const express = require("express");
const cors = require("cors");
const body_parser = require("body-parser");
+const path = require("path");
+const nunjucks = require("nunjucks");
const app = express();
app.use(cors());
+app.use(body_parser.urlencoded({ extended: false }));
+app.use(body_parser.json());
+
+nunjucks.configure("templates", {
+ autoescape: true,
+ express: app
+});
const GameState = {
JOIN: 1,
class Game {
constructor() {
+ this._spectators = [];
+ this.next_spectator_id = 1;
this._players = [];
- this.characters_to_reveal = null;
this.next_player_id = 1;
+ this.characters_to_reveal = null;
this.clients = [];
this.next_client_id = 1;
this.state = GameState.JOIN;
setInterval(() => {this.broadcast_string(":");}, 15000);
}
+ add_spectator(name, session_id) {
+ /* Don't add another spectator that matches an existing session. */
+ const existing = this._spectators.findIndex(
+ spectator => spectator.session_id === session_id);
+ if (existing >= 0)
+ return existing.id;
+
+ const new_spectator = {id: this.next_spectator_id,
+ name: name,
+ session_id: session_id
+ };
+ this._spectators.push(new_spectator);
+ this.next_spectator_id++;
+ this.broadcast_event("spectator-join", JSON.stringify(new_spectator));
+
+ return new_spectator.id;
+ }
+
+ remove_spectator(id) {
+ const index = this._spectators.findIndex(spectator => spectator.id === id);
+ this._spectators.splice(index, 1);
+
+ this.broadcast_event("spectator-leave", `{"id": ${id}}`);
+ }
+
add_player(name, character) {
const new_player = {id: this.next_player_id,
name: name,
this.change_state(GameState.JOIN);
+ this.broadcast_event("spectators", "{}");
this.broadcast_event("players", "{}");
}
reveal_next() {
+ /* Don't try to reveal anything if we aren't in the reveal state. */
+ if (this.state != GameState.REVEAL) {
+ clearInterval(this.reveal_interval);
+ return;
+ }
+
if (this.reveal_index >= this.characters_to_reveal.length) {
clearInterval(this.reveal_interval);
this.broadcast_event("character-reveal", '{"character":""}');
return this._players.map(player => ({id: player.id, captures: player.captures}));
}
+ get spectators() {
+ /* We return only "id" and "name" here (specifically not session_id!). */
+ return this._spectators.map(spectator => ({
+ id: spectator.id,
+ name: spectator.name
+ }));
+ }
+
get players() {
return this._players.map(player => ({id: player.id, name: player.name }));
}
}
}
-const game = new Game();
-
-app.use(body_parser.urlencoded({ extended: false }));
-app.use(body_parser.json());
-
function handle_events(request, response) {
+ const game = request.game;
/* These headers will keep the connection open so we can stream events. */
const headers = {
"Content-type": "text/event-stream",
response.writeHead(200, headers);
/* Now that a client has connected, first we need to stream all of
- * the existing players (if any). */
+ * the existing spectators and players (if any). */
+ if (game._spectators.length > 0) {
+ const spectators_json = JSON.stringify(game.spectators);
+ const spectators_data = `event: spectators\ndata: ${spectators_json}\n\n`;
+ response.write(spectators_data);
+ }
+
if (game._players.length > 0) {
const players_json = JSON.stringify(game.players);
const players_data = `event: players\ndata: ${players_json}\n\n`;
}
app.get('/', (request, response) => {
- response.send('Hello World!');
+ if (! request.session.nickname)
+ response.render('choose-nickname.html');
+ else
+ response.render('empires-game.html');
+});
+
+app.post('/spectator', (request, response) => {
+ const game = request.game;
+ var name = request.session.nickname;
+
+ /* If the request includes a name, that overrides the session nickname. */
+ if (request.body.name)
+ name = request.body.name;
+
+ const id = game.add_spectator(name, request.session.id);
+ response.send(JSON.stringify(id));
+});
+
+app.delete('/spectator/:id', (request, response) => {
+ const game = request.game;
+ game.remove_spectator(parseInt(request.params.id));
+ response.send();
});
app.post('/register', (request, response) => {
- game.add_player(request.body.name, request.body.character);
+ const game = request.game;
+ var name = request.session.nickname;;
+
+ /* If the request includes a name, that overrides the session nickname. */
+ if (request.body.name)
+ name = request.body.name;
+
+ game.add_player(name, request.body.character);
response.send();
});
app.post('/deregister/:id', (request, response) => {
+ const game = request.game;
game.remove_player(parseInt(request.params.id));
response.send();
});
app.post('/reveal', (request, response) => {
+ const game = request.game;
game.reveal();
response.send();
});
app.post('/start', (request, response) => {
+ const game = request.game;
game.start();
response.send();
});
app.post('/reset', (request, response) => {
+ const game = request.game;
game.reset();
response.send();
});
app.post('/capture/:captor/:captee', (request, response) => {
+ const game = request.game;
game.capture(parseInt(request.params.captor), parseInt(request.params.captee));
response.send();
});
app.post('/liberate/:id', (request, response) => {
+ const game = request.game;
game.liberate(parseInt(request.params.id));
response.send();
});
app.post('/restart', (request, response) => {
+ const game = request.game;
game.restart(parseInt(request.params.id));
response.send();
});
app.get('/characters', (request, response) => {
+ const game = request.game;
response.send(game.characters);
});
app.get('/empires', (request, response) => {
+ const game = request.game;
response.send(game.empires);
});
+app.get('/spectators', (request, response) => {
+ const game = request.game;
+ response.send(game.spectators);
+});
+
app.get('/players', (request, response) => {
+ const game = request.game;
response.send(game.players);
});
app.get('/events', handle_events);
-app.listen(3000, function () {
- console.log('Empires server listening on localhost:3000');
-});
+exports.app = app;
+exports.Game = Game;