Files
traque/traque-back/team_socket.js

156 lines
5.7 KiB
JavaScript

/*
This file manages team access to the server via websocket.
It receives messages, checks permissions, manages authentication and performs actions by calling functions from other modules.
This module also exposes functions to send messages via socket to all teams
*/
import { secureAdminBroadcast } from "./admin_socket.js";
import { io } from "./index.js";
import game from "./game.js";
import zone from "./zone_manager.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)
if (!team) {
return false;
}
team.sockets.forEach(socketId => {
io.of("player").to(socketId).emit("update_team", {
name: team.name,
enemyLocation: team.enemyLocation,
enemyName: team.enemyName,
currentLocation: team.currentLocation,
lastSentLocation: team.lastSentLocation,
locationSendDeadline: team.locationSendDeadline,
captureCode: team.captureCode,
startingArea: team.startingArea,
ready: team.ready,
captured: team.captured,
penalties: team.penalties,
})
})
}
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, callback) => {
if (game.getTeam(loginTeamId) === undefined) {
socket.emit("login_response", false);
if (typeof callback === "function") {
callback({ isLoggedIn: false, message: "Login denied" });
}
} else {
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.emit("game_settings", game.settings)
socket.emit("zone", zone.currentZone)
socket.emit("new_zone", {
begin: zone.currentStartZone,
end: zone.nextZone
})
if (typeof callback === "function") {
callback({ isLoggedIn : true, message: "Logged in"});
}
}
});
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 == undefined) {
logoutPlayer(socket.id);
return;
}
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, locationSendDeadline: team.locationSendDeadline, lastSentLocation: team.lastSentLocation });
teamBroadcast(teamId, "success", "Position udpated")
secureAdminBroadcast("teams", game.teams)
});
socket.on("capture", (captureCode, callback) => {
let capturedTeam = game.getTeam(teamId)?.chasing
if (capturedTeam !== undefined && game.requestCapture(teamId, captureCode)) {
sendUpdatedTeamInformations(teamId);
sendUpdatedTeamInformations(capturedTeam);
secureAdminBroadcast("teams", game.teams);
if (typeof callback === "function") {
callback({ hasCaptured : true, message: "Capture succesful" });
}
} else {
socket.emit("error", "Incorrect code");
if (typeof callback === "function") {
callback({ hasCaptured : false, message: "Capture failed" });
}
}
})
});
}