const serverUtils = require('./serverUtils.js');
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const utils = require("./utils.js");
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const trendingAPI = require("./trendsAPI.js");
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/**
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* Object used for storing rooms
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* @param capacityP -- the number of people that can be in room
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* @param pass -- the room password -- null if none
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* @param owner -- the person who is creating the room
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*/
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var room = function(capacityP, pass, owner)
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{
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//max capacity of room -- default is 4 for now
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this.capacity = capacityP;
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//name of the room
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this.roomName = owner.name;
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//list of words used in the game
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//7 for now will change later to be room specific
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this.words = utils.getRandomWords(7);
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this.currentWord = this.words.pop();
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//list players -- so we can push requests to them
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this.users = [];
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//increments when rounds pass
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this.currentRound = 0;
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// the password of the room -- null if no password
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this.password = null;
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/**
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1 = Waiting for users
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2 = Word shown, Waiting for response from users
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3 = Showing Result
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4 = Game Over, Display Final Results
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*/
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this.state = 1;
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/**
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* creates json to send in the 'roomUpdate' socket event
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*
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* {users: gameState: roundWinner: currentWord: }
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*/
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this.generateRoomUpdate = function()
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{
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var result = new Object();
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result.users = [];
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this.users.forEach(function(u)
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{
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result.users.push(u.genJASON());
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});
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result.gameState = this.state;
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result.roundWinner = "meh";
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result.currentWord = this.currentWord;
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return result;
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}
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this.sendRoomUpdate = function()
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{
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var message = this.generateRoomUpdate();
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this.users.forEach(function(u)
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{
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u.socket.emit('roomUpdate', message);
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console.log(message);
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});
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}
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/**
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* adds a user to a room
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* @param p
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* return 0 if they could join
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*/
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this.addUser = function(player)
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{
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console.log("user added");
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//check if room is not full
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this.users.push(player);
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player.room = this;
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if(this.users.length == this.capacity)
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{
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this.state = 2;
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}
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console.log("rooms users");
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console.log(this.users);
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this.sendRoomUpdate();
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}
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this.addUser(owner);
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/**
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* Removes a specific user from the room and adjusts the size of the array
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* if the array is empty, the room closes
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* @param p
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*/
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this.removeUser = function(p)
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{
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console.log("remove users fnc called");
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var temp = new Array();
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for(var i = 0; i < temp.length; i++)
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{
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if(p.name === this.users[i].name)
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{
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}
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else
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{
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temp.push(this.users[i]);
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}
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}
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this.users = temp;
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//if room is empty remove the room from rooms list
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if(this.users.length == 0)
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{
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//rooms[this.roomName] = null;
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}
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}
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/**
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* Whether or not a user can join this room -- checks for number of people are
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* already in the room and the password
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* @param p
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* @returns {boolean}
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*/
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this.canJoin = function(p)
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{
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if(this.password == null)
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{
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return (this.users.length < this.capacity);
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}
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else
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{
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return (this.users.length < this.capacity) && (p === this.password);
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}
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}
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this.newRound = function()
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{
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if(this.words.length == 0)
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{
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this.state == 4;
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}
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else
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{
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this.currentRound++;
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this.users.forEach(function(u)
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{
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u.sumbission = '';
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});
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this.currentRound = this.words.pop();
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this.state = 2;
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}
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}
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//updates room variables
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this.update = function()
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{
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switch(this.state)
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{
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case 1: //waiting for users to join
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{
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if(this.users.length == this.capacity)
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{
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this.newRound();
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}
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break;
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}
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case 2: // waiting for responses
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{
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var flag = true;
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this.users.forEach(function(u)
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{
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if(u.sumbission === '')
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{
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flag = false;
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}
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});
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if(flag)
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{
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this.state =3;
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this.sendRoomUpdate();
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setTimeout(function() {
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this.newRound();
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}, 4000);
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}
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break;
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}
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case 3: // showing results -- time out fnc
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{
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console.log("error &&&&&&&&&&&&&&&&&&");
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break;
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}
