"use strict"
/* global process, __dirname */
const fs = require("fs")
const crypto = require("crypto")
const http = require("http")
const { WebSocketServer } = require("ws")
const express = require("express")
const url = require("url")
const sqlite3 = require("better-sqlite3")
require("dotenv").config()
const DEBUG = process.env.DEBUG || 0
const HTTP_HOST = process.env.HTTP_HOST || "localhost"
const HTTP_PORT = process.env.HTTP_PORT || 8080
const SITE_NAME = process.env.SITE_NAME || "Localhost"
const SITE_URL = process.env.SITE_URL || "http://" + HTTP_HOST + ":" + HTTP_PORT
const LIMIT_WAITING_GAMES = (process.env.LIMIT_WAITING_GAMES | 0) || 3
const LIMIT_OPEN_GAMES = (process.env.LIMIT_OPEN_GAMES | 0) || 7
const LIMIT_ACTIVE_GAMES = (process.env.LIMIT_ACTIVE_GAMES | 0) || 29
const REGEX_MAIL = /^[a-zA-Z0-9.!#$%&'*+/=?^_`{|}~-]+@[a-zA-Z0-9-]+(?:\.[a-zA-Z0-9-]+)*$/
const REGEX_NAME = /^[\p{Alpha}\p{Number}'_-]+( [\p{Alpha}\p{Number}'_-]+)*$/u
const WEBHOOKS = process.env.WEBHOOKS | 0
if (WEBHOOKS)
console.log("Webhook notifications enabled.")
else
console.log("Webhook notifications disabled.")
function LOG_STATS() {
// Count clients connected to join page events
let num_joins = 0
for (let id in join_clients)
num_joins += join_clients[id].length
// Count clients connected to game websockets
let num_games = 0
let num_sockets = 0
for (let id in game_clients) {
num_games ++
num_sockets += game_clients[id].length
}
if (num_games > 0 || num_sockets > 0 || num_joins > 0)
console.log(`>>> games=${num_games} sockets=${num_sockets} joins=${num_joins}`)
}
setInterval(LOG_STATS, 60 * 1000)
/* CONNECTED CLIENT INFO */
var join_clients = {}
var game_clients = {}
var game_cookies = {}
/*
* Main database.
*/
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')")
function SQL(s) {
return db.prepare(s)
}
function set_has(set, item) {
if (!set)
return false
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return true
}
return false
}
// see Object.groupBy
function object_group_by(items, callback) {
let groups = {}
if (typeof callback === "function") {
for (let item of items) {
let key = callback(item)
if (key in groups)
groups[key].push(item)
else
groups[key] = [ item ]
}
} else {
for (let item of items) {
let key = item[callback]
if (key in groups)
groups[key].push(item)
else
groups[key] = [ item ]
}
}
return groups
}
/*
* Notification mail setup.
*/
let mailer = null
if (process.env.MAIL_HOST && process.env.MAIL_PORT && process.env.MAIL_FROM) {
mailer = require("nodemailer").createTransport({
host: process.env.MAIL_HOST,
port: process.env.MAIL_PORT,
ignoreTLS: true
})
console.log("Mail notifications enabled: ", mailer.options)
} else {
console.log("Mail notifications disabled.")
}
/*
* Login session management.
*/
const COOKIE = (process.env.COOKIE || "login") + "="
const login_sql_select = SQL("select user_id from logins where sid = ? and expires > julianday()").pluck()
const login_sql_insert = SQL("insert into logins values (abs(random()) % (1<<48), ?, julianday() + 28) returning sid").pluck()
const login_sql_delete = SQL("delete from logins where sid = ?")
const login_sql_touch = SQL("update logins set expires = julianday() + 28 where sid = ? and expires < julianday() + 27")
function make_cookie(sid, age) {
return `${COOKIE}${sid}; Path=/; Max-Age=${age}; HttpOnly`
}
function login_cookie(req) {
let c = req.headers.cookie
if (c) {
let i = c.indexOf(COOKIE)
if (i >= 0)
return parseInt(c.substring(i + COOKIE.length))
}
return 0
}
function login_insert(res, user_id) {
let sid = login_sql_insert.get(user_id)
res.setHeader("Set-Cookie", make_cookie(sid, 2419200))
}
function login_touch(res, sid) {
if (login_sql_touch.run(sid).changes === 1)
res.setHeader("Set-Cookie", make_cookie(sid, 2419200))
}
function login_delete(res, sid) {
login_sql_delete.run(sid)
res.setHeader("Set-Cookie", make_cookie("", 0))
}
/*
* Web server setup.
*/
function set_static_headers(res, path) {
if (path.match(/\.(jpg|png|svg|webp|ico|woff2)$/))
res.setHeader("Cache-Control", "max-age=86400, must-revalidate")
else
res.setHeader("Cache-Control", "no-cache")
}
let app = express()
app.locals.DEBUG = DEBUG
app.locals.SITE_NAME = SITE_NAME
app.locals.SITE_NAME_P = SITE_NAME.endsWith("!") ? SITE_NAME : SITE_NAME + "."
app.locals.SITE_URL = SITE_URL
app.locals.SITE_THEME = process.env.SITE_THEME
app.locals.SITE_ICON = process.env.SITE_ICON
app.locals.SITE_IMPRINT = process.env.SITE_IMPRINT
app.locals.ENABLE_MAIL = !!mailer
app.locals.ENABLE_WEBHOOKS = !!WEBHOOKS
app.locals.ENABLE_FORUM = process.env.FORUM | 0
app.locals.ENABLE_TOURNAMENTS = process.env.TOURNAMENTS | 0
app.locals.EMOJI_PRIVATE = "\u{1F512}" // or 512
app.locals.EMOJI_MATCH = "\u{1f3c6}"
app.locals.TM_ICON_QUEUE = "\u{1f465}"
app.locals.TM_ICON_TICKET = "\u{1f3ab}"
app.locals.TM_ICON_ACTIVE = "\u{1f3c1}"
app.locals.TM_ICON_FINISHED = "\u{1f3c6}"
app.locals.PACE_ICON = [
"", // none
"\u{26a1}", // blitz
"\u{1f3c1}", // fast
"\u{1f40c}", // slow
]
app.locals.PACE_TEXT = [
"No time control",
"7+ moves per day",
"3+ moves per day",
"1+ moves per day",
]
app.locals.human_date = human_date
app.set("x-powered-by", false)
app.set("etag", false)
app.set("view engine", "pug")
app.use(express.static("public", { redirect: false, etag: false, cacheControl: false, setHeaders: set_static_headers }))
app.use(express.urlencoded({ extended: false }))
let http_server = http.createServer(app)
let wss = new WebSocketServer({ server: http_server })
http_server.keepAliveTimeout = 0
http_server.listen(HTTP_PORT, HTTP_HOST, () => console.log(`Listening to HTTP on ${HTTP_HOST}:${HTTP_PORT}`))
/*
* MISC FUNCTIONS
*/
function play_url(title_id, game_id, role, mode) {
if (mode && role)
return `/${title_id}/play.html?mode=${mode}&game=${game_id}&role=${encodeURIComponent(role)}`
else if (mode)
return `/${title_id}/play.html?mode=${mode}&game=${game_id}`
else if (role)
return `/${title_id}/play.html?game=${game_id}&role=${encodeURIComponent(role)}`
else
return `/${title_id}/play.html?mode=${mode}`
}
function random_seed() {
return crypto.randomInt(1, 2**35-31)
}
function shuffle(list) {
// Fisher-Yates shuffle
for (let i = list.length - 1; i > 0; --i) {
let j = crypto.randomInt(i + 1)
let tmp = list[j]
list[j] = list[i]
list[i] = tmp
}
}
function epoch_from_julianday(x) {
return (x - 2440587.5) * 86400000
}
function julianday_from_epoch(x) {
return x / 86400000 + 2440587.5
}
function epoch_from_time(x) {
if (typeof x === "string")
return Date.parse(x)
return epoch_from_julianday(x)
}
function SLOG(socket, ...msg) {
let time = new Date().toISOString().substring(11,19)
let name = (socket.user ? socket.user.name : "guest").padEnd(20)
let ip = String(socket.ip).padEnd(15)
let ws = "----------"
console.log(time, ip, ws, name, "WS",
socket.title_id,
socket.game_id,
socket.role,
...msg)
}
function human_date(date) {
if (typeof date === "string")
date = julianday_from_epoch(Date.parse(date + "Z"))
if (typeof date !== "number")
return "never"
var days = julianday_from_epoch(Date.now()) - date
var seconds = days * 86400
if (days < 1) {
if (seconds < 60) return "now"
if (seconds < 120) return "1 minute ago"
if (seconds < 3600) return Math.floor(seconds / 60) + " minutes ago"
if (seconds < 7200) return "1 hour ago"
if (seconds < 86400) return Math.floor(seconds / 3600) + " hours ago"
}
if (days < 2) return "yesterday"
if (days < 14) return Math.floor(days) + " days ago"
if (days < 31) return Math.floor(days / 7) + " weeks ago"
return new Date(epoch_from_julianday(date)).toISOString().substring(0,10)
}
function is_valid_email(email) {
return REGEX_MAIL.test(email)
}
function is_forbidden_mail(mail) {
return SQL_BLACKLIST_MAIL.get(mail)
}
function clean_user_name(name) {
name = name.replace(/^ */, "").replace(/ *$/, "").replace(/ */g, " ")
if (name.length > 50)
name = name.substring(0, 50)
return name
}
function is_valid_user_name(name) {
if (name.length < 2)
return false
if (name.length > 50)
return false
if (SQL_BLACKLIST_NAME.get(name))
return false
return REGEX_NAME.test(name)
}
function hash_password(password, salt) {
let hash = crypto.createHash("sha256")
hash.update(password)
hash.update(salt)
return hash.digest("hex")
}
/*
* USER AUTHENTICATION
*/
const SQL_BLACKLIST_MAIL = SQL("select exists ( select 1 from blacklist_mail where ? like mail )").pluck()
const SQL_BLACKLIST_NAME = SQL("select exists ( select 1 from blacklist_name where ? like name )").pluck()
const SQL_EXISTS_USER_NAME = SQL("SELECT EXISTS ( SELECT 1 FROM users WHERE name=? )").pluck()
const SQL_EXISTS_USER_MAIL = SQL("SELECT EXISTS ( SELECT 1 FROM users WHERE mail=? )").pluck()
const SQL_INSERT_USER = SQL("INSERT INTO users (name,mail,password,salt,notify) VALUES (?,?,?,?,?) RETURNING user_id,name,mail,notify")
const SQL_DELETE_USER = SQL("DELETE FROM users WHERE user_id = ?")
const SQL_SELECT_LOGIN = SQL("SELECT * FROM user_login_view WHERE user_id=?")
const SQL_SELECT_USER_VIEW = SQL("SELECT * FROM user_view WHERE user_id=?")
const SQL_SELECT_USER_BY_NAME = SQL("SELECT * FROM user_view WHERE name=?")
const SQL_SELECT_LOGIN_BY_MAIL = SQL("SELECT * FROM user_login_view WHERE mail=?")
const SQL_SELECT_LOGIN_BY_NAME = SQL("SELECT * FROM user_login_view WHERE name=?")
const SQL_SELECT_USER_PROFILE = SQL("SELECT * FROM user_profile_view WHERE name=?")
const SQL_SELECT_USER_DYNAMIC = SQL("select * from user_dynamic_view where user_id=?")
const SQL_SELECT_USER_ID = SQL("SELECT user_id FROM users WHERE name=?").pluck()
const SQL_SELECT_USER_BY_SEARCH = SQL("select name, atime from users left join user_last_seen using(user_id) where name like ? order by name")
const SQL_SELECT_USER_NOTIFY = SQL("SELECT notify FROM users WHERE user_id=?").pluck()
const SQL_SELECT_USER_VERIFIED = SQL("SELECT is_verified FROM users WHERE user_id=?").pluck()
const SQL_UPDATE_USER_NOTIFY = SQL("UPDATE users SET notify=? WHERE user_id=?")
const SQL_UPDATE_USER_NAME = SQL("UPDATE users SET name=? WHERE user_id=?")
const SQL_UPDATE_USER_MAIL = SQL("UPDATE users SET mail=? WHERE user_id=?")
const SQL_UPDATE_USER_VERIFIED = SQL("UPDATE users SET is_verified=? WHERE user_id=?")
const SQL_UPDATE_USER_ABOUT = SQL("UPDATE users SET about=? WHERE user_id=?")
const SQL_UPDATE_USER_PASSWORD = SQL("UPDATE users SET password=?, salt=? WHERE user_id=?")
const SQL_UPDATE_USER_LAST_SEEN = SQL("INSERT OR REPLACE INTO user_last_seen (user_id,atime,ip) VALUES (?,datetime(),?)")
const SQL_UPDATE_USER_IS_BANNED = SQL("update users set is_banned=? where name=?")
const SQL_SELECT_WEBHOOK = SQL("SELECT * FROM webhooks WHERE user_id=?")
const SQL_SELECT_WEBHOOK_SEND = SQL("SELECT url, format, prefix FROM webhooks WHERE user_id=? AND error is null")
const SQL_UPDATE_WEBHOOK = SQL("INSERT OR REPLACE INTO webhooks (user_id, url, format, prefix, error) VALUES (?,?,?,?,null)")
const SQL_UPDATE_WEBHOOK_ERROR = SQL("UPDATE webhooks SET error=? WHERE user_id=?")
const SQL_UPDATE_WEBHOOK_SUCCESS = SQL("UPDATE webhooks SET error=null WHERE user_id=? AND error IS NOT NULL")
const SQL_DELETE_WEBHOOK = SQL("DELETE FROM webhooks WHERE user_id=?")
const SQL_FIND_TOKEN = SQL("SELECT token FROM tokens WHERE user_id=? AND julianday('now') < julianday(time, '+5 minutes')").pluck()
const SQL_CREATE_TOKEN = SQL("INSERT OR REPLACE INTO tokens (user_id,token,time) VALUES (?, lower(hex(randomblob(16))), datetime()) RETURNING token").pluck()
const SQL_VERIFY_TOKEN = SQL("SELECT EXISTS ( SELECT 1 FROM tokens WHERE user_id=? AND julianday('now') < julianday(time, '+20 minutes') AND token=? )").pluck()
app.use(function (req, res, next) {
let ip = req.headers["x-real-ip"] || req.ip || req.connection.remoteAddress || "0.0.0.0"
res.setHeader("Cache-Control", "no-store")
let sid = login_cookie(req)
if (sid) {
let user_id = login_sql_select.get(sid)
if (user_id) {
login_touch(res, sid)
req.user = SQL_SELECT_USER_DYNAMIC.get(user_id)
SQL_UPDATE_USER_LAST_SEEN.run(user_id, ip)
if (req.user.is_banned)
return res.status(403).send("")
}
}
// Log non-static accesses.
let time = new Date().toISOString().substring(11, 19)
let name = (req.user ? req.user.name : "guest").padEnd(20)
ip = String(ip).padEnd(15)
console.log(time, ip, name, req.method, req.url)
return next()
})
function must_be_logged_in(req, res, next) {
if (!req.user)
return res.redirect("/login?redirect=" + encodeURIComponent(req.originalUrl))
return next()
}
function must_be_administrator(req, res, next) {
if (!req.user || req.user.user_id !== 1)
return res.status(401).send("Not authorized")
return next()
}
app.get("/", function (req, res) {
res.render("index.pug", { user: req.user })
})
app.get("/create", function (req, res) {
res.render("create-index.pug", { user: req.user })
})
app.get("/about", function (req, res) {
res.render("about.pug", { user: req.user })
})
app.post("/logout", function (req, res) {
let sid = login_cookie(req)
if (sid)
login_delete(res, sid)
res.redirect("/login")
})
app.get("/login", function (req, res) {
if (req.user)
return res.redirect("/")
res.render("login.pug", { redirect: req.query.redirect })
})
app.post("/login", function (req, res) {
let name_or_mail = req.body.username
let password = req.body.password
let redirect = req.body.redirect
if (!is_valid_email(name_or_mail))
name_or_mail = clean_user_name(name_or_mail)
let user = SQL_SELECT_LOGIN_BY_NAME.get(name_or_mail)
if (!user)
user = SQL_SELECT_LOGIN_BY_MAIL.get(name_or_mail)
if (!user || is_forbidden_mail(user.mail) || hash_password(password, user.salt) != user.password)
return setTimeout(() => res.render("login.pug", { flash: "Invalid login." }), 1000)
login_insert(res, user.user_id)
res.redirect(redirect || "/profile")
})
app.get("/signup", function (req, res) {
if (req.user)
return res.redirect("/")
res.render("signup.pug")
})
app.post("/signup", function (req, res) {
function err(msg) {
res.render("signup.pug", { flash: msg })
}
let name = req.body.username
let mail = req.body.mail
let password = req.body.password
let notify = req.body.notify === "true"
name = clean_user_name(name)
if (!is_valid_user_name(name))
return err("Invalid user name!")
