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); }); } 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); }); //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; } else { //Attempt unsuccessful socket.emit("login_response", false); } }); //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 start the game socket.on("start_game", () => { if(!loggedIn) { socket.emit("error", "Not logged in"); return; } if(game.start()) { secureBroadcast("game_started", true); }else { socket.emit("error", "Error starting game"); } }); //User is attempting to stop the game socket.on("stop_game", () => { if(!loggedIn) { socket.emit("error", "Not logged in"); return; } if(game.stop()) { secureBroadcast("game_started", false); }else { socket.emit("error", "Error stopping game"); } }); //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"); } }); //Change the name of a team given its id socket.on("rename_team", (teamId, newName) => { if(!loggedIn) { socket.emit("error", "Not logged in"); return; } if(game.renameTeam(teamId, newName)) { secureBroadcast("teams", game.teams); } else { socket.emit("error", "Error renaming team"); } }); //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); }); }); io.of("player").on("connection", (socket) => { let teamId = null; console.log("a user connected"); socket.on("disconnect", () => { console.log("user disconnected"); if(teamId !== null && game.getTeam(teamId) !== undefined){ game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id); } }); socket.on("login", (loginTeamId) => { if(game.getTeam(loginTeamId) === undefined) { socket.emit("login_response", false); return; } teamId = loginTeamId; game.getTeam(loginTeamId).sockets.push(socket.id); socket.emit("login_response", true); }); socket.on("update_position", (position) => { game.updateLocation(teamId, position); }); socket.on("send_position", () => { game.sendLocation(teamId); let team = game.getTeam(teamId); if(team === undefined) { socket.emit("error", "Team not found"); return; } game.updateTeamChasing(); team.sockets.forEach(s => { io.of("player").to(s).emit("enemy_position", team.enemyLocation); }); }); });