import express from 'express'; import { createServer } from 'node:http'; import { Server } from 'socket.io'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; import { v4 as uuidv4 } from 'uuid'; import session from "express-session"; import { engine } from 'express-handlebars'; import { createClient } from 'redis'; const __filename = fileURLToPath(import.meta.url); const __dirname = path.dirname(__filename); const app = express(); 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(); redis.flushDb(); app.set('trust proxy', 1); const sessionMiddleware = session({ secret: uuidv4(), resave: true, saveUninitialized: true, }); app.use(sessionMiddleware); app.use(express.static(path.join(__dirname, 'public'))); io.engine.use(sessionMiddleware); app.get("/", async (req, res) => { if (req.session.nickname == null) { res.redirect("/setup"); } else { res.render('index'); } }); app.get("/setup", (req, res) => { if (req.session.nickname != null) { res.redirect('/'); } else { res.render("setup"); } }); app.post('/api/setup-profile', (req, res) => { if (req.session.nickname == null && 4 < req.body.nickname.length && req.body.nickname.length < 16) { req.session.nickname = req.body.nickname; req.session.playerID = uuidv4(); req.session.activeGame = null; } res.redirect("/") }); app.get("/game", async (req, res) => { const game = await redis.json.get(`game:${req.query.id}`); if (req.session.nickname == null) { res.redirect("/setup"); } else if (req.query.id == null || game == null || game.state == "expired") { res.status(400).send('badGameId'); } else { res.render('board'); } }); app.get("/*", (req, res) => { res.redirect("/?path=" + req.originalUrl); }); io.on('connection', async (socket) => { const req = socket.request; const session = socket.request.session; socket.session = session; if (session.nickname==null) { socket.disconnect(); return; } if (!await isPlayerInGame(socket)) { socket.on('whats my nick', (callback) => { callback(session.nickname); }); socket.on('create lobby', (callback) => { if (socket.rooms.size === 1) { let id = genID(); callback({ status: "ok", gameCode: id }); socket.join(id); } else { callback({ status: "alreadyInLobby", gameCode: socket.rooms[1] }); } }); socket.on('join lobby', (msg, callback) => { if (io.sockets.adapter.rooms.get(msg) == null || io.sockets.adapter.rooms.get(msg).size > 1) { callback({ status: "bad_id" }); } else { if (socket.rooms.size === 1) { io.to(msg).emit("joined", session.nickname); // Wyślij hostowi powiadomienie o dołączającym graczu // Zmienna opp zawiera socket hosta let opp = io.sockets.sockets.get(io.sockets.adapter.rooms.get(msg).values().next().value); let oppNickname = opp.request.session.nickname; socket.join(msg); // Dołącz gracza do grupy callback({ status: "ok", oppNickname: oppNickname, }); // Wyślij dołączonemu graczowi odpowiedź // Teraz utwórz objekt partii w trakcie w bazie Redis const gameId = uuidv4(); redis.json.set(`game:${gameId}`, '$', { state: "pregame", boards: { host: { // 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, sunk: true} }, guest: { ships: [], shots: [], } }, 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); }); } else { callback({ status: "alreadyInLobby", gameCode: id, }); } } }); socket.on('leave lobby', (callback) => { if (socket.rooms.size === 2) { socket.leave(socket.rooms[1]); io.to(socket.rooms[1]).emit("player left"); callback({ status: "ok" }); } else { callback({ status: "youreNotInLobby" }); } }); socket.on('disconnecting', () => { if (isPlayerInRoom(socket)) { io.to(socket.rooms[1]).emit("player left"); } }); } else { const playerGame = await getPlayerGameData(socket); if (playerGame.data.state === 'pregame') { socket.join(playerGame.id); if (io.sockets.adapter.rooms.get(playerGame.id).size === 2) { 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]; io.to(sid).emit('player idx', i); } let UTCTs = Math.floor((new Date()).getTime() / 1000 + 90); io.to(playerGame.id).emit('turn update', { turn: 0, phase: "preparation", timerToUTC: UTCTs }); io.to(playerGame.id).emit(); } } // socket.on('shoot', async () => { // const playerGame = await getPlayerGameData(socket); // if (playerGame.state === 'action') { // } // }); socket.on('disconnecting', async () => { io.to(playerGame.id).emit("player left"); redis.json.del(`game:${playerGame.id}`); }); } }); server.listen(7777, () => { console.log('Server running at http://localhost:7777'); }); function genID() { return Math.floor(100000 + Math.random() * 900000).toString(); } // async function emitToParty(partyuuid) { // const party = gameData.find((element) => element.partyId===partyuuid); // if (party!==null) { // party.members.forEach(socketId => { // io.to(socketId).emit(); // }); // } // } function isPlayerInRoom(socket) { return !socket.rooms.size === 1; } async function isPlayerInGame(socket) { const game = await redis.json.get(`game:${socket.session.activeGame}`); return game != null; } async function getPlayerGameData(socket) { const game = await redis.json.get(`game:${socket.session.activeGame}`); return game == null ? null : {id: socket.session.activeGame, data: game}; } function roomMemberIterator(id) { return io.sockets.adapter.rooms.get(id).entries(); } function getPlayerRoom(socket) { return socket.rooms.entries()[1] === undefined ? null : socket.rooms.entries()[1][0]; }