further refactor
This commit is contained in:
parent
05e254cfcd
commit
473c807461
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@ -42,3 +42,4 @@ dist/**/*
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# ignore yarn.lock
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yarn.lock
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Database/mydb.sqlite3
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@ -1,21 +0,0 @@
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import { loginResponse } from "../Classes/loginResponse.js";
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import { playerData } from "../Classes/playerData.js";
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import { userData } from "../Classes/userData.js";
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export function emitLogin(socket, user : userData | null, player:playerData, registered:boolean = false){
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if(user != null){
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socket.emit("account/login", JSON.stringify(new loginResponse(true, user, player)));
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socket.user = user
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socket.player = player
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if(registered){
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console.log(`User ${(user as userData).login} registerd and logged in`);
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}
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else{
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console.log(`User ${(user as userData).login} logged in`);
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}
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}
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else{
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socket.emit("account/login", JSON.stringify(new loginResponse(false, null, null)));
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console.log("Login Failed");
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}
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}
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@ -1,21 +1,33 @@
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import { userData } from "../Classes/userData.js";
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import { players } from "../Player/players.js";
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import { emitLogin } from "./_emitLogin.js";
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import { characters } from "../Characters/characters.js";
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import { users } from "./users.js";
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import { db } from "../index.js"
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import { Socket } from "socket.io";
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import { loginResponse } from "../Classes/Outgoing/accountResponses.js";
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import { Endpoints } from "../endpoints.js";
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export function login(socket, data){
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export async function login(socket : Socket, data){
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let buff = Buffer.from(data, 'base64');
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let json : userData = JSON.parse(buff.toString('utf-8'));
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if (!json.login || !json.password) return
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let json : userData = JSON.parse(buff.toString('utf-8'));
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if (!json.login || !json.password){
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console.log("login or password is missing")
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return
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}
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let result = users.readUser(json.login, json.password);
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let player = null
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if(result != null){
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player = players.readPlayer(result.id)
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if(player == null){
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player = players.createPlayer(result.id)
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}
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}
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const user = await users.readUser(db, json.login, json.password);
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emitLogin(socket, result, player);
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if(user){
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console.log(`User ${user.login} logged in`);
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const character = await characters.readCharacter(db, user.id);
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const result = new loginResponse(user, character)
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socket.user = user
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socket.character = character
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socket.emit(Endpoints.Login, JSON.stringify(result));
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}
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else{
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console.log(`User ${json.login} did not log in`);
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const result = new loginResponse(null, null)
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socket.emit(Endpoints.Login, JSON.stringify(result));
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}
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}
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@ -1,18 +1,32 @@
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import { userData } from "../Classes/userData.js";
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import { players } from "../Player/players.js";
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import { emitLogin } from "./_emitLogin.js";
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import { users } from "./users.js";
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import { db } from "../index.js"
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import { Socket } from "socket.io";
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import { loginResponse } from "../Classes/Outgoing/accountResponses.js";
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import { Endpoints } from "../endpoints.js";
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import { characters } from "../Characters/characters.js";
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export function register(socket, data){
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export async function register(socket : Socket, data){
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let buff = Buffer.from(data, 'base64');
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let json : userData = JSON.parse(buff.toString('utf-8'));
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if (!json.login || !json.password) return
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let json : userData = JSON.parse(buff.toString('utf-8'));
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if (!json.login || !json.password){
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console.log("login or password is missing")
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return
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}
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let result = users.createUser(json.login, json.password);
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let player = null
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if(result != null){
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player = players.createPlayer(result.id)
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}
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const user = await users.createUser(db, json.login, json.password);
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emitLogin(socket, result, player);
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if(user){
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console.log(`User ${user.login} registered`);
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const character = await characters.createCharacter(db, user.id);
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const result = new loginResponse(user, character)
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socket.user = user
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socket.character = character
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socket.emit(Endpoints.Register, JSON.stringify(result))
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}
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else{
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console.log(`User failed to register`);
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const result = new loginResponse(null, null)
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socket.emit(Endpoints.Register, JSON.stringify(result))
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}
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}
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@ -1,12 +1,13 @@
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import { register } from "./_register.js";
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import { login } from "./_login.js";
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import { Endpoints } from "../endpoints.js";
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export function registerAccountCallbacks(socket){
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socket.on('account/register', (data) => {
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socket.on(Endpoints.Register, (data) => {
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register(socket, data)
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});
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socket.on('account/login', (data) => {
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socket.on(Endpoints.Login, (data) => {
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login(socket, data)
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});
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}
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@ -1,56 +1,25 @@
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import { game } from "../game.js";
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import { userData } from "../Classes/userData.js";
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import { DatabaseController } from "../Database/dbcontroller.js";
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export class users{
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static createUser(login, password){
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if (game.accountsDB.find(u=>u.login == login) != null){
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console.log(`User ${login} alread exists`);
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return null;
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}
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static async createUser(db: DatabaseController, login : string, password : string){
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await db.run('INSERT INTO users (login, password) VALUES (?, ?)', [login, password]);
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return await this.readUser(db, login, password)
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}
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var user = new userData(game.accountsDB.length, login, password);
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game.accountsDB.push(user);
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static async readUser(db: DatabaseController, login : string, password : string): Promise<userData>{
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let user = await db.select(`SELECT * FROM users WHERE login = ? AND password = ?`, [login, password])
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if (user.length > 0){
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let row = user[0]
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return new userData({...row})
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}
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else{
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return null
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}
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}
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static async readUserID(db: DatabaseController, id : number){
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let user = await db.select(`SELECT * FROM users WHERE id = ?`, [id])
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return user;
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}
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static readUser(login, password){
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let user = game.accountsDB.find(u=>u.login == login && u.password == password)
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if(user != null){
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return user;
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}
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return null;
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}
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static readUserID(id : number){
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let user = game.accountsDB.filter(u=>u.id == id)[0];
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return user;
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}
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static updateUser(userNew : userData){
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let user = this.readUserID(userNew.id);
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let sum = Math.floor(Math.random() * 99999);
