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server.js
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server.js
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/** SERVER CONFIGURATION */
const express = require("express");
const { getWordChoicesData } = require("./src/data/words");
const {
INITIAL_GAME,
MESSAGE_TYPE,
ROLE,
DURATION,
GAME_STATE,
INITIAL_SCORING,
INITIAL_WORD,
LOGIN,
INITIAL_DRAWER,
} = require("./src/redux/stateConstants");
const app = express();
const server = require("http").Server(app);
// The origin is used by CORS
const origin =
process.env.NODE_ENV === "production"
? "app-name.herokuapp.com"
: "http://localhost:3000";
const io = require("socket.io")(server, {
cors: {
origin: origin,
methods: ["GET", "POST"],
},
});
const path = require("path");
// Choose a port, default is 4002 (could be almost anything)
const PORT = process.env.PORT || 4002;
// When on Heroku, serve the UI from the build folder
if (process.env.NODE_ENV === "production") {
app.use(express.static(path.join(__dirname, "build")));
app.get("*", (res) => {
// eslint-disable-next-line no-native-reassign
res.sendfile(path.join((__dirname = "build/index.html")));
});
}
// When on local host, server from the public folder.
// Rule will not be written if production conditional has executed
app.get("*", () => {
app.sendFile(path.join(__dirname + "public/index.html"));
});
const BLANK_HINT_TIME = DURATION.TURN_DURING; // @ 90sec left in turn
const FIRST_HINT_TIME_SHORT_WORD = 45000;
const FIRST_HINT_TIME_LONG_WORD = 60000;
const SECOND_HINT_TIME_LONG_WORD = 30000;
const THIRD_HINT_TIME_LONG_WORD = 15000;
const SHORT_WORD_LENGTH = 4;
const MAXIMUM_POINTS = 100;
const GUESSER_ORDER_FACTOR = -16;
const TIMER_FACTOR = 1.03;
const DRAWER_SCORING = {
// factor is based on the difficulty of the word, the higher than better
EASY: 0.8,
MEDIUM: 0.9,
HARD: 1,
};
let lines = []; // Array of lines drawn on Canvas
let game = { ...INITIAL_GAME }; // Stores gameState, timer, round, and hint
let word = { ...INITIAL_WORD }; // Word choices and picked
let drawer = null; // store client id of current drawer
let guessedCorrectOrder = 1; // tracks the order the guesser guessed correctly, starts from 1 and goes up to number of users - 1
let MAX_DIFF_CLOSE_GUESS = 2; // characters difference to consider a close guess
// let drawerCanvas = INITIAL_DRAWER;
const clients = {}; // Object to map client ids to their usernames
// Listen for client connections
server.listen(PORT, () => console.log(`Listening on ${PORT}`));
/** Clear the lines and send back to clients */
const clearLinesAll = () => {
lines = []; // clears canvas lines
io.sockets.emit("all lines", lines);
};
const clearLinesExceptDrawer = (drawerSocket) => {
lines = []; // clear canvas lines
drawerSocket.broadcast.emit("all lines", lines);
};
const broadcastMessage = (clientId, message) => {
const { type } = message;
if (
type === MESSAGE_TYPE.CLOSE_GUESS ||
type === MESSAGE_TYPE.ALREADY_GUESSED
) {
// push message to particular user
io.to(clientId).emit("all messages", message);
} else {
// push message to all users
io.sockets.emit("all messages", message);
}
};
/**
* Finds user's id with drawn === false and lowest joinedTimeStamp
* @returns id of user with drawn === false and lowest joinedTimeStamp
*/
const findDrawerClientId = () => {
return usersToNotDrawnUsersArray().sort((a, b) => b.date - a.date)[0].id;
};
/**
* Filters clients Object for users who have not drawn
* @returns Array of users who have drawn === false
*/
const usersToNotDrawnUsersArray = () =>
Object.values(clients).filter((user) => user.drawn === false);
/**
* Countdown within game.timer in server and game.timer in Redux
*/
const countdown = () => {
game.timer -= 1000;
io.sockets.emit("countdown timer");
};
// global so clearInterval knows id to clear;
let intervalGameOver;
let intervalTurnEnd;
let intervalTurnDuring;
let intervalTurnStart;
/**
* Reset all intervals.
