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lobby.js
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lobby.js
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const gameloop = require('node-gameloop');
var Player = require("./src/game/PlayerSrv.js");
var GameState = require("./src/game/GameState.js");
var GameReplay = require("./src/game/GameReplay.js")
var GameReplayPlayer = require("./src/game/GameReplayPlayer.js")
var GapController = require("./src/game/breakdown.js");
var random = require("random-js")();
var Users = require("./DB/users.db.js")
var Stats = require("./DB/stats.db.js")
var GameReplayDB = require("./DB/gamereplays.db.js");
var stubber = require("./cypress/stubber.js");
var io = null;
var games = require("./games.js");
var sample_game = null;
function Game( player_creator, name, bet, max_players, replay_mode = false){
this.max_players = max_players;
this.cnt_players = 1;
this.players = [];
this.name = name;
this.bet = bet;
this.round_points = 0;
this.game_replay = null; //GameReplay
this.game_replay_player = null; //GameReplayPlayer
this.replay_mode = replay_mode;
// if game is runned in replay_mode replay_id will be set
this.replay_id = null;
this.cur_round_ix = -1;
this.first_to_reach = (max_players-1)*5;
this.players.push(player_creator);
this.gameloop_id = null
this.gap_controller_ref = null;
this.started = false;
}
if(process.TEST_MODE == true){
stubber.stubGamePrototype(Game);
}
Game.prototype.getPlayersName = function(){
var arr = [];
for(var p of this.players){
arr.push( p.playername);
}
return arr;
}
Game.prototype.collisionDetected = function(player_state, collision_tm, type, participant){
console.log("collision detected: " + collision_tm);
player_state.collision_tm = collision_tm;
player_state.path_at_collision = player_state.getCurpath();
if(type=="curpath-curpath"){
player_state.collision_type = type;
player_state.collision_participant = participant;
}
if(player_state.collision_force){
player_state.collision_timeout = null;
player_state.rebuildPathsAfterKilled(player_state.collision_before_input.collision_tm);
console.log("CURPATH after killed (repeated): ");
console.log(player_state.curpath);
player_state.speed = 0;
player_state.collision_tm = 0;
player_state.killed = true;
this.emitKilled(player_state, player_state.collision_before_input.collision_tm);
return;
}
player_state.collision_timeout = setTimeout( ()=>{
var lag_tolerance = 1000 / (player_state.speed/(player_state.weight*2)) ;
if(player_state.collision_tm != 0){
player_state.collision_timeout = null;
player_state.recomputeCurpath(player_state.collision_tm);
player_state.speed = 0;
player_state.collision_tm = 0;
player_state.killed = true;
this.emitKilled(player_state, collision_tm);
}
else{
player_state.collision_timeout = null;
player_state.speed = player_state.default_speed;
player_state.collision_tm = 0;
console.log("collision rejected: "+collision_tm);
}
}, 200);
}
Game.prototype.emitKilled = function(player_state, collision_tm){
var playername = player_state.name;
for( var player of this.players){
if(player.playername == playername && player.live){
player.points += this.round_points++;
player.live = false;
player_state.gap_ref.clearTimeouts();
}
}
var end_of_round = false;
if(this.round_points == this.max_players-1){ // Only one stay alive - end of round condition
end_of_round = true;
io.to(this.name).emit("killed", playername, collision_tm, end_of_round);
}
else{
io.to(this.name).emit("killed", playername, collision_tm);
}
if(end_of_round){
clearTimeout(this.tmout_qc);
for( var player of this.players){
if(player.live == true){
player.points += this.round_points;
