There is socket.on('disconnect', function () { ... }); . So what you can just do
socket.on('disconnect', function () { setTimeout(function () {
EDIT 1:
I get it now. So maybe you should do something like this:
Client:
//right after connection socket.emit('register', localstorage.getItem('gameUniqueId')); //somewhere, when game starts var randomlyGeneratedUID = Math.random().toString(36).substring(3,16) + +new Date; localStorage.setItem('gameUniqueId', randomlyGeneratedUID);
Server:
io.sockets.on('connection', function (socket) { var player = null; socket.on('register', function (data) { if (data !== null) { //there was something in localstorage if (game.Players.existsUID(data)) { player = game.Players.getByUID(data); player.disconnected = false; } else { //timed out, create new player } } else { //localStorage is not set, create new player } }); socket.on('disconnect', function () { player.disconnected = true; setTimeout(function () { if (player.disconnected) player.delete(); }, 10000); }); });
Are Wojciechowski Nov 28. '13 at 8:34 2013-11-28 08:34
source share