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server.js
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server.js
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const path = require('path');
const jsdom = require('jsdom');
const express = require('express');
const { Pool } = require('pg');
const app = express();
const server = require('http').Server(app);
const io = require('socket.io').listen(server);
const Datauri = require('datauri');
const querystring = require('querystring');
var bodyParser = require('body-parser')
const datauri = new Datauri();
const { JSDOM } = jsdom;
let port = process.env.PORT || 8082;
// URL for the database given in .env file from heroku
const CONNECTION_STRING = process.env.DATABASE_URL || '';
// The server running on a local machine if no .env database url
const IS_LOCAL = CONNECTION_STRING == '';
// Length of time the server will wait to close after making the room
const SERVER_TIMEOUT = 86400000; // 24 hrs
// Info to send to the games about the room
const activeGameRooms = {};
let pool;
if(!IS_LOCAL) {
// Setting up the postgres database
pool = new Pool({
connectionString: CONNECTION_STRING,
ssl: { rejectUnauthorized: false },
idleTimeoutMillis: 30000
});
} else {
console.log('Running on a local system.');
}
initializeDatabase();
app.set('view engine', 'ejs');
app.use(express.static(__dirname + '/public'));
app.use(bodyParser.urlencoded({ extended: false }))
app.get('/', function (req, res) {
let requestedRoom = req.query.roomCode || '';
if(!IS_LOCAL) {
// Update activeGameRooms from database
(async function() {
let query = {
text: "SELECT * FROM rooms WHERE room_code = $1",
values: [requestedRoom]
};
const client = await pool.connect();
await client.query(query, (err, result) => {
if (err) {
console.error(err);
return;
}
if(result.rows.length == 0){
console.log('requestedRoom does not exist');
activeGameRooms[requestedRoom] = null;
}
lobbyRouter(requestedRoom, req, res);
client.release();
});
})().catch( e => { console.error(e) })
} else {
lobbyRouter(requestedRoom, req, res);
}
});
function lobbyRouter(requestedRoom, req, res) {
// For regular requests to lobby
if(!requestedRoom || requestedRoom == '') {
renderHome(res).catch( e => { console.error(e) })
}
// For specific rooms
else if (activeGameRooms[requestedRoom] && activeGameRooms[requestedRoom].numPlayers < activeGameRooms[requestedRoom].maxPlayers) {
var nickname = req.query.nickname || '';
if(nickname != '') {
const query = querystring.stringify({
"nickname": nickname
});
res.sendFile(__dirname + '/views/index.html', query);
}
else
res.sendFile(__dirname + '/views/index.html');
}
else { // The gameroom is not active
renderHome(res).catch( e => { console.error(e) })
}
}
async function renderHome(res){
let query = {
text: "SELECT * FROM rooms",
values: []
};
if(!IS_LOCAL) {
const client = await pool.connect();
await client.query(query)
.then((result) => {
Object.keys(activeGameRooms).forEach(key => {
delete activeGameRooms[key];
});
if (result.rows.length == 0) {
console.log('no results');
}
else{
result.rows.forEach(row => {
addToActiveGameRooms(row.room_code, row.num_players, row.max_players, row.room_name, row.room_owner, row.game_desc);
});
}
res.render(__dirname + '/views/lobby.ejs', {activeGameRooms: activeGameRooms});
client.release();
})
.catch(e => {
console.error(e.stack);
return;
});
}
else{
res.render(__dirname + '/views/lobby.ejs', {activeGameRooms: activeGameRooms});
}
}
app.post('/host-a-game', function(req, res) {
// Make a new roomCode
var newRoomId = uniqueId();
// Checks if we already have that room id
while(activeGameRooms[newRoomId])
newRoomId = uniqueId();
let nickname = req.body.nickname || '';
let maxPlayers = req.body.maxPlayers;
let roomName = req.body.roomName || nickname + "'s room";
let roomDesc = req.body.gameDesc || '';
createRoom(newRoomId, maxPlayers, roomName, nickname, roomDesc).catch( e => { console.error(e) });
if(nickname != '')
nickname = '&nickname=' + nickname;
// Make query to send gameroom info with URL
const query = querystring.stringify({
"roomCode": newRoomId
});
res.redirect('/?' + query + nickname);
});
// You must catch this async function for example: createRoom(**,**)).catch( e => { console.error(e) });
