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index.js
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'use strict';
var express = require('express');
var app = express();
var server = require('http').createServer(app);
var io = require('socket.io')(server);
var fs = require('fs');
var port = process.env.PORT || 3000; // In Windows 'set PORT=3000&&node index.js'; In Linux 'PORT=3000 node index.js'
var privatePath = process.env.PRIVATEPATH || 'PRIVATE';
/* MODIFIED FROM https://stackoverflow.com/a/1985471/5712160 */
var arrRotate = function arrRotate(arr, count) {
var unshift = Array.prototype.unshift,
splice = Array.prototype.splice;
var len = arr.length >>> 0,
count = count >> 0;
unshift.apply(arr, splice.call(arr, count % len, len));
return arr;
}
var log = function log(...m) {
console.log('\n' + Date().toString() + ':\n', m);
};
var loginlist = [];
function getLoginList(cb) {
loginlist = eval(fs.readFileSync(__dirname + '/' + privatePath + '/loginlist.js', 'UTF-8'));
typeof cb === 'function' && cb();
}
getLoginList();
setInterval(getLoginList, 10000);
var CardArr = [];
function getCards(cb) {
const l1 = ('let CardArr = ').length;
const l2 = ('; export default CardArr;').length;
const rCardArr = fs.readFileSync(__dirname + '/CardArr.js', 'UTF-8');
eval('CardArr = ' + rCardArr.substr(l1, rCardArr.length - l2 - l1));
typeof cb === 'function' && cb();
}
getCards();
setInterval(getCards, 10000);
var CardEffectsArr = [];
function getCardEffects(cb) {
const l1 = ('let CardEffectsArr = ').length;
const l2 = ('; export default CardEffectsArr;').length;
const rCardEffectsArr = fs.readFileSync(__dirname + '/CardEffectsArr.js', 'UTF-8');
eval('CardEffectsArr = ' + rCardEffectsArr.substr(l1, rCardEffectsArr.length - l2 - l1));
typeof cb === 'function' && cb();
}
getCardEffects();
setInterval(getCardEffects, 10000);
server.listen(port, function() {
log('Server listening on port ' + port);
});
app.use(function(req, res, next) {
res.header("Access-Control-Allow-Origin", "*");
res.header("Access-Control-Allow-Headers", "Origin, X-Requested-With, Content-Type, Accept");
next();
});
app.get('/cards', function(req, res) {
log('Serving all cards');
res.json(CardArr);
});
app.get('/card/:type', function(req, res) {
const type = req.params.type;
log('Serving card ', type);
res.json(CardArr[type]);
});
app.get('/cardeffects', function(req, res) {
log('Serving all cardeffects');
res.json(CardEffectsArr);
});
app.get('/cardeffect/:type', function(req, res) {
const type = req.params.type;
log('Serving cardeffect ', type);
res.json(CardEffectsArr[type]);
});
var dir = __dirname + '/build/';
app.use(express.static(dir));
app.get(/^(.+)$/, function(req, res) {
res.sendFile(dir + 'index.html');
});
// (min * 60secs)-1sec = secs (-1sec because it starts at 0, not 1, (just a shift -1sec))
var roundLengthNormal = (1 * 30) - 1; // 1min (60secs)
var roundLengthExtended = (60 * 60) - 1; // 60mins (3600secs)
var numUsers = 0;
var userlists = {
'eo': {
/*
{
user_name: {
'gid': gid || null,
'wins': 0
}
}
*/
},
'o': [ /* user_name */ ],
'g': {},
'gids': [ /* gid */ ]
};
const states = ['lobby', 'searching', 'waiting', 'inGame', 'giveUp', 'results'];
io.on('connection', function(socket) {
var addedUser = false;
function sendErr(...m) {
if (!addedUser) return;
socket.emit('err', m);
}
function sendLog(...m) {
if (!addedUser) return;
socket.emit('log', m);
}
function sendUserlist(ul) {
if (!addedUser) return;
// **THIS IS ONLY FOR DEVELOPMENT!!!*
// THIS SHOULD BE SOMEWHAT FILTERING THE OUTPUT
// FOR EXAMPLE, .g SHOULDN'T CONTAIN ANY OTHER USER's .onHand
// OR IN GENERAL THE .inBlock, BUT FOR BOTH JUST THE NUMBER OF CARDS IN THERE
// ...... ok.
