]> git.cworth.org Git - empires-server/blob - empires.js
Rename server.js to empires.js
[empires-server] / empires.js
1 const express = require("express");
2 const cors = require("cors");
3 const body_parser = require("body-parser");
4
5 const app = express();
6 app.use(cors());
7
8 const GameState = {
9   JOIN:    1,
10   REVEAL:  2,
11   CAPTURE: 3,
12   properties: {
13     1: {name: "join"},
14     2: {name: "reveal"},
15     3: {name: "capture"}
16   }
17 };
18
19 /**
20  * Shuffles array in place.
21  * @param {Array} a items An array containing the items.
22  */
23 function shuffle(a) {
24   if (a === undefined)
25     return;
26
27   var j, x, i;
28   for (i = a.length - 1; i > 0; i--) {
29     j = Math.floor(Math.random() * (i + 1));
30     x = a[i];
31     a[i] = a[j];
32     a[j] = x;
33   }
34 }
35
36 class Game {
37   constructor() {
38     this._players = [];
39     this.characters_to_reveal = null;
40     this.next_player_id = 1;
41     this.clients = [];
42     this.next_client_id = 1;
43     this.state = GameState.JOIN;
44
45     /* Send a comment to every connected client every 15 seconds. */
46     setInterval(() => {this.broadcast_string(":");}, 15000);
47   }
48
49   add_player(name, character) {
50     const new_player = {id: this.next_player_id,
51                        name: name,
52                        character: character,
53                        captures: [],
54                        };
55     this._players.push(new_player);
56     this.next_player_id++;
57     /* The syntax here is using an anonymous function to create a new
58       object from new_player with just the subset of fields that we
59       want. */
60     const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
61     this.broadcast_event("player-join", player_data);
62   }
63
64   remove_player(id) {
65     const index = this._players.findIndex(player => player.id === id);
66     this._players.splice(index, 1);
67
68     this.broadcast_event("player-leave", `{"id": ${id}}`);
69   }
70
71   reset() {
72     this._players = [];
73     this.characters_to_reveal = null;
74     this.next_player_id = 1;
75
76     this.change_state(GameState.JOIN);
77
78     this.broadcast_event("players", "{}");
79   }
80
81   reveal_next() {
82     if (this.reveal_index >= this.characters_to_reveal.length) {
83       clearInterval(this.reveal_interval);
84       this.broadcast_event("character-reveal", '{"character":""}');
85       return;
86     }
87     const character = this.characters_to_reveal[this.reveal_index];
88     this.reveal_index++;
89     const character_data = JSON.stringify({"character":character});
90     this.broadcast_event("character-reveal", character_data);
91   }
92
93   reveal() {
94     this.change_state(GameState.REVEAL);
95
96     if (this.characters_to_reveal === null) {
97       this.characters_to_reveal = [];
98       this.characters_to_reveal = this._players.reduce((characters, player) => {
99         characters.push(player.character);
100         return characters;
101       }, []);
102       shuffle(this.characters_to_reveal);
103     }
104
105     this.reveal_index = 0;
106
107     this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
108   }
109
110   start() {
111     this.change_state(GameState.CAPTURE);
112   }
113
114   capture(captor_id, captee_id) {
115     /* TODO: Fix to fail on already-captured players (or to move the
116      * captured player from an old captor to a new—need to clarify in
117      * the API specification which we want here. */
118     let captor = this._players.find(player => player.id === captor_id);
119     captor.captures.push(captee_id);
120
121     this.broadcast_event("capture", `{"captor": ${captor_id}, "captee": ${captee_id}}`);
122   }
123
124   liberate(captee_id) {
125     let captor = this._players.find(player => player.captures.includes(captee_id));
126     captor.captures.splice(captor.captures.indexOf(captee_id), 1);
127   }
128
129   restart() {
130     for (const player of this._players) {
131       player.captures = [];
132     }
133   }
134
135   get characters() {
136     return this._players.map(player => player.character);
137   }
138
139   get empires() {
140     return this._players.map(player => ({id: player.id, captures: player.captures}));
141   }
142
143   get players() {
144     return this._players.map(player => ({id: player.id, name: player.name }));
145   }
146
147   add_client(response) {
148     const id = this.next_client_id;
149     this.clients.push({id: id,
150                        response: response});
151     this.next_client_id++;
152
153     return id;
154   }
155
156   remove_client(id) {
157     this.clients = this.clients.filter(client => client.id !== id);
158   }
159
160   /* Send a string to all clients */
161   broadcast_string(str) {
162     this.clients.forEach(client => client.response.write(str + '\n'));
163   }
164
165   /* Send an event to all clients.
