seems like the merge worked

This commit is contained in:
Me
2023-01-05 12:30:54 +01:00
199 changed files with 30109 additions and 6796 deletions

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FROM node:alpine AS build
WORKDIR /usr/app
COPY ./game_back ./
RUN npm install typescript
RUN npx tsc
WORKDIR /usr/app/src/server
EXPOSE 8042
CMD [ "node", "wsServer.js"]

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{
"compilerOptions": {
"module": "ESNext",
"moduleResolution": "Node",
"target": "ES2020",
"strictNullChecks": true,
"strictFunctionTypes": true
},
"exclude": [
"node_modules",
"**/node_modules/*"
]
}

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{
"name": "game_back",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"dependencies": {
"uuid": "^9.0.0",
"ws": "^8.10.0"
},
"devDependencies": {
"@types/node": "^18.11.5",
"@types/uuid": "^8.3.4",
"@types/ws": "^8.5.3",
"typescript": "^4.9.4"
}
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"dev": true
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"dev": true,
"bin": {
"tsc": "bin/tsc",
"tsserver": "bin/tsserver"
},
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"node": ">=4.2.0"
}
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"engines": {
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},
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"utf-8-validate": "^5.0.2"
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"optional": true
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"optional": true
}
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"requires": {}
}
}
}

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{
"type": "module",
"devDependencies": {
"@types/node": "^18.11.5",
"@types/uuid": "^8.3.4",
"@types/ws": "^8.5.3",
"typescript": "^4.9.4"
},
"dependencies": {
"uuid": "^9.0.0",
"ws": "^8.10.0"
}
}

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import { WebSocket } from "../wsServer.js";
import { Racket } from "../../shared_js/class/Rectangle.js";
import { GameSession } from "./GameSession.js";
import * as ev from "../../shared_js/class/Event.js"
import * as en from "../../shared_js/enums.js"
export class Client {
socket: WebSocket;
id: string; // same as "socket.id"
isAlive: boolean = true;
gameSession: GameSession = null;
constructor(socket: WebSocket, id: string) {
this.socket = socket;
this.id = id;
}
}
export class ClientPlayer extends Client {
token: string;
username: string;
matchOptions: en.MatchOptions = 0;
inputBuffer: ev.EventInput = new ev.EventInput();
lastInputId: number = 0;
racket: Racket;
constructor(socket: WebSocket, id: string, racket: Racket) {
super(socket, id);
this.racket = racket;
}
}
export class ClientSpectator extends Client {
constructor(socket: WebSocket, id: string) {
super(socket, id);
}
}

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import * as en from "../../shared_js/enums.js"
import { GameComponents } from "../../shared_js/class/GameComponents.js";
export class GameComponentsServer extends GameComponents {
scoreLeft: number = 0;
scoreRight: number = 0;
constructor(options: en.MatchOptions)
{
super(options);
}
}

