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Update logs to not be getting data that isn't completely needed.

This commit is contained in:
Oliver-Akins 2021-01-02 18:33:49 -07:00
parent 1c2fdb8944
commit 8ab9f558f6

View file

@ -112,7 +112,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
}; };
// Change team object // Change team object
team.writer = player; team.writer = player;
game.log.silly(`${player.name} became the writer for team ${data.to.team}`); game.log.silly(`${player.name} became a writer`);
// Move the rooms the player is in // Move the rooms the player is in
player.socket.join(`${game.id}:${data.to.team}:writer`); player.socket.join(`${game.id}:${data.to.team}:writer`);
@ -128,7 +128,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
switch (data.to.role) { switch (data.to.role) {
case "guesser": case "guesser":
if (team.guessers.length >= 7) { if (team.guessers.length >= 7) {
game.log.debug(`Game cannot have more than 7 ${conf.game.guesser_name}`); game.log.debug(`Game cannot have more than 7 guessers`);
socket.emit(`PlayerUpdate`, { socket.emit(`PlayerUpdate`, {
status: 403, status: 403,
message: `A team can't have 8 or more ${conf.game.guesser_name}`, message: `A team can't have 8 or more ${conf.game.guesser_name}`,
@ -138,7 +138,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
} }
team.guessers.push(player); team.guessers.push(player);
team.writer = null; team.writer = null;
game.log.silly(`${data.name} became a guesser on team ${data.to.team}.`); game.log.silly(`${data.name} became a guesser`);
// Move the rooms the player is in // Move the rooms the player is in
player.socket.join(`${game.id}:${data.to.team}:guesser`); player.socket.join(`${game.id}:${data.to.team}:guesser`);
@ -159,7 +159,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
// Change team object // Change team object
team.writer = player; team.writer = player;
team.guessers = team.guessers.filter(x => x.socket !== socket); team.guessers = team.guessers.filter(x => x.socket !== socket);
game.log.silly(`${data.name} became the writer on team ${data.to.team}`); game.log.silly(`${data.name} became the writer`);
// Move the rooms the player is in // Move the rooms the player is in
player.socket.join(`${game.id}:${data.to.team}:writer`); player.socket.join(`${game.id}:${data.to.team}:writer`);
@ -181,7 +181,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
case "guesser": case "guesser":
// Ensure we don't get 8 guessers // Ensure we don't get 8 guessers
if (newTeam.guessers.length >= 7) { if (newTeam.guessers.length >= 7) {
game.log.debug(`Game cannot have 8 or more ${conf.game.guesser_name} on a team.`); game.log.debug(`Game cannot have 8 or more guessers on a team.`);
socket.emit(`PlayerUpdate`, { socket.emit(`PlayerUpdate`, {
status: 403, status: 403,
message: `Cannot have 8 players as ${conf.game.guesser_name}s on a single team.`, message: `Cannot have 8 players as ${conf.game.guesser_name}s on a single team.`,
@ -189,7 +189,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
}); });
return; return;
}; };
game.log.silly(`${data.name} became a ${conf.game.guesser_name} on team ${data.to.team}`); game.log.silly(`${data.name} became a guesser`);
newTeam.guessers.push(player); newTeam.guessers.push(player);
player.socket.join(`${game.id}:${data.to.team}:guesser`) player.socket.join(`${game.id}:${data.to.team}:guesser`)
player.socket.join(`${game.id}:*:guesser`) player.socket.join(`${game.id}:*:guesser`)
@ -199,7 +199,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
case "writer": case "writer":
// Ensure we don't already have a writer // Ensure we don't already have a writer
if (newTeam.writer) { if (newTeam.writer) {
game.log.debug(`Game cannot have more than 1 ${conf.game.writer_name} on a team.`); game.log.debug(`Game cannot have more than 1 writer on a team.`);
socket.emit(`PlayerUpdate`, { socket.emit(`PlayerUpdate`, {
status: 403, status: 403,
message: `Someone on that team is already the ${conf.game.writer_name}`, message: `Someone on that team is already the ${conf.game.writer_name}`,
@ -217,13 +217,13 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
// new team // new team
switch (data.from.role) { switch (data.from.role) {
case "guesser": case "guesser":
game.log.debug(`${player.name} left the ${conf.game.guesser_name}s of team ${oldTeam.id}`); game.log.debug(`${player.name} left the guessers`);
oldTeam.guessers = oldTeam.guessers.filter(x => x.socket !== socket); oldTeam.guessers = oldTeam.guessers.filter(x => x.socket !== socket);
player.socket.leave(`${game.id}:${data.from.team}:guesser`); player.socket.leave(`${game.id}:${data.from.team}:guesser`);
player.socket.leave(`${game.id}:*:guesser`); player.socket.leave(`${game.id}:*:guesser`);
break; break;
case "writer": case "writer":
game.log.debug(`${player.name} stopped being the ${conf.game.writer_name} of team ${oldTeam.id}`); game.log.debug(`${player.name} stopped being a writer`);
oldTeam.writer = null; oldTeam.writer = null;
player.socket.leave(`${game.id}:${data.from.team}:writer`); player.socket.leave(`${game.id}:${data.from.team}:writer`);
player.socket.leave(`${game.id}:*:writer`); player.socket.leave(`${game.id}:*:writer`);