suppression de server-socket car impossible de build avec
continuous-integration/drone/push Build is passing Details

route_et_Container
Lucas EVARD 2 years ago
parent 33a182fa5c
commit fe5d8db8da

@ -4,4 +4,4 @@ COPY /src ./
RUN npm install
EXPOSE 8080
CMD npm run dev
CMD npm run start

@ -38,3 +38,64 @@ module.exports = {
app.all('/multijoueurs', function (req, res) {
res.sendFile(__dirname+'/public/multiplayerHomePage.html')
});
const { Room } = require(`${__dirname}/room.js`);
const { createFirstCanvas } = require(`${__dirname}/canvasCreator.js`);
// le socket s'ouvre lors de la connection d'un client
io.on('connection', (socket) => {
// la console du serveur est visible dans le terminal ou vous avez lancer le serveur
console.log('New person connected');
socket.on('getCanva', () => {
canva = createFirstCanvas();
let buffer = canva.toBuffer('image/png');
socket.emit('playerRender', buffer);
});
// lorsqu'un socket portant le nom 'hello' est reçu fait l'action suivante
socket.on('hello', (callback) => {
// renvoie la réponse au socket directement (en JSON)
callback({
message : "World"
});
});
socket.on('get rooms', () => {
io.to(socket.id).emit('list rooms', roomArray);
})
socket.on('player data', (player) => {
console.log(`[connection] ${player.username}`);
let room = null;
if(!player.roomId){
room = new Room()
roomArray.push(room);
console.log(`[create room] - ${room.id} - ${player.username}`);
}else{
room = roomArray.find(r => r.id === player.roomId);
if(room === undefined){
return;
}
}
player.roomId = room.id;
room.players.push(player);
socket.join(room.id);
io.to(socket.id).emit('join room', room.id);
if(room.players.length >= 2 && room.players.length <= 4){
io.to(room.id).emit('start game', room.players);
}
});
socket.on('moove', (movement) => {
console.log('test');
console.log(movement);
});
});

@ -4,7 +4,7 @@
"description": "",
"main": "app.js",
"scripts": {
"start": "node app.js, nodemon server-socket.js",
"start": "node app.js",
"dev": "nodemon app.js, nodemon server-socket.js",
"test": "echo \"Error: no test specified\" && exit 1"
},

@ -1,61 +0,0 @@
const { io } = require(`${__dirname}/app.js`);
const { roomArray } = require(`${__dirname}/app.js`);
const { Room } = require(`${__dirname}/room.js`);
const { createFirstCanvas } = require(`${__dirname}/canvasCreator.js`);
// le socket s'ouvre lors de la connection d'un client
io.on('connection', (socket) => {
// la console du serveur est visible dans le terminal ou vous avez lancer le serveur
console.log('New person connected');
socket.on('getCanva', () => {
canva = createFirstCanvas();
let buffer = canva.toBuffer('image/png');
socket.emit('playerRender', buffer);
});
// lorsqu'un socket portant le nom 'hello' est reçu fait l'action suivante
socket.on('hello', (callback) => {
// renvoie la réponse au socket directement (en JSON)
callback({
message : "World"
});
});
socket.on('get rooms', () => {
io.to(socket.id).emit('list rooms', roomArray);
})
socket.on('player data', (player) => {
console.log(`[connection] ${player.username}`);
let room = null;
if(!player.roomId){
room = new Room()
roomArray.push(room);
console.log(`[create room] - ${room.id} - ${player.username}`);
}else{
room = roomArray.find(r => r.id === player.roomId);
if(room === undefined){
return;
}
}
player.roomId = room.id;
room.players.push(player);
socket.join(room.id);
io.to(socket.id).emit('join room', room.id);
if(room.players.length >= 2 && room.players.length <= 4){
io.to(room.id).emit('start game', room.players);
}
});
socket.on('moove', (movement) => {
console.log('test');
console.log(movement);
});
});
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