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server.js
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332 lines (299 loc) · 12.7 KB
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/**
* Created by jaehong on 2017. 11. 24..
*/
// 필요한 모듈들을 가져온다.
const express = require('express');
const path = require('path');
const http = require('http');
const bodyParser = require('body-parser');
// mongoose
const mongoose = require('mongoose');
// 라우트를 받아온다.
const user = require('./server/routes/user');
const room = require('./server/routes/room');
const word = require('./server/routes/word');
const draw = require('./server/routes/draw');
const app = express();
// express-session
const session = require('express-session');
// mongodb에 연결
const db = mongoose.connection;
db.on('error', console.error);
db.once('open', function() {
// CONNECTED TO MONGODB SERVER
console.log("Connected to mongod server");
});
mongoose.Promise = global.Promise;
mongoose.connect('mongodb://localhost/web-system-design', { useMongoClient: true });
app.use(bodyParser.json());
// POST 데이터 파싱 설정
app.use(express.json({limit: '50mb'}));
app.use(express.urlencoded({limit: '50mb', extended: true}));
// ng build 명령 실행시 생성되는 static 리소스 폴더 경로 및 이름 설정
app.use(express.static(path.join(__dirname, 'dist')));
// session 설정
app.use(session({
secret: 'WEBSYSTEMDESIGN',
resave: false,
saveUninitialized: true
}));
// user
app.use('/user', user);
app.use('/word', word);
app.use('/room', room);
app.use('/draw', draw);
// 모든 경로에 대한 라우터 설정 및 반환 파일 경로 설정
app.get('*', function (req, res) {
res.sendFile(path.join(__dirname, 'dist/index.html'));
});
// Port 설정
const port = process.env.PORT || '80';
app.set('port', port);
// HTTP 서버 생성
const server = http.createServer(app);
// 설정된 포트로 서버가 요청 대기
server.listen(port, function () {
console.log(`Express running on localhost:${port}`);
});
const io = require('socket.io').listen(server);
exports.rooms = [];
exports.truewords = {};
exports.users = [];
setInterval(function () {
//console.log(exports.users)
if(exports.rooms){
for(let room of exports.rooms) {
console.log('setTimeout::room.curcnt : ', room.curcnt);
if (room.curcnt) {
console.log(room.name, ' room.remainSec ', room.remainSec)
room.remainSec--;
io.sockets.in(room.name).emit('updatesec', {remainSec: room.remainSec});
if (!room.remainSec) {
console.log(room.name, ' remainSec is zero!! ');
holdPainter(room.name);
}
}
}
}
}, 1000);
const User = require('./models/user');
io.sockets.on('connection', socket => {
// Join Room
socket.on('joinroom', data => {
console.log('come join event ', data);
if ( data.roomId == '0' || (exports.rooms && exports.rooms.find(o => o.name === data.roomId)) ) {
socket.room = data.roomId;
socket.join( socket.room );
socket.ready = false;
socket.userName = data.userName;
console.log('roomjoin::roomid : ', socket['room']);
console.log('roomjoin::userName : ', socket['userName']);
// io.sockets.clients(socket.roomname);
// console.log('my room users : ', io.sockets.clients(socket.roomname));
io.sockets.in(socket.room).emit('message', {name: socket.userName, msg: socket.userName + ' is coming'});
getUserList(socket.room);
if(socket.room != '0')
getUserList();
}
});
socket.on('leaveroom', () => {
userRemove( socket.room, socket.userName );
socket.leave( socket.room , getUserList( socket.room ));
if(socket.room != 0) {
var roomidx;
if(roomidx = exports.rooms.findIndex(o => o.name == socket.room)) {
if (exports.rooms[roomidx].painter == socket.userName) {
holdPainter(socket.room);
}
}
}
});
// Broadcast to room
socket.on('send:message', function(data) {
console.log('send:message:: : ', socket.room,' msg : ', data.message);
const roomnum = exports.rooms.findIndex(o => o.name === socket.room);
// 그리는 사람은 어떤 대화를 대화를 쳐도 말을 할 수 없음.
