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server.js
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const express = require('express');
const { createServer } = require('node:http');
const { join } = require('node:path');
const app = express();
const server = createServer(app);
app.use(express.static('public'));
const { Server } = require('socket.io');
const io = new Server(server);
let buffer = [], number_of_rooms = 10, rooms = [];
for (let i = 0; i < number_of_rooms; i++) {
rooms[i] = {count: 0, player_id_having_the_ball: 1};
}
function get_list_of_rooms() {
let list_of_rooms = {number_of_rooms: number_of_rooms, rooms: []};
for (var i = 0; i < number_of_rooms; i++) {
var player1_country = rooms[i].player1_country || {};
var player2_country = rooms[i].player2_country || {};
list_of_rooms['rooms'].push({number_of_connected_players: rooms[i].count, player1_country: player1_country, player2_country: player2_country })
}
return list_of_rooms;
}
function find_room_and_disconnect_by_session_id(id) {
for (var i = 0; i < number_of_rooms; i++) {
let room = rooms[i];
if(room.count > 0) {
if (room.player1_id == id) {
room.player1_id = null;
room.count -= 1;
break;
} else if (room.player2_id == id) {
room.player2_id = null;
room.count -= 1;
break;
}
}
}
}
io.on('connection', (socket) => {
socket.emit('list_of_rooms', get_list_of_rooms());
socket.on('disconnect', () => {
// make sure that socket's room_id variable is set, so we could keep
// table of connected users relevant
if(socket.room_id != null) {
rooms[socket.room_id].count -= 1;
find_room_and_disconnect_by_session_id(socket.id);
socket.leave(`room#${socket.room_id}`);
}
io.sockets.emit('list_of_rooms', get_list_of_rooms());
});
socket.on('round_started', (msg) => {
io.sockets.in(`room#${msg.room_id}`).emit('round_started', msg);
});
socket.on('sync', (msg) => {
io.sockets.in(`room#${msg.room_id}`).emit('sync', msg);
});
socket.on('end_of_the_round', (msg) => {
// player that lost now has the ball
rooms[msg.room_id].player_id_having_the_ball = (msg.player_won == 1 ? 2 : 1);
io.sockets.in(`room#${msg.room_id}`).emit("end_of_the_round", {
player_won: msg.player_won,
player_id_having_the_ball: rooms[msg.room_id].player_id_having_the_ball,
room_id: msg.room_id
});
});
socket.on('connect_to_room', (msg) => {
socket.join(`room#${msg.room_id}`);
socket.room_id = msg.room_id;
find_room_and_disconnect_by_session_id(socket.id);
rooms[msg.room_id].count += 1;
if (rooms[msg.room_id].count == 1) {
rooms[msg.room_id].player1_country = {};
rooms[msg.room_id].player1_id = socket.id;
rooms[msg.room_id].player1_country['code'] = msg.country_code;
rooms[msg.room_id].player1_country['name'] = msg.country_name;
} else {
rooms[msg.room_id].player2_country = {};
rooms[msg.room_id].player2_id = socket.id;
rooms[msg.room_id].player2_country['code'] = msg.country_code;
rooms[msg.room_id].player2_country['name'] = msg.country_name;
}
// check whether this connected user was not connected
// to the other room on the same server
if (rooms[msg.room_id].count == 1) {
socket.emit('player_connected', {
player_id: 1,
room_id: msg.room_id,
player1_country: rooms[msg.room_id].player1_country
});
} else if (rooms[msg.room_id].count == 2) {
// when second player has connected, 1st player could had moved up
// or down his default position, so show him right cordinates in buffer variable
io.sockets.in(`room#${msg.room_id}`).emit('player_connected', {
player_id: 2,
room_id: msg.room_id,
player1_country: rooms[msg.room_id].player1_country,
player2_country: rooms[msg.room_id].player2_country
});
io.sockets.in(`room#${msg.room_id}`).emit('round_could_be_started', {
room_id: socket.room_id
});
}
io.sockets.emit('list_of_rooms', get_list_of_rooms());
})
});
server.listen(8080, () => {
console.log('server running at http://localhost:8080');
});