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Werewolf/server/modules/singletons/GameManager.js

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const globals = require('../../config/globals');
const Game = require('../../model/Game');
const Person = require('../../model/Person');
const GameStateCurator = require('../GameStateCurator');
const UsernameGenerator = require('../UsernameGenerator');
const GameCreationRequest = require('../../model/GameCreationRequest');
class GameManager {
constructor (logger, environment, instanceId) {
if (GameManager.instance) {
throw new Error('The server tried to instantiate more than one GameManager');
}
logger.info('CREATING SINGLETON GAME MANAGER');
this.logger = logger;
this.environment = environment;
this.timerManager = null;
this.eventManager = null;
this.namespace = null;
this.instanceId = instanceId;
GameManager.instance = this;
}
getActiveGame = async (accessCode) => {
const r = await this.eventManager.publisher.get(accessCode);
if (r === null && this.timerManager.timerThreads[accessCode]) {
if (!this.timerManager.timerThreads[accessCode].killed) {
this.timerManager.timerThreads[accessCode].kill();
}
delete this.timerManager.timerThreads[accessCode];
}
let activeGame;
if (r !== null) {
try {
activeGame = JSON.parse(r);
} catch (e) {
this.logger.error('ERROR PARSING ACTIVE GAME: ' + e);
}
}
return r === null ? r : activeGame;
}
setGameSocketNamespace = (namespace) => {
this.namespace = namespace;
};
refreshGame = async (game) => {
this.logger.debug('PUSHING REFRESH OF ' + game.accessCode);
await this.eventManager.publisher.set(game.accessCode, JSON.stringify(game), {
KEEPTTL: true,
XX: true // only set the key if it already exists
});
}
createGame = async (gameParams) => {
this.logger.debug('Received request to create new game.');
return GameCreationRequest.validate(gameParams).then(async () => {
const req = new GameCreationRequest(
gameParams.deck,
gameParams.hasTimer,
gameParams.timerParams,
gameParams.moderatorName,
gameParams.hasDedicatedModerator,
gameParams.isTestGame
);
const newAccessCode = await this.generateAccessCode(globals.ACCESS_CODE_CHAR_POOL);
if (newAccessCode === null) {
return Promise.reject(globals.ERROR_MESSAGE.NO_UNIQUE_ACCESS_CODE);
}
const moderator = initializeModerator(req.moderatorName, req.hasDedicatedModerator);
moderator.assigned = true;
if (req.timerParams !== null) {
req.timerParams.paused = true;
req.timerParams.timeRemaining = convertFromHoursToMilliseconds(req.timerParams.hours) +
convertFromMinutesToMilliseconds(req.timerParams.minutes);
}
const newGame = new Game(
newAccessCode,
globals.STATUS.LOBBY,
initializePeopleForGame(req.deck, moderator, this.shuffle, req.isTestGame),
req.deck,
req.hasTimer,
moderator.id,
req.hasDedicatedModerator,
moderator.id,
new Date().toJSON(),
req.timerParams,
req.isTestGame
);
await this.eventManager.publisher.set(newAccessCode, JSON.stringify(newGame), {
EX: globals.STALE_GAME_SECONDS
});
return Promise.resolve({ accessCode: newAccessCode, cookie: moderator.cookie, environment: this.environment });
}).catch((message) => {
console.error(message);
this.logger.error('Received invalid request to create new game.');
return Promise.reject(message);
});
};
pauseTimer = async (game, logger) => {
const thread = this.timerManager.timerThreads[game.accessCode];
if (thread && !thread.killed) {
this.logger.debug('Timer thread found for game ' + game.accessCode);
thread.send({
command: globals.GAME_PROCESS_COMMANDS.PAUSE_TIMER,
accessCode: game.accessCode,
logLevel: this.logger.logLevel
});
}
};
resumeTimer = async (game, logger) => {
const thread = this.timerManager.timerThreads[game.accessCode];
if (thread && !thread.killed) {
this.logger.debug('Timer thread found for game ' + game.accessCode);
thread.send({
command: globals.GAME_PROCESS_COMMANDS.RESUME_TIMER,
accessCode: game.accessCode,
logLevel: this.logger.logLevel
});
}
};
getTimeRemaining = async (game, socketId) => {
