X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=game.js;h=baf1e557df502cc28f775f3540fa5f14d55102c8;hb=4c810ccb16ea6cfcdcb7f507aea2affc2c36f163;hp=f99ff234fa24c64aa9b9b362a6ad7c475902d5fb;hpb=76e5097689002f03c721c388e2ca71c52abf3354;p=empires-server diff --git a/game.js b/game.js index f99ff23..baf1e55 100644 --- a/game.js +++ b/game.js @@ -1,30 +1,124 @@ +/* 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(name) { - this.name = name; - this.clients = []; - this.next_client_id = 1; + constructor(id) { + this.id = id; + this.players = []; + this.next_player_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_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; + } + + /* 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; } - add_client(response) { - const id = this.next_client_id; - this.clients.push({id: id, - response: response}); - this.next_client_id++; + 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 id; + 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). @@ -33,6 +127,42 @@ class Game { this.broadcast_string(`event: ${type}\ndata: ${data}\n`); } + handle_events(request, response) { + /* These headers will keep the connection open so we can stream events. */ + const headers = { + "Content-type": "text/event-stream", + "Connection": "keep-alive", + "Cache-Control": "no-cache" + }; + response.writeHead(200, headers); + + /* Add this new player. */ + const player = this.add_player(request.session, response); + + /* And queue up cleanup to be triggered on client close. */ + request.on('close', () => { + this.remove_player_connection(player, response); + }); + + /* Give the client the game-info event. */ + const game_info_json = JSON.stringify({ + id: this.id, + url: `${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); + } + } module.exports = Game;