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index.js
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const path = require('path');
const fs = require('fs');
const fetch = require('node-fetch');
const express = require('express');
const app = express();
const cors = require('cors');
const http = require('http').Server(app);
const io = require('socket.io')(http);
const PORT = process.env.PORT || 8000;
const WHITELISTED_CORS = [
'https://paintin.tech',
'https://www.paintin.tech',
]
app.use(cors({
origin: WHITELISTED_CORS,
}));
app.use(express.json());
const roomHTMLPath = path.resolve(__dirname + '/client/room.html');
let roomHTMLContent = fs.readFileSync(roomHTMLPath, 'utf8');
app.use(express.static(__dirname + '/client'));
// list of connected members
let connectedSockets = [];
let rooms2sockets = {};
let roomInfos = {};
// import images
const image_manager = require('./image_manager')
// import socket functions
const { onGameStart, hasGameStarted } = require('./sockets/server_game_start');
app.get('/open-rooms', (req, res) => {
console.log('Got request for open-rooms');
let result = [];
for (let room of Object.keys(roomInfos)) {
result.push({
room,
current: rooms2sockets[room].length,
max: 4,
started: roomInfos[room].started || false,
});
}
res.send({
rooms: result,
});
});
app.get('/foyer/:id', (req, res) => {
const id = req.params.id;
res.send(roomHTMLContent.replace('ROOM_ID_REPLACED_BY_EXPRESS', id));
});
io.on('connection', (socket) => {
socket.username = socket.handshake.query.name
let room = socket.handshake.query.room
// disallow more than 4 players or joining already started game
// console.log(rooms2sockets[room])
if (rooms2sockets[room] && (rooms2sockets[room].length === 4 || hasGameStarted(room, roomInfos))) {
socket.disconnect();
return;
}
if (!rooms2sockets[room]) {
rooms2sockets[room] = []
roomInfos[room] = {}
}
socket.isReady = false;
socket.color = 'white';
connectedSockets.push(socket);
rooms2sockets[room].push(socket);
socket.join(room)
console.log(`New client ${socket.id} connected to room ${room}. Users: ${connectedSockets.length}`);
sendUsersUpdate(room);
log(socket, room);
socket.on('disconnect', () => {
// remove from connectedSockets list
const index = connectedSockets.indexOf(socket);
if (index > -1) {
connectedSockets.splice(index, 1);
}
// remove from rooms2sockets list
if (rooms2sockets[room]) {
const idx = rooms2sockets[room].indexOf(socket);
if (idx > -1) {
rooms2sockets[room].splice(index, 1)
// delete room
if (rooms2sockets[room].length === 0) {
delete rooms2sockets[room]
delete roomInfos[room]
}
}
}
console.log(`Client ${socket.id} disconnected froom room ${room}. Users: ${connectedSockets.length}`);
sendUsersUpdate(room);
});
socket.on('game_start', (data) => {
onGameStart(io, socket, data, image_manager, rooms2sockets[room], room, roomInfos);
sendUsersUpdate(room);
sendColorsUpdate(room);
});
socket.on('draw_line', (data) => {
io.to(room).emit('draw_line', { line: data.line });
})
socket.on('new_name', (data) => {
console.log(`Client ${socket.id} set their username to ${data.name}`);
socket.username = data.name;
sendUsersUpdate(room);
})
socket.on('mouse_move', (data) => {
socket.mouseX = data.x;
socket.mouseY = data.y;
sendCursorsUpdate(room);
})
socket.on('color_update', (data) => {
socket.color = data.color;
sendColorsUpdate(room);
})
});
function sendUsersUpdate(room) {
if (rooms2sockets[room]) {
io.to(room).emit('users_list', rooms2sockets[room].map((s) => ({
name: s.username,
id: s.id,
isReady: s.isReady,
})));
}
}
function sendCursorsUpdate(room) {
if (rooms2sockets[room]) {
io.to(room).emit('mouse_move', rooms2sockets[room].map((s) => ({
x: s.mouseX || 0,
y: s.mouseY || 0,
id: s.id
})));
}
}
function sendColorsUpdate(room) {
if (rooms2sockets[room]) {
io.to(room).emit('color_update', rooms2sockets[room].map((s) => s.color));
}
}
http.listen(PORT, () => {
console.log(`Server listening on http://localhost:${PORT}`);
});
app.get('/reset', function (req, res) {
for (let s of connectedSockets) {
s.disconnect();
}
connectedSockets = [];
rooms2sockets = {};
roomInfos = {};
console.log('Reset!');
res.send('Successfully reset');
});
function log(socket, room) {
// wait one second, hopefully user will update name
setTimeout(() => {
const name = socket.username || '<no name>';
console.log(`Player ${name} connected to foyer ${room}`);
}, 1000);
}