// just disable transmission of userlists.g, because there is sendGame(gid)
if (userlists.hasOwnProperty(ul)) {
socket.emit('userlist', ul, userlists[ul]);
}
}
socket.on('getUserlist', sendUserlist);
function sendGame(alsoToEnemy, gid) {
if (!addedUser && !isInGame()) return;
if (!isInGame()) return;
const sendToEnemy = alsoToEnemy || false;
const cgid = gid || userlists.eo[socket.username].gid;
if (cgid !== null) {
var g = JSON.parse(JSON.stringify(userlists.g[cgid]));
const iAmNr = userlists.g[cgid].Players[0].User.name === socket.username ? 0 : (userlists.g[cgid].Players[1].User.name === socket.username ? 1 : false);
const eIsNr = iAmNr === 0 ? 1 : (iAmNr === 1 ? 0 : false);
const otherMeId = userlists.g[cgid].Players[iAmNr].User.id;
const enemyId = userlists.g[cgid].Players[eIsNr].User.id;
// log('sendGame >>', socket.username, socket.id, otherMeId, enemyId, cgid, sendToEnemy, iAmNr, eIsNr);
// sendLog('sendGame >>', socket.username, socket.id, enemyId, cgid, sendToEnemy, iAmNr, eIsNr);
if (iAmNr === 0 || iAmNr === 1) {
g.Players[iAmNr].deck.inBlock = Object.keys(g.Players[iAmNr].deck.inBlock).length;
g.Players[eIsNr].deck.onHand = Object.keys(g.Players[eIsNr].deck.onHand).length;
g.Players[eIsNr].deck.inBlock = Object.keys(g.Players[eIsNr].deck.inBlock).length;
if (socket.id !== otherMeId) {
socket.broadcast.to(otherMeId).emit('game', g);
} else {
socket.emit('game', g);
}
if (sendToEnemy) {
var g2 = JSON.parse(JSON.stringify(userlists.g[cgid]));
g2.Players[eIsNr].deck.inBlock = Object.keys(g2.Players[eIsNr].deck.inBlock).length;
g2.Players[iAmNr].deck.onHand = Object.keys(g2.Players[iAmNr].deck.onHand).length;
g2.Players[iAmNr].deck.inBlock = Object.keys(g2.Players[iAmNr].deck.inBlock).length;
socket.broadcast.to(enemyId).emit('game', g2);
}
} else {
g.Players[0].deck.onHand = Object.keys(g.Players[0].deck.onHand).length;
g.Players[0].deck.inBlock = Object.keys(g.Players[0].deck.inBlock).length;
g.Players[1].deck.onHand = Object.keys(g.Players[1].deck.onHand).length;
g.Players[1].deck.inBlock = Object.keys(g.Players[1].deck.inBlock).length;
socket.emit('game', g);
}
}
}
socket.on('getGame', function() {
sendGame();
});
function sendUser(username) {
if (!addedUser) return;
var username = username || socket.username;
socket.emit('user', username, userlists.eo[username]);
}
socket.on('getUser', sendUser);
function sendState() {
if (!addedUser) return;
socket.emit('state', socket.state);
}
socket.on('getState', sendState);
function joinGID(gid) {
if (!addedUser) return;
userlists.eo[socket.username].gid = gid;
socket.join(gid);
if (!userlists.g.hasOwnProperty(gid)) {
var mydata = {
id: socket.id,
username: socket.username
};
socket.state = 'waiting';
sendState();
socket.broadcast.to(gid).emit('playerJoined', mydata);
} else if (userlists.g.hasOwnProperty(gid)) {
if (userlists.g[gid].Winner !== null && userlists.g[gid].WinCause !== null) {
io.in(gid).emit('gameEnded', userlists.g[gid]);
} else {
sendLog('rejoining >>', gid);
const iAmNr = userlists.g[gid].Players[0].User.name === socket.username ? 0 : 1;
userlists.g[gid].Players[iAmNr].User.id = socket.id;
socket.state = 'inGame';
sendState();
}
}
}
function startGame(odata) {
if (!addedUser) return;
const cgid = userlists.eo[socket.username].gid;
const players = [socket.username, odata.username];
log('Starting Game with GID', cgid);
userlists.g[cgid] = {
'gid': cgid,
'Players': {
0: {
'User': {
'name': socket.username,
'id': socket.id
},
'roundsOff': 0,
'deck': {
'onHand': [],
'onField': [],
'inBlock': []
},
'MP': 20,
'HP': 3
},
1: {
'User': {
'name': odata.username,
'id': odata.id
},
'roundsOff': 0,
'deck': {
'onHand': [],
'onField': [],
'inBlock': []
},
'MP': 20,
'HP': 3
}
},
'Creationdate': Date().toString(),
'Winner': null,
'WinCause': null,
'currentPlayer': players[Math.floor(Math.random() * 2)],
'roundLength': roundLengthNormal,
'timeRunning': 0,
