mirror of
https://github.com/AlecM33/Werewolf.git
synced 2025-12-26 07:47:50 +01:00
test critical parts of game manager
This commit is contained in:
@@ -18,7 +18,7 @@ class GameManager {
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this.namespace = namespace;
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socket.on(globals.CLIENT_COMMANDS.FETCH_GAME_STATE, (accessCode, personId, ackFn) => {
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this.logger.trace('request for game state for accessCode ' + accessCode + ', person ' + personId);
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handleRequestForGameState(
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this.handleRequestForGameState(
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this.namespace,
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this.logger,
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this.activeGameRunner,
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@@ -100,18 +100,7 @@ class GameManager {
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let game = this.activeGameRunner.activeGames[accessCode];
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if (game) {
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let person = game.people.find((person) => person.id === personId)
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if (person && !person.out) {
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this.logger.debug('game ' + accessCode + ': killing player ' + person.name);
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if (person.userType !== globals.USER_TYPES.TEMPORARY_MODERATOR) {
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person.userType = globals.USER_TYPES.KILLED_PLAYER;
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}
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person.out = true;
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namespace.in(accessCode).emit(globals.CLIENT_COMMANDS.KILL_PLAYER, person.id);
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// temporary moderators will transfer their powers automatically to the first person they kill.
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if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
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transferModeratorPowers(game, person, namespace, this.logger);
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}
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}
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this.killPlayer(game, person, namespace, this.logger);
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}
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});
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@@ -140,7 +129,7 @@ class GameManager {
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if (!person) {
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person = game.spectators.find((spectator) => spectator.id === personId)
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}
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transferModeratorPowers(game, person, namespace, this.logger);
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this.transferModeratorPowers(game, person, namespace, this.logger);
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}
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});
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@@ -226,6 +215,131 @@ class GameManager {
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return codeDigits.join('');
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}
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transferModeratorPowers = (game, person, namespace, logger) => {
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if (person && (person.out || person.userType === globals.USER_TYPES.SPECTATOR)) {
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logger.debug('game ' + game.accessCode + ': transferring mod powers to ' + person.name);
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if (game.moderator === person) {
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logger.debug('temp mod killed themselves');
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person.userType = globals.USER_TYPES.MODERATOR;
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} else {
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if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
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game.moderator.userType = globals.USER_TYPES.PLAYER;
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} else if (game.moderator.gameRole) { // the current moderator was at one point a dealt-in player.
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game.moderator.userType = globals.USER_TYPES.KILLED_PLAYER; // restore their state from before being made mod.
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} else if (game.moderator.userType === globals.USER_TYPES.MODERATOR) {
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game.moderator.userType = globals.USER_TYPES.SPECTATOR;
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if (!game.spectators.includes(game.moderator)) {
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game.spectators.push(game.moderator);
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}
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if (game.spectators.includes(person)) {
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game.spectators.splice(game.spectators.indexOf(person), 1);
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}
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}
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person.userType = globals.USER_TYPES.MODERATOR;
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game.moderator = person;
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}
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namespace.in(game.accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
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}
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}
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killPlayer = (game, person, namespace, logger) => {
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if (person && !person.out) {
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logger.debug('game ' + game.accessCode + ': killing player ' + person.name);
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if (person.userType !== globals.USER_TYPES.TEMPORARY_MODERATOR) {
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person.userType = globals.USER_TYPES.KILLED_PLAYER;
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}
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person.out = true;
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namespace.in(game.accessCode).emit(globals.CLIENT_COMMANDS.KILL_PLAYER, person.id);
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// temporary moderators will transfer their powers automatically to the first person they kill.
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if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
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this.transferModeratorPowers(game, person, namespace, logger);
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}
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}
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}
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/* Since clients are anonymous, we have to rely to some extent on a cookie to identify them. Socket ids
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are unique to a client, but they are re-generated if a client disconnects and then reconnects.
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Thus, to have the most resilient identification i.e. to let them refresh, navigate away and come back,
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get disconnected and reconnect, etc. we should have a combination of the socket id and the cookie.
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My philosophy is to make it exceptionally difficult for clients to _accidentally_ break their experience.
