Add outage handling
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@ -8,8 +8,8 @@ export interface UserInfo {
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export let loggedInUser: UserInfo = null;
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export function updateUserInfo(): Promise<boolean> {
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return new Promise<boolean>(resolve => {
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export function updateUserInfo(): Promise<[boolean, integer]> {
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return new Promise<[boolean, integer]>(resolve => {
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if (bypassLogin) {
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let lastSessionSlot = -1;
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for (let s = 0; s < 2; s++) {
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@ -19,18 +19,21 @@ export function updateUserInfo(): Promise<boolean> {
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}
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}
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loggedInUser = { username: 'Guest', lastSessionSlot: lastSessionSlot };
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return resolve(true);
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return resolve([ true, 200 ]);
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}
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Utils.apiFetch('account/info').then(response => {
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console.log(response.status);
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if (!response.ok) {
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loggedInUser = null;
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resolve(false);
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resolve([ false, response.status ]);
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return;
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}
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return response.json();
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}).then(jsonResponse => {
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loggedInUser = jsonResponse;
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resolve(true);
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resolve([ true, 200 ]);
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}).catch(err => {
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console.error(err);
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resolve([ false, 500 ]);
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});
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});
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}
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@ -69,39 +69,48 @@ export class LoginPhase extends Phase {
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start(): void {
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super.start();
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this.scene.ui.setMode(Mode.LOADING, { buttonActions: [] });
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Utils.executeIf(bypassLogin || !!Utils.getCookie(Utils.sessionIdKey), updateUserInfo).then(success => {
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if (!success) {
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if (this.showText)
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this.scene.ui.showText('Log in or create an account to start. No email required!');
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this.scene.playSound('menu_open');
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const hasSession = !!Utils.getCookie(Utils.sessionIdKey);
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const loadData = () => {
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updateUserInfo().then(() => this.scene.gameData.loadSystem().then(() => this.end()));
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};
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this.scene.ui.setMode(Mode.LOADING, { buttonActions: [] });
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Utils.executeIf(bypassLogin || hasSession, updateUserInfo).then(response => {
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const success = response ? response[0] : false;
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const statusCode = response ? response[1] : null;
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if (!success) {
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if (!statusCode || statusCode === 400) {
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if (this.showText)
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this.scene.ui.showText('Log in or create an account to start. No email required!');
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this.scene.ui.setMode(Mode.LOGIN_FORM, {
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buttonActions: [
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() => {
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this.scene.ui.playSelect();
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loadData();
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}, () => {
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this.scene.playSound('menu_open');
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this.scene.ui.setMode(Mode.REGISTRATION_FORM, {
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buttonActions: [
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() => {
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this.scene.ui.playSelect();
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updateUserInfo().then(() => this.end());
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}, () => {
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this.scene.unshiftPhase(new LoginPhase(this.scene, false));
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this.end();
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}
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]
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});
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}
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]
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});
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this.scene.playSound('menu_open');
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const loadData = () => {
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updateUserInfo().then(() => this.scene.gameData.loadSystem().then(() => this.end()));
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};
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this.scene.ui.setMode(Mode.LOGIN_FORM, {
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buttonActions: [
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() => {
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this.scene.ui.playSelect();
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loadData();
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}, () => {
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this.scene.playSound('menu_open');
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this.scene.ui.setMode(Mode.REGISTRATION_FORM, {
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buttonActions: [
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() => {
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this.scene.ui.playSelect();
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updateUserInfo().then(() => this.end());
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}, () => {
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this.scene.unshiftPhase(new LoginPhase(this.scene, false));
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this.end();
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}
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]
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});
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}
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]
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});
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} else {
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this.scene.unshiftPhase(new UnavailablePhase(this.scene));
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super.end();
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}
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return null;
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} else {
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this.scene.gameData.loadSystem().then(success => {
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@ -336,6 +345,19 @@ export class TitlePhase extends Phase {
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}
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}
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export class UnavailablePhase extends Phase {
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constructor(scene: BattleScene) {