if (socketId) {
const thread = this.timerManager.timerThreads[game.accessCode];
if (thread && (!thread.killed && thread.exitCode === null)) {
thread.send({
command: globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING,
accessCode: game.accessCode,
socketId: socketId,
logLevel: this.logger.logLevel
});
} else if (thread) {
if (game.timerParams && game.timerParams.timeRemaining === 0) {
this.namespace.to(socketId).emit(globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING, game.timerParams.timeRemaining, game.timerParams.paused);
}
}
}
};
checkAvailability = async (code) => {
const game = await this.getActiveGame(code.toUpperCase().trim());
if (game) {
return Promise.resolve({ accessCode: code, playerCount: getGameSize(game.deck), timerParams: game.timerParams });
} else {
return Promise.resolve(404);
}
};
generateAccessCode = async (charPool) => {
const charCount = charPool.length;
let codeDigits, accessCode;
let attempts = 0;
while (!accessCode || ((await this.eventManager.publisher.keys('*')).includes(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 (await this.eventManager.publisher.keys('*')).includes(accessCode)
? null
: accessCode;
};
joinGame = async (game, name, cookie, joinAsSpectator) => {
const matchingPerson = this.findPersonByField(game, 'cookie', cookie);
if (matchingPerson) {
return Promise.resolve(matchingPerson.cookie);
}
if (isNameTaken(game, name)) {
return Promise.reject({ status: 400, reason: 'This name is taken.' });
}
if (joinAsSpectator
&& game.people.filter(person => person.userType === globals.USER_TYPES.SPECTATOR).length === globals.MAX_SPECTATORS
) {
return Promise.reject({ status: 400, reason: 'There are too many people already spectating.' });
} else if (joinAsSpectator) {
return await addSpectator(game, name, this.logger, this.namespace, this.eventManager, this.instanceId, this.refreshGame);
}
const unassignedPerson = this.findPersonByField(game, 'id', game.currentModeratorId).assigned === false
? this.findPersonByField(game, 'id', game.currentModeratorId)
: game.people.find((person) => person.assigned === false && person.userType === globals.USER_TYPES.PLAYER);
if (unassignedPerson) {
this.logger.trace('request from client to join game. Assigning: ' + unassignedPerson.name);
unassignedPerson.assigned = true;
unassignedPerson.name = name;
game.isFull = this.isGameFull(game);
await this.refreshGame(game);
this.namespace.in(game.accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
GameStateCurator.mapPerson(unassignedPerson),
game.isFull
);
await this.eventManager.publisher?.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
this.eventManager.createMessageToPublish(
game.accessCode,
globals.EVENT_IDS.PLAYER_JOINED,
this.instanceId,
JSON.stringify(unassignedPerson)
)
);
return Promise.resolve(unassignedPerson.cookie);
} else {
if (game.people.filter(person => person.userType === globals.USER_TYPES.SPECTATOR).length === globals.MAX_SPECTATORS) {
return Promise.reject({ status: 400, reason: 'This game has reached the maximum number of players and spectators.' });
}
return await addSpectator(game, name, this.logger, this.namespace, this.eventManager, this.instanceId, this.refreshGame);
}
};
restartGame = async (game, namespace) => {
// kill any outstanding timer threads
const subProcess = this.timerManager.timerThreads[game.accessCode];
if (subProcess) {
if (!subProcess.killed) {
this.logger.info('Killing timer process ' + subProcess.pid + ' for: ' + game.accessCode);
this.timerManager.timerThreads[game.accessCode].kill();
}
this.logger.debug('Deleting reference to subprocess ' + subProcess.pid);
delete this.timerManager.timerThreads[game.accessCode];
}
// re-shuffle the deck
const cards = [];
for (const card of game.deck) {
for (let i = 0; i < card.quantity; i ++) {
cards.push(card);
}
}
this.shuffle(cards);
// make sure no players are marked as out or revealed, and give them new cards.