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*/
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handleRequestForGameState = (namespace, logger, gameRunner, accessCode, personCookie, ackFn, socket) => {
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const game = gameRunner.activeGames[accessCode];
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if (game) {
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let matchingPerson = game.people.find((person) => person.cookie === personCookie);
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if (!matchingPerson) {
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matchingPerson = game.spectators.find((spectator) => spectator.cookie === personCookie);
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}
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if (game.moderator.cookie === personCookie) {
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matchingPerson = game.moderator;
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}
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if (matchingPerson) {
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if (matchingPerson.socketId === socket.id) {
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logger.trace("matching person found with an established connection to the room: " + matchingPerson.name);
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
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} else {
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if (!this.roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode)) {
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logger.trace("matching person found with a new connection to the room: " + matchingPerson.name);
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socket.join(accessCode);
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matchingPerson.socketId = socket.id;
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
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} else {
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logger.trace('this person is already associated with a socket connection');
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this.handleRequestFromNonMatchingPerson(game, socket, gameRunner, ackFn, logger);
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}
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}
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} else {
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this.handleRequestFromNonMatchingPerson(game, socket, gameRunner, ackFn, logger);
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}
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} else {
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rejectClientRequestForGameState(ackFn);
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logger.trace('the game ' + accessCode + ' was not found');
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}
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}
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handleRequestFromNonMatchingPerson = (game, socket, gameRunner, ackFn, logger) => {
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let personWithMatchingSocketId = findPersonWithMatchingSocketId(game.people, socket.id);
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if (personWithMatchingSocketId) {
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logger.trace("matching person found whose cookie got cleared after establishing a connection to the room: " + personWithMatchingSocketId.name);
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, personWithMatchingSocketId, gameRunner, socket, logger));
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} else {
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let unassignedPerson = game.moderator.assigned === false
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? game.moderator
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: game.people.find((person) => person.assigned === false);
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if (unassignedPerson) {
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logger.trace("completely new person with a first connection to the room: " + unassignedPerson.name);
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unassignedPerson.assigned = true;
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unassignedPerson.socketId = socket.id;
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, unassignedPerson, gameRunner, socket, logger));
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let isFull = isGameFull(game);
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game.isFull = isFull;
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socket.to(game.accessCode).emit(
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globals.EVENTS.PLAYER_JOINED,
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{name: unassignedPerson.name, userType: unassignedPerson.userType},
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isFull
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);
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} else { // if the game is full, make them a spectator.
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let spectator = new Person(
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createRandomId(),
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createRandomId(),
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UsernameGenerator.generate(),
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globals.USER_TYPES.SPECTATOR
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);
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logger.trace("new spectator: " + spectator.name);
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game.spectators.push(spectator);
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, spectator, gameRunner, socket, logger));
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}
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socket.join(game.accessCode);
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}
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}
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// starting with socket.io 4.x, the rooms object is a Map, and its values a Set.
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roomContainsSocketOfMatchingPerson = (namespace, matchingPerson, logger, accessCode) => {
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return namespace.adapter
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&& namespace.adapter.rooms.get(accessCode)
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&& namespace.adapter.rooms.get(accessCode).has(matchingPerson.socketId);
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}
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}
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@@ -237,8 +351,7 @@ function initializeModerator(name, hasDedicatedModerator) {
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const userType = hasDedicatedModerator
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? globals.USER_TYPES.MODERATOR
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: globals.USER_TYPES.TEMPORARY_MODERATOR;
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let moderator = new Person(createRandomId(), createRandomId(), name, userType);
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return moderator;
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return new Person(createRandomId(), createRandomId(), name, userType);;
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}
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function initializePeopleForGame(uniqueCards, moderator) {
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@@ -299,133 +412,6 @@ function createRandomId () {
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return id;
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}
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class Singleton {
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constructor (logger, environment) {
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if (!Singleton.instance) {
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logger.log('CREATING SINGLETON GAME MANAGER');
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Singleton.instance = new GameManager(logger, environment);
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}
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}
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getInstance () {
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return Singleton.instance;
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}
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}
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function transferModeratorPowers(game, person, namespace, logger) {
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if (person && (person.out || person.userType === globals.USER_TYPES.SPECTATOR)) {
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logger.debug('game ' + game.accessCode + ': transferring mod powers to ' + person.name);
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if (game.moderator === person) {
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logger.debug('temp mod killed themselves');
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person.userType = globals.USER_TYPES.MODERATOR;
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} else {
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if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
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game.moderator.userType = globals.USER_TYPES.PLAYER;
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} else if (game.moderator.gameRole) { // the current moderator was at one point a dealt-in player.
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game.moderator.userType = globals.USER_TYPES.KILLED_PLAYER; // restore their state from before being made mod.
