Merge pull request #105 from AlecM33/4-digit-access-codes

4-digit access codes
This commit is contained in:
Alec
2022-03-30 21:27:32 -04:00
committed by GitHub
6 changed files with 55 additions and 22 deletions

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@@ -4,7 +4,7 @@ export const globals = {
MAX_CUSTOM_ROLE_NAME_LENGTH: 30,
MAX_CUSTOM_ROLE_DESCRIPTION_LENGTH: 500,
TOAST_DURATION_DEFAULT: 6,
ACCESS_CODE_LENGTH: 6,
ACCESS_CODE_LENGTH: 4,
PLAYER_ID_COOKIE_KEY: 'play-werewolf-anon-id',
ACCESS_CODE_CHAR_POOL: 'abcdefghijklmnopqrstuvwxyz0123456789',
COMMANDS: {

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@@ -462,7 +462,7 @@ function showButtons (back, forward, forwardHandler, backHandler, builtGame = nu
// Display a widget for each default card that allows copies of it to be added/removed. Set initial deck state.
function showIncludedCards (deckManager) {
document.querySelectorAll('.compact-card').forEach((el) => { el.remove(); });
for (let i = 0; i < deckManager.getCurrentDeck().length; i++) {
for (let i = 0; i < deckManager.getCurrentDeck().length; i ++) {
const card = deckManager.getCurrentDeck()[i];
const cardEl = constructCompactDeckBuilderElement(card, deckManager);
if (card.team === globals.ALIGNMENT.GOOD) {
@@ -487,7 +487,7 @@ function loadDefaultCards (deckManager) {
return a.role.localeCompare(b.role);
});
const deck = [];
for (let i = 0; i < defaultCards.length; i++) {
for (let i = 0; i < defaultCards.length; i ++) {
const card = defaultCards[i];
card.quantity = 0;
deck.push(card);
@@ -631,7 +631,7 @@ function addOptionsToList (deckManager, selectEl) {
}
return a.role.localeCompare(b.role);
});
for (let i = 0; i < options.length; i++) {
for (let i = 0; i < options.length; i ++) {
const optionEl = document.createElement('div');
optionEl.innerHTML = HTMLFragments.DECK_SELECT_ROLE;
optionEl.classList.add('deck-select-role');

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@@ -56,7 +56,7 @@ export const UserUtility = {
function createRandomUserId () {
let id = '';
for (let i = 0; i < globals.USER_SIGNATURE_LENGTH; i++) {
for (let i = 0; i < globals.USER_SIGNATURE_LENGTH; i ++) {
id += globals.ACCESS_CODE_CHAR_POOL[Math.floor(Math.random() * globals.ACCESS_CODE_CHAR_POOL.length)];
}
return id;

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@@ -1,6 +1,7 @@
const globals = {
ACCESS_CODE_CHAR_POOL: 'BCDFGHJKLMNPQRSTVWXYZ0123456789',
ACCESS_CODE_LENGTH: 6,
ACCESS_CODE_LENGTH: 4,
ACCESS_CODE_GENERATION_ATTEMPTS: 50,
CLOCK_TICK_INTERVAL_MILLIS: 10,
STALE_GAME_HOURS: 12,
CLIENT_COMMANDS: {
@@ -33,7 +34,8 @@ const globals = {
},
ERROR_MESSAGE: {
GAME_IS_FULL: 'This game is full',
BAD_CREATE_REQUEST: 'Game has invalid options.'
BAD_CREATE_REQUEST: 'Game has invalid options.',
NO_UNIQUE_ACCESS_CODE: 'Could not generate a unique access code.'
},
EVENTS: {
PLAYER_JOINED: 'playerJoined',