player.live = false;
this.round_points = 0;
}
}
for(var player of this.player_states){
player.speed = 0;
player.gap_ref.clearTimeouts();
}
// sort players
this.players.sort( (a,b)=>{
if(a.points>b.points)
return -1;
else if(a.points<b.points)
return 1
else {
return 1;
}
});
var max = 0;
var game_winner = null;
if(this.players[0].points>=this.first_to_reach){
game_winner = this.players[0];
}
/*
if(this.players[0].points>=this.first_to_reach){
max = this.players[0].points;
}
for(var i = 1; i<this.players.length; i++){
if(this.players[i].points+1 >= max){
this.players[i].tie_break = true;
}
else{
this.players[i].tie_break = false
}
}
if(this.players[1].tie_break == true){
this.players[0].tie_break = true;
}
else {
this.players[0].tie_break = false;
game_winner = this.players[0];
}
*/
if(game_winner){
var pool = this.bet * this.cnt_players;
var winner_reward = Math.floor(pool * 0.75);
var provision = Math.floor(pool * 0.25);
var referrer_reward = 0;
if(!this.replay_mode)
this.game_replay.finalizeGameReplay( game_winner.playername, winner_reward);
if(!this.replay_mode){
// if game_winner has referrer split winner_reward by 4%
Users.getReferrer(game_winner.playername)
.then( (referrer)=>{
if(referrer){
referrer_reward = Math.floor(winner_reward * 0.08);
provision-=referrer_reward;
Users.incrementBalanceForReferrer(referrer, referrer_reward);
}
Users.incrementBalanceForWinner(game_winner.playername, winner_reward );
Users.updateRanking(this.players);
Stats.updateFromMatchPlayed( provision, referrer_reward, winner_reward );
this.game_state.end_of_game = true;
})
}
else{
this.game_state.end_of_game = true;
}
io.to(this.name).emit("end_of_game", game_winner.playername, Math.floor(this.bet*this.max_players*0.75));
}
else{
this.startNewRound();
}
}
}
Game.prototype.startNewRound = function(first_round){
this.cur_round_ix++;
var initial_states = [];
if(first_round){
this.player_states = []; //Player
var colors = ["orange", "cyan", "blue", "red", "pink", "yellow"];
random.shuffle(colors);
for( var player_socket of this.players){
var initial_state = {
player_name: player_socket.playername,
color: colors[0]
}
initial_states.push(initial_state);
colors.splice(0, 1);
var p = new Player(initial_state, true);
p.gamename = this.name;
p.socket = player_socket.socket;
p.game_state = this.game_state;
p.server_side = true;
player_socket.socket.player_state = p;
this.player_states.push(p);
}
io.to(this.name).emit("gamestart", initial_states, this.first_to_reach, this.bet);
this.gap_controller_ref = new GapController(this.player_states, true, io, this.name);
} // first round
if(this.replay_mode)
this.game_replay_player.populateInputsForRound(this.player_states, this.replay_id, this.cur_round_ix);
var new_round_awaiting = 2;
io.to(this.name).emit("newround_countdown", new_round_awaiting);
// (new_round_awaiting+2)*1000 -- 12 sec await
// round_start emitted after 15 sec (12+3)
// quit_consideration emmitted after 19 sec (12+3+4)
setTimeout( ()=> { // (new_round_awaiting+2)*1000
this.round_points = 0;
for( var player of this.players){
player.live = true;
}
for(var player of this.player_states){
player.speed = 0;
player.paths = [];
player.inputs_history = [];
player.curpath.dir = "straight";
player.collision_tm = 0;
player.id_cnt = 1;
player.curpath.id = 0;
player.curpath.on_breakout = true;
player.ignore_input = false;
var new_round_positions = [];
var p_arr = []; // promises array for Promise.all
var p = this.makeInitPositions(player)
.then((round_pos)=>{
new_round_positions.push(round_pos);
});
p_arr.push(p);
}
Promise.all(p_arr)
.then(()=>{
io.to(this.name).emit("new_positions_generated", new_round_positions);
