromError(err).Encode()
	}
	//helpers.Logger.Debug("id %d class %s team %s", *args.Id, *args.Class, *args.Team)

	player, tperr := models.GetPlayerBySteamId(chelpers.GetSteamId(so.Id()))

	if tperr != nil {
		return tperr.Encode()
	}

	lob, tperr := models.GetLobbyById(*args.Id)
	if tperr != nil {
		return tperr.Encode()
	}

	if lob.State == models.LobbyStateEnded {
		return helpers.NewTPError("Cannot join a closed lobby.", -1).Encode()

	}

	//Check if player is in the same lobby
	var sameLobby bool
	if id, err := player.GetLobbyId(); err == nil && id == *args.Id {
		sameLobby = true
	}

	slot, tperr := models.LobbyGetPlayerSlot(lob.Type, *args.Team, *args.Class)
	if tperr != nil {
		return tperr.Encode()

	}

	if prevId, err := player.GetLobbyId(); err != nil {
		server.RemoveClient(so.Id(), fmt.Sprintf("%d_public", prevId))
		server.RemoveClient(so.Id(), fmt.Sprintf("%d_private", prevId))
	}

	tperr = lob.AddPlayer(player, slot, *args.Team, *args.Class)

	if tperr != nil {
		return tperr.Encode()
	}

	if !sameLobby {
		chelpers.AfterLobbyJoin(server, so, lob, player)
	}

	if lob.IsFull() {
		lob.State = models.LobbyStateReadyingUp
		lob.ReadyUpTimestamp = time.Now().Unix() + 30
		lob.Save()

		tick := time.After(time.Second * 30)
		id := lob.ID
		stop := make(chan struct{})

		go func() {
			select {
			case <-tick:
				lobby := &models.Lobby{}
				db.DB.First(lobby, id)

				if lobby.State != models.LobbyStateInProgress {
					err := lobby.RemoveUnreadyPlayers()
					if err != nil {
						helpers.Logger.Error("RemoveUnreadyPlayers: ", err.Error())
						err = nil
					}

					err = lobby.UnreadyAllPlayers()
					if err != nil {
						helpers.Logger.Error("UnreadyAllPlayers: ", err.Error())
					}

					lobby.State = models.LobbyStateWaiting
					lobby.Save()
				}

			case <-stop:
				return
			}
		}()

		room := fmt.Sprintf("%s_private",
			chelpers.GetLobbyRoom(lob.ID))
		broadcaster.SendMessageToRoom(room, "lobbyReadyUp",
			`{"timeout":30}`)
		models.BroadcastLobbyList()
	}

	err := models.AllowPlayer(*args.Id, player.SteamId, *args.Team+*args.Class)
	if err != nil {
		helpers.Logger.Error(err.Error())
	}

	if lob.State == models.LobbyStateInProgress {
		bytes, _ := json.Marshal(models.DecorateLobbyConnect(lob, player.Name, *args.Class))
		broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes))
	}

	return chelpers.EmptySuccessJS
}
Beispiel #5
0
func AfterLobbySpecLeave(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby) {
	server.RemoveClient(so.Id(), fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID)))
}