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while(sum == userNew.checksum){
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sum = Math.floor(Math.random() * 99999);
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}
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userNew.checksum = sum;
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game.accountsDB[game.accountsDB.indexOf(user)] = userNew;
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}
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static saveUsers(fs){
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game.accountsDB.forEach(user => {user.save(fs)});
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}
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static loadUsers(fs){
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fs.mkdirSync(`Database/Users/`, { recursive: true })
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fs.readdir(`Database/Users/`, (err, files) => {
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files.forEach(file => {
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fs.readFile(`Database/Users/${file}`, (err, data) => {
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if (err) throw err;
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let user : userData = Object.assign(new userData(-1,"",""), JSON.parse(data));
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game.accountsDB.push(user);
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console.log(`Loaded ${user.login}`);
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});
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});
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});
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}
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}
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@ -0,0 +1,29 @@
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import { characterData } from "../Classes/characterData.js";
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import { DatabaseController } from "../Database/dbcontroller.js";
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export class characters{
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static async createCharacter(db: DatabaseController, userId : number){
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await db.run('INSERT INTO characters (user_id) VALUES (?)', [userId]);
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return await this.readCharacter(db, userId)
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}
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static async readCharacter(db: DatabaseController, userId : number): Promise<characterData>{
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let player = await db.select(`SELECT * FROM characters WHERE user_id = ? LIMIT 1`, [userId])
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if (player.length > 0){
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let row = player[0]
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return new characterData({
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...row,
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inventory: row.inventory ? JSON.parse(row.inventory) : undefined,
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questBook: row.questBook ? JSON.parse(row.questBook) : undefined,
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})
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}
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else{
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return null
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}
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}
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static async savePlayer(db: DatabaseController, data: characterData){
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await db.run(`UPDATE characters SET (inventory, questBook) VALUES (?,?) WHERE id = ?`,
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[JSON.stringify(data.inventory), JSON.stringify(data.questBook), data.id])
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}
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}
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@ -1,5 +1,5 @@
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import { playerData } from "../playerData.js";
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import { characterData } from "../characterData.js";
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export class levelUpdateClient{
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player : playerData
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player : characterData
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}
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@ -1,7 +1,7 @@
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import { levelState } from "../levelState.js";
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import { playerData } from "../playerData.js";
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import { characterData } from "../characterData.js";
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export class levelUpdateHost{
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player : playerData
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player : characterData
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room : levelState
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}
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@ -1,5 +1,5 @@
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import { playerData } from "../playerData.js";
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import { characterData } from "../characterData.js";
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export class lobbyJoin{
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player : playerData
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player : characterData
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}
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import { characterData } from "../characterData.js";
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import { userData } from "../userData.js";
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export class loginResponse{
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result : boolean
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userData : userData
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playerData : characterData
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constructor(user : userData, player : characterData){
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if (!user || !player){
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this.result = false;
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this.userData = this.playerData = null;
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}
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else{
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this.result = true;
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this.userData = user.makeSafe();
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this.playerData = player;
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}
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}
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}
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@ -0,0 +1,40 @@
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import { characterData } from "../characterData.js"
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import { enemyDamageInfo } from "../enemyDamageInfo.js"
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import { physicsObject } from "../physicsObject.js"
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import { playerInventory } from "../playerInventory.js"
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export class characterDataStart{
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id : number
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characterId : number
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rigidbody : physicsObject = new physicsObject()
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constructor(data : characterData){
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this.id = data.id
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this.characterId = data.characterId
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this.rigidbody = physicsObject.characterOnly(data.rigidbody)
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}
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}
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export class characterDataUpdate{
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id : number
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rigidbody : physicsObject = new physicsObject()
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damageInfo : enemyDamageInfo[] = []
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constructor(data : characterData){
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this.id = data.id
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this.rigidbody = physicsObject.characterOnly(data.rigidbody)
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if(data.damageInfo.length > 0){
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this.damageInfo = data.damageInfo
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}
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}
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}
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export class characterDataInventory{
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id : number
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inventory : playerInventory = new playerInventory()
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constructor(data : characterData){
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this.id = data.id
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this.inventory = data.inventory
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}
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}
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@ -0,0 +1,17 @@
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import { enemyData } from "../enemyData.js";
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import { Stat } from "../itemData.js";
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import { physicsObject } from "../physicsObject.js";
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export class enemyDataUpdate{
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id : number
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templateId : number
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rigidbody : physicsObject
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stats : Stat[] = []
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constructor(data : enemyData){
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this.id = data.id
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this.templateId = data.templateId
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this.rigidbody = physicsObject.characterOnly(data.rigidbody)
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this.stats = data.stats
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}
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}
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@ -0,0 +1,63 @@
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import { enemyData } from "../enemyData.js"
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import { levelState } from "../levelState.js"
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import { propData } from "../propData.js"
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import { characterDataStart, characterDataUpdate } from "./characterDataPartial.js"
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import { enemyDataUpdate } from "./enemyDataPartial.js"
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import { propDataStart, propDataUpdate } from "./propDataPartial.js"
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export class levelStateStart{
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id : string
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seed : number = -1
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hostId : number = -1
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completed : boolean = false
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isDungeon : boolean = false
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enemies : enemyDataUpdate[] = []
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objects : propDataStart[] = []
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players : characterDataStart[] = []
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constructor(data : levelState){
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this.id = data.id
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this.seed = data.seed
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this.hostId = data.hostId
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this.completed = data.completed
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this.isDungeon = data.isDungeon
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this.enemies = data.enemies.map(e => e.copyStart())
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this.objects = data.objects.map(e => e.copyStart())
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this.players = data.players.map(pl=> pl.copyStart())
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}
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}
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export class levelStateUpdate{
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id : string
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seed : number = -1
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hostId : number = -1
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completed : boolean = false
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isDungeon : boolean = false
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enemies : enemyDataUpdate[] = []
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objects : propDataUpdate[] = []
