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server.js
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// BSD licensed, rock along with it.
var util = require('util');
//var connect = require('connect');
var express = require('express');
var app = express.createServer();
var io = require('socket.io').listen(app);
io.configure('production', function() {
io.set('log level', 1);
});
app.listen(3333);
app.configure( function(){
app.use(express.static(__dirname + '/public'));
});
app.get('/:id?', function(req, res){
res.render('index.ejs');
});
var channels = {};
var names = {};
var waiting = [];
/* When a player connects, they join the waiting FIFO queue.
* Once we have two players, we'll automatically pair them,
* with the older player becoming player one.
*
* Secret is to keep in mind that players are websocket
* connection objects.
*/
io.sockets.on("connection", function(player){
util.log(player.id + " connected.");
player.on("register:m", function() {
player.emit("role", {initialize: "m"});
});
player.on("register:s", function(partnerId) {
// if player with partnerId is already paired, ignore request
// TODO: return an error
var partnerAlreadyPaired = getPartner(partnerId);
if(partnerAlreadyPaired) {
player.emit("state:partner_unavailable");
return;
}
util.log(player.id + " wants to pair!");
var partner = getPlayer(partnerId);
// If there is a player with the given partnerId, let's pair 'em
if (partner != undefined) {
// partner is actually player 1
pair(player, partner);
player.emit("role", {initialize: "s"});
//TODO: Investigate race condition. Master processes partner joined before slave finishes initializing
partner.emit("state:partner_joined", partner.id);
player.emit("nameChange", names[partner.id]);
} else {
// couldn't find a player given a partnerId;
// might prefer to throw an error in this case...
player.emit("state:partner_unavailable");
//waiting.push(player);
//if (waiting.length >= 2) {
/* Pair the top two; this means our waiting queue should never
* grow larger than 2
*/
// pair(waiting.shift(), waiting.shift());
// }
}
});
player.on("nameChange", function(name) {
names[player.id] = name;
var partner = getPartner(player.id);
if (partner != undefined) {
partner.emit("nameChange", name);
}
});
player.on("unpair", function() {
purge(player);
});
/* Gracefully handle disconnects */
player.on("disconnect", function(){
util.log("Player " + player.id + " has left the arcade.");
var partner = getPartner(player.id);
if( partner != undefined ){
/* Let the partner know they're now alone */
partner.emit("state:partner_disconnect");
purge(player);
}else{
/* Player was in the waiting list; we need to purge him. */
purge(player);
}
});
/* After pairing, we're just acting as a proxy for messages
* between the two players */
player.on("message", function(message){
//util.log("Got message: " + message);
var partner = getPartner(player.id);
if(partner != undefined){
partner.send(message);
} else {
// util.debug("Player " + player.id + " sent a message while not paired.");
}
});
player.on("proxy", function(data){
var partner = getPartner(player.id);
if(partner != undefined){
partner.emit(data['command'], data['data']);
} else {
// util.debug("!! Tried sending message to ghost partner");
}
});
});
var getPlayer = function(playerId) {
return io.sockets.sockets[playerId];
}
var getPartner = function(playerId) {
return channels[playerId];
}
/* player and partner are websocket connections */
var pair = function(player, partner) {
channels[player.id] = partner;
channels[partner.id] = player;
util.log("Pairing players " + player.id + " & " + partner.id);
}
/* We know all pairs, so we only need one player
* to unpair */
var unpair = function(player) {
/* Dissolve pair */
var partner = channels[player.id];
delete channels[player.id];
delete names[player.id];
if (partner != undefined) {
/* Put partner in the waiting queue */
delete channels[partner.id];
delete names[partner.id];
waiting.push(partner);
} else {
util.debug("Tried to unpair solitary player " + player.id);
}
}
/* Unpair the player, and remove her from the waiting list */
var purge = function(player) {
unpair(player);
for (i in waiting) {
if (waiting[i].id == player.id) {
waiting.splice(i,1);
break;
} else {
continue;
}
}
}