const express = require("express");
-const cors = require("cors");
-const body_parser = require("body-parser");
+const Game = require("./game.js");
-const app = express();
-app.use(cors());
+const engine_name = "empires";
+
+const router = express.Router();
const GameState = {
JOIN: 1,
}
}
-class Game {
+class Empires extends Game {
constructor() {
+ super(engine_name);
+ 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.characters_to_reveal = null;
this.state = GameState.JOIN;
/* Send a comment to every connected client every 15 seconds. */
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", "{}");
}
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`);
+ get players() {
+ return this._players.map(player => ({id: player.id, name: player.name }));
}
game_state_event_data(old_state, new_state) {
this.broadcast_state_change();
}
-}
-const game = new Game();
-
-app.use(body_parser.urlencoded({ extended: false }));
-app.use(body_parser.json());
-
-function 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);
-
- /* 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);
- /* Add this new client to our list of clients. */
- const id = game.add_client(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.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);
- });
}
-app.post('/register', (request, response) => {
- game.add_player(request.body.name, request.body.character);
+router.get('/', (request, response) => {
+ if (! request.session.nickname)
+ response.render('choose-nickname.html', { game_name: "Empires" });
+ else
+ response.render('empires-game.html');
+});
+
+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));
+});
+
+router.delete('/spectator/:id', (request, response) => {
+ const game = request.game;
+ game.remove_spectator(parseInt(request.params.id));
+ response.send();
+});
+
+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;
+
+ game.add_player(name, request.body.character);
response.send();
});
-app.post('/deregister/:id', (request, response) => {
+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) => {
- response.send(game.players);
+router.get('/spectators', (request, response) => {
+ const game = request.game;
+ response.send(game.spectators);
});
-app.get('/events', handle_events);
+router.get('/players', (request, response) => {
+ const game = request.game;
+ response.send(game.players);
+});
-app.listen(3000, function () {
- console.log('Empires server listening on localhost:3000');
+router.get('/events', (request, response) => {
+ const game = request.game;
+ game.handle_events(request, response);
});
+
+exports.router = router;
+exports.name = engine_name;
+exports.Game = Empires;