/
main.js
370 lines (308 loc) · 12 KB
/
main.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
let express = require('express'),
path = require('path'),
bodyParser = require('body-parser'),
geoip = require('geoip-country'),
gameJS = require('./import'),
playerAuth = require('./playersAuth'),
validator = require('validator'),
jsonpatch = require('fast-json-patch'),
config = require('./config'),
logger = require('pino')();
let app = require('express')()
, server = require('http').createServer(app)
, io = require('socket.io').listen(server, {path: config.baseUrl + 'socket.io'});
let router = express.Router();
router.use(express.static(path.join(__dirname, 'public')));
app.use(bodyParser.urlencoded({extended: false}));
app.set('views', path.join(__dirname, 'views'));
app.set('view engine', 'ejs');
app.use(bodyParser.json());
app.use(config.baseUrl, router); //Apply baseUrl for use with reverse proxies.
app.start = app.listen = function () {
return server.listen.apply(server, arguments)
};
app.start(config.port);
logger.info("Server started on port " + config.port + ".");
let games = [], gamesObserver = []; //Create array for storing all games and gameObservers objects.
gameJS.setSocket(io);
gameJS.setPlayerAuth(playerAuth);
playerAuth.setLobbyUpdateCallback(updateLobby);
//Adding bot players
playerAuth.addPlayer("Blada Bot", null, isBot=true);
playerAuth.addPlayer("Bludo Bot", null, isBot=true);
playerAuth.addPlayer("Lada Bot", null, isBot=true);
//Set default settings for games
let defaultGameSettings = {
idleTimeout: 20000,
idleKickTurns: 4,
idleKickTurnsTotal: 7,
boardSize: 4
};
//Define pages start
router.get('/', function (req, res) {
res.render('createNickname', {'baseUrl': config.baseUrl});
});
router.get('/lobby', function (req, res, next) {
res.render('lobby', {'baseUrl': config.baseUrl});
});
router.get('/game', function (req, res) {
res.render('game2', {'baseUrl': config.baseUrl});
});
//Define pages end
//Define rest endpoints start
/**
* Registers the user and returns a JWT if successful.
* @param req.body.playerName: String - The desired nickname.
* @returns {
* success: Boolean,
* message: String
* }
*/
router.post('/rest/regPlayer', function (req, res) {
req.body.playerName = validator.escape(req.body.playerName);
if (req.body.playerName == null)
return res.json({success: false, message: 'No nickname given.'});
if (playerAuth.playerExists(req.body.playerName) || req.body.playerName == null)
return res.json({success: false, message: 'Nickname is already in use.'});
if (req.body.playerName.length < 3 || req.body.playerName.length > 16)
return res.json({success: false, message: 'Nickname is to long or to short.'});
//Find country, offline geoip lookup
let ip = req.headers['x-forwarded-for'] || req.connection.remoteAddress;
let lookup = geoip.lookup(ip);
let country = null;
if (lookup) country = lookup.country;
let token = playerAuth.addPlayer(req.body.playerName, country);
res.json({
success: true,
playerId: playerAuth.getPlayerId(req.body.playerName),
token: token
});
logger.info("Player " + req.body.playerName + " from " + country + " joined lobby.");
updateLobby()
});
/**
* Checks if username is already in use.
* @param req.body.playerName: String - Username
*/
router.post('/rest/playerExists', function (req, res) {
if (playerAuth.playerExists(req.body.playerName)) {
res.json({
success: false,
message: 'Nickname is already in use.'
});
} else {
res.json({
success: true,
message: 'Nickname free.',
});
}
});
/**
* Returns true if the user is authenticated.
*/
router.get('/rest/login', function (req, res) {
playerAuth.auth(req, res, function () {
res.json({'valid': true})
});
});
/**
* Sets up authetication middleware validationg the JWT
*/
router.use('/rest', function (req, res, next) {
playerAuth.auth(req, res, next);
});
/**
* Returns the specified game object by id.
* @param req.query.gameid: int - Game id
* @return game: Json
*/
router.get('/rest/game', function (req, res) {
if (req.query.gameid >= games.length)
return res.status(404).send();
games[req.query.gameid].timeLeftTurn = (
(games[req.query.gameid] && games[req.query.gameid].status === 1) ?
((games[req.query.gameid].idleTimeout - ((new Date()).getTime() - games[req.query.gameid].lastMoveTime.getTime())) / 1000) : 0);
res.json(games[req.query.gameid]);
});
/**
* Returns the players in the lobby.
* @return {
* success: Boolean
* players: Players[]
* }
*/
router.get('/rest/lobby', function (req, res) {
res.json({
success: true,
players: playerAuth.getLobbyPlayers()
});
});
/**
* Registers an action in the lobby. When the user clicks a button.
