In the new version, a new FRONT_URL environment variable is now compulsory in the Pusher.
This is done to setup CORS security in the pusher.
This commit adds this environment variable in the sample docker-compose.prod.yml file.
This parameter is only used in the SAAS version (and ideally, should disappear completely).
The warning message that uses the ADMIN_URL should originate from the admin itself.
If the back is getting an error (because the user has no right to set a variable),
instead of failing directly, let's try to reload the map (maybe we have cached a wrong version of the map).
- OPID_PROFILE_SCREEN_PROVIDER is a variable to show profile of user connected. You can defined your own provider or use classic provider of WorkAdventure.
- OpenIdProfileController with url "/profile" get user data and create simple html to show user informations. This url will be called with params 'accessToken'
- If you define your custom profile url, it will be called with param 'accessToken'.
accessToken is token to access at user informations in your OpenId provider.
use OIDC without admin api, option to disable anonymous login
Thanks for your work @Lurkars. I will take your changes and apply some update. When I will finish, I will share you the result and requirement for mounting correct openid connection with puhser and without ADMIN part 💪🚀
- Create admin environment for redirect uri of openID
- Add log out redirect when user click on log out button
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
Before anonymous connexion, we must get the details of the map and permit to check mandatory connexion and redirect user to login page.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* FIX: we now make sure to completly disable the old stream before attempting to create a new one
* FIX: disable audio optimization on chrome
* always reemit the stream on chrome
* Try fix on stop current stream
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Try fix on stop current stream
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Push fix microphone
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
Co-authored-by: Gregoire Parant <g.parant@thecodingmachine.com>
If an exit zone is overlapping an audio zone, when exiting, the audio is stopped.
We do this by actually triggering the fact that a user should "leave" all active zones when exiting.
Because of the rework of the menu, the clickable zone for the menu was extending at the complete top of the screen, which caused interactive items at the top of the screen (like sound controls) to be broken.
This commit fixes this.
This commit increases idle timeout for websocket connection
Issue: after 5 minutes of inactive tab (hidden tab) in Chrome, WorkAdventure was disconnected.
I believe Google was going in "intensive throttling" mode (see https://developer.chrome.com/blog/timer-throttling-in-chrome-88/#intensive-throttling)
This means setTimeouts are run only once per minute.
And I believe the "keep alive" must be implemented with a "setTimeout" (one way or another even if I can't find a trace of this in the code). This would mean that the browser would send keep alive requests only once per minute.
But the pusher is configured to shut the connection after 30 seconds of idle activity.
Therefore, the pusher disconnects inactive Chrome tabs. By raising the Pusher idle timer to 2 minutes, we give a chance to Chrome to send a ping to the server in time (since Chrome won't send more than 1 ping per minute).
Because the workadventu.re website documentation regarding map building directly comes from that repo, it makes sense to export the menu in the repo.
This way, when we add a new documentation page, we can edit the menu in the same pull request.
This commit splits the special zone documentation in 3 different pages (open website / meeting rooms / special zones).
It also migrates special zones doc and using-typescript doc to Github repository
* audio player volume improvements
* Add workaround for #932
* Bump striptags from 3.1.1 to 3.2.0 in /messages
Bumps [striptags](https://github.com/ericnorris/striptags) from 3.1.1 to 3.2.0.
- [Release notes](https://github.com/ericnorris/striptags/releases)
- [Commits](https://github.com/ericnorris/striptags/compare/v3.1.1...v3.2.0)
---
updated-dependencies:
- dependency-name: striptags
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Add anthoer note for https://github.com/thecodingmachine/workadventure/issues/932#issuecomment-867562208
* WIP: svelte menu
* temp
* temp
* Bump tar from 4.4.13 to 4.4.15 in /back
Bumps [tar](https://github.com/npm/node-tar) from 4.4.13 to 4.4.15.
- [Release notes](https://github.com/npm/node-tar/releases)
- [Changelog](https://github.com/npm/node-tar/blob/main/CHANGELOG.md)
- [Commits](https://github.com/npm/node-tar/compare/v4.4.13...v4.4.15)
---
updated-dependencies:
- dependency-name: tar
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* New menu svelte
* Migration of report menu in svelte
* Migration of registerCustomMenu for Menu in Svelte
Refactor subMenuStore
Suppression of old MenuScene and ReportMenu
* Suppression of HTML files that aren't use anymore
* New version of cache management (#1365)
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* migrate to svelte
* remove redundancy
* initial localUserStore volume
* Exit scene acess denied detected (#1369)
* Add auth token user to get right in admin and check if user have right
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update error show
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update token generation (#1372)
- Permit only decode token to get map details,
- If user have token expired, set the token to null and reload the page. This feature will be updated when authentication stategy will be finished.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* GameManager has an attribute scenePlugin
* GameManager has an attribute scenePlugin
* Suppression of gameManager in IframeListener
* fix deeployer
* fix deeployer
* Fixing enter/leave event not properly sent on adjacent zones
On adjacent zones, the zone leave event was not properly triggered when leaving a zone for the zone next to it.
Closes#1366
* First pass on css
* First pass on css
* Second pass on css and reportMenu
* Second pass on css and reportMenu
* Second pass on css and reportMenu
* Improving popup
If a popup message is empty, only the buttons will be displayed (not the container)
Unrelated: the Sound.play method in the API now accepts 0 arguments.
* Third pass on css and reportMenu
* Correction following test
* Player return a the same position when after editing his profile
* Player return a the same position when after editing his profile (same as reconnection)
* Contact page only if environment variable exist
* Execute scripts of the map after creating gameScene
* Rollback on createPromise switched to public
* Bump tar from 6.1.0 to 6.1.10 in /pusher
Bumps [tar](https://github.com/npm/node-tar) from 6.1.0 to 6.1.10.