if (SQL_EXISTS_USER_NAME.get(name))
return err("That name is already taken.")
if (!is_valid_email(mail) || is_forbidden_mail(mail))
return err("Invalid mail address!")
if (SQL_EXISTS_USER_MAIL.get(mail))
return err("That mail is already taken.")
if (password.length < 4)
return err("Password is too short!")
if (password.length > 100)
return err("Password is too long!")
let salt = crypto.randomBytes(32).toString("hex")
let hash = hash_password(password, salt)
let user = SQL_INSERT_USER.get(name, mail, hash, salt, notify ? 1 : 0)
login_insert(res, user.user_id)
res.redirect("/profile")
})
function create_and_mail_verification_token(user) {
if (!SQL_FIND_TOKEN.get(user.user_id))
mail_verification_token(user, SQL_CREATE_TOKEN.get(user.user_id))
}
app.get("/verify-mail", must_be_logged_in, function (req, res) {
if (SQL_SELECT_USER_VERIFIED.get(req.user.user_id))
return res.redirect("/profile")
create_and_mail_verification_token(req.user)
res.render("verify_mail.pug", { user: req.user })
})
app.get("/verify-mail/:token", must_be_logged_in, function (req, res) {
if (SQL_SELECT_USER_VERIFIED.get(req.user.user_id))
return res.redirect("/profile")
res.render("verify_mail.pug", { user: req.user, token: req.params.token })
})
app.post("/verify-mail", must_be_logged_in, function (req, res) {
if (SQL_VERIFY_TOKEN.get(req.user.user_id, req.body.token)) {
SQL_UPDATE_USER_VERIFIED.run(1, req.user.user_id)
res.redirect("/profile")
} else {
create_and_mail_verification_token(req.user)
res.render("verify_mail.pug", { user: req.user, flash: "Invalid or expired token!" })
}
})
app.get("/forgot-password", function (req, res) {
if (req.user)
return res.redirect("/")
res.render("forgot_password.pug")
})
app.post("/forgot-password", function (req, res) {
let mail = req.body.mail
let user = SQL_SELECT_LOGIN_BY_MAIL.get(mail)
if (user) {
let token = SQL_FIND_TOKEN.get(user.user_id)
if (!token) {
token = SQL_CREATE_TOKEN.get(user.user_id)
mail_password_reset_token(user, token)
}
return res.redirect("/reset-password/" + mail)
}
res.render("forgot_password.pug", { flash: "User not found." })
})
app.get("/reset-password", function (req, res) {
if (req.user)
return res.redirect("/")
res.render("reset_password.pug", { mail: "", token: "" })
})
app.get("/reset-password/:mail", function (req, res) {
if (req.user)
return res.redirect("/")
let mail = req.params.mail
res.render("reset_password.pug", { mail: mail, token: "" })
})
app.get("/reset-password/:mail/:token", function (req, res) {
if (req.user)
return res.redirect("/")
let mail = req.params.mail
let token = req.params.token
res.render("reset_password.pug", { mail: mail, token: token })
})
app.post("/reset-password", function (req, res) {
let mail = req.body.mail
let token = req.body.token
let password = req.body.password
function err(msg) {
res.render("reset_password.pug", { mail: mail, token: token, flash: msg })
}
let user = SQL_SELECT_LOGIN_BY_MAIL.get(mail)
if (!user)
return err("User not found.")
if (password.length < 4)
return err("Password is too short!")
if (password.length > 100)
return err("Password is too long!")
if (!SQL_VERIFY_TOKEN.get(user.user_id, token))
return err("Invalid or expired token!")
let salt = crypto.randomBytes(32).toString("hex")
let hash = hash_password(password, salt)
SQL_UPDATE_USER_PASSWORD.run(hash, salt, user.user_id)
SQL_UPDATE_USER_VERIFIED.run(1, user.user_id)
login_insert(res, user.user_id)
return res.redirect("/profile")
})
app.get("/change-password", must_be_logged_in, function (req, res) {
res.render("change_password.pug", { user: req.user })
})
app.post("/change-password", must_be_logged_in, function (req, res) {
let oldpass = req.body.password
let newpass = req.body.newpass
// Get full user record including password and salt
let user = SQL_SELECT_LOGIN.get(req.user.user_id)
if (newpass.length < 4)
return res.render("change_password.pug", { user: req.user, flash: "Password is too short!" })
if (newpass.length > 100)
return res.render("change_password.pug", { user: req.user, flash: "Password is too long!" })
let oldhash = hash_password(oldpass, user.salt)
if (oldhash !== user.password)
return res.render("change_password.pug", { user: req.user, flash: "Wrong password!" })
let salt = crypto.randomBytes(32).toString("hex")
let hash = hash_password(newpass, salt)
SQL_UPDATE_USER_PASSWORD.run(hash, salt, user.user_id)
return res.redirect("/profile")
})
const SQL_SELECT_MAY_DELETE_ACCOUNT = SQL(`
select exists (
select 1 from games join players using(game_id) where status <= 1 and user_id=?
)
`).pluck()
function may_delete_account(user_id) {
if (SQL_SELECT_MAY_DELETE_ACCOUNT.get(user_id))
return false
return true
}
app.get("/delete-account", must_be_logged_in, function (req, res) {
if (!may_delete_account(req.user.user_id))
return res.status(401).send("You may not delete your account while you have unfinished games.")
res.render("delete_account.pug", { user: req.user })
})
const SQL_SELECT_GAME_ROLE_FOR_DELETED_USER = SQL(`
select game_id, role from players where user_id = ? and game_id in (select game_id from games where status <= 1)
`)
app.post("/delete-account", must_be_logged_in, function (req, res) {
if (!may_delete_account(req.user.user_id))
res.status(401).send("You may not delete your account while you have unfinished games.")
let password = req.body.password
// Get full user record including password and salt
let user = SQL_SELECT_LOGIN.get(req.user.user_id)
let hash = hash_password(password, user.salt)
if (hash !== user.password)
return res.render("delete_account.pug", { user: req.user, flash: "Wrong password!" })
let list = SQL_SELECT_GAME_ROLE_FOR_DELETED_USER.all(req.user.user_id)
for (let item of list)
send_chat_message(item.game_id, null, `${user.name} (${item.role}) left the game.`)
SQL_DELETE_USER.run(req.user.user_id)
return res.send("Goodbye!")
})
app.get("/admin/ban-user/:who", must_be_administrator, function (req, res) {
let who = req.params.who
SQL_UPDATE_USER_IS_BANNED.run(1, who)
return res.redirect("/user/" + who)
})
app.get("/admin/unban-user/:who", must_be_administrator, function (req, res) {
let who = req.params.who
SQL_UPDATE_USER_IS_BANNED.run(0, who)
return res.redirect("/user/" + who)
})
/*
* USER PROFILE
*/
app.get("/subscribe", must_be_logged_in, function (req, res) {
SQL_UPDATE_USER_NOTIFY.run(1, req.user.user_id)
res.redirect("/profile")
})
app.get("/unsubscribe", must_be_logged_in, function (req, res) {
SQL_UPDATE_USER_NOTIFY.run(0, req.user.user_id)
res.redirect("/profile")
})
app.get("/webhook", must_be_logged_in, function (req, res) {
req.user.notify = SQL_SELECT_USER_NOTIFY.get(req.user.user_id)
let webhook = SQL_SELECT_WEBHOOK.get(req.user.user_id)
res.render("webhook.pug", { user: req.user, webhook: webhook })
})
app.post("/api/webhook/delete", must_be_logged_in, function (req, res) {
SQL_DELETE_WEBHOOK.run(req.user.user_id)
res.redirect("/webhook")
})
app.post("/api/webhook/update", must_be_logged_in, function (req, res) {
let url = req.body.url
let prefix = req.body.prefix
let format = req.body.format
SQL_UPDATE_WEBHOOK.run(req.user.user_id, url, format, prefix)
const webhook = SQL_SELECT_WEBHOOK_SEND.get(req.user.user_id)
if (webhook)
send_webhook(req.user.user_id, webhook, "Test message!", 0)
res.setHeader("refresh", "3; url=/webhook")
res.send("Testing Webhook. Please wait...")
})
app.get("/change-name", must_be_logged_in, function (req, res) {
res.render("change_name.pug", { user: req.user })
})
app.post("/change-name", must_be_logged_in, function (req, res) {
let newname = clean_user_name(req.body.newname)
if (!is_valid_user_name(newname))
return res.render("change_name.pug", { user: req.user, flash: "Invalid user name!" })
if (SQL_EXISTS_USER_NAME.get(newname))
return res.render("change_name.pug", { user: req.user, flash: "That name is already taken!" })
SQL_UPDATE_USER_NAME.run(newname, req.user.user_id)
return res.redirect("/profile")
})
app.get("/change-mail", must_be_logged_in, function (req, res) {
res.render("change_mail.pug", { user: req.user })
})
app.post("/change-mail", must_be_logged_in, function (req, res) {
let newmail = req.body.newmail
if (!is_valid_email(newmail) || is_forbidden_mail(newmail))
return res.render("change_mail.pug", { user: req.user, flash: "Invalid mail address!" })
if (SQL_EXISTS_USER_MAIL.get(newmail))
return res.render("change_mail.pug", { user: req.user, flash: "That mail address is already taken!" })
SQL_UPDATE_USER_MAIL.run(newmail, req.user.user_id)
SQL_UPDATE_USER_VERIFIED.run(0, req.user.user_id)
return res.redirect("/profile")
})
app.get("/change-about", must_be_logged_in, function (req, res) {
let about = SQL_SELECT_USER_PROFILE.get(req.user.name).about
res.render("change_about.pug", { user: req.user, about: about || "" })
})
app.post("/change-about", must_be_logged_in, function (req, res) {
SQL_UPDATE_USER_ABOUT.run(req.body.about, req.user.user_id)
return res.redirect("/profile")
})
app.get("/user/:who_name", function (req, res) {
let who = SQL_SELECT_USER_PROFILE.get(req.params.who_name)
if (who) {
let games = QUERY_LIST_PUBLIC_GAMES_OF_USER.all({ user_id: who.user_id })
annotate_games(games, 0, null)
let active_pools = TM_POOL_LIST_USER_ACTIVE.all(who.user_id)
let finished_pools = TM_POOL_LIST_USER_RECENT_FINISHED.all(who.user_id)
let relation = 0
if (req.user)
relation = SQL_SELECT_RELATION.get(req.user.user_id, who.user_id) | 0
res.render("user.pug", { user: req.user, who, relation, games, active_pools, finished_pools })
} else {
return res.status(404).send("User not found.")
}
})
/*
* CONTACTS
*/
const SQL_SELECT_CONTACT_BLACKLIST = SQL("select you from contacts where me=? and relation<0").pluck()
const SQL_SELECT_CONTACT_WHITELIST = SQL("select you from contacts where me=? and relation>0").pluck()
const SQL_SELECT_CONTACT_FRIEND_NAMES = SQL("select name from contact_view where me=? and relation>0").pluck()
const SQL_SELECT_CONTACT_LIST = SQL("select * from contact_view where me=?")
const SQL_INSERT_CONTACT = SQL("insert into contacts (me,you,relation) values (?,?,?)")
const SQL_DELETE_CONTACT = SQL("delete from contacts where me=? and you=?")
const SQL_SELECT_RELATION = SQL("select relation from contacts where me=? and you=?").pluck()
app.get("/contacts", must_be_logged_in, function (req, res) {
let contacts = SQL_SELECT_CONTACT_LIST.all(req.user.user_id)
res.render("contacts.pug", {
user: req.user,
friends: contacts.filter(user => user.relation > 0),
enemies: contacts.filter(user => user.relation < 0),
})
})
app.get("/contacts/remove/:who_name", must_be_logged_in, function (req, res) {
let who = SQL_SELECT_USER_BY_NAME.get(req.params.who_name)
if (!who)
return res.status(404).send("User not found.")
SQL_DELETE_CONTACT.run(req.user.user_id, who.user_id)
if (req.headers.referer)
return res.redirect(req.headers.referer)
else
return res.redirect("/user/" + who.name)
})
app.get("/contacts/add-friend/:who_name", must_be_logged_in, function (req, res) {
let who = SQL_SELECT_USER_BY_NAME.get(req.params.who_name)
if (!who)
return res.status(404).send("User not found.")
SQL_INSERT_CONTACT.run(req.user.user_id, who.user_id, 1)
if (req.headers.referer)
return res.redirect(req.headers.referer)
else
return res.redirect("/user/" + who.name)
})
app.get("/contacts/search", must_be_logged_in, function (req, res) {
let q = req.query.q
if (q && q.length > 0) {
if (!q.includes("%"))
q = "%" + q + "%"
let results = SQL_SELECT_USER_BY_SEARCH.all(q)
res.render("search_user.pug", {
user: req.user,
search: req.query.q,
results
})
} else {
res.render("search_user.pug", {
user: req.user,
search: null,
results: null,
})
}
})
app.get("/contacts/add-enemy/:who_name", must_be_logged_in, function (req, res) {
let who = SQL_SELECT_USER_BY_NAME.get(req.params.who_name)
if (!who)
return res.status(404).send("User not found.")
