refactoed backend code to split team and admin messagin logic

This commit is contained in:
2024-04-18 17:21:53 +00:00
parent ae84c552f1
commit f384878964
6 changed files with 324 additions and 269 deletions

149
traque-back/admin_socket.js Normal file
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@@ -0,0 +1,149 @@
import { io, game } from "./index.js";
import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
import { config } from "dotenv";
config()
const ADMIN_PASSWORD = process.env.ADMIN_PASSWORD;
/**
* Send a message to all logged in admin sockets
* @param {String} event The event name
* @param {String} data The data to send
*/
export function secureAdminBroadcast(event, data) {
loggedInSockets.forEach(s => {
io.of("admin").to(s).emit(event, data);
});
}
//Array of logged in sockets
let loggedInSockets = [];
export function initAdminSocketHandler() {
//Admin namespace
io.of("admin").on("connection", (socket) => {
//Flag to check if the user is logged in, defined for each socket
let loggedIn = false;
socket.on("disconnect", () => {
console.log("user disconnected");
//Remove the socket from the logged in sockets array
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
});
socket.on("logout", () => {
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
})
//User is attempting to log in
socket.on("login", (password) => {
if (password === ADMIN_PASSWORD && !loggedIn) {
//Attempt successful
socket.emit("login_response", true);
loggedInSockets.push(socket.id);
loggedIn = true;
//Send the current state
socket.emit("game_state", game.state)
//Other settings that need initialization
socket.emit("zone_settings", game.zone.zoneSettings)
} else {
//Attempt unsuccessful
socket.emit("login_response", false);
}
});
socket.on("set_zone_settings", (settings) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (!game.setZoneSettings(settings)) {
socket.emit("error", "Error changing zone");
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
} else {
secureAdminBroadcast("zone_settings", game.zone.zoneSettings)
}
})
//User is attempting to add a new team
socket.on("add_team", (teamName) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.addTeam(teamName)) {
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error adding team");
}
});
//User is attempting to remove a team
socket.on("remove_team", (teamId) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.removeTeam(teamId)) {
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error removing team");
}
});
//User is attempting to change the game state
socket.on("change_state", (state) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.setState(state)) {
secureAdminBroadcast("game_state", game.state);
playersBroadcast("game_state", game.state)
} else {
socket.emit("error", "Error setting state");
}
});
//Use is sending a new list containing the new order of the teams
//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
//But the frontend should always send the same teams in a different order
socket.on("reorder_teams", (newOrder) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.reorderTeams(newOrder)) {
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error reordering teams");
}
});
socket.on("update_team", (teamId, newTeam) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.updateTeam(teamId, newTeam)) {
secureAdminBroadcast("teams", game.teams);
sendUpdatedTeamInformations(teamId)
}
})
//Request an update of the team list
//We only reply to the sender to prevent spam
socket.on("get_teams", () => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
socket.emit("teams", game.teams);
});
});
}

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@@ -1,5 +1,5 @@
import { isInCircle } from "./map_utils.js"; import { isInCircle } from "./map_utils.js";
import { ZoneManager } from "./zoneManager.js"; import { ZoneManager } from "./zone_manager.js";
const GameState = { const GameState = {
SETUP: "setup", SETUP: "setup",
@@ -10,6 +10,8 @@ const GameState = {
export default class Game { export default class Game {
constructor(onUpdateZone,onUpdateNewZone) { constructor(onUpdateZone,onUpdateNewZone) {
//Number of penalties needed to be eliminated
this.MAX_PENALTIES = 3;
this.teams = []; this.teams = [];
