Example #1
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 #2
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 #3
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))
	}

}