- [Release notes](https://github.com/npm/node-tar/releases)
- [Changelog](https://github.com/npm/node-tar/blob/main/CHANGELOG.md)
- [Commits](https://github.com/npm/node-tar/compare/v6.1.0...v6.1.10)
---
updated-dependencies:
- dependency-name: tar
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Add iframe submenu by scripting API
Delete menu by scripting API
* Removing ts-ignore
* REVIEW : Migration Menu and Report Menu in Svelte (#1363)
* WIP: svelte menu
* temp
* temp
* New menu svelte
* Migration of report menu in svelte
* Migration of registerCustomMenu for Menu in Svelte
Refactor subMenuStore
Suppression of old MenuScene and ReportMenu
* Suppression of HTML files that aren't use anymore
* fix deeployer
* First pass on css
* First pass on css
* Second pass on css and reportMenu
* Second pass on css and reportMenu
* Second pass on css and reportMenu
* Third pass on css and reportMenu
* Correction following test
* Contact page only if environment variable exist
* Update service worker
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Change requested
* Change requested
Co-authored-by: kharhamel <oognic@gmail.com>
Co-authored-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Refactor to only have one function registerMenuCommand
When selected custom menu is removed, go to settings menu
Allow iframe in custom menu to use Scripting API
Return menu object when it is registered, can call remove function on it
* Correct bad change
* Add types file in API
* Add types file in API
* Fixing "has/in" on variables proxy object
When using WA.state, using `"myVariable" in WA.state` would always return false.
This is now fixed by adding a "has" method on the Proxy class.
Also, added a `WA.state.hasVariable` method.
* Add documentation
delete unused test map
* Properties changed via the Iframe API now trigger changes directly
Changes performed in WA.room.setPropertyLayer now have a real-time impact.
If the property is changed on a layer the current player is on, the changes will be triggered.
* documentation and CHANGELOG
* add possibility to set size of coWebsite and Jitsis via map property
* Update GameScene.ts
typo fixed
* Update CoWebsiteManager.ts
typos and style
* Update CoWebsiteManager.ts
yet another typo
* FIX: media tracks were not readded to a 3rd person in some situations
* fix ReportMenu (#1397)
* remove the package systeminformation from back
* Bump url-parse from 1.5.1 to 1.5.3 in /front
Bumps [url-parse](https://github.com/unshiftio/url-parse) from 1.5.1 to 1.5.3.
- [Release notes](https://github.com/unshiftio/url-parse/releases)
- [Commits](https://github.com/unshiftio/url-parse/compare/1.5.1...1.5.3)
---
updated-dependencies:
- dependency-name: url-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Bump tar from 4.4.15 to 4.4.19 in /back
Bumps [tar](https://github.com/npm/node-tar) from 4.4.15 to 4.4.19.
- [Release notes](https://github.com/npm/node-tar/releases)
- [Changelog](https://github.com/npm/node-tar/blob/main/CHANGELOG.md)
- [Commits](https://github.com/npm/node-tar/compare/v4.4.15...v4.4.19)
---
updated-dependencies:
- dependency-name: tar
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Bump path-parse from 1.0.6 to 1.0.7 in /messages
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)
---
updated-dependencies:
- dependency-name: path-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* openTabPropertyKey (create new props in own file)
* Bump path-parse from 1.0.6 to 1.0.7 in /uploader
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)
---
updated-dependencies:
- dependency-name: path-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Bump path-parse from 1.0.6 to 1.0.7 in /front
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)
---
updated-dependencies:
- dependency-name: path-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Bump path-parse from 1.0.6 to 1.0.7 in /back
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)
---
updated-dependencies:
- dependency-name: path-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* Bump path-parse from 1.0.6 to 1.0.7 in /maps
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)
---
updated-dependencies:
- dependency-name: path-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* FEATURE: improved the mediaStore code to disable tracks instead of deleting them
* Bump path-parse from 1.0.6 to 1.0.7 in /benchmark
Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7.
- [Release notes](https://github.com/jbgutierrez/path-parse/releases)
- [Commits](https://github.com/jbgutierrez/path-parse/commits/v1.0.7)
---
updated-dependencies:
- dependency-name: path-parse
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
* added jitsiTypes
* renamed
* Allowing variables nested in group layers
Up until this commit, variables nested in object layers inside group layers where not found by the front nor the back.
This PR changes analysis so that variables can be detected.
* FIX: fixed a circular dependancy in stores by rewriting createPeerStore() and createScreenSharingPeerStore()
* WIP: Bypass camera scene (#1337)
* Set new local camera setup variable
* Finish by pass video settings
- TODO add button to update camera settings
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Merge branch 'develop' into jumpVideoCamera
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
# Conflicts:
# front/src/Connexion/LocalUserStore.ts
# front/src/Phaser/Components/Loader.ts
# front/src/Phaser/Game/GameManager.ts
# front/src/Phaser/Login/EnableCameraScene.ts
* Add menu to open enable camera scene
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Finish jump camera setup
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Active authentication Oauth (#1377)
* Active authentication Oauth
- Google authentication
- GitHub authentication
- Linkedin authentication
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Finish connexion et get user info connexion
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Fix lint error
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Change the expires token for 30 days
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update connexion stratgey
- Set last room when it will be created and not when connexion is openned
- Add '/login' end point permit to logout and open iframe to log user
- Add logout feature permit to logout in front
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Implement logout and revoke token with hydra
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Fix pull develop conflict
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Profile url (#1399)
* Create function that permit to get profile URL
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Continue profil user
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Add menu and logout button
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update last room use
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Profile callback permit to get url profile setting from admin
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Finish profile show
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Delete profileUrl will be not use today
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Correct lint
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update size of iframe
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Delete console log
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update feedback ARP
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Emote silent zone (#1342)
* Add an emote when the user is in silent zone
* Update silent icon strategy
* Update strategy for silent zone
- Add svelte store
- Show silent zone indication and replace camera
This update permit to hide silent zone when user is in Jitsi discussion
* Fix css silent zone
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Hotfix media constraint error
- Create error to manage displayed warning when we try to access on media with no constraint video and audio
- Fix disabled microphone if we try to active and we don't have right or there is an error.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
Co-authored-by: Lurkars <git@8lh.de>
Co-authored-by: Guy Sheffer <guysoft@gmail.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: kharhamel <oognic@gmail.com>
Co-authored-by: GRL <g.lesniewski@thecodingmachine.com>
