Add maintenance modal
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34
src/modals/MaintenanceModal.tsx
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34
src/modals/MaintenanceModal.tsx
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@ -0,0 +1,34 @@
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import { Box, Label, Flex, Button, Text } from "theme-ui";
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import Modal from "../components/Modal";
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import { RequestCloseEventHandler } from "../types/Events";
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type MaintenanceModalProps = {
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isOpen: boolean;
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onRequestClose: RequestCloseEventHandler;
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};
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function MaintenanceModal({ isOpen, onRequestClose }: MaintenanceModalProps) {
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return (
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<Modal
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isOpen={isOpen}
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onRequestClose={onRequestClose}
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style={{ content: { maxWidth: "450px" } }}
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>
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<Box>
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<Label py={2}>Site under maintenance</Label>
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<Text as="p" mb={2} variant="caption">
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Continue offline?
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</Text>
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<Flex py={2}>
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<Button sx={{ flexGrow: 1 }} m={1} ml={0} onClick={onRequestClose}>
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Ok
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</Button>
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</Flex>
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</Box>
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</Modal>
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);
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}
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export default MaintenanceModal;
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@ -1,5 +1,6 @@
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import io, { Socket } from "socket.io-client";
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import msgParser from "socket.io-msgpack-parser";
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// import io, { Socket } from "socket.io-client";
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// import msgParser from "socket.io-msgpack-parser";
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import { Socket } from "socket.io-client";
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import { EventEmitter } from "events";
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import Connection, { DataProgressEvent } from "./Connection";
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@ -65,40 +66,41 @@ class Session extends EventEmitter {
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* Connect to the websocket
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*/
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async connect() {
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try {
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if (!process.env.REACT_APP_ICE_SERVERS_URL) {
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return;
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}
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const response = await fetch(process.env.REACT_APP_ICE_SERVERS_URL);
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if (!response.ok) {
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throw Error("Unable to fetch ICE servers");
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}
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const data = await response.json();
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this._iceServers = data.iceServers;
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if (!process.env.REACT_APP_BROKER_URL) {
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return;
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}
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this.socket = io(process.env.REACT_APP_BROKER_URL, {
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withCredentials: true,
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parser: msgParser,
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});
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this.socket.on("player_joined", this._handlePlayerJoined.bind(this));
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this.socket.on("player_left", this._handlePlayerLeft.bind(this));
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this.socket.on("joined_game", this._handleJoinedGame.bind(this));
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this.socket.on("signal", this._handleSignal.bind(this));
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this.socket.on("auth_error", this._handleAuthError.bind(this));
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this.socket.on("game_expired", this._handleGameExpired.bind(this));
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this.socket.on("disconnect", this._handleSocketDisconnect.bind(this));
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this.socket.io.on("reconnect", this._handleSocketReconnect.bind(this));
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this.socket.on("force_update", this._handleForceUpdate.bind(this));
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this.emit("status", "ready");
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} catch (error) {
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logError(error);
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this.emit("status", "offline");
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}
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// try {
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// if (!process.env.REACT_APP_ICE_SERVERS_URL) {
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// return;
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// }
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// const response = await fetch(process.env.REACT_APP_ICE_SERVERS_URL);
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// if (!response.ok) {
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// throw Error("Unable to fetch ICE servers");
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// }
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// const data = await response.json();
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// this._iceServers = data.iceServers;
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// if (!process.env.REACT_APP_BROKER_URL) {
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// return;
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// }
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// this.socket = io(process.env.REACT_APP_BROKER_URL, {
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// withCredentials: true,
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// parser: msgParser,
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// });
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// this.socket.on("player_joined", this._handlePlayerJoined.bind(this));
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// this.socket.on("player_left", this._handlePlayerLeft.bind(this));
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// this.socket.on("joined_game", this._handleJoinedGame.bind(this));
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// this.socket.on("signal", this._handleSignal.bind(this));
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// this.socket.on("auth_error", this._handleAuthError.bind(this));
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// this.socket.on("game_expired", this._handleGameExpired.bind(this));
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// this.socket.on("disconnect", this._handleSocketDisconnect.bind(this));
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// this.socket.io.on("reconnect", this._handleSocketReconnect.bind(this));
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// this.socket.on("force_update", this._handleForceUpdate.bind(this));
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// this.emit("status", "ready");
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// } catch (error) {
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// logError(error);
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// this.emit("status", "offline");
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// }
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}
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disconnect() {
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@ -29,6 +29,7 @@ import NetworkedMapAndTokens from "../network/NetworkedMapAndTokens";
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import NetworkedParty from "../network/NetworkedParty";
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import Session, { PeerErrorEvent, SessionStatus } from "../network/Session";
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import MaintenanceModal from "../modals/MaintenanceModal";
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function Game() {
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const { id: gameId }: { id: string } = useParams();
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@ -38,17 +39,6 @@ function Game() {
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const [session] = useState(new Session());
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const [sessionStatus, setSessionStatus] = useState<SessionStatus>();
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useEffect(() => {
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async function connect() {
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await session.connect();
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}
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connect();
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return () => {
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session.disconnect();
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};
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}, [session]);
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// Handle session errors
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const [peerError, setPeerError] = useState<string | null>(null);
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useEffect(() => {
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@ -90,6 +80,8 @@ function Game() {
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};
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}, [session]);
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const [maintenance, setMaintenance] = useState(true);
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// Join game
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useEffect(() => {
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if (
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@ -106,6 +98,17 @@ function Game() {
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}
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}
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useEffect(() => {
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async function connect() {
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await session.connect();
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}
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connect();
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return () => {
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session.disconnect();
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};
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}, [session]);
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// A ref to the Konva stage
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// the ref will be assigned in the MapInteraction component
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const mapStageRef = useRef<Konva.Stage | null>(null);
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@ -155,6 +158,10 @@ function Game() {
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<ForceUpdateModal
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isOpen={sessionStatus === "needs_update"}
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/>
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<MaintenanceModal
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isOpen={maintenance}
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onRequestClose={() => setMaintenance(false)}
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/>
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{!sessionStatus && <LoadingOverlay />}
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{sessionStatus && databaseStatus === "upgrading" && (
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<UpgradingLoadingOverlay />
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