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players : characterDataUpdate[] = []
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constructor(data : levelState){
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this.id = data.id
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this.seed = data.seed
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this.hostId = data.hostId
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this.completed = data.completed
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this.enemies = data.enemies.map(e => e.copyUpdate())
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this.objects = data.objects.map(e => e.copyUpdate())
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this.players = data.players.map(pl=> pl.copyUpdate())
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}
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}
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export class levelStateState{
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id : string
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seed : number = -1
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hostId : number = -1
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completed : boolean = false
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constructor(data : levelState){
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this.id = data.id
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this.seed = data.seed
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this.hostId = data.hostId
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this.completed = data.completed
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}
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}
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import { dungeonData } from "../dungeonData.js";
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import { levelState } from "../levelState.js";
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import { lobbyState } from "../lobbyState.js";
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import { characterDataUpdate } from "./characterDataPartial.js";
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export class lobbyStateLight{
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activeUsers : characterDataUpdate[] = []
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rooms : levelState[] = []
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dungeons : dungeonData[] = []
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constructor(data : lobbyState){
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this.activeUsers = data.activeUsers.map(u=>u.character.copyUpdate())
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this.rooms = data.rooms
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this.dungeons = data.dungeons
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}
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}
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import { physicsObject } from "../physicsObject.js"
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import { propData } from "../propData.js"
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export class propDataStart{
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id : number
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templateId : number
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rigidbody : physicsObject
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components : any
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constructor(data : propData) {
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this.id = data.id
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this.templateId = data.templateId
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this.rigidbody = physicsObject.copyStart(data.rigidbody)
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this.components = data.components
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}
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}
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export class propDataUpdate{
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id : number
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rigidbody : physicsObject
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components : any
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constructor(data : propData) {
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this.id = data.id
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this.rigidbody = physicsObject.copyUpdate(data.rigidbody)
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this.components = data.components
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}
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}
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@ -0,0 +1,8 @@
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import { characterDataUpdate } from "./characterDataPartial.js"
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import { levelStateStart, levelStateState } from "./levelStatePartial.js"
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export class roomChangeResponse{
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player : characterDataUpdate
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newRoom : levelStateStart
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previousRoom : levelStateState
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}
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@ -0,0 +1,10 @@
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import { userData } from "../userData.js";
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export class userDataSafe{
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id: number;
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login: string;
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constructor(data : userData){
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Object.assign(this, data);
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}
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}
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@ -1,9 +1,10 @@
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import { enemyDamageInfo } from "./enemyDamageInfo.js";
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import { characterDataInventory, characterDataStart, characterDataUpdate } from "./Outgoing/characterDataPartial.js";
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import { physicsObject } from "./physicsObject.js";
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import { playerInventory } from "./playerInventory.js";
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import { questBook } from "./questBook.js";
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export class playerData{
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export class characterData{
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id : number
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level : number = 1
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room : string = "0_0"
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@ -13,35 +14,22 @@ export class playerData{
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questBook : questBook = new questBook()
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damageInfo : enemyDamageInfo[] = []
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||||
constructor(init?: Partial<playerData>) {
|
||||
constructor(init?: Partial<characterData>) {
|
||||
Object.assign(this, init);
|
||||
this.questBook = new questBook(this.questBook)
|
||||
}
|
||||
this.inventory = new playerInventory(this.inventory)
|
||||
}
|
||||
|
||||
copyStart(){
|
||||
let player : any = {}
|
||||
player.id = this.id
|
||||
player.characterId = this.characterId
|
||||
player.rigidbody = physicsObject.characterOnly(this.rigidbody)
|
||||
return player
|
||||
return new characterDataStart(this)
|
||||
}
|
||||
|
||||
copyUpdate(){
|
||||
let player : any = {}
|
||||
player.id = this.id
|
||||
if(this.rigidbody == null){
|
||||
console.log(this)
|
||||
}
|
||||
player.rigidbody = physicsObject.characterOnly(this.rigidbody)
|
||||
if(this.damageInfo.length > 0) player.damageInfo = this.damageInfo
|
||||
return player
|
||||
return new characterDataUpdate(this)
|
||||
}
|
||||
|
||||
copyInventory(){
|
||||
let player : any = {}
|
||||
player.id = this.id
|
||||
player.inventory = this.inventory
|
||||
return player
|
||||
return new characterDataInventory(this)
|
||||
}
|
||||
|
||||
getItemById(id : number){
|
||||
|
@ -49,14 +37,13 @@ export class playerData{
|
|||
return item
|
||||
}
|
||||
|
||||
resetDamageInfo(){
|
||||
this.damageInfo = []
|
||||
}
|
||||
|
||||
validateEquipment(){
|
||||
if(this.inventory.equipment.length < 3){
|
||||
this.inventory.equipment = [-1, -1, -1]
|
||||
}
|
||||
}
|
||||
|
||||
save(fs){
|
||||
let data = JSON.stringify(this, null, 2);
|
||||
fs.writeFileSync(`Database/Players/${this.id}.json`, data);
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
import { Stat } from "./itemData.js"
|
||||
import { enemyDataUpdate } from "./Outgoing/enemyDataPartial.js"
|
||||
import { physicsObject } from "./physicsObject.js"
|
||||
|
||||
export class enemyData{
|
||||
|
@ -7,21 +8,15 @@ export class enemyData{
|
|||
rigidbody : physicsObject
|
||||
stats : Stat[] = []
|
||||
|
||||
static copyStart(e: enemyData): any {
|
||||
let enemy : any = {}
|
||||
enemy.id = e.id
|
||||
enemy.templateId = e.templateId
|
||||
enemy.rigidbody = physicsObject.characterOnly(e.rigidbody)
|
||||
enemy.stats = e.stats
|
||||
return enemy
|
||||
constructor(init?: Partial<enemyData>){
|
||||
Object.assign(this, init);
|
||||
}
|
||||
|
||||
static copyUpdate(e: enemyData): any {
|
||||
let enemy : any = {}
|
||||
enemy.id = e.id
|
||||
enemy.templateId = e.templateId
|
||||
enemy.rigidbody = physicsObject.characterOnly(e.rigidbody)
|
||||
enemy.stats = e.stats
|
||||
return enemy
|
||||
copyStart() {
|
||||
return new enemyDataUpdate(this)
|
||||
}
|
||||
|
||||
copyUpdate() {
|
||||
return new enemyDataUpdate(this)
|
||||
}
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
import { enemyData } from "./enemyData.js";
|
||||
import { playerData } from "./playerData.js";
|
||||
import { characterData } from "./characterData.js";
|
||||
import { propData } from "./propData.js";
|
||||
import { levelStateStart, levelStateState as levelStateInfo, levelStateUpdate } from "./Outgoing/levelStatePartial.js";
|
||||
|
||||
export class levelState{
|
||||
id : string
|
||||
|
@ -10,7 +11,7 @@ export class levelState{
|
|||
isDungeon : boolean = false
|
||||
enemies : enemyData[] = []
|
||||
objects : propData[] = []
|
||||
players : playerData[] = []
|
||||
players : characterData[] = []
|
||||
|
||||
getRandomInt(max) {
|
||||
return Math.floor(Math.random() * max);
|
||||
|
@ -24,37 +25,15 @@ export class levelState{
|
|||
}
|
||||
|
||||
copyStart(){
|
||||
let level : any = {}
|
||||
level.id = this.id
|
||||
level.seed = this.seed
|
||||
level.hostId = this.hostId
|
||||
level.completed = this.completed
|
||||
level.isDungeon = this.isDungeon
|
||||
if(this.enemies.length > 0) level.enemies = this.enemies.map(e => enemyData.copyStart(e))
|
||||
if(this.objects.length > 0) level.objects = this.objects.map(e => propData.copyPropStart(e))
|
||||
if(this.players.length > 0) level.players = this.players.map(pl=> pl.copyUpdate())
|
||||
return level
|
||||
return new levelStateStart(this)
|
||||
}
|
||||
|
||||
copyUpdate(){
|
||||
let level : any = {}
|
||||
level.id = this.id
|
||||
level.seed = this.seed
|
||||
level.hostId = this.hostId
|
||||
level.completed = this.completed
|
||||
if(this.enemies.length > 0) level.enemies = this.enemies.map(e => enemyData.copyUpdate(e))
|
||||
if(this.objects.length > 0) level.objects = this.objects.map(e => propData.copyPropUpdate(e))
|
||||
if(this.players.length > 0) level.players = this.players.map(pl=> pl.copyUpdate())
|
||||
return level
|
||||
return new levelStateUpdate(this)
|
||||
}
|
||||
|
||||
copyState(){
|
||||
let level : any = {}
|
||||
level.id = this.id
|
||||
level.seed = this.seed
|
||||
level.hostId = this.hostId
|
||||
level.completed = this.completed
|
||||
return level
|
||||
return new levelStateInfo(this)
|
||||
}
|
||||
|
||||
isHostValid(){
|
||||
|
@ -67,7 +46,7 @@ export class levelState{
|
|||
return true
|
||||
}
|
||||
|
||||
addPlayer(player : playerData) : boolean{
|
||||
addPlayer(player : characterData) : boolean{
|
||||
let playerIdx = this.players.findIndex(p=>p.id==player.id)
|
||||
if(playerIdx != -1) return false
|
||||
|
||||
|
@ -80,13 +59,10 @@ export class levelState{
|
|||
return true
|
||||
}
|
||||
|
||||
removePlayer(id) : boolean{
|
||||
let playerIdx = this.players.findIndex(p=>p.id==id)
|
||||
if(playerIdx == -1) return false
|
||||
removePlayer(player : characterData) : boolean{
|
||||
this.players = this.players.filter(p=> p !== player)
|
||||
|
||||
this.players.splice(playerIdx,1)
|
||||
|
||||
if(this.hostId == id){
|
||||
if(this.hostId == player.id){
|
||||
if(this.players.length > 0){
|
||||
this.hostId = this.players[0].id
|
||||
}
|
||||
|
|
|
@ -1,55 +1,32 @@
|
|||
import { playerData } from "../Classes/playerData.js";
|
||||
import { Socket } from "socket.io";
|
||||
import { characterData } from "./characterData.js";
|
||||
import { dungeonData } from "./dungeonData.js";
|
||||
import { levelState } from "./levelState.js";
|
||||
import { userData } from "./userData.js";
|
||||
import { lobbyStateLight } from "./Outgoing/lobbyStatePartial.js";
|
||||
|
||||
export class lobbyState{
|
||||
users : userData[] = [];
|
||||
players : playerData[] = [];
|
||||
activeUsers : Socket[] = []
|
||||
rooms : levelState[] = []
|
||||
dungeons : dungeonData[] = []
|
||||
|
||||
copyLight(){
|
||||
let lobby = Object.assign({}, this);
|
||||
lobby.players = []
|
||||
lobby.users = []
|
||||
for (let i = 0; i < this.players.length; i++) {
|
||||
lobby.players.push(this.players[i].copyUpdate());
|
||||
}
|
||||
lobby.rooms = this.rooms
|
||||
lobby.dungeons = this.dungeons
|
||||
return lobby
|
||||
return new lobbyStateLight(this)
|
||||
}
|
||||
|
||||
addUser(userData, playerData){
|
||||
let uIdx = this.users.findIndex(u=>u.id == userData.id)
|
||||
let pIdx = this.players.findIndex(u=>u.id == playerData.id)
|
||||
if(uIdx != -1 || pIdx != -1){
|
||||
console.log("User " + userData.login + " is already in the game!")
