X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=game.js;h=0adf953537b4f8038048a846a2589e87ec64a178;hb=5c589dc3c8016c2f43174b1cf6de3e934835a142;hp=56ee56c8fa5e013991f676abfbbd8b51889994ff;hpb=ee64666099c0401afdc1e51fe378359f943d3f69;p=lmno-server diff --git a/game.js b/game.js index 56ee56c..0adf953 100644 --- a/game.js +++ b/game.js @@ -1,9 +1,48 @@ +/* A single player can have multiple connections, (think, multiple + * browser windows with a common session cookie). */ +class Player { + constructor(id, session_id, name, connection) { + this.id = id; + this.session_id = session_id; + this.name = name; + this.connections = [connection]; + } + + add_connection(connection) { + /* Don't add a duplicate connection if this player already has it. */ + for (let c of this.connections) { + if (c === connection) + return; + } + + this.connections.push(connection); + } + + /* Returns the number of remaining connections after this one is removed. */ + remove_connection(connection) { + this.connections.filter(c => c !== connection); + return this.connections.length; + } + + /* Send a string to all connections for this player. */ + send(data) { + this.connections.forEach(connection => connection.write(data)); + } + + info_json() { + return JSON.stringify({ + id: this.id, + name: this.name, + }); + } +} + /* Base class providing common code for game engine implementations. */ class Game { constructor(id) { this.id = id; - this.clients = []; - this.next_client_id = 1; + this.players = []; + this.next_player_id = 1; /* Send a comment to every connected client every 15 seconds. */ setInterval(() => {this.broadcast_string(":");}, 15000); @@ -29,25 +68,57 @@ class Game { return this._meta; } - add_client(response) { - const id = this.next_client_id; - this.clients.push({id: id, - response: response}); - this.next_client_id++; + add_player(session, connection) { + /* First see if we already have a player object for this session. */ + const existing_index = this.players.findIndex( + player => player.session_id === session.id); + if (existing_index >= 0) { + const player = this.players[existing_index]; + player.add_connection(connection); + return player; + } - return id; + /* No existing player. Add a new one. */ + const id = this.next_player_id; + const player = new Player(id, session.id, session.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.players.push(player); + this.next_player_id++; + + return player; + } + + find_player(session) { + const existing_index = this.players.findIndex( + player => player.session_id === session.id); + if (existing_index >= 0) + return this.players[existing_index]; + + return null; } - remove_client(id) { - this.clients = this.clients.filter(client => client.id !== id); + /* Drop a connection object from a player, and if it's the last one, + * then drop that player from the game's list of players. */ + remove_player_connection(player, connection) { + const remaining = player.remove_connection(connection); + if (remaining === 0) { + const player_data = JSON.stringify({ id: player.id }); + this.players.filter(p => p !== player); + this.broadcast_event("player-exit", player_data); + } } - /* Send a string to all clients */ + /* Send a string to all players */ broadcast_string(str) { - this.clients.forEach(client => client.response.write(str + '\n')); + this.players.forEach(player => player.send(str + '\n')); } - /* Send an event to all clients. + /* Send an event to all players. * * 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). @@ -65,12 +136,12 @@ class Game { }; response.writeHead(200, headers); - /* Add this new client to our list of clients. */ - const id = this.add_client(response); + /* Add this new player. */ + const player = this.add_player(request.session, response); /* And queue up cleanup to be triggered on client close. */ request.on('close', () => { - this.remove_client(id); + this.remove_player_connection(player, response); }); /* Give the client the game-info event. */ @@ -80,6 +151,9 @@ class Game { }); response.write(`event: game-info\ndata: ${game_info_json}\n\n`); + /* And the player-info event. */ + response.write(`event: player-info\ndata: ${player.info_json()}\n\n`); + /* Finally, if this game class has a "state" property, stream that * current state to the client. */ if (this.state) { @@ -88,6 +162,27 @@ class Game { } } + handle_player(request, response) { + const player = this.find_player(request.session); + if (! player) { + response.sendStatus(404); + return; + } + + if (request.body.name && (player.name !== request.body.name)) { + player.name = request.body.name; + + /* In addition to setting the name within this game's player + * object, also set the name in the session. */ + request.session.nickname = player.name; + request.session.save(); + + this.broadcast_event("player-update", player.info_json()); + } + + response.send(""); + } + broadcast_move(move) { this.broadcast_event("move", move); }