express: app
});
-/* Load each of our game mini-apps. */
+/* Load each of our game mini-apps.
+ *
+ * Each "engine" we load here must have a property .Game on the
+ * exports object that should be a class that extends the common base
+ * class Game.
+ *
+ * In turn, each engine's Game must have the following properties:
+ *
+ * .meta: An object with .name and .identifier properties.
+ *
+ * Here, .name is a string giving a human-readable name
+ * for the game, such as "Tic Tac Toe" while .identifier
+ * is the short, single-word, all-lowercase identifier
+ * that is used in the path of the URL, such as
+ * "tictactoe".
+ *
+ * .router: An express Router object
+ *
+ * Any game-specific routes should already be on the
+ * router. Then, LMNO will add common routes including:
+ *
+ * / Serves <identifier>-game.html template
+ *
+ * /player Allows client to set name or team
+ *
+ * /events Serves a stream of events. Game can override
+ * the handle_events method, call super() first,
+ * and then have code to add custom events.
+ *
+ * /moves Receives move data from clients. This route
+ * is only added if the Game class has an
+ * add_move method.
+ */
const engines = {
- empires: require("./empires"),
- tictactoe: require("./tictactoe")
+ empires: require("./empires").Game,
+ tictactoe: require("./tictactoe").Game
};
class LMNO {
const engine = engines[engine_name];
- const game = new engine.Game(id);
+ const game = new engine(id);
this.games[id] = game;
/* Mount sub apps. only _after_ we have done all the middleware we need. */
for (let key in engines) {
const engine = engines[key];
- const router = engine.Game.router;
+ const router = engine.router;
/* Add routes that are common to all games. */
router.get('/', (request, response) => {
response.render(`${game.meta.identifier}-game.html`);
});
+ router.put('/player', (request, response) => {
+ const game = request.game;
+
+ game.handle_player(request, response);
+ });
+
router.get('/events', (request, response) => {
const game = request.game;
/* Further, add some routes conditionally depending on whether the
* engine provides specific, necessary methods for the routes. */
- if (engine.Game.prototype.add_move) {
+ if (engine.prototype.add_move) {
router.post('/move', (request, response) => {
const game = request.game;
const move = request.body.move;
+ const player = game.players[request.session.id];
+
+ /* Reject move if there is no player for this session. */
+ if (! player) {
+ response.json({legal: false, message: "No valid player from session"});
+ return;
+ }
- const legal = game.add_move(move);
+ const result = game.add_move(player, move);
- /* Inform this client whether the move was legal. */
- response.send(JSON.stringify(legal));
+ /* Feed move response back to the client. */
+ response.json(result);
/* And only if legal, inform all clients. */
- if (! legal)
+ if (! result.legal)
return;
game.broadcast_move(move);
}
/* And mount the whole router at the path for the game. */
- app.use(`/${engine.Game.meta.identifier}/[a-zA-Z0-9]{4}/`, router);
+ app.use(`/${engine.meta.identifier}/[a-zA-Z0-9]{4}/`, router);
}
app.listen(4000, function () {