SQL_INSERT_CONTACT.run(req.user.user_id, who.user_id, -1)
if (req.headers.referer)
return res.redirect(req.headers.referer)
else
return res.redirect("/user/" + who.name)
})
/*
* MESSAGES
*/
const MESSAGE_LIST_INBOX = SQL(`
SELECT message_id, from_name, subject, time, is_read
FROM message_view
WHERE to_id=? AND is_deleted_from_inbox=0
ORDER BY message_id DESC`)
const MESSAGE_LIST_OUTBOX = SQL(`
SELECT message_id, to_name, subject, time, 1 as is_read
FROM message_view
WHERE from_id=? AND is_deleted_from_outbox=0
ORDER BY message_id DESC`)
const MESSAGE_FETCH = SQL("SELECT * FROM message_view WHERE message_id=? AND ( from_id=? OR to_id=? )")
const MESSAGE_SEND = SQL("INSERT INTO messages (from_id,to_id,subject,body) VALUES (?,?,?,?)")
const MESSAGE_MARK_READ = SQL("UPDATE messages SET is_read=1 WHERE message_id=? AND is_read = 0")
const MESSAGE_DELETE_INBOX = SQL("UPDATE messages SET is_deleted_from_inbox=1 WHERE message_id=? AND to_id=?")
const MESSAGE_DELETE_OUTBOX = SQL("UPDATE messages SET is_deleted_from_outbox=1 WHERE message_id=? AND from_id=?")
const MESSAGE_DELETE_ALL_OUTBOX = SQL("UPDATE messages SET is_deleted_from_outbox=1 WHERE from_id=?")
app.get("/message/inbox", must_be_logged_in, function (req, res) {
let messages = MESSAGE_LIST_INBOX.all(req.user.user_id)
res.render("message_inbox.pug", {
user: req.user,
messages: messages,
})
})
app.get("/message/outbox", must_be_logged_in, function (req, res) {
let messages = MESSAGE_LIST_OUTBOX.all(req.user.user_id)
res.render("message_outbox.pug", {
user: req.user,
messages: messages,
})
})
app.get("/message/read/:message_id", must_be_logged_in, function (req, res) {
let message_id = req.params.message_id | 0
let message = MESSAGE_FETCH.get(message_id, req.user.user_id, req.user.user_id)
if (!message)
return res.status(404).send("Invalid message ID.")
if (message.to_id === req.user.user_id && message.is_read === 0) {
MESSAGE_MARK_READ.run(message_id)
req.user.unread --
}
message.body = linkify_post(message.body)
res.render("message_read.pug", {
user: req.user,
message: message,
})
})
app.get("/message/send", must_be_logged_in, function (req, res) {
let friends = SQL_SELECT_CONTACT_FRIEND_NAMES.all(req.user.user_id)
res.render("message_send.pug", {
user: req.user,
to_name: "",
subject: "",
body: "",
friends,
})
})
app.get("/message/send/:to_name", must_be_logged_in, function (req, res) {
let friends = SQL_SELECT_CONTACT_FRIEND_NAMES.all(req.user.user_id)
let to_name = req.params.to_name
res.render("message_send.pug", {
user: req.user,
to_name: to_name,
subject: "",
body: "",
friends,
})
})
app.post("/message/send", must_be_logged_in, function (req, res) {
let to_name = req.body.to.trim()
let subject = req.body.subject.trim()
let body = req.body.body.trim()
let to_user = SQL_SELECT_USER_BY_NAME.get(to_name)
if (!to_user) {
let friends = SQL_SELECT_CONTACT_FRIEND_NAMES.all(req.user.user_id)
return res.render("message_send.pug", {
user: req.user,
to_id: 0,
to_name: to_name,
subject: subject,
body: body,
friends,
flash: "Cannot find that user.",
})
}
let info = MESSAGE_SEND.run(req.user.user_id, to_user.user_id, subject, body)
send_notification(to_user, message_link(info.lastInsertRowid), "New message from " + req.user.name)
res.redirect("/message/inbox")
})
function quote_body(message) {
let when = new Date(epoch_from_time(message.time)).toDateString()
let who = message.from_name
let what = message.body.split("\n").join("\n> ")
return "\n\n" + "On " + when + " " + who + " wrote:\n> " + what + "\n"
}
app.get("/message/reply/:message_id", must_be_logged_in, function (req, res) {
let message_id = req.params.message_id | 0
let message = MESSAGE_FETCH.get(message_id, req.user.user_id, req.user.user_id)
if (!message)
return res.status(404).send("Invalid message ID.")
let friends = SQL_SELECT_CONTACT_FRIEND_NAMES.all(req.user.user_id)
return res.render("message_send.pug", {
user: req.user,
to_id: message.from_id,
to_name: message.from_name,
subject: message.subject.startsWith("Re: ") ? message.subject : "Re: " + message.subject,
body: quote_body(message),
friends,
})
})
app.get("/message/delete/outbox", must_be_logged_in, function (req, res) {
MESSAGE_DELETE_ALL_OUTBOX.run(req.user.user_id)
res.redirect("/message/outbox")
})
app.get("/message/delete/:message_id", must_be_logged_in, function (req, res) {
let message_id = req.params.message_id | 0
MESSAGE_DELETE_INBOX.run(message_id, req.user.user_id)
MESSAGE_DELETE_OUTBOX.run(message_id, req.user.user_id)
res.redirect("/message/inbox")
})
/*
* FORUM
*/
const FORUM_PAGE_SIZE = 15
const FORUM_COUNT_THREADS = SQL("SELECT COUNT(*) FROM threads").pluck()
const FORUM_LIST_THREADS_USER = SQL("SELECT *, (exists (select 1 from read_threads where user_id=? and read_threads.thread_id=thread_view.thread_id)) as is_read FROM thread_view ORDER BY mtime DESC LIMIT ? OFFSET ?")
const FORUM_LIST_THREADS = SQL("SELECT *, 1 as is_read FROM thread_view ORDER BY mtime DESC LIMIT ? OFFSET ?")
const FORUM_GET_THREAD = SQL("SELECT * FROM thread_view WHERE thread_id=?")
const FORUM_LIST_POSTS = SQL("SELECT * FROM post_view WHERE thread_id=?")
const FORUM_GET_POST = SQL("SELECT * FROM post_view WHERE post_id=?")
const FORUM_NEW_THREAD = SQL("INSERT INTO threads (author_id,subject) VALUES (?,?)")
const FORUM_NEW_POST = SQL("INSERT INTO posts (thread_id,author_id,body) VALUES (?,?,?)")
const FORUM_EDIT_POST = SQL("UPDATE posts SET body=?, mtime=datetime() WHERE post_id=? AND author_id=? RETURNING thread_id").pluck()
const FORUM_MARK_READ = SQL("insert or ignore into read_threads (user_id,thread_id) values (?,?)")
const FORUM_DELETE_THREAD_POSTS = SQL("delete from posts where thread_id=?")
const FORUM_DELETE_THREAD = SQL("delete from threads where thread_id=?")
const FORUM_DELETE_POST = SQL("delete from posts where post_id=?")
const FORUM_SEARCH = SQL(`
select
forum_search.thread_id,
forum_search.post_id,
threads.subject,
coalesce(pusers.name, tusers.name) as author,
snippet(forum_search, -1, '', '', '...', 18) as snippet
from
forum_search
join threads on threads.thread_id = forum_search.thread_id
left join posts on posts.post_id = forum_search.post_id
left join users as pusers on pusers.user_id = posts.author_id
left join users as tusers on tusers.user_id = threads.author_id
where
forum_search match ?
order by
forum_search.thread_id desc,
forum_search.post_id desc
`)
function show_forum_page(req, res, page) {
let thread_count = FORUM_COUNT_THREADS.get()
let page_count = Math.ceil(thread_count / FORUM_PAGE_SIZE)
let threads
if (req.user)
threads = FORUM_LIST_THREADS_USER.all(req.user.user_id, FORUM_PAGE_SIZE, FORUM_PAGE_SIZE * (page - 1))
else
threads = FORUM_LIST_THREADS.all(FORUM_PAGE_SIZE, FORUM_PAGE_SIZE * (page - 1))
res.render("forum_view.pug", {
user: req.user,
threads: threads,
current_page: page,
page_count: page_count,
})
}
function linkify_post(text) {
text = text.replace(/&/g, "&").replace(//g, ">")
text = text.replace(/https?:\/\/\S+/g, (match) => {
if (match.endsWith(".jpg") || match.endsWith(".png") || match.endsWith(".svg"))
return ``
return `${match}`
})
return text
}
app.get("/forum", function (req, res) {
show_forum_page(req, res, 1)
})
app.get("/forum/page/:page", function (req, res) {
show_forum_page(req, res, req.params.page | 0)
})
app.get("/forum/thread/:thread_id", function (req, res) {
let thread_id = req.params.thread_id | 0
let thread = FORUM_GET_THREAD.get(thread_id)
let posts = FORUM_LIST_POSTS.all(thread_id)
if (!thread)
return res.status(404).send("Invalid thread ID.")
for (let i = 0; i < posts.length; ++i) {
posts[i].body = linkify_post(posts[i].body)
posts[i].edited = posts[i].mtime !== posts[i].ctime
}
if (req.user)
FORUM_MARK_READ.run(req.user.user_id, thread_id)
res.render("forum_thread.pug", {
user: req.user,
thread: thread,
posts: posts,
})
})
app.get("/forum/delete-thread/:thread_id", must_be_administrator, function (req, res) {
let thread_id = req.params.thread_id
res.send(JSON.stringify({
posts: FORUM_DELETE_THREAD_POSTS.run(thread_id),
thread: FORUM_DELETE_THREAD.run(thread_id),
}))
})
app.get("/forum/delete-post/:post_id", must_be_administrator, function (req, res) {
let post_id = req.params.post_id
res.send(JSON.stringify(
FORUM_DELETE_POST.run(post_id)
))
})
app.get("/forum/post", must_be_logged_in, function (req, res) {
res.render("forum_post.pug", {
user: req.user,
})
})
app.post("/forum/post", must_be_logged_in, function (req, res) {
let user_id = req.user.user_id
let subject = req.body.subject.trim()
let body = req.body.body
if (subject.length === 0)
subject = "Untitled"
let thread_id = FORUM_NEW_THREAD.run(user_id, subject).lastInsertRowid
FORUM_NEW_POST.run(thread_id, user_id, body)
res.redirect("/forum/thread/" + thread_id)
})
app.get("/forum/edit/:post_id", must_be_logged_in, function (req, res) {
// TODO: edit subject if editing first post
let post_id = req.params.post_id | 0
let post = FORUM_GET_POST.get(post_id)
if (!post || post.author_id != req.user.user_id)
return res.status(404).send("Invalid post ID.")
res.render("forum_edit.pug", {
user: req.user,
post: post,
})
})
app.post("/forum/edit/:post_id", must_be_logged_in, function (req, res) {
let user_id = req.user.user_id
let post_id = req.params.post_id | 0
let body = req.body.body
let thread_id = FORUM_EDIT_POST.get(body, post_id, user_id)
res.redirect("/forum/thread/" + thread_id)
})
app.get("/forum/reply/:post_id", must_be_logged_in, function (req, res) {
let post_id = req.params.post_id | 0
let post = FORUM_GET_POST.get(post_id)
if (!post)
return res.status(404).send("Invalid post ID.")
let thread = FORUM_GET_THREAD.get(post.thread_id)
post.body = linkify_post(post.body)
post.edited = post.mtime !== post.ctime
res.render("forum_reply.pug", {
user: req.user,
thread: thread,
post: post,
})
})
app.post("/forum/reply/:thread_id", must_be_logged_in, function (req, res) {
let thread_id = req.params.thread_id | 0
let user_id = req.user.user_id
let body = req.body.body
FORUM_NEW_POST.run(thread_id, user_id, body)
res.redirect("/forum/thread/" + thread_id)
})
app.get("/forum/search", must_be_logged_in, function (req, res) {
let search = req.query.q
let results = []
if (search) {
try {
results = FORUM_SEARCH.all(search)
} catch (err) {
results = FORUM_SEARCH.all('"' + search.replaceAll('"', '""') + '"')
}
}
res.render("forum_search.pug", { user: req.user, search, results })
})
/*
* GAME LOBBY
*/
let RULES = {}
let TITLE_TABLE = app.locals.TITLE_TABLE = {}
let TITLE_LIST = app.locals.TITLE_LIST = []
let TITLE_NAME = app.locals.TITLE_NAME = {}
const STATUS_OPEN = 0
const STATUS_ACTIVE = 1
const STATUS_FINISHED = 2
const STATUS_ARCHIVED = 3
const PARSE_OPTIONS_CACHE = {}
const HUMAN_OPTIONS_CACHE = {
"{}": "None"
}
function parse_game_options(options_json) {
if (options_json in PARSE_OPTIONS_CACHE)
return PARSE_OPTIONS_CACHE[options_json]
return PARSE_OPTIONS_CACHE[options_json] = Object.freeze(JSON.parse(options_json))
}
function option_to_english(k) {
if (k === true || k === 1)
return "yes"
if (k === false)
return "no"
if (typeof k === "string")
return k.replace(/_/g, " ").replace(/^\w/, (c) => c.toUpperCase())
return k
}
function format_options(options_json) {
if (options_json in HUMAN_OPTIONS_CACHE)
return HUMAN_OPTIONS_CACHE[options_json]
let options = parse_game_options(options_json)
let text = Object.entries(options)
.map(([ k, v ]) => {
if (k === "players")
return v + " Player"
if (v === true || v === 1)
return option_to_english(k)
return option_to_english(k) + "=" + option_to_english(v)
})
.join(", ")
return (HUMAN_OPTIONS_CACHE[options_json] = text)
}
function get_game_roles(title_id, scenario, options) {
let roles = RULES[title_id].roles
if (typeof options === "string")
options = parse_game_options(options)
if (typeof roles === "function")
return roles(scenario, options)
return roles
}
function unload_module(filename) {
// Remove a module and its dependencies from require.cache so they can be reloaded.
let mod = require.cache[filename]
if (mod) {
delete require.cache[filename]
for (let child of mod.children)
unload_module(child.filename)
}
}
function load_rules(rules_dir, rules_file, title) {
RULES[title.title_id] = require(rules_file)
title.about_html = fs.readFileSync(rules_dir + "/about.html")
title.create_html = fs.readFileSync(rules_dir + "/create.html")
}
function watch_rules(rules_dir, rules_file, title) {
let watch_list = [ rules_file ]
let mod = require.cache[rules_file]
if (mod) {
for (let child of mod.children)
watch_list.push(child.filename)
}
function reload_rules() {
try {
console.log("*** RELOAD", title.title_id, "***")
unload_module(rules_file)
load_rules(rules_dir, rules_file, title)
sync_client_state_for_title(title.title_id)
} catch (err) {
console.log(err)
}
}
// TODO: figure out why chokidar is unreliable on production server
// chokidar.watch(watch_list, { ignoreInitial: true, awaitWriteFinish: true }).on("all", reload_rules)
for (let file of watch_list)
fs.watchFile(file, reload_rules)
}
function load_titles() {
const SQL_SELECT_TITLES = SQL("select * from titles")
for (let title of SQL_SELECT_TITLES.all()) {
let title_id = title.title_id
let rules_dir = __dirname + "/public/" + title_id
let rules_file = rules_dir + "/rules.js"
TITLE_LIST.push(title)
TITLE_TABLE[title_id] = title
TITLE_NAME[title_id] = title.title_name
try {
if (fs.existsSync(rules_file)) {
console.log("Loading rules for " + title_id)
load_rules(rules_dir, rules_file, title)
} else {
console.log("Cannot find rules for " + title_id)
}
} catch (err) {
console.log(err)
}
watch_rules(rules_dir, rules_file, title)
}
}
load_titles()
const SQL_INSERT_GAME = SQL("INSERT INTO games (owner_id,title_id,scenario,options,player_count,pace,is_private,is_random,notice,is_match) VALUES (?,?,?,?,?,?,?,?,?,?) returning game_id").pluck()
const SQL_DELETE_GAME_BY_OWNER = SQL("delete from games where game_id=? and owner_id=?")
const SQL_DELETE_GAME = SQL("delete from games where game_id=?")
const SQL_START_GAME = SQL(`
update games set
status = 1,
is_private = (is_private or user_count = 1 or user_count < player_count),
ctime = datetime(),
mtime = datetime(),
active = ?
where
game_id = ?
`)
const SQL_FINISH_GAME = SQL(`
update games set
status = 2,
mtime = datetime(),
active = null,
result = ?
where
game_id = ?