*/
const clearAllTimerIntervals = () => {
clearInterval(intervalGameOver);
clearInterval(intervalTurnEnd);
clearInterval(intervalTurnDuring);
clearInterval(intervalTurnStart);
};
const clearWord = () => {
word = { ...INITIAL_WORD };
io.sockets.emit("choose word", word.choices);
io.sockets.emit("auto choose word", word.picked);
};
const countdownGameOver = () => {
countdown();
if (game.timer <= 0 && game.gameState === GAME_STATE.GAME_OVER) {
prepareRoundStart();
}
};
const countdownTurnEnd = () => {
countdown();
if (game.timer <= 0 && game.gameState === GAME_STATE.TURN_END) {
clearAllTimerIntervals();
if (usersToNotDrawnUsersArray().length === 0) {
// game over
game.gameState = GAME_STATE.GAME_OVER;
io.sockets.emit("game over", clients, generateGameOverMessage()); // send users with updated score and game over message
game.timer = DURATION.GAME_OVER;
intervalGameOver = setInterval(countdownGameOver, 1000);
} else {
// next turn
prepareTurnStart();
}
}
};
const moveGameStateToTurnEnd = () => {
clearAllTimerIntervals();
game.gameState = GAME_STATE.TURN_END;
incrementScoring(); // Increment scores for all users and then send the updated scores
io.sockets.emit("turn end", clients, word.picked, generateTurnEndMessage());
game.timer = DURATION.TURN_END;
intervalTurnEnd = setInterval(countdownTurnEnd, 1000);
};
const countdownTurnDuring = () => {
countdown();
sendHint();
if (game.timer <= 0 && game.gameState === GAME_STATE.TURN_DURING) {
moveGameStateToTurnEnd();
}
};
const countdownTurnStart = () => {
countdown();
if (game.timer <= 0 && game.gameState === GAME_STATE.TURN_START) {
game.gameState = GAME_STATE.TURN_DURING;
game.timer = DURATION.TURN_DURING;
io.sockets.emit("turn during");
io.to(drawer).emit("auto choose word", word.picked); // syncs state with drawer
sendHint(); // sends initial blank hint after word is picked before turn during begins
clearAllTimerIntervals();
countdownTurnDuring();
intervalTurnDuring = setInterval(countdownTurnDuring, 1000);
}
};
// reveal 0 letters @ 0 seconds (start of turn) = all '_'
// reveal only 1 letter for words of length 4 or less @ 45 seconds
// reveal 3 letters for words of length 5 or more @ 60 seconds, 30 seconds & 15 seconds
const sendHint = () => {
switch (game.timer) {
case BLANK_HINT_TIME:
game.hint = "_".repeat(word.picked.length);
io.sockets.emit("hint", game.hint);
break;
case FIRST_HINT_TIME_SHORT_WORD:
if (word.picked.length <= SHORT_WORD_LENGTH) {
io.sockets.emit("hint", generateHint());
}
break;
case FIRST_HINT_TIME_LONG_WORD:
case SECOND_HINT_TIME_LONG_WORD:
case THIRD_HINT_TIME_LONG_WORD:
if (word.picked.length > SHORT_WORD_LENGTH) {
io.sockets.emit("hint", generateHint());
}
break;
default:
// No hint sent
return;
}
};
/**
* generates hint string, and sets it the hint in server.js
* @returns {string} hint string
*/
const generateHint = () => {
let letterIdx = Math.floor(Math.random() * word.picked.length);
while (game.hint[letterIdx] !== "_") {
// make sure non-repeating hints are given
letterIdx = Math.floor(Math.random() * word.picked.length);
}
let newHint = game.hint.slice(); // create a copy of the existing hint
game.hint =
newHint.substring(0, letterIdx) +
word.picked[letterIdx] +
newHint.substring(letterIdx + 1, word.picked.length);
return game.hint;
};
const wordDifficultyFactor = () => {
// checks if at least one person guessed correctly
if (guessedCorrectOrder > 1) {
