forked from ecin/joynes
/
server.js
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/
server.js
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// BSD licensed, rock along with it.
var util = require('util');
//var connect = require('connect');
var express = require('express');
var app = express.createServer();
var io = require('socket.io').listen(app);
app.listen(3333);
app.configure( function(){
app.use(express.static(__dirname + '/public'));
});
app.get('/', function(req, res){
res.render('index.ejs');
});
app.get('/master', function(req, res){
res.render('master.ejs');
});
app.get('/slave', function(req, res){
res.render('slave.ejs');
});
var channels = {};
var waiting = [];
/* When a player connects, they join the waiting FIFO queue.
* Once we have two players, we'll automatically pair them,
* with the older player becoming player one.
*/
io.sockets.on("connection", function(player){
util.log("Someone connected.");
waiting.push(player);
if (waiting.length >= 2) {
/* Pair the top two; this means our waiting queue should never
* grow larger than 2
*/
pair(waiting.shift(), waiting.shift());
} else {
util.log("Player " + player.id + " is waiting for a partner.");
false;
}
/* After pairing, we're just acting as a proxy for messages
* between the two players */
player.on("message", function(message){
util.log("Got message: " + message);
if(channels[player.id] != undefined){
util.log("Sending " + message + " from " + player.id + " to " + channels[player.id].id);
partner = channels[player.id];
partner.send(message);
} else {
util.debug("Player " + player.id + " sent a message while not paired.");
}
});
});
io.sockets.on("disconnect", function(player){
util.log("Player " + player.id + " has left the arcade.");
if( channels[conn.id] != undefined ){
var partner = channels[conn.id];
/* Let the partner know they're now alone */
partner.send(JSON.stringify({close: player.id}));
purge(player);
}else{
/* Player was in the waiting list; we need to purge him. */
}
});
/* player and partner are websocket connections */
var pair = function(player, partner) {
channels[player.id] = partner;
channels[partner.id] = player;
util.log("Pairing players " + player.id + " & " + partner.id);
/* Let the players know their roles: master/slave */
player.emit("role", JSON.stringify({initialize: "m"}));
partner.emit("role", JSON.stringify({initialize: "s"}));
}
/* We know all pairs, so we only need one player
* to unpair */
var unpair = function(player) {
/* Dissolve pair */
var partner = channels[player.id];
channels[player.id] = undefined;
if (partner != undefined) {
/* Put partner in the waiting queue */
channels[partner.id] = undefined;
waiting.push(partner);
} else {
util.debug("Tried to unpair solitary player " + player.id);
}
}
/* Unpair the player, and remove her from the waiting list */
var purge = function(player) {
unpair(player);
for (i in waiting) {
if (waiting[i].id == player.id) {
waiting.splice(i,1);
break;
} else {
continue;
}
}
}