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server.js
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const { createServer } = require('http')
const { parse } = require('url')
const next = require('next')
const dev = process.env.NODE_ENV !== 'production'
const app = next({ dev })
const handle = app.getRequestHandler()
var server
var gameSquares = Object.create(null)
app.prepare().then(() => {
server = createServer((req, res) => {
const parsedUrl = parse(req.url, true)
const { pathname, query } = parsedUrl
handle(req, res, parsedUrl)
})
const io = require('socket.io')(server)
io.on('connection', (socket) => {
socket.on('player move', (game, turn, squares) => {
gameSquares[game] = squares
socket.to(game).emit('update board', squares, turn)
})
socket.on('game created', (code, squares) => {
socket.join(code, (err) => { // join room named after code
if (!gameSquares[code]) { // game doesn't exist yet
gameSquares[code] = squares // create game key and save squares
socket.emit('create success', 2) // send back playerId of 2 (host moves last)
}
})
})
socket.on('join request', (code) => {
io.of('/').in(code).clients((err, clients) => {
if (clients.length === 2) { // game has two players
socket.emit('game full')
} else if (clients.length === 0) { // game has no players
socket.emit('no game')
} else if (clients.length === 1) { // game has one player
socket.join(code, (err) => { // join game
socket.emit('join success', 1) // send back playerId of 1 (guest moves first)
io.in(code).emit('ready')
})
} else { // do nothing
return null
}
})
})
socket.on('disconnecting', () => { // fires before rooms are left
const affectedGames = Object.keys(socket.rooms)
.filter((item) => item != socket.id)
affectedGames.forEach((game) => {
io.of('/').in(game).clients((err, clients) => {
// if room has another player (besides currently disconnecting one)
if (clients.length < 2) {
delete gameSquares[game]
} else if (clients.length === 2) {
io.in(game).emit('unready')
}
})
})
})
})
server.listen(3000, (err) => {
if (err) throw err
console.log('> Ready on http://localhost:3000')
})
})