+
+ add_player(session, connection) {
+ /* First see if we already have a player object for this session. */
+ const existing = this.players_by_session[session.id];
+ if (existing) {
+ existing.add_connection(connection);
+ return existing;
+ }
+
+ /* No existing player. Add a new one. */
+ const id = this.next_player_id;
+ let nickname = session.nickname;
+ if (nickname === "")
+ nickname = "Guest";
+ const nickname_orig = nickname;
+
+ /* Ensure we don't have a name collision with a previous player. */
+ let unique_suffix = 1;
+ while (this.players.find(player => player.name === nickname))
+ {
+ nickname = `${nickname_orig}${unique_suffix.toString().padStart(2, '0')}`;
+ unique_suffix++;
+ }
+
+ const player = new Player(id, session.id, nickname, connection);
+
+ /* Broadcast before adding player to list (to avoid announcing the
+ * new player to itself). */
+ const player_data = JSON.stringify({ id: player.id, name: player.name });
+ this.broadcast_event("player-enter", player_data);
+
+ this.players.push(player);
+ this.players_by_session[session.id] = player;
+ this.next_player_id++;
+
+ /* After adding the player to the list, and if we are already past
+ * the first move, assign this player to the first team that
+ * doesn't already have a player assigned (if any). */
+ if (! this.first_move) {
+ const have_players = Array(this.teams.length).fill(false);
+ this.players.forEach(p => {
+ if (p.team.id !== undefined)
+ have_players[p.team.id] = true;
+ });
+ const first_empty = have_players.findIndex(i => i === false);
+ this.assign_player_to_team_perhaps(player, this.teams[first_empty]);
+ }
+
+ return player;
+ }
+
+ /* Drop a connection object from a player, and if it's the last one,
+ * then drop that player from the game's list of players. */
+ remove_player_connection(player, connection) {
+ const remaining = player.remove_connection(connection);
+ if (remaining === 0) {
+ const player_data = JSON.stringify({ id: player.id });
+ this.players.filter(p => p !== player);
+ delete this.players_by_session[player.session_id];
+ this.broadcast_event("player-exit", player_data);
+ }
+ }
+
+ /* Send a string to all players */
+ broadcast_string(str) {
+ this.players.forEach(player => player.send(str + '\n'));
+ }
+
+ /* Send an event to all players.
+ *
+ * An event has both a declared type and a separate data block.
+ * It also ends with two newlines (to mark the end of the event).
+ */
+ broadcast_event(type, data) {
+ this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
+ }
+
+ broadcast_event_object(type, obj) {
+ this.broadcast_event(type, JSON.stringify(obj));
+ }
+
+ handle_events(request, response) {
+ /* These headers will keep the connection open so we can stream events. */
+ const headers = {
+ "Content-type": "text/event-stream",
+ "Connection": "keep-alive",
+ "Cache-Control": "no-cache"
+ };
+ response.writeHead(200, headers);
+
+ /* Add this new player. */
+ const player = this.add_player(request.session, response);
+
+ /* And queue up cleanup to be triggered on client close. */
+ request.on('close', () => {
+ this.remove_player_connection(player, response);
+ });
+
+ /* Give the client the game-info event. */
+ const game_info_json = JSON.stringify({
+ id: this.id,
+ url: `${request.protocol}://${request.hostname}/${this.id}`
+ });
+ response.write(`event: game-info\ndata: ${game_info_json}\n\n`);
+
+ /* And the player-info event. */
+ response.write(`event: player-info\ndata: ${player.info_json()}\n\n`);
+
+ /* As well as player-enter events for all existing players. */
+ this.players.filter(p => p !== player).forEach(p => {
+ response.write(`event: player-enter\ndata: ${p.info_json()}\n\n`);
+ });
+
+ /* Finally, if this game class has a "state" property, stream that
+ * current state to the client. */
+ if (this.state) {
+ const state_json = JSON.stringify(this.state);
+ response.write(`event: game-state\ndata: ${state_json}\n\n`);
+ }
+ }
+
+ handle_player(request, response) {
+ const player = this.players_by_session[request.session.id];
+ const name = request.body.name;
+ const team_name = request.body.team;
+ var updated = false;
+ if (! player) {
+ response.sendStatus(404);
+ return;
+ }
+
+ if (name && (player.name !== name)) {
+ player.name = name;
+
+ /* In addition to setting the name within this game's player
+ * object, also set the name in the session. */
+ request.session.nickname = name;
+ request.session.save();
+
+ updated = true;
+ }
+
+ if (team_name !== null && (player.team.name !== team_name))
+ {
+ if (team_name === "") {
+ player.team = no_team;
+ updated = true;
+ } else {
+ const index = this.teams.findIndex(t => t.name === team_name);
+ if (index >= 0) {
+ player.team = this.teams[index];
+ updated = true;
+ }
+ }
+ }
+
+ if (updated)
+ this.broadcast_event("player-update", player.info_json());
+
+ response.send("");
+ }
+
+ broadcast_move(move) {
+ this.broadcast_event("move", JSON.stringify(move));
+ }
+