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socket-server.ts
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import * as express from 'express';
import * as socketIO from 'socket.io';
import * as http from 'http';
import * as fs from 'fs';
import * as readline from 'readline';
import { BufferedRoom, BufferedTeam, Game, GameConfig, isTeamNumber, Message, Room, RoomName, SocketID, Stroke, Team, TeamNumber, TeamSwitch, TimeData, TimerStatus, User, UserID } from 'types';
import * as EventEmitter from 'events';
const defaultGameConfig: GameConfig = { roundDuration: 120, brushSwapTime: 15, roundsPerTeam: 1, maxWordsPerRound: 10 };//LA FUNCIÓN DE GENERAR PALABRAS NO ESTÁ HECHA PARA MÁS DE 1 RONDA POR EQUIPO!!!!!!!!!!!!!!
const nthline = require('nthline');
const wordsFilePath = 'words.txt';
const wordsFileStream = fs.createReadStream('words.txt');
const rl = readline.createInterface({
input: wordsFileStream,
crlfDelay: Infinity
});
export function socketApp(): http.Server {
const server = express();
/**
*Mapa encargado de adjuntar a cada socket cliente, la información del usuario que usa ese socket
*/
let clientsData: WeakMap<socketIO.Socket, User> = new WeakMap<socketIO.Socket, User>();
/**
* Mapa que permite relacionar a cada id de usuario (UserID) con un socket(SocketID)
*/
let membersData: Map<UserID, SocketID> = new Map<UserID, SocketID>();
/**
* Mapa que permite relacionar una sala (Room) con su nombre (RoomName);
*/
let roomsData: Map<RoomName, Room> = new Map<RoomName, Room>();
/**
* Mapa que permite relacionar una partida (Game) con una sala (Room) de tal manera que al borrarse la sala (Room), también se borrará la partida (Game);
*/
let gamesData: WeakMap<Room, Game> = new WeakMap<Room, Game>();
/**
* Mapa para guardar el emisor que permite recibir información de la partida
*/
let gameDataEmitters: WeakMap<Game, EventEmitter> = new WeakMap <Game, EventEmitter>();
const httpServer: http.Server = http.createServer(server);
const io: socketIO.Server = require('socket.io')(httpServer, {
cors: {
origin: true,
methods: ["GET","POST"]
}
});
/*
setInterval(async () => {
console.log("datos de clientes actuales:");
Array.from(await io.allSockets()).forEach((socketId: any) => {
console.log(clientsData.get(io.sockets.sockets.get(socketId)));
})
}, 4000);
*/
io.on('connect', async (socket: socketIO.Socket) => {
let ROOM_NAME!: RoomName;
//STATUS LOGS:
console.log(`Bienvenido {id: ${socket.id}}`);
socket.on("connect_error", () => {
console.log(`Ha habido un error cuando el cliente {id: ${socket.id}} se intentaba conectar`);
});
socket.on("disconnect", (reason) => {
console.log(`El cliente {id: ${socket.id}} se ha desconectado (${reason})`);
});
socket.on("disconnecting", (reason) => {
/* hay acceso a las salas en las que está el sokcet*/
if (ROOM_NAME != undefined) {
let room: Room | undefined = roomsData.get(ROOM_NAME);
if (room != undefined) {
if (leaveRoom(room, socket)) {
console.log("se ha salido alguien de la sala " + ROOM_NAME);
if (roomSize(room) < 1) roomsData.delete(ROOM_NAME);
}
else
console.log("alguien ha intentado salir de la sala " + ROOM_NAME);
io.to(ROOM_NAME).emit('roomData', bufferedRoom(room));
}
}
});
socket.on("setCredentials", (user: User) => {
clientsData.set(socket, user);
membersData.set(user.id, socket.id);
});
//ROOM HANDLERS:
socket.on('wannaCreate', async (roomName: RoomName, user: User) => {
ROOM_NAME = roomName;
let room: Room | undefined = roomsData.get(roomName);
if (room !== undefined && roomSize(room)) {
if (findMember(user.id, room)) {
socket.emit('roomStatus', { status: false, reason: "No te puedes unir a una sala en la que ya estas." });
