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server.coffee
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http = require("http")
fs = require("fs")
express = require("express")
crypto = require("crypto")
mongoskin = require("mongoskin")
uuid = require("node-uuid")
_ = require("underscore")
db = mongoskin.db("localhost/david?auto_reconnect")
games = db.collection("games")
names = db.collection("names")
app = express()
app.configure ->
app.use express.cookieParser('secret stuff!')
app.use express.session({ secret: 'asdfg', cookie: { maxAge: 60 * 60 * 10000 }})
app.use "/static", express.static(__dirname + "/static")
app.get "/", (request, response) ->
fs.readFile __dirname + "/static/index.html", (err, text) ->
response.end text
currentGame = undefined
app.get "/resistance", (request, response) ->
if _.isUndefined(currentGame)
response.redirect "/"
else
response.redirect "/game/" + currentGame
ensureSessionCookie = (request, response) ->
cookies = {}
for cookie in request.headers.cookie?.split(";") or []
parts = cookie.split("=");
cookies[parts[0].trim()] = (parts[1] || "").trim()
if not cookies.session
response.writeHead 200,
'Set-Cookie': 'session=' + uuid().replace("-", "")
app.get "/game/:gameid", (request, response) ->
ensureSessionCookie request, response
fs.readFile __dirname + "/static/newgame.html", (err, text) ->
response.end text
app.get "/oldgame/:gameid", (request, response) ->
ensureSessionCookie request, response
fs.readFile __dirname + "/static/game.html", (err, text) ->
response.end text
server = http.createServer(app)
io = require("socket.io").listen(server)
io.set "log level", 1 # 3 for debug
hash = (msg) -> crypto.createHash('md5').update(msg || "").digest("hex")
rules =
version: 0
spies:
2: 1
3: 1
4: 1
5: 2
6: 2
7: 3
8: 3
9: 3
10: 4
rounds:
2: [1, 1, 1, 1, 1]
3: [1, 1, 1, 1, 1]
4: [1, 1, 1, 1, 1]
5: [2, 3, 2, 3, 3]
6: [2, 3, 4, 3, 4]
7: [2, 3, 3, 4, 4]
8: [3, 4, 4, 5, 5]
9: [3, 4, 4, 5, 5]
10: [3, 4, 4, 5, 5]
twotofailrounds:
[7, 8, 9, 10]
loadGameData = (data, callback) ->
games.findOne _id: new db.ObjectID(data.gameid.toString()), (err, obj) ->
if err
console.error "Error loading game:", err
return
if not obj
console.error "Game not found:", data
return
callback err, obj
saveGameData = (obj) ->
games.save obj
sendMessage = (data, message) ->
io.sockets.in(data.gameid).emit "msg", message
addToLog = (data, eventtype, params={}, save=false) ->
gameid = data.gameid or data._id.toString()
if not gameid
console.error "Cannot add to log (no gameid): " + data
return
newdata =
eventtype: eventtype
params: params
timestamp: new Date()
if save
loadGameData gameid: gameid, (err, obj) ->
obj.log.push newdata
saveGameData obj
else
data.log.push newdata
console.log "(#{gameid}) Event '#{eventtype}'" +
(if params.name then " by '#{params.name}'" else "")
if eventtype is "illegalmove"
sendMessage {gameid: gameid}, "<i style='color: red;'>#{params.description}</i>"
# handle the creation of a new socket (i.e. a new browser connecting)
io.sockets.on "connection", (socket) ->
socket.session = ""
socket.name = "Guest" # + Math.random().toString()[3..7]
socket.rooms = io.sockets.manager.roomClients[socket.id]
newLeader = (obj, socket) ->
socket.emit "new-leader",
leader: obj.players[obj.leader]
missionteamsize: obj.missionteamsize
failedProposal: obj.failedProposal
lastMission: obj.lastMission
