Building but users still not listing
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@ -674,7 +674,7 @@ const loadGame = async (id: string) => {
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// so that a newly attached websocket will receive the consolidated
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// so that a newly attached websocket will receive the consolidated
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// initial snapshot. This is important for long-running dev servers
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// initial snapshot. This is important for long-running dev servers
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// where the in-memory cache may persist between reconnects.
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// where the in-memory cache may persist between reconnects.
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const cached = games[id];
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const cached = games[id]!;
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for (let sid in cached.sessions) {
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for (let sid in cached.sessions) {
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if (cached.sessions[sid] && cached.sessions[sid]._initialSnapshotSent) {
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if (cached.sessions[sid] && cached.sessions[sid]._initialSnapshotSent) {
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delete cached.sessions[sid]._initialSnapshotSent;
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delete cached.sessions[sid]._initialSnapshotSent;
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@ -1044,7 +1044,7 @@ const adminCommands = (game: Game, action: string, value: string, query: any): a
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if (game.state !== "lobby") {
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if (game.state !== "lobby") {
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return `Game already started.`;
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return `Game already started.`;
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}
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}
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if (game.active < 2) {
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if (!game.active || game.active < 2) {
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return `Not enough players in game to start.`;
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return `Not enough players in game to start.`;
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}
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}
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game.state = "game-order";
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game.state = "game-order";
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@ -1052,7 +1052,8 @@ const adminCommands = (game: Game, action: string, value: string, query: any): a
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* code that would otherwise have to filter out players by checking
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* code that would otherwise have to filter out players by checking
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* the 'Not active' state of player.status */
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* the 'Not active' state of player.status */
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for (let key in game.players) {
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for (let key in game.players) {
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if (game.players[key].status !== "Active") {
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const p = game.players[key];
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if (!p || p.status !== "Active") {
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delete game.players[key];
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delete game.players[key];
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}
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}
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}
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}
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@ -1084,11 +1085,11 @@ const setPlayerName = (game: Game, session: Session, name: string): string | und
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let rejoin = false;
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let rejoin = false;
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for (let id in game.sessions) {
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for (let id in game.sessions) {
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const tmp = game.sessions[id];
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const tmp = game.sessions[id];
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if (tmp === session || !tmp.name) {
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if (!tmp || tmp === session || !tmp.name) {
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continue;
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continue;
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}
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}
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if (tmp.name.toLowerCase() === name.toLowerCase()) {
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if (tmp.name.toLowerCase() === name.toLowerCase()) {
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if (!tmp.player || Date.now() - tmp.player.lastActive > 60000) {
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if (!tmp.player || Date.now() - (tmp.player.lastActive || 0) > 60000) {
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rejoin = true;
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rejoin = true;
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/* Update the session object from tmp, but retain websocket
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/* Update the session object from tmp, but retain websocket
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* from active session */
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* from active session */
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@ -1150,8 +1151,10 @@ const setPlayerName = (game: Game, session: Session, name: string): string | und
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}
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}
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game.unselected = [];
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game.unselected = [];
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for (let id in game.sessions) {
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for (let id in game.sessions) {
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if (!game.sessions[id].color && game.sessions[id].name) {
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const s = game.sessions[id];
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game.unselected.push(game.sessions[id]);
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if (!s) continue;
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if (!s.color && s.name) {
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game.unselected.push(s);
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}
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}
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}
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}
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@ -86,6 +86,10 @@ export interface Session {
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lastActive?: number;
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lastActive?: number;
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keepAlive?: any;
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keepAlive?: any;
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connected?: boolean;
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connected?: boolean;
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hasAudio?: boolean;
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audio?: any;
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video?: any;
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ping?: number;
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_initialSnapshotSent?: boolean;
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_initialSnapshotSent?: boolean;
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_getBatch?: { fields: Set<string>; timer?: any };
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_getBatch?: { fields: Set<string>; timer?: any };
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_pendingMessage?: any;
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_pendingMessage?: any;
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