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server.js
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163 lines (135 loc) · 5.11 KB
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const https = require("https");
const fs = require("fs");
const path = require("path");
const express = require("express");
const { Server } = require("socket.io");
const app = express();
// SSL certificates
let keyPath = path.join(__dirname, "key.pem");
let certPath = path.join(__dirname, "cert.pem");
const options = {
key: fs.readFileSync(keyPath),
cert: fs.readFileSync(certPath),
};
// Serve static files
app.use(express.static("./"));
// Create HTTPS server
const server = https.createServer(options, app);
// Attach socket.io to the HTTPS server
const io = new Server(server);
let rooms = {}; // for each room there are {started ,players:[],maxKills}
// Handle socket.io connections
io.on("connection", (socket) => {
console.log("A player connected:", socket.id);
// Add new player to the list
// addPlayer(socket);
// Notify all clients of the new player list
socket.on("joinLobby", (data) => {
const player = {
id: socket.id,
playerName: data.name,
charStats: data.charStats,
};
if (!data.roomId) {
// if initally the player joined without roomId it means he is the owner and the roomId still not generated yet
if (!rooms[socket.id]) {
rooms[socket.id] = { started: false, maxKills: 0, players: [] }; // Initialize the room with default values
}
rooms[socket.id].maxKills = data.kills; // setting the score for each room
rooms[socket.id].players.push(player); // push that player into the room
} else {
let foundRoom = false;
Object.keys(rooms).forEach((roomName) => {
if (data.roomId == roomName) foundRoom = true;
});
if (!foundRoom) return;
socket.join(data.roomId);
rooms[data.roomId].players.push(player);
}
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("lobbyUpdate", rooms[targetRoom].players);
});
// Handle player disconnection
socket.on("disconnect", () => {
console.log("Player disconnected:", socket.id);
let targetRoom = undefined;
Object.keys(rooms).forEach((roomName) => {
const room = rooms[roomName];
// Check if the player exists in the room's players
const player = room.players.find((player) => player.id == socket.id);
if (player) targetRoom = roomName; // Assign the matching room to `targetRoom`
});
if (!targetRoom) return;
// remove the player from the room
const updatedPlayers = rooms[targetRoom].players.filter(
(player) => player.id != socket.id
);
rooms[targetRoom].players = updatedPlayers;
io.to(targetRoom).emit("lobbyUpdate", updatedPlayers); // if the players are still on the lobby then update the lobby
io.to(targetRoom).emit("removePlayer", socket.id); // if the players are in game then remove him from the scene
if (updatedPlayers.length <= 0) delete rooms[targetRoom]; // if no players delete the room
});
socket.on("startGame", () => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("startGame");
});
socket.on("inTheScene", () => {
const targetRoom = Array.from(socket.rooms).at(-1);
rooms[targetRoom].started = true;
io.to(targetRoom).emit(
"playerData",
rooms[targetRoom].players,
rooms[targetRoom].maxKills
);
});
// Update player position
socket.on("updatePosition", (data) => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("syncPosition", data); // Sync players pos
});
// Update player state (to keep the correct animation)
socket.on("updateState", (data) => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("syncState", data); // Sync players animation
});
// Make all clients see the bullet
socket.on("createBullet", (bullet) => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("syncBullet", bullet);
});
socket.on("destroyAllAmmoCrates", () => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("destroyAllAmmoCrates");
});
socket.on("playerGotKilled", (id, killerID) => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("playerGotKilled", id, killerID); // let the server infrom everyone of the player's death
setTimeout(() => {
io.to(targetRoom).emit("revivePlayer", id); // revive him after 3 sec of being dead
}, 3000);
});
socket.on("playerWon", (playerName, playerId) => {
const targetRoom = Array.from(socket.rooms).at(-1);
io.to(targetRoom).emit("game:playerWon", {
name: playerName,
id: playerId,
});
});
});
function spawnAmmoCrate() {
setInterval(() => {
// respawn an ammo crate every 10 seconds for every started room
Object.keys(rooms).forEach((roomName) => {
const room = rooms[roomName];
if (room.started)
io.to(roomName).emit("createAmmoCrate", Math.random() * 1500); // random X pos
});
}, 10000);
}
spawnAmmoCrate();
// Start the server
const PORT = 50315; // Use the forwarded port
const HOST = "0.0.0.0";
server.listen(PORT, HOST, () => {
console.log(`Server is running at https://localhost:${PORT}`);
});