rounds: obj.rounds
proposalResults: obj.proposalResults
#sendGameData obj
#io.sockets.in(obj.gameid).emit "new-leader", obj
sendGameData = (obj) ->
s = socket
#if obj not instanceof Object
# return
#if not sockets
# sockets = io.sockets.clients(obj._id.toString())
#if sockets not instanceof Array
# sockets = [sockets]
#for s in sockets
data = {started: false}
if obj.started
data =
started: true
stage: obj.stage
players: obj.players
rounds: obj.rounds
leader: obj.players[obj.leader]
counts: rules.rounds[obj.players.length]
spycount: obj.spies.length
playercount: obj.players.length
missionteamsize: obj.missionteamsize
#roleReady: !_.isUndefined(obj.roleReady[s.session])
if s.session in obj.spies
data.spies = obj.spies
data.role = "spy"
else
data.role = "resistance"
data.spies = []
#if obj.stage == "voting"
# data.proposal = obj.proposal
# data.voted = !_.isUndefined(obj.proposal.votes[s.session])
# data.myvote = obj.proposal.votes[s.session]
#if obj.stage == "mission"
# data.proposal = obj.proposal
# data.voted = !_.isUndefined(obj.proposal.missionvotes[s.session])
# data.myvote = obj.proposal.missionvotes[s.session]
#if obj.stage == "gameover"
# data.spies = obj.spies
# data.gameResult = obj.gameResult
s.emit "game-data", data
#sendVisitors obj
sendVisitors = (obj, sockets) ->
if obj not instanceof Object
return
if not sockets
sockets = io.sockets.clients(obj._id.toString())
if sockets not instanceof Array
sockets = [sockets]
for s in sockets
s.emit "visitors", visitors: obj.visitors
sendProposal = (obj, socket) ->
socket.emit "proposal",
proposal: obj.proposal
voted: !_.isUndefined(obj.proposal.votes[socket.session])
startMission = (obj, socket) ->
socket.emit "start-mission",
voted: !_.isUndefined(obj.proposal.missionvotes[socket.session])
proposal: obj.proposal
proposalResults: obj.proposalResults
gameOver = (obj, socket) ->
socket.emit "gameover",
result: obj.result
proposalResults: obj.proposalResults
spies: obj.spies
proposeIfLeader = (obj) ->
if obj.started and socket.session is obj.players[obj.leader].session and obj.stage is "proposing"
socket.emit "proposing", count: rules.rounds[obj.players.length][obj.rounds.length]
listContainsSession = (playerList, session=socket.session) ->
for player in playerList
if player is session or player.session is session
return true
return false
socket.on "session", (data) ->
socket.session = hash(data.sessionid)
socket.emit "session", session: socket.session
names.findOne _id: socket.session, (err, obj) ->
if obj?.name
socket.name = obj.name
else
names.save _id: socket.session, name: socket.name
socket.emit "name", session: socket.session, name: socket.name
socket.on "changename", (data) ->
if not socket.session then return
socket.name = _.escape data.name
names.save _id: socket.session, name: socket.name
for room of socket.rooms
if room and socket.rooms[room]
gameid = room[1..]
loadGameData gameid: gameid, (err, obj) ->
obj.visitors[socket.session] = socket.name
saveGameData obj
io.sockets.in(gameid).emit "name", session: socket.session, name: socket.name
socket.on "creategame", (data={}) ->
gamedata =
log: []
roleReady: {}
readyCount: 0
stage: "unstarted"
failedProposalCount: 0
proposalResults: []
games.save gamedata, (err, obj) ->
if err
console.error err
return
if not obj
console.warn "Game creation did not return an object; MongoDB issue?"
