only sync player data when changing player related things

This commit is contained in:
Steffen 2020-12-07 21:41:56 +01:00
parent 15ced66b42
commit faf378dca3
1 changed files with 35 additions and 26 deletions

View File

@ -208,8 +208,10 @@ class LiveSession {
/** /**
* Publish the current gamestate. * Publish the current gamestate.
* Optional param to reduce traffic. (send only player data)
* @param isLightweight
*/ */
sendGamestate() { sendGamestate(isLightweight = false) {
if (this._isSpectator) return; if (this._isSpectator) return;
this._gamestate = this._store.state.players.players.map(player => ({ this._gamestate = this._store.state.players.players.map(player => ({
name: player.name, name: player.name,
@ -220,19 +222,23 @@ class LiveSession {
? { roleId: player.role.id } ? { roleId: player.role.id }
: {}) : {})
})); }));
const { session, grimoire } = this._store.state; if (isLightweight) {
const { fabled } = this._store.state.players; this._send("gs", { gamestate: this._gamestate, isLightweight });
this.sendEdition(); } else {
this._send("gs", { const { session, grimoire } = this._store.state;
gamestate: this._gamestate, const { fabled } = this._store.state.players;
isNight: grimoire.isNight, this.sendEdition();
nomination: session.nomination, this._send("gs", {
votingSpeed: session.votingSpeed, gamestate: this._gamestate,
lockedVote: session.lockedVote, isNight: grimoire.isNight,
isVoteInProgress: session.isVoteInProgress, nomination: session.nomination,
fabled: fabled.map(({ id }) => id), votingSpeed: session.votingSpeed,
...(session.nomination ? { votes: session.votes } : {}) lockedVote: session.lockedVote,
}); isVoteInProgress: session.isVoteInProgress,
fabled: fabled.map(({ id }) => id),
...(session.nomination ? { votes: session.votes } : {})
});
}
} }
/** /**
@ -244,6 +250,7 @@ class LiveSession {
if (!this._isSpectator) return; if (!this._isSpectator) return;
const { const {
gamestate, gamestate,
isLightweight,
isNight, isNight,
nomination, nomination,
votingSpeed, votingSpeed,
@ -252,17 +259,6 @@ class LiveSession {
isVoteInProgress, isVoteInProgress,
fabled fabled
} = data; } = data;
this._store.commit("toggleNight", !!isNight);
this._store.commit("session/nomination", {
nomination,
votes,
votingSpeed,
lockedVote,
isVoteInProgress
});
this._store.commit("players/setFabled", {
fabled: fabled.map(id => this._store.state.fabled.get(id))
});
const players = this._store.state.players.players; const players = this._store.state.players.players;
// adjust number of players // adjust number of players
if (players.length < gamestate.length) { if (players.length < gamestate.length) {
@ -301,6 +297,19 @@ class LiveSession {
}); });
} }
}); });
if (!isLightweight) {
this._store.commit("toggleNight", !!isNight);
this._store.commit("session/nomination", {
nomination,
votes,
votingSpeed,
lockedVote,
isVoteInProgress
});
this._store.commit("players/setFabled", {
fabled: fabled.map(id => this._store.state.fabled.get(id))
});
}
} }
/** /**
@ -702,7 +711,7 @@ export default store => {
case "players/clear": case "players/clear":
case "players/remove": case "players/remove":
case "players/add": case "players/add":
session.sendGamestate(); session.sendGamestate(true);
break; break;
case "players/update": case "players/update":
session.sendPlayer(payload); session.sendPlayer(payload);