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import * as en from "../../shared_js/enums.js"
import * as ev from "../../shared_js/class/Event.js"
import * as c from "../constants.js"
import { ClientPlayer, ClientSpectator } from "./Client";
import { GameComponentsServer } from "./GameComponentsServer.js";
import { clientInputListener, clientTerminate } from "../wsServer.js";
import { random } from "../utils.js";
import { Ball } from "../../shared_js/class/Rectangle.js";
import { wallsMovements } from "../../shared_js/wallsMovement.js";
/*
multiples methods of GameSession have parameter "s: GameSession".
its used with calls to setTimeout(),
because "this" is not equal to the GameSession but to "this: Timeout"
*/
export class GameSession {
id: string; // url ?
playersMap: Map<string, ClientPlayer> = new Map();
unreadyPlayersMap: Map<string, ClientPlayer> = new Map();
spectatorsMap: Map<string, ClientSpectator> = new Map();
gameLoopInterval: NodeJS.Timer | number = 0;
playersUpdateInterval: NodeJS.Timer | number = 0;
spectatorsUpdateInterval: NodeJS.Timer | number = 0;
components: GameComponentsServer;
matchOptions: en.MatchOptions;
isPrivateMatch: boolean; // WIP: could be used to separate leaderboards for example.
matchEnded: boolean = false;
lastStateSnapshot: ev.EventGameUpdate;
actual_time: number;
last_time: number;
delta_time: number;
constructor(id: string, matchOptions: en.MatchOptions, isPrivateMatch: boolean = false) {
this.id = id;
this.matchOptions = matchOptions;
this.isPrivateMatch = isPrivateMatch;
this.components = new GameComponentsServer(this.matchOptions);
}
start() {
const gc = this.components;
setTimeout(this.resume, c.matchStartDelay, this);
let timeout = c.matchStartDelay + c.newRoundDelay;
gc.ballsArr.forEach((ball) => {
setTimeout(this._newRound, timeout, this, ball);
timeout += c.newRoundDelay*0.5;
});
}
resume(s?: GameSession)
{
if (!s) { s = this; }
s.playersMap.forEach( (client) => {
client.socket.on("message", clientInputListener);
});
s.actual_time = Date.now();
s.lastStateSnapshot = s._gameStateSnapshot();
s.gameLoopInterval = setInterval(s._gameLoop, c.serverGameLoopIntervalMS, s);
s.playersUpdateInterval = setInterval(s._playersUpdate, c.playersUpdateIntervalMS, s);
s.spectatorsUpdateInterval = setInterval(s._spectatorsUpdate, c.spectatorsUpdateIntervalMS, s);
}
pause(s?: GameSession)
{
if (!s) { s = this; }
s.playersMap.forEach( (client) => {
client.socket.off("message", clientInputListener);
});
clearInterval(s.gameLoopInterval);
clearInterval(s.playersUpdateInterval);
clearInterval(s.spectatorsUpdateInterval);
}
destroy(s?: GameSession)
{
if (!s) { s = this; }
s.pause();
s.spectatorsMap.forEach((client) => {
clientTerminate(client);
});
s.playersMap.forEach((client) => {
clientTerminate(client);
});
}
instantInputDebug(client: ClientPlayer) {
this._handleInput(c.fixedDeltaTime, client);
}
private _handleInput(delta: number, client: ClientPlayer) {
// if (client.inputBuffer === null) {return;}
const gc = this.components;
const input = client.inputBuffer.input;
if (input === en.InputEnum.up) {
client.racket.dir.y = -1;
}
else if (input === en.InputEnum.down) {
client.racket.dir.y = 1;
}
if (input !== en.InputEnum.noInput) {
client.racket.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
}
client.lastInputId = client.inputBuffer.id;
// client.inputBuffer = null;
}
private _gameLoop(s: GameSession) {
/* s.last_time = s.actual_time;
s.actual_time = Date.now();
s.delta_time = (s.actual_time - s.last_time) / 1000; */
s.delta_time = c.fixedDeltaTime;
// WIP, replaced by instantInputDebug() to prevent desynchro
/* s.playersMap.forEach( (client) => {
s._handleInput(s.delta_time, client);
}); */
const gc = s.components;
gc.ballsArr.forEach((ball) => {
s._ballMovement(s.delta_time, ball);
});
if (s.matchOptions & en.MatchOptions.movingWalls) {
wallsMovements(s.delta_time, gc);
}
}
private _ballMovement(delta: number, ball: Ball) {
