const express = require("express");
-const cors = require("cors");
-const body_parser = require("body-parser");
-const path = require("path");
+const Game = require("./game.js");
-const app = express();
-app.use(cors());
-app.use(body_parser.urlencoded({ extended: false }));
-app.use(body_parser.json());
-
-const GameState = {
+const GamePhase = {
JOIN: 1,
REVEAL: 2,
CAPTURE: 3,
}
}
-class Game {
- constructor() {
+class Empires extends Game {
+ constructor(id) {
+ super(id);
+ this._spectators = [];
+ this.next_spectator_id = 1;
this._players = [];
- this.characters_to_reveal = null;
this.next_player_id = 1;
- this.clients = [];
- this.next_client_id = 1;
- this.state = GameState.JOIN;
+ this.characters_to_reveal = null;
+ this.phase = GamePhase.JOIN;
+ }
+
+ 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);
- /* Send a comment to every connected client every 15 seconds. */
- setInterval(() => {this.broadcast_string(":");}, 15000);
+ this.broadcast_event("spectator-leave", `{"id": ${id}}`);
}
- add_player(name, character) {
+ register_player(name, character) {
const new_player = {id: this.next_player_id,
name: name,
character: character,
want. */
const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
this.broadcast_event("player-join", player_data);
+
+ return new_player;
}
remove_player(id) {
this.characters_to_reveal = null;
this.next_player_id = 1;
- this.change_state(GameState.JOIN);
+ this.change_phase(GamePhase.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) {
+ /* Don't try to reveal anything if we aren't in the reveal phase. */
+ if (this.phase != GamePhase.REVEAL) {
clearInterval(this.reveal_interval);
return;
}
}
reveal() {
- this.change_state(GameState.REVEAL);
+ this.change_phase(GamePhase.REVEAL);
if (this.characters_to_reveal === null) {
this.characters_to_reveal = [];
}
start() {
- this.change_state(GameState.CAPTURE);
+ this.change_phase(GamePhase.CAPTURE);
}
capture(captor_id, captee_id) {
return this._players.map(player => ({id: player.id, captures: player.captures}));
}
- get players() {
- return this._players.map(player => ({id: player.id, name: player.name }));
- }
-
- add_client(response) {
- const id = this.next_client_id;
- this.clients.push({id: id,
- response: response});
- this.next_client_id++;
-
- return id;
- }
-
- remove_client(id) {
- this.clients = this.clients.filter(client => client.id !== id);
- }
-
- /* Send a string to all clients */
- broadcast_string(str) {
- this.clients.forEach(client => client.response.write(str + '\n'));
+ get spectators() {
+ /* We return only "id" and "name" here (specifically not session_id!). */
+ return this._spectators.map(spectator => ({
+ id: spectator.id,
+ name: spectator.name
+ }));
}
- /* Send an event to all clients.
- *
- * 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: ${data}\n`);
+ /* The base class recently acquired Game.players which works like
+ * Empires.spectators, (and meanwhile the Empires._players
+ * functionality could perhaps be reworked into
+ * Game.players[].team). Until we do that rework, lets use
+ * .registered_players as the getter for the Empires-specific
+ * ._players property to avoid mixing it up with the distinct
+ * Game.players property. */
+ get registered_players() {
+ return this._players.map(player => ({id: player.id, name: player.name }));
}
- game_state_event_data(old_state, new_state) {
- var old_state_name;
- if (old_state)
- old_state_name = GameState.properties[old_state].name;
+ game_phase_event_data(old_phase, new_phase) {
+ var old_phase_name;
+ if (old_phase)
+ old_phase_name = GamePhase.properties[old_phase].name;
else
- old_state_name = "none";
- const new_state_name = GameState.properties[new_state].name;
+ old_phase_name = "none";
+ const new_phase_name = GamePhase.properties[new_phase].name;
- return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
+ return `{"old_phase":"${old_phase_name}","new_phase":"${new_phase_name}"}`;
}
- /* Inform clients about a state change. */
- broadcast_state_change() {
- const event_data = this.game_state_event_data(this.old_state, this.state);
- this.broadcast_event("game-state", event_data);
+ /* Inform clients about a phase change. */
+ broadcast_phase_change() {
+ const event_data = this.game_phase_event_data(this.old_phase, this.phase);
+ this.broadcast_event("game-phase", event_data);
}
- /* Change game state and broadcast the change to all clients. */
- change_state(state) {
+ /* Change game phase and broadcast the change to all clients. */
+ change_phase(phase) {
/* Do nothing if there is no actual change happening. */
- if (state === this.state)
+ if (phase === this.phase)
return;
- this.old_state = this.state;
- this.state = state;
+ this.old_phase = this.phase;
+ this.phase = phase;
- this.broadcast_state_change();
+ this.broadcast_phase_change();
}
-}
-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",
- "Connection": "keep-alive",
- "Cache-Control": "no-cache"
- };
- response.writeHead(200, headers);
-
- /* Now that a client has connected, first we need to stream all of
- * the existing players (if any). */
- if (game._players.length > 0) {
- const players_json = JSON.stringify(game.players);
- const players_data = `event: players\ndata: ${players_json}\n\n`;
- response.write(players_data);
- }
+ handle_events(request, response) {
- /* And we need to inform the client of the current game state.
