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index.ts
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import * as http from 'http';
import socketIo from 'socket.io';
import { createConnection } from 'typeorm';
import { RoomController } from './controller/roomController';
import { Card, Room } from './entity/room';
const PORT = process.env.PORT || 3000;
const app = http.createServer();
const io = socketIo(app, {
pingInterval: 5000, // ping every 5 seconds
pingTimeout: 1000, // disconnect after not receiving a response
});
enum SocketEvent {
CREATE_ROOM = 'createRoom',
ROOM_CREATED = 'roomCreated',
JOIN_ROOM = 'joinRoom',
JOINED_SUCCESSFULLY = 'joinedSuccessfully',
NEW_PLAYER = 'newPlayer',
START_ROOM = 'startRoom',
ROOM_STARTED = 'roomStarted',
PLAY = 'play',
MOVE_PLAYED = 'movePlayed',
VOTE_TO_CLEAR = 'voteToClear',
VOTE_TO_CLEAR_ADDED = 'voteToClearAdded',
GAME_OVER = 'gameOver',
PLAYER_DISCONNECTED = 'playerDisconnected',
PLAYERS_REMOVED = 'playersRemoved',
EXCEPTION = 'exception',
}
io.on('connection', socket => {
console.log(`${socket.id} has connected!`);
socket.on(SocketEvent.CREATE_ROOM, async ({ open }: { open: boolean }) => {
try {
const room = await RoomController.createRoom(open);
socket.emit(SocketEvent.ROOM_CREATED, room);
} catch (err) {
socket.emit(SocketEvent.EXCEPTION, err.toString());
}
});
socket.on(
SocketEvent.JOIN_ROOM,
async ({
roomCode,
playerName,
oldConnectionId,
}: {
roomCode: string;
playerName: string;
oldConnectionId?: string;
}) => {
try {
const { room, player } = await RoomController.joinRoom(
roomCode,
socket.id,
playerName,
oldConnectionId
);
socket.join(room.roomCode);
socket.broadcast
.to(room.roomCode)
.emit(SocketEvent.NEW_PLAYER, {
connectionId: player.connectionId,
oldConnectionId,
name: player.name,
points: player.points,
connected: player.connected,
});
socket.emit(SocketEvent.JOINED_SUCCESSFULLY, room);
} catch (err) {
socket.emit(SocketEvent.EXCEPTION, err.toString());
}
}
);
socket.on(SocketEvent.START_ROOM, async () => {
try {
const room = await RoomController.startRoom(socket.id);
io.to(room.roomCode).emit(SocketEvent.ROOM_STARTED, {
board: room.board,
players: room.players,
});
} catch (err) {
socket.emit(SocketEvent.EXCEPTION, err.toString());
}
});
socket.on(SocketEvent.PLAY, async (data: { cards: Card[] }) => {
try {
const {
player,
cards: playedCards,
updated,
board,
roomCode,
isOver,
players,
} = await RoomController.playMove(socket.id, data.cards);
if (isOver) {
io.to(roomCode).emit(SocketEvent.GAME_OVER, {
player,
cards: playedCards,
updated,
board,
players,
});
}
io.to(roomCode).emit(SocketEvent.MOVE_PLAYED, {
player,
cards: playedCards,
updated,
board,
});
} catch (err) {
console.error(err);
socket.emit(SocketEvent.EXCEPTION, err.toString());
}
});
socket.on(SocketEvent.VOTE_TO_CLEAR, async () => {
try {
const result = await RoomController.voteToClearBoard(socket.id);
if (result === null) {
return;
}
const { room, cleared } = result;
io.to(room.roomCode).emit(SocketEvent.VOTE_TO_CLEAR_ADDED, {
connectionId: socket.id,
votesToClear: room.votesToClear,
board: room.board,
cleared,
});
} catch (err) {
socket.emit(SocketEvent.EXCEPTION, err.toString());
}
});
socket.on('disconnect', async () => {
// Note that this doesn't actually remove the player from the database.
// This will just notify the room that the player disconnected.
// By not removing them from the DB immediately, we can let players reconnect.
try {
const affectedRoom = await RoomController.leaveRoom(socket.id);
io.to(affectedRoom.roomCode).emit(
SocketEvent.PLAYER_DISCONNECTED,
socket.id
);
} catch (err) {
socket.emit(SocketEvent.EXCEPTION, err.toString());
}
});
});
// At a regular interval, "garbage collect" the database and let all affected rooms know.
setInterval(() => {
RoomController.flushInactiveDisconnectedPlayers()
.then(affectedRooms => {
for (const roomCode of Object.keys(affectedRooms)) {
const removedPlayers = affectedRooms[roomCode];
io.to(roomCode).emit(SocketEvent.PLAYERS_REMOVED, {
removedPlayers,
});
}
})
.then(() => RoomController.flushEmptyRooms());
}, RoomController.FLUSH_INTERVAL_MILLIS);
createConnection().then(() =>
app.listen(PORT, () => {
console.log(`Listening on port ${PORT}`);
})
);