]> git.cworth.org Git - empires-server/blobdiff - empires.js
Add some autofocus attributes to several forms
[empires-server] / empires.js
index 46c57c5d414c977bf83abecf2f20b1334b44b4df..839f5f8be8dc56460b4c6165d4378d99de56f095 100644 (file)
@@ -1,11 +1,7 @@
 const express = require("express");
 const Game = require("./game.js");
 
-const engine_name = "empires";
-
-const router = express.Router();
-
-const GameState = {
+const GamePhase = {
   JOIN:    1,
   REVEAL:  2,
   CAPTURE: 3,
@@ -34,17 +30,14 @@ function shuffle(a) {
 }
 
 class Empires extends Game {
-  constructor() {
-    super(engine_name);
+  constructor(id) {
+    super(id);
     this._spectators = [];
     this.next_spectator_id = 1;
     this._players = [];
     this.next_player_id = 1;
     this.characters_to_reveal = null;
-    this.state = GameState.JOIN;
-
-    /* Send a comment to every connected client every 15 seconds. */
-    setInterval(() => {this.broadcast_string(":");}, 15000);
+    this.phase = GamePhase.JOIN;
   }
 
   add_spectator(name, session_id) {
@@ -72,7 +65,7 @@ class Empires extends Game {
     this.broadcast_event("spectator-leave", `{"id": ${id}}`);
   }
 
-  add_player(name, character) {
+  register_player(name, character) {
     const new_player = {id: this.next_player_id,
                        name: name,
                        character: character,
@@ -85,6 +78,8 @@ 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) {
@@ -99,15 +94,15 @@ class Empires extends Game {
     this.characters_to_reveal = null;
     this.next_player_id = 1;
 
-    this.change_state(GameState.JOIN);
+    this.change_phase(GamePhase.JOIN);
 
     this.broadcast_event("spectators", "{}");
     this.broadcast_event("players", "{}");
   }
 
   reveal_next() {
-    /* Don't try to reveal anything if we aren't in the reveal state. */
-    if (this.state != GameState.REVEAL) {
+    /* Don't try to reveal anything if we aren't in the reveal phase. */
+    if (this.phase != GamePhase.REVEAL) {
       clearInterval(this.reveal_interval);
       return;
     }
@@ -124,7 +119,7 @@ class Empires extends Game {
   }
 
   reveal() {
-    this.change_state(GameState.REVEAL);
+    this.change_phase(GamePhase.REVEAL);
 
     if (this.characters_to_reveal === null) {
       this.characters_to_reveal = [];
@@ -141,7 +136,7 @@ class Empires extends Game {
   }
 
   start() {
-    this.change_state(GameState.CAPTURE);
+    this.change_phase(GamePhase.CAPTURE);
   }
 
   capture(captor_id, captee_id) {
@@ -181,91 +176,81 @@ class Empires extends Game {
     }));
   }
 
-  get players() {
+  /* The base class recently acquired Game.players which works like
+   * Empires.spectators, (and meanwhile the Empires._players
+   * functionality could perhaps be reworked into
+   * Game.players[].team). Until we do that rework, lets use
+   * .registered_players as the getter for the Empires-specific
+   * ._players property to avoid mixing it up with the distinct
+   * Game.players property. */
+  get registered_players() {
     return this._players.map(player => ({id: player.id, name: player.name }));
   }
 
-  game_state_event_data(old_state, new_state) {
-    var old_state_name;
-    if (old_state)
-      old_state_name = GameState.properties[old_state].name;
+  game_phase_event_data(old_phase, new_phase) {
+    var old_phase_name;
+    if (old_phase)
+      old_phase_name = GamePhase.properties[old_phase].name;
     else
-      old_state_name = "none";
-    const new_state_name = GameState.properties[new_state].name;
+      old_phase_name = "none";
+    const new_phase_name = GamePhase.properties[new_phase].name;
 
-    return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
+    return `{"old_phase":"${old_phase_name}","new_phase":"${new_phase_name}"}`;
   }
 
-  /* Inform clients about a state change. */
-  broadcast_state_change() {
-    const event_data = this.game_state_event_data(this.old_state, this.state);
-    this.broadcast_event("game-state", event_data);
+  /* Inform clients about a phase change. */
+  broadcast_phase_change() {
+    const event_data = this.game_phase_event_data(this.old_phase, this.phase);
+    this.broadcast_event("game-phase", event_data);
   }
 
-  /* Change game state and broadcast the change to all clients. */
-  change_state(state) {
+  /* Change game phase and broadcast the change to all clients. */
+  change_phase(phase) {
     /* Do nothing if there is no actual change happening. */
-    if (state === this.state)
+    if (phase === this.phase)
       return;
 
-    this.old_state = this.state;
-    this.state = state;
+    this.old_phase = this.phase;
+    this.phase = phase;
 
-    this.broadcast_state_change();
+    this.broadcast_phase_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);
+    }
+
+    if (this._players.length > 0) {
+      const players_json = JSON.stringify(this.registered_players);
+      const players_data = `event: players\ndata: ${players_json}\n\n`;
+      response.write(players_data);
+    }
 
-  /* Add this new client to our list of clients. */
-  const id = game.add_client(response);
+    /* And we need to inform the client of the current game phase.
+     *
+     * In fact, we need to cycle through each phase transition from the
+     * beginning so the client can see each.
+     */
+    var old_phase = null;
+    for (var phase = GamePhase.JOIN; phase <= this.phase; phase++) {
+      var event_data = this.game_phase_event_data(old_phase, phase);
+      response.write("event: game-phase\n" + "data: " + event_data + "\n\n");
+      old_phase = phase;
+    }
+  }
 
-  /* And queue up cleanup to be triggered on client close. */
-  request.on('close', () => {
-    game.remove_client(id);
-  });
 }
 
-router.get('/', (request, response) => {
-  if (! request.session.nickname)
-    response.render('choose-nickname.html', { game_name: "Empires" });
-  else
-    response.render('empires-game.html');
-});
+Empires.router = express.Router();
+const router = Empires.router;
 
 router.post('/spectator', (request, response) => {
   const game = request.game;
@@ -293,8 +278,8 @@ 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.register_player(name, request.body.character);
+  response.send(JSON.stringify(player.id));
 });
 
 router.post('/deregister/:id', (request, response) => {
@@ -356,11 +341,12 @@ router.get('/spectators', (request, response) => {
 
 router.get('/players', (request, response) => {
   const game = request.game;
-  response.send(game.players);
+  response.send(game.registered_players);
 });
 
-router.get('/events', handle_events);
+Empires.meta = {
+  name: "Empires",
+  identifier: "empires"
+};
 
-exports.router = router;
-exports.name = engine_name;
 exports.Game = Empires;