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wpilots.js
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wpilots.js
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#!/usr/bin/env node
//
// wpilots.js
// WPilot server
//
// Read README for instructions and LICENSE license.
//
// Copyright (c) 2010 Johan Dahlberg
//
var path = require('path'),
fs = require('fs'),
fu = require('./lib/fu');
ws = require('ws'),
optparse = require('./lib/optparse'),
match = require('./lib/match').Match,
go = require('./lib/gameobjects');
var WebSocketServer = ws.Server;
var inspect = require('util');
// Define aliases
var _ = match.incl;
const SERVER_VERSION = '1.0';
// Message priorities. High priority messages are sent to client no mather
// what. Low priority messages are sent only if client can afford them.
const PRIO_PASS = 0,
PRIO_LOW = 'low',
PRIO_HIGH = 'high';
// Player Connection states
const DISCONNECTED = -1;
IDLE = 0,
CONNECTED = 1;
HANDSHAKING = 3,
JOINED = 4;
// Default map. This map is used if no other map i specified.
const DEFAULT_MAP = {
name: 'Battle Royale',
author: 'Johan Dahlberg',
recommended_players: 8,
data: [
[51, 0, 0, 51, 0, 0, 51],
[ 0, 11, 11, 0, 11, 11, 0],
[ 0, 11, 52, 0, 52, 11, 0],
[51, 0, 0, 12, 0, 0, 51],
[ 0, 11, 52, 0, 52, 11, 0],
[ 0, 11, 11, 0, 11, 11, 0],
[51, 0, 0, 51, 0, 0, 51]
]
};
// Command line option parser switches
const SWITCHES = [
['-d', '--debug', 'Enables debug mode (Default: false)'],
['-H', '--help', 'Shows this help section'],
['--name NAME', 'The name of the server.'],
['--host HOST', 'The host adress (default: 127.0.0.1).'],
['--region REGION', 'Set region of this server. This info is displayed in the global server list (default: n/a).'],
['--admin_password PASSWORD', 'Admin password (default: "none").'],
['--map PATH', 'Path to world map (default: built-in map).'],
['--pub_host HOST', 'Set if the public host differs from the local one'],
['--http_port PORT', 'Port number for the HTTP server. Disable with 0 (default: 8000)'],
['--ws_port PORT', 'Port number for the WebSocket server (default: 6114)'],
['--pub_ws_port PORT', 'Set if the public WebSocket port differs from the local one'],
['--max_rate NUMBER', 'The maximum rate per client and second (default: 1000)'],
['--max_connections NUMBER', 'Max connections, including players (default: 60)'],
['--max_players NUMBER', 'Max connected players allowed in server simultaneously (default: 8)'],
['--r_ready_ratio NUMBER', 'Rule: Player ready ratio before a round start. (Default: 0.6)'],
['--r_respawn_time NUMBER', 'Rule: Player respawn time after death. (Default: 500)'],
['--r_reload_time NUMBER', 'Rule: The reload time after fire. (Default: 15)'],
['--r_shoot_cost NUMBER', 'Rule: Energy cost of shooting a bullet. (Default: 800)'],
['--r_shield_cost NUMBER', 'Rule: Energy cost of using the shield. (Default: 70)'],
['--r_energy_recovery NUMBER', 'Rule: Energy recovery unit (Default: 40)'],
['--r_round_limit NUMBER', 'Rule: Round score limit (Default: 10)'],
['--r_suicide_penelty NUMBER', 'Rule: The cost for suicides (Default: 1)'],
['--r_kill_score NUMBER', 'Rule: The price of a kill (Default: 1)'],
['--r_powerup_max NUMBER', 'Rule: Max no of powerups to spawn (Default: 3)'],
['--r_powerup_respawn NUMBER', 'Rule: Time between powerup respawns (Default: 1200)'],
['--r_powerup_spread_t NUMBER', 'Rule: Time before the spread powerup decline (Default: 700)'],
['--r_powerup_rapid_t NUMBER', 'Rule: Time before the rapid fire powerup decline (Default: 600)'],
['--r_powerup_rico_t NUMBER', 'Rule: Time before the ricoshet powerup decline (Default: 800)']
];
// Default server options
const DEFAULT_OPTIONS = {
debug: true,
name: 'WPilot Server',
host: '127.0.0.1',
region: 'n/a',
admin_password: null,
map: null,
pub_host: null,
http_port: 8000,
ws_port: 6114,
pub_ws_port: null,
max_connections: 60,
max_players: 8,
max_rate: 5000,
r_ready_ratio: 0.6,
r_respawn_time: 400,
r_reload_time: 15,
r_shoot_cost: 300,
r_shield_cost: 30,
r_energy_recovery: 30,
r_round_limit: 10,
r_suicide_penelty: 1,
r_kill_score: 1,
r_powerup_max: 2,
r_powerup_respawn: 600,
r_powerup_spread_t: 700,
r_powerup_rapid_t: 600,
r_powerup_rico_t: 600
};
// Paths to all files that should be server to client.