|
||||
addUser(socket : Socket){
|
||||
let uIdx = this.activeUsers.findIndex(u=>u === socket)
|
||||
if(uIdx != -1){
|
||||
console.log("User " + socket.user.login + " is already in the game!")
|
||||
return false;
|
||||
}
|
||||
|
||||
this.users.push(userData)
|
||||
this.players.push(playerData)
|
||||
this.activeUsers.push(socket)
|
||||
return true
|
||||
}
|
||||
|
||||
removeUser(id){
|
||||
let idx = this.users.findIndex(u=>u.id == id)
|
||||
if(idx != -1){
|
||||
this.users.splice(idx, 1)
|
||||
}
|
||||
|
||||
idx = this.players.findIndex(u=>u.id == id)
|
||||
if(idx != -1){
|
||||
let player = this.players[idx]
|
||||
this.players.splice(idx, 1)
|
||||
this.roomExit(player.room, player)
|
||||
}
|
||||
}
|
||||
|
||||
findPlayer(id: number){
|
||||
return this.players.find(p=>p.id == id)
|
||||
removeUser(socket : Socket){
|
||||
this.roomExit(socket.character.room, socket.character)
|
||||
this.activeUsers = this.activeUsers.filter(u=>u !== socket)
|
||||
}
|
||||
|
||||
getDungeonRoot(name){
|
||||
|
@ -75,13 +52,17 @@ export class lobbyState{
|
|||
return room
|
||||
}
|
||||
|
||||
removeRoom(room : levelState){
|
||||
this.rooms = this.rooms.filter(r => r !== room)
|
||||
}
|
||||
|
||||
createRoom(id : string, host : number){
|
||||
let room = new levelState(id, host)
|
||||
this.rooms.push(room)
|
||||
return room
|
||||
}
|
||||
|
||||
roomEnter(targetRoom : levelState, player: playerData){
|
||||
roomEnter(targetRoom : levelState, player: characterData){
|
||||
if(!targetRoom.isDungeon){
|
||||
let room = this.getRoom(targetRoom.id, true)
|
||||
|
||||
|
@ -112,19 +93,17 @@ export class lobbyState{
|
|||
return null
|
||||
}
|
||||
|
||||
roomExit(roomId : string, player: playerData){
|
||||
roomExit(roomId : string, player: characterData){
|
||||
let room = this.getRoom(roomId, false)
|
||||
if(room != null){
|
||||
|
||||
if(room.removePlayer(player.id)){
|
||||
if(room.removePlayer(player)){
|
||||
if(room.isDungeon){
|
||||
let dungeon = this.getDungeon(this.getDungeonRoot(roomId), false)
|
||||
dungeon.playerCount -= 1;
|
||||
this.tryRemoveDungeon(room.id)
|
||||
}
|
||||
else if(room.hostId == -1){
|
||||
let roomIdx = this.rooms.indexOf(room)
|
||||
this.rooms.splice(roomIdx, 1)
|
||||
this.removeRoom(room)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -143,8 +122,7 @@ export class lobbyState{
|
|||
if(dungeon.playerCount == 0){
|
||||
this.dungeons.splice(dungeonIdx, 1)
|
||||
dungeon.rooms.forEach(room=>{
|
||||
let roomIdx = this.rooms.findIndex(r=>r.id == room.id)
|
||||
this.rooms.splice(roomIdx, 1)
|
||||
this.removeRoom(room)
|
||||
})
|
||||
}
|
||||
|
||||
|
|
|
@ -1,16 +0,0 @@
|
|||
import { playerData } from "./playerData.js"
|
||||
import { userData } from "./userData.js"
|
||||
|
||||
export class loginResponse{
|
||||
result : boolean
|
||||
userData : userData
|
||||
playerData : playerData
|
||||
|
||||
constructor(result : boolean, user : userData, player : playerData){
|
||||
this.result = result;
|
||||
if(result){
|
||||
this.userData = userData.makeSafe(user);
|
||||
this.playerData = player;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -4,4 +4,8 @@ export class playerInventory{
|
|||
weapon : number = -1
|
||||
equipment : number[] = [-1,-1,-1]
|
||||
items : itemData[] = []
|
||||
|
||||
constructor(init?: Partial<playerInventory>) {
|
||||
Object.assign(this, init);
|
||||
}
|
||||
}
|
|
@ -1,3 +1,4 @@
|
|||
import { propDataStart, propDataUpdate } from "./Outgoing/propDataPartial.js"
|
||||
import { physicsObject } from "./physicsObject.js"
|
||||
|
||||
export class propData{
|
||||
|
@ -6,21 +7,11 @@ export class propData{
|
|||
rigidbody : physicsObject
|
||||
components : any
|
||||
|
||||
static copyPropStart(o: propData) {
|
||||
let pObject = Object.assign({}, o)
|
||||
pObject.rigidbody = physicsObject.copyStart(o.rigidbody)
|
||||
return pObject
|
||||
copyStart() {
|
||||
return new propDataStart(this)
|
||||
}
|
||||
|
||||
static copyPropUpdate(o: propData) {
|
||||
let pObject : any = {}
|
||||
pObject.id = o.id
|
||||
if(!physicsObject.isKinematic(o.rigidbody)){
|
||||
pObject.rigidbody = physicsObject.copyUpdate(o.rigidbody)
|
||||
}
|
||||
if(o.components != null){
|
||||
pObject.components = o.components
|
||||
}
|
||||
return pObject
|
||||
copyUpdate() {
|
||||
return new propDataUpdate(this)
|
||||
}
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
import { levelState } from "./levelState.js"
|
||||
import { playerData } from "./playerData.js"
|
||||
|
||||
export class roomChangeResponse{
|
||||
player : playerData
|
||||
newRoom : levelState
|
||||
previousRoom : levelState
|
||||
}
|
|
@ -4,22 +4,14 @@ export class userData{
|
|||
login: string;
|
||||
password: string;
|
||||
|
||||
constructor(id:number, login:string, password:string){
|
||||
this.id = id;
|
||||
this.login = login;
|
||||
this.password = password;
|
||||
this.checksum = 0;
|
||||
constructor(init?: Partial<userData>){
|
||||
Object.assign(this, init);
|
||||
}
|
||||
|
||||
static makeSafe(user : userData){
|
||||
let safeUser : any = Object.assign({}, user);
|
||||
makeSafe() : userData{
|
||||
let safeUser : userData = Object.assign({}, this);
|
||||
delete safeUser.password
|
||||
delete safeUser.checksum
|
||||
return safeUser
|
||||
}
|
||||
|
||||
save(fs){
|
||||
let data = JSON.stringify(this, null, 2);
|
||||
fs.writeFileSync(`Database/Users/${this.id}_${this.login}.json`, data);
|
||||
}
|
||||
}
|
|
@ -1,11 +1,78 @@
|
|||
import Database from 'better-sqlite3';
|
||||
import { open } from 'sqlite'
|
||||
import sqlite3 from 'sqlite3'
|
||||
import { open, Database } from 'sqlite'
|
||||
|
||||
// this is a top-level await
|
||||
(async () => {
|
||||
// open the database
|
||||
const db = await open({
|
||||
filename: '/tmp/database.db',
|
||||
driver: Database
|
||||
})
|
||||
})()
|
||||
export class DatabaseController {
|
||||
private db: Database;
|
||||
|
||||
private constructor(db: Database) {
|
||||
this.db = db;
|
||||
}
|
||||
|
||||
static async create(filename = ':memory:'): Promise<DatabaseController> {
|
||||
const db = await open({
|
||||
filename,
|
||||
driver: sqlite3.Database
|
||||
});
|
||||
let dbController = new DatabaseController(db);
|
||||
dbController.basicSetup()
|
||||