`)
const SQL_REWIND_GAME_CLOCK = SQL("update players set clock=1 where game_id=? and clock < 1")
const SQL_REWIND_GAME = SQL("update games set status=1,moves=?,active=?,mtime=datetime() where game_id=?")
const SQL_SELECT_REWIND = SQL("select snap_id, state->>'$.active' as active, state->>'$.state' as state from game_snap where game_id=? order by snap_id desc")
const SQL_UPDATE_GAME_ACTIVE = SQL("update games set active=?,mtime=datetime(),moves=moves+1 where game_id=?")
const SQL_UPDATE_GAME_SCENARIO = SQL("update games set scenario=? where game_id=?")
const SQL_SELECT_GAME_STATE = SQL("select state from game_state where game_id=?").pluck()
const SQL_INSERT_GAME_STATE = SQL("insert or replace into game_state (game_id,state) values (?,?)")
const SQL_SELECT_UNREAD_CHAT_GAMES = SQL("select game_id from unread_chats where user_id = ?").pluck()
const SQL_SELECT_UNREAD_CHAT = SQL("select exists (select 1 from unread_chats where user_id = ? and game_id = ?)").pluck()
const SQL_INSERT_UNREAD_CHAT = SQL("insert or ignore into unread_chats (user_id,game_id) values (?,?)")
const SQL_DELETE_UNREAD_CHAT = SQL("delete from unread_chats where user_id = ? and game_id = ?")
const SQL_SELECT_GAME_CHAT = SQL("SELECT chat_id,unixepoch(time),name,message FROM game_chat_view WHERE game_id=? AND chat_id>?").raw()
const SQL_INSERT_GAME_CHAT = SQL("INSERT INTO game_chat (game_id,chat_id,user_id,message) VALUES (?, (select coalesce(max(chat_id), 0) + 1 from game_chat where game_id=?), ?,?)")
const SQL_SELECT_GAME_NOTE = SQL("SELECT note FROM game_notes WHERE game_id=? AND role=?").pluck()
const SQL_UPDATE_GAME_NOTE = SQL("INSERT OR REPLACE INTO game_notes (game_id,role,note) VALUES (?,?,?)")
const SQL_DELETE_GAME_NOTE = SQL("DELETE FROM game_notes WHERE game_id=? AND role=?")
const SQL_INSERT_REPLAY = SQL("insert into game_replay (game_id,replay_id,role,action,arguments) values (?, (select coalesce(max(replay_id), 0) + 1 from game_replay where game_id=?) ,?,?,?) returning replay_id").pluck()
const SQL_INSERT_SNAP = SQL("insert into game_snap (game_id,snap_id,replay_id,state) values (?, (select coalesce(max(snap_id), 0) + 1 from game_snap where game_id=?), ?, ?) returning snap_id").pluck()
const SQL_SELECT_SNAP = SQL("select * from game_snap where game_id = ? and snap_id = ?")
const SQL_SELECT_SNAP_STATE = SQL("select state from game_snap where game_id = ? and snap_id = ?").pluck()
const SQL_SELECT_SNAP_COUNT = SQL("select max(snap_id) from game_snap where game_id=?").pluck()
const SQL_DELETE_GAME_SNAP = SQL("delete from game_snap where game_id=? and snap_id > ?")
const SQL_DELETE_GAME_REPLAY = SQL("delete from game_replay where game_id=? and replay_id > ?")
const SQL_SELECT_REPLAY = SQL(`
select
json_object(
'players',
(select json_group_array(
json_object('role', role, 'name', name)
)
from players
left join users using(user_id)
where game_id = outer.game_id
),
'state',
(select json(state)
from game_state
where game_id = outer.game_id
),
'replay',
(select json_group_array(
case when arguments is null then
json_array(role, action)
else
json_array(role, action, json(arguments))
end
)
from game_replay
where game_id = outer.game_id
)
) as export
from games as outer
where game_id = ?
`).pluck()
const SQL_SELECT_EXPORT = SQL("select export from game_export_view where game_id=?").pluck()
const SQL_SELECT_GAME = SQL("SELECT * FROM games WHERE game_id=?")
const SQL_SELECT_GAME_VIEW = SQL("SELECT * FROM game_view WHERE game_id=?")
const SQL_SELECT_GAME_TITLE = SQL("SELECT title_id FROM games WHERE game_id=?").pluck()
const SQL_SELECT_PLAYERS = SQL("select * from players join user_view using(user_id) where game_id=?")
const SQL_SELECT_PLAYERS_WITH_NAME = SQL("select role, user_id, name from players join users using(user_id) where game_id=?")
const SQL_UPDATE_PLAYER_ACCEPT = SQL("UPDATE players SET is_invite=0 WHERE game_id=? AND role=? AND user_id=?")
const SQL_UPDATE_PLAYER_ROLE = SQL("UPDATE players SET role=? WHERE game_id=? AND role=? AND user_id=?")
const SQL_SELECT_PLAYER_NAME = SQL("SELECT name FROM players JOIN users using(user_id) WHERE game_id=? AND role=?").pluck()
const SQL_INSERT_PLAYER_ROLE = SQL("INSERT OR IGNORE INTO players (game_id,role,user_id,is_invite) VALUES (?,?,?,?)")
const SQL_DELETE_PLAYER_ROLE = SQL("DELETE FROM players WHERE game_id=? AND role=?")
const SQL_SELECT_PLAYER_VIEW = SQL("select * from player_view where game_id = ?")
const SQL_COUNT_OPEN_GAMES = SQL(`SELECT COUNT(*) FROM games WHERE owner_id=? AND status=${STATUS_OPEN} and not is_match`).pluck()
const SQL_COUNT_ACTIVE_GAMES = SQL(`
select count(*) from games
where status < 2 and exists (
select 1 from players where players.user_id=? and players.game_id=games.game_id
)
`).pluck()
const SQL_SELECT_REMATCH = SQL(`SELECT game_id FROM games WHERE status < ${STATUS_FINISHED} AND notice=?`).pluck()
const SQL_INSERT_REMATCH = SQL(`
insert or ignore into games
(owner_id, title_id, scenario, options, player_count, pace, is_private, is_random, notice)
select
$owner_id, title_id, scenario, options, player_count, pace, is_private, $random, $magic
from
games
where
game_id = $old_game_id
and not exists (
select 1 from games where notice = $magic
)
returning
game_id
`).pluck()
const QUERY_LIST_PUBLIC_GAMES_OPEN = SQL(`
select * from game_view_public where status = 0 and join_count < player_count
and not exists (
select 1 from players
join contacts on contacts.me=players.user_id
where players.game_id=game_view_public.game_id and you=? and relation < 0
)
order by game_id desc
`)
const QUERY_LIST_PUBLIC_GAMES_REPLACEMENT = SQL(`
select * from game_view_public where status = 1 and join_count < player_count
and not exists (
select 1 from players
join contacts on contacts.me=players.user_id
where players.game_id=game_view_public.game_id and you=? and relation < 0
)
order by game_id desc
`)
const QUERY_LIST_PUBLIC_GAMES_ACTIVE = SQL(`
select * from game_view_public where status = 1 and join_count = player_count
order by mtime desc
limit 12
`)
const QUERY_LIST_PUBLIC_GAMES_FINISHED = SQL(`
select * from game_view_public where status = 2
order by mtime desc
limit 12
`)
const QUERY_LIST_GAMES_OF_TITLE_OPEN = SQL(`
select * from game_view_public where title_id=? and status = 0 and join_count < player_count
and not exists ( select 1 from contacts where me = owner_id and you = ? and relation < 0 )
order by game_id desc
`)
const QUERY_LIST_GAMES_OF_TITLE_REPLACEMENT = SQL(`
select * from game_view_public where title_id=? and status = 1 and join_count < player_count
and not exists ( select 1 from contacts where me = owner_id and you = ? and relation < 0 )
order by game_id desc
`)
const QUERY_LIST_GAMES_OF_TITLE_ACTIVE = SQL(`
select * from game_view_public where title_id=? and status = 1 and join_count = player_count
order by mtime desc
limit 12
`)
const QUERY_LIST_GAMES_OF_TITLE_FINISHED = SQL(`
select * from game_view_public where title_id=? and status = 2
order by mtime desc
limit 12
`)
const QUERY_NEXT_GAME_OF_USER = SQL(`
select title_id, game_id, role
from games
join players using(game_id)
where
status = ${STATUS_ACTIVE}
and active in (role, 'Both')
and user_id = ?
order by mtime
limit 1
`)
const QUERY_LIST_PUBLIC_GAMES_OF_USER = SQL(`
select * from game_view
where
( owner_id=$user_id or game_id in ( select game_id from players where players.user_id=$user_id ) )
and
( status <= ${STATUS_FINISHED} )
and
( not is_private or status = ${STATUS_ACTIVE} )
order by status asc, mtime desc
`)
const QUERY_LIST_ACTIVE_GAMES_OF_USER = SQL(`
select * from game_view
where
( owner_id=$user_id or game_id in ( select game_id from players where players.user_id=$user_id ) )
and
( status <= ${STATUS_FINISHED} )
order by game_id desc
`)
const QUERY_LIST_FINISHED_GAMES_OF_USER = SQL(`
select * from game_view
where
( owner_id=$user_id or game_id in ( select game_id from players where players.user_id=$user_id ) )
and
( status = ${STATUS_FINISHED} or status = ${STATUS_ARCHIVED} )
order by status asc, mtime desc
`)
function check_create_game_limit(user) {
if (user.waiting > LIMIT_WAITING_GAMES)
return "You have too many games waiting!"
if (SQL_COUNT_OPEN_GAMES.get(user.user_id) >= LIMIT_OPEN_GAMES)
return "You have too many open games!"
if (SQL_COUNT_ACTIVE_GAMES.get(user.user_id) >= LIMIT_ACTIVE_GAMES)
return "You cannot join any more games!"
return null
}
function check_join_game_limit(user) {
if (user.waiting > LIMIT_WAITING_GAMES + 1)
return "You have too many games waiting!"
if (SQL_COUNT_ACTIVE_GAMES.get(user.user_id) >= LIMIT_ACTIVE_GAMES)
return "You cannot join any more games!"
return null
}
function annotate_game_info(game, user_id, unread) {
game.human_options = format_options(game.options)
game.is_unread = set_has(unread, game.game_id)
let your_count = 0
let your_role = null
let time_left = Infinity
let roles = get_game_roles(game.title_id, game.scenario, game.options)
game.players = SQL_SELECT_PLAYER_VIEW.all(game.game_id)
for (let p of game.players)
p.index = roles.indexOf(p.role)
game.players.sort((a, b) => a.index - b.index)
game.player_names = ""
for (let p of game.players) {
if (p.user_id === user_id) {
your_role = p.role
your_count++
if (p.is_active && game.is_ready && game.status < 2)
game.your_turn = true
if (p.is_invite)
game.your_turn = true
}
if (p.is_active)
time_left = Math.min(time_left, p.time_left)
let link
if (!p.name)
link = "null"
else if (p.is_invite)
link = `${p.name}?`
else if (p.is_active)
link = `${p.name}`
else
link = `${p.name}`
if (game.player_names)
game.player_names += ", " + link
else
game.player_names = link
if (game.result === p.role)
game.result = `${p.name} (${game.result})`
}
if (game.result && game.result.includes(",")) {
game.result = game.result.split(", ").map(role => {
for (let p of game.players)
if (p.role === role)
return `${p.name}`
return role
}).join(", ")
}
if (game.is_ready && game.status === 1)
game.time_left = time_left
if (your_count > 0) {
game.is_yours = true
if (your_count === 1)
game.your_role = your_role
}
}
function annotate_games(list, user_id, unread) {
for (let game of list)
annotate_game_info(game, user_id, unread)
return list
}
app.get("/profile", must_be_logged_in, function (req, res) {
req.user.notify = SQL_SELECT_USER_NOTIFY.get(req.user.user_id)
req.user.is_verified = SQL_SELECT_USER_VERIFIED.get(req.user.user_id)
req.user.webhook = SQL_SELECT_WEBHOOK.get(req.user.user_id)
res.render("profile.pug", { user: req.user })
})
app.get("/games", function (_req, res) {
res.redirect("/games/public")
})
app.get("/games/next", must_be_logged_in, function (req, res) {
let next = QUERY_NEXT_GAME_OF_USER.get(req.user.user_id)
if (next !== undefined)
res.redirect(play_url(next.title_id, next.game_id, next.role))
else
res.redirect(`/games/active`)
})
app.get("/games/active", must_be_logged_in, function (req, res) {
let user_id = req.user.user_id
let games = QUERY_LIST_ACTIVE_GAMES_OF_USER.all({ user_id })
let unread = SQL_SELECT_UNREAD_CHAT_GAMES.all(user_id)
annotate_games(games, user_id, unread)
let seeds = TM_SEED_LIST_USER.all(user_id)
let active_pools = TM_POOL_LIST_USER_ACTIVE.all(user_id)
let finished_pools = TM_POOL_LIST_USER_RECENT_FINISHED.all(user_id)
res.render("games_active.pug", { user: req.user, who: req.user, games, seeds, active_pools, finished_pools })
})
app.get("/tm/active", must_be_logged_in, function (req, res) {
let user_id = req.user.user_id
let seeds = TM_SEED_LIST_USER.all(user_id)
let active_pools = TM_POOL_LIST_USER_ACTIVE.all(user_id)
let finished_pools = TM_POOL_LIST_USER_RECENT_FINISHED.all(user_id)
res.render("tm_active.pug", { user: req.user, who: req.user, seeds, active_pools, finished_pools })
})
app.get("/games/finished", must_be_logged_in, function (req, res) {
let games = QUERY_LIST_FINISHED_GAMES_OF_USER.all({ user_id: req.user.user_id })
let unread = SQL_SELECT_UNREAD_CHAT_GAMES.all(req.user.user_id)
annotate_games(games, req.user.user_id, unread)
res.render("games_finished.pug", { user: req.user, who: req.user, games })
})
app.get("/tm/finished", must_be_logged_in, function (req, res) {
let pools = TM_POOL_LIST_USER_ALL_FINISHED.all(req.user.user_id)
res.render("tm_finished.pug", { user: req.user, who: req.user, pools })
})
app.get("/games/finished/:who_name", function (req, res) {
let who = SQL_SELECT_USER_BY_NAME.get(req.params.who_name)
if (who) {
let games = QUERY_LIST_FINISHED_GAMES_OF_USER.all({ user_id: who.user_id })
annotate_games(games, 0, null)
res.render("games_finished.pug", { user: req.user, who, games })
} else {
return res.status(404).send("Invalid user name.")
}
})
app.get("/tm/finished/:who_name", function (req, res) {
let who = SQL_SELECT_USER_BY_NAME.get(req.params.who_name)
if (who) {
let pools = TM_POOL_LIST_USER_ALL_FINISHED.all(who.user_id)
res.render("tm_finished.pug", { user: req.user, who, pools })
} else {
return res.status(404).send("Invalid user name.")
