293 lines
7.9 KiB
JavaScript
293 lines
7.9 KiB
JavaScript
'use strict';
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process.title = 'mapguesser-multi';
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class State {
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static OPEN = 1;
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static PLACE_RECEIVED = 2;
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static GUESS_SENT = 3;
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}
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class MultiGame {
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constructor() {
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this.rooms = new Map();
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}
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cleanupRooms() {
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this.rooms.forEach(function (room, roomId) {
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var lastValidDate = new Date(new Date().getTime() - 7 * 24 * 60 * 60 * 1000);
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if (room.updated < lastValidDate) {
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this.rooms.delete(roomId);
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}
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});
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}
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connectToRoom(roomId, token, connection) {
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if (!this.rooms.has(roomId) || !this.rooms.get(roomId).members.has(token)) {
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return;
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}
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var room = this.rooms.get(roomId)
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var member = room.members.get(token);
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member.connection = connection;
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this._sendInitialData(room, member);
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}
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createRoom(roomId) {
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this.rooms.set(roomId, { members: new Map(), rounds: [], currentRound: -1, updated: new Date() });
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}
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joinRoom(roomId, token, userName) {
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if (!this.rooms.has(roomId)) {
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console.error('Room does not exist!')
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return;
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}
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var room = this.rooms.get(roomId);
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room.updated = new Date();
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if (room.members.has(token)) {
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return;
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}
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var data = { userName: userName };
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var self = this;
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room.members.forEach(function (member) {
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self._sendToMember(member, 'member_joined', data);
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});
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room.members.set(token, { userName: userName, state: State.OPEN, connection: null });
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}
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startGame(roomId, places) {
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if (!this.rooms.has(roomId)) {
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//TODO: send something back
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console.log('Room does not exist!')
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return;
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}
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var room = this.rooms.get(roomId);
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room.updated = new Date();
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var rounds = [];
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places.forEach(function (place) {
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rounds.push({ place: place, results: new Map() })
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});
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room.rounds = rounds;
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this.nextRound(roomId, 0);
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}
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guess(roomId, token, guessPosition, distance, score) {
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if (!this.rooms.has(roomId)) {
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//TODO: send something back
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console.log('Room does not exist!')
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return;
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}
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var room = this.rooms.get(roomId);
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room.updated = new Date();
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var round = room.rounds[room.currentRound];
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var member = this.rooms.get(roomId).members.get(token);
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this._sendResultsUntilNow(room, member);
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round.results.set(member.userName, { guessPosition: guessPosition, distance: distance, score: score });
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member.state = State.GUESS_SENT;
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this._broadcastGuess(room, member.userName, guessPosition, distance, score);
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}
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nextRound(roomId, currentRound) {
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if (!this.rooms.has(roomId)) {
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//TODO: send something back
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console.log('Room does not exist!')
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return;
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}
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var room = this.rooms.get(roomId);
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room.updated = new Date();
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room.currentRound = currentRound;
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var round = room.rounds[room.currentRound];
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var data = {};
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data.place = { panoId: round.place.panoId, pov: round.place.pov };
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if (room.currentRound > 0) {
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data.result = { position: room.rounds[room.currentRound - 1].place.position };
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}
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var self = this;
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room.members.forEach(function (member) {
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self._sendToMember(member, 'new_round', data);
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member.state = State.PLACE_RECEIVED;
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});
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}
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_sendInitialData(room, member) {
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var data = {};
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if (room.currentRound >= 0) {
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data.place = room.rounds[room.currentRound].place;
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}
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data.history = [];
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for (var i = 0; i < room.currentRound; ++i) {
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var round = room.rounds[i];
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var result;
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if (round.results.has(member.userName)) {
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result = round.results.get(member.userName);
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} else {
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result = { guessPosition: null, distance: null, score: 0 };
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}
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data.history.push({
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position: round.place.position,
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guessPosition: result.guessPosition,
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distance: result.distance,
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score: result.score
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});
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}
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data.members = [];
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room.members.forEach(function (currentMember) {
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data.members.push({ userName: currentMember.userName, me: member === currentMember });
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});
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this._sendToMember(member, 'initialize', data);
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}
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_sendResultsUntilNow(room, member) {
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if (member.state !== State.GUESS_SENT) {
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return;
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}
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var round = room.rounds[room.currentRound];
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var results = [];
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round.results.forEach(function (result, userName) {
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results.push({ userName: userName, guessPosition: result.guessPosition, distance: result.distance, score: result.score });
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});
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this._sendToMember(member, 'results', results);
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}
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_broadcastGuess(room, userName, guessPosition, distance, score) {
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var data = { userName: userName, guessPosition: guessPosition, distance: distance, score: score };
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room.members.forEach(function (member) {
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if (!member.state !== State.GUESS_SENT) {
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return;
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}
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this._sendToMember(member, 'guess', data);
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});
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}
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_sendToMember(member, type, data) {
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if (!member.connection) {
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return;
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}
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if (member.connection.readyState !== ws.OPEN) {
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member.connection = null;
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return;
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}
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member.connection.send(JSON.stringify({ type: type, data: data }));
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}
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}
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require('dotenv').config();
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var
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net = require('net'),
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ws = require('ws');
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var multiGame = new MultiGame();
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//TODO: following should be in a separate class/function
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var tcpServer = net.createServer(function (socket) {
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socket.on('data', function (data) {
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try {
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data = JSON.parse(data);
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} catch (e) {
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console.error('Cannot parse data: ' + data);
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return;
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}
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switch (data.func) {
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case 'create_room':
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multiGame.createRoom(data.args.roomId);
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break;
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case 'join_room':
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multiGame.joinRoom(data.args.roomId, data.args.token, data.args.userName);
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break;
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case 'start_game':
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multiGame.startGame(data.args.roomId, data.args.places);
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break
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case 'guess':
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multiGame.guess(data.args.roomId, data.args.token, data.args.guessPosition, data.args.distance, data.args.score);
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break;
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case 'next_round':
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multiGame.nextRound(data.args.roomId, data.args.currentRound);
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break;
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}
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socket.write('OK');
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socket.end();
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});
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});
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tcpServer.on('listening', function () {
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console.log('[INFO] TCP server started');
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});
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tcpServer.listen(process.env.MULTI_INTERNAL_PORT);
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var wsServer = new ws.Server({ port: process.env.MULTI_WS_PORT });
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wsServer.on('connection', function (connection, request) {
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console.log('[INFO] New WS connection: ' + request.connection.remoteAddress);
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connection.on('message', function (data) {
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try {
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data = JSON.parse(data);
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} catch (e) {
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console.error('Cannot parse data: ' + data);
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return;
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}
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switch (data.func) {
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case 'connect_to_room':
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multiGame.connectToRoom(data.args.roomId, data.args.token, connection);
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break;
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}
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});
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connection.on('close', function () {
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console.log('[INFO] WS connection ended: ' + request.connection.remoteAddress);
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});
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});
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wsServer.on('listening', function () {
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console.log('[INFO] WS server started');
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});
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setInterval(function () {
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multiGame.cleanupRooms();
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}, 24 * 60 * 60 * 1000);
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