forked from arne/TanksJS-Server
Changed gamemode to playersMax
Gamemodes will have to be defined on the clients side This is to help make the server support different games
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24
src/index.js
24
src/index.js
@ -54,23 +54,19 @@ 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} trying to join with gamemode ${data.gamemode}`));
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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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// Define room to be joined
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var join = "";
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// Check if there are any available rooms for the requested gamemode
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// Check if there are any available rooms for the requested game and check if they aren't full
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for (const room in io.sockets.adapter.rooms) {
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if (/[0-9]_[0-9].*/i.test(room)) {
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var roomId = room.split("_");
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if (roomId[0] == data.gameID) {
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if (roomId[1] == data.gamemode) {
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if (Object.keys(io.sockets.adapter.rooms[room].sockets).length <= data.gamemode) {
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if (roomId[1] == data.playersMax) {
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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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// Start game if the max number of players is reached
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if (Object.keys(io.sockets.adapter.rooms[room].sockets).length == data.gamemode) {
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io.in(room).emit("gameStart");
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}
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} else {
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console.log(traffic.int + colours.warn(`Room ${room} is full, skipping.`));
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}
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@ -82,18 +78,24 @@ io.on("connection", (socket) => {
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// If no available room is found, make one
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if (join == "") {
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var count = 0;
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var regex = new RegExp(data.gameID + "_" + data.gamemode + "_[0-9].*");
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var regex = new RegExp(data.gameID + "_" + data.playersMax + "_[0-9].*");
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Object.keys(io.sockets.adapter.rooms).forEach(room => {
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if (regex.test(room)) {
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count++;
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}
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});
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join = data.gameID + "_" + data.gamemode + "_" + count;
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console.log(traffic.int + colours.warn(`There is no room available for the requested game or gamemode, making ${join}`));
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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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}
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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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io.in(join).emit("gameStart");
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}
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players[socket.id] = {
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username: data.name,
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