}
})
app.get("/games/public", function (req, res) {
let user_id = 0
let unread = null
if (req.user) {
user_id = req.user.user_id
unread = SQL_SELECT_UNREAD_CHAT_GAMES.all(req.user.user_id)
}
let open_games = QUERY_LIST_PUBLIC_GAMES_OPEN.all(user_id)
let replacement_games = QUERY_LIST_PUBLIC_GAMES_REPLACEMENT.all(user_id)
let active_games = QUERY_LIST_PUBLIC_GAMES_ACTIVE.all()
let finished_games = QUERY_LIST_PUBLIC_GAMES_FINISHED.all()
annotate_games(open_games, user_id, unread)
annotate_games(replacement_games, user_id, unread)
annotate_games(active_games, user_id, unread)
annotate_games(finished_games, user_id, unread)
res.render("games_public.pug", {
user: req.user,
open_games,
replacement_games,
active_games,
finished_games,
})
})
function get_title_page(req, res, title_id) {
let title = TITLE_TABLE[title_id]
if (!title)
return res.status(404).send("Invalid title.")
let unread = null
if (req.user)
unread = SQL_SELECT_UNREAD_CHAT_GAMES.all(req.user.user_id)
let user_id = req.user ? req.user.user_id : 0
let open_games = QUERY_LIST_GAMES_OF_TITLE_OPEN.all(title_id, user_id)
let replacement_games = QUERY_LIST_GAMES_OF_TITLE_REPLACEMENT.all(title_id, user_id)
let active_games = QUERY_LIST_GAMES_OF_TITLE_ACTIVE.all(title_id)
let finished_games = QUERY_LIST_GAMES_OF_TITLE_FINISHED.all(title_id)
annotate_games(open_games, user_id, unread)
annotate_games(replacement_games, user_id, unread)
annotate_games(active_games, user_id, unread)
annotate_games(finished_games, user_id, unread)
let seeds = TM_SEED_LIST_TITLE.all(user_id, title_id)
let active_pools = TM_POOL_LIST_TITLE_ACTIVE.all(title_id)
let finished_pools = TM_POOL_LIST_TITLE_FINISHED.all(title_id)
res.render("info.pug", {
user: req.user,
title: title,
open_games,
replacement_games,
active_games,
finished_games,
seeds,
active_pools,
finished_pools,
})
}
for (let title of TITLE_LIST)
app.get("/" + title.title_id, (req, res) => get_title_page(req, res, title.title_id))
app.get("/create/:title_id", function (req, res) {
let title_id = req.params.title_id
let title = TITLE_TABLE[title_id]
if (!title)
return res.status(404).send("Invalid title.")
res.render("create.pug", {
user: req.user,
title: title,
limit: req.user ? check_create_game_limit(req.user) : null,
scenarios: RULES[title_id].scenarios,
})
})
function options_json_replacer(key, value) {
if (key === "scenario") return undefined
if (key === "notice") return undefined
if (key === "pace") return undefined
if (key === "is_random") return undefined
if (key === "is_private") return undefined
if (value === "true") return true
if (value === "false") return false
if (value === "")
return undefined
if (typeof value === "string" && String(parseInt(value)) === value)
return parseInt(value)
return value
}
function is_random_scenario(title_id, scenario) {
if (RULES[title_id].is_random_scenario)
return RULES[title_id].is_random_scenario(scenario)
return false
}
function select_random_scenario(title_id, scenario, seed) {
if (RULES[title_id].select_random_scenario)
return RULES[title_id].select_random_scenario(scenario, seed)
return scenario
}
app.post("/create/:title_id", must_be_logged_in, function (req, res) {
let title_id = req.params.title_id
let priv = req.body.is_private === "true" ? 1 : 0
let rand = req.body.is_random === "true" ? 1 : 0
let pace = req.body.pace | 0
let user_id = req.user.user_id
let scenario = req.body.scenario
let options = JSON.stringify(req.body, options_json_replacer)
let notice = req.body.notice
let limit = check_create_game_limit(req.user)
if (limit)
return res.send(limit)
if (!(title_id in RULES))
return res.send("Invalid title.")
if (is_random_scenario(title_id, scenario))
rand = 1
let player_count = get_game_roles(title_id, scenario, options).length
let game_id = SQL_INSERT_GAME.get(user_id, title_id, scenario, options, player_count, pace, priv, rand, notice, 0)
res.redirect("/join/" + game_id)
})
app.post("/api/delete/:game_id", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id
let info = SQL_DELETE_GAME_BY_OWNER.run(game_id, req.user.user_id)
if (info.changes === 0)
return res.send("Not authorized to delete that game ID.")
if (info.changes === 1)
update_join_clients_deleted(game_id)
res.send("SUCCESS")
})
function insert_rematch_players(old_game_id, new_game_id, req_user_id, order) {
let game = SQL_SELECT_GAME.get(old_game_id)
let players = SQL_SELECT_PLAYERS.all(old_game_id)
let roles = get_game_roles(game.title_id, game.scenario, game.options)
let n = roles.length
if (players.length !== n)
throw new Error("missing players")
switch (order) {
default:
case "swap":
players.sort((a, b) => roles.indexOf(a.role) - roles.indexOf(b.role))
for (let i = 0; i < n; ++i)
players[i].role = roles[(i+1) % n]
break
case "keep":
// do nothing
break
case "shuffle":
// unused for now - random but known
shuffle(players)
for (let i = 0; i < n; ++i)
players[i].role = roles[i]
break
case "random":
for (let i = 0; i < n; ++i)
players[i].role = "Random " + (i+1)
break
}
for (let p of players)
SQL_INSERT_PLAYER_ROLE.run(new_game_id, p.role, p.user_id, p.user_id !== req_user_id ? 1 : 0)
}
app.get("/rematch/:old_game_id", must_be_logged_in, function (req, res) {
let old_game_id = req.params.old_game_id | 0
let pool_name = TM_FIND_POOL_NAME.get(old_game_id)
if (pool_name)
return res.redirect("/tm/pool/" + pool_name)
let magic = "\u{1F503} " + old_game_id
let new_game_id = SQL_SELECT_REMATCH.get(magic)
if (new_game_id)
return res.redirect("/join/" + new_game_id)
let game = SQL_SELECT_GAME.get(old_game_id)
let players = SQL_SELECT_PLAYERS_WITH_NAME.all(old_game_id)
res.render("rematch.pug", {
user: req.user,
title: TITLE_TABLE[game.title_id],
game,
players,
})
})
app.post("/rematch/:old_game_id", must_be_logged_in, function (req, res) {
let old_game_id = req.params.old_game_id | 0
let magic = "\u{1F503} " + old_game_id
let new_game_id = 0
let order = req.body.order
SQL_BEGIN.run()
try {
new_game_id = SQL_INSERT_REMATCH.get({
owner_id: req.user.user_id,
random: order === "random" ? 1 : 0,
old_game_id,
magic,
})
if (new_game_id)
insert_rematch_players(old_game_id, new_game_id, req.user.user_id, order)
else
new_game_id = SQL_SELECT_REMATCH.get(magic)
SQL_COMMIT.run()
} catch (err) {
return res.send(err.toString())
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
return res.redirect("/join/" + new_game_id)
})
function update_join_clients_deleted(game_id) {
let list = join_clients[game_id]
if (list && list.length > 0)
for (let res of list)
res.write("event: deleted\ndata: null\n\n")
delete join_clients[game_id]
}
function update_join_clients(game_id) {
let list = join_clients[game_id]
if (list && list.length > 0) {
let game = SQL_SELECT_GAME_VIEW.get(game_id)
if (game) {
let players = SQL_SELECT_PLAYER_VIEW.all(game_id)
let roles = null
if (game)
roles = get_game_roles(game.title_id, game.scenario, game.options)
let data = "event: updated\ndata: " + JSON.stringify({game,roles,players}) + "\n\n"
for (let res of list)
res.write(data)
} else {
for (let res of list)
res.write("event: deleted\ndata: null\n\n")
}
}
}
app.get("/join/:game_id", function (req, res) {
let game_id = req.params.game_id | 0
let game = SQL_SELECT_GAME_VIEW.get(game_id)
if (!game)
return res.status(404).send("Invalid game ID.")
let roles = get_game_roles(game.title_id, game.scenario, game.options)
let players = SQL_SELECT_PLAYER_VIEW.all(game_id)
let whitelist = null
let blacklist = null
let friends = null
let rewind = 0
if (req.user) {
whitelist = SQL_SELECT_CONTACT_WHITELIST.all(req.user.user_id)
blacklist = SQL_SELECT_CONTACT_BLACKLIST.all(req.user.user_id)
if (game.owner_id === req.user.user_id)
friends = SQL_SELECT_CONTACT_FRIEND_NAMES.all(req.user.user_id)
if (req.user.user_id === 1)
rewind = SQL_SELECT_REWIND.all(game_id)
}
let icon = ""
if (game.is_private)
icon += app.locals.EMOJI_PRIVATE
if (game.is_match)
icon += app.locals.EMOJI_MATCH
if (game.pace)
icon += app.locals.PACE_ICON[game.pace]
res.render("join.pug", {
user: req.user,
icon,
game,
roles,
players,
whitelist,
blacklist,
friends,
limit: req.user ? check_join_game_limit(req.user) : null,
rewind
})
})
app.get("/join-events/:game_id", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id | 0
res.setHeader("Content-Type", "text/event-stream")
res.setHeader("Connection", "keep-alive")
res.setHeader("X-Accel-Buffering", "no")
if (!(game_id in join_clients))
join_clients[game_id] = []
join_clients[game_id].push(res)
res.on("close", () => {
let list = join_clients[game_id]
if (list) {
let i = list.indexOf(res)
if (i >= 0)
list.splice(i, 1)
}
})
res.write("retry: 15000\nevent: hello\ndata: null\n\n")
})
function do_join(res, game_id, role, user_id, user_name, is_invite) {
let game = SQL_SELECT_GAME.get(game_id)
let roles = get_game_roles(game.title_id, game.scenario, game.options)
if (game.is_random && game.status === STATUS_OPEN) {
let m = role.match(/^Random (\d+)$/)
if (!m || Number(m[1]) < 1 || Number(m[1]) > roles.length)
return res.status(404).send("Invalid role.")
} else {
if (!roles.includes(role))
return res.status(404).send("Invalid role.")
}
let info = SQL_INSERT_PLAYER_ROLE.run(game_id, role, user_id, is_invite ? 2 : 0)
if (info.changes === 1) {
update_join_clients(game_id)
res.send("SUCCESS")
// send chat message about player joining a game in progress
if (game.status > 0 && user_name && !is_invite) {
send_chat_message(game_id, null, `${user_name} joined as ${role}.`)
}
} else {
if (is_invite)
res.send("Could not invite.")
else
res.send("Could not join game.")
}
}
app.post("/api/join/:game_id/:role", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id | 0
let role = req.params.role
let limit = check_join_game_limit(req.user)
if (limit)
return res.send(limit)
do_join(res, game_id, role, req.user.user_id, req.user.name, 0)
})
app.post("/api/invite/:game_id/:role/:user", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id | 0
let role = req.params.role
let user_id = SQL_SELECT_USER_ID.get(req.params.user)
if (!user_id)
res.send("User not found.")
else if (user_id === req.user.user_id)
res.send("You cannot invite yourself!")
else
do_join(res, game_id, role, user_id, null, 1)
})
app.post("/api/accept/:game_id/:role", must_be_logged_in, function (req, res) {
// TODO: check join game limit if inviting self...
let game_id = req.params.game_id | 0
let game = SQL_SELECT_GAME.get(game_id)
let role = req.params.role
let info = SQL_UPDATE_PLAYER_ACCEPT.run(game_id, role, req.user.user_id)
if (info.changes === 1) {
update_join_clients(game_id)
res.send("SUCCESS")
// send chat message about player joining a game in progress
if (game.status > 0)
send_chat_message(game_id, null, `${req.user.name} joined as ${role}.`)
} else {
res.send("Could not accept invite.")
}
})
app.post("/api/part/:game_id/:role", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id | 0
let role = req.params.role
let user_name = SQL_SELECT_PLAYER_NAME.get(game_id, role)
let game = SQL_SELECT_GAME.get(game_id)
SQL_DELETE_PLAYER_ROLE.run(game_id, role)
update_join_clients(game_id)
res.send("SUCCESS")
// send chat message about player leaving a game in progress
if (game.status > 0) {
if (user_name !== req.user.name)
send_chat_message(game_id, null, `${user_name} (${role}) left the game (kicked by ${req.user.name}).`)
else
send_chat_message(game_id, null, `${user_name} (${role}) left the game.`)
}
})
function assign_random_roles(game, options, players) {
function pick_random_item(list) {
let k = crypto.randomInt(list.length)
let r = list[k]
list.splice(k, 1)
return r
}
let roles = get_game_roles(game.title_id, game.scenario, options).slice()
for (let p of players) {
let old_role = p.role
p.role = pick_random_item(roles)
console.log("ASSIGN ROLE", "(" + p.name + ")", old_role, "->", p.role)
SQL_UPDATE_PLAYER_ROLE.run(p.role, game.game_id, old_role, p.user_id)
}
}
app.post("/api/start/:game_id", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id | 0
let game = SQL_SELECT_GAME.get(game_id)
if (game.owner_id !== req.user.user_id)
return res.send("Not authorized to start that game ID.")
if (game.status !== STATUS_OPEN)
return res.send("The game is already started.")
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())
}
res.send("SUCCESS")
})
function start_game(game) {
let options = parse_game_options(game.options)
let seed = random_seed()
let state = null
console.log("STARTING GAME", game.game_id, game.title_id, game.scenario)
SQL_BEGIN.run()
try {
if (is_random_scenario(game.title_id, game.scenario)) {
game.scenario = select_random_scenario(game.title_id, game.scenario, seed)
SQL_UPDATE_GAME_SCENARIO.run(game.scenario, game.game_id)
}
if (game.is_random)
assign_random_roles(game, options, SQL_SELECT_PLAYERS.all(game.game_id))
state = RULES[game.title_id].setup(seed, game.scenario, options)
SQL_START_GAME.run(state.active, game.game_id)
let replay_id = put_replay(game.game_id, null, ".setup", [ seed, game.scenario, options ])
put_snap(game.game_id, replay_id, state)
SQL_INSERT_GAME_STATE.run(game.game_id, JSON.stringify(state))
SQL_UPDATE_PLAYERS_INIT_TIME.run(game.game_id)
SQL_COMMIT.run()
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
update_join_clients(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("/api/replay/:game_id", function (req, res) {
let game_id = req.params.game_id | 0
let game = SQL_SELECT_GAME.get(game_id)
if (!game)
return res.status(404).send("Invalid game ID.")
if (game.status < STATUS_FINISHED && (!req.user || req.user.user_id !== 1))
return res.status(401).send("Not authorized to debug.")
return res.type("application/json").send(SQL_SELECT_REPLAY.get(game_id))
})
app.get("/api/export/:game_id", function (req, res) {
let game_id = req.params.game_id | 0
let game = SQL_SELECT_GAME.get(game_id)
if (!game)
return res.status(404).send("Invalid game ID.")
if (game.status < STATUS_FINISHED && (!req.user || req.user.user_id !== 1))
return res.status(401).send("Not authorized to debug.")
return res.type("application/json").send(SQL_SELECT_EXPORT.get(game_id))
})
function rewind_game_to_snap(game_id, snap_id) {
let snap = SQL_SELECT_SNAP.get(game_id, snap_id)
let game_state = JSON.parse(SQL_SELECT_GAME_STATE.get(game_id))
let snap_state = JSON.parse(snap.state)
snap_state.undo = []
snap_state.log = game_state.log.slice(0, snap_state.log)
SQL_BEGIN.run()
try {
SQL_DELETE_GAME_SNAP.run(game_id, snap_id)
SQL_DELETE_GAME_REPLAY.run(game_id, snap.replay_id)
SQL_INSERT_GAME_STATE.run(game_id, JSON.stringify(snap_state))
SQL_REWIND_GAME.run(snap_id - 1, snap_state.active, game_id)
SQL_REWIND_GAME_CLOCK.run(game_id)
update_join_clients(game_id)
if (game_clients[game_id])
for (let other of game_clients[game_id])
send_state(other, snap_state)
SQL_COMMIT.run()
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
}
const SQL_SELECT_REWIND_AUTH = SQL("select 1 from games where game_id=? and owner_id=? and is_private").pluck()
const SQL_SELECT_REWIND_ONCE_1 = SQL("select max(replay_id) from game_replay where game_id=?").pluck()
const SQL_SELECT_REWIND_ONCE_2 = SQL("select max(snap_id) from game_snap where game_id=? and replay_id").pluck()
app.post("/api/rewind/:game_id", must_be_logged_in, function (req, res) {
let game_id = req.params.game_id | 0
if (!SQL_SELECT_REWIND_AUTH.get(game_id, req.user.user_id))
return res.send("Not authorized to rewind that game ID.")
let replay_id = SQL_SELECT_REWIND_ONCE_1.get(game_id)
if (replay_id) {
let snap_id = SQL_SELECT_REWIND_ONCE_2.get(game_id, replay_id)
if (snap_id) {
try {
rewind_game_to_snap(game_id, snap_id)
send_chat_message(game_id, null, `${req.user.name} rewound the game to move ${snap_id}.`)
return res.send("SUCCESS")
} catch (err) {
return res.send(err.toString())
}
}
}
res.send("Nothing to rewind!")
