X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=lmno.js;h=54baea91f8d5688a74071fa45d19a12cd13ae091;hp=7c374eff600b32e5da09eedf9657b2732bb63114;hb=HEAD;hpb=acc47789f59df12ee9ba2da1d05235f356aaaf1b diff --git a/lmno.js b/lmno.js index 7c374ef..54baea9 100644 --- a/lmno.js +++ b/lmno.js @@ -32,6 +32,15 @@ The "node lmno-passwd.js" command can help generate password hashes.`); } const app = express(); + +/* This 'trust proxy' option, (and, really? a space in an option + * name?!) means that express will grab hostname and IP values from + * the X-Forwarded-* header fields. We need that so that our games + * will display a proper hostname of https://lmno.games/WXYZ instead + * of http://localhost/QFBL which will obviously not be a helpful + * thing to share around. + */ +app.set('trust proxy', true); app.use(cors()); app.use(body_parser.urlencoded({ extended: false })); app.use(body_parser.json()); @@ -41,42 +50,104 @@ app.use(session({ saveUninitialized: false })); -nunjucks.configure("templates", { +const njx = nunjucks.configure("templates", { autoescape: true, express: app }); -/* Load each of our game mini-apps. */ +njx.addFilter('active', function(list) { + if (list) + return list.filter(e => e.active === true); + else + return []; +}); + +njx.addFilter('idle', function(list) { + if (list) + return list.filter(e => e.active === false); + else + return []; +}); + +njx.addFilter('map_prop', function(list, prop) { + if (list) + return list.map(e => e[prop]); + else + return []; +}); + +/* Load each of our game mini-apps. + * + * Each "engine" we load here must have a property .Game on the + * exports object that should be a class that extends the common base + * class Game. + * + * In turn, each engine's Game must have the following properties: + * + * .meta: An object with .name and .identifier properties. + * + * Here, .name is a string giving a human-readable name + * for the game, such as "Tic Tac Toe" while .identifier + * is the short, single-word, all-lowercase identifier + * that is used in the path of the URL, such as + * "tictactoe". + * + * .router: An express Router object + * + * Any game-specific routes should already be on the + * router. Then, LMNO will add common routes including: + * + * / Serves -game.html template + * + * /player Allows client to set name or team + * + * /events Serves a stream of events. Game can override + * the handle_events method, call super() first, + * and then have code to add custom events. + * + * /moves Receives move data from clients. This route + * is only added if the Game class has an + * add_move method. + */ const engines = { - empires: require("./empires"), - tictactoe: require("./tictactoe") + empires: require("./empires").Game, + tictactoe: require("./tictactoe").Game, + scribe: require("./scribe").Game, + empathy: require("./empathy").Game }; class LMNO { constructor() { - this.ids = {}; + this.games = {}; } generate_id() { - return Array(4).fill(null).map(() => LMNO.letters.charAt(Math.floor(Math.random() * LMNO.letters.length))).join(''); + /* Note: The copy from Array(4) to [...Array(4)] is necessary so + * that map() will actually work, (which it doesn't on an array + * from Array(N) which is in this strange state of having "empty" + * items rather than "undefined" as we get after [...Array(4)] */ + return [...Array(4)].map(() => LMNO.letters.charAt(Math.floor(Math.random() * LMNO.letters.length))).join(''); } - create_game(engine_name) { - do { - var id = this.generate_id(); - } while (id in this.ids); + create_game_with_id(engine_name, id) { + if (this.games[id]) + return null; const engine = engines[engine_name]; - const game = new engine.Game(); + const game = new engine(id); + + this.games[id] = game; + + return game; + } - this.ids[id] = { - id: id, - engine: engine.name, - game: game - }; + create_game(engine_name) { + do { + var id = this.generate_id(); + } while (id in this.games); - return id; + return this.create_game_with_id(engine_name, id); } } @@ -85,13 +156,20 @@ class LMNO { * 1. Vowels (AEIOU) to avoid accidentally spelling an unfortunate word * 2. Lowercase letters (replace with corresponding capital on input) * 3. N (replace with M on input) - * 4. P (replace with B on input) - * 5. S (replace with F on input) + * 4. B (replace with P on input) + * 5. F,X (replace with S on input) */ -LMNO.letters = "BCDFGHJKLMQRTVWXYZ"; +LMNO.letters = "CCDDDGGGHHJKLLLLMMMMPPPPQRRRSSSTTTVVWWYYZ"; const lmno = new LMNO(); +/* Pre-allocate an empires game with ID QRST. + * This is for convenience in the development of the flempires + * client which would like to have stable API endpoints across + * server