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 }
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))) }
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) }
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 }
func AfterLobbySpecLeave(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby) { server.RemoveClient(so.Id(), fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID))) }