this.state = GameState.SETUP; this.state = GameState.SETUP;
this.zone = new ZoneManager(onUpdateZone, onUpdateNewZone) this.zone = new ZoneManager(onUpdateZone, onUpdateNewZone)
@@ -62,6 +64,7 @@ export default class Game {
startingArea: null, startingArea: null,
ready: false, ready: false,
captured: false, captured: false,
penalties: 0,
}); });
this.updateTeamChasing(); this.updateTeamChasing();
return true; return true;
@@ -151,16 +154,33 @@ export default class Game {
return true; return true;
} }
capture(teamId, captureCode) { /**
* Request a capture initiated by the team with id teamId (the one trying to capture)
* If the captureCode match, the team chased by teamId will be set to captured
* And the chase chain will be updated
* @param {Number} teamId The id of the capturing team
* @param {Number} captureCode The code sent by the capturing that only the captured team know, used to verify the authenticity of the capture
* @returns {Boolean} if the capture has been successfull or not
*/
requestCapture(teamId, captureCode) {
let enemyTeam = this.getTeam(this.getTeam(teamId).chasing) let enemyTeam = this.getTeam(this.getTeam(teamId).chasing)
if(enemyTeam.captureCode == captureCode) { if(enemyTeam.captureCode == captureCode) {
enemyTeam.captured = true; this.capture(enemyTeam);
this.updateTeamChasing(); this.updateTeamChasing();
return true; return true;
} }
return false; return false;
} }
/**
* Set a team to captured and update the chase chain
* @param {Number} teamId the Id of the captured team
*/
capture(teamId) {
this.getTeam(teamId).captured = true
this.updateTeamChasing();
}
/** /**
* Change the settings of the Zone manager * Change the settings of the Zone manager
* The game should not be in PLAYING or FINISHED state * The game should not be in PLAYING or FINISHED state

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@@ -3,9 +3,10 @@ import { Server } from "socket.io";
import Game from "./game.js"; import Game from "./game.js";
import { config } from "dotenv"; import { config } from "dotenv";
import { readFileSync } from "fs"; import { readFileSync } from "fs";
import { initAdminSocketHandler, secureAdminBroadcast } from "./admin_socket.js";
import { initTeamSocket, playersBroadcast } from "./team_socket.js";
//extract admin password from .env file //extract admin password from .env file
config(); config();
const ADMIN_PASSWORD = process.env.ADMIN_PASSWORD;
const HOST = process.env.HOST; const HOST = process.env.HOST;
const PORT = process.env.PORT; const PORT = process.env.PORT;
@@ -20,282 +21,27 @@ httpsServer.listen(PORT, HOST, () => {
//set cors to allow all origins //set cors to allow all origins
const io = new Server(httpsServer, { export const io = new Server(httpsServer, {
cors: { cors: {
origin: "*", origin: "*",
methods: ["GET", "POST"] methods: ["GET", "POST"]
} }
}); });
/**
* Send a message to all logged in admin sockets
* @param {String} event The event name
* @param {String} data The data to send
*/
function secureAdminBroadcast(event, data) {
loggedInSockets.forEach(s => {
io.of("admin").to(s).emit(event, data);
});
}
/**
* Send a socket message to all the players of a team
* @param {String} teamId The team that will receive the message
* @param {String} event Event name
* @param {*} data The payload
*/
function teamBroadcast(teamId, event, data) {
for (let socketId of game.getTeam(teamId).sockets) {
io.of("player").to(socketId).emit(event, data)
}
}
/**
* Send a message to all logged in players
* @param {String} event Event name
* @param {String} data payload
*/
function playersBroadcast(event, data) {
for (let team of game.teams) {
teamBroadcast(team.id, event, data);
}
}
/**
* Remove a player from the list of logged in players
* @param {Number} id The id of the player to log out
*/
function logoutPlayer(id) {
for (let team of game.teams) {
team.sockets = team.sockets.filter((sid) => sid != id);
}
}
//Zone update broadcast function, called by the game object //Zone update broadcast function, called by the game object
function onUpdateNewZone(newZone) { function onUpdateNewZone(newZone) {
console.log("new_zone", newZone)
playersBroadcast("new_zone", newZone) playersBroadcast("new_zone", newZone)
secureAdminBroadcast("new_zone", newZone) secureAdminBroadcast("new_zone", newZone)