}
else {
socket.emit('roomStatus', { status: false, reason: "Ya existe una sala con este código" });
}
}
else {
socket.emit('roomStatus', { status: true, roomName: ROOM_NAME, reason: "Sala creada con éxito." });
await socket.join(roomName)
let newRoom: Room = {
name: roomName,
owner: user.id, teams: [
new Set([user.id]),
new Set(),
new Set(),
new Set(),
new Set(),
new Set(),
new Set()
]
}
roomsData.set(roomName, newRoom);
let bufferedRoom: BufferedRoom = { owner: user.id, teams: bufferedTeams(newRoom.teams) };
io.to(roomName).emit('roomData', bufferedRoom);
}
});
socket.on('wannaJoin', async (roomName: RoomName, user: User) => {
ROOM_NAME = roomName;
let room: Room | undefined = roomsData.get(roomName);
if (room !== undefined) {
if (!findMember(user.id, room)) {
await socket.join(roomName);
roomsData.get(roomName)?.teams[0].add(user.id);
socket.emit('roomStatus', { status: true, roomName: ROOM_NAME, reason: "Te has unido a la sala." });
io.to(roomName).emit('roomData', bufferedRoom(room));
}
else {
socket.emit('roomStatus', { status: false, reason: "Ya estás en esta sala." })
}
} else {
socket.emit('roomStatus', { status: false, reason: "No existe sala con este código." })
}
});
socket.on('wannaJoinFriend', async (user: User, friendId: string) => {
let friendSocketId: SocketID | undefined = membersData.get(friendId);
if (friendSocketId !== undefined) {
let friendSocket = io.sockets.sockets.get(friendSocketId)
if (friendSocket !== undefined) {
for (let roomId of Array.from(friendSocket.rooms)) {
if (roomId != friendSocketId) {
ROOM_NAME = roomId;
let room: Room | undefined = roomsData.get(ROOM_NAME);
if (room !== undefined) {
if (!findMember(user.id, room)) {
await socket.join(ROOM_NAME);
roomsData.get(ROOM_NAME)?.teams[0].add(user.id);
socket.emit('roomStatus', { status: true, roomName: ROOM_NAME, reason: "Te has unido a la sala." });
io.to(ROOM_NAME).emit('roomData', bufferedRoom(room));
}
else {
socket.emit('roomStatus', { status: false, reason: "Ya estás en esta sala." })
}
} else {
socket.emit('roomStatus', { status: false, reason: "Esta sala no existe." })
}
break;
}
}
}
else {
socket.emit('roomStatus', { status: false, reason: "Amigo no conectado o sala no creada." })
}
}
else {
socket.emit('roomStatus', { status: false, reason: "Amigo no conectado o sala no creada." })
}
});
socket.on('wannaLeave', async (roomName: RoomName) => {
ROOM_NAME = '';
let room: Room | undefined = roomsData.get(roomName);
if (room !== undefined) {
if (leaveRoom(room, socket)) {
if (roomSize(room) < 1) roomsData.delete(roomName);
}
else
console.log("alguien ha intentado salir de la sala " + roomName);
io.to(roomName).emit('roomData', bufferedRoom(room));
} else {
console.log("Esta sala no existe");
}
});
socket.on('teamSwitch', async (roomName: RoomName, teamSwitches: Array<TeamSwitch>) => {
let room: Room | undefined = roomsData.get(roomName);
if (room !== undefined) {
while (room.teams.length < 7) {
room.teams.push(new Set());
}
for (let teamSwitch of teamSwitches) {
room.teams[teamSwitch.previousTeam].delete(teamSwitch.user);
room.teams[teamSwitch.currentTeam].add(teamSwitch.user);
}
io.to(roomName).emit('roomData', bufferedRoom(room));
} else console.log("Esta sala no existe");
});
//GAME HANDLERS
socket.on('wannaStart', async (roomName: RoomName) => {
let room: Room | undefined = roomsData.get(roomName);
if (room != undefined) {
let tooLargeTeam: boolean = false;
let polishedTeams: Array<Team> = [room.teams[0]];
for (let team of room.teams.slice(1)) {
if (team.size > 0) {
polishedTeams.push(team);
