Files
wownerogue/src/backend/index.js
T
2025-05-26 13:45:46 -04:00

569 lines
22 KiB
JavaScript

const express = require('express');
const path = require('path');
var app = express();
var http = require('http').Server(app);
var io = require('socket.io')(http);
var rpc = require('./rpccalls.js');
var db = require('./dbcalls.js');
var user = require('./user');
// Function to get a user by socket ID
// Enhance the getUserBySocket function to try both IDs
function getUserBySocket(socketId) {
console.log(`Looking up user with socketId: ${socketId}`);
// Try direct lookup first
let foundUser = user.getUserBySocketId(socketId);
// If not found but we have a socket map, try the mapped ID
if (!foundUser && clientSocketMap.has(socketId)) {
const mappedId = clientSocketMap.get(socketId);
console.log(`Socket ID ${socketId} not found directly, trying mapped ID: ${mappedId}`);
foundUser = user.getUserBySocketId(mappedId);
}
console.log(`User lookup result for ${socketId}: ${foundUser ? "FOUND" : "NOT FOUND"}`);
return foundUser;
}
const Game = require('./game');
const activeGames = new Map(); // Maps socketId to Game objects
const playerMoveTimestamps = new Map(); // Track last move time per player
const MOVE_COOLDOWN = 100; // Minimum 100ms between moves on server side
let lastBlockHeight = 0; // Track last block height
const MIN_FEE = 10; // Minimum entrance fee in WOW
const MAX_FEE = 100; // Maximum entrance fee in WOW
const WAITING_PLAYERS = []; // Players waiting for the next block
const DEBUG_MODE = true; // Set to false to disable debug mode
let debugBlockHeight = 1;
const clientSocketMap = new Map(); // To track client-to-server socket ID mappings
// Use absolute path to html directory to ensure static files are served correctly
const htmlPath = path.join(__dirname, '../../html');
app.use(express.static(htmlPath));
app.get('/', function(req, res) {
res.sendFile('index.html', { root: htmlPath });
});
// Replace your existing block check interval with this conditional version
if (DEBUG_MODE) {
console.log("🐛 DEBUG MODE ENABLED - Simulating blocks every 30 seconds");
// Initial debug block broadcast
broadcastBlockHeight(debugBlockHeight);
// Debug block height simulator - advances every 30 seconds
setInterval(function() {
debugBlockHeight++;
console.log(`🐛 DEBUG: New simulated block: ${debugBlockHeight}`);
broadcastBlockHeight(debugBlockHeight);
// Start games for waiting players
startGamesForWaiting(debugBlockHeight);
// Check active games for timeout
checkGamesTimeout(debugBlockHeight);
}, 30000); // Every 30 seconds
// Regular status broadcasting - sends current block height every 5 seconds
// This ensures all clients stay up-to-date even if they miss a block change
setInterval(function() {
broadcastBlockHeight(debugBlockHeight);
}, 5000); // Every 5 seconds
} else {
// Your original block check code
setInterval(function() {
rpc.daemonCall("get_block_count", "", function(result) {
const currentHeight = result.result.count;
rpc.lastBlock.setHeight(currentHeight);
// If new block found
if (currentHeight > lastBlockHeight) {
console.log(`New block found: ${currentHeight}`);
io.emit('blockheight', currentHeight);
// Start games for waiting players
startGamesForWaiting(currentHeight);
// Check active games for timeout
checkGamesTimeout(currentHeight);
lastBlockHeight = currentHeight;
} else {
io.emit('blockheight', currentHeight);
}
});
}, 5000);
}
// Start games for waiting players (QUEUE ENTRY METHOD)
function startGamesForWaiting(blockHeight) {