return dbController;
|
||||
}
|
||||
|
||||
async basicSetup(){
|
||||
await this.db.run(`CREATE TABLE IF NOT EXISTS characters (
|
||||
id INTEGER PRIMARY KEY,
|
||||
user_id INTEGER NOT NULL UNIQUE,
|
||||
level INTEGER DEFAULT 0,
|
||||
inventory TEXT,
|
||||
questBook TEXT
|
||||
);`)
|
||||
await this.db.run(`CREATE TABLE IF NOT EXISTS users (
|
||||
id INTEGER PRIMARY KEY,
|
||||
login TEXT NOT NULL UNIQUE,
|
||||
password TEXT NOT NULL
|
||||
);`)
|
||||
}
|
||||
|
||||
async select<T = any>(sql: string, params?: any[]): Promise<T[]> {
|
||||
const rows: unknown = await this.db.all(sql, params);
|
||||
return Array.isArray(rows) ? (rows as T[]) : [];
|
||||
}
|
||||
|
||||
async get<T = any>(sql: string, params?: any[]): Promise<T | undefined> {
|
||||
return this.db.get<T>(sql, params);
|
||||
}
|
||||
|
||||
async run(sql: string, params?: any[]): Promise<void> {
|
||||
await this.db.run(sql, params);
|
||||
}
|
||||
|
||||
async close(): Promise<void> {
|
||||
await this.db.close();
|
||||
}
|
||||
}
|
||||
|
||||
// Usage example (you can put this in another file):
|
||||
|
||||
// import { DatabaseController } from './db/DatabaseController';
|
||||
|
||||
// (async () => {
|
||||
// const db = await DatabaseController.create('mydb.sqlite3');
|
||||
|
||||
// await db.run(`CREATE TABLE IF NOT EXISTS players (
|
||||
// id INTEGER PRIMARY KEY,
|
||||
// level INTEGER NOT NULL,
|
||||
// inventory TEXT,
|
||||
// questBook TEXT
|
||||
// );`)
|
||||
// await db.run(`CREATE TABLE IF NOT EXISTS users (
|
||||
// id INTEGER PRIMARY KEY,
|
||||
// login TEXT NOT NULL,
|
||||
// password TEXT NOT NULL
|
||||
// );`)
|
||||
|
||||
// await db.run('CREATE TABLE IF NOT EXISTS friends (id INTEGER PRIMARY KEY, name TEXT)');
|
||||
// await db.run('INSERT INTO friends (name) VALUES (?)', ['Silver Fox']);
|
||||
// const friends = await db.select('SELECT * FROM friends');
|
||||
// console.log(friends); // [{ id: 1, name: 'Silver Fox' }]
|
||||
// await db.close();
|
||||
// })();
|
||||
|
|
|
@ -1,14 +1,13 @@
|
|||
import { inventoryChange } from "../Classes/Incoming/inventoryChange.js";
|
||||
import { itemData } from "../Classes/itemData.js";
|
||||
import { playerData } from "../Classes/playerData.js";
|
||||
|
||||
export function updateInventory(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { Socket } from "socket.io";
|
||||
|
||||
export function updateInventory(socket : Socket, data){
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : inventoryChange[] = JSON.parse(buff.toString('utf-8'));
|
||||
|
||||
let player : playerData = socket.player
|
||||
let player : characterData = socket.character
|
||||
let inventory = player.inventory
|
||||
|
||||
data1.forEach(change=>{
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
import { Endpoints } from "../endpoints.js";
|
||||
import { updateInventory } from "./_updateInventory.js";
|
||||
|
||||
export function registerItemCallbacks(socket){
|
||||
socket.on('item/updateInventory', (data) => {
|
||||
socket.on(Endpoints.UpdateInventory, (data) => {
|
||||
updateInventory(socket, data)
|
||||
});
|
||||
}
|
|
@ -1,11 +1,10 @@
|
|||
import { Endpoints } from "../endpoints.js";
|
||||
import { game } from "../game.js";
|
||||
|
||||
export function clear(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : string = JSON.parse(buff.toString('utf-8'));
|
||||
|
||||
let room = game.lobbyState.roomComplete(data1)
|
||||
game.socketIO.emit("level/cleared", JSON.stringify(room.copyState()))
|
||||
game.socketIO.emit(Endpoints.LevelCleared, JSON.stringify(room.copyState()))
|
||||
}
|
|
@ -1,30 +1,29 @@
|
|||
import { game } from "../game.js";
|
||||
import { playerData } from "../Classes/playerData.js";
|
||||
import { roomChangeResponse } from "../Classes/roomChangeResponse.js";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { roomChangeResponse } from "../Classes/Outgoing/roomChangeResponse.js";
|
||||
import { levelEnter } from "../Classes/Incoming/levelEnter.js";
|
||||
import { Socket } from "socket.io";
|
||||
import { Endpoints } from "../endpoints.js";
|
||||
|
||||
export function enter(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
|
||||
export function enter(socket : Socket, data){
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : levelEnter = JSON.parse(buff.toString('utf-8'));
|
||||
let player : playerData = socket.player
|
||||
let character : characterData = socket.character
|
||||
|
||||
socket.join(data1.targetRoom.id)
|
||||
let newRoom = game.lobbyState.roomEnter(data1.targetRoom, player)
|
||||
player.room = newRoom.id
|
||||
let newRoom = game.lobbyState.roomEnter(data1.targetRoom, character)
|
||||
character.room = newRoom.id
|
||||
|
||||
socket.leave(data1.previousRoom.id)
|
||||
let oldRoom = game.lobbyState.roomExit(data1.previousRoom.id, player)
|
||||
let oldRoom = game.lobbyState.roomExit(data1.previousRoom.id, character)
|
||||
|
||||
let data2 = new roomChangeResponse()
|
||||
data2.player = player.copyUpdate()
|
||||
data2.player = character.copyUpdate()
|
||||
data2.newRoom = newRoom.copyStart()
|
||||
data2.previousRoom = oldRoom.copyState()
|
||||
|
||||
socket.emit("level/entered", JSON.stringify(data2))
|
||||
let json = JSON.stringify(data2)
|
||||
|
||||
data2.newRoom = newRoom.copyState()
|
||||
|
||||
socket.broadcast.emit("level/entered", JSON.stringify(data2))
|
||||
socket.emit(Endpoints.LevelEntered, json)
|
||||
socket.broadcast.emit(Endpoints.LevelEntered, json)
|
||||
}
|
|
@ -1,19 +1,20 @@
|
|||
import { Socket } from "socket.io";
|
||||
import { levelUpdateClient } from "../Classes/Incoming/levelUpdateClient.js";
|
||||
import { playerData } from "../Classes/playerData.js";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
|
||||
export function playerUpdate(socket, data){
|
||||
if(!socket.hasOwnProperty("user")) return;
|
||||
export function playerUpdate(socket : Socket, data){
|
||||
if(socket.user != null) return;
|
||||
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : levelUpdateClient = JSON.parse(buff.toString('utf-8'));
|
||||
|
||||
let player : playerData = socket.player
|
||||
if(player == null){
|
||||
let character : characterData = socket.character
|
||||
if(character == null){
|
||||
console.log("Error! Player not spawned!")