const CLIENT_DATA = [
'client/index.html', '',
'client/style.css', '',
'client/logo.png', '',
'client/space.jpg', '',
'client/wpilot.js', '',
'client/devices.js', '',
'lib/gameobjects.js', '',
'lib/match.js', 'lib/',
'client/sound/background.m4a', 'sound/',
'client/sound/ship_spawn.m4a','sound/',
'client/sound/ship_die.m4a', 'sound/',
'client/sound/ship_thrust.m4a', 'sound/',
'client/sound/ship_fire_1.m4a', 'sound/',
'client/sound/ship_fire_2.m4a', 'sound/',
'client/sound/ship_fire_3.m4a', 'sound/',
'client/sound/powerup_spawn.m4a', 'sound/',
'client/sound/powerup_1_die.m4a', 'sound/',
'client/sound/powerup_2_die.m4a', 'sound/',
'client/sound/powerup_3_die.m4a', 'sound/',
'client/sound/background.ogg', 'sound/',
'client/sound/ship_spawn.ogg', 'sound/',
'client/sound/ship_die.ogg', 'sound/',
'client/sound/ship_thrust.ogg', 'sound/',
'client/sound/ship_fire_1.ogg', 'sound/',
'client/sound/ship_fire_2.ogg', 'sound/',
'client/sound/ship_fire_3.ogg', 'sound/',
'client/sound/powerup_spawn.ogg', 'sound/',
'client/sound/powerup_1_die.ogg', 'sound/',
'client/sound/powerup_2_die.ogg', 'sound/',
'client/sound/powerup_3_die.ogg', 'sound/',
'client/web_socket.js', 'lib/',
'client/swfobject.js', 'lib/',
'client/FABridge.js', 'lib/',
'client/particle.js', 'lib/',
'client/WebSocketMain.swf', 'lib/',
'client/crossdomain.xml', 'lib/'
];
/**
* Entry point for server.
* @returns {undefined} Nothing.
*/
function main() {
var options = parse_options(),
shared = { get_state: function() {} },
webserver = null,
gameserver = null,
policy_server = null,
maps = null;
if (!options) return;
console.log('WPilot server ' + SERVER_VERSION);
maps = options.maps;
if (options.http_port != 0) {
webserver = start_webserver(options, shared);
}
gameserver = start_gameserver(maps, options, shared);
}
/**
* Starts the web socket game server.
* @param {GameOptions} options Game options.
* @returns {WebSocketServer} Returns the newly created WebSocket server
* instance.
*/
function start_gameserver(maps, options, shared) {
var connections = {},
no_connections = 0,
gameloop = null,
world = null,
server = null,
update_tick = 1,
next_map_index = 0;
// Is called by the web instance to get current state
shared.get_state = function() {
return {
server_name: options.name,
region: options.region,
version: SERVER_VERSION,
game_server_url: 'ws://' + (options.pub_host || options.host) + ':' +
(options.pub_ws_port || options.ws_port) + '/',
map_name: world.map_name,
max_players: options.max_players,
no_players: world.no_players,
no_ready_players: world.no_ready_players,
rules: world.rules
}
}
/**
* The acutal game loop.
* @param {Number} t Current world time.
