/* A single player can have multiple connections, (think, multiple
* browser windows with a common session cookie). */
class Player {
- constructor(id, name, connection) {
+ constructor(id, session_id, name, connection) {
this.id = id;
+ this.session_id = session_id;
this.name = name;
this.connections = [connection];
this.team = "";
constructor(id) {
this.id = id;
this.players = [];
+ this.players_by_session = {};
this.next_player_id = 1;
this.teams = [];
this.state = {
add_player(session, connection) {
/* First see if we already have a player object for this session. */
- const existing = this.players[session.id];
+ const existing = this.players_by_session[session.id];
if (existing) {
existing.add_connection(connection);
return existing;
/* No existing player. Add a new one. */
const id = this.next_player_id;
- const player = new Player(id, session.nickname, connection);
+ 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[session.id] = player;
+ this.players.push(player);
+ this.players_by_session[session.id] = player;
this.next_player_id++;
return player;
if (remaining === 0) {
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);
}
}
/* Send a string to all players */
broadcast_string(str) {
- for (let [session_id, player] of Object.entries(this.players))
- player.send(str + '\n');
+ this.players.forEach(player => player.send(str + '\n'));
}
/* Send an event to all players.
}
handle_player(request, response) {
- const player = this.players[request.session.id];
+ const player = this.players_by_session[request.session.id];
const name = request.body.name;
const team = request.body.team;
var updated = false;