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Copy pathapp.js
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284 lines (227 loc) · 7.21 KB
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(function() {
var express = require("express");
var http = require("http");
const websocket = require("ws");
// Messages server will use
var messages = require("./public/javascripts/messages");
var port = process.argv[2];
var sf_enable = (process.argv[3] === "true") ? true : false;
var app = express();
app.use(express.static(__dirname + "/public"));
const server = http.createServer(app);
let gamesMap = new Map();
// Route for game (for development only)
app.get('/game', function (req, res) {
res.sendFile("game.html", {root: "./public"});
})
app.get('/game/p', function (req, res) {
var key = Math.random().toString().slice(2);
// Just in case
while(gamesMap.has(key)){
key = Math.random();
}
res.redirect("/game?room="+key);
})
// Route for splash screen
//app.get('/', function (req, res) {
// res.sendFile("splash.html", {root: "./public"});
//})
app.get('/', function(req, res) {
//example of data to render; here gameStatus is an object holding this information
res.render('splash.ejs', {playerNumber: totalPlayers, openRooms: findOpenGameNumber(), gamesPlayed: totalGamesPlayed});
})
const wss = new websocket.Server({ server });
var GameLogic = require("./game");
// gamesMap.set(0 , {gameBoard:null conn:[null, null], available: true, players: 0});
// var game = new GameLogic();
var findGame = function(ws){
var found = false;
//var next = gamesMap.entries().next();
var player;
var key;
gamesMap.forEach((game, gkey) => {
if(game.available){
found = true;
game.conn[1] = ws;
game.available = false;
game.players++;
player = 1;
key = gkey;
}
});
if(!found){
// No open game was found
// Create new game
player = 0;
key = Math.random();
// Just in case
while(gamesMap.has(key)){
key = Math.random();
}
gamesMap.set(key, {gameBoard: new GameLogic(), conn: [ws, null], available: true, players:1, started: false})
}
// return game key
return {key: key, player: player};
}
var create_private_room = function(ws, key){
player = 0;
gamesMap.set(key, {gameBoard: new GameLogic(), conn: [ws, null], available: false, players:1, started: false})
let msg = messages.REQUEST_GAME;
//msg.room_key = key.toString().slice(2);
ws.send(JSON.stringify(msg));
// return game key
return {key: key, player: player};
}
var join_private_room = function(ws, key){
if(gamesMap.has(key) && gamesMap.get(key).players===1){
var game = gamesMap.get(key);
game.conn[1] = ws;
game.players++;
player=1;
return{key: key, player: player, joined: true};
}
ws.close();
return{joined: false};
}
var findOpenGameNumber = function() {
var number = 0;
//var next = gamesMap.entries().next();
gamesMap.forEach((game, gkey) => {
if(game.available){
number++;
}
});
return number;
}
var totalPlayers = 0;
var totalGamesPlayed = 0;
var findInGamePlayerNumber = function(){
var number = 0;
gamesMap.forEach((game, gkey) => {
number+=game.players;
});
return number;
}
var stockfish_socket;
if(sf_enable){ stockfish_socket = new websocket("ws://localhost:3141");
stockfish_socket.onmessage = function(event){
var msg = JSON.parse(event.data);
console.log(msg);
var answer = messages.POSITION_RESPONSE;
var gameKey = msg.gameKey;
var player = msg.player;
var ws = gamesMap.get(gameKey).conn[player];
var game = gamesMap.get(gameKey).gameBoard;
var move = game.bestmoveToCoord(msg.answer);
answer.data = move
answer.data.string = msg.answer;
ws.send(JSON.stringify(answer));
}
}
wss.on("connection", function (ws) {
totalPlayers++;
var player;
var gameKey;
var found;
ws.on("message", function incoming(message) {
let msg = JSON.parse(message);
switch(msg.kind) {
case messages.kind.REQUEST_GAME:
var private_room = msg.private_room;
var room_key = parseFloat("0."+msg.room_key);
if(private_room && (!gamesMap.has(room_key))){
found = create_private_room(ws, room_key);
}else if(private_room && gamesMap.has(room_key)){
found = join_private_room(ws, room_key);
if(!found.joined) break;
}else{
found = findGame(ws);
}
// found = findGame(ws);
// console.log(found);
player = found.player;
gameKey = found.key;
if(player===1){
let msg = messages.GAME_START;
msg.player = messages.player.BLACK;
ws.send(JSON.stringify(msg));
msg.player = messages.player.WHITE;
gamesMap.get(gameKey).conn[1-player].send(JSON.stringify(msg));
gamesMap.get(gameKey).started=true;
// Game started. Increase game number counter;
totalGamesPlayed++;
}
break;
case messages.kind.STATISTICS_REQUEST:
var answer = msg;
msg.data = {playerNumber: totalPlayers, openRooms: findOpenGameNumber(), gamesPlayed: totalGamesPlayed}
ws.send(JSON.stringify(answer));
break;
case messages.kind.GET_AV_MOVES:
var game = gamesMap.get(gameKey).gameBoard;
var answer = messages.AVAILABLE_MOVES;
answer.data = game.getAvailableMoves(msg.fromX, msg.fromY);
ws.send(JSON.stringify(answer));
break;
case messages.kind.CHECK_MOVE:
var game = gamesMap.get(gameKey).gameBoard;
var move = game.checkMove(msg.fromX, msg.toX, msg.fromY, msg.toY);
if(!(move===null)){
var answer = messages.PLAYER_MOVE;
answer.player = move.player;
answer.fromX = move.fromX;
answer.fromY = move.fromY;
answer.toX = move.toX;
answer.toY = move.toY;
answer.piece = move.piece;
answer.piece_color = move.piece_color;
answer.san = move.san;
ws.send(JSON.stringify(answer));
gamesMap.get(gameKey).conn[1-player].send(JSON.stringify(answer));
// Extra moves like castling, promotions & en passant. Only caslting working for now.
if(move.additionalMove){
answer.fromX = move.additionalCoord.from.x;
answer.fromY = move.additionalCoord.from.y;
answer.toX = move.additionalCoord.to.x;
answer.toY = move.additionalCoord.to.y;
answer.piece = move.additionalPiece;
ws.send(JSON.stringify(answer));
gamesMap.get(gameKey).conn[1-player].send(JSON.stringify(answer));
}
}
// Check for game over
var checkGameOver = game.checkGameOver();
if(checkGameOver.game_over){
var answer = messages.GAME_WON;
answer.player = checkGameOver.winner;
ws.send(JSON.stringify(answer));
gamesMap.get(gameKey).conn[1-player].send(JSON.stringify(answer));
}
break;
case messages.kind.POSITION_REQUEST:
if(sf_enable){
var game = gamesMap.get(gameKey).gameBoard;
var data = {gameKey: gameKey, player: player, fen: game.getFen(), answer: null};
stockfish_socket.send(JSON.stringify(data));
}
break;
default:
}
});
ws.on('close', function closed(event) {
totalPlayers--;
if(!gamesMap.has(gameKey)){return; }; // Game already deleted
// Notify other player if game started
if(gamesMap.get(gameKey).started){
let msg = messages.GAME_DISCONNECTED;
gamesMap.get(gameKey).conn[1-player].send(JSON.stringify(msg));
}
// Free resources.
if(gamesMap.get(gameKey).players==2){
gamesMap.get(gameKey).conn[1-player].close();
}
gamesMap.delete(gameKey);
});
});
server.listen(port);
}());