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users_server.js
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var cons = require('./server_constants');
var helpers = require('./game_helpers');
var staging = require('./server_staging');
var utils = require('./utils');
/**
* This is a module to contain all login, logout, disconnect and other
* functions related to user connections and related messages
*/
var login = function(socket, io, users, messages, gamesInfo, name, fn) {
socket.join('lobby');
fn('received login');
var is_existing_user = false;
var existing_user_id;
var is_computer_user = false;
var is_logged_in = false; // set to true if user is already logged in
var newUser = null;
// If a user name already exists update that users' status to ONLINE
for (var u = 0; u < users.length; u++) {
if (users[u].name == name) {
// check if user already logged in
if(users[u].isComputer) {
is_computer_user = true;
}
else if(users[u].status != cons.USR_OFFLINE) {
is_logged_in = true;
users[u].status = cons.USR_ONLINE;
}
else {
// set socket's userid only if not already logged in
socket.userid = u;
users[u].status = cons.USR_ONLINE;
}
newUser = users[u];
is_existing_user = true;
existing_user_id = u;
break;
}
}
if (is_logged_in) {
socket.emit('login failed already logged in', name);
} else if (is_computer_user) {
socket.emit('login failed computer user', name);
} else {
socket.name = name;
// Otherwise create a new one and increment num_users
if (!is_existing_user) {
var userid = createNewUser(users, name, cons.USR_ONLINE, false);
socket.userid = userid;
}
var newMsg = helpers.addLobbyMessage( messages,
cons.MSG_SERVER,
name + " joined the room");
socket.emit('login success', users, socket.userid, socket.name,
newMsg, gamesInfo, function(data) {
// debug(data);
}
);
socket.broadcast.to('lobby').emit('user login', users, newMsg);
if (is_existing_user) {
gameid = helpers.findGameToReconnect(existing_user_id, gamesInfo);
if ( gameid != -1 ) {
gameInfo = gamesInfo[gameid];
console.log(gameInfo);
socket.join( gameInfo.room );
socket.emit('reconnect', gameInfo);
var newMsg = helpers.addGameMessage( gamesInfo[gameid],
cons.MSG_SERVER,
name + " reconnected");
io.in(gameInfo.room).emit(
'room user reconnected',
newMsg );
}
}
}
};
var logout = function(socket, users, messages, fn){
var username = socket.name;
fn('true');
users[socket.userid].status = cons.USR_OFFLINE; // 0: OFFLINE
socket.leave('lobby');
var newMsg = helpers.addLobbyMessage( messages,
cons.MSG_SERVER,
username + " left the room" );
socket.emit('leave lobby', function(data){ });
socket.broadcast.to('lobby').emit('user logout', users, newMsg);
};
var disconnect = function(socket, io, users, messages, gamesInfo) {
// if user hasn't already logged out
if (socket.userid != undefined && users[socket.userid].status != cons.USR_OFFLINE){
var username = socket.name;
users[socket.userid].status = cons.USR_OFFLINE; // 0: OFFLINE
var newMsg = helpers.addLobbyMessage( messages,
cons.MSG_SERVER,
username + " left the room" );
io.in('lobby').emit('user logout', users, newMsg);
// extra loose ends to tie up if user was in a game
var gameid = users[socket.userid].gameid
if ( gameid != null ) {
var gameInfo = gamesInfo[gameid];
// if game is still in staging, remove user from game and alert
if (gameInfo.status == cons.GAME_STAGING) {
staging.removeUserFromStaging( gamesInfo[gameid],
users[socket.userid] );
staging.removePlayerFromReady( gamesInfo[gameid],
socket.userid);
var newMsg = helpers.addGameMessage( gamesInfo[gameid],
cons.MSG_SERVER,
username + " left the game");
gameInfo = gamesInfo[gameid];
socket.emit('self left game staging', gameInfo);
io.in('lobby').emit('user left game', gameInfo);
io.in(gameInfo.room).emit(
'room user left staging',
gameInfo.players,
newMsg,
gameInfo.ready);
}
// otherwise, if game running, allow user to reconnect
else if (gameInfo.status == cons.GAME_PROGRESS) {
// in the meantime, alert users that one player is gone
var newMsg = helpers.addGameMessage( gamesInfo[gameid],
cons.MSG_SERVER,
username + " disconnected");
io.in(gameInfo.room).emit(
'room user left game',
newMsg );
}
}
}
};
var createNewUser = function(users, name, status, isComputer) {
var userid = users.length;
newUser = {
userid: userid,
name: name,
status: status, // 0: OFFLINE, 1: LOBBY, 2: STAGING
gameid: null, // the game id the user is in
isComputer: isComputer
};
users.push(newUser);
return userid;
};
var createNewComputerUser = function(users, status, io, messages) {
var name = utils.generateComputerPlayerName();
var newMsg = helpers.addLobbyMessage( messages,
cons.MSG_SERVER,
"computer user " + name + " added" );
var newUserId = createNewUser(users, name, status, true);
io.in('lobby').emit('new computer user', users, newMsg);
return newUserId;
};
(function() {
module.exports = {
login: login,
logout: logout,
createNewComputerUser: createNewComputerUser,
disconnect: disconnect
}
}());