if data.gameid
io.sockets.in(data.gameid).emit "showgame", gameid: obj._id
else
socket.emit "showgame", gameid: obj._id
currentGame = obj._id
socket.on "join-game", (data) ->
if not socket.session then return
loadGameData data, (err, obj) ->
obj.visitors or= {}
obj.visitors[socket.session] = socket.name
socket.join(data.gameid)
sendVisitors obj
# send all the cached game data to the client, to initialize it
sendGameData obj
saveGameData obj
if obj.stage is "unstarted"
socket.emit "showgame", gameid: obj._id
if obj.stage is "role-assign"
sendRole obj, socket
if obj.stage is "proposing"
newLeader obj, socket
if obj.stage is "voting"
sendProposal obj, socket
if obj.stage is "mission"
startMission obj, socket
if obj.stage is "gameover"
gameOver obj, socket
#proposeIfLeader obj
#if obj.stage is "voting" and not obj.proposal.votes[socket.session]
# socket.emit "voting", proposal: obj.proposal.text
#if obj.stage is "mission" and not obj.proposal.missionvotes[socket.session]
# socket.emit "mission", players: obj.proposal.players
socket.on "start-game", (data) ->
loadGameData data, (err, obj) ->
currentGame = undefined
if obj.stage isnt "unstarted"
console.log "invalid action"
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to start the game, but it's already started.", true
return
obj.started = true
obj.stage = "role-assign"
obj.players = ({session: s, name: n} for s, n of obj.visitors)
numBad = rules.spies[obj.players.length]
obj.spies = (p.session for p in _.shuffle(obj.players)[0...numBad])
obj.rulesversion = rules.version
obj.leader = Math.floor(Math.random() * obj.players.length)
obj.totalfailures = 0
obj.totalsuccesses = 0
obj.timestarted = new Date()
obj.rounds = []
obj.missionteamsize = rules.rounds[obj.players.length][obj.rounds.length]
#for s in io.sockets.clients(data.gameid)
# s.emit "role-assign"
#sendGameData obj
addToLog obj, "gamestart"
saveGameData obj
#sendRoles
for s in io.sockets.clients(data.gameid)
sendRole obj, s
#newLeader obj
sendRole = (obj, socket) ->
if listContainsSession(obj.spies, socket.session)
socket.emit "new-role",
role: "spy"
spies: obj.spies
roleReady: obj.roleReady[socket.session]
counts: rules.rounds[obj.players.length]
else if listContainsSession(obj.players, socket.session)
socket.emit "new-role",
role: "resistance"
spies: []
counts: rules.rounds[obj.players.length]
roleReady: obj.roleReady[socket.session]
socket.on "role-ready", (data) ->
loadGameData data, (err, obj) ->
if obj.stage isnt "role-assign"
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to set role ready, not time.", true
return
if not listContainsSession(obj.players)
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to set role ready, but isn't in the game.", true
return
if obj.roleReady[socket.session]
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to set role ready AGAIN.", true
return
addToLog obj, "role-ready", name: socket.name, session: socket.session
obj.roleReady[socket.session] = true
obj.readyCount +=1
if obj.readyCount == obj.players.length
obj.stage = "proposing"
for s in io.sockets.clients(data.gameid)
newLeader obj, s
#io.sockets.in(obj.gameid).emit "new-leader",
# leader: obj.players[obj.leader]
# missionteamsize: obj.missionteamsize
saveGameData obj
socket.on "propose", (data) ->
loadGameData data, (err, obj) ->
if obj.stage isnt "proposing"
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to propose a mission team prematurely.", true
return
if socket.session isnt obj.players[obj.leader].session
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to propose a mission team, but isn't the leader.", true
return
delete obj.lastMission # clear out old value
delete obj.failedProposal # clear any possible previous proposal
obj.proposal =
players: data.players
leader:
name: socket.name
session: socket.session
votes: {}
votecount: 0
upcount: 0
missionvotes: {}
missionvotecount: 0
failcount: 0
obj.stage = "voting"
for s in io.sockets.clients(data.gameid)
sendProposal obj, s
