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index.js
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var Consolidate = require('consolidate');
var Express = require('express');
var Path = require('path');
var SocketIO = require('socket.io');
var app = Express();
app.games = {};
app.socketToGame = {};
app.actions = {};
app.beginMsg = {};
// How many players have connected
app.connectedPlayers = 0;
app.roomNumber = 0;
app.roomData = new Array();
app.playerSockets = new Array();
function parsnip() {
app.configure(function() {
app.use(Express.json());
app.use(Express.static(Path.join(__dirname, 'public')));
app.engine('html', Consolidate.handlebars);
app.set('views', Path.join(__dirname, 'views'));
app.set('view engine', 'html');
});
app.get('/', function(req, res) {
res.render('index');
});
app.get('/m/:room/:num', function(req, res) {
res.render('mobile');
});
app.get('/:game/:room', function(req, res) {
res.render(req.params.game);
});
app.get('/:game', function(req, res) {
res.render('lobby');
});
var express_listen = app.listen;
app.listen = function(port, callback) {
var server = express_listen.call(app, port, callback);
app.io = SocketIO.listen(server);
app.io.sockets.on('connection', function(socket) {
app.connectedPlayers++;
var playerSockets = app.playerSockets;
var roomData = app.roomData;
socket.on('handshake', function (data){
// This should actually check whether or not the room is valid, but whatever.
if (data.page === "lobby") {
var numPlayers = 0;
if (data.game === "pong4") {
numPlayers = 4;
}
else if (data.game === "pong") {
numPlayers = 2;
}
else {
numPlayers = 1;
}
app.roomNumber++;
playerSockets[app.roomNumber] = new Array();
roomData[app.roomNumber] = { socket: socket, game: data.game, numPlayers: numPlayers };
console.log(roomData);
socket.join("room" + app.roomNumber);
socket.emit('handshake', { game: data.game, room: app.roomNumber, numberControllers: numPlayers });
} else if (data.page === "mobile") {
if (roomData[data.room] !== undefined) {
if (playerSockets[data.room][data.playerNumber] !== undefined) {
playerSockets[data.room][data.playerNumber].disconnect();
}
if (data.playerNumber === 0) {
for (var i = 1; i < 100; i++) {
if (playerSockets[data.room][i] === undefined) {
data.playerNumber = i;
break;
}
}
}
playerSockets[data.room][data.playerNumber] = socket;
socket.join(data.game + data.room);
socket.emit('handshake', { room: data.room, playerNumber: data.playerNumber });
socket.on('controller', (function(num) {
return function(data){
app.roomData[num].socket.emit('controls', data);
};
})(data.room));
socket.on('disconnect', (function(num, pn) {
return function() {
playerSockets[data.room][data.playerNumber] = undefined;
app.roomData[num].socket.emit('lostplayer', { playerNumber: pn });
};
})(data.room, data.playerNumber));
var allConnected = true;
for (var i = 1; i <= roomData[data.room].numPlayers; ++i) {
if (playerSockets[data.room][i] === undefined) {
allConnected = false;
break;
}
}
if (allConnected) {
roomData[data.room].socket.emit('playersready', { game: roomData[data.room].game, room: data.room });
}
} else {
socket.disconnect();
}
} else if (data.page === "screen") {
if (roomData[data.room] !== undefined) {
roomData[data.room].socket = socket;
socket.join("room" + data.room);
socket.emit('handshake', { hello: "world" });
socket.on('disconnect', (function(num) {
return function() {
for (var i = 1; i <= roomData[data.room].numPlayers; ++i) {
if (playerSockets[data.room][i] !== undefined) {
playerSockets[data.room][i].disconnect();
}
}
};
})(data.room));
} else {
socket.disconnect();
}
}
});
});
return server;
}
return app;
}
module.exports = parsnip;