Co-authored-by: David Négrier <d.negrier@thecodingmachine.com>
Co-authored-by: GRL78 <80678534+GRL78@users.noreply.github.com>
Co-authored-by: ¯\_(ツ)_/¯ <tabascoeye@gmail.com>
Co-authored-by: Kharhamel <Kharhamel@users.noreply.github.com>
Co-authored-by: jonny <ga86lad@mytum.de>
- Create error to manage displayed warning when we try to access on media with no constraint video and audio
- Fix disabled microphone if we try to active and we don't have right or there is an error.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Add an emote when the user is in silent zone
* Update silent icon strategy
* Update strategy for silent zone
- Add svelte store
- Show silent zone indication and replace camera
This update permit to hide silent zone when user is in Jitsi discussion
* Fix css silent zone
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Active authentication Oauth
- Google authentication
- GitHub authentication
- Linkedin authentication
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Finish connexion et get user info connexion
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Fix lint error
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Change the expires token for 30 days
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update connexion stratgey
- Set last room when it will be created and not when connexion is openned
- Add '/login' end point permit to logout and open iframe to log user
- Add logout feature permit to logout in front
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Implement logout and revoke token with hydra
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Fix pull develop conflict
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Profile url (#1399)
* Create function that permit to get profile URL
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Continue profil user
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Add menu and logout button
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update last room use
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Profile callback permit to get url profile setting from admin
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Finish profile show
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Delete profileUrl will be not use today
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Correct lint
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update size of iframe
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Delete console log
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update feedback ARP
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Set new local camera setup variable
* Finish by pass video settings
- TODO add button to update camera settings
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Merge branch 'develop' into jumpVideoCamera
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
# Conflicts:
# front/src/Connexion/LocalUserStore.ts
# front/src/Phaser/Components/Loader.ts
# front/src/Phaser/Game/GameManager.ts
# front/src/Phaser/Login/EnableCameraScene.ts
* Add menu to open enable camera scene
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Finish jump camera setup
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
Up until this commit, variables nested in object layers inside group layers where not found by the front nor the back.
This PR changes analysis so that variables can be detected.
Changes performed in WA.room.setPropertyLayer now have a real-time impact.
If the property is changed on a layer the current player is on, the changes will be triggered.
When using WA.state, using `"myVariable" in WA.state` would always return false.
This is now fixed by adding a "has" method on the Proxy class.
Also, added a `WA.state.hasVariable` method.
When selected custom menu is removed, go to settings menu
Allow iframe in custom menu to use Scripting API
Return menu object when it is registered, can call remove function on it
* WIP: svelte menu
* temp
* temp
* New menu svelte
* Migration of report menu in svelte
* Migration of registerCustomMenu for Menu in Svelte
Refactor subMenuStore
Suppression of old MenuScene and ReportMenu
* Suppression of HTML files that aren't use anymore
* fix deeployer
* First pass on css
* First pass on css
* Second pass on css and reportMenu
* Second pass on css and reportMenu
* Second pass on css and reportMenu
* Third pass on css and reportMenu
* Correction following test
* Contact page only if environment variable exist
* Update service worker
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Change requested
* Change requested
Co-authored-by: kharhamel <oognic@gmail.com>
Co-authored-by: Gregoire Parant <g.parant@thecodingmachine.com>
Update escapeHtml in HtmlUtils class to create paragraphe when user have \r\n in popup text
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
Change strategy of cache management. Today we don't have version of map building so we cannot use cache correctly. The idea is to have a less cache and keep HTPP cache management with GET method.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
If a popup message is empty, only the buttons will be displayed (not the container)
Unrelated: the Sound.play method in the API now accepts 0 arguments.
* New version of cache management (#1365)
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Exit scene acess denied detected (#1369)
* Add auth token user to get right in admin and check if user have right
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update error show
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update token generation (#1372)
- Permit only decode token to get map details,
- If user have token expired, set the token to null and reload the page. This feature will be updated when authentication stategy will be finished.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
- Permit only decode token to get map details,
- If user have token expired, set the token to null and reload the page. This feature will be updated when authentication stategy will be finished.
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Add auth token user to get right in admin and check if user have right
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Update error show
Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
* Improve service worker
- Add new env variable in WebPack "NODE_ENV"
- Add new service worker for mode dev that permit to by pass response in cache storage
- Add new WorkAdventure icon
* Remove console.log
* Add service worker file prod and dev
This PR adds the ability to inject a website INSIDE a map (as an iframe inside a Phaser HTML object)
The iFrame will be rendered transparently, unless you set a background-color on the body, which opens a number of cool possibilities.
Needs to be done: allowing the iframe API in those iframes.
Generally speaking, I like to call the message at the bottom an "action message".
And things can "trigger" it, but in the case of a method that actually proactively displays the message, I find "displayActionMessage" to be a better name.
Also, removing package-lock files and improving code style
Demo here : [https://workadventu.re/](https://workadventu.re/).
Live demo [here](https://play.workadventu.re/@/tcm/workadventure/wa-village).
# WorkAdventure
# WorkAdventure
WorkAdventure is a web-based collaborative workspace for small to medium teams (2-100 people) presented in the form of a
WorkAdventure is a web-based collaborative workspace presented in the form of a
16-bit video game.
In Work Adventure, you can move around your office and talk to your colleagues (using a video-chat feature that is
triggered when you move next to a colleague).
In WorkAdventure you can move around your office and talk to your colleagues (using a video-chat system, triggered when you approach someone).
See more features for your virtual office: https://workadventu.re/virtual-office
## Setting up a development environment
@ -20,6 +21,7 @@ Install Docker.
Run:
```
cp .env.template .env
docker-compose up -d
```
@ -35,6 +37,9 @@ Note: on some OSes, you will need to add this line to your `/etc/hosts` file:
127.0.0.1 workadventure.localhost
```
Note: If on the first run you get a page with "network error". Try to ``docker-compose stop`` , then ``docker-compose start``.
