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saarikoski-julestranscendence's Issues
When game is cancelled from invite, users should get redirected to play, instead of staying in play/username
Chat message submit button does not stay on the same row as the message bar
Game -> postgame bug
The PostGameGuard is activated too quickly, the game isnt stored in the database yet, so the guard disallows access to the page (needs a delay of some sort)
No spectators
Currently no available way for spectators to join a game as the inputs aren't fully filtered yet.
Database errors after sending many invites
This probably happens in the getUserFromSocket function, as the error comes from the database. It happens in function inviteUser before checking if match === null in inviteUser.
Error message: ERROR [WsExceptionsHandler] sorry, too many clients already
Paddle collision
Paddle collision on the edges isn't final, still slightly buggy
User can not own multiple channels
the OneToOne relation is making it so a user can only own one chat
LOW PRIORITY - Prevent sending empty chat messages
If the input box is empty, dont create a message
Same user games
Games between the same user are possible (mostly for testing purposes should be an easy fix).
Block yourself
You can currently block yourself which results in you not seeing your own messages in chat.
Display Name
There's no clear limit / rules for them anywhere
- Which characters do we allow?
- What is the max size for them?
- What is the minimum size for them?
- Do we allow spaces?
- Is their unique-ness case-sensitive ?
Invited users still get added back to queue when invite is cancelled
'Find' chat with an empty field causes unresolved error
Cannot GET /chat/find/
Adding friend spam
When adding a friend from the profile page, the add friend
button can be spammed resulting in a lot of prompts on the user that is trying to be befriended.
Warnings while compiling frontend with package ngx-kjua
Warning sometimes displays in browser console.
Warning: /usr/src/app/src/app/app.module.ts depends on 'ngx-kjua'. CommonJS or AMD dependencies can cause optimization bailouts.
For more info see: https://angular.io/guide/build#configuring-commonjs-dependencies
'Message' button on Profile creates duplicate dm's
Every time the button is pressed, a new DM is spawned, instead of finding the existing one
'Ban' and 'Mute' with no time cause error
For 'Ban' the issue is discovered in the database, and an 'Internal server error' is shown to the user submitting the ban
For 'Mute' the issue is never discovered and nothing is logged to the user, though the mute is not created afterwards, just silently does nothing
MANDATED BY SUBJECT: Reconnects by the game player should allow inputs
Think about network issues, like disconnects or lag. The user experience should be the best possible.
^ I'm pretty sure this implies that the user should be able to send inputs, even if they disconnect and reconnect to the gateway (different socket ID)
Compilation warning for postcss value start
compilation warning: postcss-preset-env: start value has mixed support, consider using flex-start instead
file: match.component.scss, .speed-container {place-content: start}
Client side can't join games by anything but matchmaking page
Games aren't accessible anywhere but the matchmaking page on the client side (no way of accessing a game by ID).
DM with yourself not possible
[1].intra_name is undefined if DM is with yourself
Default display name could be taken
We assume that we can safely set the display name to the intra login, but if an existing user is already using 'thhetu' as display name when thhetu tries to create an account, that's an error
NOT CRUCIAL: Create a way to verify an accepted friend request
One example implementation of this would be a 'pending' queue for a UserEntity, which gets filled by sent friend requests.
Then the 'accept' of a user can be checked against the 'pending' queue.
At the moment a user could send an 'accept' to anyone and there's no way to verify if the acceptedFriend actually sent a request to that user
Not ready for production
- host = localhost
- express-session config secret is 'fixme'
- a lot of warnings, some with pretty high severity values
- TypeOrmModule - initialized with 'synchronize'
Logger.log
and console.log
everwhere
Errors aren't caught in chat
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