/** * 1-27-18 * * Main server file which handles users, rooms -- everythang */ //eh? const serverUtils = require('./serverUtils.js'); //used for the getting the word array const utils = require("./utils.js"); //gets the trending data const trendingAPI = require("./trendsAPI.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; //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; /** * 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()); }); //sort the users based on score var countOuter = 0; var countInner = 0; var countSwap = 0; // var swapped; // do // { // countOuter++; // swapped = false; // for(var i = 0; i < result.users.length; i++) // { // countInner++; // if(result.users[i].score && result.users[i + 1].score && // result.users[i].score > result.users[i + 1].score) // { // countSwap++; // var temp = result.users[i]; // result.users[i] = result.users[j]; // result.users[j] = temp; // swapped = true; // } // } // } while(swapped); result.gameState = this.state; //sets round winner var rWinner = -1; for(var i = 0; i < this.users.length; i++) { if(rWinner < this.users[i].roundScore) { result.roundWinner = this.users[i].name; rWinner = this.users[i].roundScore; } } result.currentWord = this.currentWord; return result; } /** * grabs roomUpdate json and beams it to every user in the channel */ this.sendRoomUpdate = function() { var message = this.generateRoomUpdate(); this.users.forEach(function(u) { console.log("room update called"); u.socket.emit('roomUpdate', message); console.log(message); }); } /** * adds a user to a room * @param p * return 0 if they could join */ this.addUser = function(player) { console.log("user added"); //check if room is not full this.users.push(player); player.room = this; if(this.users.length == this.capacity) { this.state = 2; } console.log("rooms users"); console.log(this.users); this.sendRoomUpdate(); } this.addUser(owner); /** * 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) { console.log("remove users fnc called"); 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) { delete rooms[this.roomName]; } this.update(); } /** * 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); } } /** * starts new round for the room -- called once all the players have submitted */ 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; } this.sendRoomUpdate(); } //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; 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") } } this.sendRoomUpdate(); } } 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 = ''; this.roundScore = 0; /** * 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; return result; } /** * data -- literally a string * @param data */ this.selectWord = function(data) { this.sumbission = data; trendingAPI.getPopularity(data + " " + this.room.currentWord).then(function(result) { this.roundScore = result; this.score += result; console.log("api result for " + result); this.room.update(); }) } } /** * Generates json sent to user on 'sendRooms' * * return [{name: passwordBool: capacity: occupants: }] */ 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(); roomObj.name = key; if(rooms[key].password == null) { roomObj.passwordBool = false; } else { roomObj.passwordBool = true; } roomObj.capacity = rooms[key].capacity; roomObj.occupants = rooms[key].users.length; obj.rooms.push(roomObj); } else { console.log("would not tough it with a 10ft pole"); } }); return obj; } //list of all players --accessed using names like a dic var players = {}; //list of all the rooms var rooms = {}; var app = require('express')(); var http = require('http').Server(app); var io = require('socket.io')(http); const port = 3000; app.get('/', function(req, res) { console.log("err"); res.sendfile('index.html'); }); //Whenever someone connects this gets executed io.on('connection', function(socket) { var p = 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)) { p.name = data; players[data] = p; 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); }); /** *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[p.name] = new room(data.capacity, data.password, p); }); /** * Room Selection (joinRoom) Client => Server * data {roomName: , password: } */ socket.on('joinRoom', function(data) { console.log("join room event called"); console.log(data); console.log(" "); console.log(rooms); if(rooms[data.roomName] != null && rooms[data.roomName].canJoin(data.password)) { rooms[data.roomName].addUser(p); console.log("user joined room"); } else { socket.emit('joinFailed', 'Failed connecting to room'); } console.log(rooms); }); /** * data -- literally a string */ socket.on('submitWord', function(data) { console.log("submitWord called"); console.log(data); console.log(" "); p.selectWord(data); }); //Whenever someone disconnects socket.on('disconnect', function () { console.log('A user disconnected'); if(rooms[p.name] != null) { rooms[p.name] = null; } //leave the room if(p.room != null) { p.room.removeUser(p); } //players[p.name] = null; delete players[p.name]; }); }); http.listen(port, function() { console.log('listening on *:3000'); });