/* Returns the number of remaining connections after this one is removed. */
remove_connection(connection) {
- this.connections.filter(c => c !== connection);
+ this.connections = this.connections.filter(c => c !== connection);
return this.connections.length;
}
return JSON.stringify({
id: this.id,
name: this.name,
- team: this.team.name
+ team: this.team.name,
+ score: this.score
});
}
}
+/* This replacer function allows for JSON.stringify to give results
+ * for objects of various types that are used in game state.
+ */
+function stringify_replacer(key, value) {
+ if (typeof value === 'object' && value instanceof Set) {
+ return [...value];
+ }
+ return value;
+}
+
/* Base class providing common code for game engine implementations. */
class Game {
constructor(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 aissgned (if any). */
+ * 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 => {
/* 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);
+ const state_json = JSON.stringify(this.state, stringify_replacer);
response.write(`event: game-state\ndata: ${state_json}\n\n`);
}
}