})
.then(()=>{
// RUN
setTimeout(()=>{ // 3sec
if(!this.game_state)
return;
var tm_round_start = Date.now();
io.to(this.name).emit("round_start", tm_round_start);
if(this.replay_mode)
this.game_replay_player.setTmBase(tm_round_start);
for(var player of this.player_states){
player.init_pos.tm = tm_round_start;
player.curpath.tm = tm_round_start;
this.game_state.player_consideration = true;
player.speed = player.default_speed;
player.killed = false;
}
this.game_state.tm_quit_consideration = tm_round_start + 4000;
if(this.game_replay){
this.game_replay.initNewRound(new_round_positions, tm_round_start, this.game_state.tm_quit_consideration);
}
console.log("NEW ROUND STARTED");
console.log("tm_round_start: " + tm_round_start);
console.log("tm_quit_consideration: " + parseInt(tm_round_start + 4000));
// QUIT CONSIDERATION
this.tmout_qc = setTimeout(()=>{ // 4sec
//prevent emitting qc because it is read from replay inputs
if(this.replay_mode)
return;
for(var player of this.player_states){
player.inputs.push({
type: "quit_consideration"
})
}
this.gap_controller_ref.renewGaps();
}, 4000); // QUIT CONSIDERATION
}, 3000); // RUN
})
}, (new_round_awaiting+2)*1000 );
}
Game.prototype.makeInitPositions = function(player){
var pos = {};
var angle = 0;
var p_name = player.name;
return Promise.resolve(true)
.then(()=>{
if(!this.replay_mode){
pos = {
x: random.integer(100,700),
y: random.integer(100,700)
}
angle = random.integer(1,360);
var round_pos = {
pos: pos,
angle: angle,
for: p_name
};
return round_pos;
}
})
.then((round_pos)=>{
if(this.replay_mode){
return GameReplayDB.getNewRoundPositions(this.replay_id, this.cur_round_ix, player.name)
}
return round_pos;
})
.then((round_pos)=>{
if(player){
player.init_pos = round_pos;
player.curpath.start.x = round_pos.pos.x;
player.curpath.start.y = round_pos.pos.y;
player.curpath.end.x = round_pos.pos.x;
player.curpath.end.y = round_pos.pos.y;
player.curpath.angle = round_pos.angle;
player.curpath.base_start_angle = round_pos.angle;
player.curpath.dir = "straight";
}
return round_pos;
})
}
Game.prototype.start = function(){
if(!this.replay_mode){
var player_names = this.getPlayersName();
for(var player_name of player_names){
Users.checkBalance(player_name, this.bet)
.then((reduction_obj)=>{
Users.reduceBalance( reduction_obj.for, reduction_obj );
})
}
}
this.game_state = new GameState();
if(!this.replay_mode)
this.game_replay = new GameReplay(this.getPlayersName(), this.cnt_players, this.name, this.bet );
if(this.replay_mode){
this.game_replay_player = new GameReplayPlayer();
}
Player.prototype.io = io;
// Start first round
this.startNewRound(true);
this.gameloop_id = gameloop.setGameLoop( (delta)=>{
let tm = Date.now();
if(this.replay_mode)
this.game_replay_player.shiftInput(tm);
this.player_states.forEach( (player_state_item)=>{
//INPUT QUEUE
while(player_state_item.inputs.length>0){
var input = player_state_item.inputs.shift();
if(player_state_item.speed == 0)
continue;
if(input.type == "quit_consideration"){
player_state_item.quitConsideation(this.game_state.tm_quit_consideration, true);
}
else if(input.type == "gap_start"){
player_state_item.gap_ref.startGap();
}
else if(input.type == "gap_end"){
player_state_item.gap_ref.endGap();
}
else { // INPUT TYPE
var done_path = player_state_item.changeDir(input.dir, input.tm);
player_state_item.savePath(done_path, true);
io.to(this.name).emit("dirchanged", player_state_item.name, input.dir, input.tm, done_path );
}
if(this.game_replay){
this.game_replay.processInput(input, player_state_item.name);
}
}
if(player_state_item.speed>0){
tm = Date.now();
