diff --git a/lib/game/client/room-events.js b/lib/game/client/room-events.js index dfd7f179..bb5a8482 100644 --- a/lib/game/client/room-events.js +++ b/lib/game/client/room-events.js @@ -63,6 +63,7 @@ class RoomEvents } for(let prop of stateProps){ player.state.listen(prop, (value) => { + Logger.debug('Updating state.', {prop, value}); player.state[prop] = value; this.playersOnChange(player, key, 'playerChange'); }); @@ -74,10 +75,12 @@ class RoomEvents // @TODO - BETA - Refactor, remove hardcoded "state", use a new method like hasSubProperties(). if(prop === 'state'){ for(let stateProp of stateProps){ + Logger.debug('Updating state property.', {stateProp, newValue: value[stateProp]}); player.state[stateProp] = value[stateProp]; } return; } + Logger.debug('Updating player property.', {prop, value}); player[prop] = value; } @@ -167,7 +170,7 @@ class RoomEvents } let currentScene = this.getActiveScene(); if(!this.playerExists(currentScene, key)){ - /* @NOTE: this is expected to happen when the player is created in the scene, so we don't log the error. + /* @NOTE: this is expected to happen when the player is being created in the scene. Logger.info('Player not found in current scene.', { player: currentScene?.player, currentKeys: Object.keys(currentScene?.player?.players || {}), @@ -670,7 +673,6 @@ class RoomEvents Logger.warning('Missing previous scene instance.', previousSceneInstance); return false; } - // previousSceneInstance.scene.setVisible(false); await previousSceneInstance.changeScene(); this.gameEngine.scene.stop(previousScene); this.gameEngine.scene.start(player.state.scene);