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main.js
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const express = require('express');
const bodyParser = require('body-parser');
const _ = require('lodash');
const path = require('path');
const cron = require('node-cron');
const app = express();
const server = require('http').Server(app);
const io = require('socket.io')(server);
const PORT = process.env.PORT || 8080;
const VERSION = require('./package.json').version;
app.use(express.static('./public'));
app.use(bodyParser.urlencoded({ extended: false }));
const Member = require('./core/Member');
const Lobby = require('./core/Lobby');
const Persistence = require('./core/Persistence');
const EMOTES = [
'smile',
'meh',
'frown',
'heart',
'bug',
'hand rock',
'hand paper',
'hand scissors',
'question',
'exclamation',
'wait',
'write',
'check',
'times',
'thumbs up',
'thumbs down',
];
io.on('connection', socket => {
const player = new Member(socket);
socket.emit('member:id', player.id);
socket.emit('version', VERSION);
socket.on('member:name', name => {
if(!player.lobby) {
socket.emit('lobby:leave');
return;
}
// remove zero width no break spaces, trim spaces
name = name.replace(/[\u200B-\u200D\uFEFF\n\t]/g, '').trim()
if(name.length > 0 && name.length < 16) {
player.name = name;
socket.emit('member:nameOk', true);
if(player.lobby) {
player.lobby.updateMembers();
player.lobby.sendLobbyInfo();
}
} else {
socket.emit('member:nameOk', false);
}
});
// Create a lobby if the player is not in one
socket.on('lobby:create', () => {
if(!player.lobby) {
const lobby = new Lobby();
const code = lobby.code;
player.lobby = lobby;
Lobby.lobbies[code] = lobby;
socket.emit('lobby:join', code);
Lobby.lobbies[code].addMember(player);
console.log(new Date(), ` -- [lobby ${code}] created`);
}
});
// Allow players to request current lobby info
socket.on('lobby:info', () => {
if(player.lobby) {
player.socket.emit('lobby:info', player.lobby.genLobbyInfo());
}
});
// Allow players to request current lobby info
socket.on('game:info', () => {
const lobby = player.lobby;
if(lobby && lobby.game) {
const game = lobby.game;
player.socket.emit('game:info', game.getState());
lobby.getPlayerState(player.id);
}
});
// Let a player join a lobby with a code
socket.on('lobby:join', code => {
code = code.toLowerCase();
if(!player.lobby && Lobby.lobbyExists(code)) {
// lobby is stored in persistence, load it into memory
if (!Lobby.lobbies[code]) {
console.log(new Date(), ` -- [lobby ${code}] restored`);
const saveData = Persistence.restoreLobbyState(code);
const lobby = new Lobby(saveData);
Lobby.lobbies[code] = lobby;
}
player.lobby = Lobby.lobbies[code];
socket.emit('lobby:join', code);
Lobby.lobbies[code].addMember(player);
}
});
socket.on('lobby:replace', pid => {
if(player.lobby) {
player.lobby.replacePlayer(player, pid);
} else {
socket.emit('lobby:leave');
}
});
socket.on('lobby:emote', emote => {
if(player.lobby) {
const now = Date.now();
if(now - player.lastEmote < 400 || !EMOTES.includes(emote))
return;
player.lastEmote = now;
player.lobby.emitAll('lobby:emote', player.id, emote);
} else {
socket.emit('lobby:leave');
}
});
// Allow an admin player to change what game is being played
socket.on('lobby:game:set', game => {
if(player.isAdmin()) {
player.lobby.setGame(game);
}
});
// Allow an admin player to change what game is being played
socket.on('game:start', game => {
if(player.isAdmin()) {
player.lobby.startGame();
console.log(new Date(), ` -- [lobby ${player.lobby.code}] started game ${player.lobby.selectedGame}`);
}
});
socket.on('game:end', game => {
if(player.isAdmin()) {
player.lobby.endGame();
console.log(new Date(), ` -- [lobby ${player.lobby.code}] ended game ${player.lobby.selectedGame}`);
}
});
// Toggle whether this member is a spectator
socket.on('lobby:spectate', () => {
if(player.lobby) {