console.log(`Starting games for ${WAITING_PLAYERS.length} waiting players at block height ${blockHeight}`);
while (WAITING_PLAYERS.length > 0) {
const playerEntry = WAITING_PLAYERS.shift();
const serverId = playerEntry.serverId;
console.log(`Processing player: server=${serverId}`);
const currentUser = getUserBySocket(serverId);
if (currentUser) {
// For queue entry, player gets 3 blocks starting from their entry block
currentUser.blockRec = blockHeight;
console.log(`🕒 QUEUE ENTRY: Player enters on block ${currentUser.blockRec}, will die when block ${currentUser.blockRec + 1} starts`);
try {
const game = currentUser.startGame(80, 40);
activeGames.set(serverId, game);
const gameState = game.getState();
gameState.blockHeight = blockHeight;
console.log(`🎮 SENDING GAME_START to ${serverId}`);
// Send ONLY ONE message - the game state itself
io.to(serverId).emit('game_start', gameState);
console.log(`Game started for player ${serverId}`);
} catch (error) {
console.error(`Error creating game:`, error);
io.to(serverId).emit('message', 'Error starting game: ' + error.message);
}
} else {
console.error(`User not found for socket ${serverId}`);
io.to(serverId).emit('message', 'Error: User not found');
}
}
}
// Check if any active games have timed out
function checkGamesTimeout(currentHeight) {
activeGames.forEach((game, socketId) => {
const user = getUserBySocket(socketId);
// Players die the block after they enter
// If they entered on block 1, they die when block 2 starts
// If they entered on block 2, they die when block 3 starts
if (user && user.blockRec && currentHeight > user.blockRec) {
console.log(`💀 GAME TIMEOUT for player ${socketId}: entered on block ${user.blockRec}, died on block ${currentHeight}`);
// Game has timed out - player didn't escape in time
game.gameState = 'lost';
io.to(socketId).emit('game_over', {
status: 'lost',
reason: 'timeout',
message: 'You didn\'t escape before the block time limit!'
});
activeGames.delete(socketId);
}
});
}
// ====== SOCKET EVENT BROADCASTING HELPERS ======
// These functions abstract the broadcasting logic to support future features like spectating
/**
* Send game state update to player and any spectators
* @param {string} playerSocketId - The socket ID of the player
* @param {object} gameState - The game state to broadcast
*/
function sendGameUpdate(playerSocketId, gameState) {
// Debug logging for lighting data in updates
console.log(`📡 sendGameUpdate to ${playerSocketId}:`);
console.log(` - Lighting data: ${!!gameState.lighting} (${gameState.lighting ? Object.keys(gameState.lighting).length : 0} rows)`);
console.log(` - Torch data: ${!!gameState.torches} (${gameState.torches ? gameState.torches.length : 0} torches)`);
// Send to the player
io.to(playerSocketId).emit('game_update', gameState);
// TODO: Future spectator support
// Get list of spectators for this game and broadcast to them too
// const spectators = getSpectatorsForPlayer(playerSocketId);
// spectators.forEach(spectatorId => {
// io.to(spectatorId).emit('spectator_update', {
// playerSocketId: playerSocketId,
// gameState: gameState
// });
// });
}
/**
* Broadcast block height to all connected clients
* @param {number} blockHeight - Current block height
*/
function broadcastBlockHeight(blockHeight) {
console.log(`📡 Broadcasting block height ${blockHeight} to all clients`);
io.emit('blockheight', blockHeight);
}
/**
* Send status update to a specific player
* @param {string} socketId - The socket ID of the player
* @param {string} type - Type of status (info, error, warning, etc.)
