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server.js
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var Http = require( "http" );
var NodeStatic = require( "node-static" );
var Peril = {}
Peril.ClientFactory = require( "./lib/peril.client" );
Peril.Rooms = require( "./lib/peril.rooms" );
var Socket = {};
Socket.IO = require( "socket.io" );
var port = 9001;
var file_server = new NodeStatic.Server( "./public", { cache: false } );
var server = Http.createServer(
function ( request, response ) {
request.setEncoding( "utf8" );
request.on( "end", function () {
console.log( "Request: " + request.url );
switch ( true ) {
default:
file_server.serve(
request,
response,
function ( error, result ) {
// handle 404s and the like from error.status
}
);
break;
}
} );
request.resume();
}
);
server.listen( port );
var io = Socket.IO.listen( server, { log: 1 } );
io.set( "log level", 1 );
io.sockets.on(
"connection",
function ( socket ) {
// connect and join need broken apart
socket.on( "connect", function ( data ) {
console.log( "Received connect: " + JSON.stringify( data ) );
var client = Peril.ClientFactory.create( {
socket: socket,
id: data.id,
room: data.room,
observer: data.observer,
playerCount: data.playerCount
} );
socket.stash = {
client: client
};
// instead of dumping, just increment user id
if ( Peril.Rooms.present( client ) ) {
var disconnected_data = {
message: "A client already exists with that identity"
};
console.log( "Disconnecting duplicate client " + socket.stash.client.getID() );
socket.emit( "disconnected", disconnected_data );
socket.disconnect();
return;
}
socket.join( socket.stash.client.getRoom() );
Peril.Rooms.join( client );
var connected_data = socket.stash.client.toSerializable();
console.log( "Emitting connected confirmation");
socket.emit( "connected", connected_data );
Peril.Rooms.game( socket.stash.client ).refresh( socket.stash.client );
} );
socket.on( "disconnect", function () {
console.log( "Received disconnect" );
if ( null == socket.stash ) {
return;
}
// if game not over, concede
// emit refresh
Peril.Rooms.part( socket.stash.client );
} );
socket.on( "refresh", function ( data ) {
console.log( "Received refresh: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.refresh( socket.stash.client );
} );
// initial territory acquisition
socket.on( "acquire", function ( data ) {
console.log( "Received acquire: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.acquire( socket.stash.client, data.node );
} );
// deploy spare armies before battle
socket.on( "deploy", function ( data ) {
console.log( "Received deploy: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.deploy( socket.stash.client, data.node, data.armies );
} );
// redeem card sets
socket.on( "redeem", function ( data ) {
console.log( "Received redeem: " + JSON.stringify( data || {} ) );
//io.sockets.in( socket.stash.r ).emit( "update", update_data );
} );
socket.on( "attack", function ( data ) {
console.log( "Received attack: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.attack( {
client: socket.stash.client,
nodeFrom: data.from,
nodeTo: data.to,
diceCount: data.dice
} );
} );
socket.on( "defend", function ( data ) {
console.log( "Received defend: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.defend( {
client: socket.stash.client,
diceCount: data.dice
} );
} );
// successful capture of node
socket.on( "occupy", function ( data ) {
console.log( "Received occupy: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.occupy( {
client: socket.stash.client,
nodeFrom: data.from,
nodeTo: data.to,
armies: data.armies
} );
} );
// end of turn army arrangement
socket.on( "fortify", function ( data ) {
console.log( "Received fortify: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.fortify( {
client: socket.stash.client,
nodeFrom: data.from,
nodeTo: data.to
} );
} );
socket.on( "endTurn", function ( data ) {
console.log( "Received endTurn: " + JSON.stringify( data || {} ) );
var game = Peril.Rooms.game( socket.stash.client );
game.endTurn( {
client: socket.stash.client
} );
} );
}
);