player_state_item.recomputeCurpath(tm);
}
})
this.game_state.detectCollision(this.player_states, this, tm );
for(var player_state_item of this.player_states){
//collision not detected then we return to normal condition of reseting collisions
player_state_item.collision_force = false;
}
if(this.game_state.end_of_game){
gameloop.clearGameLoop(this.gameloop_id);
clearTimeout(this.tmout_qc);
// clear kill timeouts
for(var player_state_item of this.player_states ){
clearTimeout(player_state_item.collision_timeout);
}
for(var player of this.players){
if(!player.socket.id) // replay
continue;
player.socket.currentRoom = null;
if(!this.replay_mode)
player.socket.leave(this.name);
player = null;
}
for(var player_state_item of this.player_states ){
player_state_item = null;
}
if(!this.replay_mode)
this.detachMyselfFromList();
this.player_states = null;
this.players = null;
this.game_state = null;
this.game_replay = null;
this.game_replay_player = null;
}
}, 1000/66); // update gamestate every 33ms
}
Game.prototype.detachMyselfFromList = function(){
var idx = games.findIndex((game_item)=>{
if(game_item.name == this.name){
return true;
}
})
games.splice(idx,1);
var arr = games.getGameList();
io.emit("updategamelist", arr);
}
Game.prototype.delistPlayer = function(playername){
this.cnt_players--;
var index = this.players.findIndex((player_item)=>{
if(player_item.playername == playername){
return true;
}
});
this.players.splice(index, 1);
if(this.cnt_players==0){
this.detachMyselfFromList();
}
}
/*
socket.currentRoom
*/
module.exports = function( io_, socket ){
io = io_;
socket.on("sync_time", (fn)=>{
fn(Date.now());
})
socket.on("left", function(tm, reduction_sync_complete){
setTimeout( ()=>{
socket.player_state.changeDirSrv("left", tm, reduction_sync_complete);
}, 1);
})
socket.on("right", function(tm, reduction_sync_complete){
setTimeout( ()=>{
socket.player_state.changeDirSrv("right", tm, reduction_sync_complete);
}, 1)
})
socket.on("straight", function(tm, reduction_sync_complete){
setTimeout( ()=>{
socket.player_state.changeDirSrv("straight", tm, reduction_sync_complete);
}, 1)
})
socket.on("disconnect", ()=>{
if(!socket.currentRoom){
return;
}
var prev_game = games.getRoomWithName(socket.currentRoom);
if(prev_game.started){
return; // prevent delisting, user can not be in two games simultaneously;
}
//delist only when game has not been started
prev_game.delistPlayer(socket.playername);
socket.broadcast.emit("roomchanged", socket.playername, socket.currentRoom, null);
socket.leave(socket.currentRoom);
socket.currentRoom = null;
})
socket.on("getgamelist", function(){
var arr = games.getGameList();
var current_room = null;
if(socket.currentRoom){
current_room = socket.currentRoom
}
socket.emit("updategamelist", arr, current_room);
})
socket.on("join", function( newroom, cb_confirmation){
var playername = socket.playername;
var previousroom = socket.currentRoom;
if(/[^a-zA-Z0-9 ]/.test(newroom)){
cb_confirmation(false);//failure
return;
}
if(previousroom && previousroom == socket.currentRoom){
cb_confirmation(false);//failure; user try to join to room already joined
return;
}
var room = games.getRoomWithName(newroom);
if(!room){
cb_confirmation(false);//failure; room does not exist
return;
}
if(previousroom){
var previous_game = games.getRoomWithName(previousroom);
if(previous_game.started){
cb_confirmation(false);
return; // prevent joining, user is in active game already
}
}
// check balance
Users.checkBalance(socket.playername, room.bet)
.then((reduction_obj)=>{
if(!reduction_obj || reduction_obj.success == false){
cb_confirmation(false);//failure
throw new Error("balance");
}
})
