Files
traque/traque-back/index.js

269 lines
7.0 KiB
JavaScript

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")
}
})
});