Files
traque/traque-back/team_socket.js

119 lines
4.0 KiB
JavaScript

import { secureAdminBroadcast } from "./admin_socket.js";
import { io, game } from "./index.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)
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
})
})
}
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) => {
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 });
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 });
});
socket.on('capture', (captureCode) => {
let capturedTeam = game.getTeam(teamId).chasing
if (game.requestCapture(teamId, captureCode)) {
sendUpdatedTeamInformations(teamId)
sendUpdatedTeamInformations(capturedTeam)
secureAdminBroadcast("teams", game.teams);
} else {
socket.emit("error", "Incorrect code")
}
})
});
}