const gc = this.components;
if (ball.ballInPlay)
{
ball.moveAndBounce(delta, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
if (ball.pos.x > c.w
|| ball.pos.x < 0 - ball.width)
{
ball.ballInPlay = false;
if (this.matchEnded) {
return;
}
this._scoreUpdate(ball);
setTimeout(this._newRound, c.newRoundDelay, this, ball);
}
}
}
private _scoreUpdate(ball: Ball) {
const gc = this.components;
if (ball.pos.x > c.w) {
++gc.scoreLeft;
}
else if (ball.pos.x < 0 - ball.width) {
++gc.scoreRight;
}
const scoreUpdate = new ev.EventScoreUpdate(gc.scoreLeft, gc.scoreRight);
this.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify(scoreUpdate));
});
this.spectatorsMap.forEach( (client) => {
client.socket.send(JSON.stringify(scoreUpdate));
});
}
private _playersUpdate(s: GameSession) {
s.lastStateSnapshot = s._gameStateSnapshot();
s.playersMap.forEach( (client) => {
s.lastStateSnapshot.lastInputId = client.lastInputId;
client.socket.send(JSON.stringify(s.lastStateSnapshot));
});
s.lastStateSnapshot.lastInputId = 0;
}
private _spectatorsUpdate(s: GameSession) {
s.spectatorsMap.forEach( (client) => {
client.socket.send(JSON.stringify(s.lastStateSnapshot));
});
}
private _gameStateSnapshot() : ev.EventGameUpdate {
const gc = this.components;
const snapshot = new ev.EventGameUpdate();
snapshot.playerLeft.y = gc.playerLeft.pos.y;
snapshot.playerRight.y = gc.playerRight.pos.y;
gc.ballsArr.forEach((ball) => {
snapshot.ballsArr.push({
x: ball.pos.x,
y: ball.pos.y,
dirX: ball.dir.x,
dirY: ball.dir.y,
speed: ball.speed
});
});
if (this.matchOptions & en.MatchOptions.movingWalls) {
snapshot.wallTop.y = gc.wallTop.pos.y;
snapshot.wallBottom.y = gc.wallBottom.pos.y;
}
return (snapshot);
}
private _newRound(s: GameSession, ball: Ball) {
if (s._checkDisconnexions()) {
return;
}
// https://fr.wikipedia.org/wiki/Tennis_de_table#Nombre_de_manches
const gc = s.components;
const minScore = 11;// can be changed for testing
if (gc.scoreLeft >= minScore || gc.scoreRight >= minScore)
{
if (Math.abs(gc.scoreLeft - gc.scoreRight) >= 2)
{
if (gc.scoreLeft > gc.scoreRight) {
s._matchEnd(en.PlayerSide.left);
}
else {
s._matchEnd(en.PlayerSide.right);
}
return;
}
}
ball.pos.x = c.w_mid;
ball.pos.y = random(c.h*0.3, c.h*0.7);
ball.speed = ball.baseSpeed;
ball.ballInPlay = true;
}
private _checkDisconnexions()
{
if (this.playersMap.size !== 2)
{
this.matchEnded = true;
if (this.playersMap.size != 0) {
this._forfeit();
}
else {
// WIP: envoyer un truc à Nest ? Genre "match draw"
this.destroy();
}
return true;
}
return false;
}
private _forfeit()
{
this.matchEnded = true;
console.log("Forfeit Ending");
const gc = this.components;
const luckyWinner: ClientPlayer = this.playersMap.values().next().value;
if (luckyWinner.racket === gc.playerLeft) {
this._matchEnd(en.PlayerSide.left, true);
}
else {
this._matchEnd(en.PlayerSide.right, true);
}
}
private async _matchEnd(winner: en.PlayerSide, forfeit_flag: boolean = false)
{
this.matchEnded = true;
const eventEnd = new ev.EventMatchEnd(winner, forfeit_flag);
this.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify(eventEnd));
});
this.spectatorsMap.forEach( (client) => {
client.socket.send(JSON.stringify(eventEnd));
});
// TODO: mettre à jour la route pour gerer les forfaits (actuellement le plus haut score gagne par defaut)
const gc = this.components;
console.log("================================= MATCH ENDED");
if (forfeit_flag) {
if (winner === en.PlayerSide.left)
{
gc.scoreLeft = 3
gc.scoreRight = 0
}
else
{
gc.scoreLeft = 0
gc.scoreRight = 3
}
}
await fetch(c.addressBackEnd + "/game/gameserver/updategame",
{
method: "POST",
headers: {
"Content-Type": "application/json",
},
body: JSON.stringify({
gameServerIdOfTheMatch: this.id,
playerOneUsernameResult: gc.scoreLeft,
playerTwoUsernameResult: gc.scoreRight,
})
});
setTimeout(this.destroy, 15000, this);
// logs
if (winner === en.PlayerSide.left) {
console.log("Player Left WIN");
}
else {
console.log("Player Right WIN");
}
}
}