* @param {Number} dt Current delta time,
* @return {undefined} Nothing
*/
function gameloop_tick(t, dt) {
world.update(t, dt);
check_rules(t, dt);
post_update();
flush_queues();
}
function connection_for_player(player) {
for (var connid in connections) {
var conn = connections[connid];
if (conn.player && conn.player.id == player.id) {
return conn;
}
}
return null;
}
// Create the world instance
world = new World(true);
world.max_players = options.max_players,
// Listen for round state changes
world.on_round_state_changed = function(state, winners) {
broadcast(OP_ROUND_STATE, state, winners);
}
// Listen for events on player
world.on_player_join = function(player) {
player.name = get_unique_name(world.players, player.id, player.name);
broadcast_each(
[OP_PLAYER_CONNECT, player.id, player.name],
function(msg, conn) {
if (conn.player && conn.player.id == player.id) {
return PRIO_PASS;
}
return PRIO_HIGH;
}
);
}
world.on_player_spawn = function(player, pos) {
broadcast(OP_PLAYER_SPAWN, player.id, pos);
}
world.on_player_died = function(player, old_entity, death_cause, killer) {
broadcast(OP_PLAYER_DIE, player.id, death_cause, killer ? killer.id : -1);
}
world.on_player_ready = function(player) {
broadcast(OP_PLAYER_INFO, player.id, 0, true);
}
world.on_player_name_changed = function(player, new_name, old_name) {
player.name = get_unique_name(world.players, player.id, new_name);
broadcast(OP_PLAYER_INFO, player.id, 0, 0, player.name);
}
world.on_player_fire = function(player, angle, pos, vel, powerup) {
broadcast(OP_PLAYER_FIRE, player.id, angle, pos, vel, powerup);
}
world.on_player_leave = function(player, reason) {
broadcast(OP_PLAYER_DISCONNECT, player.id, reason);
}
world.on_powerup_spawn = function(powerup) {
broadcast(OP_POWERUP_SPAWN, powerup.powerup_id,
powerup.powerup_type,
powerup.pos);
}
world.on_powerup_die = function(powerup, player) {
broadcast(OP_POWERUP_DIE, powerup.powerup_id, player.id);
}
/**
* Starts the game loop.
* @return {undefined} Nothing
*/
function start_gameloop() {
// Reset game world
world.build(world.map_data, world.rules);
gameloop = new GameLoop();
gameloop.ontick = gameloop_tick;
log('Starting game loop...');
gameloop.start();
}
/**
* Stops the game loop, disconnects all connections and resets the world.
* @param {String} reason A reason why the game loop stopped. Is sent to all
* current connections.
* @return {undefined} Nothing
*/
function stop_gameloop(reason) {
for (var id in connections) {
connections[id].kill(reason || 'Server is shutting down');
}
if (gameloop) {
gameloop.ontick = null;
gameloop.kill();
gameloop = null;
}
}
function post_update() {
update_tick++;
for (var id in connections) {
var time = get_time();
var connection = connections[id];
if (connection.state != JOINED) {
continue;
}
if (connection.last_ping + 2000 < time) {
connection.last_ping = time;
connection.send(JSON.stringify([PING_PACKET]));
}
if (update_tick % connection.update_rate != 0) {
continue;
}
for (var id in world.players) {
var player = world.players[id];
var message = [OP_PLAYER_STATE, player.id];
if (player.entity) {
message.push(pack_vector(player.entity.pos),
player.entity.angle,
player.entity.action);
connection.queue(message);
}
if (update_tick % 200 == 0) {
var player_connection = connection_for_player(player);
connection.queue([OP_PLAYER_INFO, player.id, player_connection.ping]);
}
}
}
}
/**
* Flushes all connection queues.
* @return {undefined} Nothing
*/
function flush_queues() {
for (var id in connections) {
var connection = connections[id];
if (connection.state != JOINED) {
continue;
}
connection.flush_queue();
}
}
/**
* Check game rules
* @param {Number} t Current world time.
* @param {Number} dt Current delta time,
* @return {undefined} Nothing
*/
function check_rules(t, dt) {
switch (world.r_state) {
// The world is waiting for players to be "ready". The game starts when
// 60% of the players are ready.
case ROUND_WARMUP:
if (world.no_players > 1 && world.no_ready_players >= (world.no_players * world.rules.ready_ratio)) {
world.set_round_state(ROUND_STARTING);
}
break;
// Round is starting. Server aborts if a player leaves the game.
case ROUND_STARTING:
// if (world.no_ready_players < (world.no_players * 0.6)) {
// world.set_round_state(ROUND_WARMUP);
// return;
// }
if (t >= world.r_timer) {
world.set_round_state(ROUND_RUNNING);
}
break;
// The round is running. Wait for a winner.
case ROUND_RUNNING:
var winners = [];
world.forEachPlayer(function(player) {
if (player.score == world.rules.round_limit) {
winners.push(player.id);
}
});
if (winners.length) {
world.set_round_state(ROUND_FINISHED, winners);
}
break;
// The round is finished. Wait for restart
case ROUND_FINISHED:
if (t >= world.r_timer) {
gameloop.ontick = null;
gameloop.kill();
load_map(null, true, function() {
var t = 0;
for(var id in connections) {
var conn = connections[id];
if (conn.state == JOINED) {
conn.send(JSON.stringify([OP_WORLD_RECONNECT]));
conn.set_state(HANDSHAKING);
}
}
});
}
break;
}
}
/**
* Broadcasts a game message to all current connections. Broadcast always
* set's message priority to HIGH.
