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"));