if (socket.room != '0' && socket.userName === exports.rooms[roomnum].painter && exports.rooms[roomnum].curcnt)
data.message = '저는 말을 할 수 없습니다.';
// 메세지를 전송함
io.sockets.in(socket.room).emit('message', {name: socket.userName, msg: data.message});
// 방이 가지는 실제 답 단어 목록은 객체라서 방이름으로 접근가능, 실제 답과 현재 메세지가 일치하고
// 현재 방의 game stage 회수가 1이상이라면 답을 맞춘 것으로 인정하고 후속 동작을 한다.
if(socket.room != '0' && exports.truewords[socket.room].word === data.message && exports.rooms[roomnum].curcnt) {
// io.sockets.in(socket.room)으로는 그림 삭제
const room = exports.rooms.find(o => o.name === socket.room);
const dangchumUser = room.users[Math.floor(room.users.length * Math.random())];
console.log('send:message::dangchum : ', dangchumUser);
io.sockets.in(socket.room).emit('PICremove', {dangchum: dangchumUser});
// broadcast로는 드로잉 권한 삭제 trigger
socket.broadcast.emit('drawingauthremove');
// io.sockets.in('room'...)으로는 정답자 알림
io.sockets.in(socket.room).emit('message', {name: 'system', msg: socket.userName + '님이 정답을 맞추셨습니다.'});
// 현재 방안의 단어를 모두 삭제
io.sockets.in(socket.room).emit('wordremove');
// 정답자의 포인트 상승시킴
User.update({id: socket.userName} , {$inc: {points: 1}}, (err) => {
if(err) console.log(err);
});
// 문제를 맞췄으므로 현재 게임수를 하나 증가시킴
if(++exports.rooms[roomnum].curcnt <= exports.rooms[roomnum].gamecnt) {
// game이 gamecnt에 도달하지 못했으므로 게임은 계속 된다.
// socket.emit()으로는 드로잉 권한 부여, 단어 불러오기 트리거 발동
exports.rooms[roomnum].painter = socket.userName;
socket.emit('nexthuman', socket.userName);
io.sockets.in(socket.room).emit('painterchk', {painter: exports.rooms[roomnum].painter});
} else {
// game이 gamecnt를 넘었으므로 게임이 종료되고 상태가 초기화 된다.
io.sockets.in(socket.room).emit('gameend');
io.in(socket.room).clients((err, clients) => {
clients.forEach(client => {
io.sockets.connected[client].ready = false;
});
});
// trueword 지우기
exports.truewords[socket.room] = '';
// 시간 초기화
exports.rooms[roomnum].curcnt = 0;
exports.rooms[roomnum].painter='';
io.sockets.in(socket.room).emit('painterchk', {painter: exports.rooms[roomnum].painter});
exports.rooms[roomnum].remainSec = exports.rooms[roomnum].timeOut;
getUserList(socket.room);
}
}
});
socket.on('startline', function (data) {
// console.log('startline::roomid : ', socket.room);
// console.log('startline::ab.x: %s, ab.y: %s', data.x, data.y);
io.sockets.in(socket.room).emit('startpath', data);
});
socket.on('moveline', function (data) {
// console.log('moveline::roomid : ',socket.room);
// console.log('moveline::ab.x: %s, ab.y: %s',data.x, data.y);
io.sockets.in(socket.room).emit('movepath', data);
});
socket.on('finishline', function (data) {
// console.log('finishline::roomid : ',socket.room);
// console.log('finishline::ab.x: %s, ab.y: %s',data.x, data.y);
io.sockets.in(socket.room).emit('finishpath', data);
});
socket.on('clearcanvas', function () {
io.sockets.in(socket.room).emit('clearcanvas');
});
socket.on('getuserlist', function (id) {
getUserList( id );
});
socket.on('serverready', function() {
// console.log('serverready from room ' + socket.room, ' socket.ready : ', socket.ready);
socket.ready = !(socket.ready);
// console.log('serverready from room ' + socket.room, ' socket.ready : ', socket.ready);
getUserList(socket.room);
});
socket.on('sendcolor', data => {
io.sockets.in(socket.room).emit('getcolor', {color: data})
});
socket.on('disconnect', data => {
if(exports.users.find(name => name === socket.userName)) {
exports.users.splice(exports.users.indexOf(socket.userName), 1);
}
userRemove( socket.room, socket.userName );
socket.leave( socket.room , getUserList( socket.room ));