})
app.get("/api/rewind/:game_id/:snap_id", must_be_administrator, function (req, res) {
rewind_game_to_snap(req.params.game_id | 0, req.params.snap_id | 0)
res.redirect("/join/" + req.params.game_id)
})
const SQL_CLONE_1 = SQL(`
insert into games(status,owner_id,title_id,scenario,options,player_count,active,moves,notice)
select 1,$owner_id,title_id,scenario,options,player_count,active,moves,'CLONE ' || cast($old_game_id as integer)
from games where game_id=$old_game_id
returning game_id
`).pluck()
const SQL_CLONE_2 = [
SQL(`insert into players(game_id,role,user_id) select $new_game_id,role,user_id from players where game_id=$old_game_id`),
SQL(`insert into game_state(game_id,state) select $new_game_id,state from game_state where game_id=$old_game_id`),
SQL(`insert into game_replay(game_id,replay_id,role,action,arguments) select $new_game_id,replay_id,role,action,arguments from game_replay where game_id=$old_game_id`),
SQL(`insert into game_snap(game_id,snap_id,replay_id,state) select $new_game_id,snap_id,replay_id,state from game_snap where game_id=$old_game_id`),
]
app.get("/api/clone/:game_id", must_be_administrator, function (req, res) {
let old_game_id = req.params.game_id | 0
let new_game_id = 0
SQL_BEGIN.run()
try {
new_game_id = SQL_CLONE_1.get({ owner_id: req.user.user_id, old_game_id })
if (new_game_id) {
for (let stmt of SQL_CLONE_2)
stmt.run({ old_game_id, new_game_id })
}
SQL_COMMIT.run()
} catch (err) {
return res.send(err.toString())
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
res.redirect("/join/" + new_game_id)
})
/*
* ELO RATINGS
*
* TODO:
* use role ratings in asymmetric games based on title_id, scenario, player_count
* add role_rating to Ev and update role_rating with low K-value
*/
const SQL_SELECT_RATING_GAME = SQL("select * from rated_games_view where game_id=?")
const SQL_SELECT_RATING_PLAYERS = SQL("select * from player_rating_view where game_id=?")
const SQL_INSERT_RATING = SQL("insert or replace into ratings (title_id,user_id,rating,count,last) values (?,?,?,?,?)")
function is_winner(role, result) {
// NOTE: uses substring matching for multiple winners instead of splitting result on comma.
return (result === "Draw" || result === role || result.includes(role))
}
function elo_k(a) {
return a.count < 10 ? 60 : 30
}
function elo_ev(a, players) {
// https://arxiv.org/pdf/2104.05422.pdf
// original: 1 / ( 1 + 10**((Rb-Ra)/400) )
// unoptimized: 10**(Ra/400) / ( 10**(Ra/400) + 10**(Rb/400) )
// generalized: 10**(Ra/400) / ( 10**(Ra/400) + 10**(Rb/400) + 10**(Rc/400) + ... )
let sum = 0
for (let p of players)
sum += 10**(p.rating/400)
return 10**(a.rating/400) / sum
}
function elo_change(a, players, score) {
return Math.round( elo_k(a) * ( score - elo_ev(a, players) ) )
}
function update_elo_ratings(game_id) {
let game = SQL_SELECT_RATING_GAME.get(game_id)
if (!game)
return
if (!game.result || game.result === "None")
return
let players = SQL_SELECT_RATING_PLAYERS.all(game_id)
let winners = 0
for (let p of players)
if (is_winner(p.role, game.result))
winners ++
if (winners === 0)
return
for (let p of players)
if (is_winner(p.role, game.result))
p.change = elo_change(p, players, 1 / winners)
else
p.change = elo_change(p, players, 0)
for (let p of players)
SQL_INSERT_RATING.run(game.title_id, p.user_id, p.rating + p.change, p.count + 1, game.mtime)
}
/*
* MAIL NOTIFICATIONS
*/
const MAIL_FROM = process.env.MAIL_FROM || "user@localhost"
const MAIL_FOOTER = "\n--\nYou can unsubscribe from notifications on your profile page:\n" + SITE_URL + "/profile\n"
function mail_callback(err) {
if (err)
console.log("MAIL ERROR", err)
}
function mail_addr(user) {
return user.name + " <" + user.mail + ">"
}
function mail_password_reset_token(user, token) {
if (mailer) {
let subject = "Password reset request"
let body =
"Your password reset token is: " + token + "\n\n" +
SITE_URL + "/reset-password/" + user.mail + "/" + token + "\n"
console.log("SENT MAIL:", mail_addr(user), subject)
mailer.sendMail({ from: MAIL_FROM, to: mail_addr(user), subject: subject, text: body }, mail_callback)
}
}
function mail_verification_token(user, token) {
if (mailer) {
let subject = "Verify mail address"
let body =
"Your mail verification token is: " + token + "\n\n" +
SITE_URL + "/verify-mail/" + token + "\n"
console.log("SENT MAIL:", mail_addr(user), subject)
mailer.sendMail({ from: MAIL_FROM, to: mail_addr(user), subject: subject, text: body }, mail_callback)
}
}
/*
* WEBHOOK NOTIFICATIONS
*/
const webhook_json_options = {
"Content-Type": "application/json"
}
const webhook_text_options = {
"Content-Type": "text/plain"
}
function on_webhook_success(user_id) {
SQL_UPDATE_WEBHOOK_SUCCESS.run(user_id)
}
function on_webhook_error(user_id, error) {
console.log("WEBHOOK FAIL", user_id, error)
SQL_UPDATE_WEBHOOK_ERROR.run(error, user_id)
}
async function send_webhook(user_id, webhook, message, retry=2) {
if (!WEBHOOKS)
return
try {
const text = webhook.prefix + " " + message
const data = webhook.format ? JSON.stringify({ [webhook.format]: text }) : text
const headers = webhook.format ? webhook_json_options : webhook_text_options
const res = await fetch(webhook.url, {
method: "POST",
signal: AbortSignal.timeout(6000),
headers: headers,
body: data
})
if (res.ok)
on_webhook_success(user_id)
else {
if (retry > 0)
retry_webhook(user_id, webhook, message, retry - 1)
else
on_webhook_error(user_id, res.status + ": " + res.statusText)
}
} catch (err) {
if (retry > 0)
retry_webhook(user_id, webhook, message, retry - 1)
else
on_webhook_error(user_id, err.message)
}
}
function retry_webhook(user_id, webhook, message, retry) {
console.log("WEBHOOK RETRY", user_id)
setTimeout(() => send_webhook(user_id, webhook, message, retry), 3000 + Math.random() * 7000)
}
/*
* NOTIFICATIONS
*/
function game_play_link(game_id, title_id, user) {
return SITE_URL + play_url(title_id, game_id, user.role)
}
function game_join_link(game_id) {
return SITE_URL + "/join/" + game_id
}
function message_link(msg_id) {
return SITE_URL + "/message/read/" + msg_id
}
function send_notification(user, link, message) {
if (WEBHOOKS) {
let webhook = SQL_SELECT_WEBHOOK_SEND.get(user.user_id)
if (webhook) {
console.log("WEBHOOK", user.name, link, message)
send_webhook(user.user_id, webhook, link + " - " + message)
}
}
if (mailer && user.notify) {
console.log("MAIL", mail_addr(user), link, message)
mailer.sendMail(
{
from: MAIL_FROM,
to: mail_addr(user),
subject: message,
text: link + "\n" + MAIL_FOOTER,
},
mail_callback
)
}
}
function send_join_notification(user, game_id, message) {
let title_id = SQL_SELECT_GAME_TITLE.get(game_id)
let title_name = TITLE_NAME[title_id]
send_notification(user, game_join_link(game_id), `${title_name} #${game_id} - ${message}`)
}
function send_play_notification(user, game_id, message) {
let title_id = SQL_SELECT_GAME_TITLE.get(game_id)
let title_name = TITLE_NAME[title_id]
send_notification(user, game_play_link(game_id, title_id, user), `${title_name} #${game_id} (${user.role}) - ${message}`)
}
function send_chat_activity_notification(game_id, p) {
send_play_notification(p, game_id, "Chat activity")
}
function send_your_turn_notification_to_offline_users(game_id, old_active, active) {
// Only send notifications when the active player changes.
if (old_active === active)
return
let players = SQL_SELECT_PLAYERS.all(game_id)
for (let p of players) {
let p_was_active = old_active === p.role || old_active === "Both"
let p_is_active = active === p.role || active === "Both"
if (!p_was_active && p_is_active) {
if (!is_player_online(game_id, p.user_id))
send_play_notification(p, game_id, "Your turn")
}
}
}
function send_game_started_notification_to_offline_users(game_id) {
let players = SQL_SELECT_PLAYERS.all(game_id)
for (let p of players) {
if (!is_player_online(game_id, p.user_id))
send_play_notification(p, game_id, "Started")
}
}
function send_game_finished_notification_to_offline_users(game_id, result) {
let players = SQL_SELECT_PLAYERS.all(game_id)
for (let p of players) {
if (!is_player_online(game_id, p.user_id))
send_play_notification(p, game_id, "Finished (" + result + ")")
}
}
const SQL_SELECT_INVITE_NOTIFY = SQL(`
select
game_id, role, user_id, name, mail, notify
from
games
join players using(game_id)
join users using(user_id)
where
status = 0
and is_invite = 2
and julianday(mtime) < julianday('now', '-30 seconds')
`)
const SQL_UPDATE_INVITE_NOTIFY = SQL("update players set is_invite=1 where game_id=? and role=?")
function invite_notify_ticker() {
for (let item of SQL_SELECT_INVITE_NOTIFY.all()) {
try {
SQL_UPDATE_INVITE_NOTIFY.run(item.game_id, item.role)
send_join_notification(item, item.game_id, "You have an invitation")
} catch (err) {
console.log(err)
}
}
}
setInterval(invite_notify_ticker, 53 * 1000)
const QUERY_READY_TO_START = SQL(`
select
*
from
games
where
status = 0
and not is_match
and is_ready
and julianday(mtime) < julianday('now', '-30 seconds')
`)
function ready_game_ticker() {
for (let game of QUERY_READY_TO_START.all()) {
try {
start_game(game)
} catch (err) {
console.log(err)
}
}
}
setInterval(ready_game_ticker, 47 * 1000)
const QUERY_PURGE_OPEN_GAMES = SQL(`
delete from
games
where
status = 0
and not is_match
and not is_ready
and julianday(ctime) < julianday('now', '-10 days')
`)
const QUERY_PURGE_ACTIVE_GAMES = SQL(`
delete from
games
where
status = 1
and not is_match
and not is_ready
and julianday(mtime) < julianday('now', '-10 days')
`)
// don't keep solo games in archive
// don't keep games abandoned in the first turns
const QUERY_PURGE_FINISHED_GAMES = SQL(`
delete from
games
where
status > 1
and not is_match
and ( not is_opposed or moves < player_count * 3 )
and julianday(mtime) < julianday('now', '-10 days')
`)
const QUERY_PURGE_MESSAGES = SQL(`
delete from
messages
where
is_deleted_from_inbox and is_deleted_from_outbox
`)
function purge_game_ticker() {
QUERY_PURGE_OPEN_GAMES.run()
QUERY_PURGE_ACTIVE_GAMES.run()
QUERY_PURGE_FINISHED_GAMES.run()
QUERY_PURGE_MESSAGES.run()
}
// Purge abandoned games every 31 minutes.
setInterval(purge_game_ticker, 31 * 60 * 1000)
setTimeout(purge_game_ticker, 89 * 1000)
/*
* TIME CONTROL
*/
const SQL_UPDATE_PLAYERS_INIT_TIME = SQL(`
update players
set clock = (
case (select pace from games where games.game_id = players.game_id)
when 1 then 1
when 2 then 3
when 3 then 3
else 14
end
)
where
players.game_id = ?
`)
const SQL_UPDATE_PLAYERS_ADD_TIME = SQL(`
update players
set clock = (
case (select pace from games where games.game_id = players.game_id)
when 1 then min(clock + ${4 / 24}, 3)
when 2 then min(clock + ${12 / 24}, 5)
when 3 then min(clock + ${36 / 24}, 10)
else 14
end
)
where
players.game_id = ? and players.role = ?
`)
// SQL_UPDATE_PLAYERS_USE_TIME is handled by trigger
const SQL_SELECT_TIME_CONTROL = SQL("select * from time_control_view")
function time_control_ticker() {
for (let item of SQL_SELECT_TIME_CONTROL.all()) {
if (item.is_opposed) {
console.log("TIMED OUT GAME:", item.game_id, item.role)
do_resign(item.game_id, item.role, "timed out")
if (item.is_match) {
console.log("BANNED FROM TOURNAMENTS:", item.user_id)
TM_INSERT_BANNED.run(item.user_id)
TM_DELETE_QUEUE_ALL.run(item.user_id)
}
} else {
console.log("TIMED OUT GAME:", item.game_id, item.role, "(solo)")
SQL_DELETE_GAME.run(item.game_id)
}
}
}
// Run time control checks every 13 minutes.
setInterval(time_control_ticker, 13 * 60 * 1000)
setTimeout(time_control_ticker, 13 * 1000)
/*
* TOURNAMENTS
*/
const designs = require("./designs.js")
const TM_INSERT_BANNED = SQL("insert into tm_banned (user_id, time) values (?, datetime())")
const TM_DELETE_QUEUE_ALL = SQL("delete from tm_queue where user_id=?")
const TM_MAY_JOIN_ANY_SEED = SQL(`
select ( select notify and is_verified from users where user_id=@user_id )
or ( select exists ( select 1 from webhooks where user_id=@user_id and error is null ) )
or ( select exists ( select 1 from ratings where user_id=@user_id ) )
as may_join
`).pluck()
const TM_MAY_JOIN_SEED = SQL(`
select ( select not exists ( select 1 from tm_banned where user_id=@user_id ) )
and ( select coalesce(is_open, 0) as may_join from tm_seeds where seed_id=@seed_id )
`).pluck()
function may_join_any_seed(user_id) {
return DEBUG || TM_MAY_JOIN_ANY_SEED.get({user_id})
}
function may_join_seed(user_id, seed_id) {
return TM_MAY_JOIN_SEED.get({user_id,seed_id})
}
const TM_SEED_LIST_ALL = SQL(`
select
tm_seeds.*,
sum(level is 1) as queue_size,
sum(user_id is ?) as is_queued
from tm_seeds left join tm_queue using(seed_id)
where is_open
group by seed_id
order by seed_name
`)
const TM_SEED_LIST_TITLE = SQL(`
select
tm_seeds.*,
sum(level is 1) as queue_size,
sum(user_id is ?) as is_queued
from tm_seeds left join tm_queue using(seed_id)
where title_id = ? and is_open
group by seed_id
order by seed_name
`)
const TM_SEED_LIST_USER = SQL(`
select
tm_seeds.*,
sum(level is 1) as queue_size,
sum(user_id is ?) as is_queued
from tm_seeds left join tm_queue using(seed_id)
group by seed_id
having is_queued
order by seed_name
`)
const TM_POOL_LIST_ACTIVE = SQL("select * from tm_pool_active_view")
const TM_POOL_LIST_USER_ACTIVE = SQL(`
select * from tm_pool_active_view
where not is_finished and pool_id in (
select pool_id
from tm_rounds
join players using(game_id)
where user_id = ?
)
`)
const TM_POOL_LIST_USER_RECENT_FINISHED = SQL(`
select * from tm_pool_finished_view
where
finish_date > date('now', '-14 days')
and pool_id in (
select pool_id
from tm_rounds
join players using(game_id)
where user_id = ?
)
`)
const TM_POOL_LIST_USER_ALL_FINISHED = SQL(`
select * from tm_pool_finished_view
where
pool_id in (
select pool_id
from tm_rounds
join players using(game_id)
where user_id = ?
)
`)
const TM_POOL_LIST_TITLE_ACTIVE = SQL(`
select tm_pool_active_view.* from tm_pool_active_view join tm_seeds using(seed_id)
where tm_seeds.title_id = ?
