Lobbiesss! lot of networking to do tho

This commit is contained in:
Benjamin Kyd
2021-03-17 01:33:40 +00:00
parent 889cd4ae4b
commit 09cecf762d
6 changed files with 164 additions and 32 deletions

2
TODO
View File

@@ -6,7 +6,7 @@
[x] User sockets, or "users" are made innactive after timeout on socket
- Prevents softlock of users and stops socket spamming
[-] Game lobying system
[ ] Delete lobby once user disconnects
[ ] Delete lobby once user disconnects - no reconnection
[ ] Matchmaking system
[ ] 1v1 game framework that allows spectators
[ ]

View File

@@ -84,6 +84,7 @@ function createLobby()
}
socket.on('lobby-create-success', lobby => {
document.querySelector('#lobby-success').innerHTML = "";
const successDiv = document.createElement('div');
successDiv.id = 'lobby-success';
successDiv.innerHTML = 'SUCCESS: Lobby created, Joining...';
@@ -91,6 +92,7 @@ socket.on('lobby-create-success', lobby => {
});
socket.on('lobby-create-error', (...args) => {
document.querySelector('#lobby-error').innerHTML = "";
const errorDiv = document.createElement('div');
errorDiv.id = 'lobby-error';
errorDiv.innerHTML = 'ERROR: An error occured while creating the lobby' + JSON.stringify(args);
@@ -141,30 +143,35 @@ function joinLobby()
socket.on('lobby-join-success', (lobby) => {
showActive();
const lobbyDiv = document.createElement('div');
ActiveLobbyBlock.innerHTML = "";
lobbyDiv.id = lobby.id;
// TODO: Make drawlobby function
lobbyDiv.innerHTML += `<h2>Lobby ${lobby.name}</h2><p><h3>Join Code: <b>${lobby.uid}</b></h3><p>Players:`;
for (const player of lobby.players)
lobbyDiv.innerHTML += player.name + ' ';
lobbyDiv.innerHTML += `<b>${player.name}</b>, `
// remove trailing comma
lobbyDiv.innerHTML = lobbyDiv.innerHTML.slice(0, -2);
if (lobby.allowspectators)
{
lobbyDiv.innerHTML += '<p>Spectators:';
for (const player of lobby.spectators)
lobbyDiv.innerHTML += player.name + ' ';
lobbyDiv.innerHTML += `<b>${player.name}</b>, `
lobbyDiv.innerHTML = lobbyDiv.innerHTML.slice(0, -2);
}
lobbyDiv.innerHTML += `<p>Visibility: ${lobby.visibility}<p>State: ${lobby.state}`
lobbyDiv.innerHTML += '<input type="button" value="Start Game" onclick="" disabled>'
lobbyDiv.innerHTML += '<input type="button" value="Leave Lobby" onclick="destructLobbies()">'
lobbyDiv.innerHTML += '<input type="button" value="Leave Lobby" onclick="leaveLobby()">'
ActiveLobbyBlock.appendChild(lobbyDiv);
});
socket.on('lobby-join-error', (...args) => {
document.querySelector('#lobby-error').innerHTML = "";
const errorDiv = document.createElement('div');
errorDiv.id = 'lobby-error';
errorDiv.innerHTML = 'ERROR: An error occured while joining the lobby' + JSON.stringify(args);
@@ -178,12 +185,9 @@ socket.on('lobby-update');
function leaveLobby()
{
// TODO: if in lobby AND owner of lobby
socket.emit('lobby-destroy');
// TODO: if in lobby
// TODO: error check
socket.emit('lobby-leave');
showBack();
}
function destructLobbies()

View File

@@ -103,7 +103,7 @@ function RegisterUser(username, ip)
connectionid: 'none',
};
Logger.info(`${uid} REGISTERING WITH ${ip} AS ${username}`);
Logger.info(`USER ${uid} (${username}) REGISTERING WITH ${ip} AS ${username}`);
return OnlineUsers[uid];
}
@@ -138,7 +138,7 @@ function UserConnect(useruid, connectionid)
OnlineUsers[useruid].connectionid = connectionid;
OnlineUsers[useruid].state = 'CONNECTED';
Logger.info(`SOCKET ${connectionid} IDENTIFIED AS ${useruid} (${OnlineUsers[useruid].username})`);
Logger.game(`SOCKET ${connectionid} IDENTIFIED AS ${useruid} (${OnlineUsers[useruid].username})`);
return true;
}

