X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empires.js;h=38d892bde64620d7e4a6e4c0ff186f79813c222d;hb=6bc844ae075838dee697197884fc0f302e9bb9ed;hp=69fc7c233a64c146b40cff97bb6826cb3e01be29;hpb=0cd4f406b4ace0bc16d84adf4573f3a0d8084ad5;p=empires-server diff --git a/empires.js b/empires.js index 69fc7c2..38d892b 100644 --- a/empires.js +++ b/empires.js @@ -1,12 +1,9 @@ const express = require("express"); -const cors = require("cors"); -const body_parser = require("body-parser"); -const path = require("path"); +const Game = require("./game.js"); -const app = express(); -app.use(cors()); -app.use(body_parser.urlencoded({ extended: false })); -app.use(body_parser.json()); +const engine_name = "empires"; + +const router = express.Router(); const GameState = { JOIN: 1, @@ -36,19 +33,45 @@ function shuffle(a) { } } -class Game { +class Empires extends Game { constructor() { + super(engine_name); + this._spectators = []; + this.next_spectator_id = 1; this._players = []; - this.characters_to_reveal = null; this.next_player_id = 1; - this.clients = []; - this.next_client_id = 1; + this.characters_to_reveal = null; this.state = GameState.JOIN; /* Send a comment to every connected client every 15 seconds. */ setInterval(() => {this.broadcast_string(":");}, 15000); } + add_spectator(name, session_id) { + /* Don't add another spectator that matches an existing session. */ + const existing = this._spectators.findIndex( + spectator => spectator.session_id === session_id); + if (existing >= 0) + return existing.id; + + const new_spectator = {id: this.next_spectator_id, + name: name, + session_id: session_id + }; + this._spectators.push(new_spectator); + this.next_spectator_id++; + this.broadcast_event("spectator-join", JSON.stringify(new_spectator)); + + return new_spectator.id; + } + + remove_spectator(id) { + const index = this._spectators.findIndex(spectator => spectator.id === id); + this._spectators.splice(index, 1); + + this.broadcast_event("spectator-leave", `{"id": ${id}}`); + } + add_player(name, character) { const new_player = {id: this.next_player_id, name: name, @@ -62,6 +85,8 @@ class Game { want. */ const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player)); this.broadcast_event("player-join", player_data); + + return new_player; } remove_player(id) { @@ -78,6 +103,7 @@ class Game { this.change_state(GameState.JOIN); + this.broadcast_event("spectators", "{}"); this.broadcast_event("players", "{}"); } @@ -149,35 +175,16 @@ class Game { return this._players.map(player => ({id: player.id, captures: player.captures})); } - get players() { - return this._players.map(player => ({id: player.id, name: player.name })); + get spectators() { + /* We return only "id" and "name" here (specifically not session_id!). */ + return this._spectators.map(spectator => ({ + id: spectator.id, + name: spectator.name + })); } - add_client(response) { - const id = this.next_client_id; - this.clients.push({id: id, - response: response}); - this.next_client_id++; - - return id; - } - - remove_client(id) { - this.clients = this.clients.filter(client => client.id !== id); - } - - /* Send a string to all clients */ - broadcast_string(str) { - this.clients.forEach(client => client.response.write(str + '\n')); - } - - /* Send an event to all clients. - * - * An event has both a declared type and a separate data block. - * It also ends with two newlines (to mark the end of the event). - */ - broadcast_event(type, data) { - this.broadcast_string(`event: ${type}\ndata: ${data}\n`); + get players() { + return this._players.map(player => ({id: player.id, name: player.name })); } game_state_event_data(old_state, new_state) { @@ -208,115 +215,144 @@ class Game { this.broadcast_state_change(); } -} -function handle_events(request, response) { - const game = request.game; - /* These headers will keep the connection open so we can stream events. */ - const headers = { - "Content-type": "text/event-stream", - "Connection": "keep-alive", - "Cache-Control": "no-cache" - }; - response.writeHead(200, headers); - - /* Now that a client has connected, first we need to stream all of - * the existing players (if any). */ - if (game._players.length > 0) { - const players_json = JSON.stringify(game.players); - const players_data = `event: players\ndata: ${players_json}\n\n`; - response.write(players_data); - } + handle_events(request, response) { - /* And we need to inform the client of the current game state. - * - * In fact, we need to cycle through each state transition from the - * beginning so the client can see each. - */ - var old_state = null; - for (var state = GameState.JOIN; state <= game.state; state++) { - var event_data = game.game_state_event_data(old_state, state); - response.write("event: game-state\n" + "data: " + event_data + "\n\n"); - old_state = state; - } + super.handle_events(request, response); + + /* Now that a client has connected, first we need to stream all of + * the existing spectators and players (if any). */ + if (this._spectators.length > 0) { + const spectators_json = JSON.stringify(this.spectators); + const spectators_data = `event: spectators\ndata: ${spectators_json}\n\n`; + response.write(spectators_data); + } - /* Add this new client to our list of clients. */ - const id = game.add_client(response); + if (this._players.length > 0) { + const players_json = JSON.stringify(this.players); + const players_data = `event: players\ndata: ${players_json}\n\n`; + response.write(players_data); + } + + /* And we need to inform the client of the current game state. + * + * In fact, we need to cycle through each state transition from the + * beginning so the client can see each. + */ + var old_state = null; + for (var state = GameState.JOIN; state <= this.state; state++) { + var event_data = this.game_state_event_data(old_state, state); + response.write("event: game-state\n" + "data: " + event_data + "\n\n"); + old_state = state; + } + } - /* And queue up cleanup to be triggered on client close. */ - request.on('close', () => { - game.remove_client(id); - }); } -app.get('/', (request, response) => { - response.sendFile(path.join(__dirname, './game.html')); +router.get('/', (request, response) => { + if (! request.session.nickname) + response.render('choose-nickname.html', { game_name: "Empires" }); + else + response.render('empires-game.html'); +}); + +router.post('/spectator', (request, response) => { + const game = request.game; + var name = request.session.nickname; + + /* If the request includes a name, that overrides the session nickname. */ + if (request.body.name) + name = request.body.name; + + const id = game.add_spectator(name, request.session.id); + response.send(JSON.stringify(id)); }); -app.post('/register', (request, response) => { +router.delete('/spectator/:id', (request, response) => { const game = request.game; - game.add_player(request.body.name, request.body.character); + game.remove_spectator(parseInt(request.params.id)); response.send(); }); -app.post('/deregister/:id', (request, response) => { +router.post('/register', (request, response) => { + const game = request.game; + var name = request.session.nickname;; + + /* If the request includes a name, that overrides the session nickname. */ + if (request.body.name) + name = request.body.name; + + const player = game.add_player(name, request.body.character); + response.send(JSON.stringify(player.id)); +}); + +router.post('/deregister/:id', (request, response) => { const game = request.game; game.remove_player(parseInt(request.params.id)); response.send(); }); -app.post('/reveal', (request, response) => { +router.post('/reveal', (request, response) => { const game = request.game; game.reveal(); response.send(); }); -app.post('/start', (request, response) => { +router.post('/start', (request, response) => { const game = request.game; game.start(); response.send(); }); -app.post('/reset', (request, response) => { +router.post('/reset', (request, response) => { const game = request.game; game.reset(); response.send(); }); -app.post('/capture/:captor/:captee', (request, response) => { +router.post('/capture/:captor/:captee', (request, response) => { const game = request.game; game.capture(parseInt(request.params.captor), parseInt(request.params.captee)); response.send(); }); -app.post('/liberate/:id', (request, response) => { +router.post('/liberate/:id', (request, response) => { const game = request.game; game.liberate(parseInt(request.params.id)); response.send(); }); -app.post('/restart', (request, response) => { +router.post('/restart', (request, response) => { const game = request.game; game.restart(parseInt(request.params.id)); response.send(); }); -app.get('/characters', (request, response) => { +router.get('/characters', (request, response) => { const game = request.game; response.send(game.characters); }); -app.get('/empires', (request, response) => { +router.get('/empires', (request, response) => { const game = request.game; response.send(game.empires); }); -app.get('/players', (request, response) => { +router.get('/spectators', (request, response) => { + const game = request.game; + response.send(game.spectators); +}); + +router.get('/players', (request, response) => { const game = request.game; response.send(game.players); }); -app.get('/events', handle_events); +router.get('/events', (request, response) => { + const game = request.game; + game.handle_events(request, response); +}); -exports.app = app; -exports.Game = Game; +exports.router = router; +exports.name = engine_name; +exports.Game = Empires;