server/src/socketEvents/zone/characterLeave.ts

51 lines
1.5 KiB
TypeScript

import { Server } from 'socket.io'
import { TSocket } from '../../utilities/types'
import ZoneRepository from '../../repositories/zoneRepository'
import CharacterManager from '../../managers/characterManager'
import { gameLogger } from '../../utilities/logger'
export default class ZoneLeaveEvent {
constructor(
private readonly io: Server,
private readonly socket: TSocket
) {}
public listen(): void {
this.socket.on('zone:character:leave', this.handleZoneLeave.bind(this))
}
private async handleZoneLeave(): Promise<void> {
try {
const character = CharacterManager.getCharacterFromSocket(this.socket)
if (!character) {
gameLogger.error('zone:character:leave error', 'Character not found')
return
}
if (!character.zoneId) {
gameLogger.error('zone:character:leave error', 'Character not in a zone')
return
}
const zone = await ZoneRepository.getById(character.zoneId)
if (!zone) {
gameLogger.error('zone:character:leave error', 'Zone not found')
return
}
this.socket.leave(zone.id.toString())
// let other clients know of character leaving
this.io.to(zone.id.toString()).emit('zone:character:leave', character.id)
// remove character from zone manager
await CharacterManager.removeCharacter(character)
gameLogger.info('zone:character:leave', `Character ${character.id} left zone ${zone.id}`)
} catch (error: any) {
gameLogger.error('zone:character:leave error', error.message)
}
}
}