Note 2: If you are still getting "network error". Make sure you are authorizing the self-signed certificate by entering https://pusher.workadventure.localhost and accepting them.
### MacOS developers, your environment with Vagrant
If you are using MacOS, you can increase Docker performance using Vagrant. If you want more explanations, you can read [this medium article](https://medium.com/better-programming/vagrant-to-increase-docker-performance-with-macos-25b354b0c65c).
exportconstSOCKET_IDLE_TIMER=parseInt(process.env.SOCKET_IDLE_TIMERasstring)||30;// maximum time (in second) without activity before a socket is closed
The list of functions below is **deprecated**. You should not use those but. use the replacement functions.
- Method `WA.sendChatMessage` is deprecated. It has been renamed to `WA.chat.sendChatMessage`.
- Method `WA.disablePlayerControls` is deprecated. It has been renamed to `WA.controls.disablePlayerControls`.
- Method `WA.restorePlayerControls` is deprecated. It has been renamed to `WA.controls.restorePlayerControls`.
- Method `WA.sendChatMessage` is deprecated. It has been renamed to [`WA.chat.sendChatMessage`](api-chat.md#sending-a-message-in-the-chat).
- Method `WA.disablePlayerControls` is deprecated. It has been renamed to [`WA.controls.disablePlayerControls`](api-controls.md#disabling--restoring-controls).
- Method `WA.restorePlayerControls` is deprecated. It has been renamed to [`WA.controls.restorePlayerControls`](api-controls.md#disabling--restoring-controls).
- Method `WA.displayBubble` is deprecated. It has been renamed to `WA.ui.displayBubble`.
- Method `WA.removeBubble` is deprecated. It has been renamed to `WA.ui.removeBubble`.
- Method `WA.openTab` is deprecated. It has been renamed to `WA.nav.openTab`.
- Method `WA.loadSound` is deprecated. It has been renamed to `WA.sound.loadSound`.
- Method `WA.goToPage` is deprecated. It has been renamed to `WA.nav.goToPage`.
- Method `WA.goToRoom` is deprecated. It has been renamed to `WA.nav.goToRoom`.
- Method `WA.openCoWebSite` is deprecated. It has been renamed to `WA.nav.openCoWebSite`.
- Method `WA.closeCoWebSite` is deprecated. It has been renamed to `WA.nav.closeCoWebSite`.
- Method `WA.openPopup` is deprecated. It has been renamed to `WA.ui.openPopup`.
- Method `WA.onChatMessage` is deprecated. It has been renamed to `WA.chat.onChatMessage`.
- Method `WA.onEnterZone` is deprecated. It has been renamed to `WA.room.onEnterZone`.
- Method `WA.onLeaveZone` is deprecated. It has been renamed to `WA.room.onLeaveZone`.
- Method `WA.openTab` is deprecated. It has been renamed to [`WA.nav.openTab`](api-nav.md#opening-a-web-page-in-a-new-tab).
- Method `WA.loadSound` is deprecated. It has been renamed to [`WA.sound.loadSound`](api-sound.md#load-a-sound-from-an-url).
- Method `WA.goToPage` is deprecated. It has been renamed to [`WA.nav.goToPage`](api-nav.md#opening-a-web-page-in-the-current-tab).
- Method `WA.goToRoom` is deprecated. It has been renamed to [`WA.nav.goToRoom`](api-nav.md#going-to-a-different-map-from-the-script).
- Method `WA.openCoWebSite` is deprecated. It has been renamed to [`WA.nav.openCoWebSite`](api-nav.md#openingclosing-web-page-in-co-websites).
- Method `WA.closeCoWebSite` is deprecated. It has been remove and [replace by a function close](api-nav.md#openingclosing-web-page-in-co-websites).
- Method `WA.openPopup` is deprecated. It has been renamed to [`WA.ui.openPopup`](api-ui.md#opening-a-popup).
- Method `WA.onChatMessage` is deprecated. It has been renamed to [`WA.chat.onChatMessage`](api-chat.md#listening-to-messages-from-the-chat).
- Method `WA.onEnterZone` is deprecated. It has been renamed to [`WA.room.onEnterZone`](api-room.md#detecting-when-the-user-entersleaves-a-layer).
- Method `WA.onLeaveZone` is deprecated. It has been renamed to [`WA.room.onLeaveZone`](api-room.md#detecting-when-the-user-entersleaves-a-layer).
- Method `WA.ui.registerMenuCommand` parameter `callback` is deprecated. Use [`WA.ui.registerMenuCommand(commandDescriptor: string, options: MenuOptions)`](api-ui.md#add-custom-menu).
- Method `WA.room.onEnterZone` is deprecated. Use instead [`WA.room.onEnterLayer`](api-room.md#detecting-when-the-user-entersleaves-a-layer).
- Method `WA.room.onLeaveZone` is deprecated. Use instead [`WA.room.onLeaveLayer`](api-room.md#detecting-when-the-user-entersleaves-a-layer).
Opens the webpage at "url" in an iFrame (on the right side of the screen) or close that iFrame. `allowApi` allows the webpage to use the "IFrame API" and execute script (it is equivalent to putting the `openWebsiteAllowApi` property in the map). `allowPolicy` grants additional access rights to the iFrame. The `allowPolicy` parameter is turned into an [`allow` feature policy in the iFrame](https://developer.mozilla.org/en-US/docs/Web/HTML/Element/iframe#attr-allow).
Opens the webpage at "url" in an iFrame (on the right side of the screen) or close that iFrame. `allowApi` allows the webpage to use the "IFrame API" and execute script (it is equivalent to putting the `openWebsiteAllowApi` property in the map). `allowPolicy` grants additional access rights to the iFrame. The `allowPolicy` parameter is turned into an [`allow` feature policy in the iFrame](https://developer.mozilla.org/en-US/docs/Web/HTML/Element/iframe#attr-allow), position in whitch slot the web page will be open.