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@@ -171,7 +171,10 @@ class GameManager {
} else {
// to avoid excessive memory build-up, every time a game is created, check for and purge any stale games.
pruneStaleGames(this.activeGameRunner.activeGames, this.activeGameRunner.timerThreads, this.logger);
const newAccessCode = this.generateAccessCode();
const newAccessCode = this.generateAccessCode(globals.ACCESS_CODE_CHAR_POOL);
if (newAccessCode === null) {
return Promise.reject(globals.ERROR_MESSAGE.NO_UNIQUE_ACCESS_CODE);
}
const moderator = initializeModerator(gameParams.moderatorName, gameParams.hasDedicatedModerator);
moderator.assigned = true;
if (gameParams.timerParams !== null) {
@@ -205,15 +208,23 @@ class GameManager {
}
};
generateAccessCode = () => {
const numLetters = globals.ACCESS_CODE_CHAR_POOL.length;
const codeDigits = [];
let iterations = globals.ACCESS_CODE_LENGTH;
while (iterations > 0) {
iterations--;
codeDigits.push(globals.ACCESS_CODE_CHAR_POOL[getRandomInt(numLetters)]);
generateAccessCode = (charPool) => {
const charCount = charPool.length;
let codeDigits, accessCode;
let attempts = 0;
while (!accessCode || (this.activeGameRunner.activeGames[accessCode] && attempts < globals.ACCESS_CODE_GENERATION_ATTEMPTS)) {
codeDigits = [];
let iterations = globals.ACCESS_CODE_LENGTH;
while (iterations > 0) {
iterations --;
codeDigits.push(charPool[getRandomInt(charCount)]);
}
accessCode = codeDigits.join('');
attempts ++;
}
return codeDigits.join('');
return this.activeGameRunner.activeGames[accessCode]
? null
: accessCode;
};
transferModeratorPowers = (game, person, namespace, logger) => {
@@ -362,9 +373,9 @@ function initializePeopleForGame (uniqueCards, moderator) {
let cards = []; // this will contain copies of each card equal to the quantity.
let numberOfRoles = 0;
for (const card of uniqueCards) {
for (let i = 0; i < card.quantity; i++) {
for (let i = 0; i < card.quantity; i ++) {
cards.push(card);
numberOfRoles++;
numberOfRoles ++;
}
}
@@ -377,7 +388,7 @@ function initializePeopleForGame (uniqueCards, moderator) {
moderator.gameRoleDescription = cards[j].description;
moderator.alignment = cards[j].team;
people.push(moderator);
j++;
j ++;
}
while (j < numberOfRoles) {
@@ -393,14 +404,14 @@ function initializePeopleForGame (uniqueCards, moderator) {
person.customRole = cards[j].custom;
person.hasEnteredName = false;
people.push(person);
j++;
j ++;
}
return people;
}
function shuffleArray (array) {
for (let i = 0; i < array.length; i++) {
for (let i = 0; i < array.length; i ++) {
const randIndex = Math.floor(Math.random() * i);
const temp = array[i];
array[i] = array[randIndex];
@@ -411,7 +422,7 @@ function shuffleArray (array) {
function createRandomId () {
let id = '';
for (let i = 0; i < globals.USER_SIGNATURE_LENGTH; i++) {
for (let i = 0; i < globals.USER_SIGNATURE_LENGTH; i ++) {
id += globals.ACCESS_CODE_CHAR_POOL[Math.floor(Math.random() * globals.ACCESS_CODE_CHAR_POOL.length)];
}
return id;

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@@ -260,4 +260,24 @@ describe('GameManager', () => {
expect(gameManager.namespace.in().emit).toHaveBeenCalledWith(globals.EVENTS.NEW_SPECTATOR, jasmine.anything());
});
});
describe('#generateAccessCode', () => {
it('should continue to generate access codes up to the max attempts when the generated code is already in use by another game', () => {
gameManager.activeGameRunner.activeGames = {
AAAA: {}
};
const accessCode = gameManager.generateAccessCode(['A']);
expect(accessCode).toEqual(null); // we might the max generation attempts of 50.
});
it('should generate and return a unique access code', () => {
gameManager.activeGameRunner.activeGames = {
AAAA: {}
};
const accessCode = gameManager.generateAccessCode(['B']);
expect(accessCode).toEqual('BBBB');
});
});
});