'roundNumber': 0
};
function generatedeckthingieandreturn(number, mode, empty) {
var mode = mode || false;
var empty = empty || false;
var arr;
arr = [];
var fncs;
fncs = [];
var ARRAYTHINGIEd = [];
function gRC() {
return CardArr[Object.keys(CardArr)[Math.floor(Math.random() * Object.keys(CardArr).length)]]; // WORKS FOR OBJECT's
// return CardArr[Math.floor(Math.random() * CardArr.length)]; // WORKS FOR ARRAY's
}
for (var a = 0; a < number; a++) {
fncs[a] = function(b, modeP, emptyP) {
return function() {
if (emptyP !== true) {
arr[b] = gRC();
arr[b].cid = "cid-" + (Math.floor((Math.random() * 90000) + 10000)).toString();
if (modeP === true) {
arr[b].position = b;
}
delete arr[b].animations;
delete arr[b].frameNr;
delete arr[b].description;
delete arr[b].MPS;
delete arr[b].AP;
delete arr[b].AT;
} else if (emptyP === true) {
arr[b] = null;
}
return JSON.stringify(arr[b]);
}
};
ARRAYTHINGIEd[a] = (JSON.parse(fncs[a](a, mode, empty)()));
}
return ARRAYTHINGIEd;
}
// This part is kinda unfair, except the onField of course
// Because it means, that both players can or rather, most probably will,
// get a different number of the same card.!
for (var xa = 0; xa < 2; xa++) {
userlists.g[cgid].Players[xa].deck.onHand = generatedeckthingieandreturn(5);
userlists.g[cgid].Players[xa].deck.onField = generatedeckthingieandreturn(13, false, true);
userlists.g[cgid].Players[xa].deck.inBlock = generatedeckthingieandreturn(50);
}
// DON'T FORGET TO FILTER OUT THE OTHER USER's .onHand AND FOR BOTH THE .inBlock!
var g = JSON.parse(JSON.stringify(userlists.g[cgid]));
const iAmNr = userlists.g[cgid].Players[0].User.name === socket.username ? 0 : 1;
g.Players[iAmNr].deck.inBlock = Object.keys(g.Players[iAmNr].deck.inBlock).length;
g.Players[(iAmNr === 0 ? 1 : 0)].deck.onHand = Object.keys(g.Players[(iAmNr === 0 ? 1 : 0)].deck.onHand).length;
g.Players[(iAmNr === 0 ? 1 : 0)].deck.inBlock = Object.keys(g.Players[(iAmNr === 0 ? 1 : 0)].deck.inBlock).length;
io.in(cgid).emit('gameStarted', g);
}
socket.on('startGame', startGame);
function gameStarted() {
if (!addedUser) return;
socket.state = 'inGame';
sendState();
const cgid = userlists.eo[socket.username].gid;
if (userlists.g[cgid].Players[0].User.name === socket.username) {
gameLoop();
}
}
socket.on('gameStarted', gameStarted);
function viewGame(gid) {
if (!addedUser && !isInGame()) return;
sendGame(false, gid);
}
socket.on('viewGame', viewGame);
function gameLoop() {
// log('gameLoop >>', socket.username, socket.id, addedUser, isInGame());
if (!addedUser && !isInGame()) return;
if (!isInGame()) return;
const cgid = userlists.eo[socket.username].gid;
if (cgid !== null) {
const iAmNr = userlists.g[cgid].Players[0].User.name === socket.username ? 0 : 1;
if (userlists.g[cgid].timeRunning < userlists.g[cgid].roundLength) {
userlists.g[cgid].timeRunning++;
} else if (userlists.g[cgid].timeRunning >= userlists.g[cgid].roundLength) {
nextRound();
}
if (userlists.g[cgid].Winner === null && userlists.g[cgid].WinCause === null) {
setTimeout(function() {
gameLoop();
}, 1000);
}
}
}
function nextRound() {
// log('nextRound >>', socket.username, socket.id, addedUser, isInGame());
if (!addedUser && !isInGame()) return;
if (!isInGame()) return;
const cgid = userlists.eo[socket.username].gid;
const iAmNr = userlists.g[cgid].Players[0].User.name === socket.username ? 0 : 1;
if (socket.username === userlists.g[cgid].currentPlayer || userlists.g[cgid].timeRunning >= userlists.g[cgid].roundLength) {
userlists.g[cgid].timeRunning = 0;
userlists.g[cgid].roundNumber++;
const lastPlayerNr = userlists.g[cgid].currentPlayer === userlists.g[cgid].Players[0].User.name ? 0 : 1;
userlists.g[cgid].currentPlayer = userlists.g[cgid].Players[lastPlayerNr === 0 ? 1 : 0].User.name;
for (let px = 0; px < 2; px++) {
var markAtCx = -1;
var markAtCxWHP = -1;
for (let cx in userlists.g[cgid].Players[px].deck.onField) {
