statki/index.js

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import 'dotenv/config';
const PORT = parseInt(process.env.port);
import express from 'express';
import { createServer } from 'node:http';
import { Server } from 'socket.io';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
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import fs from 'node:fs';
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import { v4 as uuidv4 } from 'uuid';
import session from "express-session";
import { engine } from 'express-handlebars';
import { createClient } from 'redis';
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import * as bships from './utils/battleships.js';
import { MailAuth } from './utils/auth.js';
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import { Lang } from './utils/localisation.js';
import { rateLimit } from 'express-rate-limit';
import { RedisStore as LimiterRedisStore } from 'rate-limit-redis';
import SessionRedisStore from 'connect-redis';
import mysql from 'mysql';
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
var packageJSON;
fs.readFile(path.join(__dirname, 'package.json'), function (err, data) {
if (err) throw err;
packageJSON = JSON.parse(data);
});
const app = express();
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const flags = process.env.flags ? process.env.flags.split(",") : null;
const langs = [{ id: "en", name: "English" }, { id: "pl", name: "Polish" }];
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app.use(express.json());
app.use(express.urlencoded({ extended: true }));
app.engine('handlebars', engine());
app.set('view engine', 'handlebars');
app.set('views', './views');
const server = createServer(app);
const io = new Server(server);
const redis = createClient();
redis.on('error', err => console.log('Redis Client Error', err));
await redis.connect();
const prefixes = ["game:*", "timer:*", "loginTimer:*"];
prefixes.forEach(prefix => {
redis.eval(`for _,k in ipairs(redis.call('keys', '${prefix}')) do redis.call('del', k) end`, 0);
});
const limiter = rateLimit({
windowMs: 40 * 1000,
limit: 500,
standardHeaders: 'draft-7',
legacyHeaders: false,
store: new LimiterRedisStore({
sendCommand: (...args) => redis.sendCommand(args),
}),
});
app.use(limiter);
const GInfo = new bships.GameInfo(redis, io);
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const auth = new MailAuth(redis, {
host: process.env.mail_host,
user: process.env.mail_user,
pass: process.env.mail_pass
},
{
host: process.env.db_host,
user: process.env.db_user,
password: process.env.db_pass,
database: 'statki'
});
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app.set('trust proxy', 1);
let sessionStore = new SessionRedisStore({
client: redis,
prefix: "statkiSession:",
});
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var sessionSecret = uuidv4();
let secretPath = path.join(__dirname, '.session.secret');
if (fs.existsSync(secretPath)) {
sessionSecret = fs.readFileSync(secretPath);
} else {
fs.writeFile(secretPath, sessionSecret, function (err) {
if (err) {
console.log("An error occured while saving a freshly generated session secret.\nSessions may not persist after a restart of the server.");
}
});
}
const sessionMiddleware = session({
store: sessionStore,
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secret: sessionSecret,
resave: true,
saveUninitialized: true,
rolling: true,
cookie: {
secure: checkFlag("cookie_secure"),
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maxAge: 7 * 24 * 60 * 60 * 1000,
},
});
app.use(sessionMiddleware);
app.use(express.static(path.join(__dirname, 'public')));
io.engine.use(sessionMiddleware);
app.get('/privacy', (req, res) => {
res.render("privacy");
});
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app.get('/', async (req, res) => {
const locale = new Lang(req.acceptsLanguages());
if (req.session.activeGame && await redis.json.get(req.session.activeGame)) {
res.render("error", {
helpers: {
error: "Your account is currently taking part in a game from another session",
fallback: "/",
t: (key) => { return locale.t(key) }
}
});
return;
}
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let login = loginState(req);
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if (login == 0) {
req.session.userAgent = req.get('user-agent');
req.session.loggedIn = 0;
const locale = new Lang(req.acceptsLanguages());
res.render('landing', {
helpers: {
t: (key) => { return locale.t(key) }
}
});
// res.redirect('/login');
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} else if (login != 2) {
res.redirect("/login");
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} else if (req.session.nickname == null) {
