this._players = [];
this.next_player_id = 1;
this.characters_to_reveal = null;
- this.clients = [];
- this.next_client_id = 1;
this.state = GameState.JOIN;
/* Send a comment to every connected client every 15 seconds. */
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) {
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'));
- }
-
- /* 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`);
- }
-
game_state_event_data(old_state, new_state) {
var old_state_name;
if (old_state)
this.broadcast_state_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 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);
- }
+ handle_events(request, response) {
- 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);
- }
+ super.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;
- }
+ /* 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);
+ }
- /* Add this new client to our list of clients. */
- const id = game.add_client(response);
+ if (this._players.length > 0) {
+ const players_json = JSON.stringify(this.players);
+ const players_data = `event: players\ndata: ${players_json}\n\n`;
+ response.write(players_data);
+ }
+
+ /* 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 <= this.state; state++) {
+ var event_data = this.game_state_event_data(old_state, state);
+ response.write("event: game-state\n" + "data: " + event_data + "\n\n");
+ old_state = state;
+ }
+ }
- /* And queue up cleanup to be triggered on client close. */
- request.on('close', () => {
- game.remove_client(id);
- });
}
router.get('/', (request, response) => {
+ const game = request.game;
+
if (! request.session.nickname)
- response.render('choose-nickname.html', { game_name: "Empires" });
+ response.render('choose-nickname.html', { game_name: game.meta.name });
else
response.render('empires-game.html');
});
if (request.body.name)
name = request.body.name;
- game.add_player(name, request.body.character);
- response.send();
+ const player = game.add_player(name, request.body.character);
+ response.send(JSON.stringify(player.id));
});
router.post('/deregister/:id', (request, response) => {
response.send(game.players);
});
-router.get('/events', handle_events);
+router.get('/events', (request, response) => {
+ const game = request.game;
+ game.handle_events(request, response);
+});
exports.router = router;
exports.name = engine_name;
exports.Game = Empires;
+
+Empires.meta = {
+ name: "Empires"
+};
+
+exports.meta = Empires.meta;