if (userlists.g[cgid].Players[px].deck.onField[cx] !== null) {
// Check if the card has an effect, which disables it's ability to be used,
// and set alreadyUsed accordingly
userlists.g[cgid].Players[px].deck.onField[cx].alreadyUsed = false;
userlists.g[cgid].Players[px].deck.onField[cx].marked = false;
if (userlists.g[cgid].Players[px].deck.onField[cx].roundsLeft >= 1) {
userlists.g[cgid].Players[px].deck.onField[cx].roundsLeft--;
if (userlists.g[cgid].Players[px].deck.onField[cx].HP > markAtCxWHP) {
markAtCxWHP = userlists.g[cgid].Players[px].deck.onField[cx].HP;
markAtCx = cx;
}
} else {
// Check if the card has an effect, that get's called on-death, and execute it,
// Afterwards, delete the card
userlists.g[cgid].Players[px].deck.onField[cx] = null;
}
}
}
// Mark card with highest HP, if there are any cards
if (markAtCx > -1)
userlists.g[cgid].Players[px].deck.onField[markAtCx].marked = true;
// Serve new card from block into hand,
// if lastPlayerNr is this px,
// if the maximum of 15 cards in onHand hasn't been reached yet,
// and if any cards are left in inBlock
if (lastPlayerNr !== px &&
Object.keys(userlists.g[cgid].Players[px].deck.onHand).length < 15 &&
Object.keys(userlists.g[cgid].Players[px].deck.inBlock).length > 0) {
// Set MP back to 20
userlists.g[cgid].Players[px].MP = 20;
// Rotate onField
arrRotate(userlists.g[cgid].Players[px].deck.onField, 1);
const scard = JSON.parse(JSON.stringify(userlists.g[cgid].Players[px].deck.inBlock[Object.keys(userlists.g[cgid].Players[px].deck.inBlock)[0]]));
// Put card from inBlock into onHand
userlists.g[cgid].Players[px].deck.onHand[Object.keys(userlists.g[cgid].Players[px].deck.onHand).length] = scard;
// Remove card from inBlock
delete userlists.g[cgid].Players[px].deck.inBlock[Object.keys(userlists.g[cgid].Players[px].deck.inBlock)[0]];
}
}
sendGame(true);
if (userlists.o.indexOf(userlists.g[cgid].currentPlayer) === -1 && userlists.g[cgid].Players[lastPlayerNr].roundsOff < 3) {
userlists.g[cgid].Players[lastPlayerNr].roundsOff++;
} else if (userlists.o.indexOf(userlists.g[cgid].currentPlayer) === -1 && userlists.g[cgid].Players[lastPlayerNr].roundsOff === 3) {
endGame('afk');
}
}
}
socket.on('nextRound', nextRound);
function moveCard(c1toc2) {
if (!addedUser) return;
const cgid = userlists.eo[socket.username].gid;
const iAmNr = userlists.g[cgid].Players[0].User.name === socket.username ? 0 : 1;
// log('moveCard >>', c1toc2);
var mverr = false;
if (!c1toc2.hasOwnProperty('c1') || !c1toc2.hasOwnProperty('c2')) {
sendLog('moveCard >> failed because one/ both card\'s are missing!');
mverr = true;
}
if (mverr) {
sendGame();
return false;
}
const C1 = c1toc2.c1,
C2 = c1toc2.c2;
const sdttosdt = (((C1.side === "enemy" ? "e" : "o") + (C1.dt === "onHand" ? "h" : (C1.dt === "onField" ? "f" : ""))) +
'-' +
((C2.side === "enemy" ? "e" : "o") + (C2.dt === "onHand" ? "h" : (C2.dt === "onField" ? "f" : "")))
);
// log('moveCard 2 >>', C1, C2, sdttosdt);
var sendToEnemy = false;
if (socket.username === userlists.g[cgid].currentPlayer || sdttosdt === "oh-oh") {
if (sdttosdt === "oh-oh") {
var oldc1 = userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position];
userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position] = userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position];
userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position] = oldc1;
} else if (sdttosdt === "oh-of") {
// Check if the player has enough MP to summon the card,
// if that field is available for summon's,
// and if there already is a card on that field
if (userlists.g[cgid].Players[iAmNr].MP >= CardArr[userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].type].MPS) {
// Check, if the card is even able to get summoned on this field
if (userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position]) { // If there is a card..
