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Restructuration of the project folders
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147
server/traque-back/team_socket.js
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147
server/traque-back/team_socket.js
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/*
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This file manages team access to the server via websocket.
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It receives messages, checks permissions, manages authentication and performs actions by calling functions from other modules.
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This module also exposes functions to send messages via socket to all teams
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*/
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import { io } from "./index.js";
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import game from "./game.js";
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import zoneManager from "./zone_manager.js";
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/**
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* Send a socket message to all the players of a team
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* @param {String} teamId The team that will receive the message
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* @param {String} event Event name
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* @param {*} data The payload
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*/
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export function teamBroadcast(teamId, event, data) {
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game.getTeam(teamId).sockets.forEach(socketId => io.of("player").to(socketId).emit(event, data));
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}
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/**
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* Send a message to all logged in players
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* @param {String} event Event name
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* @param {String} data payload
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*/
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export function playersBroadcast(event, data) {
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game.teams.forEach(team => teamBroadcast(team.id, event, data));
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}
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/**
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* Send a socket message to all the players of a team
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* @param {String} teamId The team that will receive the message
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*/
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export function sendUpdatedTeamInformations(teamId) {
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// Test of parameters
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if (!game.hasTeam(teamId)) return false;
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// Variables
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const team = game.getTeam(teamId);
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const enemyTeam = game.getTeam(team.chasing);
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teamBroadcast(teamId, "update_team", {
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// Identification
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name: team.name,
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captureCode: team.captureCode,
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// Chasing
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captured: team.captured,
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enemyName: enemyTeam?.name,
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// Locations
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lastSentLocation: team.lastSentLocation,
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enemyLocation: team.enemyLocation,
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// Placement phase
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startingArea: team.startingArea,
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ready: team.ready,
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// Constraints
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outOfZone: team.outOfZone,
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outOfZoneDeadline: team.outOfZoneDeadline,
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locationSendDeadline: team.locationSendDeadline,
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hasHandicap: team.hasHandicap,
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enemyHasHandicap: enemyTeam?.hasHandicap,
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// Stats
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distance: team.distance,
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nCaptures: team.nCaptures,
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nSentLocation: team.nSentLocation,
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finishDate: team.finishDate,
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});
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}
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export function initTeamSocket() {
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io.of("player").on("connection", (socket) => {
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console.log("Connection of a player");
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let teamId = null;
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const login = (loginTeamId) => {
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logout();
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if (!game.addPlayer(loginTeamId, socket.id)) return false;
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teamId = loginTeamId;
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return true;
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}
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const logout = () => {
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if (!teamId) return;
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game.removePlayer(teamId, socket.id);
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teamId = null;
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}
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socket.on("disconnect", () => {
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console.log("Disconnection of a player");
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logout();
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});
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socket.on("logout", () => {
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logout();
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});
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socket.on("login", (loginTeamId, callback) => {
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if (!login(loginTeamId)) {
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callback({ isLoggedIn: false, message: "Login denied" });
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return;
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}
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sendUpdatedTeamInformations(loginTeamId);
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socket.emit("game_state", {
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state: game.state,
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date: game.startDate
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});
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socket.emit("current_zone", {
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begin: zoneManager.getCurrentZone(),
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end: zoneManager.getNextZone(),
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endDate: zoneManager.currentZone?.endDate,
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});
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socket.emit("settings", game.getPlayerSettings());
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callback({ isLoggedIn : true, message: "Logged in"});
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});
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socket.on("update_position", (position) => {
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if (!teamId) return;
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if (game.isPlayerCapitain(teamId, socket.id)) {
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game.updateLocation(teamId, position);
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}
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});
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socket.on("send_position", () => {
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if (!teamId) return;
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game.sendLocation(teamId);
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});
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socket.on("capture", (captureCode, callback) => {
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if (!teamId) return;
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if (game.tryCapture(teamId, captureCode)) {
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callback({ hasCaptured : true, message: "Capture successful" });
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} else {
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callback({ hasCaptured : false, message: "Capture denied" });
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}
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});
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socket.on("device_info", (infos) => {
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if (!teamId) return;
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if (game.isPlayerCapitain(teamId, socket.id)) {
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game.updateTeam(teamId, {phoneModel: infos.model, phoneName: infos.name});
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}
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});
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socket.on("battery_update", (batteryLevel) => {
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if (!teamId) return;
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if (game.isPlayerCapitain(teamId, socket.id)) {
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game.updateTeam(teamId, {battery: batteryLevel});
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}
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});
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});
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}
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