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export * from "../shared_js/constants.js"
// 15ms == 1000/66.666
export const serverGameLoopIntervalMS = 15; // millisecond
export const fixedDeltaTime = serverGameLoopIntervalMS/1000; // second
// 33.333ms == 1000/30
export const playersUpdateIntervalMS = 1000/30; // millisecond
export const spectatorsUpdateIntervalMS = 1000/30; // millisecond
export const addressBackEnd = "http://backend_dev:3000/api/v2";

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export * from "../shared_js/utils.js"
export function shortId(id: string): string {
return id.substring(0, id.indexOf("-"));
}

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import { WebSocketServer, WebSocket as BaseLibWebSocket } from "ws";
export class WebSocket extends BaseLibWebSocket {
id?: string;
}
import { IncomingMessage } from "http";
import { v4 as uuidv4 } from 'uuid';
import * as en from "../shared_js/enums.js"
import * as ev from "../shared_js/class/Event.js"
import * as c from "./constants.js"
import { Client, ClientPlayer, ClientSpectator } from "./class/Client.js"
import { GameSession } from "./class/GameSession.js"
import { shortId } from "./utils.js";
const wsPort = 8042;
export const wsServer = new WebSocketServer<WebSocket>({host: "0.0.0.0", port: wsPort, path: "/pong"});
const clientsMap: Map<string, Client> = new Map; // socket.id/Client
const matchmakingMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap)
const privateMatchmakingMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap)
const gameSessionsMap: Map<string, GameSession> = new Map; // GameSession.id(url)/GameSession
wsServer.on("connection", serverConnectionListener);
wsServer.on("error", serverErrorListener);
wsServer.on("close", serverCloseListener);
function serverConnectionListener(socket: WebSocket, request: IncomingMessage)
{
const id = uuidv4();
const client = new Client(socket, id);
clientsMap.set(id, client);
socket.id = id;
socket.on("pong", function heartbeat() {
client.isAlive = true;
console.log(`client ${shortId(client.id)} is alive`);
});
socket.on("close", function removeClient() {
clientTerminate(client);
});
socket.on("error", function errorLog(this: WebSocket, err: Error) {
console.log(`error socket ${shortId(this.id)}:`);
console.log(`${err.name}: ${err.message}`);
if (err.stack) {
console.log(`err.stack: ${err.stack}`);
}
});
socket.on("message", function messageLog(data: string) {
try {
const event: ev.ClientEvent = JSON.parse(data);
if (event.type === en.EventTypes.clientInput) {
return;
}
}
catch (e) {}
console.log("data: " + data);
});
socket.once("message", clientAnnounceListener);
}
async function clientAnnounceListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientAnnounce = JSON.parse(data);
if (msg.type === en.EventTypes.clientAnnounce)
{
// BONUS: reconnection with msg.clientId ?
if (msg.role === en.ClientRole.player)
{
const announce: ev.ClientAnnouncePlayer = <ev.ClientAnnouncePlayer>msg;
const body = {
playerOneUsername: announce.username,
playerTwoUsername: "",
gameOptions: announce.matchOptions,
isGameIsWithInvitation: announce.privateMatch,
token: announce.token,
};
if (announce.privateMatch) {
body.playerTwoUsername = announce.playerTwoUsername;
}
const response = await fetch(c.addressBackEnd + "/game/gameserver/validate",
{
method: "POST",
headers: {
"Content-Type": "application/json",
},
body: JSON.stringify(body)
});
if (!response.ok)
{
this.send(JSON.stringify( new ev.EventError((await response.json()).message) ));
clientTerminate(clientsMap.get(this.id));
return;
}
const player = clientsMap.get(this.id) as ClientPlayer;
player.matchOptions = announce.matchOptions;
player.token = announce.token;
player.username = announce.username;
this.send(JSON.stringify( new ev.EventAssignId(this.id) )); // unused
this.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchmakingInProgress) ));
if (announce.privateMatch) {
if (announce.isInvitedPerson) {