// Direct-actions/-effects will be applied here!
sendToEnemy = true;
} else { // If there is no card..
// Put the card from onHand to onField, and take appropiate mana from the player
userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position] = userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position];
// If the card hasn't got the instant-use effect
if (!userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position].effects.hasOwnProperty('instant-use'))
userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position].alreadyUsed = true;
userlists.g[cgid].Players[iAmNr].deck[C1.dt].splice(C1.position, 1);
userlists.g[cgid].Players[iAmNr].MP -= CardArr[userlists.g[cgid].Players[iAmNr].deck[C2.dt][C2.position].type].MPS;
sendToEnemy = true;
}
}
} else if (sdttosdt === "of-ef") {
// Check if the card hasn't already been used,
// and if there are cards on the enemies field, which can prevent this action from happening
// Depending on that, apply damage/effects etc, set the card's alreadyUsed = true, and what not
// ?Maybe also a MP (not MPS), which requires the player to have enough mana, to use this card!?
if (!userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].alreadyUsed &&
userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt].hasOwnProperty(C2.position) &&
userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt][C2.position] !== null) {
userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].alreadyUsed = true;
var c1_HP = userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].HP;
var c2_HP = userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt][C2.position].HP;
var c1_AP = CardArr[userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].type].AP;
var c2_AP = CardArr[userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt][C2.position].type].AP;
for (let attacks = 0; attacks < c1_AP; attacks++) {
if (c2_HP > 0) {
c2_HP--;
} else {
break;
}
}
if (c2_HP > 0) {
userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt][C2.position].HP = c2_HP;
for (let attacks = 0; attacks < c2_AP; attacks++) {
if (c1_HP > 0) {
c1_HP--;
} else {
break;
}
}
if (c1_HP > 0) {
userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].HP = c1_HP;
} else if (c1_HP === 0) {
if (userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position].marked) {
userlists.g[cgid].Players[iAmNr].HP--;
sendLog('You lost 1 HP!');
if (userlists.g[cgid].Players[iAmNr].HP <= 0) {
endGame('death');
}
}
userlists.g[cgid].Players[iAmNr].deck[C1.dt][C1.position] = null;
sendLog('Your enemy destroyed', C1, 'with', C2);
}
} else if (c2_HP === 0) {
if (userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt][C2.position].marked) {
userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].HP--;
sendLog('You took 1 HP from your enemy!');
if (userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].HP <= 0) {
endGame('death', iAmNr);
}
}
userlists.g[cgid].Players[(iAmNr === 0 ? 1 : 0)].deck[C2.dt][C2.position] = null;
sendLog('You destroyed', C2, 'with', C1);
}
sendToEnemy = true;
}
}
}
sendGame(sendToEnemy);
}
socket.on('moveCard', moveCard);
function endGame(wincause, winner) {
if (!addedUser && !isInGame()) return;
if (!isInGame()) return;
const cgid = userlists.eo[socket.username].gid;
var g = userlists.g[cgid];
const iAmNr = g.Players[0].User.name === socket.username ? 0 : 1;
if (g.Winner === null && g.WinCause === null) {
g.Winner = (winner === 0 || winner === 1) ? g.Players[winner].User.name : g.Players[(iAmNr === 0 ? 1 : 0)].User.name;
g.WinCause = wincause;