if (team.size > 2) {
tooLargeTeam = true;
}
}
}
if (polishedTeams.slice(1).length < 3) {
socket.emit('gameStarted', { status: false, reason: "Hacen falta al menos 3 equipos para empezar la partida." });
}
else if (tooLargeTeam) {
socket.emit('gameStarted', { status: false, reason: "No puede haber un equipo con más de 2 miembros" });
}
else {
room.teams = polishedTeams;
let order: Array<TeamNumber> = drawingOrder(room.teams.length -1);
let words: Array<Array<string>> = await randomWords(room.teams.length, defaultGameConfig.maxWordsPerRound);
//let score = new Array(room.teams.length);
let score = new Array();
for (let i = 1; i < room.teams.length; i++) {
score.push(0);
}
let game: Game = {
config: defaultGameConfig,
data: {
drawingOrder: order,
//chat: [{ sender: undefined, content: `Bienvenidos, esperemos que disfrutéis de la partida, ahora a jugar!` }],
words: words
},
dynamicData: {
secondsToNextPainter: 15,
secondsToNextRound: defaultGameConfig.roundDuration,
currentRound: 1,
currentlyDrawingTeam: order[0],
currentlyDrawingUser: room.teams[order[0]].values().next().value,
currentWord: words[order[0]-1][0],
wordStatus: words[order[0]-1][0].replace(/[^!¡.]/g, '_'),
score: score
}
}
roomsData.set(roomName, room);
gamesData.set(room, game);
let gameDataEmitter = new EventEmitter();
gameDataEmitters.set(game, gameDataEmitter);
let goodRoom = bufferedRoom(room);
io.to(roomName).emit('gameStarted', { status: true, reason: "alguien le ha dado a empezar partida" + new Date().getTime() / 1000, data: { room: goodRoom, game: game } });
io.to(roomName).emit('gameStatus', { status: true, game: game, room: goodRoom, reason: "empezando partida!" + new Date().getTime() / 1000 });
io.to(roomName).emit('roomStatus', {status: true, roomName: roomName})
io.to(roomName).emit('gameData', game, goodRoom);
startGame(room, game, gameDataEmitter);
}
} else console.log("Esta sala no existe");
});
socket.on('wannaEnd', async (roomName: RoomName) => {
const room: Room | undefined = roomsData.get(roomName);
if (room != undefined) {
const game: Game | undefined = gamesData.get(room);
if (game != undefined) {
while (room.teams.length < 7) {
room.teams.push(new Set());
}
gameDataEmitters.get(game)?.emit('end');
io.to(roomName).emit('gameEnded', bufferedRoom(room), game);
io.to(roomName).emit('roomStatus', { status: true, roomName: roomName, reason: "La partida ha finalizado." });
io.to(roomName).emit('roomData', bufferedRoom(room));
}
}
});
socket.on('wannaStroke', async ( stroke: Stroke) => {
socket.broadcast.to(ROOM_NAME).emit('stroke', stroke);
});
socket.on('wannaClear', async () => {
socket.broadcast.to(ROOM_NAME).emit('canvasClear');
});
socket.on('wannaChat', async (roomName: RoomName,message: Message) => {
console.log(message);
console.log(roomName);
//comprobar si es la palabra correcta o si ha acertado alguna palabra;
let room: Room | undefined = roomsData.get(roomName);
if (room != undefined) {
let game: Game | undefined = gamesData.get(room);
if (game != undefined) {
let checkedWord = wordCheck(game.dynamicData.currentWord, message.content);
if (checkedWord == true) {
gameDataEmitters.get(game)?.emit('correctWord', clientsData.get(socket)?.id);
}
else {
if (checkedWord == false) {
io.to(roomName).emit('message', message);
}
else {
io.to(roomName).emit('gameData', { dynamicData: { wordStatus: checkedWord } });
}
}
}
}
});
});
async function startGame(room: Room, game: Game, gameDataEmitter: EventEmitter) {
let gameEnded = false;
gameDataEmitter.once('end', () => { gameEnded = true });
console.log("empieza partida");
//Tiempo antes de que comience la partida.
