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server.js
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310 lines (271 loc) · 14.4 KB
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const express = require("express");
const app = express();
const http = require("http");
const server = http.createServer(app);
const { Server } = require("socket.io");
const io = new Server(server);
let rooms = {};
//Initial client connection.
io.on("connection", (socket) => {
console.log("CS: User connected.");
//Creates a game room.
socket.once("createRoom", (user, roomName, password, allWords, bombWords, neutralWords, teamASquares,
teamBSquares, startingTeam) => {
//Sets up the room with all details
let newRoom = { roomName, password, users: [], closed: false, started: false, teamAUsers: [], teamBUsers: [],
teamASpy: undefined, teamBSpy: undefined, allWords, bombWords, neutralWords, teamASquares, teamBSquares,
startingTeam };
//Checks that a room with this name doesn't already exist.
if (rooms[roomName] !== undefined) {
socket.emit("createFail", "The room " + roomName + " already exists.")
} else {
//Creates room.
rooms[newRoom.roomName] = newRoom;
console.log("CS: " + user + " created room: " + roomName + ". Password: " + password);
//Adds host to list of users.
socket.join(roomName);
newRoom.users.push(user);
//Start the game.
socket.on("startGame", () => {
//If their are users who haven't selected a team, don't start.
if ((newRoom.teamAUsers.length + newRoom.teamBUsers.length) !== newRoom.users.length) {
console.log("CS: Cannot start game. Not all users have selected a team.");
socket.emit("startFail", "Not all users have selected a team.");
//If team A does not have a spymaster, don't start.
} else if (newRoom.teamASpy === undefined) {
console.log("CS: Cannot start game. Team A does not have a Spymaster.");
socket.emit("startFail", "Team A does not have a Spymaster.");
//If team B does not have a spymaster, don't start.
} else if (newRoom.teamBSpy === undefined) {
console.log("CS: Cannot start game. Team B does not have a Spymaster.");
socket.emit("startFail", "Team B does not have a Spymaster.");
//If team A does not have enough members, don't start.
} else if (newRoom.teamAUsers.length < 2) {
console.log("CS: Cannot start game. Team A does not have enough members.");
socket.emit("startFail", "Team A does not have enough members.");
//If team B does not have enough members, don't start.
} else if (newRoom.teamBUsers.length < 2) {
console.log("CS: Cannot start game. Team B does not have enough members.");
socket.emit("startFail", "Team B does not have enough members.");
//Valid game, start.
} else {
newRoom.started = true;
console.log("CS: Successfully started game in room " + roomName);
io.to(roomName).emit("startSuccess")
}
});
//If host leaves the game, close the room.
socket.once("leaveRoom", () => {
if (!newRoom.closed) {
console.log("CS: Host has left. Closing room " + roomName + ".")
io.to(roomName).emit("hostQuit");
rooms[roomName] = undefined;
newRoom.closed = true;
}
});
//If hosts disconnects, close the room.
socket.once("disconnect", () => {
if (!newRoom.closed) {
console.log("CS: Host has left. Closing room " + roomName + ".")
io.to(roomName).emit("hostQuit");
rooms[roomName] = undefined;
newRoom.closed = true;
}
});
}
});
//Joins the user to a room
socket.once("joinRoom", (user, roomName, password) => {
let roomToJoin = rooms[roomName];
//Check that room exists.
if (roomToJoin === undefined) {
console.log("CS: Room " + roomName + " not found.")
socket.emit("joinFail", "Room " + roomName + " not found.")
//Check that password is correct.
} else if (roomToJoin.password !== password) {
console.log("CS: Invalid password for room " + roomName + ".")
socket.emit("joinFail", "Invalid password for room " + roomName + ".")
//Check that username isn't in use.
} else if (roomToJoin.users.find(userName => user === userName) !== undefined) {
console.log("CS: Username " + user + " in use.")
socket.emit("joinFailNick", "Username " + user + " in use.")
///Check that game hasn't already started.
} else if (roomToJoin.started) {
console.log("CS: Room " + roomName + " has already started.");
socket.emit("joinFail", "Room " + roomName + " has already started.");
//Valid join.
} else {
console.log("CS: User " + user + " successfully joined room " + roomName + ".")
socket.join(roomName);
roomToJoin.users.push(user);
//If user leaves room.
socket.once("leaveRoom", () => {
if (!roomToJoin.closed) {
const index = roomToJoin.users.indexOf(user);
const teamAIndex = rooms[roomName].teamAUsers.indexOf(user);
const teamBIndex = rooms[roomName].teamBUsers.indexOf(user);
//Remove the user from their team.
if (teamAIndex > -1) {
console.log("CS: User " + user + " has left team A.");
rooms[roomName].teamAUsers.splice(teamAIndex, 1);
} else if (teamBIndex > -1) {
console.log("CS: User " + user + " has left team B.");
rooms[roomName].teamBUsers.splice(teamBIndex, 1);
}
if (index > -1) {
console.log("CS: User " + user + " has left the room " + roomName + ".");
roomToJoin.users.splice(index, 1);
}
io.to(roomName).emit("playerQuit", user);
//If user was a spymaster, reallow spymaster request.
if (user === roomToJoin.teamASpy) {
roomToJoin.teamASpy = undefined;
console.log("CS: Team A Spymaster has left the room.");
io.to(roomName).emit("spymasterQuitA");
} else if (user === roomToJoin.teamBSpy) {
roomToJoin.teamBSpy = undefined;
console.log("CS: Team B Spymaster has left the room.");
io.to(roomName).emit("spymasterQuitB");
}
}
});
//If user disconnects.
socket.once("disconnect", () => {
if (!roomToJoin.closed) {
const index = roomToJoin.users.indexOf(user);
const teamAIndex = rooms[roomName].teamAUsers.indexOf(user);
const teamBIndex = rooms[roomName].teamBUsers.indexOf(user);
//Remove the user from their team.
