Files
traque/traque-back/index.js
2024-03-27 21:49:10 +01:00

201 lines
5.1 KiB
JavaScript

import { createServer } from "http";
import { Server } from "socket.io";
import Game from "./game.js";
import { config } from "dotenv";
//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 httpServer = createServer();
//Password that socket clients will have to send to be able to send admin commands
//set cors to allow all origins
const io = new Server(httpServer, {
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);
});
}
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);
});
//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;
} else {
//Attempt unsuccessful
socket.emit("login_response", false);
}
});
//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 start the game
socket.on("start_game", () => {
if(!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.start()) {
secureBroadcast("game_started", true);
}else {
socket.emit("error", "Error starting game");
}
});
//User is attempting to stop the game
socket.on("stop_game", () => {
if(!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.stop()) {
secureBroadcast("game_started", false);
}else {
socket.emit("error", "Error stopping game");
}
});
//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");
}
});
//Change the name of a team given its id
socket.on("rename_team", (teamId, newName) => {
if(!loggedIn) {
socket.emit("error", "Not logged in");
return;
}
if(game.renameTeam(teamId, newName)) {
secureBroadcast("teams", game.teams);
} else {
socket.emit("error", "Error renaming team");
}
});
//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);
});
});
io.of("player").on("connection", (socket) => {
let teamId = null;
console.log("a user connected");
socket.on("disconnect", () => {
console.log("user disconnected");
if(teamId !== null && game.getTeam(teamId) !== undefined){
game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id);
}
});
socket.on("login", (loginTeamId) => {
if(game.getTeam(loginTeamId) === undefined) {
socket.emit("login_response", false);
return;
}
teamId = loginTeamId;
game.getTeam(loginTeamId).sockets.push(socket.id);
socket.emit("login_response", true);
});
socket.on("update_position", (position) => {
game.updateLocation(teamId, position);
});
socket.on("send_position", () => {
game.sendLocation(teamId);
let team = game.getTeam(teamId);
if(team === undefined) {
socket.emit("error", "Team not found");
return;
}
game.updateTeamChasing();
team.sockets.forEach(s => {
io.of("player").to(s).emit("enemy_position", team.enemyLocation);
});
});
});
httpServer.listen(PORT, HOST, () => {
console.log(`Server running`);
});