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- const serverUtils = require('./serverUtils.js');
-
- const utils = require("./utils.js");
-
- /**
- * Object used for storing rooms
- * @param capacityP -- the number of people that can be in room
- * @param pass -- the room password -- null if none
- * @param owner -- the person who is creating the room
- */
- var room = function(capacityP, pass, owner)
- {
- //max capacity of room -- default is 4 for now
- this.capacity = capacityP;
-
- //name of the room
- this.roomName = owner.name;
-
- this.addUser(owner);
-
- //list of words used in the game
- //7 for now will change later to be room specific
- this.words = utils.getRandomWords(7);
-
- this.currentWord = this.words.pop();
-
- //list players -- so we can push requests to them
- this.users = [];
-
- //increments when rounds pass
- this.currentRound = 0;
-
- // the password of the room -- null if no password
- this.password = null;
-
- /**
- 1 = Waiting for users
- 2 = Word shown, Waiting for response from users
- 3 = Showing Result
- 4 = Game Over, Display Final Results
- */
- this.state = 1;
-
- /**
- * adds a user to a room
- * @param p
- * return 0 if they could join
- */
- this.addUser = function(player)
- {
- //check if room is not full
- this.users.push(player);
- player.room = this;
-
- if(this.users.length == this.capacity)
- {
- this.state = 2;
- }
-
- this.sendRoomUpdate();
-
- }
-
- this.sendRoomUpdate = function()
- {
- var message = this.generateRoomUpdate();
- this.users.forEach(function(u)
- {
- u.socket.emit('roomUpdate', message);
- });
- }
-
- /**
- * Removes a specific user from the room and adjusts the size of the array
- * if the array is empty, the room closes
- * @param p
- */
- this.removeUser = function(p)
- {
- var temp = new Array();
-
- for(var i = 0; i < temp.length; i++)
- {
- if(p.name === this.users[i].name)
- {
-
- }
- else
- {
- temp.push(this.users[i]);
- }
- }
-
- this.users = temp;
-
- //if room is empty remove the room from rooms list
- if(this.users.length == 0)
- {
- rooms[this.roomName] = null;
- }
- }
-
- /**
- * creates json to send in the 'roomUpdate' socket event
- *
- * {users: gameState: roundWinner: currentWord: }
- */
- this.generateRoomUpdate = function()
- {
- var result = new Object();
- result.users = [];
- this.users.forEach(function(u)
- {
- result.users.push(u.genJASON());
- });
-
- result.gameState = this.state;
-
- result.roundWinner = "meh";
-
- result.currentWord = this.currentWord;
-
- return result;
- }
-
- /**
- * Whether or not a user can join this room -- checks for number of people are
- * already in the room and the password
- * @param p
- * @returns {boolean}
- */
- this.canJoin = function(p)
- {
- if(this.password == null)
- {
- return (this.users.length < this.capacity);
- }
- else
- {
- return (this.users.length < this.capacity) && (p === this.password);
- }
- }
-
- //updates room variables
- this.update = function()
- {
-
- }
-
- }
-
- //list of all the rooms
- var rooms = {};
-
- var player = function(s)
- {
- //name of the user
- this.name = null;
-
- //players socket
- this.socket = s;
-
- //score of the player
- this.score = 0;
-
- //reference to the room -- might not need this
- this.room = null;
-
- //the word the user selected for current round
- this.sumbission = null;
-
- /**
- * generate the json object used in 'roomUpdate' socket io event
- *
- * return {name: score: word:}
- */
- this.genJASON = function()
- {
- var result = new Object();
- result.name = this.name;
- result.score = this.score;
- result.word = this.sumbission;
- }
-
- /**
- * data -- literally a string
- * @param data
- */
- this.selectWord = function(data)
- {
- this.sumbission = data;
-
- this.room.update();
- }
- }
- //list of all players --accessed using names like a dic
- var players = {};
-
-
- var app = require('express')();
- var http = require('http').Server(app);
- var io = require('socket.io')(http);
-
- const port = 3000;
-
-
- //Whenever someone connects this gets executed
- io.on('connection', function(socket)
- {
- var player = new player(socket);
-
- console.log('A user connected');
-
- /**
- *Register user nickname/handle (register) Client => Server
- */
- socket.on('register', function(data) {
- console.log("Register event called");
- console.log(data);
- console.log(" ");
-
- //checks for user name in use
- if(serverUtils.userAvailable(data, players))
- {
- player.name = data;
-
- players[data] = player;
-
- socket.emit('sendRooms', serverUtils.generateSendRoomsJSON(rooms));
- }
- else
- {
- socket.emit('registerFailed', 'User name taken');
- }
- });
-
- /**
- *Create Room (createRoom) Client => Server
- * data {password: , capacity: }
- */
- socket.on('createRoom', function(data) {
- console.log("create room event called");
- console.log(data);
- console.log(" ");
- rooms[player.name] = new room(data.capacity, data.password, player);
-
-
- });
-
- /**
- * Room Selection (joinRoom) Client => Server
- * data {roomName: , password: }
- */
- socket.on('joinRoom', function(data) {
- console.log("join room event called");
- console.log(data);
- console.log(" ");
-
- if(rooms[data.roomName].canJoin(data.password))
- {
- rooms[data.roomName].addUser(player);
- }
- else
- {
- socket.emit('registerFailed', 'Failed connecting to room');
- }
- });
-
- /**
- * data -- literally a string
- */
- socket.on('submitWord', function(data) {
- console.log("submitWord called");
- console.log(data);
- console.log(" ");
-
- player.selectWord(data);
- });
-
- //Whenever someone disconnects
- socket.on('disconnect', function () {
- console.log('A user disconnected');
-
- if(rooms[player.name] != null)
- {
- rooms[player.name] = null;
- }
-
- //leave the room
- if(player.room != null)
- {
- player.room.removeUser(player);
- }
-
- players[player.name] = null;
-
- });
- });
-
- http.listen(port, function() {
- console.log('listening on *:3000');
- });
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