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server.js
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317 lines (274 loc) · 12 KB
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const express = require('express');
const app = express();
const server = require('http').Server(app);
const io = require('socket.io').listen(server);
const uniqid = require('uniqid');
const setRandomizedInterval = require('randomized-interval');
// ===========Server Stuff=================
// Request routing
app.use(express.static(__dirname + '/public'));
app.get('/', function (req, res) {
res.sendFile(__dirname + '/index.html');
});
// Start listening
server.listen(8081, () => {
server.clientUpdateRate = 1000 / 60; // Rate at which update packets are sent
server.setUpdateLoop();
console.log(`Listening on ${server.address().port}`);
console.log(`Address should be: http://localhost:${server.address().port}`);
});
// ===========Websocket Stuff==============
var serverDebug = false;
var playerDebug = false; //TODO: Something in here is broken lol
var baddieDebug = false;
var itemsDebug = false;
var continuousBaddieSpawn = true; // Continuously spawn baddies in the spawn area at a random interval
/* The update package to be sent every update */
var package = {
dungeons: {}
//players: {}, // List of all players in game
//baddies: {}, // List of all enemies in game
//items: {},
//score: 0
};
io.on('connection', (client) => {
/**
* Should only be set once, when the player enters a dungeon
* Used as a client-scoped reference to the dungeon that the plater is in
* */
var dungeonName;
if (serverDebug) {
console.log("Connection with ID: " + client.id);
client.emit('check', ("Check yoself " + client.id));
};
client.on('joinDungeon', (name, callback) => {
if (package.dungeons[name]) {
client.join(name);
dungeonName = name;
callback(true);
} else {
callback(false);
}
});
client.on("addPlayerToServer", (playerData) => {
player = {
id: client.id,
xPos: playerData.xPos,
yPos: playerData.yPos,
xPosSpear: playerData.xPosSpear,
yPosSpear: playerData.yPosSpear,
angleSpear: playerData.angleSpear
}
package.dungeons[dungeonName].players[client.id] = player;
package.dungeons[dungeonName].newborn = false; // Our little babby server ain't a kid no more :')
if (playerDebug) {
console.log("Player list: ");
console.log(package.dungeons[dungeonName].players);
};
});
client.on('playerMoved', (playerData) => {
/* check for erroneous server restart with peristent client */
if (package.dungeons[dungeonName].players[client.id]) { // If player does indeed exist on the current player list
package.dungeons[dungeonName].players[client.id].xPos = playerData.xPos;
package.dungeons[dungeonName].players[client.id].yPos = playerData.yPos;
} else { //TODO: Implement a way for the client to reconcile this too... ~ As of now, clients cannot recconect ~
console.log("Player no longer exists on server, creating new server-side player instance");
// this only adds the player on server side, the client doesn't recognize the new socket id's of other players
player = {
id: client.id,
xPos: playerData.xPos,
yPos: playerData.yPos,
xPosSpear: playerData.xPosSpear,
yPosSpear: playerData.yPosSpear,
angleSpear: playerData.angleSpear
}
package.dungeons[dungeonName].players[client.id] = player;
if (playerDebug) {
console.log("Player list: ");
console.log(package.dungeons[dungeonName].players);
};
}
});
client.on('enterDungeon', () => {
client.join("dungeon1");
});
client.on('test', (message) => {
console.log(message);
});
client.on('receivedBaddie', (baddie, callback) => {
package.dungeons[dungeonName].baddies[baddie.id].instances[client.id] = true;
if (baddieDebug) {
console.log("Client", client.id, 'received:')
console.log(package.dungeons[dungeonName].baddies[baddie.id]);
};
callback();
});
client.on('updateBaddie', baddie => {
if (baddie.health < 1) {
delete package.dungeons[dungeonName].baddies[baddie.id];
package.dungeons[dungeonName].score++;
if (baddieDebug) {
console.log("Baddie " + baddie.id + " defeated");
}
} else {
if (package.dungeons[dungeonName].baddies[baddie.id]) {
package.dungeons[dungeonName].baddies[baddie.id].xPos = baddie.xPos;
package.dungeons[dungeonName].baddies[baddie.id].yPos = baddie.yPos;
package.dungeons[dungeonName].baddies[baddie.id].health = baddie.health;
} else {
if (baddieDebug) {
console.log("Baddie's already been killed... :/");
}
}
}
// if (baddieDebug) {
// console.log(package.dungeons[dungeonName].baddies[baddie.id]);
// }
});
client.on('itemCollected', itemId => {
delete package.dungeons[dungeonName].items[itemId];
package.dungeons[dungeonName].score++;
if (itemsDebug) {
console.log(package.dungeons[dungeonName].items);
}
});
/**
* Creates a new dungeon instance on the server
* Called from the client side
*/
client.on('instantiateDungeon', (mapData, callback) => {
let mapName = mapData.name;
if (package.dungeons[mapName]) {
callback("Dungeon exists");
} else {
