);
}
// 0.1] Ask server for room composition:
- const socketOpenListener = () => {
+ const funcPollClients = () => {
this.st.conn.send(JSON.stringify({code:"pollclients"}));
};
- this.st.conn.onopen = socketOpenListener;
- // TODO: is this required here?
- this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+ if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+ funcPollClients();
+ else //socket not ready yet (initial loading)
+ this.st.conn.onopen = funcPollClients;
this.st.conn.onmessage = this.socketMessageListener;
- const oldOnclose = this.st.conn.onclose;
const socketCloseListener = () => {
- oldOnclose(); //reinitialize connexion (in store.js)
+ store.socketCloseListener(); //reinitialize connexion (in store.js)
this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
},
// Messaging center:
socketMessageListener: function(msg) {
- // Save and call current st.conn.onmessage if one was already defined
- // --> also needed in future Game.vue (also in Chat.vue component)
- this.oldOnmessage(msg);
const data = JSON.parse(msg.data);
switch (data.code)
{
cid: c.id, target: c.from.sid}));
}
}
+ else
+ localStorage.removeItem("challenge");
// In all cases, the challenge is consumed:
ArrayFun.remove(this.challenges, ch => ch.id == c.id);
// NOTE: deletechallenge event might be redundant (but it's easier this way)