matchmaking rework for multiples game modes
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@@ -25,7 +25,7 @@ class ClientInfo {
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export const clientInfo = new ClientInfo();
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socket.addEventListener("open", (event) => {
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socket.send(JSON.stringify( new ev.ClientAnnounce(en.ClientRole.player, clientInfo.id) ));
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socket.send(JSON.stringify( new ev.ClientAnnounce(en.ClientRole.player, c.optionsPLACEHOLDER, clientInfo.id) ));
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});
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// socket.addEventListener("message", logListener); // for testing purpose
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@@ -58,7 +58,7 @@ function preMatchListener(this: WebSocket, event: MessageEvent) {
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}
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clientInfo.opponentNextPos = new VectorInteger(clientInfo.opponent.pos.x, clientInfo.opponent.pos.y);
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clientInfo.racket.color = "darkgreen"; // for testing purpose
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socket.send(JSON.stringify( new ev.ClientEvent(en.EventTypes.clientPlayerReady) ));
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socket.send(JSON.stringify( new ev.ClientEvent(en.EventTypes.clientPlayerReady) )); // TODO: set an interval/timeout to resend until matchStart response (in case of network problem)
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matchmakingComplete();
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break;
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case en.EventTypes.matchStart:
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