server for my chess game
Diffstat (limited to 'src/game.js')
-rw-r--r--src/game.js119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/game.js b/src/game.js
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+import { Chess } from "chess.js";
+import { Infos } from "./infos.js";
+import { str_obj, flip_int, send_group_packet } from "./utils.js";
+
+export class Game {
+ constructor(data, ws, wss) {
+ this.wss = wss;
+ this.hosterIndex = Number(!data.team);
+ this.clients = [undefined, undefined];
+ this.clients[this.hosterIndex] = ws; // team === true : 0 ? 1
+ this.gamecode = data.gamecode;
+ this.ids = [undefined, undefined]; // not a set so i can play against myself
+ this.ids[this.hosterIndex] = data.id;
+ this.infos = new Infos(this.hosterIndex, data.name, data.country);
+ this.spectators = [];
+ this.game = new Chess();
+ if (data.hasOwnProperty("moves")) this.game.load_pgn(data.moves.join(" "));
+ }
+ get pgn() {
+ return this.game.pgn();
+ }
+
+ get players() {
+ let players = 0;
+ this.ids.forEach((id) => {
+ if (id !== undefined) players++;
+ });
+ return players;
+ }
+
+ get client_count() {
+ let clients = 0;
+ this.clients.forEach((client) => {
+ if (client !== undefined) clients++;
+ });
+ return clients;
+ }
+
+ get joinerIndex() {
+ return flip_int(this.hosterIndex);
+ }
+ //true for valid
+ validate_move(move) {
+ const res = this.game.move(move);
+ if (str_obj(res) == "{}") return false;
+ this.game.undo();
+ return true;
+ }
+ move(move) {
+ this.game.move(move);
+ }
+ undo() {
+ this.game.undo();
+ }
+ remove_client(ws) {
+ this.clients[this.clients.indexOf(ws)] = undefined;
+ }
+
+ add_client(ws, data) {
+ this.clients[this.joinerIndex] = ws;
+ this.ids[this.joinerIndex] = data.id;
+ this.infos.add(data.name, data.country);
+ }
+
+ clean_clients(set_is_alive = true) {
+ function remove_client(c, wss, removal_func) {
+ if (c) {
+ if (c.is_alive === false) {
+ removal_func(c);
+ c.terminate();
+ wss.clients.delete(c);
+ } else if (set_is_alive) c.is_alive = false; // becomes true on next ping
+ }
+ }
+
+ this.spectators.forEach((spec) => {
+ remove_client(spec, this.wss, this.remove_spectator.bind(this));
+ });
+
+ this.clients.forEach((client) => {
+ remove_client(client, this.wss, this.remove_client.bind(this));
+ });
+ }
+
+ get dead() {
+ return this.client_count === 0 && this.spectators.length == 0;
+ }
+
+ add_spectator(ws) {
+ this.spectators.push(ws);
+ }
+ remove_spectator(ws) {
+ this.spectators.slice(this.spectators.indexOf(ws));
+ }
+ send_group_packet(packet, header) {
+ delete packet.gamecode;
+ send_group_packet(packet, header, this.clients);
+ send_group_packet(packet, header, this.spectators);
+ }
+ send_signal_packet(data, ws, header) {
+ let i = this.clients.indexOf(ws);
+ if (i !== -1) {
+ let sendto = this.clients[i ? 0 : 1];
+ delete data.gamecode; // dont send the gamecode to the other player: waste of bytes
+ if (sendto) {
+ sendto.send_packet(data, header);
+ send_group_packet(data, header, this.spectators); // give it to the specs
+ return true;
+ }
+ } else console.log(`could not find client in game ${data.gamecode}`);
+ return false;
+ }
+ is_game_over() {
+ return this.game.game_over();
+ }
+ reset_game() {
+ this.game = new Chess();
+ }
+}