You can have only 5 co-wbesites open simultaneously.
Listens to the position of the current user. The event is triggered when the user enters or leaves a given zone. The name of the zone is stored in the map, on a dedicated layer with the `zone` property.
Listens to the position of the current user. The event is triggered when the user enters or leaves a given layer.
Set the value of the `propertyName` property of the layer `layerName` at `propertyValue`. If the property doesn't exist, create the property `propertyName` and set the value of the property at `propertyValue`.
Note :
Note :
To unset a property from a layer, use `setProperty` with `propertyValue` set to `undefined`.
Example :
@ -131,7 +123,7 @@ console.log("Map generated with Tiled version ", map.tiledversion);
Check the [Tiled documentation to learn more about the format of the JSON map](https://doc.mapeditor.org/en/stable/reference/json-map-format/).
### Changing tiles
### Changing tiles
```
WA.room.setTiles(tiles: TileDescriptor[]): void
```
@ -140,11 +132,11 @@ Replace the tile at the `x` and `y` coordinates in the layer named `layer` by th
If `tile` is a string, it's not the id of the tile but the value of the property `name`.
You can use the scripting API to embed websites in a map, or to edit websites that are already embedded (using the ["website" objects](website-in-map.md)).
### Getting an instance of a website already embedded in the map
[Building your map - Defined entries and exits](https://www.youtube.com/watch?v=MuhVgu8H7U0)
## Defining a default entry point
In order to define a default start position, you MUST create a layer named "`start`" on your map. This layer MUST contain at least one tile. The players will start on the tile of this layer. If the layer contains many tiles, the players will start randomly on one of those tiles.

In the screenshot above, the start layer is made of the 2 white tiles. These tiles are not visible to the end user because they are hidden below the "bottom" layer that displays the floor of the map.
{.alert.alert-info}
**Pro tip**: if you expect many people to connect to your map at the same time (for instance, if you are organizing a big event), consider making a large start zone. This way, users will not all appear at the same position and will not pop randomly in a chat with someone connecting at the same moment.
## Defining exits
In order to place an exit on your scene that leads to another scene:
* You must create a specific layer. When a character reaches ANY tile of that layer, it will exit the scene.
* In layer properties, you MUST add "`exitUrl`" property. It represents the URL of the next scene. You can put relative or absolute URLs.
* If you want to have multiple exits, you can create many layers. Each layer has a different key `exitUrl` and has tiles that represent exits to another scene.

{.alert.alert-warning}
**Note:** in older releases of WorkAdventure, you could link to a map file directly using properties `exitSceneUrl` and `exitInstance`. Those properties are now **deprecated**. Use "`exitUrl`" instead.
## Understanding map URLs in WorkAdventure
There are 2 kinds of URLs in WorkAdventure:
* Public URLs are in the form `https://play.workadventu.re/_/[instance]/[server]/[path to map]`
* Private URLs (used in paid accounts) are in the form `https://play.workadventu.re/@/[organization]/[world]/[map]`
Assuming your JSON map is hosted at "`https://example.com/my/map.json`", then you can browse your map at "`https://play.workadventu.re/_/global/example.com/my/map.json`". Here, "global" is a name of an "instance" of your map. You can put anything instead of "global" here. People on the same instance of the map can see each others. If 2 users use 2 different instances, they are on the same map, but in 2 parallel universes. They cannot see each other.
## Defining several entry points
Often your map will have several exits, and therefore, several entry points. For instance, if there is an exit by a door that leads to the garden map, when you come back from the garden you expect to come back by the same door. Therefore, a map can have several entry points. Those entry points are "named" (they have a name).
In order to create a named entry point:
You can create a new layer for your entry point or use an existing layer with named tiles.
* If you don't use the layer named "`start`", you MUST add a boolean "`startLayer`" property to the layer properties. It MUST be set to true.
* If you use this method, when a character enters the map by this entry point, it will enter randomly on ANY tile of that layer. The name of the entry point is the name of that layer.

You can also use the tiles properties to create entry point.
* To do that, you will need to have a layer named "`start`" or with the "`startLayer`" property. Then you MUST add a string "`start`" property to a tile than you use in that layer. The name of the entry point is the value that property.
* If you use this method, when a character enters the map by this entry point, it will enter on ANY tile of the same kind in that layer.

Notes :
* Two tiles with a string "start" property with different value can be in the same layer of entries.
* A tile with a string "start" property that is not in a layer of entries won't usable as an entry point.
How to use entry point :
* To enter via this entry point, simply add a hash with the entry point name to the URL ("#[_entryPointName_]"). For instance: "`https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point`".
* You can of course use the "#" notation in an exit scene URL (so an exit scene URL will point to a given entry scene URL)
The [Getting Started](.) page proposes to use a "starter kit" that is relying on GitHub pages for hosting the map. This is a fairly good solution as GitHub pages offers a free and performant hosting.
But using GitHub pages is not necessary. You can host your maps on any webserver.
{.alert.alert-warning}
If you decide to host your maps on your own webserver, you must **configure CORS headers** in your browser to allow access from WorkAdventure.
## Configuring CORS headers
CORS headers ([Cross Origin Resource Sharing](https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS)) are useful when a website want to make some resources accessible to another website. This is exactly what we want to do. We want the map you are designing to be accessible from the WorkAdventure domain (`play.workadventu.re`).
### Enabling CORS for Apache
In order to enable CORS in your Apache configuration, you will need to ensure the `headers` module is enabled.
In your Apache configuration file, simply add the following line inside either the `<Directory>`, `<Location>`, `<Files>` or `<VirtualHost>` sections, or within a `.htaccess` file.
Header set Access-Control-Allow-Origin "*"
### Enabling CORS on another webserver
Check out [enable-cors.org](https://enable-cors.org/server.html) which has detailed instructions on how to enable CORS on many different webservers.
