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server.js
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server.js
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const fs = require('fs')
const http = require("http")
const socketio = require('socket.io')
const readfile = f => new Promise((resolve,reject) => fs.readFile(f,(e,d) => e?reject(e):resolve(d)))
const restoreBackup = () => new Promise((resolve,reject) => {
readfile("serverState.JSON").then(data => {
resolve(JSON.parse(data))
}).catch(() => {
console.log("Error reading backup file. Generating new states data.")
resolve({})
})
})
const backup = (states,lastAssignedState) => new Promise((resolve,reject) => {
let backupStates = {}
for (var [k,v] of Object.entries(states)) {
backupStates[k] = {stateID: k,squares: states[k].squares,columnSize: states[k].columnSize,turnSymbol: states[k].turnSymbol,notTurnSymbol: states[k].notTurnSymbol,x: '',o: '',turn: '',notTurn: ''}
}
backupStates["lastAssignedState"] = lastAssignedState
fs.writeFile("serverState.JSON",JSON.stringify(backupStates),err => {
if (err) {
console.log("Error backing up server state.")
reject()
} else {
resolve()
}
})
})
const ind = (r,c) => (r * 7) + c
const squaresInit = () => {
const squares = []
const char = "'"
for (i = 0;i < 6 * 7;i++) {
squares.push(char)
}
return squares
}
const checkWin = (states,sID) => {
const state = states[sID]
if (state.columnSize.reduce((x,y) => x + y) == 42) {
return -1
}
for (r = 0;r < 3;r++) {
for (c = 0;c < 7;c++) {
let fourInRow = state.squares[ind(r,c)] + state.squares[ind(r+1,c)] + state.squares[ind(r+2,c)] + state.squares[ind(r+3,c)]
if (fourInRow == 'XXXX' || fourInRow == 'OOOO') {
return 1
}
}
}
for (r = 0;r < 6;r++) {
for (c = 0;c < 4;c++) {
let fourInRow = state.squares[ind(r,c)] + state.squares[ind(r,c+1)] + state.squares[ind(r,c+2)] + state.squares[ind(r,c+3)]
if (fourInRow == 'XXXX' || fourInRow == 'OOOO') {
return 1
}
}
}
for (r = 0;r < 3;r++) {
for (c = 0;c < 4;c++) {
let fourInRow = state.squares[ind(r,c)] + state.squares[ind(r+1,c+1)] + state.squares[ind(r+2,c+2)] + state.squares[ind(r+3,c+3)]
if (fourInRow == 'XXXX' || fourInRow == 'OOOO') {
return 1
}
}
}
for (r = 2;r < 6;r++) {
for (c = 3;c < 7;c++) {
let fourInRow = state.squares[ind(r,c)] + state.squares[ind(r+1,c-1)] + state.squares[ind(r+2,c-2)] + state.squares[ind(r+3,c-3)]
if (fourInRow == 'XXXX' || fourInRow == 'OOOO') {
return 1
}
}
}
return 0
}
const turnUpdate = (states,lastAssignedState,newTurn,outcome,sID) => {
if (outcome == 1) {
states[sID].notTurn.emit('status',"YOU LOST! :( New game started. Guest's turn, Please wait")
states[sID].turn.emit('status','YOU WON! :) New game started. Your turn')
states[sID] = {x: states[sID].x,o: states[sID].o,squares: squaresInit(),columnSize: [0,0,0,0,0,0,0],turn: states[sID].turn,turnSymbol: states[sID].turnSymbol,notTurn: states[sID].notTurn,notTurnSymbol: states[sID].notTurnSymbol}
newTurn = states[sID].turnSymbol
states[sID].x.emit('squaresUpdate',states[sID].squares,states[sID].columnSize)
states[sID].o.emit('squaresUpdate',states[sID].squares,states[sID].columnSize)
}
else if (outcome == -1) {
states[sID].x.emit('status','GAME DRAWN! New game started. Your turn')
states[sID].o.emit('status',"GAME DRAWN! New game started. Guest's turn, Please wait")
states[sID] = {x: states[sID].x,o: states[sID].o,squares: squaresInit(),columnSize: [0,0,0,0,0,0,0],turn: states[sID].x,turnSymbol: 'X',notTurn: states[sID].o,notTurnSymbol: 'O'}
newTurn = 'X'
states[sID].x.emit('squaresUpdate',states[sID].squares,states[sID].columnSize)
states[sID].o.emit('squaresUpdate',states[sID].squares,states[sID].columnSize)
}
states[sID].turnSymbol = newTurn
if (states[sID].turnSymbol == 'X') {
states[sID].turn = states[sID].x
states[sID].notTurn = states[sID].o
states[sID].notTurnSymbol = 'O'
}
else if (states[sID].turnSymbol == 'O') {