* @param {string} message - The status message
*/
function sendStatusUpdate(socketId, type, message) {
io.to(socketId).emit('status_update', {
type: type,
message: message,
timestamp: Date.now()
});
}
// Socket.io handlers
io.on('connection', function(socket) {
console.log('A user connected');
console.log(socket.client.id);
console.log(socket.handshake.address);
// Create and register user (automatically stored in registry)
new user.User(socket.id, socket.handshake.address);
// Also store socket.client.id as an attribute
const newUser = getUserBySocket(socket.id);
if (newUser) {
newUser.clientId = socket.client.id;
console.log(`User created with both socket.id (${socket.id}) and socket.client.id (${socket.client.id})`);
}
// Insert into visitors DB
db.insertVisitor(socket.client.id, socket.handshake.address, 0);
// Send welcome message and immediate status
io.to(socket.client.id).emit('welcome', socket.client.id);
// Send current block height immediately to new connections
const currentBlock = DEBUG_MODE ? debugBlockHeight : lastBlockHeight;
console.log(`📈 Sending current block height ${currentBlock} to new connection ${socket.id}`);
io.to(socket.id).emit('blockheight', currentBlock);
// Send connection status update (player-specific)
sendStatusUpdate(socket.id, 'connection', 'Connected to Wowngeon server');
socket.on('chat message', function(msg) {
console.log('Message received:', msg);
// Handle game commands (player-specific responses)
if (msg.toLowerCase() == 'hello') {
// Send status update to this player only
sendStatusUpdate(socket.id, 'help',
'Welcome, to enter the dungeon type Enter, and you will be given a Wownero address, ' +
'which you must send between 10-100 WOW to enter. The more you send, the more you can win.');
return; // Don't broadcast commands as chat
}
// Handle game entry commands
if (msg.toLowerCase() == 'enter') {
console.log(`Player ${socket.id} requested to enter the dungeon - STARTING IMMEDIATELY`);
// Use the updated user lookup function
const currentUser = getUserBySocket(socket.id);
if (currentUser) {
console.log(`Found user for socket ${socket.id}, starting game immediately...`);
// Start game immediately for faster testing
try {
// For auto-entry in debug mode, player enters on current block
// They will die when the next block starts
const currentBlock = debugBlockHeight || lastBlockHeight || 1;
currentUser.blockRec = currentBlock; // Player enters on current block
console.log(`🕒 AUTO-ENTRY: Player enters on block ${currentUser.blockRec}, will die when block ${currentUser.blockRec + 1} starts`);
const game = currentUser.startGame(80, 40);
activeGames.set(socket.id, game);
const gameState = game.getState();
gameState.blockHeight = currentBlock;
console.log(`🎮 SENDING IMMEDIATE GAME_START to ${socket.id}`);
io.to(socket.id).emit('game_start', gameState);
console.log(`Game started immediately for player ${socket.id}`);
} catch (error) {
console.error(`Error creating game:`, error);
sendStatusUpdate(socket.id, 'error', 'Error starting game: ' + error.message);
}
} else {
sendStatusUpdate(socket.id, 'error', 'Error: Could not start game. Please try again.');
}
return; // Don't broadcast commands as chat
}
// Add a handler for the 'cancel' command
else if (msg.toLowerCase() == 'cancel') {
// Remove player from waiting queue
const index = WAITING_PLAYERS.findIndex(p => p.serverId === socket.id);
if (index !== -1) {
WAITING_PLAYERS.splice(index, 1);
sendStatusUpdate(socket.id, 'info', 'You have left the queue.');
// Reset to welcome screen
io.to(socket.id).emit('queue_cancelled');
} else {
// Send status update to this player only
sendStatusUpdate(socket.id, 'error', 'You were not in the queue.');
}
return; // Don't broadcast commands as chat
}
// For all other messages (actual chat), broadcast to all clients
else {
console.log(`💬 Broadcasting chat message from ${socket.id}: "${msg}"`);
