#213: Prevent character:connect if user is already logged in from another character
This commit is contained in:
parent
86ed3ae4b0
commit
344ddbaf39
@ -1,8 +1,10 @@
|
|||||||
import { Server } from 'socket.io'
|
import { Server } from 'socket.io'
|
||||||
import { TSocket } from '../../utilities/types'
|
import { TSocket } from '../../utilities/types'
|
||||||
import CharacterRepository from '../../repositories/characterRepository'
|
import CharacterRepository from '../../repositories/characterRepository'
|
||||||
|
import { gameLogger } from '../../utilities/logger'
|
||||||
|
import ZoneManager from '../../managers/zoneManager'
|
||||||
|
|
||||||
type SocketResponseT = {
|
interface CharacterConnectPayload {
|
||||||
characterId: number
|
characterId: number
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -16,16 +18,51 @@ export default class CharacterConnectEvent {
|
|||||||
this.socket.on('character:connect', this.handleCharacterConnect.bind(this))
|
this.socket.on('character:connect', this.handleCharacterConnect.bind(this))
|
||||||
}
|
}
|
||||||
|
|
||||||
private async handleCharacterConnect(data: SocketResponseT): Promise<void> {
|
private async handleCharacterConnect({ characterId }: CharacterConnectPayload): Promise<void> {
|
||||||
console.log('character:connect requested', data)
|
if (!this.socket.userId) {
|
||||||
|
this.emitError('User not authenticated')
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
try {
|
try {
|
||||||
const character = await CharacterRepository.getByUserAndId(this.socket?.userId!, data.characterId!)
|
if (await this.hasActiveCharacter()) {
|
||||||
if (!character) return
|
this.emitError('You are already connected to another character')
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
const character = await this.connectCharacter(characterId)
|
||||||
|
if (!character) {
|
||||||
|
this.emitError('Character not found or does not belong to this user')
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
this.socket.characterId = character.id
|
this.socket.characterId = character.id
|
||||||
this.socket.emit('character:connect', character)
|
this.socket.emit('character:connect', character)
|
||||||
} catch (error: any) {
|
|
||||||
console.log('character:connect error', error)
|
// Optionally notify other players or perform additional connection logic
|
||||||
|
this.io.emit('character:joined', { characterId: character.id })
|
||||||
|
} catch (error) {
|
||||||
|
this.handleError('Failed to connect character', error)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
private async hasActiveCharacter(): Promise<boolean> {
|
||||||
|
const characters = await CharacterRepository.getByUserId(this.socket.userId!)
|
||||||
|
return characters?.some(char => ZoneManager.getCharacter(char.id)) ?? false
|
||||||
|
}
|
||||||
|
|
||||||
|
private async connectCharacter(characterId: number) {
|
||||||
|
return CharacterRepository.getByUserAndId(this.socket.userId!, characterId)
|
||||||
|
}
|
||||||
|
|
||||||
|
private emitError(message: string): void {
|
||||||
|
this.socket.emit('notification', { message, type: 'error' })
|
||||||
|
gameLogger.error('character:connect error', `Player ${this.socket.userId}: ${message}`)
|
||||||
|
}
|
||||||
|
|
||||||
|
private handleError(context: string, error: unknown): void {
|
||||||
|
const errorMessage = error instanceof Error ? error.message : String(error)
|
||||||
|
this.emitError(`${context}: ${errorMessage}`)
|
||||||
|
gameLogger.error('character:connect error', errorMessage)
|
||||||
|
}
|
||||||
|
}
|
Loading…
x
Reference in New Issue
Block a user