/* Base class providing common code for game engine implementations. */
class Game {
- constructor(name) {
- this.name = name;
+ constructor(id) {
+ this.id = id;
this.clients = [];
this.next_client_id = 1;
+
+ /* Send a comment to every connected client every 15 seconds. */
+ setInterval(() => {this.broadcast_string(":");}, 15000);
+ }
+
+ /* Suport for game meta-data.
+ *
+ * What we want here is an effectively static field that is
+ * accessible through either the class name (SomeGame.meta) or an
+ * instance (some_game.meta). To pull this off we do keep two copies
+ * of the data. But the game classes can just set SomeGame.meta once
+ * and then reference it either way.
+ */
+ static set meta(data) {
+ /* This allows class access (SomeGame.meta) via the get method below. */
+ this._meta = data;
+
+ /* While this allows access via an instance (some_game.meta). */
+ this.prototype.meta = data;
+ }
+
+ static get meta() {
+ return this._meta;
}
add_client(response) {
request.on('close', () => {
this.remove_client(id);
});
+
+ /* Give the client the game-info event. */
+ const game_info_json = JSON.stringify({
+ id: this.id,
+ url: `${request.protocol}://${request.hostname}/${this.id}`
+ });
+ response.write(`event: game-info\ndata: ${game_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`);
+ }
+ }
+
+ broadcast_move(move) {
+ this.broadcast_event("move", move);
}
}