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2026-02-09 21:24:45 +01:00
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const express = require("express");
const http = require("http");
const WebSocket = require("ws");
const { randomBytes } = require("crypto");
const app = express();
app.use(express.static("public"));
const server = http.createServer(app);
const wss = new WebSocket.Server({ server });
// Define both movement sets
const board_wolf = {
0:[1,2,3], 1:[0,2,4,5], 2:[0,1,3,5], 3:[0,2,5,6], 4:[1,5,7],
5:[1,2,3,4,6,7,8,9], 6:[3,5,9], 7:[4,5,8,10], 8:[5,7,9,10],
9:[5,6,8,10], 10:[7,8,9]
};
const board_sheep = {
0:[1,2,3], 1:[2,4,5], 2:[1,3,5], 3:[2,5,6], 4:[5,7],
5:[4,6,7,8,9], 6:[5,9], 7:[8,10], 8:[7,9,10], 9:[8,10], 10:[]
};
// Rooms: roomId -> { game, players }
const rooms = {};
// Broadcast state to all players in a room
function broadcast(roomId) {
const room = rooms[roomId];
if (!room) return;
const msg = JSON.stringify({ type:"state", game: room.game });
room.players.forEach(p => {
if(p.ws.readyState === WebSocket.OPEN) p.ws.send(msg);
});
}
// Select the correct allowed moves based on role
function handleMove(roomId, role, {from, to}) {
const room = rooms[roomId];
if(!room) return;
const game = room.game;
if(game.turn !== role) return;
// Select the correct allowed moves based on role
const allowedMoves = (role === "wolf") ? board_wolf[from] : board_sheep[from];
if(!allowedMoves?.includes(to)) return;
if(game.sheep.includes(to) || game.wolf === to) return;
if(role === "wolf") {
if(from !== game.wolf) return;
game.wolf = to;
game.turn = "sheep";
} else {
const i = game.sheep.indexOf(from);
if(i === -1) return;
game.sheep[i] = to;
game.turn = "wolf";
}
broadcast(roomId);
}
// Heartbeat
function heartbeat() { this.isAlive = true; }
wss.on("connection", (ws, req) => { // Added 'req' parameter
ws.isAlive = true;
ws.on("pong", heartbeat);
// Use req.url to get the query string
const urlParams = new URLSearchParams(req.url.split('?')[1]);
let roomId = urlParams.get("room");
// Logic for creating or joining
if (!roomId || !rooms[roomId]) {
// If no ID provided, or the provided ID doesn't exist, create a NEW one
// UNLESS you want people to be able to create specific room names:
if (!roomId) roomId = randomBytes(3).toString("hex");
if (!rooms[roomId]) {
rooms[roomId] = {
game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep" },
players: []
};
}
}
const room = rooms[roomId];
// Reject if room full
if(room.players.length >= 2){
ws.send(JSON.stringify({type:"full"}));
ws.close();
return;
}
const role = room.players.length === 0 ? "sheep" : "wolf";
room.players.push({ ws, role, roomId });
// Send role + room info
ws.send(JSON.stringify({ type:"role", role, roomId }));
broadcast(roomId);
ws.on("message", msg=>{
let data;
try{ data = JSON.parse(msg); } catch{return;}
if(data.type==="restart"){
room.game = { wolf:5, sheep:[0,1,3], turn:"sheep" };
broadcast(roomId);
return;
}
handleMove(roomId, role, data);
});
ws.on("close", ()=>{
room.players = room.players.filter(p => p.ws !== ws);
if(room.players.length === 0) delete rooms[roomId]; // cleanup empty rooms
});
});
// Ping-pong to prevent idle disconnect
const interval = setInterval(()=>{
wss.clients.forEach(ws=>{
if(!ws.isAlive) return ws.terminate();
ws.isAlive = false;
ws.ping();
});
}, 30000);
server.on("close", ()=>clearInterval(interval));
server.listen(3030, ()=>console.log("Server läuft auf Port 3030"));