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279 lines (252 loc) · 7.13 KB
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module.exports = {
addPlayer: function (playerName, country, isBot=false) {
return addPlayer(playerName, country, isBot);
},
playerExists: function (playerName) {
return playerExists(playerName);
},
authPlayer: function (playerId, token) {
return authPlayer(playerId, token);
},
auth: function (req, res, next) {
return auth(req, res, next);
},
players: function () {
return players;
},
getLobbyPlayers: function () {
return getLobbyPlayers();
},
getReadyPlayers: function () {
return getReadyPlayers();
},
getPlayerId: function (playerName) {
return getPlayerId(playerName);
},
getPlayerById: function (playerName) {
return getPlayerById(playerName);
},
setIngame: function (playerId, ingame) {
if (!players[playerId].isBot) players[playerId].ingame = ingame;
},
setReady: function (playerId, ready) {
players[playerId].ready = ready;
},
setInLobby: function (playerId, inLobby) {
if (!players[playerId].isBot) players[playerId].inLobby = inLobby;
},
setSpectating: function (playerId, spectating) {
players[playerId].spectating = spectating;
},
setLobbyUpdateCallback: function (cb) {
updateLobbyCallback = cb;
},
playerActive: function (playerId) {
return playerActive(playerId);
},
addPlayerToLobby: function (playerId) {
return addPlayerToLobby(playerId);
},
chatDOSCheck: function (playerId) {
return chatDOSCheck(playerId);
},
playerListToString: function (players) {
return playerListToString(players);
},
getBotPlayers: function () {
return getBotPlayers();
}
};
var jwt = require('jsonwebtoken');
var config = require('./config');
const logger = require('pino')();
var playersIncrement = 0;
var players = [];
var playerToken = [];
var updateLobbyCallback;
var chatMessagesRecentNum = [];
//Interval set to check for inactive players in the lobby and remove them.
setInterval(function () {
if (updateLobbyCallback) {
let changes = false;
for (let i = 0; i < players.length; i++) {
if (players[i].inLobby && !players[i].isBot && new Date() - players[i].lastActiveLobby > config.lobbyTimeout) {
players[i].inLobby = false;
players[i].ready = false;
changes = true;
logger.info("Player: " + players[i].playerName + " is inactive in lobby.");
}
}
if (changes) updateLobbyCallback(players);
}
}, config.lobbyTimeoutCheckInterval);
/**
* Validates the JWT in the request and decodes the information in the JWT.
* @param req
* @param res
* @param next
*/
function auth(req, res, next) {
let token = req.body.token || req.query.token;
if (token) {
jwt.verify(token, config.secret, function (err, decoded) {
if (err) {
res.status(200).send({
redirect: config.baseUrl
});
} else {
req.decoded = decoded;
next();
}
});
} else {
res.status(200).send({
redirect: config.baseUrl
});
}
}
/**
* Sets a player as active in the lobby
* @param playerId
*/
function playerActive(playerId) {
players[playerId].lastActiveLobby = new Date();
if (players[playerId].inLobby) return;
players[playerId].inLobby = true;
logger.info("Player " + players[playerId].playerName + " is active in lobby.");
updateLobbyCallback(players);
}
/**
* Returns whether an username is in use.
* @param playerName
* @returns {boolean}
*/
function playerExists(playerName) {
for (let i = 0; i < players.length; i++) {
if (players[i].playerName === playerName) return true;
}
return false;
}
/**
* registers a new player on the server
* @param playerName
* @param country - What country the user is from.
* @param isBot - If athe added player is a bot.
* @returns {*}
*/
function addPlayer(playerName, country, isBot) {
const payload = {
playerName: playerName,
playerId: playersIncrement
};
players.push({
playerId: playersIncrement,
playerName: playerName,
ingame: false,
ready: false,
spectating: false,
inLobby: true,
lastActiveLobby: new Date(),
country: country,
isBot: isBot
});
playersIncrement++;
let token = jwt.sign(payload, config.secret, {
expiresIn: "10 days"
});
playerToken.push(token);
return token;
}
/**
* Sets player as active in the lobby.
* @param playerId
*/
function addPlayerToLobby(playerId) {
if (players[playerId].inLobby) return;
players[playerId].inLobby = true;
logger.info("Player " + players[playerId].playerName + " is active in lobby.");
updateLobbyCallback(players);
}
/**
* Returns all players in the lobby
* @returns Array Players
*/
function getLobbyPlayers() {
let lobbyPlayers = [];
for (let i = 0; i < players.length; i++) {
if (players[i].inLobby) lobbyPlayers[lobbyPlayers.length] = players[i];
}
return lobbyPlayers;
}
/**
* Returns all bot players on the server
* @returns Array Players
*/
function getBotPlayers() {
let botPlayers = [];
for (let i = 0; i < players.length; i++) {
if (players[i].isBot) botPlayers[botPlayers.length] = players[i];
}
return botPlayers;
}
/**
* Return players that have readied up for a game up in the lobby.
* @returns Array Players
*/
function getReadyPlayers() {
let readyPlayers = [];
for (let i = 0; i < players.length; i++) {
if (players[i].ready) readyPlayers[readyPlayers.length] = players[i];
}
return readyPlayers;
}
function authPlayer(req, res) {
logger.info("authPlayer:" + req.decoded);
players[playerId].lastActiveLobby = new Date();
return (playerToken[playerId] === token);
}
/**
* Get id of player by player name
* @param playerName
* @returns number
*/
function getPlayerId(playerName) {
for (let i = 0; i < players.length; i++) if (playerName === players[i].playerName) return players[i].playerId;
}
/**
* Get player by id.
* @param playerId
* @returns Player
*/
function getPlayerById(playerId) {
return players[playerId];
}
function playerListToString(players) {
let output = "";
for (let i = 0; i < players.length;i++) {
if (players[i]) {
output += players[i].playerName;
if (i + 2 === players.length) {
output += " and "
} else if (i + 1 !== players.length) {
output += ", "
}
}
}
return output;
}
/**
* Limit how often a user can post messages in games.
* @param playerId
* @returns {boolean}
*/
function chatDOSCheck(playerId) {
if (chatMessagesRecentNum[playerId] === undefined) chatMessagesRecentNum[playerId] = 0;
if (chatMessagesRecentNum[playerId] === 0) {
setTimeout(function () {
chatMessagesRecentNum[playerId] = 0;
}, 10000)
}
chatMessagesRecentNum[playerId]++;
return chatMessagesRecentNum[playerId] > 3;
}