Files
Werewolf/server/modules/GameManager.js
2021-11-13 01:21:22 -05:00

197 lines
7.7 KiB
JavaScript

const globals = require('../config/globals');
const ActiveGameRunner = require('./ActiveGameRunner');
const Game = require('../model/Game');
const Person = require('../model/Person');
class GameManager {
constructor (logger) {
this.logger = logger;
this.activeGameRunner = new ActiveGameRunner().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);
});
}
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();
this.activeGameRunner.activeGames[newAccessCode] = new Game(
globals.STATUS.LOBBY,
initializePeopleForGame(gameParams.moderatorName, gameParams.deck),
gameParams.deck,
gameParams.hasTimer,
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) {
return new Person(createRandomUserId(), name, globals.USER_TYPES.MODERATOR)
}
function initializePeopleForGame(modName, uniqueCards) {
let people = [];
let cards = []; // this will contain copies of each card equal to the quantity.
people.push(initializeModerator(modName));
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?.
for(let j = 0; j < numberOfRoles; j ++) {
people.push(new Person(createRandomUserId(), null, globals.USER_TYPES.PLAYER, cards[j].role, cards[j].description))
}
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) {
if (!Singleton.instance) {
logger.log('CREATING SINGLETON GAME MANAGER');
Singleton.instance = new GameManager(logger);
}
}
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) {
if (matchingPerson.socketId === socket.id) {
logger.debug("matching person found with an established connection to the room: " + matchingPerson.name);
ackFn(getGameStateFromPerspectiveOfPerson(game, matchingPerson));
} else {
if (!roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode)) {
logger.debug("matching person found with a new connection to the room: " + matchingPerson.name);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(getGameStateFromPerspectiveOfPerson(game, matchingPerson));
} else {
rejectClientRequestForGameState(ackFn);
}
}
} else {
let personWithMatchingSocketId = findPersonWithMatchingSocketId(game.people, socket.id);
if (personWithMatchingSocketId) {
logger.debug("matching person found whose cookie got cleared after establishing a connection to the room: " + personWithMatchingSocketId.name);
ackFn(getGameStateFromPerspectiveOfPerson(game, personWithMatchingSocketId));
} else {
let unassignedPerson = game.people.find((person) => person.assigned === false);
if (unassignedPerson) {
logger.debug("completely new person with a first connection to the room: " + unassignedPerson.name);
socket.join(accessCode);
unassignedPerson.assigned = true;
unassignedPerson.socketId = socket.id;
ackFn(getGameStateFromPerspectiveOfPerson(game, unassignedPerson));
} else {
rejectClientRequestForGameState(ackFn);
}
}
}
} else {
rejectClientRequestForGameState(ackFn);
}
}
function getGameStateFromPerspectiveOfPerson(game, person) {
return person;
}
// 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);
}
module.exports = Singleton;