Files
Werewolf/server/modules/GameManager.js
2021-12-29 01:43:43 -05:00

475 lines
20 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) => {
this.logger.trace('request for game state for accessCode ' + accessCode + ', person ' + personId);
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) => {
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) {
game.timerParams.paused = true;
this.activeGameRunner.runGame(game, namespace);
}
}
});
socket.on(globals.CLIENT_COMMANDS.PAUSE_TIMER, (accessCode) => {
this.logger.trace(accessCode);
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let thread = this.activeGameRunner.timerThreads[accessCode];
if (thread) {
this.logger.debug('Timer thread found for game ' + accessCode);
thread.send({
command: globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER,
accessCode: game.accessCode,
logLevel: this.logger.logLevel
});
}
}
});
socket.on(globals.CLIENT_COMMANDS.RESUME_TIMER, (accessCode) => {
this.logger.trace(accessCode);
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let thread = this.activeGameRunner.timerThreads[accessCode];
if (thread) {
this.logger.debug('Timer thread found for game ' + accessCode);
thread.send({
command: globals.GAME_PROCESS_COMMANDS.RESUME_TIMER,
accessCode: game.accessCode,
logLevel: this.logger.logLevel
});
}
}
});
socket.on(globals.CLIENT_COMMANDS.GET_TIME_REMAINING, (accessCode) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let thread = this.activeGameRunner.timerThreads[accessCode];
if (thread) {
thread.send({
command: globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING,
accessCode: accessCode,
socketId: socket.id,
logLevel: this.logger.logLevel
});
} else {
if (game.timerParams && game.timerParams.timeRemaining === 0) {
this.namespace.to(socket.id).emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
}
}
}
});
socket.on(globals.CLIENT_COMMANDS.KILL_PLAYER, (accessCode, personId) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let person = game.people.find((person) => person.id === personId)
if (person && !person.out) {
this.logger.debug('game ' + accessCode + ': killing player ' + person.name);
if (person.userType !== globals.USER_TYPES.TEMPORARY_MODERATOR) {
person.userType = globals.USER_TYPES.KILLED_PLAYER;
}
person.out = true;
namespace.in(accessCode).emit(globals.CLIENT_COMMANDS.KILL_PLAYER, person.id);
// temporary moderators will transfer their powers automatically to the first person they kill.
if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
transferModeratorPowers(game, person, namespace, this.logger);
}
}
}
});
socket.on(globals.CLIENT_COMMANDS.REVEAL_PLAYER, (accessCode, personId) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let person = game.people.find((person) => person.id === personId)
if (person && !person.revealed) {
this.logger.debug('game ' + accessCode + ': revealing player ' + person.name);
person.revealed = true;
namespace.in(accessCode).emit(
globals.CLIENT_COMMANDS.REVEAL_PLAYER,
{
id: person.id,
gameRole: person.gameRole,
alignment: person.alignment
})
}
}
});
socket.on(globals.CLIENT_COMMANDS.TRANSFER_MODERATOR, (accessCode, personId) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let person = game.people.find((person) => person.id === personId)
if (!person) {
person = game.spectators.find((spectator) => spectator.id === personId)
}
transferModeratorPowers(game, person, namespace, this.logger);
}
});
socket.on(globals.CLIENT_COMMANDS.CHANGE_NAME, (accessCode, data, ackFn) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let person = findPersonById(game, data.personId);
if (person) {
if (!isNameTaken(game, data.name)) {
ackFn("changed");
person.name = data.name.trim();
person.hasEnteredName = true;
socket.to(accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
} else {
ackFn("taken");
}
}
}
});
socket.on(globals.CLIENT_COMMANDS.END_GAME, (accessCode) => {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
game.status = globals.STATUS.ENDED;
for (let person of game.people) {
person.revealed = true;
}
namespace.in(accessCode).emit(globals.CLIENT_COMMANDS.END_GAME, GameStateCurator.mapPeopleForModerator(game.people));
}
})
}
createGame = (gameParams) => {
const expectedKeys = ['deck', 'hasTimer', 'timerParams'];
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(globals.ERROR_MESSAGE.BAD_CREATE_REQUEST);
} 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();
let moderator = initializeModerator(UsernameGenerator.generate(), gameParams.hasDedicatedModerator);
if (gameParams.timerParams !== null) {
gameParams.timerParams.paused = false;
}
this.activeGameRunner.activeGames[newAccessCode] = new Game(
newAccessCode,
globals.STATUS.LOBBY,
initializePeopleForGame(gameParams.deck, moderator),
gameParams.deck,
gameParams.hasTimer,
moderator,
gameParams.timerParams
);
this.activeGameRunner.activeGames[newAccessCode].createTime = new Date().toJSON();
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;
let moderator = new Person(createRandomId(), createRandomId(), name, userType);
return moderator;
}
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) {
let person = new Person(
createRandomId(),
createRandomId(),
UsernameGenerator.generate(),
globals.USER_TYPES.PLAYER,
cards[j].role,
cards[j].description,
cards[j].team
);
person.hasEnteredName = false;
people.push(person);
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 createRandomId () {
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;
}
}
function transferModeratorPowers(game, person, namespace, logger) {
if (person && (person.out || person.userType === globals.USER_TYPES.SPECTATOR)) {
logger.debug('game ' + game.accessCode + ': transferring mod powers to ' + person.name);
if (game.moderator === person) {
logger.debug('temp mod killed themselves');
person.userType = globals.USER_TYPES.MODERATOR;
} else {
if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
game.moderator.userType = globals.USER_TYPES.PLAYER;
} else if (game.moderator.gameRole) { // the current moderator was at one point a dealt-in player.
