have transport use console prevent stack overflow

This commit is contained in:
evanpelle
2024-12-18 14:10:52 -08:00
parent 0d3d49fdd0
commit 03acaa1ffc
2 changed files with 13 additions and 12 deletions
+1
View File
@@ -243,6 +243,7 @@
* store and archive player cookies DONE 12/17/2024
* make ips less precise for user safety DONE 12/17/2024
* send client logs back to server DONE 12/17/2024
* make info panel merge with X, display more info
* right click brings up player info menu
* seperate server config from client config
* give naval units health
+12 -12
View File
@@ -1,5 +1,5 @@
import { Config } from "../core/configuration/Config"
import { consolex, SendLogEvent } from "../core/Consolex"
import { SendLogEvent } from "../core/Consolex"
import { EventBus, GameEvent } from "../core/EventBus"
import { AllianceRequest, AllPlayers, Cell, GameType, Player, PlayerID, PlayerType, Tile, UnitType } from "../core/game/Game"
import { ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, GameID, Intent, ServerMessage, ServerMessageSchema, ClientPingMessageSchema, GameConfig, ClientLogMessageSchema } from "../core/Schemas"
@@ -167,9 +167,9 @@ export class Transport {
this.onconnect = onconnect
this.onmessage = onmessage
this.socket.onopen = () => {
consolex.log('Connected to game server!');
console.log('Connected to game server!');
while (this.buffer.length > 0) {
consolex.log('sending dropped message')
console.log('sending dropped message')
this.sendMsg(this.buffer.pop())
}
onconnect()
@@ -178,13 +178,13 @@ export class Transport {
onmessage(ServerMessageSchema.parse(JSON.parse(event.data)))
};
this.socket.onerror = (err) => {
consolex.error('Socket encountered error: ', err, 'Closing socket');
console.error('Socket encountered error: ', err, 'Closing socket');
this.socket.close();
};
this.socket.onclose = (event: CloseEvent) => {
consolex.log(`WebSocket closed. Code: ${event.code}, Reason: ${event.reason}`);
console.log(`WebSocket closed. Code: ${event.code}, Reason: ${event.reason}`);
if (event.code != 1000) {
consolex.log(`reconnecting`)
console.log(`reconnecting`)
this.connect(onconnect, onmessage)
}
};
@@ -227,11 +227,11 @@ export class Transport {
}
this.stopPing()
if (this.socket.readyState === WebSocket.OPEN) {
consolex.log('on stop: leaving game')
console.log('on stop: leaving game')
this.socket.close()
} else {
consolex.log('WebSocket is not open. Current state:', this.socket.readyState);
consolex.error('attempting reconnect')
console.log('WebSocket is not open. Current state:', this.socket.readyState);
console.error('attempting reconnect')
}
this.socket.onclose = (event: CloseEvent) => { }
}
@@ -362,8 +362,8 @@ export class Transport {
})
this.sendMsg(JSON.stringify(msg))
} else {
consolex.log('WebSocket is not open. Current state:', this.socket.readyState);
consolex.log('attempting reconnect')
console.log('WebSocket is not open. Current state:', this.socket.readyState);
console.log('attempting reconnect')
}
}
@@ -372,7 +372,7 @@ export class Transport {
this.localServer.onMessage(msg)
} else {
if (this.socket.readyState == WebSocket.CLOSED || this.socket.readyState == WebSocket.CLOSED) {
consolex.warn('socket not ready, closing and trying later')
console.warn('socket not ready, closing and trying later')
this.socket.close()
this.socket = null
this.connectRemote(this.onconnect, this.onmessage)