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admin interface basic functionalities
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186
traque-back/index.js
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186
traque-back/index.js
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import { createServer } from "http";
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import { Server } from "socket.io";
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import Game from "./game.js";
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const httpServer = createServer();
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//Password that socket clients will have to send to be able to send admin commands
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//TODO: put this in an environment variable
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const ADMIN_PASSWORD = "admin";
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//set cors to allow all origins
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const io = new Server(httpServer, {
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cors: {
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origin: "*",
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methods: ["GET", "POST"]
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}
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});
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/**
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* Send a message to all logged in sockets
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* @param {String} event The event name
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* @param {String} data The data to send
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*/
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function secureBroadcast(event, data) {
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loggedInSockets.forEach(s => {
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io.of("admin").to(s).emit(event, data);
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});
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}
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const game = new Game();
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//Array of logged in sockets
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let loggedInSockets = [];
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//Admin namespace
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io.of("admin").on("connection", (socket) => {
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//Flag to check if the user is logged in, defined for each socket
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let loggedIn = false;
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socket.on("disconnect", () => {
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console.log("user disconnected");
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//Remove the socket from the logged in sockets array
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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});
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//User is attempting to log in
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socket.on("login", (password) => {
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if (password === ADMIN_PASSWORD && !loggedIn) {
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//Attempt successful
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socket.emit("login_response", true);
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loggedInSockets.push(socket.id);
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loggedIn = true;
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} else {
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//Attempt unsuccessful
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socket.emit("login_response", false);
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}
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});
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//User is attempting to add a new team
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socket.on("add_team", (teamName) => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.addTeam(teamName)) {
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secureBroadcast("teams", game.teams);
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}else {
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socket.emit("error", "Error adding team");
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}
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});
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//User is attempting to remove a team
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socket.on("remove_team", (teamId) => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.removeTeam(teamId)) {
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secureBroadcast("teams", game.teams);
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}else {
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socket.emit("error", "Error removing team");
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}
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});
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//User is attempting to start the game
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socket.on("start_game", () => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.start()) {
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secureBroadcast("game_started", true);
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}else {
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socket.emit("error", "Error starting game");
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}
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});
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//User is attempting to stop the game
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socket.on("stop_game", () => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.stop()) {
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secureBroadcast("game_started", false);
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}else {
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socket.emit("error", "Error stopping game");
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}
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});
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//Use is sending a new list containing the new order of the teams
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//Note that we never check if the new order contains the same teams as the old order, so it behaves more like a setTeams function
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//But the frontend should always send the same teams in a different order
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socket.on("reorder_teams", (newOrder) => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.reorderTeams(newOrder)) {
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secureBroadcast("teams", game.teams);
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} else {
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socket.emit("error", "Error reordering teams");
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}
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});
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//Change the name of a team given its id
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socket.on("rename_team", (teamId, newName) => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.renameTeam(teamId, newName)) {
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secureBroadcast("teams", game.teams);
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} else {
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socket.emit("error", "Error renaming team");
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}
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});
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//Request an update of the team list
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//We only reply to the sender to prevent spam
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socket.on("get_teams", () => {
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if(!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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socket.emit("teams", game.teams);
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});
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});
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io.of("player").on("connection", (socket) => {
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let teamId = null;
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console.log("a user connected");
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socket.on("disconnect", () => {
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console.log("user disconnected");
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game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id);
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});
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socket.on("login", (teamId) => {
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if(game.getTeam(teamId) === undefined) {
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socket.emit("login_response", false);
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return;
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}
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game.getTeam(teamId).sockets.push(socket.id);
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socket.emit("login_response", true);
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});
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socket.on("update_position", (position) => {
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game.updateLocation(teamId, position);
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});
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socket.on("send_position", () => {
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console.log("send_position", position);
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game.sendLocation(teamId);
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game.getTeam(teamId).sockets.forEach(s => {
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io.of("player").to(s).emit("enemy_position", game.getTeam(teamId).enemyLocation);
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});
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});
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});
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httpServer.listen(3000);
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