* @param {String} msg The message to broadcast.
* @return {undefined} Nothing
*/
function broadcast() {
var msg = Array.prototype.slice.call(arguments);
for(var id in connections) {
connections[id].queue(msg);
}
}
/**
* Broadcast, but calls specified callback for each connection
* @param {Array} msg The message to broadcast.
* @param {Function} callback A callback function to call for each connection
* @return {undefined} Nothing
*/
function broadcast_each(msg, callback) {
for(var id in connections) {
var conn = connections[id];
if (conn.state == JOINED) {
var prio = callback(msg, conn);
if (prio) conn.queue(msg);
}
}
}
/**
* pad single digit numbers with leading zero
* @param {Integer} Number
* @return {String} padded number
*/
function pad0 (num) {
return (num < 10)
? '0'+num
: num;
}
/**
* Prints a system message on the console.
* @param {String} msg The message to print .
* @return {undefined} Nothing
*/
function log(msg) {
var now = new Date();
console.log(pad0(now.getHours()) + ':' + pad0(now.getMinutes()) + ':' +
pad0(now.getSeconds()) + ' ' + options.name + ': ' + msg);
}
/**
* Load a map
* @param path {String} path to map.
* @param default_on_fail {Boolean} loads the default map if the specified
* map failed to load.
* @return {undefined} Nothing
*/
function load_map(path, default_on_fail, callback) {
var map_path = path;
function done(err, map_data) {
if (!map_data && default_on_fail) {
map_data = DEFAULT_MAP;
}
if (map_data) {
if (gameloop) {
gameloop.ontick = null;
gameloop.kill();
}
world.build(map_data, get_rules(DEFAULT_OPTIONS, map_data.rules || {},
options.rules));
if (gameloop) {
gameloop = new GameLoop();
gameloop.ontick = gameloop_tick;
gameloop.start();
}
}
callback(err);
}
if (!map_path) {
if (maps.length == 0) {
done(null, DEFAULT_MAP);
return;
} else {
if (next_map_index >= maps.length) {
next_map_index = 0;
}
map_path = maps[next_map_index];
next_map_index++;
}
}
fs.readFile(map_path, function (err, data) {
if (err) {
done('Failed to read map: ' + err);
return;
}
try {
done(null, JSON.parse(data));
} catch(e) {
done('Map file is invalid, bad format');
return;
}
});
}
/**
* Create the web socket server.
* @param {function} callback The callback for new connections.
* @param {String} msg The message to broadcast.
* @return {undefined} Nothing
*/
server = new WebSocketServer({
port: parseInt(options.ws_port),
host: options.host
});
server.on("connection", function(conn) {
var connection_id = 0,
disconnect_reason = 'Closed by client',
message_queue = [];
/**
* Sets client's information.