View File

@@ -17,7 +17,7 @@ LOBBY OBJECT
}
NOTES
- Users can only own one lobby
- Lobby UID is "join code", will be much shorter than userid
- Lobby UID is "join code", will be much shorter than useruid
- When inactive will be deleted, unlike users
- It's a waste of memory to store the name along with the useruid, however
i believe it will save complexity in the domain logic
@@ -32,9 +32,11 @@ function CheckUserAvailability(useruid)
// if user owns lobby
if (Lobbies[lobby].owneruid === useruid) return false;
// if user is in any lobbies already
if (Lobbies[lobby].players.includes(useruid)) return false;
for (const player of Lobbies[lobby].players)
if (player.uid === useruid) return false;
// if user is spectating any lobbies already
if (Lobbies[lobby].spectators.includes(useruid)) return false;
for (const player of Lobbies[lobby].spectators)
if (player.uid === useruid) return false;
}
return true;
@@ -42,21 +44,27 @@ function CheckUserAvailability(useruid)
function IsUserInLobby(useruid)
{
// Doesn't matter if they own the lobby, if they do, they're
// included in the player list
// TODO: potential bug, if user has created but not joined their lobby
for (const lobby in Lobbies)
{
// if user is in any lobbies already
if (Lobbies[lobby].players.includes(useruid)) return true;
for (const player of Lobbies[lobby].players)
if (player.uid === useruid) return true;
// if user is spectating any lobbies already
if (Lobbies[lobby].spectators.includes(useruid)) return true;
for (const player of Lobbies[lobby].spectators)
if (player.uid === useruid) return true;
}
return false;
}
function DoesUserOwnLobby(lobbyuid, useruid)
function DoesUserOwnLobby(useruid)
{
if (!Lobbies[lobbyuid]) return false;
if (Lobbies[lobbyuid].owneruid === useruid) return true;
for (const lobby in Lobbies)
if (Lobbies[lobby].owneruid === useruid) return true;
return false;
}
@@ -66,13 +74,32 @@ function GetLobbyByUID(lobbyuid)
return Lobbies[lobbyuid];
}
function GetLobbyByUserUID(owneruid)
function GetLobbyByOwnerUID(owneruid)
{
for (const lobby in Lobbies)
if (Lobbies[lobby].owneruid == owneruid) return Lobbies[lobby];
if (Lobbies[lobby].owneruid === owneruid) return Lobbies[lobby];
return false;
}
function GetLobbyByUserUID(playeruid)
{
for (const lobby in Lobbies)
{
for (const player of Lobbies[lobby].players)
if (player.uid === playeruid) return Lobbies[lobby];
for (const player of Lobbies[lobby].spectators)
if (player.uid === playeruid) return Lobbies[lobby];
}
return false;
}
function GetPublicLobbies()
{
}
function RegisterLobby(owneruid, name, private, spectators)
{
@@ -94,13 +121,14 @@ function RegisterLobby(owneruid, name, private, spectators)
state: 'OPEN'
};
Logger.game(`LOBBY ${uid} REGISTERED BY USER ${owneruid} (${Registrar.GetUserByUID(owneruid).username})`);
return Lobbies[uid];
}
function DeRegisterLobby(lobbyuid)
{
delete Lobbies[lobbyuid];
Logger.game(`LOBBY ${lobbyuid} DEREGISTERED`);
}
function UserJoinLobby(lobbyuid, useruid)
@@ -109,11 +137,40 @@ function UserJoinLobby(lobbyuid, useruid)
if (!Lobbies[lobbyuid]) return false;
if (!Registrar.GetUserByUID(useruid)) return false;
Lobbies[lobbyuid].players.push({uid: useruid, name: Registrar.GetUserByUID(useruid).username});
// check users and change lobby status
const user = Registrar.GetUserByUID(useruid);
Lobbies[lobbyuid].players.push({uid: useruid, name: user.username});
Logger.game(`LOBBY ${lobbyuid} USER ${useruid} (${user.username}) JOINING`);
return GetLobbyByUID(lobbyuid);
}
// works for spectators too
function UserLeaveLobby(useruid)
{
if (!IsUserInLobby(useruid)) return false;
// If user owns lobby, delete it
if (DoesUserOwnLobby(useruid))
{
const lobby = GetLobbyByOwnerUID(useruid);
Logger.game(`LOBBY ${lobby.uid} OWNER ${useruid} (${Registrar.GetUserByUID(useruid).username}) LEAVING`);
DeRegisterLobby(lobby.uid);
return true;
}
const lobby = GetLobbyByUserUID(useruid);
console.log(Lobbies[lobby.uid]);
delete Lobbies[lobby.uid].players[useruid];
delete Lobbies[lobby.uid].spectators[useruid];
console.log(Lobbies[lobby.uid]);
return true;
}
function SpectatorJoinLobby(lobbyuid, useruid)
{
@@ -128,11 +185,15 @@ module.exports = {
// Get lobby exports
GetLobbyByUID: GetLobbyByUID,
GetLobbyByOwnerUID: GetLobbyByOwnerUID,
GetLobbyByUserUID: GetLobbyByUserUID,
GetPublicLobbies: GetPublicLobbies,
// Change lobby state exports
// TODO: take callback for update client event
RegisterLobby: RegisterLobby,
DeRegisterLobby: DeRegisterLobby,
UserJoinLobby: UserJoinLobby,
UserLeaveLobby: UserLeaveLobby,
SpectatorJoinLobby: SpectatorJoinLobby
}

