KF-MMO-Server/Lobby/_playerJoin.ts

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import { levelState } from "../Classes/levelState";
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import { lobbyMessage } from "../Classes/lobbyMessage";
import { playerData } from "../Classes/playerData";
import { userData } from "../Classes/userData";
import { game } from "../game";
export function playerJoin(socket, data){
if(!socket.hasOwnProperty("user")) return;
let buff = Buffer.from(data, 'base64');
let data1 : playerData = JSON.parse(buff.toString('utf-8'));
socket.player.characterId = data1.characterId
game.lobbyState.addUser(socket.user, socket.player)
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let newUser = {users:[userData.makeSafe(socket.user)], players:[socket.player], rooms:[]};
let existingUsers = {users:game.lobbyState.users.map(u=> userData.makeSafe(u)), players:[], rooms:[]}
game.lobbyState.players.forEach(player=>{
if(player.id == socket.player.id){
existingUsers.players.push(player)
}
else{
let newPlayer = Object.assign({}, player);
delete(newPlayer.inventory)
existingUsers.players.push(newPlayer)
}
})
let room = game.lobbyState.roomEnter(new levelState("0_0", -1), socket.player)
existingUsers.rooms = game.lobbyState.rooms
socket.join("0_0")
//send only player to all existing players
socket.broadcast.emit("lobby/playerJoin", JSON.stringify(newUser));
//send all users to player (including player)
socket.emit("lobby/playerJoin", JSON.stringify(existingUsers))
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game.addMessage(new lobbyMessage(socket.user.login + " joined"))
}