mirror of
https://git.rezel.net/LudoTech/traque.git
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formatage
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@@ -20,9 +20,9 @@ const ADMIN_PASSWORD = process.env.ADMIN_PASSWORD;
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* @param {String} data The data to send
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*/
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export function secureAdminBroadcast(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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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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//Array of logged in sockets
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@@ -73,10 +73,10 @@ export function initAdminSocketHandler() {
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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.changeSettings(settings)) {
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if (!game.changeSettings(settings)) {
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socket.emit("error", "Invalid settings");
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}
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secureAdminBroadcast("game_settings",game.settings);
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secureAdminBroadcast("game_settings", game.settings);
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playersBroadcast("game_settings", game.settings);
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})
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@@ -99,10 +99,10 @@ export function initAdminSocketHandler() {
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socket.emit("error", "Not logged in");
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return;
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}
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if(!penaltyController.updateSettings(settings)) {
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if (!penaltyController.updateSettings(settings)) {
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socket.emit("error", "Invalid settings");
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socket.emit("penalty_settings", penaltyController.settings)
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}else {
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} else {
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secureAdminBroadcast("penalty_settings", penaltyController.settings)
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}
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@@ -20,11 +20,11 @@ export const GameState = {
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export default {
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//List of teams, as objects. To see the fields see the addTeam methods
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teams : [],
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teams: [],
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//Current state of the game
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state : GameState.SETUP,
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state: GameState.SETUP,
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//Settings of the game
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settings : {
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settings: {
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loserEndGameMessage: "",
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winnerEndGameMessage: "",
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capturedMessage: "",
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@@ -37,7 +37,7 @@ export default {
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* @returns true if the settings are applied
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*/
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changeSettings(newSettings) {
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this.settings = {...this.settings, ...newSettings};
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this.settings = { ...this.settings, ...newSettings };
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return true;
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},
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@@ -232,7 +232,7 @@ export default {
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}
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//The location sent by the team will be null if the browser call API dooes not succeed
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//See issue #19
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if(location == null) {
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if (location == null) {
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return false;
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}
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team.currentLocation = location;
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@@ -264,7 +264,7 @@ export default {
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if (team == undefined) {
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return false;
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}
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if(team.currentLocation == null) {
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if (team.currentLocation == null) {
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return false;
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}
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@@ -4,7 +4,7 @@ This module manages the verification of the game rules and the penalties.
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import { isInCircle } from "./map_utils.js";
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import { sendUpdatedTeamInformations, teamBroadcast } from "./team_socket.js";
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import { secureAdminBroadcast } from "./admin_socket.js";
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import game, {GameState} from "./game.js";
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import game, { GameState } from "./game.js";
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import zone from "./zone_manager.js";
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export default {
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@@ -4,7 +4,7 @@ It receives messages, checks permissions, manages authentication and performs ac
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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 { secureAdminBroadcast } from "./admin_socket.js";
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import { io} from "./index.js";
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import { io } from "./index.js";
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import game from "./game.js";
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import zone from "./zone_manager.js";
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@@ -43,7 +43,7 @@ function logoutPlayer(id) {
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export function sendUpdatedTeamInformations(teamId) {
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let team = game.getTeam(teamId)
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if(!team) {
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if (!team) {
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return false;
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}
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team.sockets.forEach(socketId => {
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@@ -106,7 +106,7 @@ export function initTeamSocket() {
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return;
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}
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let team = game.getTeam(teamId)
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if(team == undefined) {
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if (team == undefined) {
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logoutPlayer(socket.id);
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return;
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}
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@@ -125,8 +125,8 @@ export function initTeamSocket() {
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return;
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}
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game.updateTeamChasing();
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teamBroadcast(teamId, "update_team", { enemyLocation: team.enemyLocation,locationSendDeadline: team.locationSendDeadline });
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teamBroadcast(teamId,"success", "Position udpated")
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teamBroadcast(teamId, "update_team", { enemyLocation: team.enemyLocation, locationSendDeadline: team.locationSendDeadline });
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teamBroadcast(teamId, "success", "Position udpated")
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secureAdminBroadcast("teams", game.teams)
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});
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@@ -200,8 +200,8 @@ export default {
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onNextZoneUpdate(newZone) {
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playersBroadcast("new_zone", newZone)
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secureAdminBroadcast("new_zone", newZone)
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},
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},
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//a call to onZoneUpdate will be made every updateIntervalSeconds when the zone is changing
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onZoneUpdate(zone) {
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playersBroadcast("zone", zone)
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