func (Player) PlayerNotReady(so *wsevent.Client, _ struct{}) interface{} { player := chelpers.GetPlayer(so.Token) lobbyid, tperr := player.GetLobbyID(false) if tperr != nil { return tperr } lob, err := lobby.GetLobbyByID(lobbyid) if err != nil { return err } if lob.State != lobby.ReadyingUp { return errors.New("Lobby hasn't been filled up yet.") } err = lob.UnreadyPlayer(player) lob.RemovePlayer(player) hooks.AfterLobbyLeave(lob, player, false, false) if spec := sessions.IsSpectating(so.ID, lob.ID); spec { // IsSpectating checks if the player has joined the lobby's public room lob.AddSpectator(player) } if tperr != nil { return tperr } lob.SetState(lobby.Waiting) lob.UnreadyAllPlayers() lobby.BroadcastLobby(lob) return emptySuccess }
//OnDisconnect is connected when a player with a given socketID disconnects func OnDisconnect(socketID string) { pprof.Clients.Add(-1) defer chelpers.DeauthenticateSocket(socketID) if chelpers.IsLoggedInSocket(socketID) { steamid := chelpers.GetSteamId(socketID) sessions.RemoveSocket(socketID, steamid) player, tperr := models.GetPlayerBySteamID(steamid) if tperr != nil || player == nil { logrus.Error(tperr.Error()) return } ids, tperr := player.GetSpectatingIds() if tperr != nil { logrus.Error(tperr.Error()) return } for _, id := range ids { //if this _specific_ socket is spectating this lobby, remove them from it //player might be spectating other lobbies in another tab, but we don't care if sessions.IsSpectating(socketID, id) { lobby, _ := models.GetLobbyByID(id) err := lobby.RemoveSpectator(player, true) if err != nil { logrus.Error(err.Error()) continue } sessions.RemoveSpectator(socketID) //logrus.Debug("removing %s from %d", player.SteamId, id) } } id, _ := player.GetLobbyID(true) //if player is in a waiting lobby, and hasn't connected for > 30 seconds, //remove him from it. Here, connected = player isn't connected from any tab/window if id != 0 && sessions.ConnectedSockets(player.SteamID) == 0 { time.AfterFunc(time.Second*30, func() { if !sessions.IsConnected(player.SteamID) { //player may have changed lobbies during this time //fetch lobby ID again id, err := player.GetLobbyID(true) if err != nil { return } lobby := &models.Lobby{} db.DB.First(lobby, id) lobby.RemovePlayer(player) } }) } } }