const express = require('express'); const database = require('./database'); const cardGen = require('./cardGen'); const app = express(); const http = require('http').Server(app); const port = process.env.PORT || 3000; const io = require('socket.io')(http); // util is what nodejs uses for console.log, but has a depth of 2 set // so console.logs show [Array]/[Object] instead of useful info. // This can be overridden console.log(util.inspect(LOGDATA, true, 4, true)) // 4 being new depth, true (last one) is to show colours const util = require('util') app.use(express.static(__dirname + '/public')); http.listen(port, () => console.log('listening on port ' + port)); database.connect(); io.on('connection', onConnection); // Variables let numRooms = 0; let numRoomsToPreGen = 1; const maxRooms = 3; const maxPlayersPerRoom = 2; const maxSpectatorsPerRoom = 0; // All the room //let data = []; // Normal array let data = {}; // Object array (this one for returning to player, and JSON stringify while keeping named ids) let roomData = {}; for (let roomId = 1; roomId <= numRoomsToPreGen; roomId++) { // Never have more rooms than max rooms!!! if(numRooms > maxRooms){ break; } createRoom(roomId); } // For testing cardGen.requestDeck(); function requestDeckStart(socket){ // For future: // Don't try to use promises between server/client // It's painful and doesn't appear to work. Instead, let client have a loading // screen, or wait for a while before doing something that requires server data // like loading the decks... Then have the socket.on clientside trigger // whatever functions, and stuff needs to happen // Wasted so much time trying to do async server-client stuff. Don't bother response = {success: false, message: 'Failed requestDeckStart() server.js'}; cardGen.requestDeck().then(data => { response.success = true; response.message = data; io.to(socket.id).emit('responseGetDeck', response); }) .catch(err => { response.message = err; io.to(socket.id).emit('responseGetDeck', err); }); } // End For testing function onConnection(socket){ console.log('+ User connected'); console.log(''); socket.on('requestGetCards', function(deckId, playerId) { requestGetCards(socket, deckId, playerId); }); // New testing fella (working afaik) // TODO: request specific deckId/playerId (and multiples, i.e. get 6 decks at same // time, based on deckId/playerId combo. Maybe pass as array [deckId, playerId],[deck socket.on('requestDeck', function() { requestDeckStart(socket); }); socket.on("exampleEvent", (data) => { io.emit("exampleEvent", "hello from server"); }); socket.on('requestRooms', function(filter) { requestRooms(socket, filter); }); socket.on('requestJoinRoom', function(playerName, roomId) { requestJoinRoom(socket, playerName, roomId); }); socket.on('requestCreateRoom', function(playerName) { requestCreateRoom(socket, playerName); }); } function requestRooms(socket, filter){ console.log('+ requestRooms recieved'); console.log('- filter: '+filter); let response = getRooms(filter, dump = true); io.to(socket.id).emit('returnRooms', response); console.log(''); } function getRooms(filter = 'all', dump = false){ console.log('+ getRooms'); let response = { random: 'randomStuff', roomData: roomData, }; if(dump){ console.log(response); console.log(''); } return response; } function requestCreateRoom(socket, playerName){ console.log('+ createRoom recieved'); console.log('- requested by: '+playerName); response = createRoom(roomId = false, dump = true); io.to(socket.id).emit('returnCreateRoom', response); if(response.success){ let response = getRooms(filter = 'all', dump = true); io.to(socket.id).emit('returnRooms', response); } console.log(''); } function createRoom(roomId = false, dump = true){ let roomName = false; if(roomId == false){ roomId = numRooms + 1; } console.log(roomId); let response = { success: false, message: 'No idea bossman' }; // Max room limit reached console.log(numRooms); console.log(maxRooms); if(numRooms >= maxRooms){ console.log('- Room limit reached'); response = { success: false, message: 'No space '+numRooms+' out of '+maxRooms+' created.' }; // Create room }else{ console.log('- Creating room') let room = {}; room['id'] = roomId; room['name'] = 'Room:'+room['id']; roomName = room['name']; room['password'] = ''; room['timeout'] = {}; room['timeout']['s'] = 10; room['people'] = 0; //room['deck'] = []; //room['turn'] = 0; // Removed players for now, players may be seperate // and back-end only with an assoc. to current room //let players = {}; //for (let j = 0; j < maxPlayersPerRoom; j++) { //let p = {}; //p['id'] = 0; //p['name'] = ""; //p['hand'] = {}; //players[j] = p; //} //room['players'] = players; roomData[roomId] = room; numRooms = numRooms + 1; response = { success: true, message: 'Room Created: '+roomName, }; } if(dump){ console.log(response); console.log(''); } return response; } // TODO: break into requestJoinRoom, and JoinRoom? // Maybe not needed here? As won't be done via backend? function requestJoinRoom(socket, playerName, roomId){ console.log('+ requestJoinRoom recieved'); socket.playerName = playerName; for (let i = 1; i <= numRooms; i++) { let name = 'Room_' + i; let people = roomData[i]['people']; console.log('- people: '+people); console.log('- maxPlayersPerRoom: '+maxPlayersPerRoom); if (true || people < maxPlayersPerRoom) { people = roomData[i]['people'] += 1; socket.join(name); console.log('>> User ' + socket.playerName + ' connected on ' + name + ' (' + (people) + '/' + maxPlayersPerRoom + ')'); io.to(socket.id).emit('responseJoinRoom', name); if (people >= maxPlayersPerRoom) { console.log('- starting game'); //startGame(name); } return; } } io.to(socket.id).emit('responseRoom', 'error'); console.log('>> Rooms exceeded'); } // Change to Decks, or 'getPlayerDecks' for the game // Could also be a specific deck if player clicks into one? Although maybe when entering // decks they get all their decks (maybe just id actually) then load from there? function requestGetCards(socket, deckId, playerId){ console.log(deckId); console.log(playerId); let response = {'success':false, 'message':'Nothing happened'}; response.success = true; // Await promise, once it's done get the data, if errors send err database.getCardsFromDeck(deckId, playerId).then(data => { console.log(data); response.message = data; io.to(socket.id).emit('responseGetCards', response); }) .catch(err => { response.message = err; io.to(socket.id).emit('responseGetCards', err); }) }