restarts. + */ +lmno.create_game_with_id("empires", "QRST"); + /* Force a game ID into a canonical form as described above. */ function lmno_canonize(id) { /* Capitalize */ @@ -99,8 +177,9 @@ function lmno_canonize(id) { /* Replace unused letters with nearest phonetic match. */ id = id.replace(/N/g, 'M'); - id = id.replace(/P/g, 'B'); - id = id.replace(/S/g, 'F'); + id = id.replace(/B/g, 'P'); + id = id.replace(/F/g, 'S'); + id = id.replace(/X/g, 'S'); /* Replace unused numbers nearest visual match. */ id = id.replace(/0/g, 'O'); @@ -112,8 +191,8 @@ function lmno_canonize(id) { app.post('/new/:game_engine', (request, response) => { const game_engine = request.params.game_engine; - const game_id = lmno.create_game(game_engine); - response.send(JSON.stringify(game_id)); + const game = lmno.create_game(game_engine); + response.send(JSON.stringify(game.id)); }); /* Redirect any requests to a game ID at the top-level. @@ -132,12 +211,12 @@ app.get('/[a-zA-Z0-9]{4}', (request, response) => { return; } - const game = lmno.ids[game_id]; + const game = lmno.games[game_id]; if (game === undefined) { response.sendStatus(404); return; } - response.redirect(301, `/${game.engine}/${game.id}/`); + response.redirect(301, `/${game.meta.identifier}/${game.id}/`); }); /* LMNO middleware to lookup the game. */ @@ -160,14 +239,14 @@ app.use('/:engine([^/]+)/:game_id([a-zA-Z0-9]{4})', (request, response, next) => } /* See if there is any game with this ID. */ - const game = lmno.ids[game_id]; + const game = lmno.games[game_id]; if (game === undefined) { response.sendStatus(404); return; } /* Stash the game onto the request to be used by the game-specific code. */ - request.game = game.game; + request.game = game; next(); }); @@ -223,7 +302,7 @@ app.post('/login', async (request, response) => { return; }); -/* API to set uer profile information */ +/* API to set user profile information */ app.put('/profile', (request, response) => { const nickname = request.body.nickname; if (nickname) { @@ -238,20 +317,84 @@ app.get('/admin/', auth_admin, (request, response) => { let active = []; let idle = []; - for (let id in lmno.ids) { - if (lmno.ids[id].game.clients.length) - active.push(lmno.ids[id]); + for (let id in lmno.games) { + if (lmno.games[id].players.filter(p => p.active).length > 0) + active.push(lmno.games[id]); else - idle.push(lmno.ids[id]); + idle.push(lmno.games[id]); } - response.render('admin.html', { test: "foobar", games: { active: active, idle: idle}}); + response.render('admin.html', { games: { active: active, idle: idle}}); }); /* Mount sub apps. only _after_ we have done all the middleware we need. */ for (let key in engines) { const engine = engines[key]; - app.use(`/${engine.name}/[a-zA-Z0-9]{4}/`, engine.app); + const router = engine.router; + + /* Add routes that are common to all games. */ + router.get('/', (request, response) => { + const game = request.game; + + if (! request.session.nickname) { + response.render('choose-nickname.html', { + game_name: game.meta.name, + options: game.meta.options + }); + } else { + response.render(`${game.meta.identifier}-game.html`); + } + }); + + router.put('/player', (request, response) => { + const game = request.game; + + game.handle_player(request, response); + }); + + router.get('/events', (request, response) => { + const game = request.game; + + game.handle_events(request, response); + }); + + /* Further, add some routes conditionally depending on whether the + * engine provides specific, necessary methods for the routes. */ + + /* Note: We have to use hasOwnProperty here since the base Game + * class has a geeric add_move function, and we don't want that to + * have any influence on our decision. Only if the child has + * overridden that do we want to create a "/move" route. */ + if (engine.prototype.hasOwnProperty("add_move")) { + router.post('/move', (request, response) => { + const game = request.game; + const move = request.body.move; + const player = game.players_by_session[request.session.id]; + + /* Reject move if there is no player for this session. */ + if (! player) { + response.json({legal: false, message: "No valid player from session"}); + return; + } + + const result = game.add_move(player, move); + + /* Take care of any generic post-move work. */ + game.post_move(player, result); + + /* Feed move response back to the client. */ + response.json(result); + + /* And only if legal, inform all clients. */ + if (! result.legal) + return; + + game.broadcast_move(move); + }); + } + + /* And mount the whole router at the path for the game. */ + app.use(`/${engine.meta.identifier}/[a-zA-Z0-9]{4}/`, router); } app.listen(4000, function () {