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forked from noxious/server

Added logic that allows socket events to exist in sub directories, moved said events for better DX, added logics for tile management (upload & read), started working on (zone) object logics too

This commit is contained in:
2024-06-22 21:00:24 +02:00
parent 1851df8059
commit f5191aa81f
17 changed files with 270 additions and 71 deletions

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import { Server } from "socket.io";
import {TSocket} from "../../utilities/Types";
import fs from 'fs';
interface IPayload {
}
/**
* Handle game master list tiles event
* @param socket
* @param io
*/
export default function (socket: TSocket, io: Server) {
socket.on('gm:tile:list', async (data: any, callback: (response: string[]) => void) => {
// get root path
const root_folder = process.cwd();
const folder = `${root_folder}/public/tiles`;
// list the files in the folder
let tiles: string[] = [];
fs.readdir(folder, (err, files) => {
if (err) {
console.log(err);
return;
}
files.forEach(file => {
tiles.push(file);
});
// send over the list of tiles to the socket
callback(tiles);
});
});
}

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import { Server } from "socket.io";
import {TSocket} from "../../utilities/Types";
import {writeFile} from "node:fs";
import {randomUUID} from "node:crypto";
interface IPayload {
}
/**
* Handle game master upload tile event
* @param socket
* @param io
*/
export default function (socket: TSocket, io: Server) {
socket.on('gm:tile:upload', async (data: any) => {
// get root path
const root_folder = process.cwd();
const public_folder = `${root_folder}/public`;
for (const key in data) {
const filename = randomUUID();
const path = `${public_folder}/tiles/${filename}.png`;
const tile = data[key];
// save the tile to the disk, for example
writeFile(path, tile, (err) => {
// pajeet INC
});
}
});
}

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import { Server } from "socket.io";
import {TSocket} from "../../utilities/Types";
import ZoneRepository from "../../repositories/ZoneRepository";
import ZoneManager from "../../ZoneManager";
import {Character, Zone} from "@prisma/client";
interface IPayload {
zoneId: number;
}
/**
* Handle game master zone request event
* @param socket
* @param io
*/
export default function (socket: TSocket, io: Server) {
socket.on('gm:zone_editor:zone:request', async (data: IPayload) => {
console.log(`---GM ${socket.character?.id} has requested zone via zone editor.`);
if (!data.zoneId) {
console.log(`---Zone id not provided.`);
return;
}
const zone = await ZoneRepository.getById(data.zoneId);
if (!zone) {
console.log(`---Zone not found.`);
return;
}
// send over zone to game master
socket.emit('gm:zone_editor:zone:load', zone);
});
}

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import { Server } from "socket.io";
import {TSocket} from "../../utilities/Types";
import ZoneRepository from "../../repositories/ZoneRepository";
import ZoneManager from "../../ZoneManager";
import {Character, Zone} from "@prisma/client";
interface IPayload {
zoneId: number;
name: string;
width: number;
height: number;
tiles: number[][];
walls: number[][];
}
/**
* Handle game master zone save event
* @param socket
* @param io
*/
export default function (socket: TSocket, io: Server) {
socket.on('gm:zone_editor:zone:save', async (data: IPayload) => {
console.log(`---GM ${socket.character?.id} has saved zone via zone editor.`);
console.log(data);
if (!data.zoneId) {
console.log(`---Zone id not provided.`);
return;
}
let zone = await ZoneRepository.getById(data.zoneId);
if (!zone) {
console.log(`---Zone not found.`);
return;
}
await ZoneRepository.update(
data.zoneId,
data.name,
data.width,
data.height,
data.tiles,
data.walls
);
zone = await ZoneRepository.getById(data.zoneId);
// send over zone and characters to socket
socket.emit('gm:zone_editor:zone:load', zone);
});
}