} }
function onUpdateZone(zone) { function onUpdateZone(zone) {
console.log("zone update",zone);
playersBroadcast("zone", zone) playersBroadcast("zone", zone)
secureAdminBroadcast("zone", zone) secureAdminBroadcast("zone", zone)
} }
const game = new Game(onUpdateZone, onUpdateNewZone); export const game = new Game(onUpdateZone, onUpdateNewZone);
//Array of logged in sockets
let loggedInSockets = [];
//Admin namespace initAdminSocketHandler();
io.of("admin").on("connection", (socket) => { initTeamSocket();
//Flag to check if the user is logged in, defined for each socket
let loggedIn = false;
socket.on("disconnect", () => {
console.log("user disconnected");
//Remove the socket from the logged in sockets array
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
});
socket.on("logout", () => {
loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
})
//User is attempting to log in
socket.on("login", (password) => {
if (password === ADMIN_PASSWORD && !loggedIn) {
//Attempt successful
socket.emit("login_response", true);
loggedInSockets.push(socket.id);
loggedIn = true;
//Send the current state
socket.emit("game_state", game.state)
//Other settings that need initialization
socket.emit("zone_settings", game.zone.zoneSettings)
} else {
//Attempt unsuccessful
socket.emit("login_response", false);
}
});
socket.on("set_zone_settings", (settings) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(!game.setZoneSettings(settings)) {
socket.emit("error", "Error changing zone");
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
}else {
secureAdminBroadcast("zone_settings", game.zone.zoneSettings)
}
})
//User is attempting to add a new team
socket.on("add_team", (teamName) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.addTeam(teamName)) {
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error adding team");
}
});
//User is attempting to remove a team
socket.on("remove_team", (teamId) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.removeTeam(teamId)) {
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error removing team");
}
});
//User is attempting to change the game state
socket.on("change_state", (state) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.setState(state)) {
secureAdminBroadcast("game_state", game.state);
playersBroadcast("game_state", game.state)
} else {
socket.emit("error", "Error setting state");
}
});
//Use is sending a new list containing the new order of the teams
//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
//But the frontend should always send the same teams in a different order
socket.on("reorder_teams", (newOrder) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.reorderTeams(newOrder)) {
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error reordering teams");
}
});
socket.on("update_team", (teamId, newTeam) => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if (game.updateTeam(teamId, newTeam)) {
secureAdminBroadcast("teams", game.teams);
sendUpdatedTeamInformations(teamId)
}
})
//Request an update of the team list
//We only reply to the sender to prevent spam
socket.on("get_teams", () => {
if (!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
socket.emit("teams", game.teams);
});
});
function sendUpdatedTeamInformations(teamId) {
let team = game.getTeam(teamId)
team.sockets.forEach(socketId => {
io.of("player").to(socketId).emit("update_team", {
name: team.name,
enemyLocation: team.enemyLocation,
currentLocation: team.currentLocation,
lastSentLocation: team.lastSentLocation,
captureCode: team.captureCode,
startingArea: team.startingArea,
ready: team.ready,
captured: team.captured
})
})
}
io.of("player").on("connection", (socket) => {
let teamId = null;
console.log("a user connected");
socket.on("disconnect", () => {
console.log("user disconnected");
logoutPlayer(socket.id)
});
socket.on("login", (loginTeamId) => {
if (game.getTeam(loginTeamId) === undefined) {
socket.emit("login_response", false);
return;
}
logoutPlayer(socket.id)
teamId = loginTeamId;
let team = game.getTeam(loginTeamId);
team.sockets.push(socket.id);
sendUpdatedTeamInformations(loginTeamId);
socket.emit("login_response", true);
socket.emit("game_state", game.state)
});
socket.on("logout", () => {
logoutPlayer(socket.id);
})
