X-Git-Url: https://git.cworth.org/git?p=lmno-server;a=blobdiff_plain;f=game.js;h=f078c354d44164b4f5ad449b372c3f7cb258e056;hp=72c3c7f16fd1c8fd0b24b96935ad588228cdfbf0;hb=HEAD;hpb=756dc24a56a1da12d01025d7ebdef88ac7ea3471 diff --git a/game.js b/game.js index 72c3c7f..f078c35 100644 --- a/game.js +++ b/game.js @@ -1,3 +1,5 @@ +const no_team = { name: "" }; + /* A single player can have multiple connections, (think, multiple * browser windows with a common session cookie). */ class Player { @@ -6,7 +8,8 @@ class Player { this.session_id = session_id; this.name = name; this.connections = [connection]; - this.team = ""; + this.team = no_team; + this.active = true; } add_connection(connection) { @@ -21,7 +24,7 @@ class Player { /* Returns the number of remaining connections after this one is removed. */ remove_connection(connection) { - this.connections.filter(c => c !== connection); + this.connections = this.connections.filter(c => c !== connection); return this.connections.length; } @@ -33,23 +36,37 @@ class Player { info_json() { return JSON.stringify({ id: this.id, + active: this.active, name: this.name, - team: this.team + team: this.team.name, + score: this.score }); } } +/* This replacer function allows for JSON.stringify to give results + * for objects of various types that are used in game state. + */ +function stringify_replacer(key, value) { + if (typeof value === 'object' && value instanceof Set) { + return [...value]; + } + return value; +} + /* Base class providing common code for game engine implementations. */ class Game { constructor(id) { this.id = id; this.players = []; this.players_by_session = {}; + this.active_players = 0; this.next_player_id = 1; this.teams = []; this.state = { - team_to_play: "" + team_to_play: no_team }; + this.first_move = true; /* Send a comment to every connected client every 15 seconds. */ setInterval(() => {this.broadcast_string(":");}, 15000); @@ -80,44 +97,136 @@ class Game { * to override this (and call super.add_move early!) to implement * the actual logic for a move. */ add_move(player, move) { - /* Cannot move if you are not on a team. */ - if (player.team === "") - { - return { legal: false, - message: "You must be on a team to take a turn" }; - } - /* Cannot move if it's not this player's team's turn. */ - if (player.team !== this.state.team_to_play) - { - return { legal: false, - message: "It's not your turn to move" }; + /* The checks here don't apply on the first move. */ + if (! this.first_move) { + + /* Discard any move asserting to be the first move if it's no + * longer the first move. This resolves the race condition if + * multiple players attempt to make the first move. */ + if (move.assert_first_move) { + return { legal: false, + message: "Your opponent beat you to the first move" }; + } + + /* Cannot move if you are not on a team. */ + if (player.team === no_team) + { + return { legal: false, + message: "You must be on a team to take a turn" }; + } + + /* Cannot move if it's not this player's team's turn. */ + if (player.team !== this.state.team_to_play) + { + return { legal: false, + message: "It's not your turn to move" }; + } } return { legal: true }; } + /* Assign team only if player is unassigned. + * Return true if assignment made, false otherwise. */ + assign_player_to_team_perhaps(player, team) + { + if (player.team !== no_team) + return false; + + player.team = team; + this.broadcast_event("player-update", player.info_json()); + + return true; + } + + /* This function is called after the child add_move has returned + * 'result' so that any generic processing can happen. + * + * In particular, we assign teams for a two-player game where a + * player assumed a team by making the first move. */ + post_move(player, result) + { + if (this.first_move && result.legal) { + this.first_move = false; + + this.assign_player_to_team_perhaps(player, this.teams[0]); + + /* Yes, start at 1 to skip teams[0] which we just assigned. */ + for (let i = 1; i < this.teams.length; i++) { + const other = this.players.find(p => (p !== player) && (p.team === no_team)); + if (!other) + return; + this.assign_player_to_team_perhaps(other, this.teams[i]); + } + } + } + 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; - const player = new Player(id, session.id, session.nickname, connection); + if (nickname === "") + nickname = "Guest"; + const nickname_orig = nickname; + + /* Ensure we don't have a name collision with a previous player. */ + let unique_suffix = 1; + while (this.players.find(player => player.name === nickname)) + { + nickname = `${nickname_orig}${unique_suffix.toString().padStart(2, '0')}`; + unique_suffix++; + } + + const player = new Player(id, session.id, nickname, connection); /* 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 + * the first move, assign this player to the first team that + * doesn't already have a player assigned (if any). */ + if (! this.first_move) { + const have_players = Array(this.teams.length).fill(false); + this.players.forEach(p => { + if (p.team.id !== undefined) + have_players[p.team.id] = true; + }); + const first_empty = have_players.findIndex(i => i === false); + this.assign_player_to_team_perhaps(player, this.teams[first_empty]); + } + return player; } @@ -126,9 +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); } } @@ -147,6 +256,14 @@ class Game { this.broadcast_string(`event: ${type}\ndata: ${data}\n`); } + broadcast_event_object(type, obj) { + 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 = { @@ -174,18 +291,24 @@ 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, 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); - response.write(`event: game-state\ndata: ${state_json}\n\n`); + response.write(`event: game-state\ndata: ${this.game_state_json()}\n\n`); } } handle_player(request, response) { const player = this.players_by_session[request.session.id]; const name = request.body.name; - const team = request.body.team; + const team_name = request.body.team; var updated = false; if (! player) { response.sendStatus(404); @@ -203,12 +326,18 @@ class Game { updated = true; } - if (team !== null && (player.team !== team) && - (team === "" || this.teams.includes(team))) + if (team_name !== null && (player.team.name !== team_name)) { - player.team = team; - - updated = true; + if (team_name === "") { + player.team = no_team; + updated = true; + } else { + const index = this.teams.findIndex(t => t.name === team_name); + if (index >= 0) { + player.team = this.teams[index]; + updated = true; + } + } } if (updated) @@ -218,7 +347,7 @@ class Game { } broadcast_move(move) { - this.broadcast_event("move", move); + this.broadcast_event("move", JSON.stringify(move)); } }