if (word.picked === word.choices.easy) {
return DRAWER_SCORING.EASY;
} else if (word.picked === word.choices.medium) {
return DRAWER_SCORING.MEDIUM;
} else if (word.picked === word.choices.hard) {
return DRAWER_SCORING.HARD;
} else {
// Likely when word.choices or word.picked is null or undefined
console.log("word.picked is not the easy, medium, or hard word.choices.");
return 0;
}
} else {
return 0; // no one guessed the word correctly;
}
};
const calculateDrawerFactor = (user) =>
timeFactor(user.scoring.timer) * wordDifficultyFactor();
// e^(-x/16) is exponential decay to ensure it starts from 100 and is never <= 0
// 1: .939
// 2: .882
// 3: .829
// 4: .779
// 5: .732
// 10: .535
const guesserOrderFactor = (order) => Math.exp(order / GUESSER_ORDER_FACTOR);
// (1 - 1 / 1.03 ^ timer)
// Maximum when timer = 90 is .930
// Value when timer = 45 is .736
// Value when timer = 5 is .137
// Minimum when timer = 0 is 0
const timeFactor = (timer) => 1 - 1 / Math.pow(TIMER_FACTOR, timer / 1000);
const calculateGuesserFactor = (user) =>
guesserOrderFactor(user.scoring.order) * timeFactor(user.scoring.timer);
const scorePoints = (user) => {
let points = MAXIMUM_POINTS;
if (user.role === ROLE.DRAWER) {
points *= calculateDrawerFactor(user);
} else if (user.role === ROLE.GUESSER) {
points *= calculateGuesserFactor(user);
} else {
// Likely when user.role is null or undefined
console.log("User is neither a drawer or a guesser");
points *= 0;
}
return Math.ceil(points); // round points since it's a decimal number
};
/** Helper to update scores after a turn ended for those users who wonTurn */
const incrementScoring = () => {
Object.keys(clients).forEach((key) => {
if (clients[key].scoring.order > 0) {
// player guessed correctly or drawer had someone guess their word
const scoredPoints = scorePoints(clients[key]);
clients[key].scoring.earned = scoredPoints; // track how many points user earned for turn
clients[key].scoring.score += scoredPoints; // accumulate player points for the turn
}
// clients[key].wonTurn = false; // Clear wonTurn for all players
clients[key].role = ROLE.GUESSER; // Set all players to guesser
});
};
/** Helper to clear players score called at the beginning of a Round */
const resetPlayerForRound = () => {
Object.keys(clients).forEach((key) => {
clients[key].drawn = false;
clients[key].scoring = { ...INITIAL_SCORING };
});
};
const resetScoringForTurn = () => {
Object.keys(clients).forEach((key) => {
clients[key].scoring = {
...clients[key].scoring,
earned: 0,
order: 0,
timer: 0,
};
});
guessedCorrectOrder = 1;
};
/**
* Called at the beginning of each round
* Clear all timers
* Clear the canvas
* Starts countdown for TURN_START
* Pick new drawer
*/
const prepareTurnStart = () => {
clearAllTimerIntervals();
clearLinesAll(); // clear the lines
clearWord(); // clear picked word and choices
resetScoringForTurn();
const drawerId = findDrawerClientId(); // computer an id for drawer
drawer = drawerId; // save reference current client id of drawer
clients[drawerId].drawn = true;
clients[drawerId].role = ROLE.DRAWER;
io.sockets.emit("all users", clients); // users with updated (turn end) or cleared (RoundStart) score
game.gameState = GAME_STATE.TURN_START;
game.timer = DURATION.TURN_START;
io.sockets.emit("turn start", generateTurnStartMessage());
intervalTurnStart = setInterval(countdownTurnStart, 1000);
};
/**
* Called at the beginning of each turn