states[sID].turn = states[sID].o
states[sID].notTurn = states[sID].x
states[sID].notTurnSymbol = 'X'
}
if (outcome == 0) {
states[sID].notTurn.emit('status',"Guest's turn, Please wait")
states[sID].turn.emit('status','Your turn')
}
backup(states,lastAssignedState).then(states[sID].turn.emit('turn')).catch(states[sID].turn.emit('turn'))
}
let playerCount = 0
restoreBackup().then(states => {
let waitingState = {}
let lastAssignedState = -1
if (Object.keys(states).length !== 0) {
lastAssignedState = states["lastAssignedState"]
delete states["lastAssignedState"]
}
const server = http.createServer(async (req,resp) => resp.end(await readfile(req.url.substr(1))))
server.listen(8000,() => console.log("Four-In-A-Row Server Running"))
const io = socketio(server)
io.sockets.on('connection',socket => {
socket.emit('connectionInit')
socket.on('connectionAck',(stateId,symbol) => {
if (!(stateId in states)) {
if (Object.keys(waitingState).length === 0) {
waitingState = {squares: squaresInit(),columnSize: [0,0,0,0,0,0,0],x: '',o: '',turn: '',turnSymbol: '',notTurn: '',notTurnSymbol: ''}
console.log('X Connected - Waiting for opponent')
waitingState.x = socket
socket.emit('playerSym','X')
playerCount++
waitingState.x.emit('status','Waiting for O to connect')
io.sockets.emit('playerCountUpdate',playerCount)
}
else {
lastAssignedState++
console.log('O Connected - State ID:',lastAssignedState)
waitingState.o = socket
socket.emit('playerSym','O')
playerCount++
io.sockets.emit('playerCountUpdate',playerCount)
waitingState.x.emit('gameStart',lastAssignedState)
waitingState.o.emit('gameStart',lastAssignedState)
states[lastAssignedState] = waitingState
waitingState = {}
turnUpdate(states,lastAssignedState,'X',0,lastAssignedState)
}
} else {
if (symbol == 'X') {
states[stateId].x = socket
states[stateId].x.emit('status','Grid will be restored when O reconnects')
states[stateId].x.emit('squaresUpdate',squaresInit(),[0,0,0,0,0,0,0])
playerCount++
console.log('X RE-Connected - State ID:',stateId)
}
else if (symbol == 'O') {
states[stateId].o = socket
states[stateId].o.emit('status','Grid will be restored when X reconnects')
states[stateId].o.emit('squaresUpdate',squaresInit(),[0,0,0,0,0,0,0])
playerCount++
console.log('O RE-Connected - State ID:',stateId)
}
if (states[stateId].x != '' && states[stateId].o != '') {
states[stateId].x.emit('squaresUpdate',states[stateId].squares,states[stateId].columnSize)
states[stateId].o.emit('squaresUpdate',states[stateId].squares,states[stateId].columnSize)
turnUpdate(states,lastAssignedState,states[stateId].turnSymbol,checkWin(states,stateId),stateId)
}
}
})
socket.on('turnPlayed',(pos,sID) => {
if (socket == states[sID].turn) {
let newPos = (1 * pos) + (35 - (7 * states[sID].columnSize[pos]))
states[sID].squares[newPos] = states[sID].turnSymbol
states[sID].columnSize[pos]++
states[sID].x.emit('squaresUpdate',states[sID].squares,states[sID].columnSize)
states[sID].o.emit('squaresUpdate',states[sID].squares,states[sID].columnSize)
turnUpdate(states,lastAssignedState,states[sID].notTurnSymbol,checkWin(states,sID),sID)
}
})
socket.on('disconnect',() => {
for (var [k,v] of Object.entries(states)) {
if (states[k].x == socket) {
console.log('X Left - State ID:',k)
if (states[k].o != '') {
states[k].o.emit('status','Your opponent has left. Please refresh page for a new opponent.')
states[k].o.disconnect()
}
playerCount--
io.sockets.emit('playerCountUpdate',playerCount)
delete states[k]
backup(states,lastAssignedState)
break
}
else if (states[k].o == socket) {
console.log('O Left - State ID:',k)
if (states[k].x != '') {
states[k].x.emit('status','Your opponent has left. Please refresh page for a new opponent.')
states[k].x.disconnect()
}
playerCount--
io.sockets.emit('playerCountUpdate',playerCount)
delete states[k]
backup(states,lastAssignedState)
break
}
}
})
})
})