*/
conn.set_client_info = function(info) {
conn.rate = Math.min(info.rate, options.max_rate);
conn.player_name = info.name;
conn.dimensions = info.dimensions;
}
conn.send_server_info = function() {
if (conn.debug) {
log('Debug: Sending server state to ' + conn);
}
conn.post([OP_SERVER_INFO, shared.get_state()]);
}
/**
* Sends a chat message
*/
conn.chat = function(message) {
if (conn.player) {
broadcast(OP_PLAYER_SAY, conn.player.id, message);
log('Chat ' + conn.player.id + ': ' + message);
}
}
conn.auth = function(password) {
conn.is_admin = password == options.admin_password ? true : false;
return conn.is_admin;
}
conn.exec = function() {
var args = Array.prototype.slice.call(arguments);
var command = args.shift();
switch (command) {
case 'map':
var path = args.shift();
load_map(path, false, function(err) {
if (err) {
conn.post([OP_SERVER_EXEC_RESP, err]);
} else {
for(var id in connections) {
var conn = connections[id];
conn.send(JSON.stringify([OP_WORLD_RECONNECT]));
conn.set_state(HANDSHAKING);
}
}
});
return 'Loading map';
case 'warmup':
switch (world.r_state) {
case ROUND_WARMUP:
return 'Already in warmup mode';
case ROUND_RUNNING:
case ROUND_STARTING:
world.set_round_state(ROUND_WARMUP);
break;
case ROUND_FINISHED:
return 'Game has already finished';
}
return 'Changed';
case 'start':
switch (world.r_state) {
case ROUND_WARMUP:
world.set_round_state(ROUND_STARTING);
break;
case ROUND_STARTING:
world.set_round_state(ROUND_RUNNING);
break;
case ROUND_RUNNING:
return 'Game is already started. Type sv_restart to restart';
case ROUND_FINISHED:
return 'Game has already finished';
}
return 'Changed';
case 'restart':
switch (world.r_state) {
case ROUND_WARMUP:
case ROUND_STARTING:
return 'Cannot restart warmup round';
case ROUND_RUNNING:
world.set_round_state(ROUND_STARTING);
break;
case ROUND_FINISHED:
world.set_round_state(ROUND_STARTING);
break;
}
return 'Changed';
case 'kick':
var name = args.shift();
var reason = args.shift();
world.forEachPlayer(function(player) {
if (player.name == name) {
var conn = connection_for_player(player);
conn.kill(reason);
return "Player kicked";
}
})
return "Player not found";
}
}
/**
* Forces a connection to be disconnected.
*/
conn.kill = function(reason) {
disconnect_reason = reason || 'Unknown Reason';
this.post([OP_DISCONNECT_REASON, disconnect_reason]);
this.close();
message_queue = [];
}
/**
* Queues the specified message and sends it on next flush.
*/
conn.queue = function(msg) {
if (conn.state == JOINED) {
message_queue.push(msg);
}
}
/**
* Stringifies specified object and sends it to remote part.
*/
conn.post = function(data) {
var packet = JSON.stringify(data);
this.send(packet);
}
/**
* Posts specified data to this instances message queue
*/
conn.flush_queue = function() {
var now = get_time();
msg = null,
data_sent = 6,
packet_data = []
while ((msg = message_queue.shift())) {
var data = JSON.stringify(msg);
packet_data.push(data);
data_sent += data.length;
}
try {
this.send('[' + GAME_PACKET + ',[' + packet_data.join(',') + ']]');
this.data_sent += data_sent;
} catch (err) {
return;
}
var diff = now - this.last_rate_check;
if (diff >= 1000) {
if (this.data_sent < this.rate && this.update_rate > 1) {
this.update_rate--;
} else if (this.data_sent > this.rate) {
this.update_rate++;
}
this.data_sent = 0;
this.last_rate_check = now;
}
message_queue = [];
}
/**
* Sets the state of the connection
*/
conn.set_state = function(new_state) {
switch (new_state) {
case CONNECTED:
if (no_connections++ > options.max_connections) {
conn.kill('server busy');
return;
}
while (connections[++connection_id]);
conn.id = connection_id;
conn.player = null;
conn.player_name = null;
conn.is_admin = false;
conn.rate = options.max_rate;
conn.update_rate = 2;
conn.max_rate = options.max_rate;
conn.last_rate_check = get_time();
conn.last_ping = 0;
conn.ping = 0;
conn.data_sent = 0;
conn.dimensions = [640, 480];
conn.state = IDLE;
conn.debug = options.debug;
connections[conn.id] = conn;
break;
case HANDSHAKING:
if (!gameloop) {
start_gameloop();
}
if (world.no_players >= world.max_players) {
conn.kill('Server is full');
} else {
conn.post([OP_WORLD_DATA, world.map_data, world.rules]);
if (conn.debug) {
log('Debug: ' + conn + ' connected to server. Sending handshake...');
}
}
break;
case JOINED:
var playeridincr = 0;
while (world.players[++playeridincr]);
conn.player = world.add_player(playeridincr, conn.player_name);
conn.post([OP_WORLD_STATE, conn.player.id].concat(world.get_repr()));
log(conn + conn.player_name + ' joined the game.');
break;
case DISCONNECTED:
if (conn.id && connections[conn.id]) {
delete connections[conn.id];
no_connections--;
if (conn.player) {
world.remove_player(conn.player.id, disconnect_reason);
conn.player = null;
log(conn + ' left the game (Reason: ' + disconnect_reason + ')');
}
if (world.no_players == 0) {
stop_gameloop();
}
if (conn.debug) {
log('Debug: ' + conn + ' disconnected (Reason: ' + disconnect_reason + ')');
}
}
break;
}
conn.state = new_state;
}
/**
* Returns a String representation for this Connection
*/
conn.toString = function() {
return this.remoteAddress + '(id: ' + this.id + ')';
}
// Connection 'receive' event handler. Occures each time that client sent
// a message to the server.
