mirror of
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168 lines
5.6 KiB
JavaScript
168 lines
5.6 KiB
JavaScript
/*
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This file manages team 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 teams
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*/
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import { secureAdminBroadcast } from "./admin_socket.js";
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import { io } from "./index.js";
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import game from "./game.js";
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import zone from "./zone_manager.js";
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/**
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* Send a socket message to all the players of a team
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* @param {String} teamId The team that will receive the message
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* @param {String} event Event name
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* @param {*} data The payload
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*/
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export function teamBroadcast(teamId, event, data) {
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for (const socketId of game.getTeam(teamId).sockets) {
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io.of("player").to(socketId).emit(event, data);
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}
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}
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/**
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* Send a message to all logged in players
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* @param {String} event Event name
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* @param {String} data payload
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*/
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export function playersBroadcast(event, data) {
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for (const team of game.teams) {
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teamBroadcast(team.id, event, data);
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}
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}
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/**
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* Send a socket message to all the players of a team
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* @param {String} teamId The team that will receive the message
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*/
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export function sendUpdatedTeamInformations(teamId) {
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const team = game.getTeam(teamId);
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if (!team) {
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return;
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}
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team.sockets.forEach(socketId => {
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io.of("player").to(socketId).emit("update_team", {
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name: team.name,
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enemyLocation: team.enemyLocation,
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enemyName: team.enemyName,
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lastSentLocation: team.lastSentLocation,
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locationSendDeadline: team.locationSendDeadline,
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captureCode: team.captureCode,
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startingArea: team.startingArea,
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ready: team.ready,
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captured: team.captured,
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penalties: team.penalties,
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outOfZone: team.outOfZone,
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outOfZoneDeadline: team.outOfZoneDeadline,
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distance: team.distance,
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startDate: game.startDate,
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finishDate: team.finishDate,
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nCaptures: team.nCaptures,
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nSentLocation: team.nSentLocation,
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})
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})
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secureAdminBroadcast("teams", game.teams);
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}
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/**
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* Remove a player from the list of logged in players
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* @param {Number} id The id of the player to log out
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*/
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function logoutPlayer(id) {
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for (const team of game.teams) {
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team.sockets = team.sockets.filter((sid) => sid != id);
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}
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}
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export function initTeamSocket() {
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io.of("player").on("connection", (socket) => {
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console.log("Connection of a player");
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let teamId = null;
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socket.on("disconnect", () => {
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console.log("Disconnection of a player");
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logoutPlayer(socket.id);
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});
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socket.on("login", (loginTeamId, callback) => {
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const team = game.getTeam(loginTeamId);
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if (!team) {
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callback({ isLoggedIn: false, message: "Login denied" });
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return;
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}
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logoutPlayer(socket.id);
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team.sockets.push(socket.id);
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teamId = loginTeamId;
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sendUpdatedTeamInformations(loginTeamId);
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socket.emit("login_response", true);
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socket.emit("game_state", game.state);
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socket.emit("game_settings", game.settings);
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socket.emit("zone", zone.currentZone);
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socket.emit("new_zone", {
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begin: zone.currentStartZone,
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end: zone.nextZone,
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endDate: zone.nextZoneDate,
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})
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callback({ isLoggedIn : true, message: "Logged in"});
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});
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socket.on("logout", () => {
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logoutPlayer(socket.id);
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teamId = null;
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})
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socket.on("update_position", (position) => {
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// Only the first player to connect to the team socket can update the current position
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// This is done to prevent multiple clients from sending slightly different prosition back and forth
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// Making the point jitter on the map
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if (!teamId) {
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return;
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}
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const team = game.getTeam(teamId);
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if (team.sockets.indexOf(socket.id) == 0) {
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game.updateLocation(teamId, position);
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}
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});
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socket.on("send_position", () => {
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if (!teamId) {
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return;
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}
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game.sendLocation(teamId);
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});
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socket.on("capture", (captureCode, callback) => {
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if (!teamId) {
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return;
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}
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if (!game.requestCapture(teamId, captureCode)) {
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callback({ hasCaptured : false, message: "Capture failed" });
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return;
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}
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callback({ hasCaptured : true, message: "Capture successful" });
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});
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socket.on("deviceInfo", (infos) => {
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if (!teamId) {
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return;
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}
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const team = game.getTeam(teamId);
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// Only the first socket shares its infos since he is the one whose location is tracked
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if (team.sockets.indexOf(socket.id) == 0) {
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team.phoneModel = infos.model;
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team.phoneName = infos.name;
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}
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});
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socket.on("batteryUpdate", (batteryLevel) => {
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if (!teamId) {
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return;
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}
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const team = game.getTeam(teamId);
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// Only the first socket shares its infos since he is the one whose location is tracked
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if (team.sockets.indexOf(socket.id) == 0) {
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team.battery = batteryLevel;
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}
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});
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});
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} |