diff options
Diffstat (limited to 'server.js')
-rw-r--r-- | server.js | 109 |
1 files changed, 79 insertions, 30 deletions
@@ -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) { |