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server.js
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server.js
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const path = require('path');
const { uniqueNamesGenerator, adjectives, colors, animals } = require('unique-names-generator');
const express = require('express');
const app = express();
const http = require('http');
const server = http.createServer(app);
const { Server } = require("socket.io");
const { createBrotliCompress } = require('zlib');
const { v4: uuidv4 } = require('uuid');
const io = new Server(server);
const DIST_DIR = path.join(__dirname, '/dist');
const HTML_FILE = path.join(DIST_DIR, 'index.html');
app.use(express.static(DIST_DIR));
app.get('/', (req, res) => {
res.sendFile(HTML_FILE);
});
let players = {};
let rooms = {};
const ROOM_COUNT = 1;
const PLAYER_COUNT = 4;
const TURN_TIME = 10 * 1000;
for (let i = 0; i < ROOM_COUNT; ++i) {
let a = uuidv4();
rooms[a] = {
id: a,
name: 'TestRoom_' + i,
currentTurn: 0,
sockets: [],
state: 'waiting'
};
console.log('created room: ' + a + ' name: ' + rooms[a].name);
}
const joinRoom = (socket, room) => {
console.log("Joined Room: " + socket.id + ' -> ' + room.id);
room.sockets.push(socket);
socket.join(room.id);
socket.roomId = room.id;
};
const leaveRooms = (socket) => {
for (const id in rooms) {
const room = rooms[id];
if (room.sockets.includes(socket)) {
socket.leave(id);
console.log("leaveRoom user: " + socket.id + ' from ' + id);
room.sockets = room.sockets.filter((item) => item !== socket);
}
if (room.sockets.length == 0) {
room.state = 'waiting';
}
}
};
function endTurn(data) {
let room = data['room']
for (const client of room.sockets) {
console.log('Sending endTurn to ' + client.id);
client.emit('endTurn');
}
}
function playTurn(room, callback) {
console.log('playTurn' + ' in ' + room.id);
var turnCount = room.sockets.length - 1;
console.log('turnCount = ' + turnCount + ' in ' + room.id);
console.log('currentTurn = ' + room.currentTurn + ' in ' + room.id);
if (room.currentTurn < turnCount) {
let origData = []
for (let i = 0; i < room.sockets.length; i++) {
origData.push(players[room.sockets[i].id].data);
}
for (let i = 0; i < room.sockets.length; i++) {
let srcIndex = 0;
if (i === 0) {
srcIndex = room.sockets.length - 1;
} else {
srcIndex = i - 1;
}
var data = origData[srcIndex];
players[room.sockets[i].id].data = Object.assign({}, data);
}
room.currentTurn += 1;
callback(false);
} else {
callback(true);
}
}
function printPlayers() {
for (const [key, value] of Object.entries(players)) {
console.log(key, value);
}
}
io.on('connection', (socket) => {
console.log('connected user: ' + socket.id);
socket.on('ready', () => {
console.log('ready to play ' + socket.id + ' in ' + socket.roomId);
let room = rooms[socket.roomId];
if (room.sockets.length === PLAYER_COUNT) {
room.currentTurn = 0;
room.state = 'inUse';
for (const client of room.sockets) {
client.emit('initGame');
}
setTimeout(endTurn, TURN_TIME, {'room': room});
}
});
socket.on('updateWork', (data) => {
let playerCount = 0;
let freshPlayerCount = 0
let matchRoom = null;
// Find all player ids in room
for (const id in rooms) {
let room = rooms[id];
if (room.sockets.includes(socket)) {
// Found matching room
matchRoom = room;
// Check if all players in room have 'fresh' state
for (const s of room.sockets) {
if (s.id === socket.id) {
players[s.id].state = 'fresh'
players[s.id].data = data;
}
if (players[s.id].state === 'fresh') {
freshPlayerCount += 1;
}
playerCount += 1;
}
}
}
if (playerCount === freshPlayerCount) {
playTurn(matchRoom, (endGame) => {
if (endGame === true) {
matchRoom.currentTurn = 0;
matchRoom.state = 'waiting';
let data = {};
for (const client of matchRoom.sockets) {
data[client.id] = players[client.id].data;
}
for (const client of matchRoom.sockets) {
client.emit('endGame', data);
}
} else {
for (const client of matchRoom.sockets) {
client.emit('beginTurn', players[client.id].data);
players[client.id].state = 'stale';
}
setTimeout(endTurn, TURN_TIME, {'room': matchRoom});
}
})
}
});
socket.on('getRoomNames', (data, callback) => {
const roomNames = [];
for (const roomId in rooms) {
const {name} = rooms[roomId];
const room = {name, roomId};
roomNames.push(room);
}
callback(roomNames);
});
socket.on('createRoom', (roomName, callback) => {
const room = {
id: uuid(), // generate a unique id for the new room, that way we don't need to deal with duplicates.
name: roomName,
currentTurn: 0,
sockets: []
};
rooms[room.id] = room;
// have the socket join the room they've just created.
joinRoom(socket, room);
callback();
});
socket.on('joinRoom', (callback) => {
let joined = false;
for (const roomId in rooms) {
console.log('checking availability for ' + socket.id + ' in room: ' + roomId);
let room = rooms[roomId];
if ((room.sockets.length < PLAYER_COUNT)
&& (room.state === 'waiting')) {
// Found availability in room
joinRoom(socket, room);
joined = true;
break;
}
}
callback(joined);
});
socket.on('leaveRoom', () => {
leaveRooms(socket);
});
//const randomName = uniqueNamesGenerator({ dictionaries: [adjectives, colors, animals] }); // big_red_donkey
const shortName = uniqueNamesGenerator({
dictionaries: [adjectives, animals, colors], // colors can be omitted here as not used
length: 2
});
// create a new player and add it to our players object
players[socket.id] = {
playerId: socket.id,
name: shortName,
state: 'stale',
data: null
};
// send the players object to the new player
socket.emit('currentPlayers', players);
// Introduce others to new player
socket.broadcast.emit('addPlayer', players[socket.id]);
socket.on('disconnect', function () {
console.log('disconnected user: ' + socket.id);
// Ask others to remove this player
io.emit('removePlayer', socket.id);
leaveRooms(socket);
// remove this player
delete players[socket.id];
});
});
const PORT = process.env.PORT || 8080;
server.listen(PORT, () => {
console.log('listening on *:' + PORT);
});