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/**
* 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');
});