ludo-web-multiplayer/backend/handlers/playerHandler.js
2022-06-10 18:29:09 +02:00

122 lines
4.9 KiB
JavaScript

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