|
||||
return
|
||||
}
|
||||
|
||||
player.rigidbody = data1.player.rigidbody
|
||||
character.rigidbody = data1.player.rigidbody
|
||||
if(data1.player.hasOwnProperty("damageInfo"))
|
||||
player.damageInfo = player.damageInfo.concat(data1.player.damageInfo)
|
||||
character.damageInfo = character.damageInfo.concat(data1.player.damageInfo)
|
||||
}
|
|
@ -1,10 +1,12 @@
|
|||
import { playerData } from "../Classes/playerData.js";
|
||||
import { Socket } from "socket.io";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { Endpoints } from "../endpoints.js";
|
||||
|
||||
export function projectile(socket, data){
|
||||
export function projectile(socket : Socket, data){
|
||||
if(!socket.hasOwnProperty("user")) return;
|
||||
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let player : playerData = socket.player
|
||||
let character : characterData = socket.character
|
||||
|
||||
socket.to(player.room).emit('level/projectile', buff.toString('utf-8'))
|
||||
socket.to(character.room).emit(Endpoints.LevelProjectile, buff.toString('utf-8'))
|
||||
}
|
|
@ -1,16 +1,15 @@
|
|||
import { Socket } from "socket.io";
|
||||
import { levelUpdateHost } from "../Classes/Incoming/levelUpdateHost.js";
|
||||
import { playerData } from "../Classes/playerData.js";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { game } from "../game.js";
|
||||
|
||||
export function update(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
|
||||
export function update(socket : Socket, data){
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : levelUpdateHost = JSON.parse(buff.toString('utf-8'));
|
||||
let player : playerData = socket.player
|
||||
let character : characterData = socket.character
|
||||
|
||||
let room = game.lobbyState.rooms.find(l=>l.id == data1.room.id)
|
||||
if (room == null || room.hostId != player.id){
|
||||
if (room == null || room.hostId != character.id){
|
||||
return
|
||||
}
|
||||
|
||||
|
@ -21,7 +20,7 @@ export function update(socket, data){
|
|||
data1.room.enemies = []
|
||||
}
|
||||
|
||||
player.rigidbody = data1.player.rigidbody
|
||||
character.rigidbody = data1.player.rigidbody
|
||||
room.enemies = data1.room.enemies
|
||||
room.objects = data1.room.objects
|
||||
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
import { Endpoints } from "../endpoints.js";
|
||||
import { clear } from "./_clear.js";
|
||||
import { enter } from "./_enter.js";
|
||||
import { playerUpdate } from "./_playerUpdate.js";
|
||||
|
@ -5,23 +6,23 @@ import { projectile } from "./_projectile.js";
|
|||
import { update } from "./_update.js";
|
||||
|
||||
export function registerLevelCallbacks(socket){
|
||||
socket.on('level/enter', (data) => {
|
||||
socket.on(Endpoints.LevelEnter, (data) => {
|
||||
enter(socket, data)
|
||||
});
|
||||
|
||||
socket.on('level/cleared', (data) => {
|
||||
socket.on(Endpoints.LevelCleared, (data) => {
|
||||
clear(socket, data)
|
||||
});
|
||||
|
||||
socket.on('level/update', (data) => {
|
||||
socket.on(Endpoints.LevelUpdate, (data) => {
|
||||
update(socket, data)
|
||||
});
|
||||
|
||||
socket.on('level/playerUpdate', (data) => {
|
||||
socket.on(Endpoints.LevelPlayerUpdate, (data) => {
|
||||
playerUpdate(socket, data)
|
||||
});
|
||||
|
||||
socket.on('level/projectile', (data) => {
|
||||
socket.on(Endpoints.LevelProjectile, (data) => {
|
||||
projectile(socket, data)
|
||||
});
|
||||
}
|
|
@ -1,16 +1,16 @@
|
|||
import { playerData } from "../Classes/playerData.js";
|
||||
import { Socket } from "socket.io";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { game } from "../game.js";
|
||||
import { Endpoints } from "../endpoints.js";
|
||||
|
||||
export function loadoutChanged(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
|
||||
export function loadoutChanged(socket : Socket, data){
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : playerData = JSON.parse(buff.toString('utf-8'));
|
||||
let data1 : characterData = JSON.parse(buff.toString('utf-8'));
|
||||
|
||||
let player : playerData = socket.player
|
||||
player.inventory.weapon = data1.inventory.weapon
|
||||
player.inventory.equipment = data1.inventory.equipment
|
||||
player.validateEquipment()
|
||||
let character : characterData = socket.character
|
||||
character.inventory.weapon = data1.inventory.weapon
|
||||
character.inventory.equipment = data1.inventory.equipment
|
||||
character.validateEquipment()
|
||||
|
||||
socket.emit("lobby/loadoutChanged", JSON.stringify(player.copyInventory()))
|
||||
socket.emit(Endpoints.LoadoutChanged, JSON.stringify(character.copyInventory()))
|
||||
}
|
|
@ -1,46 +1,50 @@
|
|||
import { lobbyJoin } from "../Classes/Incoming/lobbyJoin.js";
|
||||
import { levelState } from "../Classes/levelState.js";
|
||||
import { lobbyMessage } from "../Classes/lobbyMessage.js";
|
||||
import { playerData } from "../Classes/playerData.js";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { userData } from "../Classes/userData.js";
|
||||
import { game } from "../game.js";
|
||||
import { Socket } from "socket.io";
|
||||
import { Endpoints } from "../endpoints.js";
|
||||
|
||||
export function playerJoin(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
|
||||
export function playerJoin(socket : Socket, data){
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : lobbyJoin = JSON.parse(buff.toString('utf-8'));
|
||||
let player : playerData = socket.player
|
||||
let character : characterData = socket.character
|
||||
|
||||
player.room = "0_0"
|
||||
player.characterId = data1.player.characterId
|
||||
game.lobbyState.addUser(socket.user, player)
|
||||
let spawnRoom = game.lobbyState.roomEnter(new levelState("0_0", -1), player)
|
||||
console.log(character)
|
||||
|
||||
character.room = "0_0"
|
||||
character.characterId = data1.player.characterId
|
||||
game.lobbyState.addUser(socket)
|
||||
let spawnRoom = game.lobbyState.roomEnter(new levelState("0_0", -1), character)
|
||||
socket.join("0_0")
|
||||
|
||||
let newUser = {
|
||||
users:[userData.makeSafe(socket.user)],
|
||||
players:[player.copyStart()],
|
||||
users:[socket.user.makeSafe()],
|
||||
players:[character.copyStart()],
|
||||
rooms:[]
|
||||
};
|
||||
let existingUsers = {
|
||||
users:game.lobbyState.users.map(u=> userData.makeSafe(u)),
|
||||
