huacu_server/src/index.ts

488 lines
16 KiB
TypeScript

import express, { Express, Request, Response } from "express";
import http from "http";
import { v4 as uuidv4 } from "uuid";
import { Server, Socket } from "socket.io";
import { instrument } from "@socket.io/admin-ui";
import { pallette, availableColors } from "./pallette";
const app = express();
const server = http.createServer(app);
const io = new Server(server, {
cors: {
origin: ["https://admin.socket.io"],
credentials: true,
},
});
class Client {
private _login: String;
private _password: String;
private _inGame: Boolean;
public get login() {
return this._login;
}
public get password() {
return this._password;
}
public get inGame() {
return this._inGame;
}
constructor(login: String, password: String) {
this._login = login;
this._password = password;
this._inGame = false;
}
public setInGame(inGame: Boolean) {
this._inGame = inGame;
}
public simplify() {
return {
login: this.login,
inGame: this.inGame,
};
}
}
class Game {
private id: String;
private guesser: Client;
private suggester: Client;
private tries: number;
private guesses: Set<String>;
private colors: Set<String>;
public get Id() {
return this.id;
}
public get Guesser() {
return this.guesser;
}
public get Suggester() {
return this.suggester;
}
public get Tries() {
return this.tries;
}
public get Guesses() {
return this.guesses;
}
public get Colors() {
return this.colors;
}
constructor(id: String, guesser: Client, suggester: Client, tries: number) {
this.id = id;
this.guesser = guesser;
this.suggester = suggester;
this.tries = tries;
this.guesses = new Set<String>();
this.colors = new Set<String>();
while (this.colors.size < 6) {
const key = availableColors[Math.floor(Math.random() * availableColors.length)];
this.colors.add(key);
}
}
public Opponent(player: Client): Client {
if (this.guesser === player) {
return this.suggester;
}
return this.guesser;
}
public Guess(player: Client, guess: String) {
if (this.guesses.has(guess)) {
return true;
}
this.guesses.add(guess);
const opponent = this.Opponent(player);
const opponentSocket = Array.from(onlineClients.keys()).find((socket) => onlineClients.get(socket) === opponent);
if (opponentSocket) {
opponentSocket.emit("guess", guess);
} else {
console.log("opponent socket not found");
return false;
}
return true;
}
public GameWon() {
for (const color of this.colors) {
if (!this.guesses.has(color)) {
return false;
}
}
return true;
}
public GameLost() {
const countOfGuesses = this.guesses.size;
const countOfCorrectGuesses = Array.from(this.guesses).filter((guess) => this.colors.has(guess)).length;
return countOfGuesses - countOfCorrectGuesses >= this.tries;
}
public simplify() {
return {
id: this.id,
guesser: this.guesser.login,
suggester: this.suggester.login,
tries: this.tries,
};
}
}
class AvailableGame {
private _id: String;
private _player: Client;
private _tries: number;
private _neededRole: String;
public get id(): String {
return this._id;
}
public get player(): Client {
return this._player;
}
public get tries(): number {
return this._tries;
}
public get neededRole(): String {
return this._neededRole;
}
constructor(id: String, player: Client, tries: number, neededRole: String) {
this._id = id;
this._player = player;
this._tries = tries;
this._neededRole = neededRole;
}
simplify() {
return {
id: this.id,
player: this.player.login,
tries: this.tries,
neededRole: this.neededRole,
};
}
}
let registeredClients: Client[] = [];
let onlineClients: Map<Socket, Client> = new Map<Socket, Client>();
let availableGames: Map<String, AvailableGame> = new Map<String, AvailableGame>();
let runningGames: Map<String, Game> = new Map<String, Game>();
app.get("/", (req, res) => {
res.send("<h1>Hello world</h1>");
});
app.get("/pallette", (req, res) => {
res.json(pallette);
});
io.on("connection", (socket) => {
console.log("someone connected");
socket.emit("hello", "I don't know you");
socket.on("register", (login, password) => {
console.log("user send register with login: " + login + " and password: " + password);
if (login.length < 3 || login.length > 20 || password.length < 3 || password.length > 20) {
socket.emit("register", false, "Login or password is too short or too long");
