suppression de server-socket car impossible de build avec
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
33a182fa5c
commit
fe5d8db8da
@ -1,61 +0,0 @@
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const { io } = require(`${__dirname}/app.js`);
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const { roomArray } = require(`${__dirname}/app.js`);
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const { Room } = require(`${__dirname}/room.js`);
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const { createFirstCanvas } = require(`${__dirname}/canvasCreator.js`);
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// le socket s'ouvre lors de la connection d'un client
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io.on('connection', (socket) => {
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// la console du serveur est visible dans le terminal ou vous avez lancer le serveur
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console.log('New person connected');
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socket.on('getCanva', () => {
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canva = createFirstCanvas();
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let buffer = canva.toBuffer('image/png');
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socket.emit('playerRender', buffer);
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});
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// lorsqu'un socket portant le nom 'hello' est reçu fait l'action suivante
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socket.on('hello', (callback) => {
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// renvoie la réponse au socket directement (en JSON)
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callback({
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message : "World"
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});
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});
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socket.on('get rooms', () => {
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io.to(socket.id).emit('list rooms', roomArray);
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})
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socket.on('player data', (player) => {
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console.log(`[connection] ${player.username}`);
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let room = null;
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if(!player.roomId){
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room = new Room()
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roomArray.push(room);
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console.log(`[create room] - ${room.id} - ${player.username}`);
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}else{
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room = roomArray.find(r => r.id === player.roomId);
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if(room === undefined){
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return;
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}
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}
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player.roomId = room.id;
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room.players.push(player);
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socket.join(room.id);
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io.to(socket.id).emit('join room', room.id);
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if(room.players.length >= 2 && room.players.length <= 4){
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io.to(room.id).emit('start game', room.players);
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}
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});
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socket.on('moove', (movement) => {
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console.log('test');
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console.log(movement);
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});
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});
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