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auth.getLanguage(req.session.userId).then(language => {
var locale;
req.session.autoLang = language == null ? true : false;
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if (language) {
locale = new Lang([language]);
req.session.langs = [language];
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} else {
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locale = new Lang(req.acceptsLanguages());
req.session.langs = req.acceptsLanguages();
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}
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auth.getNickname(req.session.userId).then(nickname => {
if (nickname != null) {
req.session.nickname = nickname;
res.render('index', {
helpers: {
t: (key) => { return locale.t(key) },
ver: packageJSON.version
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}
});
} else {
res.redirect('/nickname');
}
});
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});
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} else {
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auth.getLanguage(req.session.userId).then(language => {
var locale;
if (language) {
locale = new Lang([language]);
req.session.langs = [language];
} else {
locale = new Lang(req.acceptsLanguages());
req.session.langs = req.acceptsLanguages();
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}
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res.render('index', {
helpers: {
t: (key) => { return locale.t(key) },
ver: packageJSON.version
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}
});
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});
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}
});
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app.get('/login', (req, res) => {
let login = loginState(req);
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const locale = new Lang(req.acceptsLanguages());
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if (!login) {
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res.render('login', {
helpers: {
t: (key) => { return locale.t(key) }
}
});
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} else if (login == 1) {
res.redirect('/auth');
} else {
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res.redirect('/');
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}
});
app.get('/auth', (req, res) => {
let login = loginState(req);
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const locale = new Lang(req.acceptsLanguages());
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if (!login) { // Niezalogowany
res.redirect('/login');
} else if (login == 1) { // W trakcie autoryzacji
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res.render('auth', {
helpers: {
t: (key) => { return locale.t(key) }
}
});
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} else { // Zalogowany
res.redirect('/auth');
}
});
app.get('/nickname', (req, res) => {
let login = loginState(req);
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const locale = new Lang(req.acceptsLanguages());
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if (!login) { // Niezalogowany
res.redirect('/login');
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} else {
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res.render('setup', {
helpers: {
t: (key) => { return locale.t(key) }
}
});
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}
});
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app.post('/api/login', (req, res) => {
let login = loginState(req);
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if (login == 2) {
res.redirect('/');
} else if (login == 0 && req.body.email != null && validateEmail(req.body.email)) {
if (checkFlag('authless')) {
auth.loginAuthless(req.body.email).then(async result => {
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req.session.userId = result.uid;
req.session.loggedIn = 2;
res.redirect('/');
});
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return;
}
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const locale = new Lang(req.acceptsLanguages());
auth.startVerification(req.body.email, getIP(req), req.get('user-agent'), locale.lang).then(async result => {
if (result.status === 1 || result.status === -1) {
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req.session.userId = result.uid;
req.session.loggedIn = 1;
res.redirect('/auth');
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} else {
res.sendStatus(500);
}
}).catch((err) => {
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const locale = new Lang(req.acceptsLanguages());
