/
index.js
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/
index.js
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'use strict';
let express = require('express'), app = express(),
server = require('http').createServer(app),
JsonRPC = require('eureca.io'),
rpc = new JsonRPC.Server({ allow: ['updateGrid', 'updateRooms'] });
let rooms = {}, rooms_count = 0, room_names = [
'Handshake', 'Null', 'SEGFAULT', 'Trojans', 'Recovery Fail!',
'Floating Point', 'Panic', 'Logic Bomb', 'Deadlock', 'Rootkit'
], room_types = {
default: { cell_count: 3, win_count: 3, players: 2 },
bigger: { cell_count: 5, win_count: 4, players: 2 },
party: { cell_count: 5, win_count: 3, players: 3 }
};
let users = {}, where_is_user = {}, users_count = 0, counter = 0; // id, clientProxy
function createRoom(type) {
type = type || room_types.default;
let id = rooms_count++;
return rooms[id] = {
id: id,
players: [],
name: room_names[counter++ % room_names.length],
max: type.players,
type: type,
state: {
grid: new Array(type.cell_count * type.cell_count).fill(0),
cell_count: type.cell_count,
win_count: type.win_count,
players: type.players,
turn: 0
}
};
}
function deleteRoom(id) {
if (!id) return;
let room = rooms[id];
console.info(` deleteRoom(#${id}: ${room})`);
let players = room.players;
rooms[room.id].players = [];
console.info(` make players leave room`);
if (players.length > 1) {
delete rooms[room.id];
console.info(` delete room`);
}
generateRooms();
let data = prepareRoomsDataForUser();
players.forEach(p => {
// notify users to end the game
p.clientProxy.updateRooms(data, true);
delete where_is_user[p.socket.id];
});
}
function prepareRoomsDataForUser() {
return Object.keys(rooms)
.map(id => rooms[id])
// don't show full rooms
.filter(room => room.players.length < room.max)
.map(room => ({
id: room.id,
name: room.name,
win: room.state.win_count,
size: room.state.cell_count,
players: `${room.players.length}/${room.max}`
}));
}
function generateRooms() {
Object.keys(room_types).forEach(t => createRoom(room_types[t]));
let empty_rooms = Object.keys(rooms).map(id => rooms[id])
.filter(room => room.players.length == 0);
let filter = type => empty_rooms.filter(r => r.type == room_types[type]);
Object.keys(room_types).map(filter).map(array => {
array.shift();
array.forEach(r => delete rooms[r.id]);
});
}
rpc.onConnect(conn => {
console.info(`user "${conn.socket.id}" connected`);
users_count += 1;
users[conn.id] = conn;
generateRooms();
notifyAllAboutRooms();
});
rpc.onDisconnect(conn => {
console.info(`user "${conn.id}" disconnected`);
users_count -= 1;
delete users[conn.id];
console.info(` he was in #${where_is_user[conn.id]} room`);
deleteRoom(where_is_user[conn.id]);
});
function notifyAllAboutRooms() {
let rooms = prepareRoomsDataForUser();
Object.keys(users).forEach(id => users[id].clientProxy.updateRooms(rooms));
}
rpc.exports.notifyAllAboutRooms = notifyAllAboutRooms;
rpc.exports.getRooms = function() {
console.info(`user ${this.socket.id} requested the list of rooms`);
let rooms = prepareRoomsDataForUser();
this.clientProxy.updateRooms(rooms);
};
rpc.exports.enterRoom = function (rid) {
console.info(`user "${this.socket.id}" tries to enter #${rid} room`);
if (!rooms.hasOwnProperty(rid)) {
console.error(` room #${rid} was not found`);
return { err: `room #${rid} was not found` };
}
let room = rooms[rid];
if (room.players.length >= room.max) {
console.error(` room #${rid} is busy (max is ${room.max})`);
return { err: `room #${rid} is busy (max is ${room.max})` };
}
room.players.push(this);
where_is_user[this.socket.id] = rid;
console.info(` entered successfully!`);
generateRooms();
return room.state;
// notify all from the client side
};
rpc.exports.makeMove = function (i, j) {
let playerId = this.socket.id,
room = rooms[where_is_user[playerId]],
state = room.state;
let get = (i, j) => state.grid[j * state.cell_count + i],
set = (i, j, val) => state.grid[j * state.cell_count + i] = val;
if (get(i, j) !== 0)
return { err: 'cell is busy' };
let turnId = state.turn % room.max;
// it's not the turn of the player
if (turnId >= room.players.length || room.players[turnId].socket.id !== playerId)
return { err: 'not your turn' };
let figure = state.turn++ % room.max + 1;
set(i, j, figure);
room.players.forEach(p => p.clientProxy.updateGrid(state.grid, figure));
let checkVictory = who => {
let iterate = getter => {
for (let i = 0; i < state.win_count; i++)
if (getter(i) != who)
return false;
return true;
};
let row, col, path = {
vertical: _ => iterate(i => get(row + i, col)),
horizntl: _ => iterate(j => get(col, row + j)),
diagonal: _ => iterate(i => get(row + i, col + i)),
opposite: _ => iterate(i => get(row + i, col + state.win_count - 1 - i)),
};
for (row = 0; row <= state.cell_count - state.win_count; row++) {
for (col = 0; col < state.cell_count; col++)
if (path.vertical() || path.horizntl())
return true;
for (col = 0; col <= state.cell_count - state.win_count; col++)
if (path.diagonal() || path.opposite())
return true;
}
return false;
};
// game is over, delete room
if (checkVictory(figure)) {
let another = createRoom(room.cell_count, room.win_count, room.max);
deleteRoom(room);
}
};
app.get('/', function (req, res, next) { res.sendfile('public/index.html') });
app.use(express.static('public'));
rpc.attach(server);
server.listen(8080);