userlists.eo[g.Players[(iAmNr === 0 ? 1 : 0)].User.name].wins++;
}
userlists.g[cgid] = g;
g.Players[0].deck.inBlock = Object.keys(g.Players[0].deck.inBlock).length;
g.Players[1].deck.inBlock = Object.keys(g.Players[1].deck.inBlock).length;
io.in(cgid).emit('gameEnded', g);
}
socket.on('giveUp', function() {
endGame('given up');
});
function gameEnded() {
if (!addedUser) return;
const cgid = userlists.eo[socket.username].gid;
leaveGID(cgid);
userlists.eo[socket.username].gid = null;
socket.state = 'results';
sendState();
}
socket.on('gameEnded', gameEnded);
function leaveGID(gid) {
if (!addedUser && !isInGame()) return;
if (!isInGame()) return;
userlists.eo[socket.username].gid = null;
socket.leave(gid);
}
function switchState(switchTo) {
if (!addedUser) return;
if (states.indexOf(switchTo) !== -1) {
const cgid = userlists.eo[socket.username].gid;
if (cgid === null || ((socket.state === 'searching' || socket.state === 'waiting') && switchTo === 'lobby')) {
socket.state = switchTo;
if (switchTo === 'searching' && userlists.gids[0]) {
var jgid = userlists.gids.splice(0, 1)[0];
sendLog('Joining GID', jgid);
joinGID(jgid);
} else if (switchTo === 'searching' && !userlists.gids[0]) {
var ngid = 'GID-' + (Math.floor((Math.random() * 1000000) + 1)).toString();
log('Created GID', ngid);
sendLog('Created GID', ngid);
userlists.gids.push(ngid);
joinGID(ngid);
} else if (switchTo === 'lobby') {
sendLog('Stopping search');
leaveGID(cgid);
}
} else if (cgid !== null && switchTo === 'giveUp') {
log(socket.username, 'gave up in', cgid);
endGame('given up');
} else if (cgid !== null) {
sendLog('Already in game');
socket.state = 'inGame';
joinGID(cgid);
}
} else {
sendErr('new state not valid!', switchTo, socket.state);
}
sendState();
}
socket.on('switchState', switchState);
socket.on('logIn', function(data) {
if (addedUser) return;
log('logIn >> ', JSON.stringify(data));
var err = [];
if (!data.hasOwnProperty('username') || !data.username)
err.push('username');
if (!data.hasOwnProperty('password') || !data.password)
err.push('password');
var verifyLogIn = loginlist.filter(function(user, index) {
// This should rather has to check the un-hashed user-hash with the given password
return (user.name === data.username || user.email === data.username) && user.password_hash === data.password;
});
var username;
if (verifyLogIn.length !== 1) {
err.push('verify');
} else {
username = verifyLogIn[0].name;
}
var alreadyLoggedIn = userlists.o.indexOf(username) !== -1;
if (err.length === 0 && username && !alreadyLoggedIn) {
addedUser = true;
numUsers++;
socket.username = username;
socket.state = 'lobby';
sendState();
if (!userlists.eo.hasOwnProperty(username)) {
userlists.eo[username] = {
'gid': null,
'wins': 0
};
} else if (userlists.eo[username].gid !== null) {
joinGID(userlists.eo[username].gid);
}
userlists.o.push(username);
log(username, 'logged in', userlists.eo[username].gid);
} else if (alreadyLoggedIn) {
err.push('alreadyLoggedIn');
}
socket.emit('loginProcessed', err);
});
function isInGame() {
var isInGame = false;
if (socket.hasOwnProperty('username'))
if (socket.username !== '' && socket.state === 'inGame')
if (userlists.eo[socket.username].gid !== null)
isInGame = true;
return isInGame;
}
function logOut() {
if (addedUser) {
addedUser = false;
numUsers--;
userlists.o.splice(userlists.o.indexOf(socket.username), 1);
if (socket.state !== 'inGame') {
socket.state = 'lobby';
sendState();
userlists.eo[socket.username].gid = null;
}
}
}
socket.on('logOut', function() {
logOut();
});
socket.on('disconnect', function() {
logOut();
});
});