]> git.cworth.org Git - empires-server/blobdiff - empires.js
empires: Add a response of the player ID from /register
[empires-server] / empires.js
index 46c57c5d414c977bf83abecf2f20b1334b44b4df..38d892bde64620d7e4a6e4c0ff186f79813c222d 100644 (file)
@@ -85,6 +85,8 @@ class Empires extends Game {
       want. */
     const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
     this.broadcast_event("player-join", player_data);
+
+    return new_player;
   }
 
   remove_player(id) {
@@ -213,51 +215,38 @@ class Empires extends Game {
 
     this.broadcast_state_change();
   }
-}
 
-function handle_events(request, response) {
-  const game = request.game;
-  /* 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);
-
-  /* Now that a client has connected, first we need to stream all of
-   * the existing spectators and players (if any). */
-  if (game._spectators.length > 0) {
-    const spectators_json = JSON.stringify(game.spectators);
-    const spectators_data = `event: spectators\ndata: ${spectators_json}\n\n`;
-    response.write(spectators_data);
-  }
+  handle_events(request, response) {
 
-  if (game._players.length > 0) {
-    const players_json = JSON.stringify(game.players);
-    const players_data = `event: players\ndata: ${players_json}\n\n`;
-    response.write(players_data);
-  }
+    super.handle_events(request, response);
 
-  /* And we need to inform the client of the current game state.
-   *
-   * In fact, we need to cycle through each state transition from the
-   * beginning so the client can see each.
-   */
-  var old_state = null;
-  for (var state = GameState.JOIN; state <= game.state; state++) {
-    var event_data = game.game_state_event_data(old_state, state);
-    response.write("event: game-state\n" + "data: " + event_data + "\n\n");
-    old_state = state;
-  }
+    /* Now that a client has connected, first we need to stream all of
+     * the existing spectators and players (if any). */
+    if (this._spectators.length > 0) {
+      const spectators_json = JSON.stringify(this.spectators);
+      const spectators_data = `event: spectators\ndata: ${spectators_json}\n\n`;
+      response.write(spectators_data);
+    }
 
-  /* Add this new client to our list of clients. */
-  const id = game.add_client(response);
+    if (this._players.length > 0) {
+      const players_json = JSON.stringify(this.players);
+      const players_data = `event: players\ndata: ${players_json}\n\n`;
+      response.write(players_data);
+    }
+
+    /* And we need to inform the client of the current game state.
+     *
+     * In fact, we need to cycle through each state transition from the
+     * beginning so the client can see each.
+     */
+    var old_state = null;
+    for (var state = GameState.JOIN; state <= this.state; state++) {
+      var event_data = this.game_state_event_data(old_state, state);
+      response.write("event: game-state\n" + "data: " + event_data + "\n\n");
+      old_state = state;
+    }
+  }
 
-  /* And queue up cleanup to be triggered on client close. */
-  request.on('close', () => {
-    game.remove_client(id);
-  });
 }
 
 router.get('/', (request, response) => {
@@ -293,8 +282,8 @@ router.post('/register', (request, response) => {
   if (request.body.name)
     name = request.body.name;
 
-  game.add_player(name, request.body.character);
-  response.send();
+  const player = game.add_player(name, request.body.character);
+  response.send(JSON.stringify(player.id));
 });
 
 router.post('/deregister/:id', (request, response) => {
@@ -359,7 +348,10 @@ router.get('/players', (request, response) => {
   response.send(game.players);
 });
 
-router.get('/events', handle_events);
+router.get('/events', (request, response) => {
+  const game = request.game;
+  game.handle_events(request, response);
+});
 
 exports.router = router;
 exports.name = engine_name;