game.moderator.userType = globals.USER_TYPES.KILLED_PLAYER; // restore their state from before being made mod.
} else if (game.moderator.userType === globals.USER_TYPES.MODERATOR) {
game.moderator.userType = globals.USER_TYPES.SPECTATOR;
if (!game.spectators.includes(game.moderator)) {
game.spectators.push(game.moderator);
}
if (game.spectators.includes(person)) {
game.spectators.splice(game.spectators.indexOf(person), 1);
}
}
person.userType = globals.USER_TYPES.MODERATOR;
game.moderator = person;
}
namespace.in(game.accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
}
}
/* 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 exceptionally difficult for clients to _accidentally_ break their experience.
*/
function handleRequestForGameState(namespace, logger, gameRunner, accessCode, personCookie, ackFn, socket) {
const game = gameRunner.activeGames[accessCode];
if (game) {
let matchingPerson = game.people.find((person) => person.cookie === personCookie);
if (!matchingPerson) {
matchingPerson = game.spectators.find((spectator) => spectator.cookie = personCookie);
}
if (game.moderator.cookie === personCookie) {
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, gameRunner, socket, logger));
} 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, gameRunner, socket, logger));
} else {
logger.trace('this person is already associated with a socket connection');
let alreadyConnectedSocket = namespace.connected[matchingPerson.socketId];
if (alreadyConnectedSocket && alreadyConnectedSocket.leave) {
alreadyConnectedSocket.leave(accessCode);
logger.trace('kicked existing connection out of room ' + accessCode);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
}
}
}
} 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, gameRunner, socket, logger));
} 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, gameRunner, socket, logger));
let isFull = isGameFull(game);
game.isFull = isFull;
socket.to(accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
{name: unassignedPerson.name, userType: unassignedPerson.userType},
isFull
);
} else {
rejectClientRequestForGameState(ackFn);
logger.trace('this game is full');
}
}
}
} else {
rejectClientRequestForGameState(ackFn);
logger.trace('the game ' + accessCode + ' was not found');
}
}
// 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);
}
function findPersonById(game, id) {
let person;
if (id === game.moderator.id) {
person = game.moderator;
}
if (!person) {
person = game.people.find((person) => person.id === id);
}
if (!person) {
person = game.spectators.find((spectator) => spectator.id === id)
}
return person;
}
function isNameTaken(game, name) {
let processedName = name.toLowerCase().trim();
return (game.people.find((person) => person.name.toLowerCase().trim() === processedName))
|| (game.moderator.name.toLowerCase().trim() === processedName)
|| (game.spectators.find((spectator) => spectator.name.toLowerCase().trim() === processedName))
}
function pruneStaleGames(activeGames, timerThreads, logger) {
for (const [accessCode, game] of Object.entries(activeGames)) {
if (game.createTime) {
let createDate = new Date(game.createTime);
if (createDate.setHours(createDate.getHours() + globals.STALE_GAME_HOURS) < Date.now()) { // clear games created more than 12 hours ago
logger.info('PRUNING STALE GAME ' + accessCode);
delete activeGames[accessCode];
if (timerThreads[accessCode]) {
logger.info('KILLING STALE TIMER PROCESS FOR ' + accessCode);
timerThreads[accessCode].kill();
delete timerThreads[accessCode];
}
}
}
}
}
module.exports = Singleton;