console.log("user tried to register with too short or too long login or password");
return;
}
if (registeredClients.find((client) => client.login === login)) {
socket.emit("register", false, "User with this login already exists");
console.log("user tried to register with existing login");
return;
}
registeredClients.push(new Client(login, password));
onlineClients.set(socket, new Client(login, password));
socket.emit("register", true, "User registered successfully");
console.log("user registered successfully");
});
socket.on("login", (login, password) => {
console.log("user send login with login: " + login + " and password: " + password);
if (login.length < 3 || login.length > 20 || password.length < 3 || password.length > 20) {
socket.emit("login", false, "Login or password is too short or too long");
console.log("user tried to login with too short or too long login or password");
return;
}
if (!registeredClients.find((client) => client.login === login)) {
socket.emit("login", false, "User with this login does not exist");
console.log("user tried to login with non existing login");
return;
}
if (registeredClients.find((client) => client.login === login && client.password !== password)) {
socket.emit("login", false, "Wrong password");
console.log("user tried to login with wrong password");
return;
}
onlineClients.set(socket, new Client(login, password));
socket.emit("login", true, "User logged in successfully");
registerSocketLoggedInFunctions(socket);
io.emit("updateNeeded");
});
socket.on("disconnect", () => {
const client = onlineClients.get(socket);
if (client !== undefined) {
console.log("user " + client.login + " disconnected");
for (const game of Array.from(availableGames.values())) {
if (game.player === client) {
availableGames.delete(game.id);
return;
}
}
if (client.inGame) {
const game = Array.from(runningGames.values()).find((game) => game.Guesser === client || game.Suggester === client);
if (game !== undefined) {
const opponentPlayer = game.Opponent(client);
const otherClientSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === opponentPlayer.login);
if (otherClientSocket !== undefined) {
otherClientSocket.emit("leaveGameResponse", true, 410);
}
client.setInGame(false);
opponentPlayer.setInGame(false);
runningGames.delete(game.Id);
}
}
onlineClients.delete(socket);
} else {
console.log("anonymous disconnected");
}
io.emit("updateNeeded");
});
});
instrument(io, {
mode: "development",
auth: {
type: "basic",
username: "admin",
password: "$2a$12$84FqmSh7yVv46tdygZ2rNuJYqWPXYtYC3JxjSJBY8PyXB0Oe8qCfO",
},
});
server.listen(9800, () => {
console.log("⚡️ listening on *:9800");
});
function registerSocketLoggedInFunctions(socket: Socket) {
socket.on("getUpdate", getUpdateEventHandler);
socket.on("createGame", createGameEventHandler);
socket.on("joinGame", joinGameEventHandler);
socket.on("removeGame", removeGameEventHandler);
socket.on("chat", chatEventHandler);
socket.on("guess", guessEventHandler);
socket.on("leaveGame", leaveGameEventHandler);
const client = onlineClients.get(socket)!;
function getUpdateEventHandler(): void {
socket.emit("update", true, {
availableGames: Array.from(availableGames.values()).map((e) => e.simplify()),
});
}
function createGameEventHandler(tries: number, role: String): void {
if (client.inGame) {
socket.emit("createGameResponse", false, "Player is already in game");
return;
}
if (tries < 20 || tries > 50) {
socket.emit("createGameResponse", false, "Tries must be between 20 and 50");
return;
}
if (role !== "guesser" && role !== "suggester") {
socket.emit("createGameResponse", false, "Role must be 'guesser' or 'suggester'");
return;
}
for (const game of Array.from(availableGames.values())) {
if (game.player.login === client.login) {
socket.emit("createGameResponse", false, "You already created a game");
return;
}
}
const game = new AvailableGame(uuidv4(), client, tries, role);
availableGames.set(game.id, game);
io.emit("updateNeeded");
}
function joinGameEventHandler(gameId: String): void {
const game = availableGames.get(gameId);
if (game === undefined) {
socket.emit("joinGameResponse", false, "Game does not exist");
return;
}
if (game.player.login === client.login) {
socket.emit("joinGameResponse", false, "You cannot join your own game");