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super(scene);
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}
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start(): void {
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this.scene.ui.setMode(Mode.UNAVAILABLE, () => {
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this.scene.unshiftPhase(new LoginPhase(this.scene, true));
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this.end();
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});
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}
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}
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export class SelectGenderPhase extends Phase {
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constructor(scene: BattleScene) {
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super(scene);
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@ -224,8 +224,8 @@ export class GameData {
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public saveSystem(): Promise<boolean> {
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return new Promise<boolean>(resolve => {
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this.scene.ui.savingIcon.show();
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updateUserInfo().then((success: boolean) => {
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if (!success) {
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updateUserInfo().then(response => {
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if (!response[0]) {
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this.scene.ui.savingIcon.hide();
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return resolve(false);
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}
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10
src/ui/ui.ts
10
src/ui/ui.ts
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@ -33,6 +33,7 @@ import AwaitableUiHandler from './awaitable-ui-handler';
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import SaveSlotSelectUiHandler from './save-slot-select-ui-handler';
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import TitleUiHandler from './title-ui-handler';
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import SavingIconHandler from './saving-icon-handler';
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import UnavailableModalUiHandler from './unavailable-modal-ui-handler';
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export enum Mode {
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MESSAGE,
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@ -61,7 +62,8 @@ export enum Mode {
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EGG_GACHA,
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LOGIN_FORM,
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REGISTRATION_FORM,
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LOADING
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LOADING,
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UNAVAILABLE
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};
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const transitionModes = [
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@ -87,7 +89,8 @@ const noTransitionModes = [
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Mode.VOUCHERS,
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Mode.LOGIN_FORM,
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Mode.REGISTRATION_FORM,
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Mode.LOADING
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Mode.LOADING,
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Mode.UNAVAILABLE
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];
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export default class UI extends Phaser.GameObjects.Container {
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@ -137,7 +140,8 @@ export default class UI extends Phaser.GameObjects.Container {
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new EggGachaUiHandler(scene),
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new LoginFormUiHandler(scene),
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new RegistrationFormUiHandler(scene),
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new LoadingModalUiHandler(scene)
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new LoadingModalUiHandler(scene),
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new UnavailableModalUiHandler(scene)
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];
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}
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@ -0,0 +1,68 @@
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import BattleScene from "../battle-scene";
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import { ModalConfig, ModalUiHandler } from "./modal-ui-handler";
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import { addTextObject, TextStyle } from "./text";
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import { Mode } from "./ui";
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import { updateUserInfo } from "#app/account";
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export default class UnavailableModalUiHandler extends ModalUiHandler {
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private reconnectTimer: number;
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private reconnectCallback: () => void;
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constructor(scene: BattleScene, mode?: Mode) {
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super(scene, mode);
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}
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getModalTitle(): string {
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return '';
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}
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getWidth(): number {
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return 160;
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}
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getHeight(): number {
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return 64;
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}
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getMargin(): [number, number, number, number] {
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return [ 0, 0, 48, 0 ];
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}
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getButtonLabels(): string[] {
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return [ ];
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}
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setup(): void {
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super.setup();
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const label = addTextObject(this.scene, this.getWidth() / 2, this.getHeight() / 2, 'Oops! There was an issue contacting the server.\n\nYou may leave this window open,\nthe game will automatically reconnect.', TextStyle.WINDOW, { fontSize: '48px', align: 'center' });
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label.setOrigin(0.5, 0.5);
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this.modalContainer.add(label);
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}
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show(args: any[]): boolean {
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if (args.length >= 1 && args[0] instanceof Function) {
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const config: ModalConfig = {
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buttonActions: []
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};
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this.reconnectCallback = args[0];
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this.reconnectTimer = setInterval(() => {
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updateUserInfo().then(response => {
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if (response[0] || [200, 400].includes(response[1])) {
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clearInterval(this.reconnectTimer);
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this.reconnectTimer = null;
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this.scene.playSound('pb_bounce_1');
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this.reconnectCallback();
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}
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})
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}, 5000);
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return super.show([ config ]);
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}
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return false;
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}
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}
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