Changed the console loggings
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parent
b351b281bd
commit
98e8ac05bb
31
src/index.js
31
src/index.js
@ -7,14 +7,11 @@ const port = 3000;
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var colours = require("colors");
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colours.enable();
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colours.setTheme({
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verbose: "cyan",
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prompt: "grey",
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info: "green",
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data: "grey",
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help: "cyan",
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warn: "yellow",
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debug: "blue",
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error: "red"
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request: "green",
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connect: "cyan",
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disconnect: ["red", "dim"],
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room: ["brightWhite"],
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data: "grey"
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});
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const traffic = {
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@ -46,7 +43,11 @@ io.on("connection", (socket) => {
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io.in(room).emit("roomUpdate", playerUpdate);
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console.log(traffic.out + colours.warn(`User ${String(socket.id)} disconnected from room ${room}`));
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console.log(traffic.out + colours.disconnect(`User ${String(socket.id)} disconnected from room ${room}`));
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if (io.sockets.adapter.rooms[room] == undefined) {
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console.log(traffic.int + colours.room(`Room ${room} has been deleted due to a lack of players`));
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}
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});
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// Request identification
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@ -54,7 +55,7 @@ io.on("connection", (socket) => {
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// Wait for identification
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socket.on("identification", (data) => {
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console.log(traffic.in + colours.info(`User ${String(socket.id)} playing ${data.gameID} is trying to join a room with ${data.playersMax} players max`));
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console.log(traffic.in + colours.request(`User ${String(socket.id)} playing ${data.gameID} is trying to join a room with ${data.playersMax} players max`));
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// Define room to be joined
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var join = "";
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@ -68,7 +69,7 @@ io.on("connection", (socket) => {
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if (Object.keys(io.sockets.adapter.rooms[room].sockets).length < data.playersMax) {
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join += room;
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} else {
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console.log(traffic.int + colours.warn(`Room ${room} is full, skipping.`));
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console.log(traffic.int + colours.room(`Room ${room} is full, skipping.`));
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}
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}
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}
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@ -86,14 +87,14 @@ io.on("connection", (socket) => {
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});
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join = data.gameID + "_" + data.playersMax + "_" + count;
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console.log(traffic.int + colours.warn(`There is no room available for the requested game, making ${join}`));
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console.log(traffic.int + colours.room(`There is no room available for the requested game, making room ${join}`));
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}
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socket.join(join);
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// Start game if the max number of players is reached
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if (Object.keys(io.sockets.adapter.rooms[join].sockets).length == data.playersMax) {
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console.log(traffic.int + colours.warn(`Room ${join} has reached the maximum amount of players, starting game`));
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console.log(traffic.int + colours.room(`Room ${join} has reached the maximum amount of players, starting game`));
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io.in(join).emit("gameStart");
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}
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@ -109,7 +110,7 @@ io.on("connection", (socket) => {
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io.in(join).emit("roomUpdate", playerUpdate);
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console.log(traffic.in + colours.help(`User ${String(socket.id)} connected to room ${join}`));
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console.log(traffic.in + colours.connect(`User ${String(socket.id)} connected to room ${join}`));
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});
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socket.on("update", (data) => {
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