Example #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
}
Example #2
0
func (Lobby) LobbySpectatorJoin(so *wsevent.Client, args struct {
	Id *uint `json:"id"`
}) interface{} {

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

	if tperr != nil {
		return tperr
	}

	player := chelpers.GetPlayerFromSocket(so.ID)
	var specSameLobby bool

	arr, tperr := player.GetSpectatingIds()
	if len(arr) != 0 {
		for _, id := range arr {
			if id == *args.Id {
				specSameLobby = true
				continue
			}
			//a socket should only spectate one lobby, remove socket from
			//any other lobby room
			//multiple sockets from one player can spectatte multiple lobbies
			socket.AuthServer.RemoveClient(so, 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(false); id != *args.Id && !specSameLobby {
		tperr = lob.AddSpectator(player)

		if tperr != nil {
			return tperr
		}
	}

	hooks.AfterLobbySpec(socket.AuthServer, so, lob)
	models.BroadcastLobbyToUser(lob, player.SteamID)
	return chelpers.EmptySuccessJS
}
Example #3
0
func AfterConnectLoggedIn(so *wsevent.Client, player *models.Player) {
	if time.Since(player.UpdatedAt) >= time.Hour*1 {
		player.UpdatePlayerInfo()
		player.Save()
	}

	lobbyID, err := player.GetLobbyID(false)
	if err == nil {
		lobby, _ := models.GetLobbyByIDServer(lobbyID)
		AfterLobbyJoin(so, lobby, player)
		AfterLobbySpec(socket.AuthServer, so, lobby)
		models.BroadcastLobbyToUser(lobby, chelpers.GetSteamId(so.ID))
		slot := &models.LobbySlot{}
		err := db.DB.Where("lobby_id = ? AND player_id = ?", lobby.ID, player.ID).First(slot).Error
		if err == nil {
			if lobby.State == models.LobbyStateInProgress {
				broadcaster.SendMessage(player.SteamID, "lobbyStart", models.DecorateLobbyConnect(lobby, player.Name, slot.Slot))
			} else if lobby.State == models.LobbyStateReadyingUp && !slot.Ready {
				data := struct {
					Timeout int64 `json:"timeout"`
				}{lobby.ReadyUpTimeLeft()}

				broadcaster.SendMessage(player.SteamID, "lobbyReadyUp", data)
			}
		}
	}

	settings, err2 := player.GetSettings()
	if err2 == nil {
		broadcaster.SendMessage(player.SteamID, "playerSettings", models.DecoratePlayerSettingsJson(settings))
	}

	profilePlayer, err3 := models.GetPlayerWithStats(player.SteamID)
	if err3 == nil {
		broadcaster.SendMessage(player.SteamID, "playerProfile", models.DecoratePlayerProfileJson(profilePlayer))
	}

}
Example #4
0
func LobbySpectatorJoin(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, lobbySpectatorJoinFilters,
		func(params map[string]interface{}) string {

			lobbyid := params["id"].(uint)

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

			var lob *models.Lobby
			lob, tperr = models.GetLobbyById(uint(lobbyid))

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			if id, _ := player.GetLobbyId(); id != lobbyid {
				helpers.LockRecord(lob.ID, lob)
				tperr = lob.AddSpectator(player)
				helpers.UnlockRecord(lob.ID, lob)
			}

			bytes, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode()

