X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=game.js;h=f078c354d44164b4f5ad449b372c3f7cb258e056;hp=4649b56704a41f8c103e492c09560344cfadb299;hb=HEAD;hpb=13553d82c4746db09ce801421f0e9a5efcc300bb diff --git a/game.js b/game.js index 4649b56..f078c35 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) { @@ -35,6 +36,7 @@ class Player { info_json() { return JSON.stringify({ id: this.id, + active: this.active, name: this.name, team: this.team.name, score: this.score @@ -58,6 +60,7 @@ class Game { this.id = id; this.players = []; this.players_by_session = {}; + this.active_players = 0; this.next_player_id = 1; this.teams = []; this.state = { @@ -160,16 +163,34 @@ class Game { } add_player(session, connection) { + let nickname = session.nickname; + /* First see if we already have a player object for this session. */ - const existing = this.players_by_session[session.id]; + let existing = this.players_by_session[session.id]; + + /* Otherwise, see if we can match an inactive player by name. */ + if (! existing) { + existing = this.players.find(player => + player.name == nickname && + ! player.active); + } + if (existing) { + 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++; + this.broadcast_event("player-enter", existing.info_json()); + } existing.add_connection(connection); + this.players_by_session[session.id] = existing; return existing; } /* No existing player. Add a new one. */ const id = this.next_player_id; - let nickname = session.nickname; if (nickname === "") nickname = "Guest"; const nickname_orig = nickname; @@ -186,11 +207,11 @@ class Game { /* 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.broadcast_event("player-enter", player.info_json()); 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 @@ -214,9 +235,9 @@ 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); } } @@ -239,6 +260,10 @@ class Game { this.broadcast_event(type, JSON.stringify(obj)); } + game_state_json() { + return JSON.stringify(this.state, stringify_replacer); + } + handle_events(request, response) { /* These headers will keep the connection open so we can stream events. */ const headers = { @@ -266,16 +291,17 @@ 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 || p.score))).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, stringify_replacer); - response.write(`event: game-state\ndata: ${state_json}\n\n`); + response.write(`event: game-state\ndata: ${this.game_state_json()}\n\n`); } }