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;
}
}
}
+/* 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) {
remove_player_connection(player, connection) {
const remaining = player.remove_connection(connection);
if (remaining === 0) {
+ player.active = false;
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);
}
}
/* 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);
+ const state_json = JSON.stringify(this.state, stringify_replacer);
response.write(`event: game-state\ndata: ${state_json}\n\n`);
}
}