});
});
function userRemove(roomName, userName) {
if(roomName=='0' || typeof roomName == 'undefined') return;
const target = exports.rooms.find(o => o.name === roomName);
const target_num = target['users'].findIndex(user => user === userName);
target['users'].splice(target_num,1);
// rooms에서 users목록에서 userName을 찾아 삭제하기
}
function getUserList(id = 0) {
const users = [], roomusers = [];
io.in(id).clients((err, clients) => {
// console.log(io.sockets.connected[clients[0]]); // an array containing socket ids in 'room3'
clients.forEach(client => {
// console.log(io.sockets.connected[client].userName);
users.push(io.sockets.connected[client].userName);
roomusers.push({userName: io.sockets.connected[client].userName, ready: io.sockets.connected[client].ready});
});
console.log('roomusers : ', roomusers);
if (roomusers.length) {
if (id == 0) {
console.log('getuserlist from room ' + id, ' ', users);
io.sockets.in(id).emit('getuserlist', {users: users});
} else {
console.log('gameroomuserlist from room ' + id, ' ', roomusers);
let roomidx = exports.rooms.findIndex(o => o.name == id);
io.sockets.in(id).emit('gameroomuserlist', {users: roomusers});
io.sockets.in(id).emit('painterchk', {painter: exports.rooms[roomidx].painter});
// game start chk trigger
chkStart(id, roomusers);
}
} else {
console.log('before : ', exports.rooms);
exports.rooms.find((room, roomidx) => {
// console.log(room);
// 빈 list의 경우 unsigned로 취급 하지 않는듯, 빈 list를 확인하고 싶으면 length로 판단하자.
if (!room.users.length) {
delete exports.truewords[room.name];
exports.rooms.splice(roomidx, 1);
}
});
console.log('after : ', exports.rooms);
}
});
}
function chkStart(id, roomusers) {
var chk = true;
roomusers.forEach(roomuser => {
if(roomuser.ready == false)
chk = false;
console.log('username : ', roomuser.userName, ' userReady : ', roomuser.ready);
});
exports.rooms.find((room, roomidx) => {
console.log('chkstart chk result : ', chk, 'room curcnt : ', exports.rooms[roomidx].curcnt);
if(chk && room.name === id && exports.rooms[roomidx].curcnt === 0) {
console.log('gamestart event result : id : ',id, ' chk : ', chk);
io.sockets.in(id).emit('gamestart');
holdPainter(id);
}
});
}
// 랜덤으로 그릴사람 정해서 권한 부여하기 (맞춘 사람이 없거나 => 맞춘 사람 없이 시간이 끝난 경우)
function holdPainter(id) {
console.log('server.js::holdPainter');
exports.rooms.find((room) => {
if( room.name === id ) {
// canvas 초기화
io.sockets.in(id).emit('clearcanvas');
// word 초기화
io.sockets.in(id).emit('wordremove');
if(++room.curcnt <= room.gamecnt) {
// game이 gamecnt에 도달하지 못했으므로 게임은 계속 된다.
// socket.emit()으로는 드로잉 권한 부여, 단어 불러오기 트리거 발동
const dangchumUser = room.users[Math.floor(room.users.length * Math.random())];
room.painter = dangchumUser;
console.log('after holdPainter result room name : ', id, 'room painter : ', room.painter);
io.sockets.in(id).emit('nexthuman', dangchumUser);
io.sockets.in(id).emit('painterchk', {painter:room.painter});
} else {
// game이 gamecnt를 넘었으므로 게임이 종료되고 상태가 초기화 된다. 어떻게 할까. 고민해보자.
console.log('game end room id : ', room.name);
io.sockets.in(id).emit('gameend');
exports.truewords[id] = '';
io.in(id).clients((err, clients) => {
clients.forEach(client => {
io.sockets.connected[client].ready = false;
});
});
// 시간 초기화
room.curcnt = 0;
room.painter = '';
io.sockets.in(id).emit('painterchk', {painter: room.painter});
getUserList(id);
}
room.remainSec = room.timeOut;
// 게임을 시작하거나 새로운 시간을 카운트 하게 될 경우 이 함수가 작동한다. 이때 timeOut을 줘서 max_time을 갱신하게 한다.
io.sockets.in(room.name).emit('updatesec', { remainSec: room.remainSec, timeOut: room.timeOut });
}
});
};