.then(()=>{
// Check if there is space for new player in room
if(!room || room.cnt_players==room.max_players || room.started){
cb_confirmation(false); //failure
return; // TODO: room is full
}
// update previous game
if(previousroom){
var previous_game = games.getRoomWithName(previousroom);
previous_game.delistPlayer(playername);
socket.leave(previousroom);
}
// update new game
var new_game = games.find( (game)=>{
if(game.name == newroom){
game.cnt_players++;
// edit
game.players.push({
playername: playername,
socket: socket,
points: 0,
live: true
});
socket.join(newroom);
socket.currentRoom = newroom;
socket.broadcast.emit("roomchanged", playername, previousroom, newroom);
cb_confirmation(true); //success
return true;
}
})
if(!new_game){
return;
}
if(new_game.cnt_players==new_game.max_players){
new_game.start();
new_game.started = true;
}
})
.catch((err)=>{
cb_confirmation(false);//failure
})
})
socket.on("newgame", (gamename, bet, max_players, fn)=>{
var playername = socket.playername;
//check balance
Users.checkBalance(socket.playername, bet)
.then((reduction_obj)=>{
console.log("check balance")
console.log(reduction_obj);
if(!reduction_obj || reduction_obj.success == false){
fn({
for: "bet",
err_msg: "Bet exceeded current balance"
})
throw new Error("balance");
}
})
.then(()=>{
if(socket.currentRoom){
fn({
for: "confirm",
err_msg: "Please leave current room before creating another one"
});
return;
}
if(!gamename){
fn({
for: "gamename",
err_msg: "Game name is required"
})
return;
}
if(/[^a-zA-Z0-9 ]/.test(gamename)){
fn({
for: "gamename",
err_msg: "Game name contais not allowed characters. ( allowed: letters,numbers,space )"
})
return;
}
if(games.getRoomWithName(gamename)){
fn({
for: "gamename",
err_msg: "Game with given name already exist"
})
return;
}
if(/[^0-9]/.test(bet)){
fn({
for: "bet",
err_msg: "Bet must be a number"
})
return;
}
if(bet<1000){
fn({
for: "bet",
err_msg: "Minimum bet value is 1000 Satoshi"
});
return;
}
if(/[^0-9]/.test(max_players)){
fn({
for: "max_players",
err_msg: "Must be a number"
})
return;
}
if(max_players<2){
fn({
for: "max_players",
err_msg: "Room can be created for at least 2 players"
});
return;
}
if(max_players>6){
fn({
for: "max_players",
err_msg: "Room can be created for up to 6 players"
});
return;
}
socket.join(gamename);
socket.currentRoom = gamename;
var p = {
playername: playername,
socket: socket,
points: 0,
live: true
};
var ng = new Game( p, gamename, bet, max_players);
games.push(ng);
var arr = games.getGameList();
io.emit("updategamelist", arr);
fn({
success: true
});
})
.catch(()=>{
})
})
socket.on("leave", ()=>{
if(!socket.currentRoom){
return;
}
var prev_game = games.getRoomWithName(socket.currentRoom);
if(prev_game.started){
cb_confirmation(false);
return; // can not leave, user is in active game still
}
prev_game.delistPlayer(socket.playername);
socket.broadcast.emit("roomchanged", socket.playername, socket.currentRoom, null);
socket.leave(socket.currentRoom);
socket.currentRoom = null;
})
socket.on("playreplay", (replay_id, fn)=>{
return;
GameReplayDB.getReplayMeta(replay_id)
.then((replay_meta)=>{
if(!replay_meta){
return;
}
var p = {
playername: replay_meta.players[0],
socket: socket,
points: 0,
live: true
};
socket.currentRoom = "replay";
socket.playername = replay_meta.players[0];
var game_replay = new Game( p, socket.id, replay_meta.bet, replay_meta.cnt_players, true);
game_replay.replay_id = replay_id;
for(var i = 1; i<replay_meta.cnt_players; i++){
game_replay.players.push({
playername: replay_meta.players[i],
socket: {},
points: 0,
live: true
});
}
fn(replay_meta.players[0]);
game_replay.start();
})
})
}