async function createRoom(roomCode, maxPlayers, roomName, roomOwner, gameDesc) {
if(!IS_LOCAL) {
const query = {
text: 'INSERT INTO rooms (room_code, num_players, max_players, room_name, room_owner, game_desc) VALUES ($1, $2, $3, $4, $5, $6) RETURNING *',
values: [roomCode, 0, maxPlayers, roomName, roomOwner, gameDesc]
};
const client = await pool.connect();
await client
.query(query)
.then(res =>{
const r = res.rows[0];
addToActiveGameRooms(r.room_code, r.num_players, r.max_players,
r.room_name, r.room_owner, r.game_desc)
setupAuthoritativePhaser(activeGameRooms[roomCode]);
})
.catch(e => console.error(e.stack));
client.release();
}
else{
addToActiveGameRooms(roomCode, 0, maxPlayers, roomName, roomOwner, gameDesc);
setupAuthoritativePhaser(activeGameRooms[roomCode]);
}
}
function addToActiveGameRooms(roomCode, numPlayers, maxPlayers, roomName, roomOwner, gameDesc){
activeGameRooms[roomCode] = {
roomCode: roomCode,
numPlayers: numPlayers,
maxPlayers: maxPlayers,
roomName: roomName,
roomOwner: roomOwner,
gameDesc: gameDesc
};
}
// You must catch this async function for example: deleteRoom(**).catch( e => { console.error(e) });
async function deleteRoom(roomCode) {
activeGameRooms[roomCode] = null;
if(!IS_LOCAL) {
var query = {
text: "DELETE FROM rooms WHERE room_code = $1",
values: [roomCode]
};
const client = await pool.connect();
await client.query(query)
.catch(e => console.error(e.stack));
client.release();
}
}
// Starts a new gameServer
function setupAuthoritativePhaser(roomInfo) {
if(roomInfo && roomInfo.roomCode) {
// Add to the room's socket io namespace
let room_io = io.of('/' + roomInfo.roomCode);
// Run a JSDOM script for the server game engine
JSDOM.fromFile(path.join(__dirname, 'authoritative_server/room_host.html'), {
// To run the scripts in the html file
runScripts: "dangerously",
// Also load supported external resources
resources: "usable",
// So requestAnimatinFrame events fire
pretendToBeVisual: true
}).then((dom) => {
dom.window.URL.createObjectURL = (blob) => {
if (blob){
return datauri.format(blob.type, blob[Object.getOwnPropertySymbols(blob)[0]]._buffer).content;
}
};
dom.window.URL.revokeObjectURL = (objectURL) => {};
// Pass objects to auth game.js
dom.window.io = room_io; // Pass the socket io namespace name
dom.window.IS_LOCAL = IS_LOCAL; // Let game.js know if it's running locally
dom.window.pool = pool; // Pass the pool for the database
dom.window.roomInfo = roomInfo; // Pass room info to the server instance
dom.window.numPlayers = 0;
console.log('Server ' + roomInfo.roomName + ' started with code ' + roomInfo.roomCode +'.');
// Simple shutdown timer so the server doesn't stay on forever
var timer = setTimeout(function() {
console.log('Server ' + roomInfo.roomName + ' stopped.');
deleteRoom(roomInfo.roomCode).catch( e => { console.error(e) });
dom.window.close();
}, SERVER_TIMEOUT);
}).catch((error) => { console.log(error.message); });
} else {
console.log('Cannot start server because there is no room info.');
}
}
// create a uniqueId to assign to clients on auth
const uniqueId = function () {
return Math.random().toString(36).substr(4);
};
function initializeDatabase() {
var query =
"DROP TABLE IF EXISTS players; "+
"DROP TABLE IF EXISTS rooms; "+
"CREATE TABLE rooms (" +
"room_id serial PRIMARY KEY, "+
"room_code VARCHAR (20) NOT NULL, "+
"num_players INTEGER NOT NULL, "+
"max_players INTEGER NOT NULL, "+
"room_name VARCHAR (20), "+
"room_owner VARCHAR (20), "+ //user who initiated room
"game_desc TEXT"+ //string description of game in room
"); ";
// Not using players table but maybe in the future
//"CREATE TABLE players (player_id serial PRIMARY KEY, player_name VARCHAR (50) NOT NULL, player_color VARCHAR (20), room INTEGER REFERENCES rooms);"
(async function() {
if(!IS_LOCAL) {
const client = await pool.connect()
await client.query(query)
client.release()
}
})().catch( e => { console.error(e) }).then(() => {
// ----------- For testing ------------------
createRoom('testing', 8, "Test Room", "Admin", "Freestyle ").catch( e => { console.error(e) });
//createRoom('testing2', 8).catch( e => { console.error(e) });
//----------------------------------------------
});
}
server.listen(port, function () {
console.log(`Listening on port ${server.address().port}`);
});