--- /dev/null
+const express = require("express");
+const cors = require("cors");
+const body_parser = require("body-parser");
+
+const app = express();
+app.use(cors());
+
+const GameState = {
+ JOIN: 1,
+ REVEAL: 2,
+ CAPTURE: 3,
+ properties: {
+ 1: {name: "join"},
+ 2: {name: "reveal"},
+ 3: {name: "capture"}
+ }
+};
+
+/**
+ * Shuffles array in place.
+ * @param {Array} a items An array containing the items.
+ */
+function shuffle(a) {
+ if (a === undefined)
+ return;
+
+ var j, x, i;
+ for (i = a.length - 1; i > 0; i--) {
+ j = Math.floor(Math.random() * (i + 1));
+ x = a[i];
+ a[i] = a[j];
+ a[j] = x;
+ }
+}
+
+class Game {
+ constructor() {
+ this._players = [];
+ this.characters_to_reveal = null;
+ this.next_player_id = 1;
+ this.clients = [];
+ this.next_client_id = 1;
+ this.state = GameState.JOIN;
+
+ /* Send a comment to every connected client every 15 seconds. */
+ setInterval(() => {this.broadcast_string(":");}, 15000);
+ }
+
+ add_player(name, character) {
+ const new_player = {id: this.next_player_id,
+ name: name,
+ character: character,
+ captures: [],
+ };
+ this._players.push(new_player);
+ this.next_player_id++;
+ /* The syntax here is using an anonymous function to create a new
+ object from new_player with just the subset of fields that we
+ want. */
+ const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
+ this.broadcast_event("player-join", player_data);
+ }
+
+ remove_player(id) {
+ const index = this._players.findIndex(player => player.id === id);
+ this._players.splice(index, 1);
+
+ this.broadcast_event("player-leave", `{"id": ${id}}`);
+ }
+
+ reset() {
+ this._players = [];
+ this.characters_to_reveal = null;
+ this.next_player_id = 1;
+
+ this.change_state(GameState.JOIN);
+
+ this.broadcast_event("players", "{}");
+ }
+
+ reveal_next() {
+ if (this.reveal_index >= this.characters_to_reveal.length) {
+ clearInterval(this.reveal_interval);
+ this.broadcast_event("character-reveal", '{"character":""}');
+ return;
+ }
+ const character = this.characters_to_reveal[this.reveal_index];
+ this.reveal_index++;
+ const character_data = JSON.stringify({"character":character});
+ this.broadcast_event("character-reveal", character_data);
+ }
+
+ reveal() {
+ this.change_state(GameState.REVEAL);
+
+ if (this.characters_to_reveal === null) {
+ this.characters_to_reveal = [];
+ this.characters_to_reveal = this._players.reduce((characters, player) => {
+ characters.push(player.character);
+ return characters;
+ }, []);
+ shuffle(this.characters_to_reveal);
+ }
+
+ this.reveal_index = 0;
+
+ this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
+ }
+
+ start() {
+ this.change_state(GameState.CAPTURE);
+ }
+
+ capture(captor_id, captee_id) {
+ /* TODO: Fix to fail on already-captured players (or to move the
+ * captured player from an old captor to a new—need to clarify in
+ * the API specification which we want here. */
+ let captor = this._players.find(player => player.id === captor_id);
+ captor.captures.push(captee_id);
+
+ this.broadcast_event("capture", `{"captor": ${captor_id}, "captee": ${captee_id}}`);
+ }
+
+ liberate(captee_id) {
+ let captor = this._players.find(player => player.captures.includes(captee_id));
+ captor.captures.splice(captor.captures.indexOf(captee_id), 1);
+ }
+
+ restart() {
+ for (const player of this._players) {
+ player.captures = [];
+ }
+ }
+
+ get characters() {
+ return this._players.map(player => player.character);
+ }
+
+ get empires() {
+ return this._players.map(player => ({id: player.id, captures: player.captures}));
+ }
+
+ get players() {
+ return this._players.map(player => ({id: player.id, name: player.name }));
+ }
+
+ add_client(response) {
+ const id = this.next_client_id;
+ this.clients.push({id: id,
+ response: response});
+ this.next_client_id++;
+
+ return id;
+ }
+
+ remove_client(id) {
+ this.clients = this.clients.filter(client => client.id !== id);
+ }
+
+ /* Send a string to all clients */
+ broadcast_string(str) {
+ this.clients.forEach(client => client.response.write(str + '\n'));
+ }
+
+ /* Send an event to all clients.
+ *
+ * An event has both a declared type and a separate data block.
+ * It also ends with two newlines (to mark the end of the event).
