mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-01 03:13:41 +00:00
improve game websockt (re)connection (#2584)
Previously, the connection and reconnection logic were identical in Worker.ts, so clients would need to be re-authorized for cosmetics etc even when reconnecting. Now, on reconnect, Worker.ts only does authentication - verifying the jwt is valid. This will allow clients to require a valid turnstile token when first connecting, and not when reconnecting after a broken ws connection. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
This commit is contained in:
@@ -79,9 +79,17 @@ export function joinLobby(
|
||||
|
||||
const transport = new Transport(lobbyConfig, eventBus);
|
||||
|
||||
let hasJoined = false;
|
||||
|
||||
const onconnect = () => {
|
||||
console.log(`Joined game lobby ${lobbyConfig.gameID}`);
|
||||
transport.joinGame(0);
|
||||
if (hasJoined) {
|
||||
console.log("rejoining game");
|
||||
transport.rejoinGame(0);
|
||||
} else {
|
||||
hasJoined = true;
|
||||
console.log(`Joining game lobby ${lobbyConfig.gameID}`);
|
||||
transport.joinGame();
|
||||
}
|
||||
};
|
||||
let terrainLoad: Promise<TerrainMapData> | null = null;
|
||||
|
||||
@@ -198,7 +206,6 @@ export class ClientGameRunner {
|
||||
private isActive = false;
|
||||
|
||||
private turnsSeen = 0;
|
||||
private hasJoined = false;
|
||||
private lastMousePosition: { x: number; y: number } | null = null;
|
||||
|
||||
private lastMessageTime: number = 0;
|
||||
@@ -322,13 +329,12 @@ export class ClientGameRunner {
|
||||
|
||||
const onconnect = () => {
|
||||
console.log("Connected to game server!");
|
||||
this.transport.joinGame(this.turnsSeen);
|
||||
this.transport.rejoinGame(this.turnsSeen);
|
||||
};
|
||||
const onmessage = (message: ServerMessage) => {
|
||||
this.lastMessageTime = Date.now();
|
||||
if (message.type === "start") {
|
||||
this.hasJoined = true;
|
||||
console.log("starting game!");
|
||||
console.log("starting game! in client game runner");
|
||||
|
||||
if (this.gameView.config().isRandomSpawn()) {
|
||||
const goToPlayer = () => {
|
||||
@@ -403,10 +409,6 @@ export class ClientGameRunner {
|
||||
);
|
||||
}
|
||||
if (message.type === "turn") {
|
||||
if (!this.hasJoined) {
|
||||
this.transport.joinGame(0);
|
||||
return;
|
||||
}
|
||||
// Track when we receive the turn to calculate delay
|
||||
const now = Date.now();
|
||||
if (this.lastTickReceiveTime > 0) {
|
||||
@@ -425,7 +427,10 @@ export class ClientGameRunner {
|
||||
}
|
||||
}
|
||||
};
|
||||
this.transport.connect(onconnect, onmessage);
|
||||
this.transport.updateCallback(onconnect, onmessage);
|
||||
console.log("sending join game");
|
||||
// Rejoin game from the start so we don't miss any turns.
|
||||
this.transport.rejoinGame(0);
|
||||
}
|
||||
|
||||
public stop() {
|
||||
|
||||
Reference in New Issue
Block a user