res.render("error", {
helpers: {
error: "Unknown login error occured",
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fallback: "/login",
t: (key) => { return locale.t(key) }
}
});
throw err;
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});
} else {
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const locale = new Lang(req.acceptsLanguages());
res.render("error", {
helpers: {
error: "Wrong e-mail address",
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fallback: "/login",
t: (key) => { return locale.t(key) }
}
});
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}
});
app.post('/api/auth', async (req, res) => {
let login = loginState(req);
if (login == 2) {
res.redirect('/');
} else if (login == 1 && req.body.code != null && req.body.code.length <= 10 && req.body.code.length >= 8) {
let finishResult = await auth.finishVerification(req.session.userId, req.body.code);
if (finishResult) {
req.session.loggedIn = 2;
res.redirect('/');
} else {
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const locale = new Lang(req.acceptsLanguages());
res.render("error", {
helpers: {
error: "Wrong authorisation code",
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fallback: "/auth",
t: (key) => { return locale.t(key) }
}
});
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}
} else {
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const locale = new Lang(req.acceptsLanguages());
res.render("error", {
helpers: {
error: "Wrong authorisation code",
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fallback: "/login",
t: (key) => { return locale.t(key) }
}
});
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}
});
app.post('/api/nickname', (req, res) => {
if (loginState(req) == 2 && req.body.nickname != null && 3 <= req.body.nickname.length && req.body.nickname.length <= 16) {
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req.session.nickname = req.body.nickname;
req.session.activeGame = null;
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auth.setNickname(req.session.userId, req.body.nickname).then(() => {
res.redirect('/');
});
} else {
const locale = new Lang(req.acceptsLanguages());
res.render("error", {
helpers: {
error: "The nickname does not meet the requirements: length from 3 to 16 characters",
fallback: "/nickname",
t: (key) => { return locale.t(key) }
}
});
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}
});
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app.get('/game', async (req, res) => {
const game = await redis.json.get(`game:${req.query.id}`);
// if (req.session.activeGame) {
// res.render("error", {
// helpers: {
// error: "Your account is currently taking part in a game from another session",
// fallback: "/",
// t: (key) => { return locale.t(key) }
// }
// });
// return;
// }
if (req.session.nickname == null) {
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res.redirect('/setup');
} else if (!req.query.id || !game || !req.session.activeGame || req.session.activeGame !== req.query.id) {
auth.getLanguage(req.session.userId).then(language => {
var locale;
if (language) {
locale = new Lang([language]);
req.session.langs = [language];
} else {
locale = new Lang(req.acceptsLanguages());
req.session.langs = req.acceptsLanguages();
}
res.render("error", {
helpers: {
error: "The specified game was not found",
fallback: "/",
t: (key) => { return locale.t(key) }
}
});
});
} else {
auth.getLanguage(req.session.userId).then(language => {
var locale;
if (language) {
locale = new Lang([language]);
req.session.langs = [language];
} else {
locale = new Lang(req.acceptsLanguages());
req.session.langs = req.acceptsLanguages();
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}
res.render('board', {
helpers: {
t: (key) => { return locale.t(key) }
}
});
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});
}
});
app.get("/*", (req, res) => {
res.redirect("/?path=" + req.originalUrl);
});
io.on('connection', async (socket) => {
const req = socket.request;
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const session = req.session;
socket.session = session;
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if (!session.loggedIn) {
socket.on('email login', (email, callback) => {
let login = socket.request.session.loggedIn;
if (login == 0 && email != null && validateEmail(email)) {
if (checkFlag('authless')) {
auth.loginAuthless(email).then(async result => {
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.userId = result.uid;
req.session.loggedIn = 2;
req.session.save();
});
callback({ status: "ok", next: "done" });
});
return;
}