// Get user info for chat display
const currentUser = getUserBySocket(socket.id);
const username = currentUser?.username || `User_${socket.id.substr(-4)}`;
// Broadcast chat message to ALL clients
io.emit('chat_broadcast', {
username: username,
message: msg,
timestamp: Date.now(),
socketId: socket.id
});
}
});
// Handle player movement
socket.on('player_move', function(moveData) { // Changed from 'move' to 'player_move' and added moveData
console.log(`Player move event received from ${socket.id}:`, moveData);
const currentUser = getUserBySocket(socket.id);
if (currentUser && currentUser.game && currentUser.game.gameState === 'active') {
// Server-side movement throttling
const now = Date.now();
const lastMoveTime = playerMoveTimestamps.get(socket.id) || 0;
if (now - lastMoveTime < MOVE_COOLDOWN) {
console.log(`Move from ${socket.id} throttled - too soon after last move (${now - lastMoveTime}ms)`);
return; // Ignore move if too soon
}
if (typeof moveData.dx === 'number' && typeof moveData.dy === 'number') {
playerMoveTimestamps.set(socket.id, now); // Update timestamp before processing
const game = currentUser.game;
const moveResult = game.movePlayer(moveData.dx, moveData.dy); // This should update player pos and FOV
if (moveResult && moveResult.status === 'moved') {
// Move monster after player moves
game.moveMonster();
// Check if monster caught player
const GameModule = require('./game');
const checkMonsterKill = GameModule.checkMonsterKill ||
((player, monster) => monster.x === player.x && monster.y === player.y);
if (checkMonsterKill(game.player, game.monster)) {
game.gameState = 'lost';
io.to(socket.id).emit('game_over', {
status: 'lost',
reason: 'monster',
message: 'The monster caught you!'
});
activeGames.delete(socket.id);
return;
}
// Check for treasure pickup
if (moveResult.event === 'treasure_found') {
io.to(socket.id).emit('message', 'You found the treasure!');
}
// Check for escape
if (moveResult.event === 'escaped') {
game.gameState = 'won';
io.to(socket.id).emit('game_over', {
status: 'won',
reason: 'escaped',
message: 'Congratulations! You escaped the dungeon!'
});
activeGames.delete(socket.id);
return;
}
const updatedGameState = game.getState(); // Get the new state
// Debug logging for lighting data in game updates
console.log(`🔍 GAME UPDATE DEBUG for ${socket.id}:`);
console.log(` - Player position: (${updatedGameState.player?.x}, ${updatedGameState.player?.y})`);
console.log(` - Visible tiles keys: ${Object.keys(updatedGameState.visibleTiles || {}).length} rows`);
console.log(` - Lighting data included: ${!!updatedGameState.lighting}`);
if (updatedGameState.lighting) {
const lightingTileCount = Object.keys(updatedGameState.lighting).reduce((acc, yKey) =>
acc + Object.keys(updatedGameState.lighting[yKey] || {}).length, 0);
console.log(` - Lighting tiles count: ${lightingTileCount}`);
}
console.log(` - Torch data included: ${!!updatedGameState.torches}`);
if (updatedGameState.torches) {
console.log(` - Torch count: ${updatedGameState.torches.length}`);
}
// Log before sending to client for debugging
console.log(`Sending game_update to ${socket.id} after player move.`);
// Send game update to player (current implementation)
// TODO: In future, also broadcast to spectators of this game
sendGameUpdate(socket.id, updatedGameState);
} else {
console.log(`Player move from ${socket.id} was invalid or resulted in no change.`);
// Optionally, send an update even for invalid moves if you want to provide feedback
// const currentGameState = game.getState();
// sendGameUpdate(socket.id, currentGameState);
}
} else {
console.error(`Invalid moveData received from ${socket.id}:`, moveData);
}
} else {
console.log(`Player move event from ${socket.id} ignored: No active game found for user.`);
}
});
// Handle disconnection
socket.on('disconnect', function() {
console.log('User disconnected', socket.client.id);