socket.on("update_position", (position) => {
// Only the first player to connect to the team socket can update the current position
// This is done to prevent multiple clients from sending slightly different prosition back and forth
// Making the point jitter on the map
if (!teamId) {
socket.emit("error", "not logged in yet");
return;
}
let team = game.getTeam(teamId)
if (team.sockets.indexOf(socket.id) == 0) {
game.updateLocation(teamId, position);
teamBroadcast(teamId, "update_team", { currentLocation: team.currentLocation, ready: team.ready });
secureAdminBroadcast("teams", game.teams);
}
});
socket.on("send_position", () => {
game.sendLocation(teamId);
let team = game.getTeam(teamId);
if (team === undefined) {
socket.emit("error", "Team not found");
return;
}
game.updateTeamChasing();
teamBroadcast(teamId, "update_team", { enemyLocation: team.enemyLocation });
});
socket.on('capture', (captureCode) => {
let capturedTeam = game.getTeam(teamId).chasing
if(game.capture(teamId, captureCode)) {
sendUpdatedTeamInformations(teamId)
sendUpdatedTeamInformations(capturedTeam)
secureAdminBroadcast("teams", game.teams);
}else {
socket.emit("error", "Incorrect code")
}
})
});

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@@ -0,0 +1,27 @@
import { game } from ".";
import { sendUpdatedTeamInformations, teamBroadcast } from "./team_socket";
export class PenaltyController {
constructor(game) {
}
addPenalty(teamId) {
let team = game.getTeam(teamId);
if(team.captured) {
return;
}
team.penalties++;
if(team.penalties == game.MAX_PENALTIES) {
game.requestCapture(team.chased);
sendUpdatedTeamInformations(teamId);
sendUpdatedTeamInformations(team.chased);
teamBroadcast(teamId, "warning", "You have been eliminated (reason: too many penalties)")
teamBroadcast(team.chased, "success", "The team you are chasing has changed")
}
}
watchZone() {
}
}

119
traque-back/team_socket.js Normal file
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@@ -0,0 +1,119 @@
import { secureAdminBroadcast } from "./admin_socket.js";
import { io, game } from "./index.js";
/**
* Send a socket message to all the players of a team
* @param {String} teamId The team that will receive the message
* @param {String} event Event name
* @param {*} data The payload
*/
export function teamBroadcast(teamId, event, data) {
for (let socketId of game.getTeam(teamId).sockets) {
io.of("player").to(socketId).emit(event, data)
}
}
/**
* Send a message to all logged in players
* @param {String} event Event name
* @param {String} data payload
*/
export function playersBroadcast(event, data) {
for (let team of game.teams) {
teamBroadcast(team.id, event, data);
}
}
/**
* Remove a player from the list of logged in players
* @param {Number} id The id of the player to log out
*/
function logoutPlayer(id) {
for (let team of game.teams) {
team.sockets = team.sockets.filter((sid) => sid != id);
}
}
export function sendUpdatedTeamInformations(teamId) {
let team = game.getTeam(teamId)
team.sockets.forEach(socketId => {
io.of("player").to(socketId).emit("update_team", {
name: team.name,
enemyLocation: team.enemyLocation,
currentLocation: team.currentLocation,
lastSentLocation: team.lastSentLocation,
captureCode: team.captureCode,
startingArea: team.startingArea,
ready: team.ready,
captured: team.captured
})
})
}
export function initTeamSocket() {
io.of("player").on("connection", (socket) => {
let teamId = null;
console.log("a user connected");
socket.on("disconnect", () => {
console.log("user disconnected");
logoutPlayer(socket.id)
});
socket.on("login", (loginTeamId) => {
if (game.getTeam(loginTeamId) === undefined) {
socket.emit("login_response", false);
return;
}
logoutPlayer(socket.id)
teamId = loginTeamId;
let team = game.getTeam(loginTeamId);
team.sockets.push(socket.id);
sendUpdatedTeamInformations(loginTeamId);
socket.emit("login_response", true);
socket.emit("game_state", game.state)
});
socket.on("logout", () => {
logoutPlayer(socket.id);
})
socket.on("update_position", (position) => {
// Only the first player to connect to the team socket can update the current position
// This is done to prevent multiple clients from sending slightly different prosition back and forth
// Making the point jitter on the map
if (!teamId) {
socket.emit("error", "not logged in yet");