addToLog obj, "proposal", name: socket.name, session: socket.session, players: data.players
saveGameData obj
#io.sockets.in(data.gameid).emit "voting", proposal: obj.proposal.text
#sendGameData obj
socket.on "vote", (data) ->
loadGameData data, (err, obj) ->
if obj.stage isnt "voting"
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to vote on a non-existent proposal.", true
return
if not listContainsSession(obj.players)
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to vote on a proposal, but isn't in the game.", true
return
if obj.proposal.votes[socket.session]
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to vote on the proposal AGAIN.", true
return
addToLog obj, "vote", name: socket.name, session: socket.session, vote: data.vote
obj.proposal.votes[socket.session] = {name: socket.name, vote: data.vote}
obj.proposal.votecount += 1
if data.vote is "up"
obj.proposal.upcount += 1
if obj.proposal.votecount == obj.players.length
obj.proposal.votedup = obj.proposal.upcount / obj.proposal.votecount > 0.5
obj.proposalResults.push obj.proposal.votedup
if obj.proposal.votedup
obj.failedProposalCount = 0
obj.stage = "mission"
for s in io.sockets.clients(data.gameid)
startMission obj, s
else
obj.failedProposalCount += 1
if obj.failedProposalCount == 5
obj.stage = "gameover"
obj.result = "The spies have won. There were five failed team proposals.";
for s in io.sockets.clients(data.gameid)
gameOver obj, s
else
obj.stage = "proposing"
obj.leader = (obj.leader + 1) % obj.players.length
obj.missionteamsize = rules.rounds[obj.players.length][obj.rounds.length]
obj.failedProposal = obj.proposal
obj.proposal = {}
for s in io.sockets.clients(data.gameid)
newLeader obj, s
#io.sockets.in(data.gameid).emit "team-rejected",
# leader: obj.leader
saveGameData obj
#sendGameData obj
socket.on "missionvote", (data) ->
loadGameData data, (err, obj) ->
if obj.stage isnt "mission"
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to vote on a non-existent mission.", true
return
if not listContainsSession(obj.proposal.players)
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to vote on a mission s/he's not on.", true
return
if obj.proposal.missionvotes[socket.session]
addToLog obj, "illegalmove", description: "Player '#{socket.name}' attempted to vote on the mission AGAIN.", true
return
addToLog obj, "missionvote", name: socket.name, session: socket.session, vote: data.vote
obj.proposal.missionvotes[socket.session] = {name: socket.name, vote: data.vote}
obj.proposal.missionvotecount += 1
if data.vote is "fail"
obj.proposal.failcount += 1
if obj.proposal.missionvotecount == obj.proposal.players.length
if obj.rounds.length == 3 and obj.players.length in rules.twotofailrounds
obj.proposal.failsneeded = 2
else
obj.proposal.failsneeded = 1
if obj.proposal.failcount >= obj.proposal.failsneeded
obj.proposal.failed = true
obj.totalfailures += 1
addToLog obj, "missionfailed", failcount: obj.proposal.failcount
else
obj.proposal.failed = false
obj.totalsuccesses += 1
addToLog obj, "missionpassed", failcount: obj.proposal.failcount
obj.rounds.push obj.proposal
# reset the proposal results
obj.proposalResults = []
if obj.totalfailures == 3
obj.stage = "gameover"
obj.result = "The spies have won. Three missions have failed."
for s in io.sockets.clients(data.gameid)
gameOver obj, s
else if obj.totalsuccesses == 3
obj.stage = "gameover"
obj.result = "The resistance has won. Three missions succeeded."
for s in io.sockets.clients(data.gameid)
gameOver obj, s
else
obj.stage = "proposing"
obj.leader = (obj.leader + 1) % obj.players.length
obj.missionteamsize = rules.rounds[obj.players.length][obj.rounds.length]
obj.lastMission = obj.proposal
for s in io.sockets.clients(data.gameid)
newLeader obj, s
delete obj.proposal
saveGameData obj
#sendGameData obj
#socket.on "disconnect", ->
# for room of socket.rooms
# if room and socket.rooms[room]
# loadGameData gameid: room[1..], (err, obj) ->
# delete obj.visitors[socket.session]
# saveGameData obj
# sendVisitors obj
#
server.listen 2020