if (teamAIndex > -1) {
console.log("CS: User " + user + " has left team A.");
rooms[roomName].teamAUsers.splice(teamAIndex, 1);
} else if (teamBIndex > -1) {
console.log("CS: User " + user + " has left team B.");
rooms[roomName].teamBUsers.splice(teamBIndex, 1);
}
if (index > -1) {
console.log("CS: User " + user + " has disconnected.");
roomToJoin.users.splice(index, 1);
}
io.to(roomName).emit("playerQuit", user);
//If user was a spymaster, reallow spymaster request.
if (user === roomToJoin.teamASpy) {
roomToJoin.teamASpy = undefined;
console.log("CS: Team A Spymaster has left the room.");
io.to(roomName).emit("spymasterQuitA", user);
} else if (user === roomToJoin.teamBSpy) {
roomToJoin.teamBSpy = undefined;
console.log("CS: Team B Spymaster has left the room.");
io.to(roomName).emit("spymasterQuitB", user);
}
}
});
}
});
//Returns a list of all rooms.
socket.on("getAllRooms", () => {
console.log("CS: Retrieving all rooms");
socket.emit("allRooms", rooms);
});
//Returns all the values associated with a specific room.
socket.on("getGameDetails", (roomName) => {
console.log("CS: Retrieving game details for room " + roomName + ".");
socket.emit("gameDetails", rooms[roomName].allWords, rooms[roomName].teamAUsers, rooms[roomName].teamBUsers,
rooms[roomName].teamASpy, rooms[roomName].teamBSpy, rooms[roomName].bombWords, rooms[roomName].neutralWords,
rooms[roomName].teamASquares, rooms[roomName].teamBSquares, rooms[roomName].startingTeam);
});
//Allows a member of a room to request the spymaster role for their team.
socket.on("requestSpymaster", (user, roomName, teamSpymaster) => {
console.log("CS: User " + user + " has request spymaster for team " + teamSpymaster + " in room " + roomName + ".");
//Team A Spymaster.
if (teamSpymaster === "A") {
//Successful request.
if (rooms[roomName].teamASpy === undefined) {
//Sets the user as the Team A spymaster and emits to all users to update their game details.
rooms[roomName].teamASpy = user;
console.log("CS: User " + user + " is now the spymaster for team" + teamSpymaster + " in room " + roomName + ".");
io.to(roomName).emit("teamASpymaster", user);
//Failed request.
} else {
console.log("CS: User " + user + " was denied spymaster for team" + teamSpymaster + " in room " + roomName + ".");
socket.emit("spymasterFail")
}
//Team B Spymaster.
} else {
//Successful request.
if (rooms[roomName].teamBSpy === undefined) {
//Sets the user as the Team B spymaster and emits to all users to update their game details.
rooms[roomName].teamBSpy = user;
console.log("CS: User " + user + " is now the spymaster for team" + teamSpymaster + " in room " + roomName + ".");
io.to(roomName).emit("teamBSpymaster", user);
//Failed request.
} else {
console.log("CS: User " + user + " was denied spymaster for team" + teamSpymaster + " in room " + roomName + ".");
socket.emit("spymasterFail")
}
}
});
//Lets the user choose their original team or swap team.
socket.on("chooseTeam", (user, team, roomName) => {
const teamAIndex = rooms[roomName].teamAUsers.indexOf(user);
const teamBIndex = rooms[roomName].teamBUsers.indexOf(user);
//Removes the user from Team A if they wish to swap to Team B
if (teamAIndex > -1) {
console.log("CS: User " + user + " has left team A.");
rooms[roomName].teamAUsers.splice(teamAIndex, 1);
rooms[roomName].teamBUsers.push(user);
//Removes the user from Team B if they wish to swap to Team A
} else if (teamBIndex > -1) {
console.log("CS: User " + user + " has left team B.");
rooms[roomName].teamBUsers.splice(teamBIndex, 1);
rooms[roomName].teamAUsers.push(user);
//Adds the user to Team A/B depending on which they wish to join.
} else {
if (team === "A") {
rooms[roomName].teamAUsers.push(user);
} else {
rooms[roomName].teamBUsers.push(user);
}
}
console.log("CS: User " + user + " has joined team " + team + ".");
//Emits to let other room members know of the team change.
io.to(roomName).emit("teamChange", user, team);
});
//Used for when a WordButton has been pressed so that all users can update their game status.
socket.on("wordButton", (word, username, roomName) => {
io.to(roomName).emit("wordButton", word, username);
console.log("CS: Word " + word + " selected in room " + roomName + " by " + username + ".");
});
//Used for when a user chooses to end their teams turn.
socket.on("endTurn", (roomName) => {
io.to(roomName).emit("endTurn");
console.log("CS: Turn ending in room " + roomName + ".");
});
//Used for when a spymaster gives a hint to their team.
socket.on("hint", (hint, roomName) => {
console.log("CS: Hint " + hint + " for room " + roomName + ".");
io.to(roomName).emit("hint", hint);
});
//Used for sending chat messages to the room.
socket.on("chat", (user, team, message, roomName) => {
console.log("CS: Message from user " + user + " on team " + team + ": " + message);
switch(team) {
case "A":
//Emits to the room that a message from Team A has been sent.
io.to(roomName).emit("teamAChat", user, message);
break;
case "B":
//Emits to the room that a message from Team B has been sent.
io.to(roomName).emit("teamBChat", user, message);
break;
}
});
//When user disconnects.
socket.on("disconnect", () => {
console.log("CS: User has disconnected.");
})
});
//Hosts the server.
server.listen(8080, () => {
console.log("CS: Server is listening");
});