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			chelpers.AfterLobbySpec(so, lob)
			models.BroadcastLobbyToUser(lob, player.SteamId)
			return string(bytes)
		})
}
Example #5
0
func AfterConnectLoggedIn(server *wsevent.Server, so *wsevent.Client, player *models.Player) {
	lobbyIdPlaying, err := player.GetLobbyId()
	if err == nil {
		lobby, _ := models.GetLobbyByIdServer(lobbyIdPlaying)
		AfterLobbyJoin(server, so, lobby, player)
		AfterLobbySpec(server, so, lobby)
		models.BroadcastLobbyToUser(lobby, GetSteamId(so.Id()))
		slot := &models.LobbySlot{}
		err := db.DB.Where("lobby_id = ? AND player_id = ?", lobby.ID, player.ID).First(slot).Error
		if err == nil {
			if lobby.State == models.LobbyStateInProgress && !models.IsPlayerInServer(player.SteamId) {
				bytes, _ := json.Marshal(models.DecorateLobbyConnect(lobby, player.Name, slot.Class))
				broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes))
			} else if lobby.State == models.LobbyStateReadyingUp && !slot.Ready {
				data := struct {
					Timeout int64 `json:"timeout"`
				}{lobby.ReadyUpTimeLeft()}

				bytes, _ := json.Marshal(data)
				broadcaster.SendMessage(player.SteamId, "lobbyReadyUp", string(bytes))
			}
		}
	}

	settings, err2 := player.GetSettings()
	if err2 == nil {
		bytes, _ := json.Marshal(models.DecoratePlayerSettingsJson(settings))
		broadcaster.SendMessage(player.SteamId, "playerSettings", string(bytes))
	}

	profilePlayer, err3 := models.GetPlayerWithStats(player.SteamId)
	if err3 == nil {
		bytes, _ := json.Marshal(models.DecoratePlayerProfileJson(profilePlayer))
		broadcaster.SendMessage(player.SteamId, "playerProfile", string(bytes))
	}

}
Example #6
0
func AfterConnectLoggedIn(so socketio.Socket, player *models.Player) {
	lobbyIdPlaying, err := player.GetLobbyId()
	if err == nil {
		lobby, _ := models.GetLobbyById(lobbyIdPlaying)
		AfterLobbyJoin(so, lobby, player)
		AfterLobbySpec(so, lobby)
		models.BroadcastLobbyToUser(lobby, GetSteamId(so.Id()))
		slot := &models.LobbySlot{}
		err := db.DB.Where("lobby_id = ? AND player_id = ?", lobby.ID, player.ID).First(slot).Error
		if err == nil {
			if lobby.State == models.LobbyStateInProgress && !slot.InGame {
				bytes, _ := models.DecorateLobbyConnectJSON(lobby).Encode()
				broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes))
			} else if lobby.State == models.LobbyStateReadyingUp && !slot.Ready {
				left := simplejson.New()
				left.Set("timeout", lobby.ReadyUpTimeLeft())
				bytes, _ := left.Encode()
				broadcaster.SendMessage(player.SteamId, "lobbyReadyUp", string(bytes))
			}
		}
	}

	settings, err2 := player.GetSettings()
	if err2 == nil {
		json := models.DecoratePlayerSettingsJson(settings)
		bytes, _ := json.Encode()
		broadcaster.SendMessage(player.SteamId, "playerSettings", string(bytes))
	}

	profilePlayer, err3 := models.GetPlayerWithStats(player.SteamId)
	if err3 == nil {
		json := models.DecoratePlayerProfileJson(profilePlayer)
		bytes, _ := json.Encode()
		broadcaster.SendMessage(player.SteamId, "playerProfile", string(bytes))
	}

}
Example #7
0
func LobbyJoin(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, lobbyJoinFilters,
		func(params map[string]interface{}) string {
			player, tperr := models.GetPlayerBySteamId(chelpers.GetSteamId(so.Id()))

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			lobbyid := params["id"].(uint)
			classString := params["class"].(string)
			teamString := params["team"].(string)

			lob, tperr := models.GetLobbyById(uint(lobbyid))
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

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

			slot, tperr := models.LobbyGetPlayerSlot(lob.Type, teamString, classString)
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			helpers.LockRecord(lob.ID, lob)
			defer helpers.UnlockRecord(lob.ID, lob)
			tperr = lob.AddPlayer(player, slot)

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

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

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

			models.BroadcastLobbyToUser(lob, player.SteamId)
			bytes, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode()
			return string(bytes)
		})
}