X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=game.js;h=f244eaa32ef7901c1f5eb484ec3626906408334f;hb=674a3db4a23ee236f08bf3997a1c4fb939e78724;hp=eb78f31ecbe531a38801cbbb9b4a466eb968d8cc;hpb=9029f4547056b096dfb9296d3eb69948f889ba23;p=empires-server diff --git a/game.js b/game.js index eb78f31..f244eaa 100644 --- a/game.js +++ b/game.js @@ -9,6 +9,7 @@ class Player { this.name = name; this.connections = [connection]; this.team = no_team; + this.active = true; } add_connection(connection) { @@ -23,7 +24,7 @@ class Player { /* 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; } @@ -36,17 +37,29 @@ class Player { return JSON.stringify({ id: this.id, name: this.name, - team: this.team.name + team: this.team.name, + score: this.score }); } } +/* 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) { this.id = id; this.players = []; this.players_by_session = {}; + this.active_players = 0; this.next_player_id = 1; this.teams = []; this.state = { @@ -153,6 +166,15 @@ class Game { const existing = this.players_by_session[session.id]; if (existing) { existing.add_connection(connection); + if (! existing.active) { + /* If we're re-activating a previously idled player, then we + * need to alert everyone that this player is now back. + */ + existing.active = true; + this.active_players++; + const player_data = JSON.stringify({ id: existing.id, name: existing.name }); + this.broadcast_event("player-enter", player_data); + } return existing; } @@ -180,11 +202,12 @@ class Game { this.players.push(player); this.players_by_session[session.id] = player; + this.active_players++; this.next_player_id++; /* After adding the player to the list, and if we are already past * the first move, assign this player to the first team that - * doesn't already have a player aissgned (if any). */ + * doesn't already have a player assigned (if any). */ if (! this.first_move) { const have_players = Array(this.teams.length).fill(false); this.players.forEach(p => { @@ -203,9 +226,9 @@ class Game { remove_player_connection(player, connection) { const remaining = player.remove_connection(connection); if (remaining === 0) { + player.active = false; + this.active_players--; 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); } } @@ -224,6 +247,10 @@ class Game { this.broadcast_string(`event: ${type}\ndata: ${data}\n`); } + broadcast_event_object(type, obj) { + this.broadcast_event(type, JSON.stringify(obj)); + } + handle_events(request, response) { /* These headers will keep the connection open so we can stream events. */ const headers = { @@ -251,15 +278,15 @@ class Game { /* 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`); } }