for (let i = 0; i < game.people.length; i ++) {
if (game.people[i].userType === globals.USER_TYPES.KILLED_PLAYER) {
game.people[i].userType = globals.USER_TYPES.PLAYER;
game.people[i].out = false;
}
if (game.people[i].userType === globals.USER_TYPES.KILLED_BOT) {
game.people[i].userType = globals.USER_TYPES.BOT;
game.people[i].out = false;
}
game.people[i].revealed = false;
game.people[i].killed = false;
if (game.people[i].gameRole) {
game.people[i].gameRole = cards[i].role;
game.people[i].gameRoleDescription = cards[i].description;
game.people[i].alignment = cards[i].team;
if (game.people[i].id === game.currentModeratorId && game.people[i].userType === globals.USER_TYPES.MODERATOR) {
game.people[i].userType = globals.USER_TYPES.TEMPORARY_MODERATOR;
game.people[i].out = false;
}
}
}
// start the new game
game.status = globals.STATUS.IN_PROGRESS;
if (game.hasTimer) {
game.timerParams.paused = true;
game.timerParams.timeRemaining = convertFromHoursToMilliseconds(game.timerParams.hours) +
convertFromMinutesToMilliseconds(game.timerParams.minutes);
await this.timerManager.runTimer(game, namespace, this.eventManager, this);
}
await this.refreshGame(game);
await this.eventManager.publisher?.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
this.eventManager.createMessageToPublish(
game.accessCode,
globals.EVENT_IDS.RESTART_GAME,
this.instanceId,
'{}'
)
);
namespace.in(game.accessCode).emit(globals.EVENT_IDS.RESTART_GAME);
};
/*
-- To shuffle an array a of n elements (indices 0..n-1):
for i from n1 downto 1 do
j ← random integer such that 0 ≤ j ≤ i
exchange a[j] and a[i]
*/
shuffle = (array) => {
for (let i = array.length - 1; i > 0; i --) {
const j = Math.floor(Math.random() * (i + 1));
const temp = array[j];
array[j] = array[i];
array[i] = temp;
}
return array;
};
isGameFull = (game) => {
return !game.people.find((person) => person.userType === globals.USER_TYPES.PLAYER && person.assigned === false);
}
findPersonByField = (game, fieldName, value) => {
return game.people.find(person => person[fieldName] === value);
}
}
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(createRandomId(), createRandomId(), name, userType);
}
function initializePeopleForGame (uniqueRoles, moderator, shuffle, isTestGame) {
const people = [];
const cards = [];
for (const role of uniqueRoles) {
for (let i = 0; i < role.quantity; i ++) {
cards.push(role);
}
}
shuffle(cards); // this shuffles in-place.
let j = 0;
const number = moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR
? cards.length - 1
: cards.length;
while (j < number) {
const person = new Person(
createRandomId(),
createRandomId(),
UsernameGenerator.generate(),
isTestGame ? globals.USER_TYPES.BOT : globals.USER_TYPES.PLAYER,
cards[j].role,
cards[j].description,
cards[j].team,
isTestGame
);
person.customRole = cards[j].custom;
person.hasEnteredName = false;
people.push(person);
j ++;
}
if (moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
moderator.gameRole = cards[cards.length - 1].role;
moderator.customRole = cards[cards.length - 1].custom;
moderator.gameRoleDescription = cards[cards.length - 1].description;
moderator.alignment = cards[cards.length - 1].team;
}
people.push(moderator);
return people;
}
function createRandomId () {
let id = '';
for (let i = 0; i < globals.INSTANCE_ID_LENGTH; i ++) {
id += globals.INSTANCE_ID_CHAR_POOL[Math.floor(Math.random() * globals.INSTANCE_ID_CHAR_POOL.length)];
}
return id;
}
function isNameTaken (game, name) {
const processedName = name.toLowerCase().trim();
return game.people.find((person) => person.name.toLowerCase().trim() === processedName);
}
function getGameSize (cards) {
let quantity = 0;
for (const card of cards) {
quantity += card.quantity;
}
return quantity;
}
async function addSpectator (game, name, logger, namespace, eventManager, instanceId, refreshGame) {
const spectator = new Person(
createRandomId(),
createRandomId(),
name,
globals.USER_TYPES.SPECTATOR
);
spectator.assigned = true;
logger.trace('new spectator: ' + spectator.name);
game.people.push(spectator);
await refreshGame(game);
namespace.in(game.accessCode).emit(
globals.EVENT_IDS.ADD_SPECTATOR,
GameStateCurator.mapPerson(spectator)
);
await eventManager.publisher.publish(
globals.REDIS_CHANNELS.ACTIVE_GAME_STREAM,
eventManager.createMessageToPublish(
game.accessCode,
globals.EVENT_IDS.ADD_SPECTATOR,
instanceId,
JSON.stringify(GameStateCurator.mapPerson(spectator))
)
);
return Promise.resolve(spectator.cookie);
}
function convertFromMinutesToMilliseconds (minutes) {
return minutes * 60 * 1000;
}
function convertFromHoursToMilliseconds (hours) {
return hours * 60 * 60 * 1000;
}
module.exports = GameManager;