+ */
+ broadcast_event(type, data) {
+ this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
+ }
+
+ game_state_event_data(old_state, new_state) {
+ var old_state_name;
+ if (old_state)
+ old_state_name = GameState.properties[old_state].name;
+ else
+ old_state_name = "none";
+ const new_state_name = GameState.properties[new_state].name;
+
+ return `{"old_state":"${old_state_name}","new_state":"${new_state_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);
+ }
+
+ /* Change game state and broadcast the change to all clients. */
+ change_state(state) {
+ /* Do nothing if there is no actual change happening. */
+ if (state === this.state)
+ return;
+
+ this.old_state = this.state;
+ this.state = state;
+
+ this.broadcast_state_change();
+ }
+}
+
+const game = new Game();
+
+app.use(body_parser.urlencoded({ extended: false }));
+app.use(body_parser.json());
+
+function handle_events(request, response) {
+ /* 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 players (if any). */
+ 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);
+ }
+
+ /* 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;
+ }
+
+ /* Add this new client to our list of clients. */
+ const id = game.add_client(response);
+
+ /* And queue up cleanup to be triggered on client close. */
+ request.on('close', () => {
+ game.remove_client(id);
+ });
+}
+
+app.get('/', (request, response) => {
+ response.send('Hello World!');
+});
+
+app.post('/register', (request, response) => {
+ game.add_player(request.body.name, request.body.character);
+ response.send();
+});
+
+app.post('/deregister/:id', (request, response) => {
+ game.remove_player(parseInt(request.params.id));
+ response.send();
+});
+
+app.post('/reveal', (request, response) => {
+ game.reveal();
+ response.send();
+});
+
+app.post('/start', (request, response) => {
+ game.start();
+ response.send();
+});
+
+app.post('/reset', (request, response) => {
+ game.reset();
+ response.send();
+});
+
+app.post('/capture/:captor/:captee', (request, response) => {
+ game.capture(parseInt(request.params.captor), parseInt(request.params.captee));
+ response.send();
+});
+
+app.post('/liberate/:id', (request, response) => {
+ game.liberate(parseInt(request.params.id));
+ response.send();
+});
+
+app.post('/restart', (request, response) => {
+ game.restart(parseInt(request.params.id));
+ response.send();
+});
+
+app.get('/characters', (request, response) => {
+ response.send(game.characters);
+});
+
+app.get('/empires', (request, response) => {
+ response.send(game.empires);
+});
+
+app.get('/players', (request, response) => {
+ response.send(game.players);
+});
+
+app.get('/events', handle_events);
+
+app.listen(3000, function () {
+ console.log('Empires server listening on localhost:3000');
+});
+++ /dev/null
-const express = require("express");
-const cors = require("cors");
-const body_parser = require("body-parser");
-
-const app = express();
-app.use(cors());
-
-const GameState = {
- JOIN: 1,
- REVEAL: 2,
- CAPTURE: 3,
- properties: {
- 1: {name: "join"},
- 2: {name: "reveal"},
- 3: {name: "capture"}
- }
-};
-
-/**
- * Shuffles array in place.
- * @param {Array} a items An array containing the items.
- */
-function shuffle(a) {
- if (a === undefined)
- return;
-
- var j, x, i;
- for (i = a.length - 1; i > 0; i--) {
- j = Math.floor(Math.random() * (i + 1));
- x = a[i];
- a[i] = a[j];
- a[j] = x;
- }
-}
-
-class Game {
- constructor() {
- this._players = [];
- this.characters_to_reveal = null;
- this.next_player_id = 1;
- this.clients = [];
- this.next_client_id = 1;
- this.state = GameState.JOIN;
-
- /* Send a comment to every connected client every 15 seconds. */
- setInterval(() => {this.broadcast_string(":");}, 15000);
- }
-
- add_player(name, character) {
- const new_player = {id: this.next_player_id,
- name: name,
- character: character,
- captures: [],
- };
- this._players.push(new_player);
- this.next_player_id++;
- /* The syntax here is using an anonymous function to create a new
- object from new_player with just the subset of fields that we
- want. */
- const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
- this.broadcast_event("player-join", player_data);
- }
-
- remove_player(id) {
- const index = this._players.findIndex(player => player.id === id);
- this._players.splice(index, 1);
-
- this.broadcast_event("player-leave", `{"id": ${id}}`);
- }
-
- reset() {
- this._players = [];
- this.characters_to_reveal = null;
- this.next_player_id = 1;
-
- this.change_state(GameState.JOIN);
-
- this.broadcast_event("players", "{}");
- }
-
- reveal_next() {
- if (this.reveal_index >= this.characters_to_reveal.length) {
- clearInterval(this.reveal_interval);
- this.broadcast_event("character-reveal", '{"character":""}');
- return;
- }
- const character = this.characters_to_reveal[this.reveal_index];
- this.reveal_index++;