`)
const TM_POOL_LIST_TITLE_FINISHED = SQL(`
select tm_pool_finished_view.* from tm_pool_finished_view join tm_seeds using(seed_id)
where tm_seeds.title_id = ? and finish_date > date('now', '-14 days')
`)
const TM_POOL_LIST_SEED_ACTIVE = SQL("select * from tm_pool_active_view where seed_id = ?")
const TM_POOL_LIST_SEED_FINISHED = SQL("select * from tm_pool_finished_view where seed_id = ?")
const TM_SELECT_QUEUE_BLACKLIST = SQL("select me, you from contacts join tm_queue q on q.user_id=me or q.user_id=you where relation < 0 and seed_id=? and level=?")
const TM_SELECT_QUEUE_NAMES = SQL("select user_id, name, level from tm_queue join users using(user_id) where seed_id=? and level=? order by time")
const TM_SELECT_QUEUE = SQL("select user_id from tm_queue where seed_id=? and level=? order by time desc").pluck()
const TM_DELETE_QUEUE = SQL("delete from tm_queue where user_id=? and seed_id=? and level=?")
const TM_INSERT_QUEUE = SQL("insert into tm_queue (user_id, seed_id, level) values (?,?,?)")
const TM_SELECT_SEED = SQL("select * from tm_seeds where seed_id = ?")
const TM_SELECT_SEED_BY_NAME = SQL("select * from tm_seeds where seed_name = ?")
const TM_SELECT_POOL_BY_NAME = SQL("select * from tm_pools where pool_name=?")
const TM_INSERT_POOL = SQL("insert into tm_pools (seed_id, level, is_finished, start_date, pool_name) values (?,?,0,datetime(),?) returning pool_id").pluck()
const TM_INSERT_ROUND = SQL("insert into tm_rounds (game_id, pool_id, round) values (?,?,?)")
const TM_UPDATE_POOL_FINISHED = SQL("update tm_pools set is_finished=1, finish_date=datetime() where pool_id=?")
const TM_FIND_POOL_NAME = SQL("select pool_name from tm_rounds join tm_pools using(pool_id) where game_id=?").pluck()
const TM_FIND_NEXT_POOL_NUMBER = SQL("select 1 + count(1) from tm_pools where seed_id = ? and level = ?").pluck()
const TM_SELECT_GAMES = SQL(`
select
tm_rounds.*,
games.status,
games.moves,
json_group_object(role, name) as role_names,
json_group_object(role, score) as role_scores
from
tm_rounds
left join games using(game_id)
left join players using(game_id)
left join users using(user_id)
where
pool_id=?
group by
game_id
`)
const TM_SELECT_WINNERS = SQL("select user_id from tm_winners where pool_id = ?").pluck()
const TM_SELECT_PLAYERS_2P = SQL(`
with
score_cte as (
select
pool_id,
u1.user_id as user_id,
u1.name as name,
u2.name as opponent,
json_group_array(json_array(game_id, p1.score)) as result
from
tm_rounds
left join players as p1 using(game_id)
left join players as p2 using(game_id)
left join users as u1 on u1.user_id=p1.user_id
left join users as u2 on u2.user_id=p2.user_id
where
pool_id = ?
and p1.user_id != p2.user_id
group by u1.name, u2.name
)
select
name,
json_group_object(opponent, json(result)) as result,
coalesce(points, 0) as points,
coalesce(son, 0) as son
from
score_cte
left join tm_results using(pool_id, user_id)
group by
user_id
order by
points desc, son desc, name
`)
const TM_SELECT_PLAYERS_MP = SQL(`
select
name,
json_group_array(json_array(game_id, score)) as result,
coalesce(points, 0) as points,
coalesce(son, 0) as son
from
tm_rounds
left join games using(game_id)
left join players using(game_id)
left join users using(user_id)
left join tm_results using(pool_id, user_id)
where
pool_id = ?
group by
user_id
order by
points desc, son desc, name
`)
const TM_FIND_NEXT_GAME_TO_START = SQL(`
with
user_busy as (
select
pool_id, round, user_id, role
from
tm_rounds
join games using(game_id)
join players using(game_id)
where
status = 1
),
next_round as (
select
pool_id,
round,
coalesce(
lag( sum(status < 2) = 0 ) over ( partition by pool_id order by round ),
1
) as is_round_ready
from
tm_rounds
join games using(game_id)
group by
pool_id, round
),
next_game as (
select
pool_id,
games.game_id,
games.title_id,
games.scenario,
games.options,
sum(
exists (
select 1 from user_busy
where user_busy.pool_id = tm_rounds.pool_id
and user_busy.round = tm_rounds.round
and user_busy.user_id = players.user_id
and user_busy.role = players.role
)
) = 0 as is_user_ready
from
next_round
join tm_rounds using(pool_id, round)
join games using(game_id)
join players using(game_id)
where
status = 0 and is_round_ready
group by
game_id
having
is_user_ready
)
select
pool_id, game_id, title_id, scenario, options
from
next_game
limit 1
`)
const TM_SELECT_ENDED_POOLS = SQL(`
select
pool_id, seed_id, level, pool_name, level_count
from
tm_pools
join tm_seeds using(seed_id)
join tm_rounds using(pool_id)
join games using(game_id)
where
not is_finished
group by
pool_id
having
sum(status < 2) = 0
`)
const TM_SELECT_SEED_READY_MINI_CUP = SQL(`
select
seed_id, level
from
tm_seeds
join tm_queue using(seed_id)
where
is_open and seed_name like 'mc.%'
and julianday(time) < julianday('now', '-30 seconds')
group by
seed_id, level
having
count(1) >= pool_size
`)
app.get("/tm/list", function (req, res) {
let seeds = TM_SEED_LIST_ALL.all(req.user ? req.user.user_id : 0)
let seeds_by_title = object_group_by(seeds, "title_id")
let active_pools = TM_POOL_LIST_ACTIVE.all()
res.render("tm_list.pug", { user: req.user, seeds, seeds_by_title, active_pools })
})
app.get("/tm/seed/:seed_name", function (req, res) {
let seed_name = req.params.seed_name
let seed = TM_SELECT_SEED_BY_NAME.get(seed_name)
if (!seed)
return res.status(404).send("Tournament seed not found.")
let seed_id = seed.seed_id
let queues = []
for (let level = 1; level <= seed.level_count; ++level)
queues[level-1] = TM_SELECT_QUEUE_NAMES.all(seed_id, level)
let active_pools = TM_POOL_LIST_SEED_ACTIVE.all(seed_id)
let finished_pools = TM_POOL_LIST_SEED_FINISHED.all(seed_id)
let error = null
let may_register = false
if (req.user && seed.is_open) {
if (!may_join_any_seed(req.user.user_id))
error = "Please verify your mail address and enable notifications to join tournaments."
else if (!may_join_seed(req.user.user_id, seed_id))
error = "You may not register for this tournament."
else
may_register = true
}
res.render("tm_seed.pug", { user: req.user, error, may_register, seed, queues, active_pools, finished_pools })
})
app.get("/tm/pool/:pool_name", function (req, res) {
let pool_name = req.params.pool_name
let pool = TM_SELECT_POOL_BY_NAME.get(pool_name)
if (!pool)
return res.status(404).send("Tournament pool not found.")
let pool_id = pool.pool_id
let seed = TM_SELECT_SEED.get(pool.seed_id)
let roles = get_game_roles(seed.title_id, seed.scenario, seed.options)
let players
if (seed.player_count === 2)
players = TM_SELECT_PLAYERS_2P.all(pool_id)
else
players = TM_SELECT_PLAYERS_MP.all(pool_id)
let games = TM_SELECT_GAMES.all(pool_id)
let games_by_round = object_group_by(games, "round")
res.render("tm_pool.pug", { user: req.user, seed, pool, roles, players, games_by_round })
})
app.post("/api/tm/register/:seed_id", must_be_logged_in, function (req, res) {
let seed_id = req.params.seed_id | 0
let user_id = req.user.user_id
if (!may_join_any_seed(user_id))
return res.status(401).send("You may not join any tournaments right now.")
if (!may_join_seed(user_id, seed_id))
return res.status(401).send("You may not join this tournament.")
TM_INSERT_QUEUE.run(user_id, seed_id, 1)
return res.redirect(req.headers.referer)
})
app.post("/api/tm/withdraw/:seed_id/:level", must_be_logged_in, function (req, res) {
let seed_id = req.params.seed_id | 0
let level = req.params.level | 0
let user_id = req.user.user_id
TM_DELETE_QUEUE.run(user_id, seed_id, level)
return res.redirect(req.headers.referer)
})
app.post("/api/tm/start/:seed_id/:level", must_be_administrator, function (req, res) {
let seed_id = req.params.seed_id | 0
let level = req.params.level | 0
start_tournament_seed(seed_id, level)
tm_start_ready_games()
return res.redirect(req.headers.referer)
})
function make_pools(seed, players) {
let v = players.length
let k = seed.player_count
let n = seed.round_count
if (k === 2) {
if (n === 4) {
if (v % 5 === 0)
return designs.pool_players(players, 5)
if (v % 3 === 0)
return designs.pool_players(players, 3)
if (v > 7)
return designs.pool_players_using_knapsack(players, "5/3")
}
if (n === 6) {
if (v % 7 === 0)
return designs.pool_players(players, 7)
if (v % 4 === 0)
return designs.pool_players(players, 4)
if (v > 17)
return designs.pool_players_using_knapsack(players, "7/4")
}
if (n === 8) {
if (v % 9 === 0)
return designs.pool_players(players, 9)
if (v % 5 === 0)
return designs.pool_players(players, 5)
if (v > 31)
return designs.pool_players_using_knapsack(players, "9/5")
}
if (v % (n+1) === 0)
return designs.pool_players(players, n+1)
throw new Error("cannot create pools for this player/rounds configuration")
if (v > n+1)
return designs.pool_players(players, n+1)
return [ players ]
}
if (k === 3) {
// youden squares
if (v % 7 === 0) return designs.pool_players(players, 7)
// kirkman triple systems
if (v % 9 === 0) return designs.pool_players(players, 9)
if (v % 15 === 0) return designs.pool_players(players, 15)
if (v % 21 === 0) return designs.pool_players(players, 21)
if (v % 27 === 0) return designs.pool_players(players, 27)
if (v % 33 === 0) return designs.pool_players(players, 33)
if (v % 39 === 0) return designs.pool_players(players, 39)
if (v % 45 === 0) return designs.pool_players(players, 45)
if (v % 51 === 0) return designs.pool_players(players, 51)
// misc bibd
if (v % 13 === 0 && n == 6)
return designs.pool_players(players, 13)
}
if (k === 4) {
// youden squares
if (v % 7 === 0) return designs.pool_players(players, 7)
if (v % 13 === 0) return designs.pool_players(players, 13)
// steiner quadrilateral systems
if (v % 16 === 0) return designs.pool_players(players, 16)
if (v % 28 === 0) return designs.pool_players(players, 28)
if (v % 40 === 0) return designs.pool_players(players, 40)
if (v % 52 === 0) return designs.pool_players(players, 52)
// misc bibd
if (v % 9 === 0 && n == 8)
return designs.pool_players(players, 9)
}
if (k === 5) {
// youden squares
if (v % 11 === 0) return designs.pool_players(players, 11)
if (v % 21 === 0) return designs.pool_players(players, 21)
// resolvable bibd
if (v % 25 === 0) return designs.pool_players(players, 25)
}
if (k === 6) {
// youden squares / bibd
if (v % 11 === 0) return designs.pool_players(players, 11)
if (v % 16 === 0) return designs.pool_players(players, 16)
if (v % 31 === 0) return designs.pool_players(players, 31)
}
throw new Error("cannot create pools for this player count")
}
function make_rounds(seed, players) {
let v = players.length
let k = seed.player_count
let n = seed.round_count
let rounds
if (seed.is_concurrent)
rounds = make_concurrent_rounds(v, k, n)
else
rounds = make_sequential_rounds(v, k, n)
return rounds.map(r => r.map(m => m.map(p => players[p])))
}
function make_concurrent_rounds(v, k, n) {
if (k === 2) {
if (v - 1 <= n / 2)
return [ designs.double_berger_table(v).flat() ]
else if (v & 1)
return [ designs.concurrent_round_robin(v).flat() ]
else
return [ designs.berger_table(v).flat() ]
}
let bibd = designs.youden_square(v, k)
if (bibd)
return [ bibd ]
let rbibd = designs.resolvable_bibd(v, k)
if (rbibd)
return rbibd.slice(0, n).flat()
throw new Error("cannot create rounds for this configuration")
}
function make_sequential_rounds(v, k, n) {
if (k === 2) {
if (v - 1 <= n / 2)
return designs.double_berger_table(v)
else
return designs.berger_table(v)
}
let rbibd = designs.resolvable_bibd(v, k)
if (rbibd)
return rbibd.slice(0, n)
throw new Error("cannot create rounds for this configuration")
}
function create_tournament(seed, level, players) {
let pools = make_pools(seed, players)
for (let i = 0; i < pools.length; ++i)
create_tournament_pool(seed, level, pools[i])
}
function create_tournament_pool(seed, level, players) {
let rounds = make_rounds(seed, players)
let pool_name = seed.seed_name + "." + level + "." + TM_FIND_NEXT_POOL_NUMBER.get(seed.seed_id, level)
let pool_id = TM_INSERT_POOL.get(seed.seed_id, level, pool_name)
console.log("TM POOL", pool_name, players.length, "players", rounds.length, "rounds")
for (let p of players) {
TM_DELETE_QUEUE.run(p, seed.seed_id, level)
}
for (let i = 0; i < rounds.length; ++i) {
for (let match of rounds[i]) {
create_tournament_game(seed, pool_id, i+1, pool_name, match)
}
}
}
function create_tournament_game(seed, pool_id, round, pool_name, players) {
if (players.length !== seed.player_count)
throw new Error("player count mismatch in tournament setup")
let roles = get_game_roles(seed.title_id, seed.scenario, parse_game_options(seed.options))
if (players.length !== roles.length)
throw new Error("player count mismatch in tournament setup")
let game_id = SQL_INSERT_GAME.get(
0, // owner
seed.title_id,
seed.scenario,
seed.options,
seed.player_count,
2, // pace
0, // is_private
0, // is_random
pool_name, // notice
1 // is_match
)
for (let i = 0; i < players.length; ++i)
SQL_INSERT_PLAYER_ROLE.run(game_id, roles[i], players[i], 0)
TM_INSERT_ROUND.run(game_id, pool_id, round)
return game_id
}
function filter_queue_through_blacklist(queue, count, blacklist) {
function can_add_player(pool, b) {
for (let a of pool) {
for (let {me, you} of blacklist) {
if (me === a && you === b)
return false
if (me === b && you === a)
return false
}
}
return true
}
function rec(output, input) {
for (;;) {
if (output.length === count)
return output
if (input.length === 0)
return false
let a = input.pop()
if (can_add_player(output, a)) {
output.push(a)
if (rec(output, input.slice()))
return output
output.pop()
}
}
}
return rec([], queue)
}
function start_tournament_seed_mc(seed_id, level) {
let seed = TM_SELECT_SEED.get(seed_id)
let queue = TM_SELECT_QUEUE.all(seed_id, level)
let blacklist = TM_SELECT_QUEUE_BLACKLIST.all(seed_id, level)
console.log("TM SPAWN SEED (MC)", seed.seed_name, level, queue.length)
let players = filter_queue_through_blacklist(queue, seed.pool_size, blacklist)
if (!players)
throw new Error("Too many blacklisted players to form pool!")