const locale = new Lang(session.langs);
auth.startVerification(email, getIPSocket(socket), socket.client.request.headers["user-agent"], locale.lang).then(async result => {
if (result.status === 1 || result.status === -1) {
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.userId = result.uid;
req.session.loggedIn = 1;
req.session.save();
});
callback({ status: "ok", next: "auth" });
} else {
callback({ status: "SrvErr", error: locale.t("landing.Server error") });
}
}).catch((err) => {
const locale = new Lang(session.langs);
callback({ success: false, error: locale.t("landing.Unknown error") });
throw err;
});
} else {
const locale = new Lang(session.langs);
auth.loginAuthless(email).then(async result => {
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.userId = result.uid;
req.session.loggedIn = 2;
req.session.save();
});
callback({ success: false, error: locale.t("landing.Wrong email address") });
});
}
});
socket.on('email auth', async (code, callback) => {
let login = socket.request.session.loggedIn;
if (login == 1 && code != null && code.length <= 10 && code.length >= 8) {
let finishResult = await auth.finishVerification(req.session.userId, code);
if (finishResult) {
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.loggedIn = 2;
req.session.save();
});
callback({ status: "ok", next: "done" });
} else {
const locale = new Lang(session.langs);
callback({ success: false, error: locale.t("landing.Wrong authorisation code") });
}
} else {
const locale = new Lang(session.langs);
callback({ success: false, error: locale.t("landing.Wrong authorisation code") });
}
});
socket.on('disconnecting', () => {
if (socket.request.session.loggedIn == 1) {
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.loggedIn = 0;
req.session.save();
});
}
});
}
if (!await GInfo.isPlayerInGame(socket) && session.nickname) {
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// if (session.nickname == null) {
// socket.disconnect();
// return;
// }
socket.on('whats my nick', (callback) => {
callback(session.nickname);
});
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socket.on('my profile', (callback) => {
auth.getProfile(session.userId).then((profile) => {
profile.uid = session.userId;
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callback(profile);
});
});
socket.on('locale options', (callback) => {
const locale = new Lang(session.langs);
let userLanguage = langs.find((element) => element.id == locale.lang);
let userLangs = langs.filter((element) => element.id != locale.lang);
if (session.autoLang) {
userLangs.unshift(userLanguage);
userLangs.unshift({ id: "null", name: "Auto" });
} else {
userLangs.unshift({ id: "null", name: "Auto" });
userLangs.unshift(userLanguage);
}
callback(userLangs);
});
socket.on('change locale', (locale, callback) => {
if (locale === "null" || langs.find((element) => element.id == locale)) {
locale = locale === "null" ? null : locale;
const conn = mysql.createConnection({ host: process.env.db_host, user: process.env.db_user, password: process.env.db_pass, database: 'statki' });
conn.query(`UPDATE accounts SET language = ${conn.escape(locale)} WHERE user_id = ${conn.escape(session.userId)}`, (err) => {
if (err) { callback({ status: 'dbErr' }); return; }
else callback({ status: 'ok' });
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.autoLang = locale ? false : true;
req.session.save();
});
});
conn.end();
}
});
socket.on('create lobby', (callback) => {
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if (socket.rooms.size === 1) {
let id = genID();
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callback({
status: "ok",
gameCode: id
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});
socket.join(id);
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} else {
callback({
status: "alreadyInLobby",
gameCode: socket.rooms[1]
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});
}
});
socket.on('join lobby', (msg, callback) => {
if (io.sockets.adapter.rooms.get(msg) == null || io.sockets.adapter.rooms.get(msg).size > 1) {
callback({
status: "bad_id"
});
} else {
let opp = io.sockets.sockets.get(io.sockets.adapter.rooms.get(msg).values().next().value);
if (opp.request.session.userId == session.userId) {
callback({
status: "cantJoinYourself",
});
return;
}
if (socket.rooms.size === 1) {
io.to(msg).emit("joined", session.nickname); // Wyślij hostowi powiadomienie o dołączającym graczu
// Zmienna opp zawiera socket hosta
// let opp = io.sockets.sockets.get(io.sockets.adapter.rooms.get(msg).values().next().value);
let oppNickname = opp.request.session.nickname;
socket.join(msg); // Dołącz gracza do grupy
callback({
