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'; import { v4 as uuidv4, validate } from 'uuid'; import session from "express-session"; import { engine } from 'express-handlebars'; import { createClient } from 'redis'; import * as bships from './utils/battleships.js' 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(); const GInfo = new bships.GameInfo(redis, io); 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 && 3 <= 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:${req.query.id}`); if (req.session.nickname == null) { res.redirect("/setup"); } else if (req.query.id == null || game == null || game.state == "expired" || req.session.activeGame == null) { res.status(400).send('badGameId'); } else { res.render('board'); } }); app.get("/*", (req, res) => { res.redirect("/?path=" + req.originalUrl); }); io.on('connection', async (socket) => { const req = socket.request; const session = socket.request.session; socket.session = session; if (session.nickname==null) { socket.disconnect(); return; } if (!await GInfo.isPlayerInGame(socket)) { socket.on('whats my nick', (callback) => { callback(session.nickname); }); socket.on('create lobby', (callback) => { if (socket.rooms.size === 1) { let id = genID(); callback({ status: "ok", gameCode: id }); socket.join(id); } else { callback({ status: "alreadyInLobby", gameCode: socket.rooms[1] }); } }); socket.on('join lobby', (msg, callback) => { if (io.sockets.adapter.rooms.get(msg) == null || io.sockets.adapter.rooms.get(msg).size > 1) { callback({ status: "bad_id" }); } else { if (socket.rooms.size === 1) { io.to(msg).emit("joined", session.nickname); // Wyślij hostowi powiadomienie o dołączającym graczu // Zmienna opp zawiera socket hosta let opp = io.sockets.sockets.get(io.sockets.adapter.rooms.get(msg).values().next().value); let oppNickname = opp.request.session.nickname; socket.join(msg); // Dołącz gracza do grupy callback({ status: "ok", oppNickname: oppNickname, }); // Wyślij dołączonemu graczowi odpowiedź // Teraz utwórz objekt partii w trakcie w bazie Redis const gameId = uuidv4(); redis.json.set(`game:${gameId}`, '$', { hostId: opp.request.session.id, state: "pregame", 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, sunk: true} }, { 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", }); } } }); 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 (bships.isPlayerInRoom(socket)) { io.to(socket.rooms[1]).emit("player left"); } }); } else { 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) { 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); if (socket.request.session.id === 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 + 90); io.to(playerGame.id).emit('turn update', { turn: 0, phase: "preparation", timerToUTC: UTCTs }); GInfo.timer(playerGame.id, 15, async () => { const playerGame = await GInfo.getPlayerGameData(socket); for (let i = 0; i < playerGame.data.boards.length; i++) { const ships = playerGame.data.boards[i].ships; if (!ships.length) { AFKEnd(playerGame.id); return; } } GInfo.endPrepPhase(socket); GInfo.timer(playerGame.id, 30, () => { AFKEnd(playerGame.id); }); }); await redis.json.set(`game:${playerGame.id}`, '$.state', "preparation"); } else if (io.sockets.adapter.rooms.get(playerGame.id).size > 2) { socket.disconnect(); } } socket.on('place ship', async (type, posX, posY, rot) => { const playerGame = await GInfo.getPlayerGameData(socket); if (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) { socket.emit("toast", "Nie możesz postawić tak statku"); } else if (!shipAvailable) { socket.emit("toast", "Nie masz już statków tego typu"); } 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 }); } } }); socket.on('remove ship', async (posX, posY) => { const playerGame = await GInfo.getPlayerGameData(socket); if (playerGame.data.state === 'preparation') { const deletedShip = await GInfo.removeShip(socket, posX, posY); socket.emit("removed ship", { posX: posX, posY: posY, type: deletedShip.type }); } }); socket.on('shoot', async (posX, posY) => { const playerGame = await GInfo.getPlayerGameData(socket); if (playerGame.data.state === 'action') { if (bships.checkTurn(playerGame.data, socket.request.session.id)) { const enemyIdx = socket.request.session.id === playerGame.data.hostId ? 1 : 0; let hit = await GInfo.shootShip(socket, posX, posY); 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); } else if (hit.status === 2) { io.to(playerGame.id).emit("shot hit", enemyIdx, posX, posY); io.to(playerGame.id).emit("ship sunk", enemyIdx, hit.ship); if (hit.gameFinished) { const members = [...roomMemberIterator(playerGame.id)]; let hostNickname; let guestNickname; for (let i = 0; i < members.length; i++) { const sid = members[i][0]; const socket = io.sockets.sockets.get(sid); if (socket.request.session.id === playerGame.data.hostId) { hostNickname = socket.request.session.nickname; } else { guestNickname = socket.request.session.nickname; } } for (let i = 0; i < members.length; i++) { const sid = members[i][0]; const socket = io.sockets.sockets.get(sid); if (socket.request.session.id === playerGame.data.hostId) { io.to(sid).emit("game finished", !enemyIdx ? 1 : 0, guestNickname); } else { io.to(sid).emit("game finished", !enemyIdx ? 1 : 0, hostNickname); } } 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); } }); } }); server.listen(PORT, () => { console.log(`Server running at http://localhost:${PORT}`); }); 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); resetUserGame(socket.request); socket.leave(gameId); } } redis.json.del(`game:${gameId}`); } function AFKEnd(gameId) { io.to(gameId).emit("player left"); endGame(gameId); } function roomMemberIterator(id) { return io.sockets.adapter.rooms.get(id) == undefined ? null : io.sockets.adapter.rooms.get(id).entries(); }