player.lobby.toggleSpectate(player);
} else {
socket.emit('lobby:leave');
}
});
// Let admins make players spectators
socket.on('lobby:admin:toggle', targetId => {
if(player.isAdmin && targetId !== player.id) {
const targetPlayer = player.lobby.players.find(p => p.id === targetId);
if(targetPlayer && targetPlayer.member)
player.lobby.toggleSpectate(targetPlayer.member);
}
});
// Change the admin
socket.on('lobby:admin:grant', targetId => {
if(player.isAdmin && targetId !== player.id) {
const targetPlayer = player.lobby.players.find(p => p.id === targetId);
if(targetPlayer && targetPlayer.member) {
player.lobby.admin = targetPlayer.id;
player.lobby.sendLobbyInfo();
}
}
});
// Core gameplay messages
socket.on('game:message', (type, data) => {
if(player.lobby) {
// Error handling
player.lobby.attempt(() => {
player.lobby.gameMessage(player.id, type, data);
});
} else {
socket.emit('lobby:leave');
}
});
// Change game config if the player is an admin
socket.on('lobby:game:config', (name, val) => {
if(player.isAdmin()) {
// Error handling
player.lobby.attempt(() => {
player.lobby.setConfig(name, val);
});
}
});
// Leave the lobby if a player is in one
socket.on('lobby:leave', () => {
player.name = '';
Lobby.removePlayer(player);
});
// Remove the player from a lobby on disconnection
socket.on('disconnect', data => {
Lobby.removePlayer(player);
});
});
// Determine if a lobby exists
app.get('/api/v1/lobby/:code', (req, res) => {
const code = req.params.code.toLowerCase();
if(Lobby.lobbyExists(code)) {
res.status(200).json({
message: 'Lobby Exists',
});
} else {
res.status(404).json({
message: 'Lobby Does Not Exist',
});
}
});
app.get('/api/v1/info', (req, res) => {
res.status(200).json({
lobbies: _.chain(Lobby.lobbies) // number of lobbies
.values()
.filter(l => l.members.length > 0)
.size()
.value(),
games: _.chain(Lobby.lobbies) // number of active games
.values()
.filter(l => l.game && l.members.length > 0)
.size()
.value(),
players: _.chain(Lobby.lobbies) // number of users in game
.values()
.filter(l => l.game && l.members.length > 0)
.map(l => l.players.filter(p => p.connected && !!p.member).length)
.sum()
.value(),
clients: io.engine.clientsCount, // number of connected sockets
gameDistribution: _.chain(Lobby.lobbies) // distribution of game type across lobbies
.values()
.filter(l => l.game && l.members.length > 0)
.countBy('selectedGame')
.value(),
playerDistribution: _.chain(Lobby.lobbies) // distribution of game type across players
.values()
.filter(l => l.game && l.members.length > 0)
.map(l => [l.selectedGame, l.players.filter(p => p.connected && !!p.member).length])
.reduce((acc, [game, players]) => {
acc[game] = (acc[game] || 0) + players;
return acc;
}, {})
.value(),
});
});
// handle the application closing - save lobbies if there are any
function exitHandler(options, exitCode) {
// save all the current lobbies
_.each(Lobby.lobbies, lobby => {
if(lobby._saved)
return;
lobby._saved = true;
Persistence.saveLobbyState(lobby);
if(lobby.game) {
lobby.game.stop();
lobby.game.cleanup();
}
});
if (options.cleanup) console.log('clean exit');
if (exitCode || exitCode === 0) console.log('exit code', exitCode);
if (options.exit) process.exit();
}
process.on('exit', exitHandler.bind(null,{cleanup:true}));
process.on('SIGINT', exitHandler.bind(null, {exit:true}));
process.on('SIGUSR1', exitHandler.bind(null, {exit:true}));
process.on('SIGUSR2', exitHandler.bind(null, {exit:true}));
process.on('uncaughtException', exitHandler.bind(null, {exit:true}));
// Cull saves every tuesday at 4 lol
Persistence.cullSaves();
cron.schedule('0 4 * * Tuesday', Persistence.cullSaves);
// Every request goes through the index, Vue will handle 404s
app.use((req, res) => {
res.sendFile(path.join(__dirname, 'index.html'));
});
// Start the webserver
server.listen(PORT, () => console.log(`Started server on :${PORT}!`));