status: "ok",
oppNickname: oppNickname,
}); // Wyślij dołączonemu graczowi odpowiedź
// Teraz utwórz objekt partii w trakcie w bazie Redis
const gameId = uuidv4();
redis.json.set(`game:${gameId}`, '$', {
type: 'pvp',
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hostId: opp.request.session.userId,
state: "pregame",
startTs: (new Date()).getTime() / 1000,
ready: [false, false],
boards: [
{ // typ 2 to trójmasztowiec pozycja i obrót na planszy które pola zostały trafione
ships: [], // zawiera np. {type: 2, posX: 3, posY: 4, rot: 2, hits: [false, false, true]}
// pozycja na planszy czy strzał miał udział w zatopieniu statku?
shots: [], // zawiera np. {posX: 3, posY: 5}
stats: {
shots: 0,
hits: 0,
placedShips: 0,
sunkShips: 0,
},
},
{
ships: [],
shots: [],
stats: {
shots: 0,
hits: 0,
placedShips: 0,
sunkShips: 0,
},
}
],
nextPlayer: 0,
});
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.activeGame = gameId;
req.session.save();
});
const oppReq = opp.request;
oppReq.session.reload((err) => {
if (err) return socket.disconnect();
oppReq.session.activeGame = gameId;
oppReq.session.save();
});
io.to(msg).emit("gameReady", gameId);
io.sockets.adapter.rooms.get(msg).forEach((sid) => {
const s = io.sockets.sockets.get(sid);
s.leave(msg);
});
GInfo.timer(gameId, 60, () => {
AFKEnd(gameId);
});
} else {
callback({
status: "alreadyInLobby",
});
}
}
});
socket.on('create pve', (difficulty, callback) => {
if (socket.rooms.size === 1) {
callback({
status: "ok"
});
switch (difficulty) {
case 'simple':
difficulty = 0;
break;
case 'smart':
difficulty = 1;
break;
case 'overkill':
difficulty = 2;
break;
default:
difficulty = 1;
break;
}
// Teraz utwórz objekt partii w trakcie w bazie Redis
const gameId = uuidv4();
redis.json.set(`game:${gameId}`, '$', {
type: 'pve',
difficulty: difficulty,
hostId: session.userId,
state: "pregame",
startTs: (new Date()).getTime() / 1000,
ready: [false, true],
boards: [
{
ships: [],
shots: [],
stats: {
shots: 0,
hits: 0,
placedShips: 0,
sunkShips: 0,
},
},
{
ships: [],
shots: [],
stats: {
shots: 0,
hits: 0,
placedShips: 0,
sunkShips: 0,
},
}
],
nextPlayer: 0,
});
session.reload((err) => {
if (err) return socket.disconnect();
session.activeGame = gameId;
session.save();
});
socket.emit("gameReady", gameId);
GInfo.timer(gameId, 60, () => {
AFKEnd(gameId);
});
} else {
callback({
status: "alreadyInLobby",
});
}
});
socket.on('logout', () => {
session.destroy();
});
socket.on('disconnecting', () => {
if (bships.isPlayerInRoom(socket)) {
io.to(socket.rooms[1]).emit("player left");
}
});
} else if (session.nickname && (await GInfo.getPlayerGameData(socket)).data.type === "pvp") {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame.data.state === 'pregame') {
socket.join(playerGame.id);
if (io.sockets.adapter.rooms.get(playerGame.id).size === 2) {
GInfo.resetTimer(playerGame.id);
io.to(playerGame.id).emit('players ready');
const members = [...roomMemberIterator(playerGame.id)];
for (let i = 0; i < members.length; i++) {
const sid = members[i][0];
const socket = io.sockets.sockets.get(sid);
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if (socket.request.session.userId === playerGame.data.hostId) {
io.to(sid).emit('player idx', 0);
} else {
io.to(sid).emit('player idx', 1);
}
}
let UTCTs = Math.floor((new Date()).getTime() / 1000 + 180);
io.to(playerGame.id).emit('turn update', { turn: 0, phase: "preparation", timerToUTC: UTCTs });
GInfo.timer(playerGame.id, 180, async () => {
finishPrepPhase(socket, playerGame);
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});
await redis.json.set(`game:${playerGame.id}`, '$.state', "preparation");
} else if (io.sockets.adapter.rooms.get(playerGame.id).size > 2) {
socket.disconnect();
} else {
GInfo.timer(playerGame.id, 30, () => {
AFKEnd(playerGame.id);
});
}
} else {
socket.disconnect();
}
socket.on('ready', async (callback) => {
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if (!(callback && typeof callback === 'function')) {
return;
}
const playerGame = await GInfo.getPlayerGameData(socket);
let timeLeft = await GInfo.timerLeft(playerGame.id);
if (timeLeft > 170) {
const locale = new Lang(session.langs);
socket.emit('toast', locale.t("board.You cannot ready up so early"));
return;
}
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const playerIdx = playerGame.data.hostId === session.userId ? 0 : 1;
const userNotReady = !playerGame.data.ready[playerIdx];
if (playerGame && playerGame.data.state === 'preparation' && userNotReady) {
await GInfo.setReady(socket);
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame.data.ready[0] && playerGame.data.ready[1]) {
// Both set ready
