const WebSocket = require('ws') const { v4: uuidv4 } = require('uuid') const puzzles = require('./puzzles.json') const names = require('./assignedNames.json') const crypto = require('crypto') const wss = new WebSocket.Server({ port: 8080 }) const rooms = {} // Stores rooms and their clients const wheel = [ 'lose a turn',800,350,450,700,300,600,5000, 300,600,300,500,800,550,400,300,900,500,'spin again', 900,'Bankrupt',600,400,300 ] //represents wheel in wheel of fortune game. //make sure this is run so puzzles are easier to contruct function checkPuzzleData(puzzles) { for(let puzzle in puzzles) { let i = puzzle puzzle = puzzles[puzzle] if (Array.isArray(puzzle.answer)) { if (puzzle.answer.length != 4) { throw new Error(` puzzle at index ${i} doesn't have the correct amount of slots defined. The proper amount of slots is 4, and you have ${puzzle.answer.length}. use "" to denote an empty line. `) } for (let p of puzzle.answer){ if (p.length > 12) { throw new Error(`${p} (${p.length} characters long) is longer than 12 characters. only twelve characters allowed per line`) } } } else if (typeof puzzle.answer == 'string') { if (puzzle.answer.length > 12) { throw new Error(`${puzzle.answer} (${puzzle.answer.length} characters long) is longer than 12 characters. only twelve characters allowed per line`) } } } } function getRandomValue(array) { const randomIndex = crypto.randomInt(0, array.length) return array[randomIndex] } function shuffleArray(array) { for (let i = array.length - 1; i > 0; i--) { // Generate a cryptographically secure random index const j = crypto.randomInt(0, i + 1); // Swap elements [array[i], array[j]] = [array[j], array[i]] } return array } const DefaultNames = shuffleArray(names) let NameIndex = 0 function getRandomName() { if (NameIndex >= DefaultNames.length) { NameIndex = 0 }else{ NameIndex++ } //since we've incremented the index but not returned the value, //calculate the index again return NameIndex === 0 ? DefaultNames[NameIndex] : DefaultNames[NameIndex-1] } function loadCurrentPuzzle(gameStateObject) { console.log(gameStateObject) let letterArray //make sure we only show whats given in the letterArray, and empty values for everything else function processPuzzle(letterArray,given) { let puzzleArray = [] for (let letter of letterArray) { if (letter == ' ') { puzzleArray.push(' ') continue } let letterFound = false for (let g of given ) { if(g.toUpperCase() == letter.toUpperCase()) { puzzleArray.push(g) letterFound = true } } if (!letterFound) {puzzleArray.push('')} } console.log('in loadCurrentPuzzle: ',puzzleArray) return puzzleArray } //calculate the puzzle for now we'll just go through however many iterations there are //for each slot if (Array.isArray(gameStateObject.puzzles[gameStateObject.puzzleLevel].answer)) { let formattedPuzzle = [] for (let i of gameStateObject.puzzles[gameStateObject.puzzleLevel].answer) { letterArray = i.split('') const given = gameStateObject.puzzles[gameStateObject.puzzleLevel].given formattedPuzzle.push(processPuzzle(letterArray,given)) } return { 'puzzleLevel':gameStateObject.puzzleLevel, 'given':gameStateObject.puzzles[gameStateObject.puzzleLevel].given, 'category':gameStateObject.puzzles[gameStateObject.puzzleLevel].category, 'puzzle':formattedPuzzle, 'levelsRemaining':(gameStateObject.puzzles.length - 1 - gameStateObject.puzzleLevel) } } else { letterArray = gameStateObject.puzzles[gameStateObject.puzzleLevel].answer.split('') const given = gameStateObject.puzzles[gameStateObject.puzzleLevel].given gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle = processPuzzle(letterArray, given) //console.log(gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle); return { 'puzzleLevel':gameStateObject.puzzleLevel, 'given':gameStateObject.puzzles[gameStateObject.puzzleLevel].given, 'category':gameStateObject.puzzles[gameStateObject.puzzleLevel].category, 'puzzle':gameStateObject.puzzles[gameStateObject.puzzleLevel].puzzle, 'levelsRemaining':(gameStateObject.puzzles.length - 1 - gameStateObject.puzzleLevel) } } } function checkGuess(letter,gameStateObject) { console.log('checkguess: ',gameStateObject,letter) const currentPuzzle = gameStateObject.puzzles[gameStateObject.puzzleLevel] console.log(currentPuzzle) if (typeof currentPuzzle.puzzle[0] == string) { } } checkPuzzleData(puzzles) // server.js wss.on('connection', (ws) => { ws.on('message', (message) => { const data = JSON.parse(message) if (data.type === 'change_name') { const roomCode = ws.roomCode const room = rooms[ws.roomCode] console.log(room) console.log(room.leader.name,room.clients[0].name) console.log(room.clients.filter((i)=> i.name == data.deadName)) console.log(ws.name,ws.identifierToken) //change names in all places. //if the leader wants to change their name account for this //note this could probably be exploited oneday and break the game but whatever //since there is no logging in of users this is bound to happen. //find the names by index using the identifier Token which i user can't easily create //a name collision. const nameToChange = room.clients.findIndex((i)=> i.identifierToken == ws.identifierToken ) console.log(nameToChange) if (nameToChange != -1) { room.clients[nameToChange].name = data.newName } if (room.leader.identifierToken == room.clients[nameToChange].identifierToken) { room.leader.name = data.newName } //if the user is not the leader, in theory just change the name on the clients list //not sure if it exists in other places but test and see //send name changed event to client, similar to joined room but it will work when people are in game. ws.send(JSON.stringify({ type: 'changed_name_you', roomCode, isLeader: rooms[roomCode].leader === ws, you:data.newName })) room.clients.forEach((client) => { client.send(JSON.stringify({ type: 'changed_name', roomCode, isLeader: room.leader === ws , clients: room.clients.map((i)=> i.name), leaderName:room.leader.name })) }) } if (data.type === 'create_room') { const roomCode = uuidv4().slice(0, 5) ws.name = getRandomName() ws.identifierToken = uuidv4().slice(0, 5) rooms[roomCode] = { clients: [ws], leader: ws, gameState: { started:false, puzzles:shuffleArray(puzzles), puzzleLevel:0, }, } ws.roomCode = roomCode ws.send(JSON.stringify({ type: 'room_created', roomCode, isLeader: true, leaderName: ws.name, clients: rooms[roomCode].clients.map((i)=> i.name), you:ws.name })) } if (data.type === 'join_room') { const { roomCode } = data console.log(rooms) console.log(rooms[roomCode],roomCode) if (!rooms[roomCode]) { ws.send(JSON.stringify({ type: 'error', message: 'Room not found' })) } else if (rooms[roomCode].gameState.started) { ws.send(JSON.stringify({ type: 'error', message: 'Game has already Started!!!' })) } else { ws.name = getRandomName() ws.identifierToken = uuidv4().slice(0, 5) rooms[roomCode].clients.push(ws) ws.roomCode = roomCode const room = rooms[ws.roomCode] ws.send(JSON.stringify({ type: 'joined_room_you', roomCode, isLeader: rooms[roomCode].leader === ws, you:ws.name })) room.clients.forEach((client) => { client.send(JSON.stringify({ type: 'joined_room', roomCode, isLeader: rooms[roomCode].leader === ws , clients: rooms[roomCode].clients.map((i)=> i.name), leaderName:rooms[roomCode].leader.name })) }) } //console.log('clients: ',rooms[roomCode].leader.name); } if (data.type === 'start_game') { const room = rooms[ws.roomCode] room.gameState.started = true room.gameState.turn = ws.name room.gameState.turnState = 'spin' room.gameState.players = [] room.clients.forEach((client)=>{ room.gameState.players.push({ id:client.identifierToken, name:client.name, points:0 }) }) console.log(room.gameState) console.log('game started for:',room) if (room && room.leader === ws) { room.clients.forEach((client) => { client.send(JSON.stringify({ type: 'game_started', roomCode: ws.roomCode, puzzle:loadCurrentPuzzle(room.gameState), turn:room.gameState.turn, turnState:room.gameState.turnState })) }) } else { ws.send(JSON.stringify({ type: 'error', message: 'Only the leader can start the game' })) } } if (data.type === 'spin_wheel' || data.type === 'guess_letter') { const room = rooms[ws.roomCode] if (room && room.clients.includes(ws)) { // Handle spin and guess events if (data.type === 'spin_wheel') { // Simulate a wheel spin result and update room state const spinResult = getRandomValue(wheel) room.gameState.players = room.gameState.players.map((player) => { return player.id == ws.identifierToken ? {...player, points:spinResult} : player }) console.log('players', room.gameState.players) room.gameState.spinResult = spinResult console.log('spin_result',room.gameState) room.clients.forEach((client) => client.send(JSON.stringify({ type: 'spin_result', spinResult, player: ws === room.leader ? 'Leader' : 'Player' })) ) } if (data.type === 'guess_letter') { room.gameState.turnState = 'spin' const { letter } = data // Handle guess logic (e.g., check if the letter is in the puzzle) const correctGuess = Math.random() > 0.5 // Random outcome for simplicity checkGuess(letter,room.gameState) room.gameState.lastGuess = { letter, correct: correctGuess } room.clients.forEach((client) => client.send(JSON.stringify({ type: 'guess_result', letter, correct: correctGuess, player: ws === room.leader ? 'Leader' : 'Player' })) ) } } else { ws.send(JSON.stringify({ type: 'error', message: 'You are not in this room' })) } } }) ws.on('close', () => { if (ws.roomCode && rooms[ws.roomCode]) { console.log('closing') const room = rooms[ws.roomCode] const roomCode = ws.roomCode room.clients = room.clients.filter((client) => client !== ws) if (room.leader === ws && room.clients.length > 0) { console.log('closing within room leader') room.leader = room.clients[0] room.leader.send(JSON.stringify({ type: 'new_leader' })) } room.clients.forEach((client) => client.send(JSON.stringify({ type: 'joined_room', roomCode, isLeader: rooms[roomCode].leader === ws , clients: rooms[roomCode].clients.map((i)=> i.name), leaderName:rooms[roomCode].leader.name })) ) if (room.clients.length === 0) delete rooms[ws.roomCode] } }) }) console.log('WebSocket server is running on ws://localhost:8080') module.exports = { DefaultNames,NameIndex, getRandomName,getRandomValue,shuffleArray }