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} else if (game.moderator.userType === globals.USER_TYPES.MODERATOR) {
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game.moderator.userType = globals.USER_TYPES.SPECTATOR;
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if (!game.spectators.includes(game.moderator)) {
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game.spectators.push(game.moderator);
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}
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if (game.spectators.includes(person)) {
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game.spectators.splice(game.spectators.indexOf(person), 1);
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}
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}
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person.userType = globals.USER_TYPES.MODERATOR;
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game.moderator = person;
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}
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namespace.in(game.accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
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}
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}
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/* Since clients are anonymous, we have to rely to some extent on a cookie to identify them. Socket ids
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are unique to a client, but they are re-generated if a client disconnects and then reconnects.
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Thus, to have the most resilient identification i.e. to let them refresh, navigate away and come back,
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get disconnected and reconnect, etc. we should have a combination of the socket id and the cookie.
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My philosophy is to make it exceptionally difficult for clients to _accidentally_ break their experience.
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*/
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function handleRequestForGameState(namespace, logger, gameRunner, accessCode, personCookie, ackFn, socket) {
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const game = gameRunner.activeGames[accessCode];
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if (game) {
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let matchingPerson = game.people.find((person) => person.cookie === personCookie);
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if (!matchingPerson) {
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matchingPerson = game.spectators.find((spectator) => spectator.cookie === personCookie);
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}
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if (game.moderator.cookie === personCookie) {
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matchingPerson = game.moderator;
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}
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if (matchingPerson) {
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if (matchingPerson.socketId === socket.id) {
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logger.trace("matching person found with an established connection to the room: " + matchingPerson.name);
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
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} else {
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if (!roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode)) {
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logger.trace("matching person found with a new connection to the room: " + matchingPerson.name);
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socket.join(accessCode);
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matchingPerson.socketId = socket.id;
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
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} else {
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logger.trace('this person is already associated with a socket connection');
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let alreadyConnectedSocket = namespace.connected[matchingPerson.socketId];
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if (alreadyConnectedSocket && alreadyConnectedSocket.leave) {
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alreadyConnectedSocket.leave(accessCode);
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logger.trace('kicked existing connection out of room ' + accessCode);
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socket.join(accessCode);
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matchingPerson.socketId = socket.id;
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
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}
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}
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}
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} else {
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let personWithMatchingSocketId = findPersonWithMatchingSocketId(game.people, socket.id);
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if (personWithMatchingSocketId) {
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logger.trace("matching person found whose cookie got cleared after establishing a connection to the room: " + personWithMatchingSocketId.name);
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, personWithMatchingSocketId, gameRunner, socket, logger));
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} else {
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let unassignedPerson = game.moderator.assigned === false
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? game.moderator
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: game.people.find((person) => person.assigned === false);
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if (unassignedPerson) {
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logger.trace("completely new person with a first connection to the room: " + unassignedPerson.name);
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unassignedPerson.assigned = true;
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unassignedPerson.socketId = socket.id;
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, unassignedPerson, gameRunner, socket, logger));
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let isFull = isGameFull(game);
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game.isFull = isFull;
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socket.to(accessCode).emit(
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globals.EVENTS.PLAYER_JOINED,
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{name: unassignedPerson.name, userType: unassignedPerson.userType},
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isFull
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);
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} else { // if the game is full, make them a spectator.
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let spectator = new Person(
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createRandomId(),
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createRandomId(),
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UsernameGenerator.generate(),
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globals.USER_TYPES.SPECTATOR
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);
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logger.trace("new spectator: " + spectator.name);
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game.spectators.push(spectator);
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ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, spectator, gameRunner, socket, logger));
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}
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socket.join(accessCode);
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}
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}
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} else {
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rejectClientRequestForGameState(ackFn);
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logger.trace('the game ' + accessCode + ' was not found');
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}
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}
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// in socket.io 2.x , the rooms property is an object. in 3.x and 4.x, it is a javascript Set.
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function roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode) {
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return namespace.adapter
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&& namespace.adapter.rooms[accessCode]
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&& namespace.adapter.rooms[accessCode].sockets[matchingPerson.socketId];
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}
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function rejectClientRequestForGameState(acknowledgementFunction) {
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return acknowledgementFunction(null);
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}
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@@ -476,4 +462,18 @@ function pruneStaleGames(activeGames, timerThreads, logger) {
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}
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}
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class Singleton {
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constructor (logger, environment) {
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if (!Singleton.instance) {
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logger.log('CREATING SINGLETON GAME MANAGER');
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Singleton.instance = new GameManager(logger, environment);
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}
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}
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getInstance () {
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return Singleton.instance;
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}
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}
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module.exports = Singleton;
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Block a user