added playerHandler tests
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@@ -1,121 +1,58 @@
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const RoomModel = require('../schemas/room');
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const { colors } = require('../utils/constants');
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const { getStartPositions } = require('../utils/functions');
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module.exports = (io, socket) => {
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const req = socket.request;
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// Function responsible for adding a player to an existing room or creating a new one
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const login = data => {
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// When new player login to game we are looking for not full and not started room to put player there
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RoomModel.findOne({ full: false, started: false }, function (err, room) {
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if (room) {
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// If there is one adds player to it
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addPlayerToExistingRoom(room, data);
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} else {
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// If not creates new room and add player to it
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createNewRoom(data);
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}
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});
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};
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// Function responsible for changing the player's readiness
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const ready = () => {
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const { roomId, playerId } = req.session;
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// Finds player room
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RoomModel.findOne({ _id: roomId }, function (err, room) {
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if (err) return err;
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// Finds index of player in players array
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const index = room.players.findIndex(player => player._id.toString() == playerId.toString());
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// Changes player's readiness to the opposite
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room.players[index].ready = !room.players[index].ready;
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// If two players are ready starts game by setting the room properties
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if (room.players.filter(player => player.ready).length >= 2) {
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room.started = true;
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room.nextMoveTime = Date.now() + 15000;
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room.players.forEach(player => (player.ready = true));
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room.players[0].nowMoving = true;
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}
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RoomModel.findOneAndUpdate(
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{
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_id: roomId,
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},
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room,
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err => {
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if (err) return err;
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// Sends to all players in room game data
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io.to(roomId.toString()).emit('room:data', JSON.stringify(room));
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}
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);
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});
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};
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socket.on('player:login', login);
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socket.on('player:ready', ready);
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function createNewRoom(data) {
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const room = new RoomModel({
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createDate: new Date(),
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players: [
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{
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name: data.name,
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color: colors[0],
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},
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],
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pawns: getStartPositions(),
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});
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// Saves new room to database
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room.save().then(() => {
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// Since it is not bound to an HTTP request, the session must be manually reloaded and saved
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req.session.reload(err => {
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if (err) return socket.disconnect();
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// Saving session data
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req.session.roomId = room._id.toString();
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req.session.playerId = room.players[0]._id.toString();
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req.session.color = room.players[0].color;
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req.session.save();
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// Sending data to the user, after which player will be redirected to the game
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socket.join(room._id.toString());
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socket.emit('player:data', JSON.stringify(req.session));
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});
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});
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}
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function addPlayerToExistingRoom(room, data) {
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// Adding a new user to the room
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room.players.push({
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name: data.name,
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ready: false,
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color: colors[room.players.length],
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});
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let updatedRoom = { players: room.players };
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// Checking if the room is full
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if (room.players.length === 4) {
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// Changes the properties of the room to the state to start the game
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updatedRoom = {
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...updatedRoom,
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full: true,
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started: true,
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nextMoveTime: Date.now() + 15000,
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pawns: getStartPositions(),
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};
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updatedRoom.players.forEach(player => (player.ready = true));
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updatedRoom.players[0].nowMoving = true;
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const handleLogin = async data => {
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const room = await RoomModel.findOne({ full: false, started: false });
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if (room) {
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addPlayerToExistingRoom(room, data);
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} else {
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createNewRoom(data);
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}
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// Updates a room in the database
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RoomModel.findOneAndUpdate({ _id: room._id }, updatedRoom).then(() => {
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// Since it is not bound to an HTTP request, the session must be manually reloaded and saved
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req.session.reload(err => {
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if (err) return socket.disconnect();
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// Saving session data
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req.session.roomId = room._id.toString();
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req.session.playerId = updatedRoom.players[updatedRoom.players.length - 1]._id.toString();
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req.session.color = colors[updatedRoom.players.length - 1];
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req.session.save();
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socket.join(room._id.toString());
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// Sending data to the user, after which player will be redirected to the game
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socket.emit('player:data', JSON.stringify(req.session));
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});
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};
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const handleReady = async () => {
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const { roomId, playerId } = req.session;
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const room = await RoomModel.findOne({ _id: roomId });
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room.getPlayer(playerId).changeReadyStatus();
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if (room.canStartGame()) {
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room.startGame();
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}
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await RoomModel.findOneAndUpdate({ _id: roomId }, room);
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io.to(roomId).emit('room:data', JSON.stringify(room));
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};
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const createNewRoom = async data => {
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const room = new RoomModel();
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room.addPlayer(data.name);
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await room.save();
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reloadSession(room);
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};
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const addPlayerToExistingRoom = async (room, data) => {
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room.addPlayer(data.name);
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if (room.isFull()) {
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room.startGame();
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}
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await RoomModel.findOneAndUpdate({ _id: room._id }, room);
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reloadSession(room);
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};
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// Since it is not bound to an HTTP request, the session must be manually reloaded and saved
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const reloadSession = room => {
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req.session.reload(err => {
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if (err) return socket.disconnect();
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req.session.roomId = room._id.toString();
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req.session.playerId = room.players[room.players.length - 1]._id.toString();
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req.session.color = colors[room.players.length - 1];
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req.session.save();
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socket.join(room._id.toString());
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socket.emit('player:data', JSON.stringify(req.session));
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});
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}
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};
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socket.on('player:login', handleLogin);
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socket.on('player:ready', handleReady);
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};
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