conn.on('message', function(data) {
var packet = null;
try {
packet = JSON.parse(data);
} catch(e) {
console.error('Malformed message recieved');
console.error(inspect(data));
conn.kill('Malformed message sent by client');
return;
}
switch(packet[0]) {
case GAME_PACKET:
if (world) {
process_game_message([packet[1], conn.player, world]);
}
break;
case PING_PACKET:
conn.ping = get_time() - conn.last_ping;
break;
default:
process_control_message([packet, conn]);
break;
}
});
// Connection 'close' event listener. Occures when the connection is
// closed by user or server.
conn.on('close', function() {
conn.set_state(DISCONNECTED);
});
// Connection 'connect' event handler. Challenge the player and creates
// a new PlayerSession.
conn.set_state(CONNECTED);
conn.remoteAddress = conn._socket.remoteAddress;
});
load_map(null, true, function(err) {
console.log('Starting Game Server server at ' + shared.get_state().game_server_url);
// server.listen(parseInt(options.ws_port), options.host);
});
return server;
}
/**
* Processes a control message from a connection.
*/
var process_control_message = match (
[[OP_REQ_SERVER_INFO], {'state =': CONNECTED}],
function(conn) {
conn.send_server_info();
},
/**
* MUST be sent by the client when connected to server. It's used to validate
* the session.
*/
[[OP_CLIENT_CONNECT, String], {'state =': CONNECTED}],
function(version, conn) {
if (version != SERVER_VERSION) {
conn.kill('Wrong version');
} else {
conn.set_state(HANDSHAKING);
}
},
/**
* Client has received world data. Client is now a player of the world.
*/
[[OP_CLIENT_JOIN, Object], {'state =': HANDSHAKING}],
function(info, conn) {
conn.set_client_info(info);
conn.set_state(JOINED);
},
[[OP_CLIENT_SAY, String], {'state =': JOINED}],
function(message, conn) {
if (message.length > 200) {
conn.kill('Bad chat message');
} else {
conn.chat(message);
}
},
[[OP_CLIENT_SET, 'rate', Number], {'state =': JOINED}],
function(rate, conn) {
conn.rate = Math.min(rate, conn.max_rate);
},
[[OP_CLIENT_EXEC, String, 'kick', String, String], {'state =': JOINED}],
function(password, player_name, reason, conn) {
if (conn.auth(password)) {
var resp = conn.exec('kick', player_name, reason);
conn.post([OP_SERVER_EXEC_RESP, resp]);
} else {
conn.post([OP_SERVER_EXEC_RESP, 'Wrong password']);
}
},
[[OP_CLIENT_EXEC, String, 'map', String], {'state =': JOINED}],
function(password, path, conn) {
if (conn.auth(password)) {
var resp = conn.exec('map', path);
conn.post([OP_SERVER_EXEC_RESP, resp]);
} else {
conn.post([OP_SERVER_EXEC_RESP, 'Wrong password']);
}
},
[[OP_CLIENT_EXEC, String, 'warmup'], {'state =': JOINED}],
function(password, conn) {
if (conn.auth(password)) {
var resp = conn.exec('warmup');
conn.post([OP_SERVER_EXEC_RESP, resp]);
} else {
conn.post([OP_SERVER_EXEC_RESP, 'Wrong password']);
}
},
[[OP_CLIENT_EXEC, String, 'start'], {'state =': JOINED}],
function(password, conn) {
if (conn.auth(password)) {
var resp = conn.exec('start');
} else {
conn.post([OP_SERVER_EXEC_RESP, 'Wrong password']);
}
},
[[OP_CLIENT_EXEC, String, 'restart'], {'state =': JOINED}],
function(password, conn) {
if (conn.auth(password)) {
var resp = conn.exec('restart');
conn.post([OP_SERVER_EXEC_RESP, resp]);
} else {
conn.post([OP_SERVER_EXEC_RESP, 'Wrong password']);
}
},
function(data) {
console.error(data);
console.error(data[1].state);
data[1].kill('Bad control message');
}
);
/**
* Processes a game message from specified player.
*/
var process_game_message = match (