- const character_data = JSON.stringify({"character":character});
- this.broadcast_event("character-reveal", character_data);
- }
-
- reveal() {
- this.change_state(GameState.REVEAL);
-
- if (this.characters_to_reveal === null) {
- this.characters_to_reveal = [];
- this.characters_to_reveal = this._players.reduce((characters, player) => {
- characters.push(player.character);
- return characters;
- }, []);
- shuffle(this.characters_to_reveal);
- }
-
- this.reveal_index = 0;
-
- this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
- }
-
- start() {
- this.change_state(GameState.CAPTURE);
- }
-
- capture(captor_id, captee_id) {
- /* TODO: Fix to fail on already-captured players (or to move the
- * captured player from an old captor to a new—need to clarify in
- * the API specification which we want here. */
- let captor = this._players.find(player => player.id === captor_id);
- captor.captures.push(captee_id);
-
- this.broadcast_event("capture", `{"captor": ${captor_id}, "captee": ${captee_id}}`);
- }
-
- liberate(captee_id) {
- let captor = this._players.find(player => player.captures.includes(captee_id));
- captor.captures.splice(captor.captures.indexOf(captee_id), 1);
- }
-
- restart() {
- for (const player of this._players) {
- player.captures = [];
- }
- }
-
- get characters() {
- return this._players.map(player => player.character);
- }
-
- get empires() {
- return this._players.map(player => ({id: player.id, captures: player.captures}));
- }
-
- get players() {
- return this._players.map(player => ({id: player.id, name: player.name }));
- }
-
- add_client(response) {
- const id = this.next_client_id;
- this.clients.push({id: id,
- response: response});
- this.next_client_id++;
-
- return id;
- }
-
- remove_client(id) {
- this.clients = this.clients.filter(client => client.id !== id);
- }
-
- /* Send a string to all clients */
- broadcast_string(str) {
- this.clients.forEach(client => client.response.write(str + '\n'));
- }
-
- /* Send an event to all clients.
- *
- * An event has both a declared type and a separate data block.
- * It also ends with two newlines (to mark the end of the event).
- */
- broadcast_event(type, data) {
- this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
- }
-
- game_state_event_data(old_state, new_state) {
- var old_state_name;
- if (old_state)
- old_state_name = GameState.properties[old_state].name;
- else
- old_state_name = "none";
- const new_state_name = GameState.properties[new_state].name;
-
- return `{"old_state":"${old_state_name}","new_state":"${new_state_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);
- }
-
- /* Change game state and broadcast the change to all clients. */
- change_state(state) {
- /* Do nothing if there is no actual change happening. */
- if (state === this.state)
- return;
-
- this.old_state = this.state;
- this.state = state;
-
- this.broadcast_state_change();
- }
-}
-
-const game = new Game();
-
-app.use(body_parser.urlencoded({ extended: false }));
-app.use(body_parser.json());
-
-function handle_events(request, response) {
- /* 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 players (if any). */
- 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);
- }
-
- /* 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;
- }
-
- /* Add this new client to our list of clients. */
- const id = game.add_client(response);
-
- /* And queue up cleanup to be triggered on client close. */
- request.on('close', () => {
- game.remove_client(id);
- });
-}
-
-app.get('/', (request, response) => {
- response.send('Hello World!');
-});
-
-app.post('/register', (request, response) => {
- game.add_player(request.body.name, request.body.character);
- response.send();
-});
-
-app.post('/deregister/:id', (request, response) => {
- game.remove_player(parseInt(request.params.id));
- response.send();
-});
-
-app.post('/reveal', (request, response) => {
- game.reveal();
- response.send();
-});
-
-app.post('/start', (request, response) => {
- game.start();
- response.send();
-});
-
-app.post('/reset', (request, response) => {
- game.reset();
- response.send();
-});
-
-app.post('/capture/:captor/:captee', (request, response) => {
- game.capture(parseInt(request.params.captor), parseInt(request.params.captee));
- response.send();
-});
-
-app.post('/liberate/:id', (request, response) => {
- game.liberate(parseInt(request.params.id));
- response.send();
-});
-
-app.post('/restart', (request, response) => {
- game.restart(parseInt(request.params.id));
- response.send();
-});
-
-app.get('/characters', (request, response) => {
- response.send(game.characters);
-});
-
-app.get('/empires', (request, response) => {
- response.send(game.empires);
-});
-
-app.get('/players', (request, response) => {
- response.send(game.players);
-});
-
-app.get('/events', handle_events);
-
-app.listen(3000, function () {
- console.log('Empires server listening on localhost:3000');
-});