await GInfo.resetTimer(playerGame.id);
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callback();
await finishPrepPhase(socket, playerGame);
} else if (playerGame.data.ready[0] || playerGame.data.ready[1]) {
// One player set ready
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callback();
const members = [...roomMemberIterator(playerGame.id)];
for (let i = 0; i < members.length; i++) {
const sid = members[i][0];
const pSocket = io.sockets.sockets.get(sid);
if (pSocket.session.id !== socket.session.id) {
const locale = new Lang(pSocket.session.langs);
pSocket.emit("toast", locale.t("board.Your opponent is ready"))
}
}
let UTCTs = Math.floor((new Date()).getTime() / 1000 + Math.max(timeLeft / 2.5, 15));
io.to(playerGame.id).emit('turn update', { turn: 0, phase: "preparation", timerToUTC: UTCTs });
await GInfo.timer(playerGame.id, Math.max(timeLeft / 2.5, 15), async () => {
await finishPrepPhase(socket, playerGame);
});
}
}
});
socket.on('place ship', async (type, posX, posY, rot) => {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame && playerGame.data.state === 'preparation') {
const playerShips = await GInfo.getPlayerShips(socket);
let canPlace = bships.validateShipPosition(playerShips, type, posX, posY, rot);
let shipAvailable = bships.getShipsAvailable(playerShips)[type] > 0;
if (!canPlace) {
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const locale = new Lang(session.langs);
socket.emit("toast", locale.t("board.You cannot place a ship like this"));
} else if (!shipAvailable) {
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const locale = new Lang(session.langs);
socket.emit("toast", locale.t("board.You have ran out of ships of that type"));
} else {
await GInfo.placeShip(socket, { type: type, posX: posX, posY: posY, rot: rot, hits: Array.from(new Array(type+1), () => false) });
socket.emit("placed ship", { type: type, posX: posX, posY: posY, rot: rot });
await GInfo.incrStat(socket, 'placedShips');
}
}
});
socket.on('remove ship', async (posX, posY) => {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame && playerGame.data.state === 'preparation') {
const deletedShip = await GInfo.removeShip(socket, posX, posY);
socket.emit("removed ship", { posX: posX, posY: posY, type: deletedShip.type });
await GInfo.incrStat(socket, 'placedShips', -1);
}
});
socket.on('shoot', async (posX, posY) => {
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let playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame && playerGame.data.state === 'action') {
if (bships.checkTurn(playerGame.data, session.userId)) {
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const enemyIdx = session.userId === playerGame.data.hostId ? 1 : 0;
let hit = await GInfo.shootShip(socket, enemyIdx, posX, posY);
await redis.json.arrAppend(`game:${playerGame.id}`, `.boards[${enemyIdx}].shots`, { posX: posX, posY: posY });
await GInfo.incrStat(socket, 'shots');
if (!hit.status) {
io.to(playerGame.id).emit("shot missed", enemyIdx, posX, posY);
} else if (hit.status === 1) {
io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
await GInfo.incrStat(socket, 'hits');
} else if (hit.status === 2) {
io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY);
await GInfo.incrStat(socket, 'hits');
io.to(playerGame.id).emit("ship sunk", enemyIdx, hit.ship);
await GInfo.incrStat(socket, 'sunkShips');
if (hit.gameFinished) {
const members = [...roomMemberIterator(playerGame.id)];
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let hostSocket;
let guestSocket;
members.forEach(player => {
player = player[0];
const playerSocket = io.sockets.sockets.get(player);
if (playerSocket.session.userId === playerGame.data.hostId) {
hostSocket = playerSocket;
} else {
guestSocket = playerSocket;
}
});
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let hostNickname = hostSocket.session.nickname;
let guestNickname = guestSocket.session.nickname;
hostSocket.emit("game finished", !enemyIdx ? 1 : 0, guestNickname);
guestSocket.emit("game finished", !enemyIdx ? 1 : 0, hostNickname);
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playerGame = await GInfo.getPlayerGameData(socket);
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auth.saveMatch(playerGame.id, (new Date).getTime() / 1000 - playerGame.data.startTs, "pvp", hostSocket.session.userId, guestSocket.session.userId, playerGame.data.boards, enemyIdx ? 1 : 0);
GInfo.resetTimer(playerGame.id);
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endGame(playerGame.id);
return;
}
} else if (hit.status === -1) {
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const locale = new Lang(session.langs);
