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