package.dungeons[mapName] = {
name: mapName,
baddieSpawnPoint: mapData.baddieSpawnPoint,
players: {}, // List of all players in dungeon
baddies: {}, // List of all enemies in dungeon
items: {},
score: 0,
newborn: true // Used for auto-closing dungeons upon the last remianing player leaving
}
mapData.itemsArray.forEach(item => {
let id = uniqid("item-");
package.dungeons[mapName].items[id] = {
id: id,
xPos: item.xPos,
yPos: item.yPos,
properties: item.properties
};
});
callback("Dungeon instantiated");
if (itemsDebug) {
console.log(package.dungeons[mapName].items);
}
// move all the updatepacket info to under the map and add player to map on entry
let testBaddieId = uniqid('baddie-');
package.dungeons[mapName].baddies[testBaddieId] = {
id: testBaddieId,
xPos: package.dungeons[mapData.name].baddieSpawnPoint.x,
yPos: package.dungeons[mapData.name].baddieSpawnPoint.y,
health: 30,
targetPlayerId: "",
instances: {} // List of clients that have received this baddie
}
var generateRandomBaddies = () => {
let testBaddieId = uniqid('baddie-');
package.dungeons[mapName].baddies[testBaddieId] = {
id: testBaddieId,
xPos: package.dungeons[mapData.name].baddieSpawnPoint.x + Math.random() * 100, // wiggle around the spawn area
yPos: package.dungeons[mapData.name].baddieSpawnPoint.y + Math.random() * 100,
health: 30,
targetPlayerId: "",
instances: {}
}
if (baddieDebug) {
console.log("Baddie " + package.dungeons[mapName].baddies[testBaddieId].id + " spawned at: "
+ package.dungeons[mapName].baddies[testBaddieId].xPos
+ ", " + package.dungeons[mapName].baddies[testBaddieId].yPos);
}
};
if (continuousBaddieSpawn) {
package.dungeons[mapData.name].baddieInterval = setRandomizedInterval(generateRandomBaddies, 10000);
}
}
});
client.on('reqServers', (nothin, callback) => {
if (package.dungeons) {
if (serverDebug) {
console.log("Sending: " + Object.keys(package.dungeons));
};
callback(Object.keys(package.dungeons));
} else {
callback("No servers available");
}
});
client.on('targetPlayer', (baddieId, playerId) => {
package.dungeons[dungeonName].baddies[baddieId].targetPlayerId = playerId;
console.log(baddieId + " is targeting " + playerId);
});
client.on('closeDungeon', closeDungeon);
client.on('disconnect', () => {
/* Checks if client entered a server first */
if (package.dungeons[dungeonName] && package.dungeons[dungeonName].players[client.id]) {
delete package.dungeons[dungeonName].players[client.id];
/* If leaving player was the last remaining player, close dungeon */
if (!package.dungeons[dungeonName].newborn && Object.keys(package.dungeons[dungeonName].players).length === 0 && package.dungeons[dungeonName].players.constructor === Object) {
closeDungeon(dungeonName);
}
}
/* This is for closing dungeons when all players have left
* It's not being used right nao
if (Object.keys(package.dungeons[dungeonName].players).length === 0 && package.dungeons[dungeonName].players.constructor === Object) {
} else {
}
*/
if (serverDebug) {
console.log("Disconnection and removal with ID: " + client.id);
}
if (playerDebug) {
console.log("Player list: ");
console.log(package.dungeons[dungeonName].players);
}
});
});
server.sendUpdate = () => {
// For every dungeon, for each baddie in that dungeon, find the player that the baddie is closest to
// TODO: Only change this on player move rather than in sendUpdate
Object.keys(package.dungeons).forEach(roomName => {
// Object.keys(package.dungeons[roomName].baddies).forEach(baddieid => {
// let baddie = package.dungeons[roomName].baddies[baddieid];
// baddie.closestdist = 100000; // TODO: Change to some sort of max int so that
// Object.keys(package.dungeons[roomName].players).forEach(playerid =>{
// let player = package.dungeons[roomName].players[playerid];
// if(baddie.closestdist > Math.hypot((player.xPos-baddie.xPos), (player.yPos-player.yPos))){
// baddie.closestdist = Math.hypot((player.xPos-baddie.xPos), (player.yPos-player.yPos));
// baddie.closest = playerid;
// }
// });
// });
io.to(roomName).emit('update', package.dungeons[roomName]);
});
};
server.setUpdateLoop = () => {
setInterval(server.sendUpdate, server.clientUpdateRate);
};
function closeDungeon(dungeonName, callback) {
//Fix the bug where a server restart and subsequent stale client restart crashes the server
//Proposed fix: do a timed check to kick the client after a second or two if they can't prove they are a non-stale client... not sure how to do that tho
//Temp working fix: clients cannot recconect after initial connect
//Long-term apparently working fix: Check if map exists before closing
//TODO: but now that means that players dont get kicked if a map closes, so need a way to reconcile that
if (package.dungeons[dungeonName]) {
package.dungeons[dungeonName].baddieInterval.clear();
delete package.dungeons[dungeonName];
if (callback) {
callback("Dungeon: " + dungeonName + " closed");
}
} else {
if (callback) {
callback("No such dungeon exists");
}
}
}