Heartbeat server
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56
server.js
56
server.js
@@ -17,29 +17,36 @@ const rooms = {};
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function broadcast(roomId) {
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const room = rooms[roomId];
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if (!room) return;
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room.players.forEach(p => {
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if (p.ws && p.ws.readyState === WebSocket.OPEN) {
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p.ws.send(JSON.stringify({
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type: "state",
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game: room.game,
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yourRole: p.role
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}));
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p.ws.send(JSON.stringify({ type: "state", game: room.game, yourRole: p.role }));
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}
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});
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}
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// Heartbeat: Check if clients are still alive every 30s
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const interval = setInterval(() => {
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wss.clients.forEach(ws => {
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if (ws.isAlive === false) return ws.terminate();
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ws.isAlive = false;
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ws.ping();
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});
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}, 30000);
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wss.on("connection", (ws, req) => {
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const urlParams = new URLSearchParams(req.url.split('?')[1]);
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let roomId = urlParams.get("room");
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let sessionId = urlParams.get("sessionId");
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ws.isAlive = true;
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ws.on('pong', () => ws.isAlive = true);
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if (!roomId || !rooms[roomId]) {
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if (!roomId) roomId = randomBytes(3).toString("hex");
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if (!roomId || roomId === "null") roomId = randomBytes(3).toString("hex");
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rooms[roomId] = {
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game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null },
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players: [],
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nextFirstRole: "sheep" // Tracks who should be sheep next game
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nextFirstRole: "sheep"
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};
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}
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@@ -55,7 +62,6 @@ wss.on("connection", (ws, req) => {
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if (player) {
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player.ws = ws;
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} else {
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// Assign role based on who is already there
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const role = room.players.length === 0 ? room.nextFirstRole : (room.nextFirstRole === "sheep" ? "wolf" : "sheep");
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player = { ws, role, sessionId };
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room.players.push(player);
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@@ -66,31 +72,23 @@ wss.on("connection", (ws, req) => {
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ws.on("message", msg => {
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let data = JSON.parse(msg);
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if (data.type === "restart") {
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// Swap roles for the next round
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room.players.forEach(p => p.role = (p.role === "wolf" ? "sheep" : "wolf"));
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room.nextFirstRole = room.nextFirstRole === "sheep" ? "wolf" : "sheep";
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room.game = { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null };
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broadcast(roomId);
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} else if (data.type === "leave") {
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room.players = room.players.filter(p => p.sessionId !== sessionId);
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if (room.players.length === 0) delete rooms[roomId];
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} else {
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} else if (data.from !== undefined && data.to !== undefined) {
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handleMove(roomId, player.role, data);
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}
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});
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});
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// Reuse the handleMove and checkWinConditions from previous scripts...
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function checkWinConditions(game) {
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if (game.wolf === 0) return "wolf";
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if (game.moveCount >= 40) return "wolf";
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const canWolfMove = board_wolf[game.wolf].some(to => !game.sheep.includes(to));
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const canSheepMove = game.sheep.some(from => board_sheep[from].some(to => to !== game.wolf && !game.sheep.includes(to)));
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if (!canWolfMove) return "sheep";
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if (!canSheepMove && game.turn === "sheep") return "wolf";
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return null;
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}
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ws.on("close", () => {
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// We keep the player in the room for a while to allow reconnects
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});
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});
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function handleMove(roomId, role, { from, to }) {
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const room = rooms[roomId];
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@@ -107,4 +105,14 @@ function handleMove(roomId, role, { from, to }) {
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broadcast(roomId);
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}
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server.listen(3030);
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function checkWinConditions(game) {
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if (game.wolf === 0) return "wolf";
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if (game.moveCount >= 40) return "wolf";
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const canWolfMove = board_wolf[game.wolf].some(to => !game.sheep.includes(to));
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const canSheepMove = game.sheep.some(from => board_sheep[from].some(to => to !== game.wolf && !game.sheep.includes(to)));
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if (!canWolfMove) return "sheep";
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if (!canSheepMove && game.turn === "sheep") return "wolf";
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return null;
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}
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server.listen(3030, () => console.log("Server running on port 3030"));
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