import { createServer } from "https"; import { Server } from "socket.io"; import Game from "./game.js"; import { config } from "dotenv"; import { readFileSync } from "fs"; //extract admin password from .env file config(); const ADMIN_PASSWORD = process.env.ADMIN_PASSWORD; const HOST = process.env.HOST; const PORT = process.env.PORT; const httpsServer = createServer({ key: readFileSync(process.env.SSL_KEY, 'utf-8'), cert: readFileSync(process.env.SSL_CERT, 'utf-8') }); httpsServer.listen(PORT, HOST, () => { console.log(`Server running`); }); //set cors to allow all origins const io = new Server(httpsServer, { cors: { origin: "*", methods: ["GET", "POST"] } }); /** * Send a message to all logged in sockets * @param {String} event The event name * @param {String} data The data to send */ function secureBroadcast(event, data) { loggedInSockets.forEach(s => { io.of("admin").to(s).emit(event, data); }); } function teamBroadcast(teamId, event, data) { for (let socketId of game.getTeam(teamId).sockets) { io.of("player").to(socketId).emit(event, data) } } function playersBroadcast(event, data) { for (let team of game.teams) { teamBroadcast(team.id, event, data); } } function logoutPlayer(id) { for (let team of game.teams) { team.sockets = team.sockets.filter((sid) => sid != id); } } const game = new Game(); //Array of logged in sockets let loggedInSockets = []; //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) } else { //Attempt unsuccessful socket.emit("login_response", false); } }); socket.on("set_zone", (zone) => { if (!loggedIn) { socket.emit("error", "Not logged in"); return; } if(!game.setZone(zone)) { socket.emit("error", "Error changing zone"); } }) //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)) { secureBroadcast("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)) { secureBroadcast("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)) { secureBroadcast("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)) { secureBroadcast("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)) { secureBroadcast("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 }); secureBroadcast("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) secureBroadcast("teams", game.teams); }else { socket.emit("error", "Incorrect code") } }) });