// Clean up movement timestamps
playerMoveTimestamps.delete(socket.id);
// Clean up active games
activeGames.delete(socket.id);
// Remove from waiting players
const waitingIndex = WAITING_PLAYERS.findIndex(p => p.serverId === socket.id);
if (waitingIndex !== -1) {
WAITING_PLAYERS.splice(waitingIndex, 1);
}
user.removeUser(socket.client.id);
});
// Add this to your socket handlers in index.js
socket.on('debug_ping', function(data) {
console.log(`Debug ping received from ${socket.client.id}`);
socket.emit('debug_pong', {
message: "Hello from server!",
clientTime: data.time,
serverTime: Date.now(),
socketId: socket.client.id
});
});
socket.on('register_client', function(data) {
console.log(`Client registered: ${socket.id} (server) <-> ${data.clientId} (client)`);
// Store both mappings for lookup
clientSocketMap.set(data.clientId, socket.id);
clientSocketMap.set(socket.id, data.clientId);
// Send confirmation back to client
socket.emit('socket_registered', {
clientId: data.clientId,
serverId: socket.id,
success: true
});
});
}); // End of io.on('connection') handler
// Add this debug function to check all registered users
function debugRegisteredUsers() {
console.log("\n🔍 CHECKING ALL REGISTERED USERS:");
const allUsers = user.getAllUsers ? user.getAllUsers() : null;
if (!allUsers) {
console.log("No getAllUsers function available or no users registered");
return;
}
console.log(`Found ${allUsers.length} registered users:`);
allUsers.forEach((u, i) => {
console.log(`User ${i+1}:`, {
id: u.id,
clientId: u.clientId || 'undefined',
address: u.address
});
});
console.log(); // Empty line for readability
}
// Call this after a user registers and at intervals
setInterval(debugRegisteredUsers, 10000);
http.listen(3000, function() {
console.log('listening on *:3000');
});
// Make sure this function is defined in your file
function startGameForPlayer(socketId, blockHeight) {
console.log(`Starting game for player ${socketId} at block height ${blockHeight}`);
const currentUser = getUserBySocket(socketId);
if (!currentUser) {
console.error(`User with socket ID ${socketId} not found`);
return;
}
try {
// Create a new game
const game = currentUser.startGame(25, 19);
if (!game) {
console.error("Game creation failed");
return;
}
// Store the game in activeGames map
activeGames.set(socketId, game);
// Get game state - ensure it has the required fields
const gameState = {
gameState: "active", // Add this so frontend knows it's active
player: {
x: game.player.x,
y: game.player.y,
hasKey: !!game.player.hasKey,
hasTreasure: !!game.player.hasTreasure
},
monster: game.monster,
visibleTiles: game.calculateFOV ? game.calculateFOV() : {},
entrance: [game.dungeon.entrance.x, game.dungeon.entrance.y],
exit: [game.dungeon.exit.x, game.dungeon.exit.y],
treasure: [game.dungeon.treasure.x, game.dungeon.treasure.y]
};
console.log("Sending game_start with state:", JSON.stringify(gameState, null, 2).substring(0, 200) + "...");
// Add a small delay before sending (sometimes helps with socket timing issues)
setTimeout(() => {
debugSocket(socketId, 'game_start', gameState);
// Send initial game state to client
io.to(socketId).emit('game_start', gameState);
console.log(`Game started for player ${socketId}`);
}, 100);
} catch (err) {
console.error("Error starting game:", err);
io.to(socketId).emit('message', 'Error starting game: ' + err.message);
}
}
function debugSocket(socketId, eventName, data) {
console.log(`🔌 SOCKET DEBUG: Sending ${eventName} to ${socketId.substring(0, 8)}...`);
console.log(`📦 PAYLOAD (first 300 chars): ${JSON.stringify(data).substring(0, 300)}...`);
}
// Add express middleware to parse JSON
app.use(express.json());
app.use(express.static('html'));
// Debug endpoint to receive client-side debug info
app.post('/debug', (req, res) => {
const debugData = req.body;
console.log('🎯 CLIENT DEBUG:', debugData.message || debugData);
res.json({ status: 'ok' });
});