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Update logs to use Game's logger when possible instead of Global.

This commit is contained in:
Oliver-Akins 2021-01-02 13:32:05 -07:00
parent 93de617d83
commit 5345c97f33
10 changed files with 44 additions and 39 deletions

View file

@ -15,7 +15,6 @@ export default (io: Server, socket: Socket, data: JoinGame) => {
});
return;
};
let game = games[data.game_code];
@ -23,6 +22,7 @@ export default (io: Server, socket: Socket, data: JoinGame) => {
let sameName = game.players.find(x => x.name == data.name);
if (sameName != null) {
if (!game.ingame) {
game.log.info(`Client attempted to connect using name already in use.`);
socket.emit(`GameJoined`, {
status: 400,
message: `A player already has that name in the game.`,
@ -34,9 +34,11 @@ export default (io: Server, socket: Socket, data: JoinGame) => {
// Player has the same name but is allowed to rejoin if they
// disconnect in the middle of the game
if (!sameName.socket.connected) {
game.log.info(`Player Reconnected to the game (name=${data.name})`);
socket.emit(`GameRejoined`, { status: 200 });
return;
} else {
game.log.debug(`${socket.id} attempted to claim ${sameName.socket.id}'s game spot.`);
socket.emit(`GameJoined`, {
status: 403,
message: `Can't connect to an already connected client`,
@ -49,7 +51,7 @@ export default (io: Server, socket: Socket, data: JoinGame) => {
// Assert game is not in-progess
if (game.ingame) {
log.debug(`${data.name} tried to connect to gID:${game.id} in the middle of a game.`);
game.log.debug(`${data.name} tried to connect in the middle of a game.`);
socket.emit(`GameJoined`, {
status: 403,
message: `Cannot connect to a game that's in progress.`,
@ -61,7 +63,7 @@ export default (io: Server, socket: Socket, data: JoinGame) => {
let player = new Player(data.name, socket);
game.players.push(player);
log.debug(`${data.name} joined gID:${game.id}`);
game.log.debug(`${data.name} joined the game`);
socket.join(game.id);
socket.emit(`GameJoined`, {
status: 200,