// For anything related to the actual game itself (kinda) // this will be split into different bits, but should be what manages a rooms // game states, and alladat // Basically here to prevent circular dependencies (where I can) // PlayerId is using array 0,1,2 for now, not the actual id // actual Id would be better, but the player should be passed correctly // from the client. They can edit data, but server-side validation SHOULD prevent // in the future function passTurn(roomId, playerId){ // Check playerId (not correct atm) before doing the stuff, to verify the user // IS the user, and in the room // Test alert so that different data/emits can be sent per-player global.socketAlert(roomData[roomId].playerData[0].socketId, 'Pass', 'alert'); } module.exports = { passTurn };