players:game.lobbyState.players.map(p=>p.copyStart()),
|
||||
rooms:[]
|
||||
users:game.lobbyState.activeUsers.map(u=> u.user.makeSafe()),
|
||||
players:game.lobbyState.activeUsers.map(p=>p.character.copyStart()),
|
||||
rooms:game.lobbyState.rooms.map(room=>{
|
||||
if(room == spawnRoom)
|
||||
return spawnRoom.copyStart()
|
||||
else
|
||||
return room.copyState()
|
||||
})
|
||||
}
|
||||
|
||||
game.lobbyState.rooms.forEach(room=>{
|
||||
if(room == spawnRoom)
|
||||
existingUsers.rooms.push(spawnRoom.copyStart())
|
||||
else
|
||||
existingUsers.rooms.push(room.copyState())
|
||||
})
|
||||
console.log(spawnRoom)
|
||||
console.log(spawnRoom.copyStart())
|
||||
console.log(existingUsers)
|
||||
|
||||
//send only player to all existing players
|
||||
socket.broadcast.emit("lobby/playerJoin", JSON.stringify(newUser));
|
||||
socket.broadcast.emit(Endpoints.PlayerJoin, JSON.stringify(newUser));
|
||||
|
||||
//send all users to player (including player)
|
||||
socket.emit("lobby/playerJoin", JSON.stringify(existingUsers))
|
||||
socket.emit(Endpoints.PlayerJoin, JSON.stringify(existingUsers))
|
||||
|
||||
game.addMessage(new lobbyMessage(socket.user.login + " joined"))
|
||||
}
|
|
@ -1,17 +1,18 @@
|
|||
import { Endpoints } from "../endpoints.js";
|
||||
import { loadoutChanged } from "./_loadoutChanged.js";
|
||||
import { message } from "./_message.js";
|
||||
import { playerJoin } from "./_playerJoin.js";
|
||||
|
||||
export function registerLobbyCallbacks(socket){
|
||||
socket.on('lobby/playerJoin', (data) => {
|
||||
socket.on(Endpoints.PlayerJoin, (data) => {
|
||||
playerJoin(socket, data)
|
||||
});
|
||||
|
||||
socket.on('lobby/loadoutChanged', (data) => {
|
||||
socket.on(Endpoints.LoadoutChanged, (data) => {
|
||||
loadoutChanged(socket, data)
|
||||
});
|
||||
|
||||
socket.on('lobby/message', (data) => {
|
||||
socket.on(Endpoints.Message, (data) => {
|
||||
message(socket, data)
|
||||
});
|
||||
}
|
|
@ -1,45 +0,0 @@
|
|||
import { game } from "../game.js";
|
||||
import { playerData } from "../Classes/playerData.js";
|
||||
|
||||
export class players{
|
||||
static createPlayer(id){
|
||||
if (players.readPlayer(id) != null){
|
||||
console.log(`Player ${id} alread exists`);
|
||||
return null;
|
||||
}
|
||||
|
||||
var player = new playerData();
|
||||
player.id = id
|
||||
game.playersDB.push(player);
|
||||
return player;
|
||||
}
|
||||
|
||||
static readPlayer(id : number){
|
||||
let player = game.playersDB.find(u=>u.id == id);
|
||||
return player;
|
||||
}
|
||||
|
||||
static savePlayers(fs){
|
||||
game.playersDB.forEach(player => {player.save(fs)});
|
||||
}
|
||||
|
||||
static loadPlayers(fs){
|
||||
fs.mkdirSync(`Database/Players/`, { recursive: true })
|
||||
fs.readdir(`Database/Players/`, (err, files) => {
|
||||
files.forEach(file => {
|
||||
fs.readFile(`Database/Players/${file}`, (err, data) => {
|
||||
if (err) throw err;
|
||||
let player : playerData = new playerData(JSON.parse(data));
|
||||
game.playersDB.push(player);
|
||||
player.inventory.items.forEach(i=>{
|
||||
if(i.id > game.itemCount){
|
||||
game.itemCount = i.id
|
||||
}
|
||||
})
|
||||
player.validateEquipment()
|
||||
console.log(`Loaded pl ${player.id}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
|
@ -1,12 +1,11 @@
|
|||
import { playerData } from "../Classes/playerData.js";
|
||||
import { Socket } from "socket.io";
|
||||
import { characterData } from "../Classes/characterData.js";
|
||||
import { questProgressData } from "../Classes/questProgressData.js";
|
||||
|
||||
export function update(socket, data){
|
||||
if(!socket.hasOwnProperty("player")) return;
|
||||
|
||||
export function update(socket : Socket, data){
|
||||
let buff = Buffer.from(data, 'base64');
|
||||
let data1 : questProgressData = JSON.parse(buff.toString('utf-8'));
|
||||
let player : playerData = socket.player
|
||||
let character : characterData = socket.character
|
||||
|
||||
player.questBook.updateQuest(data1)
|
||||
character.questBook.updateQuest(data1)
|
||||
}
|
|
@ -1,7 +1,8 @@
|
|||
import { Endpoints } from "../endpoints.js";
|
||||
import { update } from "./_update.js";
|
||||
|
||||
export function registerQuestCallbacks(socket){
|
||||
socket.on('quest/update', (data) => {
|
||||
socket.on(Endpoints.QuestUpdate, (data) => {
|
||||
update(socket, data)
|
||||
});
|
||||
}
|
|
@ -0,0 +1,16 @@
|
|||
export enum Endpoints{
|
||||
Login = "account/login",
|
||||
Register = "account/register",
|
||||
Message = 'lobby/message',
|
||||
Messages = "lobby/messages",
|
||||
PlayerJoin = "lobby/playerJoin",
|
||||
LoadoutChanged = "lobby/loadoutChanged",
|
||||
LevelEnter = 'level/enter',
|
||||
LevelUpdate = 'level/update',
|
||||
LevelCleared = 'level/cleared',
|
||||
LevelEntered = "level/entered",
|
||||
LevelProjectile = 'level/projectile',
|
||||
LevelPlayerUpdate = 'level/playerUpdate',
|
||||
UpdateInventory = 'item/updateInventory',
|
||||
QuestUpdate = 'quest/update',
|
||||
}
|
15
game.ts
15
game.ts
|
@ -1,17 +1,12 @@
|
|||
import fs from 'fs';
|
||||
import { userData } from "./Classes/userData.js";
|
||||
import { lobbyMessage } from "./Classes/lobbyMessage.js";
|
||||
import { lobbyState } from "./Classes/lobbyState.js";
|
||||
import { playerData } from "./Classes/playerData.js";
|
||||
import { persistentItemData } from "./Classes/itemData.js";
|
||||
import { levelState } from "./Classes/levelState.js";
|
||||
import { Socket } from 'socket.io';
|
||||
import { Endpoints } from "./endpoints.js";
|
||||
|
||||
export class game{
|
||||
static socketIO : any
|
||||
|
||||
static itemCount : number = 0
|
||||
static accountsDB : userData[] = []
|
||||
static playersDB : playerData[] = []
|
||||
static itemsDB : persistentItemData[] = []
|
||||
|
||||
static lobbyState : lobbyState = new lobbyState()
|
||||
|
@ -25,7 +20,7 @@ export class game{
|
|||
}
|
||||
|
||||
game.messages.unshift(message)
|
||||
game.socketIO.emit('lobby/messages', JSON.stringify(game.messages))
|
||||
game.socketIO.emit(Endpoints.Messages, JSON.stringify(game.messages))
|
||||
}
|
||||
|
||||
static getItemTemplate(templateId){
|
||||
|
@ -36,4 +31,8 @@ export class game{
|
|||
}
|
||||
return item
|
||||
}
|
||||
|
||||
static removeUser(socket : Socket) : void {
|
||||