* @param req.body.action: String - "startGame" | "ready" | "unready" | "addBot" | "removeBot"
*/
router.post('/rest/lobby', function (req, res) {
if (req.body.action === "startGame") {
let readyPlayers = playerAuth.getReadyPlayers();
if (readyPlayers.length) startGame(readyPlayers, defaultGameSettings);
} else if (req.body.action === "ready") {
playerAuth.setReady(req.decoded.playerId, true);
setTimeout(function () {
let readyPlayers = playerAuth.getReadyPlayers();
if (readyPlayers.length >= 4) {
let playersToGame = [];
for (let i = 0; i < 4; i++) {
playersToGame[i] = readyPlayers[i];
}
startGame(playersToGame, defaultGameSettings);
updateLobby()
}
}, 1000);
} else if (req.body.action === "unready") {
let lobbyPlayers = playerAuth.getLobbyPlayers();
let nonBotPlayers = lobbyPlayers.filter(function(e) {
return !e.isBot;
}).length;
if (nonBotPlayers === 1) {
for (let i = 0;i < lobbyPlayers.length;i++) {
playerAuth.setReady(lobbyPlayers[i].playerId, false);
}
} else {
playerAuth.setReady(req.decoded.playerId, false);
}
} else if (req.body.action === "addBot") {
let readyPlayers = playerAuth.getReadyPlayers();
//require player to be ready for adding bots
if (readyPlayers.filter(function(e) {
return e.playerId === req.decoded.playerId;
}).length === 0) {
return res.send();
}
let botPlayers = playerAuth.getBotPlayers();
let freeBotPlayers = botPlayers.filter(function(e) {
return readyPlayers.indexOf(e) === -1;
});
playerAuth.setReady(freeBotPlayers[Math.floor(Math.random() * Math.floor(freeBotPlayers.length))].playerId, true);
setTimeout(function () {
let readyPlayers = playerAuth.getReadyPlayers();
if (readyPlayers.length >= 4) {
let playersToGame = [];
for (let i = 0; i < 4; i++) {
playersToGame[i] = readyPlayers[i];
}
startGame(playersToGame, defaultGameSettings);
updateLobby()
}
}, 1000);
} else if (req.body.action === "removeBot") {
let botPlayers = playerAuth.getBotPlayers();
let readyPlayers = playerAuth.getReadyPlayers();
let readyBotPlayers = botPlayers.filter(function(e) {
return readyPlayers.indexOf(e) > -1;
});
playerAuth.setReady(readyBotPlayers[Math.floor(Math.random() * Math.floor(readyBotPlayers.length))].playerId, false);
}
updateLobby();
res.send();
});
/**
* Registers an action from a player in a game.
* @param req.query.gameid: int - gameId
* @param req.decoded.playerId: int - playerId, fetched from the JWT
* @param req.body.chatmessage: String - Chatmessage to be posted to the game.
* @param req.body.leave - if not null makes the player leave the game.
* @param req.body.pos: int - What square was clocked by the player.
* @param req.body.chipsToMove: int - How many chips to move.
* @param req.body.moveChipsIn: Boolean - If the chips are at the starting position choose to move chips to the goal or out from start.
*/
router.post('/rest/game', function (req, res) {
if (req.body.chatmessage != null) {
if (req.body.chatmessage.length > 80) return res.status(422).send("Too long message");
if (playerAuth.chatDOSCheck(req.decoded.playerId)) return res.status(422).send("Too many messages");
logger.info("Player: " + playerAuth.getPlayerById(req.decoded.playerId).playerName + " sent message '" + req.body.chatmessage + "' in game " + req.query.gameid);
gameJS.postChatMessage(games[req.query.gameid], playerAuth.getPlayerById(req.decoded.playerId), req.body.chatmessage, null);
sendGameUpdate(games[req.query.gameid].gameId);
return res.send();
}
if (req.body.leave != null) {
logger.info("Player: " + playerAuth.getPlayerById(req.decoded.playerId).playerName + " left game '" + req.query.gameid);
gameJS.leaveGame(games[req.query.gameid], playerAuth.getPlayerById(req.decoded.playerId));
sendGameUpdate(games[req.query.gameid].gameId);
return res.send();
}
switch (gameJS.gameLogic(games[req.query.gameid], req.decoded.playerId, req.body.pos, req.body.chipsToMove, req.body.moveChipsIn)) {
case 1:
sendGameUpdate(games[req.query.gameid].gameId);
break;
case 2:
let players = games[req.query.gameid].players;
for (let i = 0; i < players.length; i++) if (players[i]) playerAuth.setIngame(players[i].playerId, false);
sendGameUpdate(games[req.query.gameid].gameId);
break;
default:
break;
}
res.send();
});
/**
* @returns games: Game[] - All game objects on the server.
*/
router.get('/rest/games', function (req, res) {
res.json(games);
});
/**
* Player active ping. Used to show who is active in the lobby.
*/
router.post('/rest/active', function (req, res) {
playerAuth.playerActive(req.decoded.playerId);
res.send();
});
//Define rest endpoints end
/**
* Attempts to start a game with the given players.
* @param players: Players[] - The players
* @param idleTimeout: int - Time limit for each turn in ms.
*/
function startGame(players, idleTimeout) {
if (players.length < 2) return; //Refuse to start game if less than two players.
//Randomize the order of the players
let newPlayers = [];
while (players.length > 0) {
let index = Math.floor(Math.random() * (players.length));
newPlayers.push(players[index]);
players.splice(index, 1);
}
players = newPlayers;
let game = gameJS.createGame(players, idleTimeout); //Create game object with the players.
//Remove players from the lobby
for (let i = 0; i < players.length; i++) {
if (players[i]) {
playerAuth.setIngame(players[i].playerId, true);
playerAuth.setReady(players[i].playerId, false);
playerAuth.setInLobby(players[i].playerId, false);
}
}
games.push(game); //Add the new game object to the collection of all game objects.
gamesObserver.push(jsonpatch.observe(game)); //Adds and jsonpath observer for partial updates of the game object.
logger.info("Starting game id: " + game.gameId + " with players: " + playerAuth.playerListToString(players));
//Send game starting to players over websocket.
let string = game.gameId;
for (let i = 0; i < players.length; i++) if (players[i]) string += " " + players[i].playerId;
setTimeout(function () {
io.emit('gamestart', string);
}, 200);
}
/**
* Sends an update to all players in the selected game.
* @param gameId
*/
function sendGameUpdate(gameId) {
games[gameId].version++;
io.emit('update', gameId + " " + JSON.stringify(jsonpatch.generate(gamesObserver[gameId])));
}
/**
* Sends a message to all players in the lobby that the lobby changed.
*/
function updateLobby() {
io.emit('lobby', "");
}