player.username = announce.playerTwoUsername;
}
privateMatchmaking(player);
}
else {
publicMatchmaking(player);
}
}
else if (msg.role === en.ClientRole.spectator)
{
const announce: ev.ClientAnnounceSpectator = <ev.ClientAnnounceSpectator>msg;
const gameSession = gameSessionsMap.get(announce.gameSessionId);
if (!gameSession) {
this.send(JSON.stringify( new ev.EventError("invalid gameSessionId") ));
clientTerminate(clientsMap.get(this.id));
return;
}
const spectator = clientsMap.get(this.id) as ClientSpectator;
spectator.gameSession = gameSession;
gameSession.spectatorsMap.set(spectator.id, spectator);
spectator.socket.once("message", spectatorReadyConfirmationListener);
this.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchStart) ));
}
}
else {
console.log("Invalid ClientAnnounce");
}
return;
}
catch (e) {
console.log("Invalid JSON (clientAnnounceListener)");
}
this.once("message", clientAnnounceListener);
}
function publicMatchmaking(player: ClientPlayer)
{
const minPlayersNumber = 2;
const maxPlayersNumber = 2;
matchmakingMap.set(player.id, player);
const matchOptions = player.matchOptions;
const compatiblePlayers: ClientPlayer[] = [];
for (const [id, client] of matchmakingMap)
{
if (client.matchOptions === matchOptions)
{
compatiblePlayers.push(client);
if (compatiblePlayers.length === maxPlayersNumber) {
break;
}
}
}
if (compatiblePlayers.length >= minPlayersNumber) {
compatiblePlayers.forEach((client) => {
matchmakingMap.delete(client.id);
});
createGameSession(compatiblePlayers, matchOptions);
}
}
function privateMatchmaking(player: ClientPlayer)
{
const minPlayersNumber = 2;
const maxPlayersNumber = 2;
privateMatchmakingMap.set(player.id, player);
const matchOptions = player.matchOptions;
const token = player.token;
const compatiblePlayers: ClientPlayer[] = [];
for (const [id, client] of privateMatchmakingMap)
{
if (client.token === token)
{
compatiblePlayers.push(client);
if (compatiblePlayers.length === maxPlayersNumber) {
break;
}
}
}
if (compatiblePlayers.length >= minPlayersNumber) {
compatiblePlayers.forEach((client) => {
privateMatchmakingMap.delete(client.id);
});
createGameSession(compatiblePlayers, matchOptions);
}
else
{
setTimeout(async function abortMatch() {
if (!player.gameSession)
{
if (player.socket.OPEN) {
player.socket.send(JSON.stringify( new ev.EventMatchAbort() ));
}
const response = await fetch(c.addressBackEnd + "/game/gameserver/destroysession",{
method: "POST",
headers : {"Content-Type": "application/json"},
body : JSON.stringify({
token : player.token
})
})
.then(x => x.json())
.catch(error => console.log("ERROR : " + error));
clientTerminate(player);
}
}, 60000);
}
}
function createGameSession(playersArr: ClientPlayer[], matchOptions: en.MatchOptions)
{
// const id = c.gameSessionIdPLACEHOLDER; // Force ID, TESTING SPECTATOR
const id = uuidv4();
const gameSession = new GameSession(id, matchOptions);
gameSessionsMap.set(id, gameSession);
playersArr.forEach((client) => {
client.gameSession = gameSession;
gameSession.playersMap.set(client.id, client);
gameSession.unreadyPlayersMap.set(client.id, client);
client.socket.once("message", playerReadyConfirmationListener);
});
// REFACTORING: Not pretty, hardcoded two players.
// Could be done in gameSession maybe ?
const gameSessionPlayersIterator = gameSession.playersMap.values();
let player: ClientPlayer;
player = (<ClientPlayer>gameSessionPlayersIterator.next().value);
player.racket = gameSession.components.playerLeft;
player.socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.left) ));
player = (<ClientPlayer>gameSessionPlayersIterator.next().value);
player.racket = gameSession.components.playerRight;
player.socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.right) ));
// REFACTORING
setTimeout(function abortMatch() {
if (gameSession.unreadyPlayersMap.size !== 0)
{
gameSessionsMap.delete(gameSession.id);
gameSession.playersMap.forEach((client) => {
client.socket.send(JSON.stringify( new ev.EventMatchAbort() ));