View File

@@ -99,8 +99,6 @@ function HandleLogin(req, res, next)
}
}
Logger.info(`NEW USER ID ${user.uid}`);
res.end(JSON.stringify(response));
// Continue to later middleware

View File

@@ -50,10 +50,8 @@ async function Router(socket)
socket.on('identify', args => ClientIdentify(socket, args));
socket.on('lobby-create', args => LobbyCreate(socket, args));
// socket.on('lobby-destroy');
socket.on('lobby-join', args => LobbyJoin(socket, args));
// socket.on('lobby-leave');
socket.on('lobby-leave', args => LobbyLeave(socket, args));
socket.on('disconnect', args => HandleDisconnect(socket, ...args));
@@ -117,7 +115,7 @@ function LobbyCreate(socket, args)
return;
}
if (!args.lobbyName || args.lobbyPrivate === undefined || args.lobbySpectators === undefined)
if (!args.lobbyName || args.lobbyPrivate === undefined || args.lobbySpectators === undefined)
{
err.addError(400, 'Bad Request', 'Lobby malformed');
socket.emit('lobby-create-error', err.toError);
@@ -133,7 +131,7 @@ function LobbyCreate(socket, args)
return;
}
// Make sure user doesn't already own a lobby
// Make sure user isn't already in a lobby or owns one
if (!Game.Lobbies.CheckUserAvailability(useruid))
{
err.addError(400, 'Bad Request', 'User already owns lobby');
@@ -161,7 +159,6 @@ function LobbyCreate(socket, args)
return;
}
console.log(lobby, lobbyJoined);
if (lobbyJoined.uid !== lobby.uid)
{
err.addError(500, 'Internal Server Error', 'Illegal lobby');
@@ -174,15 +171,87 @@ function LobbyCreate(socket, args)
function LobbyJoin(socket, args)
{
const err = new Error;
const useruid = args.user.uid;
if (!useruid)
{
err.addError(400, 'Bad Request', 'Unknown uid');
socket.emit('lobby-join-error', err.toError);
return;
}
if (!args.lobbyID || args.joinAsSpectator === undefined)
{
err.addError(400, 'Bad Request', 'Lobby malformed');
socket.emit('lobby-join-error', err.toError);
return;
}
// Make sure user is who they say they are
const user = Game.Registrar.GetUserbyConnection(socket.id);
if (!user || user.uid != useruid)
{
err.addError(403, 'Forbidden', 'Illegal user');
socket.emit('lobby-join-error', err.toError);
return;
}
// Make sure user isn't already in a lobby
if (!Game.Lobbies.CheckUserAvailability(useruid))
{
err.addError(400, 'Bad Request', 'User already owns lobby');
socket.emit('lobby-join-error', err.toError);
return;
}
const lobby = Game.Lobbies.GetLobbyByUID(args.lobbyID);
if (!lobby)
{
err.addError(400, 'Bad Request', 'Lobby does not exist');
socket.emit('lobby-join-error', err.toError);
return;
}
if (args.joinAsSpectator)
{
// TODO
} else
{
const status = Game.Lobbies.UserJoinLobby(lobby.uid, useruid);
if (!status)
{
err.addError(403, 'Forbidden', 'Cannot join lobby');
socket.emit('lobby-join-error', err.toError);
return;
}
socket.emit('lobby-join-success', lobby);
}
}
function LobbyLeave(socket, args)
{
const user = Game.Registrar.GetUserbyConnection(socket.id);
Logger.debug(`USER ${user.uid} (${Game.Registrar.GetUserByUID(user.uid).username}) ATTEMPTING TO LEAVE LOBBY`);
Game.Lobbies.UserLeaveLobby(user.uid);
}
function HandleDisconnect(socket, args)
{
Logger.debug(`${socket.id} DISCONNECTED`);
const user = Game.Registrar.GetUserbyConnection(socket.id);
if (!user) return;
// if user is in a lobby, leave and if user own's a lobby, destruct
// leave lobby before user is disconnected
LobbyLeave(socket);
Game.Registrar.UserDisconnect(user.uid);
Logger.info(`SOCKET ${socket.id} DISCONNECTED`);
}