示例#1
0
func (Player) PlayerNotReady(so *wsevent.Client, _ struct{}) interface{} {
	player, tperr := models.GetPlayerBySteamID(chelpers.GetSteamId(so.ID))

	if tperr != nil {
		return tperr
	}

	lobbyid, tperr := player.GetLobbyID(false)
	if tperr != nil {
		return tperr
	}

	lobby, tperr := models.GetLobbyByID(lobbyid)
	if tperr != nil {
		return tperr
	}

	if lobby.State != models.LobbyStateReadyingUp {
		return helpers.NewTPError("Lobby hasn't been filled up yet.", 4)
	}

	tperr = lobby.UnreadyPlayer(player)
	lobby.RemovePlayer(player)
	hooks.AfterLobbyLeave(lobby, player)
	lobby.AddSpectator(player)
	hooks.AfterLobbySpec(socket.AuthServer, so, lobby)

	if tperr != nil {
		return tperr
	}

	lobby.UnreadyAllPlayers()
	return chelpers.EmptySuccessJS
}
示例#2
0
func (Unauth) LobbySpectatorJoin(so *wsevent.Client, args struct {
	ID *uint `json:"id"`
}) interface{} {

	lob, err := lobby.GetLobbyByID(*args.ID)

	if err != nil {
		return err
	}

	hooks.AfterLobbySpec(socket.UnauthServer, so, nil, lob)

	so.EmitJSON(helpers.NewRequest("lobbyData", lobby.DecorateLobbyData(lob, true)))

	return emptySuccess
}
示例#3
0
func (Lobby) UnAuthSpecJoin(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
	}

	hooks.AfterLobbySpec(socket.UnauthServer, so, lob)

	so.EmitJSON(helpers.NewRequest("lobbyData", models.DecorateLobbyData(lob, true)))

	return chelpers.EmptySuccessJS

}
示例#4
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
}