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Server.js
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Server.js
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//Server init
let express = require("express");
let app = express();
let http = require("http").createServer(app);
let port = process.env.PORT || 3001;
http.listen(port, function () {
console.log("listening on *: " + port);
});
var io = require("socket.io")(http);
//End server init
app.use(express.static(__dirname + "/public"));
let ComposerClass = require("./model/Composer");
let Composer = new ComposerClass();
//Socket IO Communication
io.on("connection", (socket) => {
socket.emit("PingPong", {
state: 200,
});
console.log("User connected " + socket.id);
socket.on("CreateGame", (playerName) => {
socket.playerName = playerName;
try {
let gameInfo = Composer.createGame(socket);
sendEventToPlayer(socket.id, "CreateGame", {
state: 200,
gameInfo: gameInfo,
});
//Joins Game Socket.io room
socket.join(gameInfo.id);
socket.gameId = gameInfo.id;
} catch (error) {
console.log(error.stack);
sendEventToPlayer(socket.id, "CreateGame", {
state: 400,
msg: error.message,
});
}
});
socket.on("JoinGame", (joinGameObject) => {
let playerName = joinGameObject.playerName;
let gameId = joinGameObject.gameId;
socket.playerName = playerName;
try {
let playerList = Composer.joinGame(gameId, socket);
let game = Composer.getGame(gameId);
if (playerList) {
sendEventToPlayer(socket.id, "JoinGame", {
state: 200,
gameInfo: game.getGameInfo(),
});
socket.gameId = game.id;
}
//Joins Game Socket.io room
socket.join(gameId);
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
} catch (error) {
console.log(error.stack + " --- " + error.message);
sendEventToPlayer(socket.id, "JoinGame", {
state: 400,
msg: error.message,
});
}
});
socket.on("StartRound", (roundStartInfo) => {
let gameId = roundStartInfo.gameId;
try {
let game = Composer.getGame(gameId);
Composer.startRound(gameId, socket);
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
} catch (error) {
console.log(error.stack + " --- " + error.message);
}
});
socket.on("SendAnswer", (answer) => {
var gameId = socket.gameId;
try {
let game = Composer.getGame(gameId);
Composer.saveAnswer(gameId, socket, answer);
console.log("Send Answer Successful");
sendEventToPlayer(socket.id, "SendAnswer", {
state: 200,
gameInfo: game.getGameInfo(),
});
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
} catch (error) {
console.log(error.stack + " --- " + error.message);
sendEventToPlayer(socket.id, "SendAnswer", {
state: 400,
msg: "Deine Antwort konnte nicht gespeichert werden",
});
}
});
socket.on("PingPong", (gameIdOfPlayer) => {
try {
if (gameIdOfPlayer != null) {
let game = Composer.getGame(gameIdOfPlayer);
game.hasPlayer(socket);
sendEventToPlayer(socket.id, "PingPong", {
state: 200,
gameInfo: game.getGameInfo(),
});
} else {
sendEventToPlayer(socket.id, "PingPong", {
state: 200,
});
}
} catch (error) {
console.log(error.stack + " --- " + error.message);
socket.leave(gameIdOfPlayer);
let message = () => {
switch (error.name) {
case "PlayerNotFound":
return "Deine Internetverbindung war unterbrochen, bitte trete dem Spiel neu bei";
case "GameNotFound":
return "Dein Spiel wurde nicht mehr gefunden, bitte erstelle ein neues";
default:
return "Unbekannter Fehler, bitte erstelle ein neues Spiel";
}
};
sendEventToPlayer(socket.id, "PingPong", {
state: 400,
msg: message(),
});
}
});
socket.on("SendEstimation", (answer) => {
var gameId = socket.gameId;
try {
let game = Composer.getGame(gameId);
Composer.saveEstimation(gameId, socket, answer);
sendEventToPlayer(socket.id, "SendEstimation", {
state: 200,
gameInfo: game.getGameInfo(),
});
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
} catch (error) {
console.log(error.stack + " --- " + error.message);
sendEventToPlayer(socket.id, "SendEstimation", {
state: 400,
msg: "Deine Antwort konnte nicht gespeichert werden",
});
}
});
socket.on("ResolveRound", () => {
var gameId = socket.gameId;
try {
let game = Composer.getGame(gameId);
Composer.resolveByUser(gameId, socket);
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
} catch (error) {
console.log(error.stack + " --- " + error.message);
sendEventToPlayer(socket.id, "SendEstimation", {
state: 400,
msg: "Die Runde konnte nicht resolved werden",
});
}
});
socket.on("LeaveGame", () => {
try {
let gameId = socket.gameId;
let game = Composer.getGame(gameId);
let response = Composer.removePlayerFromGame(gameId, socket);
if (game.getGameInfo().playerList.length > 0)
sendEventToPlayer(game.admin.id, "YouAreAdmin");
socket.leave(gameId);
sendEventToPlayer(socket.id, "LeaveGame", {
state: 200,
});
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
} catch (error) {
console.log(error.stack + " --- " + error.message);
}
});
socket.on("disconnect", () => {
try {
console.log("Player disconected");
let gameId = socket.gameId;
if (gameId != null) {
let game = Composer.getGame(gameId);
let response = Composer.removePlayerFromGame(gameId, socket);
sendEventToPlayer(game.admin.id, "YouAreAdmin");
socket.leave(gameId);
sendEventToPlayer(gameId, "GameUpdate", {
state: 200,
gameInfo: game.getGameInfo(),
});
}
} catch (error) {
console.log(error.stack + " --- " + error.message);
}
});
});
io.on("EndRound", (socket) => {});
//End Socket Io Communication
/**
* A user tries to start a game round
* User need to be round admin
*
* @returns boolean wether successful or not
*/
function startRound() {}
/**
* A user tries to send an yes/no answer on question
*
* @returns boolean wether successful or not
*/
function answerQuestion() {}
/**
* A user tries to send an estimation on yesses for round
*
* @returns boolean wether successful or not
*/
function sendEstimation() {}
/**
* A user tries to force an round to end
*
* @returns boolean wether successful or not
*/
function endRound() {}
//Server Response
function sendEventToPlayer(receiver, topic, data) {
io.to(receiver).emit(topic, data);
}