papercats/game-server.js

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JavaScript
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var core = require("./game-core");
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var GRID_SIZE = core.GRID_SIZE;
var CELL_WIDTH = core.CELL_WIDTH;
var MAX_PLAYERS = core.MAX_PLAYERS;
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var HUES = [0, 10, 20, 25, 30, 35, 40, 45, 50, 60, 70, 100, 110, 120, 125, 130, 135, 140, 145, 150, 160, 170, 180, 190, 200, 210, 220].map(function(val) {
return val / 240;
});
var SATS = [192, 150, 100].map(function(val) {
return val / 240;
});
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function log(msg) {
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console.log("[" + new Date() + "] " + msg);
}
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function Game(id) {
var possColors = new Array(SATS.length * HUES.length);
i = 0;
for (var s = 0; s < SATS.length; s++) {
for (var h = 0; h < HUES.length; h++) {
possColors[i++] = new core.Color(HUES[h], SATS[s], .5, 1);
}
}
//Shuffle the colors.
for (var i = 0; i < possColors.length * 50; i++) {
var a = Math.floor(Math.random() * possColors.length);
var b = Math.floor(Math.random() * possColors.length);
var tmp = possColors[a];
possColors[a] = possColors[b];
possColors[b] = tmp;
}
var nextInd = 0;
var players = [];
var newPlayers = [];
var frameLocs = [];
var frame = 0;
var filled = 0;
var grid = new core.Grid(GRID_SIZE, function(row, col, before, after) {
if (!!after ^ !!before) {
if (after) filled++;
else filled--;
if (filled === GRID_SIZE * GRID_SIZE) log("FULL GAME");
}
});
this.id = id;
this.addPlayer = function(client, name) {
if (players.length >= MAX_PLAYERS) return false;
var start = findEmpty(grid);
if (!start) return false;
var params = {
posX: start.col * CELL_WIDTH,
posY: start.row * CELL_WIDTH,
currentHeading: Math.floor(Math.random() * 4),
name: name,
num: nextInd,
base: possColors.shift()
};
var p = new core.Player(grid, params);
p.tmpHeading = params.currentHeading;
p.client = client;
players.push(p);
newPlayers.push(p);
nextInd++;
core.initPlayer(grid, p);
if (p.name.indexOf("BOT") == -1) log((p.name || "Unnamed") + " (" + p.num + ") joined.");
client.on("requestFrame", function() {
if (p.frame === frame) return;
p.frame = frame; //Limit number of requests per frame. (One per frame);
var splayers = players.map(function(val) {
return val.serialData();
});
client.emit("game", {
"num": p.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players)
});
});
//Verifies that this client has executed this frame properly.
client.on("verify", function(data, resp) {
if (typeof resp !== "function") return;
if (!data.frame) resp(false, false, "No frame supplied");
else if (!checkInt(data.frame, 0, frame + 1)) resp(false, false, "Must be a valid frame number");
else {
verifyPlayerLocations(data.frame, data.locs, resp);
}
});
client.on("frame", function(data, errorHan) {
if (typeof data === "function") {
errorHan(false, "No data supplied.");
return;
}
if (typeof errorHan !== "function") errorHan = function() {};
if (!data) errorHan(false, "No data supplied.");
else if (!checkInt(data.frame, 0, Infinity)) errorHan(false, "Requires a valid non-negative frame integer.");
else if (data.frame > frame) errorHan(false, "Invalid frame received.");
else {
if (data.heading !== undefined) {
if (checkInt(data.heading, 0, 4)) {
p.tmpHeading = data.heading;
errorHan(true);
}
else errorHan(false, "New heading must be an integer of range [0, 4).");
}
}
});
client.on("disconnect", function() {
p.die(); //Die immediately if not already.
p.disconnected = true;
if (p.name.indexOf("BOT") == -1) log((p.name || "Unnamed") + " (" + p.num + ") left.");
});
return true;
};
function pushPlayerLocations() {
var locs = [];
for (var p of players) {
locs[p.num] = [p.posX, p.posY, p.waitLag];
}
locs.frame = frame;
if (frameLocs.length >= 300) frameLocs.shift(); //Give it 5 seconds of lag.
frameLocs.push(locs);
}
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function verifyPlayerLocations(fr, verify, resp) {
var minFrame = frame - frameLocs.length + 1;
if (fr < minFrame || fr > frame) {
resp(false, false, "Frames out of reference");
return;
}
function string(loc) {
return `(${loc[0]}, ${loc[1]}) [${loc[2]}]`;
}
var locs = frameLocs[fr - minFrame];
if (locs.frame !== fr) {
resp(false, false, locs.frame + " != " + fr);
return;
}
for (var num in verify) {
if (!locs[num]) continue;
if (locs[num][0] !== verify[num][0] || locs[num][1] !== verify[num][1] || locs[num][2] !== verify[num][2]) {
resp(false, true, "P" + num + " " + string(locs[num]) + " !== " + string(verify[num]));
return;
}
}
resp(true, false);
}
function tick() {
//TODO: notify those players that this server automatically drops out.
var splayers = players.map(function(val) {
return val.serialData();
});
var snews = newPlayers.map(function(val) {
//Emit game stats.
val.client.emit("game", {
"num": val.num,
"gameid": id,
"frame": frame,
"players": splayers,
"grid": gridSerialData(grid, players),
});
return val.serialData();
});
var moves = players.map(function(val) {
//Account for race condition (when heading is set after emitting frames, and before updating).
val.heading = val.tmpHeading;
return {
num: val.num,
left: !!val.disconnected,
heading: val.heading
};
});
update();
var data = {
frame: frame + 1,
moves: moves
};
if (snews.length > 0) {
data.newPlayers = snews;
newPlayers = [];
}
for (var pl of players) {
pl.client.emit("notifyFrame", data);
}
frame++;
pushPlayerLocations();
}
this.tickFrame = tick;
function update() {
var dead = [];
core.updateFrame(grid, players, dead);
for (var pl of dead) {
if (!pl.handledDead) {
possColors.push(pl.baseColor);
pl.handledDead = true;
}
if (pl.name.indexOf("BOT") == -1) log((pl.name || "Unnamed") + " (" + pl.num + ") died.");
pl.client.emit("dead");
pl.client.disconnect(true);
}
}
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}
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function checkInt(value, min, max) {
return !(typeof value !== "number" || value < min || value >= max || Math.floor(value) !== value);
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}
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function gridSerialData(grid, players) {
var buff = Buffer.alloc(grid.size * grid.size);
var numToIndex = new Array(players.length > 0 ? players[players.length - 1].num + 1 : 0);
for (var i = 0; i < players.length; i++) {
numToIndex[players[i].num] = i + 1;
}
for (var r = 0; r < grid.size; r++) {
for (var c = 0; c < grid.size; c++) {
var ele = grid.get(r, c);
buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0;
}
}
return buff;
}
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function findEmpty(grid) {
var available = [];
for (var r = 1; r < grid.size - 1; r++)
for (var c = 1; c < grid.size - 1; c++) {
var cluttered = false;
checkclutter: for (var dr = -1; dr <= 1; dr++) {
for (var dc = -1; dc <= 1; dc++) {
if (grid.get(r + dr, c + dc)) {
cluttered = true;
break checkclutter;
}
}
}
if (!cluttered) available.push({
row: r,
col: c
});
}
return (available.length === 0) ? null : available[Math.floor(available.length * Math.random())];
}
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module.exports = Game;