Cant handle this disconnect event, dont know why socket its not send to the client / client doesnt response!
Server
io.sockets.on(\'connection\', fun
Ok, instead of identifying players by name track with sockets through which they have connected. You can have a implementation like
var allClients = [];
io.sockets.on('connection', function(socket) {
allClients.push(socket);
socket.on('disconnect', function() {
console.log('Got disconnect!');
var i = allClients.indexOf(socket);
allClients.splice(i, 1);
});
});
Hope this will help you to think in another way
Create a Map or a Set, and using "on connection" event set to it each connected socket, in reverse "once disconnect" event delete that socket from the Map we created earlier
import * as Server from 'socket.io';
const io = Server();
io.listen(3000);
const connections = new Set();
io.on('connection', function (s) {
connections.add(s);
s.once('disconnect', function () {
connections.delete(s);
});
});
You can also, if you like use socket id to manage your player list like this.
io.on('connection', function(socket){
socket.on('disconnect', function() {
console.log("disconnect")
for(var i = 0; i < onlineplayers.length; i++ ){
if(onlineplayers[i].socket === socket.id){
console.log(onlineplayers[i].code + " just disconnected")
onlineplayers.splice(i, 1)
}
}
io.emit('players', onlineplayers)
})
socket.on('lobby_join', function(player) {
if(player.available === false) return
var exists = false
for(var i = 0; i < onlineplayers.length; i++ ){
if(onlineplayers[i].code === player.code){
exists = true
}
}
if(exists === false){
onlineplayers.push({
code: player.code,
socket:socket.id
})
}
io.emit('players', onlineplayers)
})
socket.on('lobby_leave', function(player) {
var exists = false
for(var i = 0; i < onlineplayers.length; i++ ){
if(onlineplayers[i].code === player.code){
onlineplayers.splice(i, 1)
}
}
io.emit('players', onlineplayers)
})
})
For those like @sha1 wondering why the OP's code doesn't work -
OP's logic for deleting player at server side is in the handler for DelPlayer
event,
and the code that emits this event (DelPlayer
) is in inside disconnected
event callback of client.
The server side code that emits this disconnected
event is inside the disconnect
event callback which is fired when the socket loses connection. Since the socket already lost connection, disconnected
event doesn't reach the client.
Accepted solution executes the logic on disconnect
event at server side, which is fired when the socket disconnects, hence works.