}
add_player(session, connection) {
+ let nickname = session.nickname;
+
/* First see if we already have a player object for this session. */
- const existing = this.players_by_session[session.id];
+ let existing = this.players_by_session[session.id];
+
+ /* Otherwise, see if we can match an inactive player by name. */
+ if (! existing) {
+ existing = this.players.find(player =>
+ player.name == nickname &&
+ ! player.active);
+ }
+
if (existing) {
+ if (! existing.active) {
+ /* If we're re-activating a previously idled player, then we
+ * need to alert everyone that this player is now back.
+ */
+ existing.active = true;
+ this.active_players++;
+ this.broadcast_event("player-enter", existing.info_json());
+ }
existing.add_connection(connection);
return existing;
}
/* No existing player. Add a new one. */
const id = this.next_player_id;
- let nickname = session.nickname;
if (nickname === "")
nickname = "Guest";
const nickname_orig = nickname;
/* Broadcast before adding player to list (to avoid announcing the
* new player to itself). */
- const player_data = JSON.stringify({ id: player.id, name: player.name });
- this.broadcast_event("player-enter", player_data);
+ this.broadcast_event("player-enter", player.info_json());
this.players.push(player);
this.players_by_session[session.id] = player;
this.broadcast_event(type, JSON.stringify(obj));
}
+ game_state_json() {
+ return JSON.stringify(this.state, stringify_replacer);
+ }
+
handle_events(request, response) {
/* These headers will keep the connection open so we can stream events. */
const headers = {
/* 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, stringify_replacer);
- response.write(`event: game-state\ndata: ${state_json}\n\n`);
+ response.write(`event: game-state\ndata: ${this.game_state_json()}\n\n`);
}
}