In order to build your own map for WorkAdventure, you need:
* the [Tiled editor](https://www.mapeditor.org/) software
* "tiles" (i.e. images) to create your map
* a web-server to serve your map
WorkAdventure comes with a "map starter kit" that we recommend using to start designing your map quickly. It contains **a good default tileset** for building an office and it proposes to **use Github static pages as a web-server** which is both free and performant. It also comes with a local webserver for testing purpose and with Typescript support (if you are looking to use the [map scripting API]({{url('/map-building/scripting')}}).
{.alert.alert-info}
If you are looking to host your maps on your own webserver, be sure to read the [Self-hosting your map](hosting.md) guide.
[Building your map - Create your map](https://www.youtube.com/watch?v=lu1IZgBJJD4)
## Getting started
Start by [creating a GitHub account](https://github.com/join) if you don't already have one.
Then, go to the [Github map starter kit repository page](https://github.com/thecodingmachine/workadventure-map-starter-kit) and click the **"Use this template"** button.
<figcaptionclass="figure-caption">The "create a new repository" page</figcaption>
</figure>
**Make sure to check the "Include all branches" checkbox, otherwise the Github Pages deployment process will not be setup automatically.**
If you miss that step, don't worry, you can always fix that by clicking on the **Settings tab** of your repository and scroll down to the **GitHub Pages** section. Then select the **gh-pages** branch. It might already be selected, but please be sure to click on it nonetheless (otherwise GitHub will not enable GitHub pages).
{.alert.alert-info}
If you only see a "master" branch and if the **gh-pages** branch does not appear here, simply wait a few minutes and refresh your page. When you created the project, Github Actions triggered a job that is in charge of creating the **gh-pages** branch. Maybe the job is not finished yet.
Wait a few minutes... Github will deploy a new website with the content of the repository. The address of the website is visible in the "GitHub Pages" section.
<figcaptionclass="figure-caption">Your website is ready!</figcaption>
</figure>
Click on the link. You should be redirected directly to WorkAdventure, on your map!
## Customizing your map
Your map is now up and online, but this is still the demo map from the starter kit. You need to customize it.
### Cloning the map
Start by cloning the map. If you are used to Git and GitHub, simply clone the map to your computer using your preferred tool and [jump to the next chapter](#loading-the-map-in-tiled).
If you are new to Git, cloning the map means downloading the map to your computer. To do this, you will need Git, or a Git compatible tool. Our advice is to use [GitHub Desktop](https://desktop.github.com/). We recommend you take some time mastering the notion of pull / commit / push as this will make uploading your maps really easier.
As an (easier) alternative, you can simply use the "Export" button to download the code of the map in a big Zip file. When you want to upload your work again, you will simply drag'n'drop your files in the GitHub website.
### Loading the map in Tiled
The sample map is in the file `map.json`. You can load this file in [Tiled](https://www.mapeditor.org/).
Now, it's up to you to edit the map and write your own map.
* [Tiled video tutorials](https://www.gamefromscratch.com/post/2015/10/14/Tiled-Map-Editor-Tutorial-Series.aspx)
### Testing your map locally
In order to test your map, you need a webserver to host your map. The "map starter kit" comes with a local webserver that you can use to test your map.
In order to start the webserver, you will need [Node.JS](https://nodejs.org/en/). When it is downloaded, open your command line and from the directory of the map, run this command:
$ npm install
This will install the local webserver.
$ npm run start
This command will start the webserver and open the welcome page. You should see a page looking like this:
<figcaptionclass="figure-caption">The welcome page of the "map start kit"</figcaption>
</figure>
From here, you simply need to click the "Test this map" button to test your map in WorkAdventure.
{.alert.alert-warning}
The local web server can only be used to test your map locally. In particular, the link will only work on your computer. You cannot share it with other people.
### Pushing the map
When your changes are ready, you need to "commit" and "push" (i.e. "upload") the changes back to GitHub. Just wait a few minutes, and your map will be propagated automatically to the GitHub pages web-server.
## Testing your map
To test your map, you need to find its URL. There are 2 kinds of URLs in WorkAdventure:
* Test URLs are in the form `https://play.workadventu.re/_/[instance]/[server]/[path to map]`
* Registered URLs are in the form `https://play.workadventu.re/@/[organization]/[world]/[map]`
Assuming your JSON map is hosted at "`https://myuser.github.io/myrepo/map.json`", then you can browse your map at "`https://play.workadventu.re/_/global/myuser.github.io/myrepo/map.json`". Here, "global" is a name of an "instance" of your map. You can put anything instead of "global" here. People on the same instance of the map can see each others. If 2 users use 2 different instances, they are on the same map, but in 2 parallel universes. They cannot see each other.
This will connect you to a "public" instance. Anyone can come and connect to a public instance. If you want to manage invitations, or to perform some moderation, you will need to create a "private" instance. Private instances are available in "pro" accounts.
<divclass="card">
<divclass="card-body">
<h3id="need-some-help">Need some help?</h3>
<p>WorkAdventure is a constantly evolving project and there is plenty of room for improvement regarding map editing.</p>
<p>If you are facing any troubles, do not hesitate to open an "issue" in the
[Building your map - Meeting room](https://www.youtube.com/watch?v=cN9VMWHN0eo)
## Opening a Jitsi meet when walking on the map
On your map, you can define special zones (meeting rooms) that will trigger the opening of a Jitsi meet. When a player will pass over these zones, a Jitsi meet will open (as an iframe on the right side of the screen)
In order to create Jitsi meet zones:
* You must create a specific layer.
* In layer properties, you MUST add a "`jitsiRoom`" property (of type "`string`"). The value of the property is the name of the room in Jitsi. Note: the name of the room will be "slugified" and prepended with the name of the instance of the map (so that different instances of the map have different rooms)
* You may also use "jitsiWidth" property (of type "number" between 0 and 100) to control the width of the iframe containing the meeting room.
## Triggering of the "Jitsi meet" action
By default, Jitsi meet will open when a user enters the zone defined on the map.
It is however possible to trigger Jitsi only on user action. You can do this with the `jitsiTrigger` property.
