mirror of
https://git.rezel.net/LudoTech/traque.git
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108 lines
3.8 KiB
JavaScript
108 lines
3.8 KiB
JavaScript
/*
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This module manages the admin access to the server via websocket.
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It receives messages, checks permissions, manages authentication and performs actions by calling functions from other modules.
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This module also exposes functions to send messages via socket to all admins
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*/
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import { io } from "./index.js";
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import game from "./game.js"
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import zoneManager from "./zone_manager.js"
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import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
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import { createHash } from "crypto";
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import { config } from "dotenv";
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config();
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const ADMIN_PASSWORD_HASH = process.env.ADMIN_PASSWORD_HASH;
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/**
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* Send a message to all logged in admin sockets
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* @param {String} event The event name
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* @param {String} data The data to send
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*/
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export function secureAdminBroadcast(event, data) {
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loggedInSockets.forEach(s => {
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io.of("admin").to(s).emit(event, data);
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});
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}
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// Array of logged in sockets
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let loggedInSockets = [];
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export function initAdminSocketHandler() {
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io.of("admin").on("connection", (socket) => {
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console.log("Connection of an admin");
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let loggedIn = false;
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socket.on("disconnect", () => {
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console.log("Disconnection of an admin");
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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loggedIn = false;
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});
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socket.on("logout", () => {
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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loggedIn = false;
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})
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socket.on("login", (password) => {
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const hash = createHash('sha256').update(password).digest('hex');
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if (hash === ADMIN_PASSWORD_HASH && !loggedIn) {
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loggedInSockets.push(socket.id);
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loggedIn = true;
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socket.emit("teams", game.teams);
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socket.emit("game_state", {
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state: game.state,
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date: game.stateDate
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});
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socket.emit("current_zone", {
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begin: zoneManager.getCurrentZone(),
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end: zoneManager.getNextZone(),
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endDate: zoneManager.currentZoneEndDate,
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});
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socket.emit("settings", game.getSettings());
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}
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});
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socket.on("update_settings", (settings) => {
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if (!loggedIn) return;
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game.changeSettings(settings);
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secureAdminBroadcast("settings", game.getSettings());
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})
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socket.on("add_team", (teamName) => {
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if (!loggedIn) return;
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game.addTeam(teamName);
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secureAdminBroadcast("teams", game.teams);
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});
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socket.on("remove_team", (teamId) => {
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if (!loggedIn) return;
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game.removeTeam(teamId);
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secureAdminBroadcast("teams", game.teams);
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});
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socket.on("change_state", (state) => {
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if (!loggedIn) return;
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game.setState(state);
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});
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// Use is sending a new list containing the new order of the teams
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// 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
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// But the frontend should always send the same teams in a different order
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socket.on("reorder_teams", (newOrder) => {
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if (!loggedIn) return;
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game.reorderTeams(newOrder);
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secureAdminBroadcast("teams", game.teams);
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game.teams.forEach(t => sendUpdatedTeamInformations(t.id));
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});
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socket.on("update_team", (teamId, newTeam) => {
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if (!loggedIn) return;
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game.updateTeam(teamId, newTeam);
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secureAdminBroadcast("teams", game.teams);
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sendUpdatedTeamInformations(teamId);
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sendUpdatedTeamInformations(game.getTeam(teamId).chased);
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})
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});
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}
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