client.gameSession = null;
clientTerminate(client);
});
}
}, 5000);
}
async function playerReadyConfirmationListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientEvent = JSON.parse(data);
if (msg.type === en.EventTypes.clientPlayerReady)
{
const client = clientsMap.get(this.id);
const gameSession = client.gameSession;
gameSession.unreadyPlayersMap.delete(this.id);
if (gameSession.unreadyPlayersMap.size === 0)
{
const gameSessionPlayersIterator = gameSession.playersMap.values();
const body = {
gameServerIdOfTheMatch : gameSession.id,
gameOptions: gameSession.matchOptions,
playerOneUsername: (<ClientPlayer>gameSessionPlayersIterator.next().value).username,
playerTwoUsername: (<ClientPlayer>gameSessionPlayersIterator.next().value).username,
playerOneUsernameResult : 0,
playerTwoUsernameResult : 0
};
const response = await fetch(c.addressBackEnd + "/game/gameserver/creategame",
{
method: "POST",
headers: {
"Content-Type": "application/json",
},
body: JSON.stringify(body)
});
if (!response.ok)
{
gameSessionsMap.delete(gameSession.id);
gameSession.playersMap.forEach((client) => {
client.socket.send(JSON.stringify( new ev.EventMatchAbort() ));
client.gameSession = null;
clientTerminate(client);
});
return;
}
gameSession.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchStart) ));
});
gameSession.start();
}
}
else {
console.log("Invalid playerReadyConfirmation");
}
return;
}
catch (e) {
console.log("Invalid JSON (playerReadyConfirmationListener)");
}
this.once("message", playerReadyConfirmationListener);
}
export function clientInputListener(this: WebSocket, data: string)
{
try {
// const input: ev.ClientEvent = JSON.parse(data);
const input: ev.EventInput = JSON.parse(data);
if (input.type === en.EventTypes.clientInput)
{
const client = clientsMap.get(this.id) as ClientPlayer;
client.inputBuffer = input;
client.gameSession.instantInputDebug(client); // wip
}
else {
console.log("Invalid clientInput");
}
}
catch (e) {
console.log("Invalid JSON (clientInputListener)");
}
}
function spectatorReadyConfirmationListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientEvent = JSON.parse(data);
if (msg.type === en.EventTypes.clientSpectatorReady)
{
const client = clientsMap.get(this.id);
const gameSession = client.gameSession;
const scoreUpdate = new ev.EventScoreUpdate(gameSession.components.scoreLeft, gameSession.components.scoreRight);
this.send(JSON.stringify(scoreUpdate));
}
else {
console.log("Invalid spectatorReadyConfirmation");
}
return;
}
catch (e) {
console.log("Invalid JSON (spectatorReadyConfirmationListener)");
}
this.once("message", spectatorReadyConfirmationListener);
}
////////////
////////////
const pingInterval = setInterval( () => {
let deleteLog = "";
clientsMap.forEach( (client) => {
if (!client.isAlive) {
clientTerminate(client);
deleteLog += ` ${shortId(client.id)} |`;
}
else {
client.isAlive = false;
client.socket.ping();
}
});
if (deleteLog) {
console.log(`Disconnected:${deleteLog}`);
}
console.log("gameSessionMap size: " + gameSessionsMap.size);
console.log("clientsMap size: " + clientsMap.size);
console.log("matchmakingMap size: " + matchmakingMap.size);
console.log("privateMatchmakingMap size: " + privateMatchmakingMap.size);
console.log("");
}, 4200);
export function clientTerminate(client: Client)
{
client.socket.terminate();
if (client.gameSession)
{
client.gameSession.playersMap.delete(client.id);
client.gameSession.spectatorsMap.delete(client.id);
if (client.gameSession.playersMap.size === 0)
{
client.gameSession.destroy();
gameSessionsMap.delete(client.gameSession.id);
}
}
clientsMap.delete(client.id);
if (matchmakingMap.has(client.id)) {
matchmakingMap.delete(client.id);
}
else if (privateMatchmakingMap.has(client.id)) {
privateMatchmakingMap.delete(client.id);
}
}
function serverCloseListener()
{
clearInterval(pingInterval);
}
function serverErrorListener(error: Error)
{
console.log("Error: " + JSON.stringify(error));
}

