this.name = name;
this.connections = [connection];
this.team = no_team;
+ this.active = true;
}
add_connection(connection) {
/* 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) {
this.id = id;
this.players = [];
this.players_by_session = {};
+ this.active_players = 0;
this.next_player_id = 1;
this.teams = [];
this.state = {
}
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;
- const player = new Player(id, session.id, session.nickname, connection);
+ if (nickname === "")
+ nickname = "Guest";
+ const nickname_orig = nickname;
+
+ /* Ensure we don't have a name collision with a previous player. */
+ let unique_suffix = 1;
+ while (this.players.find(player => player.name === nickname))
+ {
+ nickname = `${nickname_orig}${unique_suffix.toString().padStart(2, '0')}`;
+ unique_suffix++;
+ }
+
+ const player = new Player(id, session.id, nickname, connection);
/* 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.active_players++;
this.next_player_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 assigned (if any). */
+ if (! this.first_move) {
+ const have_players = Array(this.teams.length).fill(false);
+ this.players.forEach(p => {
+ if (p.team.id !== undefined)
+ have_players[p.team.id] = true;
+ });
+ const first_empty = have_players.findIndex(i => i === false);
+ this.assign_player_to_team_perhaps(player, this.teams[first_empty]);
+ }
+
return player;
}
remove_player_connection(player, connection) {
const remaining = player.remove_connection(connection);
if (remaining === 0) {
+ player.active = false;
+ this.active_players--;
const player_data = JSON.stringify({ id: player.id });
- this.players.filter(p => p !== player);
- delete this.players_by_session[player.session_id];
this.broadcast_event("player-exit", player_data);
}
}
this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
}
+ broadcast_event_object(type, obj) {
+ 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 = {
/* And the player-info event. */
response.write(`event: player-info\ndata: ${player.info_json()}\n\n`);
- /* As well as player-enter events for all existing players. */
- this.players.filter(p => p !== player).forEach(p => {
+ /* As well as player-enter events for all existing, active players. */
+ this.players.filter(p => p !== player && p.active).forEach(p => {
response.write(`event: player-enter\ndata: ${p.info_json()}\n\n`);
});
/* 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);
- response.write(`event: game-state\ndata: ${state_json}\n\n`);
+ response.write(`event: game-state\ndata: ${this.game_state_json()}\n\n`);
}
}
}
broadcast_move(move) {
- this.broadcast_event("move", move);
+ this.broadcast_event("move", JSON.stringify(move));
}
}