- *
- * In fact, we need to cycle through each state transition from the
- * beginning so the client can see each.
- */
- var old_state = null;
- for (var state = GameState.JOIN; state <= game.state; state++) {
- var event_data = game.game_state_event_data(old_state, state);
- response.write("event: game-state\n" + "data: " + event_data + "\n\n");
- old_state = state;
- }
+ super.handle_events(request, response);
+
+ /* Now that a client has connected, first we need to stream all of
+ * the existing spectators and players (if any). */
+ if (this._spectators.length > 0) {
+ const spectators_json = JSON.stringify(this.spectators);
+ const spectators_data = `event: spectators\ndata: ${spectators_json}\n\n`;
+ response.write(spectators_data);
+ }
+
+ if (this._players.length > 0) {
+ const players_json = JSON.stringify(this.registered_players);
+ const players_data = `event: players\ndata: ${players_json}\n\n`;
+ response.write(players_data);
+ }
- /* Add this new client to our list of clients. */
- const id = game.add_client(response);
+ /* And we need to inform the client of the current game phase.
+ *
+ * In fact, we need to cycle through each phase transition from the
+ * beginning so the client can see each.
+ */
+ var old_phase = null;
+ for (var phase = GamePhase.JOIN; phase <= this.phase; phase++) {
+ var event_data = this.game_phase_event_data(old_phase, phase);
+ response.write("event: game-phase\n" + "data: " + event_data + "\n\n");
+ old_phase = phase;
+ }
+ }
- /* And queue up cleanup to be triggered on client close. */
- request.on('close', () => {
- game.remove_client(id);
- });
}
-app.get('/', (request, response) => {
- response.sendFile(path.join(__dirname, './game.html'));
+Empires.router = express.Router();
+const router = Empires.router;
+
+router.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.post('/register', (request, response) => {
+router.delete('/spectator/:id', (request, response) => {
const game = request.game;
- game.add_player(request.body.name, request.body.character);
+ game.remove_spectator(parseInt(request.params.id));
response.send();
});
-app.post('/deregister/:id', (request, response) => {
+router.post('/register', (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 player = game.register_player(name, request.body.character);
+ response.send(JSON.stringify(player.id));
+});
+
+router.post('/deregister/:id', (request, response) => {
const game = request.game;
game.remove_player(parseInt(request.params.id));
response.send();
});
-app.post('/reveal', (request, response) => {
+router.post('/reveal', (request, response) => {
const game = request.game;
game.reveal();
response.send();
});
-app.post('/start', (request, response) => {
+router.post('/start', (request, response) => {
const game = request.game;
game.start();
response.send();
});
-app.post('/reset', (request, response) => {
+router.post('/reset', (request, response) => {
const game = request.game;
game.reset();
response.send();
});
-app.post('/capture/:captor/:captee', (request, response) => {
+router.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) => {
+router.post('/liberate/:id', (request, response) => {
const game = request.game;
game.liberate(parseInt(request.params.id));
response.send();
});
-app.post('/restart', (request, response) => {
+router.post('/restart', (request, response) => {
const game = request.game;
game.restart(parseInt(request.params.id));
response.send();
});
-app.get('/characters', (request, response) => {
+router.get('/characters', (request, response) => {
const game = request.game;
response.send(game.characters);
});
-app.get('/empires', (request, response) => {
+router.get('/empires', (request, response) => {
const game = request.game;
response.send(game.empires);
});
-app.get('/players', (request, response) => {
+router.get('/spectators', (request, response) => {
const game = request.game;
- response.send(game.players);
+ response.send(game.spectators);
});
-app.get('/events', handle_events);
+router.get('/players', (request, response) => {
+ const game = request.game;
+ response.send(game.registered_players);
+});
+
+Empires.meta = {
+ name: "Empires",
+ identifier: "empires"
+};
-exports.app = app;
-exports.Game = Game;
+exports.Game = Empires;