If you set `jitsiTrigger: onaction`, when the user walks on the layer, an alert message will be displayed at the bottom of the screen:
<figcaptionclass="figure-caption">Jitsi meet will only open if the user clicks Space</figcaption>
</figure>
If you set `jitsiTriggerMessage: your message action` you can edit alert message displayed. If is not defined, the default message displayed is 'Press on SPACE to enter in jitsi meet room'.
## Customizing your "Jitsi meet"
Your Jitsi meet experience can be customized using Jitsi specific config options. The `jitsiConfig` and `jitsiInterfaceConfig` properties can be used on the Jitsi layer to change the way Jitsi looks and behaves. Those 2 properties are accepting a JSON string.
For instance, use `jitsiConfig: { "startWithAudioMuted": true }` to automatically mute the microphone when someone enters a room. Or use `jitsiInterfaceConfig: { "DEFAULT_BACKGROUND": "#77ee77" }` to change the background color of Jitsi.
The `jitsiConfig` property will override the Jitsi [config.js](https://github.com/jitsi/jitsi-meet/blob/master/config.js) file
The `jitsiInterfaceConfig` property will override the Jitsi [interface_config.js](https://github.com/jitsi/jitsi-meet/blob/master/interface_config.js) file
<divclass="alert alert-warning">If your customizations are not working:
<ul>
<li>First, check that the JSON you are entering is valid. Take a look at the console in your browser. If the JSON string is invalid, you should see a warning.</li>
<li>Then, check that the JSON you are using is matching the version of Jitsi used.</li>
</ul>
</div>
## Granting moderator controls in Jitsi
{.alert.alert-info}
Moderator controls are linked to member tags. You need a pro account to edit member tags.
You can grant moderator rights to some of your members. Jitsi moderators can:
* Publish a Jitsi meeting on Youtube Live (you will need a Youtube Live account)
* Record a meeting to Dropbox (you will need a Dropbox account)
* Mute someone
* Mute everybody expect one speaker
* Kick users out of the meeting
In order to grant moderator rights to a given user, you can add a `jitsiRoomAdminTag` property to your Jitsi layer. For instance, if you write a property:
jitsiRoomAdminTag: speaker
then, any of your member with the `speaker` tag will be automatically granted moderator rights over this Jitsi instance.
You can read more about [managing member tags in the admin documentation](/admin-guide/manage-members).
## Using another Jitsi server
WorkAdventure usually comes with a default Jitsi meet installation. If you are using the online version at `workadventu.re`, we are handling a Jitsi meet cluster for you. If you are running the self-hosted version of WorkAdventure, the administrator probably set up a Jitsi meet instance too.
You have the possibility, in your map, to override the Jitsi meet instance that will be used by default. This can be useful for regulatory reasons. Maybe your company wants to keep control on the video streams and therefore, wants to self-host a Jitsi instance? Or maybe you want to use a very special configuration or very special version of Jitsi?
Use the `jitsiUrl` property to in the Jitsi layer to specify the Jitsi instance that should be used. Beware, `jitsiUrl` takes in parameter a **domain name**, without the protocol. So you should use:
`jitsiUrl: meet.jit.si`
and not
`jitsiUrl: https://meet.jit.si`
{.alert.alert-info}
When you use `jitsiUrl`, the targeted Jitsi instance must be public. You cannot use moderation features or the JWT
tokens authentication with maps configured using the `jitsiUrl` property.
[Building your map - Opening a website](https://www.youtube.com/watch?v=Me8cu5lLN3A)
## The openWebsite property
On your map, you can define special zones. When a player will pass over these zones, a website will open (as an iframe
on the right side of the screen)
In order to create a zone that opens websites:
* You must create a specific layer.
* In layer properties, you MUST add a "`openWebsite`" property (of type "`string`"). The value of the property is the URL of the website to open (the URL must start with "https://")
* You may also use "`openWebsiteWidth`" property (of type "`int`" or "`float`" between 0 and 100) to control the width of the iframe.
* You may also use "`openTab`" property (of type "`string`") to open in a new tab instead.
{.alert.alert-warning}
A website can explicitly forbid another website from loading it in an iFrame using
the [X-Frame-Options HTTP header](https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/X-Frame-Options).
## Integrating a Youtube video
A common use case is to use `openWebsite` to open a Youtube video.
The global Youtube page cannot be embedded into an iFrame (it has the `X-Frame-Options` HTTP header).
To embed a Youtube video, be sure to **use the "embed" link**. You can get this link be clicking "Share > Embed" in Youtube.
<figcaptionclass="figure-caption">The iFrame will only open if the user clicks Space</figcaption>
</figure>
If you set `openWebsiteTriggerMessage: your message action` you can edit alert message displayed. If is not defined, the default message displayed is 'Press on SPACE to open the web site'.
### Setting the iFrame "allow" attribute
By default, iFrames have limited rights in browsers. For instance, they cannot put their content in fullscreen, they cannot start your webcam, etc...
If you want to grant additional access rights to your iFrame, you should use the `openWebsitePolicy` property. The value of this property will be directly used for the [`allow` atttribute of your iFrame](https://developer.mozilla.org/en-US/docs/Web/HTTP/Feature_Policy/Using_Feature_Policy#the_iframe_allow_attribute).
For instance, if you want an iFrame to be able to go in fullscreen, you will use the property `openWebsitePolicy: fullscreen`
<figcaptionclass="figure-caption">The generated iFrame will have the allow attribute set to: <code><iframe allow="fullscreen"></code></figcaption>
</figure>
### Open a Jitsi with a co-website
Cowebsites allow you to have several sites open at the same time.
If you want to open a Jitsi and another page it's easy!
You have just to [add a Jitsi to the map](meeting-rooms.md) and [add a co-website](opening-a-website.md#the-openwebsite-property) on the same layer.
[Building your map - Special zones](https://www.youtube.com/watch?v=z7XLo06o-ow)
On your map, you can define special silent zones where nobody is allowed to talk. In these zones, users will not speak to each others, even if they are next to each others.
