Files
Werewolf/server/modules/GameManager.js
2021-11-19 01:11:00 -05:00

250 lines
9.8 KiB
JavaScript

const globals = require('../config/globals');
const ActiveGameRunner = require('./ActiveGameRunner');
const Game = require('../model/Game');
const Person = require('../model/Person');
const GameStateCurator = require('./GameStateCurator');
const UsernameGenerator = require('./UsernameGenerator');
class GameManager {
constructor (logger, environment) {
this.logger = logger;
this.environment = environment;
this.activeGameRunner = new ActiveGameRunner(logger).getInstance();
this.namespace = null;
//this.gameSocketUtility = GameSocketUtility;
}
addGameSocketHandlers = (namespace, socket) => {
this.namespace = namespace;
socket.on(globals.CLIENT_COMMANDS.FETCH_GAME_STATE, (accessCode, personId, ackFn) => {
handleRequestForGameState(
this.namespace,
this.logger,
this.activeGameRunner,
accessCode,
personId,
ackFn,
socket
);
});
socket.on(globals.CLIENT_COMMANDS.GET_ENVIRONMENT, (ackFn) => {
ackFn(this.environment);
});
socket.on(globals.CLIENT_COMMANDS.START_GAME, (accessCode, personId) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
game.status = globals.STATUS.IN_PROGRESS;
namespace.in(accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
if (game.hasTimer) {
this.activeGameRunner.runGame(game, namespace);
}
}
});
}
createGame = (gameParams) => {
const expectedKeys = ['deck', 'hasTimer', 'timerParams', 'moderatorName'];
if (typeof gameParams !== 'object' || expectedKeys.some((key) => !Object.keys(gameParams).includes(key))) {
this.logger.error('Tried to create game with invalid options: ' + JSON.stringify(gameParams));
return Promise.reject('Tried to create game with invalid options: ' + gameParams);
} else {
const newAccessCode = this.generateAccessCode();
let moderator = initializeModerator(gameParams.moderatorName, gameParams.hasDedicatedModerator);
this.activeGameRunner.activeGames[newAccessCode] = new Game(
newAccessCode,
globals.STATUS.LOBBY,
initializePeopleForGame(gameParams.deck, moderator),
gameParams.deck,
gameParams.hasTimer,
moderator,
gameParams.timerParams
);
return Promise.resolve(newAccessCode);
}
}
joinGame = (code) => {
let game = this.activeGameRunner.activeGames[code];
if (game) {
let unassignedPerson = game.people.find((person) => person.assigned === false);
if (!unassignedPerson) {
return Promise.resolve(new Error(globals.ERROR_MESSAGE.GAME_IS_FULL));
} else {
return Promise.resolve(code);
}
} else {
return Promise.resolve(404);
}
}
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)]);
}
return codeDigits.join('');
}
}
function getRandomInt (max) {
return Math.floor(Math.random() * Math.floor(max));
}
function initializeModerator(name, hasDedicatedModerator) {
const userType = hasDedicatedModerator
? globals.USER_TYPES.MODERATOR
: globals.USER_TYPES.TEMPORARY_MODERATOR;
return new Person(createRandomUserId(), name, userType)
}
function initializePeopleForGame(uniqueCards, moderator) {
let people = [];
let cards = []; // this will contain copies of each card equal to the quantity.
let numberOfRoles = 0;
for (let card of uniqueCards) {
for (let i = 0; i < card.quantity; i ++) {
cards.push(card);
numberOfRoles ++;
}
}
cards = shuffleArray(cards); // The deck should probably be shuffled, ey?.
let j = 0;
if (moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) { // temporary moderators should be dealt in.
moderator.gameRole = cards[j].role;
moderator.gameRoleDescription = cards[j].description;
moderator.alignment = cards[j].team;
people.push(moderator);
j ++;
}
while (j < numberOfRoles) {
people.push(new Person(createRandomUserId(), UsernameGenerator.generate(), globals.USER_TYPES.PLAYER, cards[j].role, cards[j].description, cards[j].team))
j ++;
}
return people;
}
function shuffleArray (array) {
for (let i = 0; i < array.length; i++) {
const randIndex = Math.floor(Math.random() * i);
const temp = array[i];
array[i] = array[randIndex];
array[randIndex] = temp;
}
return array;
}
function createRandomUserId () {
let id = '';
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;
}
class Singleton {
constructor (logger, environment) {
if (!Singleton.instance) {
logger.log('CREATING SINGLETON GAME MANAGER');
Singleton.instance = new GameManager(logger, environment);
}
}
getInstance () {
return Singleton.instance;
}
}
/* Since clients are anonymous, we have to rely to some extent on a cookie to identify them. Socket ids
are unique to a client, but they are re-generated if a client disconnects and then reconnects.
Thus, to have the most resilient identification i.e. to let them refresh, navigate away and come back,
get disconnected and reconnect, etc. we should have a combination of the socket id and the cookie. This
will also allow us to reject certain theoretical ways of breaking things, such as copying someone else's
cookie. Though if a client wants to clear their cookie and reset their connection, there's not much we can do.
The best thing in my opinion is to make it hard for clients to _accidentally_ break their experience.
*/
function handleRequestForGameState(namespace, logger, gameRunner, accessCode, personId, ackFn, socket) {
const game = gameRunner.activeGames[accessCode];
if (game) {
let matchingPerson = game.people.find((person) => person.id === personId);
if (!matchingPerson && game.moderator.id === personId) {
matchingPerson = game.moderator;
}
if (matchingPerson) {
if (matchingPerson.socketId === socket.id) {
logger.trace("matching person found with an established connection to the room: " + matchingPerson.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson));
} else {
if (!roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode)) {
logger.trace("matching person found with a new connection to the room: " + matchingPerson.name);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson));
} else {
rejectClientRequestForGameState(ackFn);
}
}
} else {
let personWithMatchingSocketId = findPersonWithMatchingSocketId(game.people, socket.id);
if (personWithMatchingSocketId) {
logger.trace("matching person found whose cookie got cleared after establishing a connection to the room: " + personWithMatchingSocketId.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, personWithMatchingSocketId));
} else {
let unassignedPerson = game.moderator.assigned === false
? game.moderator
: game.people.find((person) => person.assigned === false);
if (unassignedPerson) {
logger.trace("completely new person with a first connection to the room: " + unassignedPerson.name);
socket.join(accessCode);
unassignedPerson.assigned = true;
unassignedPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, unassignedPerson));
let isFull = isGameFull(game);
game.isFull = isFull;
socket.to(accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
{name: unassignedPerson.name},
isFull
);
} else {
rejectClientRequestForGameState(ackFn);
}
}
}
} else {
rejectClientRequestForGameState(ackFn);
}
}
// in socket.io 2.x , the rooms property is an object. in 3.x and 4.x, it is a javascript Set.
function roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode) {
return namespace.adapter
&& namespace.adapter.rooms[accessCode]
&& namespace.adapter.rooms[accessCode].sockets[matchingPerson.socketId];
}
function rejectClientRequestForGameState(acknowledgementFunction) {
return acknowledgementFunction(null);
}
function findPersonWithMatchingSocketId(people, socketId) {
return people.find((person) => person.socketId === socketId);
}
function isGameFull(game) {
return game.moderator.assigned === true && !game.people.find((person) => person.assigned === false);
}
module.exports = Singleton;