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case 4: //game over display final result
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{
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break;
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}
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default:
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{
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console.log("You don goof up")
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}
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}
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}
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}
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//list of all the rooms
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var rooms = {};
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var player = function(s)
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{
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//name of the user
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this.name = null;
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//players socket
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this.socket = s;
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//score of the player
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this.score = 0;
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//reference to the room -- might not need this
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this.room = null;
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//the word the user selected for current round
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this.sumbission = '';
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/**
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* generate the json object used in 'roomUpdate' socket io event
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*
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* return {name: score: word:}
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*/
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this.genJASON = function()
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{
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var result = new Object();
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result.name = this.name;
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result.score = this.score;
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result.word = this.sumbission;
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}
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/**
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* data -- literally a string
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* @param data
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*/
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this.selectWord = function(data)
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{
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this.sumbission = data;
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trendingAPI.getPopularity(data + " " + this.room.currentWord).then(function(result)
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{
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this.score += result;
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console.log("api result for " + result);
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this.room.update();
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})
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}
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}
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//list of all players --accessed using names like a dic
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var players = {};
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var generateSendRoomsJSON = function()
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{
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var obj = new Object();
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obj.rooms = [];
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//rooms.forEach(function(r)
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Object.keys(rooms).forEach(function(key)
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{
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console.log("**************");
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console.log(key);
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if(rooms[key] == null)
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{
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var roomObj = new Object();
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if(rooms[key].password == null)
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{
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roomObj.passwordBool = false;
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}
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else
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{
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roomObj.passwordBool = rooms[key].password;
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}
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roomObj.capacity = rooms[key].capacity;
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roomObj.occupents = rooms[key].users.length;
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obj.rooms.push(roomObj);
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}
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else
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{
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console.log("would not tough it with a 10ft pole");
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}
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});
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return obj;
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}
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var app = require('express')();
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var http = require('http').Server(app);
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var io = require('socket.io')(http);
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const port = 3000;
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//Whenever someone connects this gets executed
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io.on('connection', function(socket)
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{
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var p = new player(socket);
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console.log('A user connected');
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/**
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*Register user nickname/handle (register) Client => Server
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*/
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socket.on('register', function(data) {
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console.log("Register event called");
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console.log(data);
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console.log(" ");
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//checks for user name in use
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if(serverUtils.userAvailable(data, players))
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{
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p.name = data;
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players[data] = p;
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socket.emit('sendRooms', generateSendRoomsJSON());
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console.log("send rooms called");
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console.log(generateSendRoomsJSON());
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}
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else
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{
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socket.emit('registerFailed', 'User name taken');
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console.log("registration failed sent");
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}
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console.log(player);
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});
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/**
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*Create Room (createRoom) Client => Server
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* data {password: , capacity: }
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*/
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socket.on('createRoom', function(data) {
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console.log("create room event called");
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console.log(data);
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console.log(" ");
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rooms[p.name] = new room(data.capacity, data.password, p);
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});
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/**
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* Room Selection (joinRoom) Client => Server
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* data {roomName: , password: }
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*/
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socket.on('joinRoom', function(data) {
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console.log("join room event called");
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console.log(data);
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console.log(" ");
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console.log(rooms);
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if(rooms[data.roomName] != null && rooms[data.roomName].canJoin(data.password))
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{
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rooms[data.roomName].addUser(p);
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console.log("user joined room");
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}
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else
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{
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socket.emit('registerFailed', 'Failed connecting to room');
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}
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console.log(rooms);
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});
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/**
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* data -- literally a string
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*/
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socket.on('submitWord', function(data) {
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console.log("submitWord called");
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console.log(data);
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console.log(" ");
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p.selectWord(data);
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});
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//Whenever someone disconnects
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socket.on('disconnect', function () {
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console.log('A user disconnected');
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if(rooms[p.name] != null)
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{
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rooms[p.name] = null;
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}
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//leave the room
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if(p.room != null)
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{
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p.room.removeUser(p);
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}
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players[p.name] = null;
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});
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});
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http.listen(port, function() {
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console.log('listening on *:3000');
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});
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