SQL_BEGIN.run()
try {
shuffle(players)
create_tournament(seed, level, players)
SQL_COMMIT.run()
} catch (err) {
console.log(err)
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
}
function start_tournament_seed(seed_id, level) {
let seed = TM_SELECT_SEED.get(seed_id)
if (seed.seed_name.startsWith("mc."))
return start_tournament_seed_mc(seed_id, level)
let queue = TM_SELECT_QUEUE.all(seed_id, level)
console.log("TM SPAWN SEED", seed.seed_name, level, queue.length)
shuffle(queue)
SQL_BEGIN.run()
try {
create_tournament(seed, level, queue)
SQL_COMMIT.run()
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
}
function tm_reap_pools() {
// reap pools that are finished (and promote winners)
let ended = TM_SELECT_ENDED_POOLS.all()
for (let item of ended) {
console.log("TM POOL - END", item.pool_name)
SQL_BEGIN.run()
try {
TM_UPDATE_POOL_FINISHED.run(item.pool_id)
if (item.level < item.level_count) {
let winners = TM_SELECT_WINNERS.all(item.pool_id)
for (let user_id of winners)
TM_INSERT_QUEUE.run(user_id, item.seed_id, item.level + 1)
}
SQL_COMMIT.run()
} finally {
if (db.inTransaction)
SQL_ROLLBACK.run()
}
}
}
function tm_start_ready_seeds() {
// start seeds that are ready
for (let item of TM_SELECT_SEED_READY_MINI_CUP.all())
start_tournament_seed_mc(item.seed_id, item.level)
}
function tm_start_ready_games() {
// start games that are ready
for (;;) {
let game = TM_FIND_NEXT_GAME_TO_START.get()
if (game)
start_game(game)
else
break
}
}
function tournament_ticker() {
try {
tm_reap_pools()
tm_start_ready_seeds()
tm_start_ready_games()
} catch (err) {
console.log(err)
}
}
if (app.locals.ENABLE_TOURNAMENTS) {
setTimeout(tournament_ticker, 19 * 1000)
setInterval(tournament_ticker, 97 * 1000)
}
/*
* GAME SERVER
*/
function is_player_online(game_id, user_id) {
if (game_clients[game_id])
for (let other of game_clients[game_id])
if (other.user && other.user.user_id === user_id)
return true
return false
}
function send_message(socket, cmd, arg) {
socket.send(JSON.stringify([ cmd, arg ]))
}
function send_state(socket, state) {
try {
let view = RULES[socket.title_id].view(state, socket.role)
if (socket.seen < view.log.length)
view.log_start = socket.seen
else
view.log_start = view.log.length
socket.seen = view.log.length
view.log = view.log.slice(view.log_start)
if (state.state === "game_over")
view.game_over = 1
let this_view = JSON.stringify(view)
if (view.actions || socket.last_view !== this_view) {
socket.send('["state",' + this_view + "," + game_cookies[socket.game_id] + "]")
socket.last_view = this_view
}
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function get_game_state(game_id) {
let game_state = SQL_SELECT_GAME_STATE.get(game_id)
if (!game_state)
throw new Error("No game with that ID")
return JSON.parse(game_state)
}
function sync_client_state_for_title(title_id) {
for (let game_id in game_clients)
for (let socket of game_clients[game_id])
if (socket.title_id === title_id)
send_state(socket, get_game_state(socket.game_id))
}
function snap_from_state(state) {
// return JSON of game state without undo and with log replaced by log length
let save_undo = state.undo
let save_log = state.log
state.undo = undefined
state.log = save_log.length
let snap = JSON.stringify(state)
state.undo = save_undo
state.log = save_log
return snap
}
function put_replay(game_id, role, action, args) {
if (args !== undefined && args !== null && typeof args !== "number")
args = JSON.stringify(args)
return SQL_INSERT_REPLAY.get(game_id, game_id, role, action, args)
}
function put_snap(game_id, replay_id, state) {
let snap_id = SQL_INSERT_SNAP.get(game_id, game_id, replay_id, snap_from_state(state))
if (game_clients[game_id])
for (let other of game_clients[game_id])
send_message(other, "snapsize", snap_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_INSERT_GAME_STATE.run(game_id, JSON.stringify(state))
if (state.active !== old_active) {
SQL_UPDATE_GAME_ACTIVE.run(state.active, game_id)
// add time for the player who took the current action
SQL_UPDATE_PLAYERS_ADD_TIME.run(game_id, current_role)
}
if (state.state === "game_over") {
SQL_FINISH_GAME.run(state.result, game_id)
if (state.result && state.result !== "None")
update_elo_ratings(game_id)
}
}
function put_new_state(game_id, state, old_active, role, action, args) {
SQL_BEGIN.run()
try {
let replay_id = put_replay(game_id, role, action, args)
if (state.active !== old_active)
put_snap(game_id, replay_id, state)
put_game_state(game_id, state, old_active, role)
if (state.active !== old_active)
update_join_clients(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) {
if (args !== null)
SLOG(socket, "ACTION", action, JSON.stringify(args))
else
SLOG(socket, "ACTION", action)
if (game_cookies[socket.game_id] !== cookie) {
send_state(socket, get_game_state(socket.game_id))
send_message(socket, "warning", "Synchronization error!")
return
}
try {
let state = get_game_state(socket.game_id)
let old_active = state.active
// Don't update cookie during simultaneous turns, as it results
// in many in-flight collisions.
if (old_active !== "Both")
game_cookies[socket.game_id] ++
state = RULES[socket.title_id].action(state, socket.role, action, args)
put_new_state(socket.game_id, state, old_active, socket.role, action, args)
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_resign(socket) {
SLOG(socket, "RESIGN")
try {
do_resign(socket.game_id, socket.role, "resigned")
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function do_resign(game_id, role, how) {
let game = SQL_SELECT_GAME.get(game_id)
let state = get_game_state(game_id)
let old_active = state.active
let result = "None"
let roles = get_game_roles(game.title_id, game.scenario, game.options)
if (game.player_count === 2) {
for (let r of roles)
if (r !== role)
result = r
} else {
result = roles.filter(r => r !== role).join(", ")
}
state.state = "game_over"
state.active = "None"
state.result = result
state.victory = role + " " + how + "."
state.log.push("")
state.log.push(state.victory)
put_new_state(game_id, state, old_active, role, ".resign", null)
}
function on_restore(socket, state_text) {
if (!DEBUG)
send_message(socket, "error", "Debugging is not enabled on this server.")
SLOG(socket, "RESTORE")
try {
let state = JSON.parse(state_text)
// reseed!
state.seed = random_seed()
// resend full log!
for (let other of game_clients[socket.game_id])
other.seen = 0
put_new_state(socket.game_id, state, null, null, "$restore", state)
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_save(socket) {
if (!DEBUG)
send_message(socket, "error", "Debugging is not enabled on this server.")
SLOG(socket, "SAVE")
try {
let game_state = SQL_SELECT_GAME_STATE.get(socket.game_id)
if (!game_state)
return send_message(socket, "error", "No game with that ID.")
send_message(socket, "save", game_state)
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_query(socket, q, params) {
SLOG(socket, "QUERY", q, JSON.stringify(params))
try {
if (RULES[socket.title_id].query) {
let state = get_game_state(socket.game_id)
let reply = RULES[socket.title_id].query(state, socket.role, q, params)
send_message(socket, "reply", [ q, reply ])
}
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_query_snap(socket, snap_id, q, params) {
SLOG(socket, "QUERYSNAP", snap_id, JSON.stringify(params))
try {
if (RULES[socket.title_id].query) {
let state = JSON.parse(SQL_SELECT_SNAP_STATE.get(socket.game_id, snap_id))
let reply = RULES[socket.title_id].query(state, socket.role, q, params)
send_message(socket, "reply", [ q, reply ])
}
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_getnote(socket) {
try {
let note = SQL_SELECT_GAME_NOTE.get(socket.game_id, socket.role)
if (note) {
SLOG(socket, "GETNOTE", note.length)
send_message(socket, "note", note)
} else {
SLOG(socket, "GETNOTE null")
send_message(socket, "note", "")
}
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_putnote(socket, note) {
try {
SLOG(socket, "PUTNOTE", note.length)
if (note.length > 0)
SQL_UPDATE_GAME_NOTE.run(socket.game_id, socket.role, note)
else
SQL_DELETE_GAME_NOTE.run(socket.game_id, socket.role)
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_getchat(socket, seen) {
try {
let chat = SQL_SELECT_GAME_CHAT.all(socket.game_id, seen)
if (chat.length > 0)
SLOG(socket, "GETCHAT", seen, chat.length)
for (let i = 0; i < chat.length; ++i)
send_message(socket, "chat", chat[i])
SQL_DELETE_UNREAD_CHAT.run(socket.user.user_id, socket.game_id)
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function on_chat(socket, message) {
message = message.substring(0, 4000)
try {
SLOG(socket, "CHAT")
send_chat_message(socket.game_id, socket.user.user_id, message)
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function send_chat_message(game_id, from_id, message) {
SQL_INSERT_GAME_CHAT.run(game_id, game_id, from_id, message)
let players = SQL_SELECT_PLAYERS.all(game_id)
for (let p of players) {
let unread = SQL_SELECT_UNREAD_CHAT.get(p.user_id, game_id)
if (!unread) {
SQL_INSERT_UNREAD_CHAT.run(p.user_id, game_id)
if (!is_player_online(game_id, p.user_id))
send_chat_activity_notification(game_id, p)
}
}
if (game_clients[game_id]) {
for (let other of game_clients[game_id])
if (other.role !== "Observer")
send_message(other, "newchat", 1)
}
}
function on_snap(socket, snap_id) {
SLOG(socket, "SNAP", snap_id)
try {
let snap_state = SQL_SELECT_SNAP_STATE.get(socket.game_id, snap_id)
if (snap_state) {
let state = JSON.parse(snap_state)
let view = RULES[socket.title_id].view(state, socket.role)
view.prompt = undefined
view.actions = undefined
view.log = state.log
send_message(socket, "snap", [ snap_id, state.active, view ])
}
} catch (err) {
console.log(err)
return send_message(socket, "error", err.toString())
}
}
function broadcast_presence(game_id) {
let presence = []
for (let socket of game_clients[game_id])
if (!presence.includes(socket.role))
presence.push(socket.role)
for (let socket of game_clients[game_id])
send_message(socket, "presence", presence)
}
function handle_player_message(socket, cmd, arg) {
switch (cmd) {
case "action":
on_action(socket, arg[0], arg[1], arg[2])
break
case "query":
on_query(socket, arg[0], arg[1])
break
case "resign":
on_resign(socket)
break
case "getnote":
on_getnote(socket)
break
case "putnote":
on_putnote(socket, arg)
break
case "getchat":
on_getchat(socket, arg)
break
case "chat":
on_chat(socket, arg)
break
case "getsnap":
on_snap(socket, arg | 0)
break
case "querysnap":
on_query_snap(socket, arg[0], arg[1], arg[2])
break
case "save":
on_save(socket)
break
case "restore":
on_restore(socket, arg)
break
default:
send_message(socket, "error", "Invalid server command: " + cmd)
break
}
}
function handle_observer_message(socket, cmd, arg) {
switch (cmd) {
case "getsnap":
on_snap(socket, arg)
break
case "querysnap":
on_query_snap(socket, arg[0], arg[1], arg[2])
break
case 'query':
on_query(socket, arg[0], arg[1])
break
default:
send_message(socket, "error", "Invalid server command: " + cmd)
break
}
}
wss.on("connection", (socket, req) => {
let u = url.parse(req.url, true)
if (u.pathname !== "/play-socket")
return setTimeout(() => socket.close(1000, "Invalid request."), 30000)
req.query = u.query
let ip = req.headers["x-real-ip"] || req.ip || req.connection.remoteAddress || "0.0.0.0"
let user_id = 0
let sid = login_cookie(req)
if (sid)
user_id = login_sql_select.get(sid)
if (user_id) {
socket.user = SQL_SELECT_USER_VIEW.get(user_id)
SQL_UPDATE_USER_LAST_SEEN.run(user_id, ip)
}
socket.ip = ip
socket.title_id = req.query.title || "unknown"
socket.game_id = req.query.game | 0
socket.role = req.query.role
socket.seen = req.query.seen | 0
SLOG(socket, "OPEN " + socket.seen)
try {
let game = SQL_SELECT_GAME.get(socket.game_id)
if (!game || game.title_id !== socket.title_id)
return socket.close(1000, "Invalid game ID.")
let players = socket.players = SQL_SELECT_PLAYERS_WITH_NAME.all(socket.game_id)
if (socket.role !== "Observer") {
if (!socket.user)
return socket.close(1000, "You are not logged in!")
if (!players.find(p => p.user_id === socket.user.user_id && p.role === socket.role))
return socket.close(1000, "You aren't assigned that role!")
let new_chat = SQL_SELECT_UNREAD_CHAT.get(socket.user.user_id, socket.game_id)
send_message(socket, "newchat", new_chat)
}
if (socket.seen === 0) {
let roles = get_game_roles(game.title_id, game.scenario, game.options)
send_message(socket, "players", [
socket.role,
roles.map(r => ({ role: r, name: players.find(p => p.role === r)?.name }))
])
}
if (game_clients[socket.game_id]) {
game_clients[socket.game_id].push(socket)
} else {
game_clients[socket.game_id] = [ socket ]
game_cookies[socket.game_id] = 1
}
socket.on("close", (code) => {
SLOG(socket, "CLOSE " + code)
game_clients[socket.game_id].splice(game_clients[socket.game_id].indexOf(socket), 1)
if (game_clients[socket.game_id].length > 0) {
broadcast_presence(socket.game_id)
} else {
delete game_clients[socket.game_id]
delete game_cookies[socket.game_id]
}
})
socket.on("error", (err) => {
SLOG(socket, "ERROR" + err)
socket.close(1000, err.toString())
})
socket.on("message", (data) => {
try {
let [ cmd, arg ] = JSON.parse(data)
if (socket.role !== "Observer")
handle_player_message(socket, cmd, arg)
else
handle_observer_message(socket, cmd, arg)
} catch (err) {
send_message(socket, "error", err.toString())
}
})
broadcast_presence(socket.game_id)
let snapsize = SQL_SELECT_SNAP_COUNT.get(socket.game_id)
if (snapsize > 0)
send_message(socket, "snapsize", snapsize)
send_state(socket, get_game_state(socket.game_id))
} catch (err) {
console.log(err)
socket.close(1000, err.message)
}
})
/*
* HIDDEN EXTRAS
*/
const SQL_GAME_STATS = SQL(`
select
title_id, player_count, scenario,
group_concat(result, '%') as result_role,
group_concat(n, '%') as result_count,
sum(n) as total
from
(
select
title_id,
player_count,
scenario,
result,
count(1) as n
from
rated_games_view
where
( title_id not in ( select title_id from titles where is_symmetric ) )
group by
title_id,
player_count,
scenario,
result
order by
n desc
)
group by
title_id, player_count, scenario
having
total > 12
`)
app.get("/stats", function (req, res) {
let stats = SQL_GAME_STATS.all()
stats.forEach(row => {
row.title_name = TITLE_NAME[row.title_id]
row.result_role = row.result_role.split("%")
row.result_count = row.result_count.split("%").map(Number)
})
res.render("stats.pug", {
user: req.user,
stats: stats,
})
})
const SQL_USER_STATS = SQL(`
select
titles.title_name,
scenario,
role,
sum(score) / 2 as won,
count(*) as total
from
players
join game_view using(game_id)
join titles using(title_id)
where
not is_symmetric
and user_id = ?
and is_opposed
and ( status = ${STATUS_FINISHED} or status = ${STATUS_ARCHIVED} )
group by
titles.title_name,
scenario,
role
union
select
titles.title_name,
scenario,
null as role,
sum(score) / 2 as won,
count(*) as total
from
players
join game_view using(game_id)
join titles using(title_id)
where
is_symmetric
and user_id = ?
and is_opposed
and ( status = ${STATUS_FINISHED} or status = ${STATUS_ARCHIVED} )
group by
titles.title_name,
scenario
`)
const SQL_USER_RATINGS = SQL(`
select title_name, rating, count, date(last) as last
from ratings
join titles using(title_id)
where user_id = ?
and count >= 5
order by rating desc
`)
const SQL_GAME_RATINGS = SQL(`
select name, rating, count, date(last) as last
from ratings
join users using(user_id)
where title_id = ? and rating >= 1600 and count >= 10
order by rating desc
limit 50
`)
app.get("/user-stats/:who_name", must_be_administrator, function (req, res) {
let who = SQL_SELECT_USER_BY_NAME.get(req.params.who_name)
if (who) {
let stats = SQL_USER_STATS.all(who.user_id, who.user_id)
let ratings = SQL_USER_RATINGS.all(who.user_id)
res.render("user_stats.pug", { user: req.user, who, stats, ratings })
} else {
return res.status(404).send("Invalid user name.")
}
})
app.get("/game-stats/:title_id", must_be_administrator, function (req, res) {
let title_id = req.params.title_id
if (title_id in TITLE_TABLE) {
let title_name = TITLE_NAME[title_id]
let ratings = SQL_GAME_RATINGS.all(title_id)
res.render("game_stats.pug", { user: req.user, title_name, ratings })
} else {
return res.status(404).send("Invalid title.")
}
})