let roundTimer: TimerStatus = setRoundCountdown(room, gameDataEmitter, { i: true, rt: 5 });
await roundTimer.status;
let turnChronometer: TimerStatus;
let index:number = 0;
for (let teamNumber of game.data.drawingOrder) {
if (gameEnded) break;
//Tiempo pre-ronda
if (index != 0) {
roundTimer = setRoundCountdown(room, gameDataEmitter, { i: true, rt: 3 });
await roundTimer.status;
}
if (gameEnded) break;
game.dynamicData.currentlyDrawingTeam = teamNumber;
//game.dynamicData.currentlyDrawingUser = room.teams[teamNumber].keys().next().value;
io.to(room.name).emit('gameData', {
dynamicData: {
currentlyDrawingTeam: game.dynamicData.currentlyDrawingTeam,
//currentlyDrawingUser: game.dynamicData.currentlyDrawingUser
}
})
//Tiempo de la ronda
roundTimer = setRoundCountdown(room, gameDataEmitter, { i: false, rt: 60, tt: 15 }, game, teamNumber);
await roundTimer.status;
index++;
}
gameDataEmitter.removeAllListeners();
while (room.teams.length < 7) {
room.teams.push(new Set());
}
gameDataEmitters.get(game)?.emit('end');
io.to(room.name).emit('gameEnded', bufferedRoom(room), game);
io.to(room.name).emit('roomStatus', { status: true, roomName: room.name });
io.to(room.name).emit('roomData', bufferedRoom(room));
console.log("Acaba partida");
//EMIT la partida va a empezar(cuenta atrás);
//EMIT cada ronda DynamicGameData actualizado;
//EMIT cada 15s DynamicGameData.currentlyDrawingUser;
//EMIT cada 1s DynamicGameData.secondsToNextPainter; INEFICIENTE?
//EMIT cada 1s DynamicGameData.secondsToNextRound; INEFICIENTE?
//UPDATE la palabra cuando alguien acierte un caracter
//RESET secondsToNextPainter cuando alguien acierte la palabra / termine la ronda;
//RESET secondsToNextRound cuando se acabe el tiempo / acierten las 10 palabras;
/**
* HANDLE cuando alguien abandona la partida:
* si quedan menos de 3 equipos se acaba la partida,
* si el equipo que pintaba se queda sin jugadores, se borran los datos del equipo en Game
* si era el último equipo, y era el que estaba pintando, se acaba la partida
*
*/
}
function setRoundCountdown(room: Room, gameDataEmitter: EventEmitter, startingTime: TimeData, game?: Game, teamNumber?: TeamNumber): TimerStatus {
let countdown: NodeJS.Timer | undefined;
let resolver: (value: void | PromiseLike<void>) => void | undefined;
let wordNumber: number = 0;
let oneTeamMember: boolean = true;
let startingTurnTime: number | undefined = startingTime.tt;
let turnIterator: Iterator<string> | undefined;
if (game != undefined && teamNumber != undefined) {
oneTeamMember = (room.teams[teamNumber].size == 1);
if (oneTeamMember) {
startingTime.tt = undefined;
startingTurnTime = undefined;
}
turnIterator = room.teams[teamNumber].values();
game.dynamicData.currentWord = game.data.words[teamNumber - 1][wordNumber];
game.dynamicData.wordStatus = game.dynamicData.currentWord.replace(/[^!¡.]/g, '_');
game.dynamicData.currentlyDrawingUser = turnIterator.next().value;
io.to(room.name).emit('gameData', {
dynamicData: {
currentlyDrawingTeam: game.dynamicData.currentlyDrawingTeam,
currentWord: game.dynamicData.currentWord,
wordStatus: game.dynamicData.wordStatus,
currentlyDrawingUser: game.dynamicData.currentlyDrawingUser
}
});
}else {
io.to(room.name).emit('gameData', {
dynamicData:{
currentlyDrawingTeam: -1,
currentWord: "",
wordStatus: "",
currentlyDrawingUser: -1//esto va?
