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-rw-r--r--server.js109
1 files changed, 79 insertions, 30 deletions
diff --git a/server.js b/server.js
index fbca2b8..9133f46 100644
--- a/server.js
+++ b/server.js
@@ -67,6 +67,10 @@ var game_cookies = {}
let db = new sqlite3(process.env.DATABASE || "./db")
db.pragma("synchronous = NORMAL")
+const SQL_BEGIN = db.prepare("begin")
+const SQL_COMMIT = db.prepare("commit")
+const SQL_ROLLBACK = db.prepare("rollback")
+
db.exec("delete from logins where julianday() > julianday(expires)")
db.exec("delete from tokens where julianday() > julianday(time, '+1 days')")
@@ -1137,7 +1141,9 @@ const SQL_UPDATE_GAME_NOTE = SQL("INSERT OR REPLACE INTO game_notes (game_id,rol
const SQL_DELETE_GAME_NOTE = SQL("DELETE FROM game_notes WHERE game_id=? AND role=?")
const SQL_SELECT_GAME_STATE = SQL("SELECT state FROM game_state WHERE game_id=?").pluck()
-const SQL_UPDATE_GAME_STATE = SQL("INSERT OR REPLACE INTO game_state (game_id,state,active,mtime) VALUES (?,?,?,datetime())")
+const SQL_INSERT_GAME_STATE = SQL("insert into game_state (game_id,state,active,mtime) values (?,?,?,datetime())")
+const SQL_UPDATE_GAME_STATE = SQL("update game_state set state=?, active=? where game_id=?")
+const SQL_UPDATE_GAME_MTIME = SQL("update game_state set mtime=datetime() where game_id=?")
const SQL_UPDATE_GAME_RESULT = SQL("UPDATE games SET status=?, result=?, xtime=datetime() WHERE game_id=?")
const SQL_UPDATE_GAME_PRIVATE = SQL("UPDATE games SET is_private=1 WHERE game_id=?")
@@ -1783,27 +1789,49 @@ app.post('/start/:game_id', must_be_logged_in, function (req, res) {
return res.send("Not authorized to start that game ID.")
if (game.status !== STATUS_OPEN)
return res.send("The game is already started.")
- let players = SQL_SELECT_PLAYERS.all(game_id)
- if (!is_game_ready(game.player_count, players))
- return res.send("Invalid scenario/options/player configuration!")
- if (game.is_random) {
- assign_random_roles(game, parse_game_options(game.options), players)
- players = SQL_SELECT_PLAYERS.all(game_id)
- update_join_clients_players(game_id)
+ if (game.join_count !== game.player_count)
+ return res.send("The game does not have enough players.")
+
+ try {
+ start_game(game)
+ } catch (err) {
+ console.log(err)
+ return res.send(err.toString())
}
- let options = game.options ? JSON.parse(game.options) : {}
+
+ res.send("SUCCESS")
+})
+
+function start_game(game) {
+ let options = parse_game_options(game.options)
let seed = random_seed()
let state = RULES[game.title_id].setup(seed, game.scenario, options)
- SQL_UPDATE_GAME_RESULT.run(1, null, game_id)
- if (game.user_count !== game.player_count)
- SQL_UPDATE_GAME_PRIVATE.run(game_id)
- send_game_started_notification_to_offline_users(game_id)
+ SQL_BEGIN.run()
+ try {
+ if (game.is_random)
+ assign_random_roles(game, options, SQL_SELECT_PLAYERS.all(game.game_id))
- put_new_state(game_id, state, null, null, ".setup", [seed, game.scenario, options])
+ SQL_UPDATE_GAME_RESULT.run(1, null, game.game_id)
+ if (game.user_count !== game.player_count)
+ SQL_UPDATE_GAME_PRIVATE.run(game.game_id)
- res.send("SUCCESS")
-})
+ put_replay(game.game_id, null, ".setup", [seed, game.scenario, options])
+ put_snap(game.game_id, state)
+ SQL_INSERT_GAME_STATE.run(game.game_id, JSON.stringify(state), state.active)
+
+ SQL_COMMIT.run()
+ } finally {
+ if (db.inTransaction)
+ SQL_ROLLBACK.run()
+ }
+
+ update_join_clients_game(game.game_id)
+ update_join_clients_players(game.game_id)
+
+ send_game_started_notification_to_offline_users(game.game_id)
+ send_your_turn_notification_to_offline_users(game.game_id, null, state.active)
+}
app.get('/play/:game_id/:role', function (req, res) {
let game_id = req.params.game_id | 0
@@ -2229,28 +2257,49 @@ function put_snap(game_id, state) {
send_message(other, "snapsize", snap_id)
}
-function put_game_state(game_id, state, old_active) {
- // TODO: separate state, undo, and log entries to reuse "snap" json stringifaction?
- SQL_UPDATE_GAME_STATE.run(game_id, JSON.stringify(state), state.active)
- if (game_clients[game_id])
- for (let other of game_clients[game_id])
- send_state(other, state)
- update_join_clients_game(game_id)
+function put_game_state(game_id, state, old_active, current_role) {
+ // TODO: separate state, undo, and log entries (and reuse "snap" json stringifaction?)
+
+ SQL_UPDATE_GAME_STATE.run(JSON.stringify(state), state.active, game_id)
+
+ if (state.active !== old_active) {
+ // TODO: add time spent for old_active players
+ // TODO: add time available for new_active players
+ SQL_UPDATE_GAME_MTIME.run(game_id)
+ }
+
if (state.state === "game_over") {
SQL_UPDATE_GAME_RESULT.run(2, state.result, game_id)
- send_game_finished_notification_to_offline_users(game_id, state.result)
if (state.result && state.result !== "None")
update_elo_ratings(game_id)
- } else {
- send_your_turn_notification_to_offline_users(game_id, old_active, state.active)
}
}
function put_new_state(game_id, state, old_active, role, action, args) {
- put_replay(game_id, role, action, args)
- if (state.active !== old_active)
- put_snap(game_id, state)
- put_game_state(game_id, state, old_active)
+ SQL_BEGIN.run()
+ try {
+ put_replay(game_id, role, action, args)
+
+ if (state.active !== old_active)
+ put_snap(game_id, state)
+
+ put_game_state(game_id, state, old_active, role)
+
+ update_join_clients_game(game_id)
+ if (game_clients[game_id])
+ for (let other of game_clients[game_id])
+ send_state(other, state)
+
+ if (state.state === "game_over")
+ send_game_finished_notification_to_offline_users(game_id, state.result)
+ else
+ send_your_turn_notification_to_offline_users(game_id, old_active, state.active)
+
+ SQL_COMMIT.run()
+ } finally {
+ if (db.inTransaction)
+ SQL_ROLLBACK.run()
+ }
}
function on_action(socket, action, args, cookie) {