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); }); }); }