}
});
}
let endCallback = () => {
console.log("evento end");
gameDataEmitter.off('correctWord', correctWordCallback);
if (countdown)
clearInterval(countdown);
if(resolver)
resolver();
};
let correctWordCallback = (senderId: UserID) => {
console.log('palabra acertada');
wordNumber++;
if (game != undefined && teamNumber != undefined && wordNumber < 10) {
let senderTeam = getMemberTeamIndex(senderId, room);
if (senderTeam != -1)
game.dynamicData.score[senderTeam - 1] += 60;
game.dynamicData.score[teamNumber - 1] += (50 + (wordNumber*5));
game.dynamicData.currentWord = game.data.words[teamNumber - 1][wordNumber];
game.dynamicData.wordStatus = game.dynamicData.currentWord.replace(/[^!¡.]/g, '_');
io.to(room.name).emit('gameData', {
dynamicData: {
score: game.dynamicData.score,
currentWord: game.dynamicData.currentWord,
wordStatus: game.dynamicData.wordStatus,
},
wordHasBeenAccepted: true
});
gameDataEmitter.once('correctWord', correctWordCallback);
} else {
gameDataEmitter.off('end', endCallback);
if (countdown)
clearInterval(countdown);
if (resolver)
resolver();
}
};
console.log("comienza temporizador");
let roundStatus = new Promise<void>((resolve, reject) => {
resolver = resolve;
gameDataEmitter.once('end', endCallback);
if (teamNumber != undefined) {
gameDataEmitter.once('correctWord', correctWordCallback);
}
countdown = setInterval(() => {
if (startingTime.rt >= 0) {
if (oneTeamMember) {
startingTime.tt = startingTime.rt;
} else if (startingTurnTime != undefined && startingTime.tt != undefined) {
if (startingTime.tt < 0) {
if (teamNumber != undefined) {
let nextDrawingUser = turnIterator?.next().value;
if (nextDrawingUser == undefined) {
turnIterator = room.teams[teamNumber].values();
nextDrawingUser = turnIterator.next().value;
}
io.to(room.name).emit('gameData', {
dynamicData: {
currentlyDrawingUser: nextDrawingUser
}
});
startingTime.tt = startingTurnTime;
}
}
}
io.to(room.name).emit('roundTime', startingTime);
console.log(startingTime.rt);
console.log(startingTime.tt);
startingTime.rt--;
if (startingTime.tt != undefined)
startingTime.tt--;
}
else {
console.log("acaba cuenta atrás");
if(countdown != undefined)
clearInterval(countdown);
gameDataEmitter.off('end', endCallback);
gameDataEmitter.off('correctWord', correctWordCallback);
resolve();
}
}, 1000);
});
return { interval: countdown, status: roundStatus };
};
function setTurnCountdown(roomName: RoomName, startingTime: number = defaultGameConfig.brushSwapTime): TimerStatus {
let countdown: NodeJS.Timer | undefined;
let turnStatus = new Promise<void>((resolve, reject) => {
countdown = setInterval(() => {
if (startingTime >= 0) {
startingTime--;
}
else {
if(countdown != undefined)
clearInterval(countdown);
resolve();
}
io.to(roomName).emit('turnTime', startingTime);
}, 1000);
});
return { interval: countdown, status: turnStatus }
}
function nextRound() {
}
function nextTurn() {
}
/**
* Transforma un array de equipos normal (cada equipo tiene las IDs de mongo de los miembros)
* a un array de equpios preparado para mandar al front (cada equipo tiene los datos de los miembros).