return;
}
if (game.player.inGame) {
socket.emit("joinGameResponse", false, "Player is already in game");
return;
}
const gameSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === game.player.login);
if (gameSocket === undefined) {
socket.emit("joinGameResponse", false, "Player is not online");
return;
}
availableGames.delete(gameId);
io.emit("updateNeeded");
let suggester: Client;
let guesser: Client;
if (game.neededRole === "suggester") {
suggester = client;
guesser = game.player;
} else {
suggester = game.player;
guesser = client;
}
suggester.setInGame(true);
guesser.setInGame(true);
const gameInfo = new Game(uuidv4(), guesser, suggester, game.tries);
const suggesterSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === suggester.login)!;
const guesserSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === guesser.login)!;
suggesterSocket.emit("joinGameResponse", true, gameInfo.simplify(), Array.from(gameInfo.Colors));
guesserSocket.emit("joinGameResponse", true, gameInfo.simplify(), []);
runningGames.set(gameInfo.Id, gameInfo);
}
function removeGameEventHandler(gameId: String): void {
const game = availableGames.get(gameId);
if (game === undefined) {
socket.emit("removeGameResponse", false, "Game does not exist");
return;
}
if (game.player.login !== client.login) {
socket.emit("removeGameResponse", false, "You cannot remove game that is not yours");
return;
}
availableGames.delete(gameId);
io.emit("updateNeeded");
}
function chatEventHandler(gameId: String, message: String): void {
const game = runningGames.get(gameId);
if (game === undefined || !client.inGame) {
socket.emit("chatResponse", false, 400);
console.log("user " + client.login + " tried to chat in non existing game");
return;
}
const opponentPlayer = game.Opponent(client);
const otherClientSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === opponentPlayer.login);
if (otherClientSocket === undefined) {
socket.emit("chatResponse", false, 404);
console.log("user " + client.login + " tried to chat with non existing user");
return;
}
socket.emit("chatResponse", true, {
from: client.login,
message,
});
otherClientSocket.emit("chatResponse", true, {
from: client.login,
message,
});
}
function guessEventHandler(gameId: String, guess: String): void {
const game = runningGames.get(gameId);
if (game === undefined || !client.inGame) {
socket.emit("guessResponse", false, 400);
console.log("user " + client.login + " tried to guess in non existing game");
return;
}
if (game.Guesser.login !== client.login) {
socket.emit("guessResponse", false, 400);
console.log("user " + client.login + " tried to guess in game he is not guessing in");
return;
}
if (!game.Guess(client, guess)) {
socket.emit("guessResponse", false, 400);
console.log("user " + client.login + " tried to guess but something gone terribly wrong");
return;
}
const opponentPlayer = game.Opponent(client);
const otherClientSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === opponentPlayer.login)!;
if (game.GameWon()) {
console.log(`game ${gameId} won by ${client.login} and ${opponentPlayer.login}`);
socket.emit("gameStatus", [true]);
otherClientSocket.emit("gameStatus", [true]);
client.setInGame(false);
opponentPlayer.setInGame(false);
runningGames.delete(gameId);
return;
}
if (game.GameLost()) {
console.log(`game ${gameId} lost by ${client.login} and ${opponentPlayer.login}`);
socket.emit("gameStatus", [false]);
otherClientSocket.emit("gameStatus", [false]);
client.setInGame(false);
opponentPlayer.setInGame(false);
runningGames.delete(gameId);
}
}
function leaveGameEventHandler(gameId: String): void {
const game = runningGames.get(gameId);
if (game === undefined || !client.inGame) {
socket.emit("guessResponse", false, 400);
console.log("user " + client.login + " tried to guess in non existing game");
return;
}
socket.emit("leaveGameResponse", true, 200);
const opponentPlayer = game.Opponent(client);
const otherClientSocket = Array.from(onlineClients.keys()).find((key) => onlineClients.get(key)?.login === opponentPlayer.login);
if (otherClientSocket !== undefined) {
otherClientSocket.emit("leaveGameResponse", true, 410);
}
client.setInGame(false);
opponentPlayer.setInGame(false);
runningGames.delete(game.Id);
}
}