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https://git.rezel.net/LudoTech/traque.git
synced 2026-02-09 10:20:16 +01:00
refactoed backend code to split team and admin messagin logic
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@@ -3,9 +3,10 @@ import { Server } from "socket.io";
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import Game from "./game.js";
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import { config } from "dotenv";
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import { readFileSync } from "fs";
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import { initAdminSocketHandler, secureAdminBroadcast } from "./admin_socket.js";
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import { initTeamSocket, playersBroadcast } from "./team_socket.js";
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//extract admin password from .env file
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config();
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const ADMIN_PASSWORD = process.env.ADMIN_PASSWORD;
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const HOST = process.env.HOST;
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const PORT = process.env.PORT;
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@@ -20,282 +21,27 @@ httpsServer.listen(PORT, HOST, () => {
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//set cors to allow all origins
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const io = new Server(httpsServer, {
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export const io = new Server(httpsServer, {
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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 admin 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 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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}
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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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function teamBroadcast(teamId, event, data) {
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for (let socketId of game.getTeam(teamId).sockets) {
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io.of("player").to(socketId).emit(event, data)
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}
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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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function playersBroadcast(event, data) {
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for (let team of game.teams) {
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teamBroadcast(team.id, event, data);
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}
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}
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/**
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* Remove a player from the list of logged in players
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* @param {Number} id The id of the player to log out
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*/
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function logoutPlayer(id) {
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for (let team of game.teams) {
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team.sockets = team.sockets.filter((sid) => sid != id);
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}
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}
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//Zone update broadcast function, called by the game object
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function onUpdateNewZone(newZone) {
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console.log("new_zone", 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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function onUpdateZone(zone) {
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console.log("zone update",zone);
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playersBroadcast("zone", zone)
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secureAdminBroadcast("zone", zone)
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}
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const game = new Game(onUpdateZone, onUpdateNewZone);
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//Array of logged in sockets
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let loggedInSockets = [];
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export const game = new Game(onUpdateZone, onUpdateNewZone);
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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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socket.on("logout", () => {
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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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//Send the current state
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socket.emit("game_state", game.state)
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//Other settings that need initialization
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socket.emit("zone_settings", game.zone.zoneSettings)
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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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socket.on("set_zone_settings", (settings) => {
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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.setZoneSettings(settings)) {
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socket.emit("error", "Error changing zone");
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socket.emit("zone_settings", game.zone.zoneSettings) //Still broadcast the old config to the client who submited an incorrect config to keep the client up to date
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}else {
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secureAdminBroadcast("zone_settings", game.zone.zoneSettings)
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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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secureAdminBroadcast("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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secureAdminBroadcast("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 change the game state
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socket.on("change_state", (state) => {
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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.setState(state)) {
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secureAdminBroadcast("game_state", game.state);
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playersBroadcast("game_state", game.state)
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} else {
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socket.emit("error", "Error setting state");
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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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secureAdminBroadcast("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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socket.on("update_team", (teamId, newTeam) => {
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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.updateTeam(teamId, newTeam)) {
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secureAdminBroadcast("teams", game.teams);
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sendUpdatedTeamInformations(teamId)
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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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function sendUpdatedTeamInformations(teamId) {
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let team = game.getTeam(teamId)
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team.sockets.forEach(socketId => {
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io.of("player").to(socketId).emit("update_team", {
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name: team.name,
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enemyLocation: team.enemyLocation,
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currentLocation: team.currentLocation,
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lastSentLocation: team.lastSentLocation,
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captureCode: team.captureCode,
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startingArea: team.startingArea,
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ready: team.ready,
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captured: team.captured
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})
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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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logoutPlayer(socket.id)
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});
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socket.on("login", (loginTeamId) => {
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if (game.getTeam(loginTeamId) === undefined) {
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socket.emit("login_response", false);
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return;
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}
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logoutPlayer(socket.id)
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teamId = loginTeamId;
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let team = game.getTeam(loginTeamId);
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team.sockets.push(socket.id);
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sendUpdatedTeamInformations(loginTeamId);
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socket.emit("login_response", true);
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socket.emit("game_state", game.state)
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});
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socket.on("logout", () => {
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logoutPlayer(socket.id);
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})
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socket.on("update_position", (position) => {
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// Only the first player to connect to the team socket can update the current position
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// This is done to prevent multiple clients from sending slightly different prosition back and forth
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// Making the point jitter on the map
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if (!teamId) {
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socket.emit("error", "not logged in yet");
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return;
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}
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let team = game.getTeam(teamId)
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if (team.sockets.indexOf(socket.id) == 0) {
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game.updateLocation(teamId, position);
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teamBroadcast(teamId, "update_team", { currentLocation: team.currentLocation, ready: team.ready });
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secureAdminBroadcast("teams", game.teams);
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}
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});
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socket.on("send_position", () => {
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game.sendLocation(teamId);
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let team = game.getTeam(teamId);
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if (team === undefined) {
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socket.emit("error", "Team not found");
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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 });
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});
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socket.on('capture', (captureCode) => {
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let capturedTeam = game.getTeam(teamId).chasing
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if(game.capture(teamId, captureCode)) {
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sendUpdatedTeamInformations(teamId)
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sendUpdatedTeamInformations(capturedTeam)
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secureAdminBroadcast("teams", game.teams);
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}else {
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socket.emit("error", "Incorrect code")
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}
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})
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});
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initAdminSocketHandler();
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initTeamSocket();
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