166    *
167    * An event has both a declared type and a separate data block.
168    * It also ends with two newlines (to mark the end of the event).
169    */
170   broadcast_event(type, data) {
171     this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
172   }
173
174   game_state_event_data(old_state, new_state) {
175     var old_state_name;
176     if (old_state)
177       old_state_name = GameState.properties[old_state].name;
178     else
179       old_state_name = "none";
180     const new_state_name = GameState.properties[new_state].name;
181
182     return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
183   }
184
185   /* Inform clients about a state change. */
186   broadcast_state_change() {
187     const event_data = this.game_state_event_data(this.old_state, this.state);
188     this.broadcast_event("game-state", event_data);
189   }
190
191   /* Change game state and broadcast the change to all clients. */
192   change_state(state) {
193     /* Do nothing if there is no actual change happening. */
194     if (state === this.state)
195       return;
196
197     this.old_state = this.state;
198     this.state = state;
199
200     this.broadcast_state_change();
201   }
202 }
203
204 const game = new Game();
205
206 app.use(body_parser.urlencoded({ extended: false }));
207 app.use(body_parser.json());
208
209 function handle_events(request, response) {
210   /* These headers will keep the connection open so we can stream events. */
211   const headers = {
212     "Content-type": "text/event-stream",
213     "Connection": "keep-alive",
214     "Cache-Control": "no-cache"
215   };
216   response.writeHead(200, headers);
217
218   /* Now that a client has connected, first we need to stream all of
219    * the existing players (if any). */
220   if (game._players.length > 0) {
221     const players_json = JSON.stringify(game.players);
222     const players_data = `event: players\ndata: ${players_json}\n\n`;
223     response.write(players_data);
224   }
225
226   /* And we need to inform the client of the current game state.
227    *
228    * In fact, we need to cycle through each state transition from the
229    * beginning so the client can see each.
230    */
231   var old_state = null;
232   for (var state = GameState.JOIN; state <= game.state; state++) {
233     var event_data = game.game_state_event_data(old_state, state);
234     response.write("event: game-state\n" + "data: " + event_data + "\n\n");
235     old_state = state;
236   }
237
238   /* Add this new client to our list of clients. */
239   const id = game.add_client(response);
240
241   /* And queue up cleanup to be triggered on client close. */
242   request.on('close', () => {
243     game.remove_client(id);
244   });
245 }
246
247 app.get('/', (request, response) => {
248   response.send('Hello World!');
249 });
250
251 app.post('/register', (request, response) => {
252   game.add_player(request.body.name, request.body.character);
253   response.send();
254 });
255
256 app.post('/deregister/:id', (request, response) => {
257   game.remove_player(parseInt(request.params.id));
258   response.send();
259 });
260
261 app.post('/reveal', (request, response) => {
262   game.reveal();
263   response.send();
264 });
265
266 app.post('/start', (request, response) => {
267   game.start();
268   response.send();
269 });
270
271 app.post('/reset', (request, response) => {
272   game.reset();
273   response.send();
274 });
275
276 app.post('/capture/:captor/:captee', (request, response) => {
277   game.capture(parseInt(request.params.captor), parseInt(request.params.captee));
278   response.send();
279 });
280
281 app.post('/liberate/:id', (request, response) => {
282   game.liberate(parseInt(request.params.id));
283   response.send();
284 });
285
286 app.post('/restart', (request, response) => {
287   game.restart(parseInt(request.params.id));
288     response.send();
289 });
290
291 app.get('/characters', (request, response) => {
292   response.send(game.characters);
293 });
294
295 app.get('/empires', (request, response) => {
296   response.send(game.empires);
297 });
298
299 app.get('/players', (request, response) => {
300   response.send(game.players);
301 });
302
303 app.get('/events', handle_events);
304
305 app.listen(3000, function () {
306   console.log('Empires server listening on localhost:3000');
307 });