socket.emit("toast", locale.t("board.You have already shot at this field"));
return;
}
await GInfo.passTurn(socket);
GInfo.resetTimer(playerGame.id);
GInfo.timer(playerGame.id, 30, () => {
AFKEnd(playerGame.id);
});
}
}
});
socket.on('disconnecting', async () => {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame !== null) {
AFKEnd(playerGame.id);
await GInfo.resetTimer(playerGame.id);
}
});
} else if (session.nickname && (await GInfo.getPlayerGameData(socket)).data.type === "pve") {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame.data.state === 'pregame') {
socket.join(playerGame.id);
if (io.sockets.adapter.rooms.get(playerGame.id).size === 1) {
GInfo.resetTimer(playerGame.id);
io.to(playerGame.id).emit('players ready');
socket.emit('player idx', 0);
let UTCTs = Math.floor((new Date()).getTime() / 1000 + 180);
io.to(playerGame.id).emit('turn update', { turn: 0, phase: "preparation", timerToUTC: UTCTs });
GInfo.timer(playerGame.id, 180, async () => {
finishPrepPhase(socket, playerGame);
placeAIShips(socket);
});
await redis.json.set(`game:${playerGame.id}`, '$.state', "preparation");
} else if (io.sockets.adapter.rooms.get(playerGame.id).size > 2) {
socket.disconnect();
}
} else {
socket.disconnect();
}
socket.on('ready', async (callback) => {
if (!(callback && typeof callback === 'function')) {
return;
}
const playerGame = await GInfo.getPlayerGameData(socket);
const playerIdx = 0;
const userNotReady = !playerGame.data.ready[playerIdx];
if (playerGame && playerGame.data.state === 'preparation' && userNotReady) {
await GInfo.setReady(socket);
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame.data.ready[0] && playerGame.data.ready[1]) {
// Both set ready
await GInfo.resetTimer(playerGame.id);
callback();
await finishPrepPhase(socket, playerGame);
await placeAIShips(socket);
}
}
});
socket.on('place ship', async (type, posX, posY, rot) => {
const playerGame = await GInfo.getPlayerGameData(socket);
if (type < 0 || type > 3) {
return;
}
if (playerGame && playerGame.data.state === 'preparation') {
const playerShips = await GInfo.getPlayerShips(socket);
let canPlace = bships.validateShipPosition(playerShips, type, posX, posY, rot);
let shipAvailable = bships.getShipsAvailable(playerShips)[type] > 0;
if (!canPlace) {
const locale = new Lang(session.langs);
socket.emit("toast", locale.t("board.You cannot place a ship like this"));
} else if (!shipAvailable) {
const locale = new Lang(session.langs);
socket.emit("toast", locale.t("board.You have ran out of ships of that type"));
} else {
await GInfo.placeShip(socket, { type: type, posX: posX, posY: posY, rot: rot, hits: Array.from(new Array(type + 1), () => false) });
socket.emit("placed ship", { type: type, posX: posX, posY: posY, rot: rot });
await GInfo.incrStat(socket, 'placedShips');
}
}
});
socket.on('remove ship', async (posX, posY) => {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame && playerGame.data.state === 'preparation') {
const deletedShip = await GInfo.removeShip(socket, posX, posY);
socket.emit("removed ship", { posX: posX, posY: posY, type: deletedShip.type });
await GInfo.incrStat(socket, 'placedShips', -1);
}
});
socket.on('shoot', async (posX, posY) => {
let playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame && playerGame.data.state === 'action') {
if (bships.checkTurn(playerGame.data, session.userId)) {
const enemyIdx = 1;
let hit = await GInfo.shootShip(socket, enemyIdx, posX, posY);
await redis.json.arrAppend(`game:${playerGame.id}`, `.boards[${enemyIdx}].shots`, { posX: posX, posY: posY });
await GInfo.incrStat(socket, 'shots');
if (!hit.status) {
socket.emit("shot missed", enemyIdx, posX, posY);
} else if (hit.status === 1) {
socket.emit("shot hit", enemyIdx, posX, posY);
await GInfo.incrStat(socket, 'hits');
} else if (hit.status === 2) {
socket.emit("shot hit", enemyIdx, posX, posY);
await GInfo.incrStat(socket, 'hits');
io.to(playerGame.id).emit("ship sunk", enemyIdx, hit.ship);
await GInfo.incrStat(socket, 'sunkShips');
if (hit.gameFinished) {
let hostNickname = session.nickname;
let difficulty;
switch (playerGame.data.difficulty) {
case 0:
difficulty = "simple";
break;
case 1:
difficulty = "smart";
break;
case 2:
difficulty = "overkill";
break;
}
let guestNickname = `AI (${difficulty})`;
socket.emit("game finished", 0, guestNickname);
playerGame = await GInfo.getPlayerGameData(socket);
auth.saveMatch(playerGame.id, (new Date).getTime() / 1000 - playerGame.data.startTs, "pve", session.userId, '77777777-77777777-77777777-77777777', playerGame.data.boards, 1, difficulty);
GInfo.resetTimer(playerGame.id);
endGame(playerGame.id);
return;
}
} else if (hit.status === -1) {