return;
}
let team = game.getTeam(teamId)
if (team.sockets.indexOf(socket.id) == 0) {
game.updateLocation(teamId, position);
teamBroadcast(teamId, "update_team", { currentLocation: team.currentLocation, ready: team.ready });
secureAdminBroadcast("teams", game.teams);
}
});
socket.on("send_position", () => {
game.sendLocation(teamId);
let team = game.getTeam(teamId);
if (team === undefined) {
socket.emit("error", "Team not found");
return;
}
game.updateTeamChasing();
teamBroadcast(teamId, "update_team", { enemyLocation: team.enemyLocation });
});
socket.on('capture', (captureCode) => {
let capturedTeam = game.getTeam(teamId).chasing
if (game.requestCapture(teamId, captureCode)) {
sendUpdatedTeamInformations(teamId)
sendUpdatedTeamInformations(capturedTeam)
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Incorrect code")
}
})
});
}

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@@ -137,11 +137,9 @@ export class ZoneManager {
* Wait for the appropriate duration before starting a new zone reduction if needed * Wait for the appropriate duration before starting a new zone reduction if needed
*/ */
setNextZone() { setNextZone() {
console.log("Setting next zone", this.currentZoneCount, this.zoneSettings.reductionCount, this.zoneSettings.reductionInterval)
//At this point, nextZone == currentZone, we need to update the next zone, the raidus decrement, and start a timer before the next shrink //At this point, nextZone == currentZone, we need to update the next zone, the raidus decrement, and start a timer before the next shrink
//last zone //last zone
if (this.currentZoneCount == this.zoneSettings.reductionCount) { if (this.currentZoneCount == this.zoneSettings.reductionCount) {
console.log("last zone reached")
this.nextZone = JSON.parse(JSON.stringify(this.zoneSettings.min)) this.nextZone = JSON.parse(JSON.stringify(this.zoneSettings.min))
this.currentStartZone = JSON.parse(JSON.stringify(this.zoneSettings.min)) this.currentStartZone = JSON.parse(JSON.stringify(this.zoneSettings.min))
} else if (this.currentZoneCount == this.zoneSettings.reductionCount - 1) { } else if (this.currentZoneCount == this.zoneSettings.reductionCount - 1) {
@@ -150,7 +148,6 @@ export class ZoneManager {
this.nextZoneTimeoutId = setTimeout(() => this.startShrinking(), 1000 * 60 * this.zoneSettings.reductionInterval) this.nextZoneTimeoutId = setTimeout(() => this.startShrinking(), 1000 * 60 * this.zoneSettings.reductionInterval)
this.currentZoneCount++; this.currentZoneCount++;
} else if (this.currentZoneCount < this.zoneSettings.reductionCount) { } else if (this.currentZoneCount < this.zoneSettings.reductionCount) {
console.log("started timer for next zone")
this.nextZone.center = this.getRandomNextCenter(this.nextZone.radius * this.shrinkFactor) this.nextZone.center = this.getRandomNextCenter(this.nextZone.radius * this.shrinkFactor)
this.nextZone.radius *= this.shrinkFactor; this.nextZone.radius *= this.shrinkFactor;
this.currentStartZone = JSON.parse(JSON.stringify(this.currentZone)) this.currentStartZone = JSON.parse(JSON.stringify(this.currentZone))
@@ -170,11 +167,8 @@ export class ZoneManager {
*/ */
startShrinking() { startShrinking() {
const startTime = new Date(); const startTime = new Date();
console.log("started shrinking")
this.updateIntervalId = setInterval(() => { this.updateIntervalId = setInterval(() => {
console.log("Shrink tick")
const completed = ((new Date() - startTime) / (1000 * 60)) / this.zoneSettings.reductionDuration; const completed = ((new Date() - startTime) / (1000 * 60)) / this.zoneSettings.reductionDuration;
console.log(completed)
this.currentZone.radius = map(completed, 0, 1, this.currentStartZone.radius, this.nextZone.radius) this.currentZone.radius = map(completed, 0, 1, this.currentStartZone.radius, this.nextZone.radius)
this.currentZone.center.lat = map(completed,0,1, this.currentStartZone.center.lat, this.nextZone.center.lat) this.currentZone.center.lat = map(completed,0,1, this.currentStartZone.center.lat, this.nextZone.center.lat)
this.currentZone.center.lng = map(completed,0,1, this.currentStartZone.center.lng, this.nextZone.center.lng) this.currentZone.center.lng = map(completed,0,1, this.currentStartZone.center.lng, this.nextZone.center.lng)