* Reset player's drawn and scoring
* Calls prepareTurnStart
*/
const prepareRoundStart = () => {
resetPlayerForRound(); // clear scores
prepareTurnStart();
};
/** Reveal answer message at the end of turn */
const generateTurnEndMessage = () => {
return {
username: "",
text: `The word was ${word.picked}!`,
type: MESSAGE_TYPE.ANSWER,
};
};
/** Game Over message at the end of round */
const generateGameOverMessage = () => {
return {
username: "",
text: `Game Over!`,
type: MESSAGE_TYPE.GAME_OVER,
};
};
/** Revel who is drawing at the start of a turn */
const generateTurnStartMessage = () => {
return {
username: "",
text: `${clients[drawer].username} drawing now!`,
type: MESSAGE_TYPE.TURN_START,
};
};
/**
* Validate message text against word to guess
*/
const validateAndScoreMessage = (clientId, msgText) => {
const username = clients[clientId].username;
const type = findMessageType(clientId, msgText);
const text = updateMessageText(username, msgText, type);
return { username: username, text: text, type: type };
};
// Helper function determine all players have guessed correctly
const allGuessedCorrectly = () => {
for (const key in clients) {
if (clients[key].scoring.order === 0) return false;
}
return true;
};
/**
* If the message was the correct guess:
* Update the user's scoring details like order and timer
* Along with that of the drawer if they're not updated
*/
const correctMessageUpdate = (clientId) => {
// Record player's order for guessed correctly and the timer
if (clients[drawer].scoring.order === 0) {
clients[drawer].scoring.order = guessedCorrectOrder; // so drawer can earn points
clients[drawer].scoring.timer = game.timer;
io.sockets.emit("one user", clients[drawer]); // update scoring for drawer
}
clients[clientId].scoring.order = guessedCorrectOrder++;
clients[clientId].scoring.timer = game.timer;
io.sockets.emit("one user", clients[clientId]); // update scoring for guesser
if (allGuessedCorrectly()) moveGameStateToTurnEnd();
};
/**
* Validate message received against wordToGuess and adjust scoring of order and timer.
* @returns Message type
*/
const findMessageType = (clientId, msgText) => {
const wordsRelativeDifference = guessRelativeDifference(msgText);
if (wordsRelativeDifference === 0) {
return correctGuessMessageType(clientId);
}
if (wordsRelativeDifference <= MAX_DIFF_CLOSE_GUESS) {
return MESSAGE_TYPE.CLOSE_GUESS;
}
return MESSAGE_TYPE.REGULAR; // regular message
};
/**
* Validate that player hasn't guessed correctly already.
* Scores the guess if the MESSAGE_TYPE is CORRECT
*/
const correctGuessMessageType = (clientId) => {
if (clients[clientId].scoring.order === 0) {
correctMessageUpdate(clientId);
return MESSAGE_TYPE.CORRECT;
}
return MESSAGE_TYPE.ALREADY_GUESSED;
};
/** Helper to update custom message text*/
const updateMessageText = (username, msgText, type) => {
switch (type) {
case MESSAGE_TYPE.CORRECT:
return `${username} guessed the word!`;
case MESSAGE_TYPE.CLOSE_GUESS:
return `${username} close guess!`;
case MESSAGE_TYPE.ALREADY_GUESSED:
return `${username} already guessed!`;
default:
// All other cases
return msgText;
}
};
/**
* Helper to compare characters difference against word to guess.
*/
const guessRelativeDifference = (msgText) => {
// We can get away with using one array because we only need to keep track of three variables,
// the value to the left, the value above, and the value above and to the left.
