Update logs to not be getting data that isn't completely needed.
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parent
1c2fdb8944
commit
8ab9f558f6
1 changed files with 9 additions and 9 deletions
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@ -112,7 +112,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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};
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};
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// Change team object
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// Change team object
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team.writer = player;
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team.writer = player;
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game.log.silly(`${player.name} became the writer for team ${data.to.team}`);
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game.log.silly(`${player.name} became a writer`);
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// Move the rooms the player is in
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// Move the rooms the player is in
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player.socket.join(`${game.id}:${data.to.team}:writer`);
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player.socket.join(`${game.id}:${data.to.team}:writer`);
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@ -128,7 +128,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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switch (data.to.role) {
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switch (data.to.role) {
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case "guesser":
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case "guesser":
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if (team.guessers.length >= 7) {
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if (team.guessers.length >= 7) {
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game.log.debug(`Game cannot have more than 7 ${conf.game.guesser_name}`);
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game.log.debug(`Game cannot have more than 7 guessers`);
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socket.emit(`PlayerUpdate`, {
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socket.emit(`PlayerUpdate`, {
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status: 403,
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status: 403,
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message: `A team can't have 8 or more ${conf.game.guesser_name}`,
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message: `A team can't have 8 or more ${conf.game.guesser_name}`,
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@ -138,7 +138,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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}
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}
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team.guessers.push(player);
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team.guessers.push(player);
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team.writer = null;
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team.writer = null;
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game.log.silly(`${data.name} became a guesser on team ${data.to.team}.`);
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game.log.silly(`${data.name} became a guesser`);
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// Move the rooms the player is in
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// Move the rooms the player is in
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player.socket.join(`${game.id}:${data.to.team}:guesser`);
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player.socket.join(`${game.id}:${data.to.team}:guesser`);
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@ -159,7 +159,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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// Change team object
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// Change team object
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team.writer = player;
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team.writer = player;
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team.guessers = team.guessers.filter(x => x.socket !== socket);
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team.guessers = team.guessers.filter(x => x.socket !== socket);
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game.log.silly(`${data.name} became the writer on team ${data.to.team}`);
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game.log.silly(`${data.name} became the writer`);
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// Move the rooms the player is in
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// Move the rooms the player is in
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player.socket.join(`${game.id}:${data.to.team}:writer`);
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player.socket.join(`${game.id}:${data.to.team}:writer`);
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@ -181,7 +181,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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case "guesser":
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case "guesser":
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// Ensure we don't get 8 guessers
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// Ensure we don't get 8 guessers
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if (newTeam.guessers.length >= 7) {
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if (newTeam.guessers.length >= 7) {
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game.log.debug(`Game cannot have 8 or more ${conf.game.guesser_name} on a team.`);
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game.log.debug(`Game cannot have 8 or more guessers on a team.`);
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socket.emit(`PlayerUpdate`, {
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socket.emit(`PlayerUpdate`, {
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status: 403,
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status: 403,
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message: `Cannot have 8 players as ${conf.game.guesser_name}s on a single team.`,
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message: `Cannot have 8 players as ${conf.game.guesser_name}s on a single team.`,
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@ -189,7 +189,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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});
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});
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return;
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return;
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};
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};
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game.log.silly(`${data.name} became a ${conf.game.guesser_name} on team ${data.to.team}`);
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game.log.silly(`${data.name} became a guesser`);
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newTeam.guessers.push(player);
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newTeam.guessers.push(player);
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player.socket.join(`${game.id}:${data.to.team}:guesser`)
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player.socket.join(`${game.id}:${data.to.team}:guesser`)
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player.socket.join(`${game.id}:*:guesser`)
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player.socket.join(`${game.id}:*:guesser`)
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@ -199,7 +199,7 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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case "writer":
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case "writer":
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// Ensure we don't already have a writer
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// Ensure we don't already have a writer
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if (newTeam.writer) {
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if (newTeam.writer) {
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game.log.debug(`Game cannot have more than 1 ${conf.game.writer_name} on a team.`);
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game.log.debug(`Game cannot have more than 1 writer on a team.`);
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socket.emit(`PlayerUpdate`, {
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socket.emit(`PlayerUpdate`, {
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status: 403,
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status: 403,
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message: `Someone on that team is already the ${conf.game.writer_name}`,
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message: `Someone on that team is already the ${conf.game.writer_name}`,
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@ -217,13 +217,13 @@ const modifyPlayer = (io: Server, socket: Socket, data: UpdatePlayer): void => {
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// new team
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// new team
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switch (data.from.role) {
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switch (data.from.role) {
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case "guesser":
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case "guesser":
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game.log.debug(`${player.name} left the ${conf.game.guesser_name}s of team ${oldTeam.id}`);
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game.log.debug(`${player.name} left the guessers`);
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oldTeam.guessers = oldTeam.guessers.filter(x => x.socket !== socket);
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oldTeam.guessers = oldTeam.guessers.filter(x => x.socket !== socket);
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player.socket.leave(`${game.id}:${data.from.team}:guesser`);
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player.socket.leave(`${game.id}:${data.from.team}:guesser`);
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player.socket.leave(`${game.id}:*:guesser`);
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player.socket.leave(`${game.id}:*:guesser`);
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break;
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break;
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case "writer":
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case "writer":
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game.log.debug(`${player.name} stopped being the ${conf.game.writer_name} of team ${oldTeam.id}`);
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game.log.debug(`${player.name} stopped being a writer`);
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oldTeam.writer = null;
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oldTeam.writer = null;
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player.socket.leave(`${game.id}:${data.from.team}:writer`);
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player.socket.leave(`${game.id}:${data.from.team}:writer`);
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player.socket.leave(`${game.id}:*:writer`);
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player.socket.leave(`${game.id}:*:writer`);
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