this.lobbyState.activeUsers = this.lobbyState.activeUsers.filter(u => u !== socket)
|
||||
}
|
||||
}
|
85
index.ts
85
index.ts
|
@ -1,26 +1,28 @@
|
|||
import fs from 'fs';
|
||||
import './socketExtended.js';
|
||||
import express from 'express';
|
||||
import { createServer } from 'http';
|
||||
import { Server as SocketIOServer } from 'socket.io';
|
||||
|
||||
import { Socket, Server as SocketIOServer } from 'socket.io';
|
||||
import { game } from "./game.js";
|
||||
import { users } from "./Account/users.js";
|
||||
import { players } from "./Player/players.js";
|
||||
import { characters } from "./Characters/characters.js";
|
||||
import { registerItemCallbacks } from "./Items/itemSocket.js";
|
||||
import { registerLobbyCallbacks } from "./Lobby/lobbySocket.js";
|
||||
import { registerAccountCallbacks } from "./Account/accountSocket.js";
|
||||
import { registerLevelCallbacks } from "./Level/levelSocket.js";
|
||||
import { registerQuestCallbacks } from "./Quest/questSocket.js";
|
||||
import { DatabaseController } from './Database/dbcontroller.js';
|
||||
import { SocketExtended } from './socketExtended.js';
|
||||
import { Endpoints } from './endpoints.js';
|
||||
|
||||
const app = express();
|
||||
const port = 3000;
|
||||
const server = createServer(app);
|
||||
export const db = await DatabaseController.create('./Database/mydb.sqlite3');
|
||||
|
||||
server.listen(port, () => {
|
||||
console.log(`Server listening at port ${port}`);
|
||||
});
|
||||
|
||||
const io = new SocketIOServer(server, {
|
||||
const io = game.socketIO = new SocketIOServer(server, {
|
||||
path: "/webmmo/",
|
||||
cors: {
|
||||
origin: '\*',
|
||||
|
@ -28,10 +30,7 @@ const io = new SocketIOServer(server, {
|
|||
}
|
||||
});
|
||||
|
||||
users.loadUsers(fs);
|
||||
players.loadPlayers(fs);
|
||||
|
||||
io.on('connection', (socket : any) => {
|
||||
io.on('connection', (socket : SocketExtended) => {
|
||||
console.log("Got connection!");
|
||||
socket.emit("connectSuccess", "");
|
||||
|
||||
|
@ -41,18 +40,14 @@ io.on('connection', (socket : any) => {
|
|||
registerLevelCallbacks(socket);
|
||||
registerQuestCallbacks(socket);
|
||||
|
||||
socket.io = game.socketIO = io;
|
||||
socket.io = io;
|
||||
|
||||
socket.on("disconnect", () => {
|
||||
socket.disconnect()
|
||||
if(socket.hasOwnProperty("player")){
|
||||
socket.player.save(fs)
|
||||
}
|
||||
if(socket.hasOwnProperty("user")){
|
||||
socket.user.save(fs)
|
||||
game.lobbyState.removeUser(socket.user.id)
|
||||
delete socket.user
|
||||
if(socket.character != null){
|
||||
characters.savePlayer(db, socket.character)
|
||||
}
|
||||
game.removeUser(socket)
|
||||
console.log(socket.id + " disconnected");
|
||||
});
|
||||
|
||||
|
@ -63,42 +58,37 @@ io.on('connection', (socket : any) => {
|
|||
|
||||
//Send player updates to everyone
|
||||
setInterval(async () => {
|
||||
let userCount = game.lobbyState.players.length
|
||||
let userCount = game.lobbyState.activeUsers.length
|
||||
if(userCount > 0){
|
||||
game.lobbyState.rooms.forEach(room=>{
|
||||
let roomData = room.copyUpdate()
|
||||
io.in(room.id).emit('level/update', JSON.stringify(roomData))
|
||||
io.in(room.id).emit(Endpoints.LevelUpdate, JSON.stringify(roomData))
|
||||
})
|
||||
game.playersDB.forEach(p=>{
|
||||
p.damageInfo = []
|
||||
game.lobbyState.activeUsers.forEach(u=>{
|
||||
u.character.resetDamageInfo()
|
||||
})
|
||||
}
|
||||
}, 1000/30)
|
||||
|
||||
setInterval(() => {
|
||||
let lobbyState = game.lobbyState
|
||||
console.clear()
|
||||
console.log("Players:")
|
||||
for(let i = 0; i < lobbyState.players.length; i++){
|
||||
console.log(lobbyState.players[i].id + " " + lobbyState.players[i].room)
|
||||
}
|
||||
console.log("Rooms:")
|
||||
for(let i = 0; i < lobbyState.rooms.length; i++){
|
||||
console.log(lobbyState.rooms[i].id + " " + lobbyState.rooms[i].hostId)
|
||||
lobbyState.rooms[i].objects.forEach(object => {
|
||||
console.log("\t" + object.id + ": " + JSON.stringify(object.rigidbody))
|
||||
});
|
||||
}
|
||||
console.log("Dungeon:")
|
||||
for(let i = 0; i < lobbyState.dungeons.length; i++){
|
||||
console.log(lobbyState.dungeons[i].entranceId + " " + lobbyState.dungeons[i].playerCount)
|
||||
}
|
||||
}, 5000)
|
||||
|
||||
setInterval(() => {
|
||||
users.saveUsers(fs);
|
||||
players.savePlayers(fs);
|
||||
}, 1000 * 60 * 60 * 12) //twice a day
|
||||
// setInterval(() => {
|
||||
// let lobbyState = game.lobbyState
|
||||
// console.clear()
|
||||
// console.log("Players:")
|
||||
// for(let i = 0; i < lobbyState.activeUsers.length; i++){
|
||||
// console.log(lobbyState.activeUsers[i].user.login + " " + lobbyState.activeUsers[i].character.room)
|
||||
// }
|
||||
// console.log("Rooms:")
|
||||
// for(let i = 0; i < lobbyState.rooms.length; i++){
|
||||
// console.log(lobbyState.rooms[i].id + " " + lobbyState.rooms[i].hostId)
|
||||
// lobbyState.rooms[i].objects.forEach(object => {
|
||||
// console.log("\t" + object.id + ": " + JSON.stringify(object.rigidbody))
|
||||
// });
|
||||
// }
|
||||
// console.log("Dungeon:")
|
||||
// for(let i = 0; i < lobbyState.dungeons.length; i++){
|
||||
// console.log(lobbyState.dungeons[i].entranceId + " " + lobbyState.dungeons[i].playerCount)
|
||||
// }
|
||||
// }, 5000)
|
||||
|
||||
process.on('uncaughtException', function (err) {
|
||||
console.log('Caught exception: ', err);
|
||||
|
@ -108,8 +98,7 @@ process.on('SIGINT', function () {
|
|||
console.log('Ctrl-C...');
|
||||
process.exit(2);
|
||||
});
|
||||
|
||||
process.on('exit', function () {
|
||||
users.saveUsers(fs);
|
||||
players.savePlayers(fs);
|
||||
console.log("exitted");
|
||||
});
|
|
@ -0,0 +1,24 @@
|
|||
import { characterData } from "./Classes/characterData.js"
|
||||
import { userData } from "./Classes/userData.js"
|
||||
import { Socket, Server as SocketIOServer } from 'socket.io';
|
||||
|
||||
declare module 'socket.io' {
|
||||
interface Socket {
|
||||
io: SocketIOServer
|
||||
user: userData
|
||||
character: characterData
|
||||
}
|
||||
}
|
||||
|
||||
export class SocketExtended extends Socket
|
||||
{
|
||||
validateUser() : boolean
|
||||
{
|
||||
return this.user != null;
|
||||
}
|
||||
|
||||
validateCharacter() : boolean
|
||||
{
|
||||
return this.character != null;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue