|
|
@ -2,6 +2,8 @@ const serverUtils = require('./serverUtils.js'); |
|
|
|
|
|
|
|
const utils = require("./utils.js"); |
|
|
|
|
|
|
|
const trendingAPI = require("./trendsAPI.js"); |
|
|
|
|
|
|
|
/** |
|
|
|
* Object used for storing rooms |
|
|
|
* @param capacityP -- the number of people that can be in room |
|
|
@ -16,7 +18,7 @@ var room = function(capacityP, pass, owner) |
|
|
|
//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
|
|
|
@ -41,6 +43,40 @@ var room = function(capacityP, pass, owner) |
|
|
|
*/ |
|
|
|
this.state = 1; |
|
|
|
|
|
|
|
/** |
|
|
|
* 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; |
|
|
|
} |
|
|
|
|
|
|
|
this.sendRoomUpdate = function() |
|
|
|
{ |
|
|
|
var message = this.generateRoomUpdate(); |
|
|
|
this.users.forEach(function(u) |
|
|
|
{ |
|
|
|
u.socket.emit('roomUpdate', message); |
|
|
|
console.log(message); |
|
|
|
}); |
|
|
|
} |
|
|
|
|
|
|
|
/** |
|
|
|
* adds a user to a room |
|
|
|
* @param p |
|
|
@ -48,6 +84,7 @@ var room = function(capacityP, pass, owner) |
|
|
|
*/ |
|
|
|
this.addUser = function(player) |
|
|
|
{ |
|
|
|
console.log("user added"); |
|
|
|
//check if room is not full
|
|
|
|
this.users.push(player); |
|
|
|
player.room = this; |
|
|
@ -57,18 +94,16 @@ var room = function(capacityP, pass, owner) |
|
|
|
this.state = 2; |
|
|
|
} |
|
|
|
|
|
|
|
console.log("rooms users"); |
|
|
|
console.log(this.users); |
|
|
|
|
|
|
|
this.sendRoomUpdate(); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
this.sendRoomUpdate = function() |
|
|
|
{ |
|
|
|
var message = this.generateRoomUpdate(); |
|
|
|
this.users.forEach(function(u) |
|
|
|
{ |
|
|
|
u.socket.emit('roomUpdate', message); |
|
|
|
}); |
|
|
|
} |
|
|
|
this.addUser(owner); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
* Removes a specific user from the room and adjusts the size of the array |
|
|
@ -77,6 +112,7 @@ var room = function(capacityP, pass, owner) |
|
|
|
*/ |
|
|
|
this.removeUser = function(p) |
|
|
|
{ |
|
|
|
console.log("remove users fnc called"); |
|
|
|
var temp = new Array(); |
|
|
|
|
|
|
|
for(var i = 0; i < temp.length; i++) |
|
|
@ -96,32 +132,10 @@ var room = function(capacityP, pass, owner) |
|
|
|
//if room is empty remove the room from rooms list
|
|
|
|
if(this.users.length == 0) |
|
|
|
{ |
|
|
|
rooms[this.roomName] = null; |
|
|
|
//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 |
|
|
@ -141,10 +155,72 @@ var room = function(capacityP, pass, owner) |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
this.newRound = function() |
|
|
|
{ |
|
|
|
if(this.words.length == 0) |
|
|
|
{ |
|
|
|
this.state == 4; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
this.currentRound++; |
|
|
|
this.users.forEach(function(u) |
|
|
|
{ |
|
|
|
u.sumbission = ''; |
|
|
|
}); |
|
|
|
this.currentRound = this.words.pop(); |
|
|
|
this.state = 2; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
//updates room variables
|
|
|
|
this.update = function() |
|
|
|
{ |
|
|
|
|
|
|
|
switch(this.state) |
|
|
|
{ |
|
|
|
case 1: //waiting for users to join
|
|
|
|
{ |
|
|
|
if(this.users.length == this.capacity) |
|
|
|
{ |
|
|
|
this.newRound(); |
|
|
|
} |
|
|
|
break; |
|
|
|
} |
|
|
|
case 2: // waiting for responses
|
|
|
|
{ |
|
|
|
var flag = true; |
|
|
|
this.users.forEach(function(u) |
|
|
|
{ |
|
|
|
if(u.sumbission === '') |
|
|
|
{ |
|
|
|
flag = false; |
|
|
|
} |
|
|
|
}); |
|
|
|
if(flag) |
|
|
|
{ |
|
|
|
this.state =3; |
|
|
|
this.sendRoomUpdate(); |
|
|
|
|
|
|
|
setTimeout(function() { |
|
|
|
this.newRound(); |
|
|
|
}, 4000); |
|
|
|
} |
|
|
|
break; |
|
|
|
} |
|
|
|
case 3: // showing results -- time out fnc
|
|
|
|
{ |
|
|
|
console.log("error &&&&&&&&&&&&&&&&&&"); |
|
|
|
break; |
|
|
|
} |
|
|
|
case 4: //game over display final result
|
|
|
|
{ |
|
|
|
break; |
|
|
|
} |
|
|
|
default: |
|
|
|
{ |
|
|
|
console.log("You don goof up") |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
@ -167,7 +243,7 @@ var player = function(s) |
|
|
|
this.room = null; |
|
|
|
|
|
|
|
//the word the user selected for current round
|
|
|
|
this.sumbission = null; |
|
|
|
this.sumbission = ''; |
|
|
|
|
|
|
|
/** |
|
|
|
* generate the json object used in 'roomUpdate' socket io event |
|
|
@ -190,12 +266,56 @@ var player = function(s) |
|
|
|
{ |
|
|
|
this.sumbission = data; |
|
|
|
|
|
|
|
this.room.update(); |
|
|
|
trendingAPI.getPopularity(data + " " + this.room.currentWord).then(function(result) |
|
|
|
{ |
|
|
|
this.score += result; |
|
|
|
console.log("api result for " + result); |
|
|
|
this.room.update(); |
|
|
|
}) |
|
|
|
} |
|
|
|
} |
|
|
|
//list of all players --accessed using names like a dic
|
|
|
|
var players = {}; |
|
|
|
|
|
|
|
var generateSendRoomsJSON = function() |
|
|
|
{ |
|
|
|
var obj = new Object(); |
|
|
|
obj.rooms = []; |
|
|
|
|
|
|
|
//rooms.forEach(function(r)
|
|
|
|
|
|
|
|
Object.keys(rooms).forEach(function(key) |
|
|
|
{ |
|
|
|
console.log("**************"); |
|
|
|
console.log(key); |
|
|
|
if(rooms[key] == null) |
|
|
|
{ |
|
|
|
var roomObj = new Object(); |
|
|
|
|
|
|
|
if(rooms[key].password == null) |
|
|
|
{ |
|
|
|
roomObj.passwordBool = false; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
roomObj.passwordBool = rooms[key].password; |
|
|
|
} |
|
|
|
roomObj.capacity = rooms[key].capacity; |
|
|
|
roomObj.occupents = rooms[key].users.length; |
|
|
|
|
|
|
|
obj.rooms.push(roomObj); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
console.log("would not tough it with a 10ft pole"); |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
}); |
|
|
|
|
|
|
|
return obj; |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
var app = require('express')(); |
|
|
|
var http = require('http').Server(app); |
|
|
@ -207,7 +327,7 @@ const port = 3000; |
|
|
|
//Whenever someone connects this gets executed
|
|
|
|
io.on('connection', function(socket) |
|
|
|
{ |
|
|
|
var player = new player(socket); |
|
|
|
var p = new player(socket); |
|
|
|
|
|
|
|
console.log('A user connected'); |
|
|
|
|
|
|
@ -222,16 +342,21 @@ io.on('connection', function(socket) |
|
|
|
//checks for user name in use
|
|
|
|
if(serverUtils.userAvailable(data, players)) |
|
|
|
{ |
|
|
|
player.name = data; |
|
|
|
p.name = data; |
|
|
|
|
|
|
|
players[data] = player; |
|
|
|
players[data] = p; |
|
|
|
|
|
|
|
socket.emit('sendRooms', serverUtils.generateSendRoomsJSON(rooms)); |
|
|
|
socket.emit('sendRooms', generateSendRoomsJSON()); |
|
|
|
console.log("send rooms called"); |
|
|
|
console.log(generateSendRoomsJSON()); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
socket.emit('registerFailed', 'User name taken'); |
|
|
|
console.log("registration failed sent"); |
|
|
|
} |
|
|
|
|
|
|
|
console.log(player); |
|
|
|
}); |
|
|
|
|
|
|
|
/** |
|
|
@ -242,7 +367,7 @@ io.on('connection', function(socket) |
|
|
|
console.log("create room event called"); |
|
|
|
console.log(data); |
|
|
|
console.log(" "); |
|
|
|
rooms[player.name] = new room(data.capacity, data.password, player); |
|
|
|
rooms[p.name] = new room(data.capacity, data.password, p); |
|
|
|
|
|
|
|
|
|
|
|
}); |
|
|
@ -256,14 +381,18 @@ io.on('connection', function(socket) |
|
|
|
console.log(data); |
|
|
|
console.log(" "); |
|
|
|
|
|
|
|
if(rooms[data.roomName].canJoin(data.password)) |
|
|
|
console.log(rooms); |
|
|
|
|
|
|
|
if(rooms[data.roomName] != null && rooms[data.roomName].canJoin(data.password)) |
|
|
|
{ |
|
|
|
rooms[data.roomName].addUser(player); |
|
|
|
rooms[data.roomName].addUser(p); |
|
|
|
console.log("user joined room"); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
socket.emit('registerFailed', 'Failed connecting to room'); |
|
|
|
} |
|
|
|
console.log(rooms); |
|
|
|
}); |
|
|
|
|
|
|
|
/** |
|
|
@ -274,25 +403,25 @@ io.on('connection', function(socket) |
|
|
|
console.log(data); |
|
|
|
console.log(" "); |
|
|
|
|
|
|
|
player.selectWord(data); |
|
|
|
p.selectWord(data); |
|
|
|
}); |
|
|
|
|
|
|
|
//Whenever someone disconnects
|
|
|
|
socket.on('disconnect', function () { |
|
|
|
console.log('A user disconnected'); |
|
|
|
|
|
|
|
if(rooms[player.name] != null) |
|
|
|
if(rooms[p.name] != null) |
|
|
|
{ |
|
|
|
rooms[player.name] = null; |
|
|
|
rooms[p.name] = null; |
|
|
|
} |
|
|
|
|
|
|
|
//leave the room
|
|
|
|
if(player.room != null) |
|
|
|
if(p.room != null) |
|
|
|
{ |
|
|
|
player.room.removeUser(player); |
|
|
|
p.room.removeUser(p); |
|
|
|
} |
|
|
|
|
|
|
|
players[player.name] = null; |
|
|
|
players[p.name] = null; |
|
|
|
|
|
|
|
}); |
|
|
|
}); |
|
|
|