In order to create a silent zone:
* You must create a specific layer.
* In layer properties, you MUST add a boolean "`silent`" property. If the silent property is checked, the users are entering the silent zone when they walk on any tile of the layer.
## Playing sounds or background music
Your map can define special zones where a sound or background music will automatically be played.
In order to create a zone that triggers sounds/music:
* You must create a specific layer.
* In layer properties, you MUST add a "`playAudio`" property. The value of the property is a URL to an MP3 file that will be played. The URL can be relative to the URL of the map.
* You may use the boolean property "`audioLoop`" to make the sound loop (thanks captain obvious).
* If the "`audioVolume`" property is set, the audio player uses either the value of the property or the last volume set by the user - whichever is smaller. This property is a float from 0 to 1.0
{.alert.alert-info}
"`playAudioLoop`" is deprecated and should not be used anymore.
The easiest way to get started with writing scripts in Typescript is to use the
[Github map starter kit repository](https://github.com/thecodingmachine/workadventure-map-starter-kit). It comes with
Typescript enabled. If you are **not** using the "map starter kit", this page explains how to add Typescript to your
own scripts.
## The short story
In this page, we will assume you already know Typescript and know how to set it up with Webpack.
To work with the scripting API in Typescript, you will need the typings of the `WA` object. These typings can be downloaded from the `@workadventure/iframe-api-typings` package.
Furthermore, you need to make the global `WA` object available. To do this, edit the entry point of your project (usually, it is a file called `index.ts` in the root directory).
From there, you should be able to use Typescript in your project.
## The long story
Below is a step by step guide explaining how to set up Typescript + Webpack along your WorkAdventure map.
In your map directory, start by adding a `package.json` file. This file will contain dependencies on Webpack, Typescript and the Workadventure typings:
**package.json**
```json
{
"devDependencies": {
"@workadventure/iframe-api-typings": "^1.2.1",
"eslint": "^7.24.0",
"html-webpack-plugin": "^5.3.1",
"ts-loader": "^8.1.0",
"ts-node": "^9.1.1",
"typescript": "^4.2.4",
"webpack": "^5.31.2",
"webpack-cli": "^4.6.0",
"webpack-dev-server": "^3.11.2",
"webpack-merge": "^5.7.3"
},
"scripts": {
"start": "webpack serve --open",
"build": "webpack --config webpack.prod.js",
}
}
```
You can now install the dependencies:
```console
$ npm install
```
We now need to add a Webpack configuration file (for development mode). This Webpack file will:
* Start a local webserver that will be in charge of serving the map
* Compile Typescript into Javascript and serve it automatically
The first comment line is important in order to get `WA` typings.
Now, you can start Webpack in dev mode!
```console
$ npm run start
```
This will automatically compile Typescript, and serve it (along the map) on your local webserver (so at `http://localhost:8080/script.js`). Please note that the `script.js` file is never written to the disk. So do not worry if you don't see it appearing, you need to "build" it to actually write it to the disk.
Final step, you must reference the script inside your map, by adding a `script` property at the root of your map:
We now have a correct development setup. But we still need to be able to build the production script from Typescript files. We are not going to use the development server in production. To do this, we will add an additional `webpack.prod.js` file.
**webpack.prod.js**
```javascript
const { merge } = require('webpack-merge');
const common = require('./webpack.config.js');
module.exports = merge(common, {
mode: 'production',
devtool: 'source-map'
});
```
This file will simply switch the Webpack config file in "production" mode. You can simply run:
```console
$ npm run build
```
and the `script.js` file will be generated in the `dist/` folder. Beware, you will need to move it at the root of map for it to be read by the map.
The name of the variable is the name of the object.
The object **type** MUST be **variable**.
You can set a default value for the object in the `default` property.
## Persisting variables state
Use the `persist` property to save the state of the variable in database. If `persist` is false, the variable will stay
in the memory of the WorkAdventure servers but will be wiped out of the memory as soon as the room is empty (or if the
server restarts).
{.alert.alert-info}
Do not use `persist` for highly dynamic values that have a short life spawn.
## Managing access rights to variables
With `readableBy` and `writableBy`, you control who can read of write in this variable. The property accepts a string
representing a "tag". Anyone having this "tag" can read/write in the variable.
{.alert.alert-warning}
`readableBy` and `writableBy` are specific to the "online" version of WorkAdventure because the notion of tags
is not available unless you have an "admin" server (that is not part of the self-hosted version of WorkAdventure).
In a future release, the `jsonSchema` property will contain [a complete JSON schema](https://json-schema.org/) to validate the content of the variable.
Trying to set a variable to a value that is not compatible with the schema will fail.
## Using variables
There are plenty of ways to use variables in WorkAdventure:
- Using the [scripting API](api-state.md), you can read, edit or track the content of variables.
- Using the [Action zones](https://workadventu.re/map-building-extra/generic-action-zones.md), you can set the value of a variable when someone is entering or leaving a zone
- By [binding variable values to properties in the map](https://workadventu.re/map-building-extra/variable-to-property-binding.md)
- By [using automatically generated configuration screens](https://workadventu.re/map-building-extra/automatic-configuration.md) to create forms to edit the value of variables
In general, variables can be used by third party libraries that you can embed in your map to add extra features.
A good example of such a library is the ["Scripting API Extra" library](https://workadventu.re/map-building-extra/about.md)
<figcaptionclass="figure-caption">"floorLayer" is compulsory</figcaption>
</figure>
</div>
## Building walls and "collidable" areas
[Building your map - Collides](https://www.youtube.com/watch?v=qTK50ymhMIE)
By default, the characters can traverse any tiles. If you want to prevent your character from going through a tile (like a wall or a desktop), you must make this tile "collidable". You can do this by settings the `collides` property on a given tile.
To make a tile "collidable", you should:
1. select the relevant tileset and switch to "edit" mode:
<labelid="label-audioplayer_decrease_while_talking"for="audioplayer_decrease_while_talking"title="decrease background volume by 50% when entering conversations">
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