// The value to the left is already in the array, the value above is the value currently at dp[j],
// and then we use a variable for the value above and to the left. Other than that it's just a normal dp solution.
let n = word.picked.length;
let m = msgText.length;
if (Math.abs(n - m) > MAX_DIFF_CLOSE_GUESS) {
// long messages are not compared
return MAX_DIFF_CLOSE_GUESS + 1;
}
let count = 0;
let dp = Array.from(Array(n + 1), () => count++);
for (let i = 1; i < m + 1; i++) {
let last = dp[0]++;
for (let j = 1; j < n + 1; j++) {
[dp[j], last] = [
Math.min(
dp[j] + 1,
dp[j - 1] + 1,
last + (msgText[i - 1].toLowerCase() === word.picked[j - 1] ? 0 : 1)
),
dp[j],
];
}
}
return dp[dp.length - 1];
};
/** Helper to validate username already exists in clients */
const validUsername = (newUserName) => {
for (const key in clients) {
if (clients[key].username === newUserName) return false;
}
return true;
};
/** Add new user to clients collection */
const addClient = (clientId, username, avatar, date) => {
clients[clientId] = {
id: clientId,
username,
avatar,
scoring: { ...INITIAL_SCORING },
role: ROLE.GUESSER,
onboarded: false,
joinedTimeStamp: date,
drawn: false,
login: LOGIN.LOGGED_IN,
};
};
const clearGame = () => {
game = { ...INITIAL_GAME };
io.sockets.emit("update game", game);
};
const resetGameOnePlayer = () => {
clearAllTimerIntervals();
clearGame();
clearLinesAll();
clearWord();
};
const disconnectOrLeaveGame = (client) => {
if (clients.hasOwnProperty(client.id)) {
broadcastMessage(client.id, {
username: clients[client.id].username,
text: `${clients[client.id].username} has left the chat`,
type: MESSAGE_TYPE.LEAVE,
});
delete clients[client.id];
let clientKeys = Object.keys(clients); // keep updated clients collection
if (clientKeys.length === 1) {
resetGameOnePlayer();
} else if (client.id === drawer && clientKeys.length > 1) {
// if drawer leaves and there are more than one player left, start a new turn
moveGameStateToTurnEnd();
}
io.sockets.emit("all users", clients);
}
};
io.on("connection", (client) => {
client.on("disconnect", () => disconnectOrLeaveGame(client));
client.on("leave game", () => disconnectOrLeaveGame(client));
client.on("join", (username, avatar, date) => {
if (validUsername(username)) {
// Add new user to clients in server
addClient(client.id, username, avatar, date);
client.emit("add player", clients[client.id]); // trigger adding of player in redux
broadcastMessage(client.id, {
username,
text: `${username} has joined the chat!`,
type: MESSAGE_TYPE.JOIN,
}); // use broadcastMessage to send all messages
io.sockets.emit("all users", clients);
client.emit("all lines", lines);
client.emit("update game", game);
// prepare to start game when exactly 2 players join
if (Object.keys(clients).length === 2) {
prepareRoundStart();
}
} else {
client.emit("invalid username");
}
});
client.on("new message", (msgText) => {
const message = validateAndScoreMessage(client.id, msgText);
broadcastMessage(client.id, message);
});
client.on("new line", (line) => {
lines.push(line);
io.sockets.emit("all lines", lines);
});
client.on("new word", (picked) => {
word.picked = picked;
game.timer = 0; // Moves game from TURN_START to end of TURN_START
});
client.on("get words to choose from", () => {
word.choices = getWordChoicesData();
word.picked = word.choices.easy; // default is the easy word unless changed
client.emit("choose word", word.choices);
});
client.on("clear canvas", () => {
clearLinesExceptDrawer(client);
});
client.on("set drawer canvas dimensions", (width, height) => {
// drawerCanvas.canvasHeight = height;
// drawerCanvas.canvasWidth = width;
client.broadcast.emit("canvas set", width, height);
});
});