X-Git-Url: https://git.cworth.org/git?p=lmno-server;a=blobdiff_plain;f=game.js;h=f9e18cb760725eb9d05a993115bf286f5f0b2e85;hp=5a49b6bdd52b5aaf753ca3469e14618cd1548c9a;hb=3740e6f5ca87eac244bc2969b19a37939e9efc28;hpb=c748592a7db27adebd48b45970b5f0ffbedb3300 diff --git a/game.js b/game.js index 5a49b6b..f9e18cb 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) { @@ -23,7 +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; } @@ -58,6 +59,7 @@ 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 +162,33 @@ 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); 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 +205,11 @@ 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 +233,9 @@ 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); } } @@ -266,8 +285,8 @@ 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).forEach(p => { response.write(`event: player-enter\ndata: ${p.info_json()}\n\n`); });