const locale = new Lang(session.langs);
socket.emit("toast", locale.t("board.You have already shot at this field"));
return;
}
await GInfo.passTurn(socket);
[posX, posY] = await GInfo.makeAIMove(socket, playerGame.data.difficulty);
hit = await GInfo.shootShip(socket, 0, posX, posY);
await redis.json.arrAppend(`game:${playerGame.id}`, `.boards[0].shots`, { posX: posX, posY: posY });
await GInfo.incrStat(socket, 'shots', 1, 1);
if (!hit.status) {
socket.emit("shot missed", 0, posX, posY);
} else if (hit.status === 1) {
socket.emit("shot hit", 0, posX, posY);
await GInfo.incrStat(socket, 'hits', 1, 1);
} else if (hit.status === 2) {
socket.emit("shot hit", 0, posX, posY);
await GInfo.incrStat(socket, 'hits', 1, 1);
socket.emit("ship sunk", 0, hit.ship);
await GInfo.incrStat(socket, 'sunkShips', 1, 1);
if (hit.gameFinished) {
let difficulty;
switch (playerGame.data.difficulty) {
case 0:
difficulty = "simple";
break;
case 1:
difficulty = "smart";
break;
case 2:
difficulty = "overkill";
break;
}
let guestNickname = `AI (${difficulty})`;
socket.emit("game finished", 1, guestNickname);
playerGame = await GInfo.getPlayerGameData(socket);
auth.saveMatch(playerGame.id, (new Date).getTime() / 1000 - playerGame.data.startTs, "pve", session.userId, '77777777-77777777-77777777-77777777', playerGame.data.boards, 0, difficulty);
GInfo.resetTimer(playerGame.id);
endGame(playerGame.id);
return;
}
}
await GInfo.passTurn(socket);
GInfo.resetTimer(playerGame.id);
GInfo.timer(playerGame.id, 30, () => {
AFKEnd(playerGame.id);
});
}
}
});
socket.on('disconnecting', async () => {
const playerGame = await GInfo.getPlayerGameData(socket);
if (playerGame !== null) {
AFKEnd(playerGame.id);
await GInfo.resetTimer(playerGame.id);
}
});
}
});
server.listen(PORT, () => {
console.log(`Server running at http://localhost:${PORT}`);
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});
function genID() {
return Math.floor(100000 + Math.random() * 900000).toString();
}
function resetUserGame(req) {
req.session.reload((err) => {
if (err) return socket.disconnect();
req.session.activeGame = null;
req.session.save();
});
}
function endGame(gameId) {
let iterator = roomMemberIterator(gameId);
if (iterator != null) {
const members = [...iterator];
for (let i = 0; i < members.length; i++) {
const sid = members[i][0];
const socket = io.sockets.sockets.get(sid);
socket.leave(gameId);
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resetUserGame(socket.request);
}
}
redis.unlink(`game:${gameId}`);
}
function AFKEnd(gameId) {
io.to(gameId).emit("player left");
endGame(gameId);
}
async function finishPrepPhase(socket, playerGame) {
await GInfo.endPrepPhase(socket);
const members = [...roomMemberIterator(playerGame.id)];
for (let i = 0; i < members.length; i++) {
const sid = members[i][0];
const socket = io.sockets.sockets.get(sid);
let placedShips = await GInfo.depleteShips(socket);
if (!placedShips) {
io.to(playerGame.id).emit('toast', "An error occured while autoplacing player's ships");
endGame(playerGame.id);
return;
}
placedShips.forEach(shipData => {
socket.emit("placed ship", shipData)
});
if (placedShips.length > 0) {
const locale = new Lang(socket.session.langs);
socket.emit("toast", locale.t("board.Your remaining ships have been randomly placed"))
}
}
GInfo.timer(playerGame.id, 30, () => {
AFKEnd(playerGame.id);
});
return true;
}
async function placeAIShips(socket, playerGame) {
await GInfo.depleteShips(socket, 1);
}
function roomMemberIterator(id) {
return io.sockets.adapter.rooms.get(id) == undefined ? null : io.sockets.adapter.rooms.get(id).entries();
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}
function loginState(req) {
if (req.session.loggedIn == null) {
return 0;
} else {
return req.session.loggedIn;
}
}
function validateEmail(email) {
return String(email)
.toLowerCase()
.match(
/^(([^<>()[\]\\.,;:\s@"]+(\.[^<>()[\]\\.,;:\s@"]+)*)|.(".+"))@((\[[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\])|(([a-zA-Z\-0-9]+\.)+[a-zA-Z]{2,}))$/
);
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};
function getIP(req) {
if (checkFlag("cloudflare_mode")) {
return req.headers['cf-connecting-ip'];
} else {
return req.headers['x-forwarded-for'] || req.socket.remoteAddress;
}
}
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function getIPSocket(socket) {
if (checkFlag("cloudflare_mode")) {
return socket.client.request.headers['cf-connecting-ip'];
} else {
return socket.client.request.headers['x-forwarded-for'] || socket.handshake.address;
}
}
function checkFlag(key) {
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if (flags) {
return flags.includes(key);
} else {
return false;
}
}