KF-MMO-Server/Lobby/_playerJoin.ts

50 lines
1.7 KiB
TypeScript

import { lobbyJoin } from "../Classes/Incoming/lobbyJoin.js";
import { levelState } from "../Classes/levelState.js";
import { lobbyMessage } from "../Classes/lobbyMessage.js";
import { characterData } from "../Classes/characterData.js";
import { userData } from "../Classes/userData.js";
import { game } from "../game.js";
import { Socket } from "socket.io";
import { Endpoints } from "../endpoints.js";
export function playerJoin(socket : Socket, data){
let buff = Buffer.from(data, 'base64');
let data1 : lobbyJoin = JSON.parse(buff.toString('utf-8'));
let character : characterData = socket.character
console.log(character)
character.room = "0_0"
character.characterId = data1.player.characterId
game.lobbyState.addUser(socket)
let spawnRoom = game.lobbyState.roomEnter(new levelState("0_0", -1), character)
socket.join("0_0")
let newUser = {
users:[socket.user.makeSafe()],
players:[character.copyStart()],
rooms:[]
};
let existingUsers = {
users:game.lobbyState.activeUsers.map(u=> u.user.makeSafe()),
players:game.lobbyState.activeUsers.map(p=>p.character.copyStart()),
rooms:game.lobbyState.rooms.map(room=>{
if(room == spawnRoom)
return spawnRoom.copyStart()
else
return room.copyState()
})
}
console.log(spawnRoom)
console.log(spawnRoom.copyStart())
console.log(existingUsers)
//send only player to all existing players
socket.broadcast.emit(Endpoints.PlayerJoin, JSON.stringify(newUser));
//send all users to player (including player)
socket.emit(Endpoints.PlayerJoin, JSON.stringify(existingUsers))
game.addMessage(new lobbyMessage(socket.user.login + " joined"))
}