* @param teams
*/
function bufferedTeams(teams: Array<Team>): Array<BufferedTeam> {
let bufferedTeams: Array<BufferedTeam> = [[],[],[],[],[],[],[]];
teams.forEach((team, teamNumber) => {
for (let memberId of team) {
let socketId: SocketID | undefined = membersData.get(memberId);
if (socketId !== undefined) {
let socket: socketIO.Socket | undefined = io.sockets.sockets.get(socketId);
if (socket !== undefined) {
let user: User | undefined = clientsData.get(socket);
if (user)
bufferedTeams[teamNumber].push(user);
}
}
}
});
return bufferedTeams;
}
/**
* Transforma los datos de una sala en datos preparados para mandar al front.
* @param room
*/
function bufferedRoom(room: Room): BufferedRoom {
return { owner: room.owner, teams: bufferedTeams(room.teams) };
}
/**
* Devuelve el número de usuarios que hay dentro de la sala introducida por parámetro.
* @param room
*/
function roomSize(room: Room): number {
let roomSize: number = 0;
room.teams.forEach((team: Team) => { roomSize += team.size });
return roomSize;
}
/**
* Borra la id del usuario de los datos de la sala.
* @param room
* @param socket
*/
function leaveRoom(room: Room, socket: socketIO.Socket): boolean {
let userId: any = clientsData.get(socket)?.id;
if (userId !== undefined && room.teams.some((team) => team.delete(userId))) {
if (roomSize(room) >= 1) {
let userId: UserID | undefined = clientsData.get(socket)?.id;
if (room.owner == userId) {
return setOwner(room);
}
}
return true;
}
return false;
}
/**
* Comprueba si la id de un usuario está en los datos de la sala
* @param userId
* @param room
*/
function findMember(userId: UserID, room: Room): boolean {
for (let teamIndex in room.teams)
for (let memberId of room.teams[teamIndex])
if (memberId == userId)
return true;
return false;
}
function getMemberTeamIndex(userId: UserID, room: Room): number {
for (let teamIndex in room.teams) {
for (let memberId of room.teams[teamIndex])
if (memberId == userId)
return +teamIndex;
}
return -1;
}
/**
* Expulsa a todos los miembros de una sala y borra los datos de la sala.
* @param roomName
*/
function deleteRoom(roomName: RoomName): boolean {
io.socketsLeave(roomName);
return roomsData.delete(roomName);
}
function setOwner(room: Room, newOwner: UserID | null = null): boolean {
//cambiar room.owner a newOwner o al primero que encuentre en los equipos
return false;
}
function drawingOrder(numberOfTeams: number) {
console.log(numberOfTeams);
let drawingOrder: Array<TeamNumber> = [];
while (numberOfTeams > 0) {
if (isTeamNumber(numberOfTeams))
drawingOrder.push(numberOfTeams);
numberOfTeams--;
}
return drawingOrder;
}
return httpServer;
}
function wordCheck(goodWord: string, word: string): boolean | string {
//Falta devolver false si no ha acertado ningún caracter nuevo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
if (goodWord.length != word.length)
return false;
if (goodWord == word)
return true;
let newWord = '';
for (let i = 0; i < word.length; i++) {
if (goodWord.charAt(i) == ' ') {
newWord = newWord + ' ';
continue;
}
if (goodWord.charAt(i) == word.charAt(i))
newWord = newWord + goodWord.charAt(i);
else
newWord = newWord + '_';
}
return newWord;
}
async function randomWords(numberOfTeams: number, wordsPerTeam: number): Promise<string[][]> {
let randomWords: Array<Array<string>> = [];
for (let i = 1; i < numberOfTeams; i++) {
randomWords.push([]);
for (let j = 0; j < wordsPerTeam; j++) {
randomWords[i - 1].push(await nthline(Math.floor(Math.random() * 3096), wordsFilePath));
}
}
return randomWords;
}