View File

@@ -0,0 +1,144 @@
import * as en from "../enums.js"
/* From Server */
export class ServerEvent {
type: en.EventTypes;
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
export class EventAssignId extends ServerEvent {
id: string;
constructor(id: string) {
super(en.EventTypes.assignId);
this.id = id;
}
}
export class EventMatchmakingComplete extends ServerEvent {
side: en.PlayerSide;
constructor(side: en.PlayerSide) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
export class EventGameUpdate extends ServerEvent {
playerLeft = {
y: 0
};
playerRight = {
y: 0
};
ballsArr: {
x: number,
y: number,
dirX: number,
dirY: number,
speed: number
}[] = [];
wallTop? = {
y: 0
};
wallBottom? = {
y: 0
};
lastInputId = 0;
constructor() { // TODO: constructor that take GameComponentsServer maybe ?
super(en.EventTypes.gameUpdate);
}
}
export class EventScoreUpdate extends ServerEvent {
scoreLeft: number;
scoreRight: number;
constructor(scoreLeft: number, scoreRight: number) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
export class EventMatchEnd extends ServerEvent {
winner: en.PlayerSide;
forfeit: boolean;
constructor(winner: en.PlayerSide, forfeit = false) {
super(en.EventTypes.matchEnd);
this.winner = winner;
this.forfeit = forfeit;
}
}
export class EventMatchAbort extends ServerEvent {
constructor() {
super(en.EventTypes.matchAbort);
}
}
export class EventError extends ServerEvent {
message: string;
constructor(message: string) {
super(en.EventTypes.error);
this.message = message;
}
}
/* From Client */
export class ClientEvent {
type: en.EventTypes; // readonly ?
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
export class ClientAnnounce extends ClientEvent {
role: en.ClientRole;
constructor(role: en.ClientRole) {
super(en.EventTypes.clientAnnounce);
this.role = role;
}
}
export class ClientAnnouncePlayer extends ClientAnnounce {
clientId: string; // unused
matchOptions: en.MatchOptions;
token: string;
username: string;
privateMatch: boolean;
playerTwoUsername?: string;
isInvitedPerson? : boolean;
constructor(matchOptions: en.MatchOptions, token: string, username: string, privateMatch: boolean = false, playerTwoUsername?: string, isInvitedPerson? : boolean) {
super(en.ClientRole.player);
this.matchOptions = matchOptions;
this.token = token;
this.username = username;
this.privateMatch = privateMatch;
if (isInvitedPerson) {
this.isInvitedPerson = isInvitedPerson;
}
if (playerTwoUsername) {
this.playerTwoUsername = playerTwoUsername;
}
}
}
export class ClientAnnounceSpectator extends ClientAnnounce {
gameSessionId: string;
constructor(gameSessionId: string) {
super(en.ClientRole.spectator);
this.gameSessionId = gameSessionId;
}
}
export class EventInput extends ClientEvent {
input: en.InputEnum;
id: number;
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
super(en.EventTypes.clientInput);
this.input = input;
this.id = id;
}
}

View File

@@ -5,7 +5,7 @@ import { VectorInteger } from "./Vector.js";
import { Rectangle, MovingRectangle, Racket, Ball } from "./Rectangle.js";
import { random } from "../utils.js";
class GameComponents {
export class GameComponents {
wallTop: Rectangle | MovingRectangle;
wallBottom: Rectangle | MovingRectangle;
playerLeft: Racket;
@@ -61,5 +61,3 @@ class GameComponents {
}
}
}
export {GameComponents}

View File

@@ -1,9 +1,9 @@
import { Vector, VectorInteger } from "./Vector.js";
import { Component, Moving } from "./interface.js";
import type { Component, Moving } from "./interface.js";
import * as c from "../constants.js"
class Rectangle implements Component {
export class Rectangle implements Component {
pos: VectorInteger;
width: number;
height: number;
@@ -33,7 +33,7 @@ class Rectangle implements Component {
}
}
class MovingRectangle extends Rectangle implements Moving {
export class MovingRectangle extends Rectangle implements Moving {
dir: Vector = new Vector(0,0);
speed: number;
readonly baseSpeed: number;
@@ -61,7 +61,7 @@ class MovingRectangle extends Rectangle implements Moving {
}
}
class Racket extends MovingRectangle {
export class Racket extends MovingRectangle {
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height, baseSpeed);
}
@@ -72,13 +72,22 @@ class Racket extends MovingRectangle {
}
}
class Ball extends MovingRectangle {
export class Ball extends MovingRectangle {
readonly speedIncrease: number;
ballInPlay: boolean = false;
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number) {
super(pos, size, size, baseSpeed);
this.speedIncrease = speedIncrease;
}
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1)
{
this.bounce(colliderArr[i]);
this.move(delta);
}
}
bounce(collider?: Rectangle) {
this._bounceAlgo(collider);
}
@@ -92,15 +101,6 @@ class Ball extends MovingRectangle {
this._bounceWall();
}
}
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1)
{
this.bounce(colliderArr[i]);
this.move(delta);
}
}
protected _bounceWall() { // Should be enough for Wall
this.dir.y = this.dir.y * -1;
}
@@ -140,5 +140,3 @@ class Ball extends MovingRectangle {
// console.log(`x: ${this.dir.x}, y: ${this.dir.y}`);
}
}
export {Rectangle, MovingRectangle, Racket, Ball}

View File

@@ -1,5 +1,5 @@
class Vector {
export class Vector {
x: number;
y: number;
constructor(x: number = 0, y: number = 0) {
@@ -16,13 +16,13 @@ class Vector {
}
}
class VectorInteger extends Vector {
export class VectorInteger extends Vector {
// PLACEHOLDER
// VectorInteger with set/get dont work (No draw on the screen). Why ?
}
/*
class VectorInteger {
export class VectorInteger {
// private _x: number = 0;
// private _y: number = 0;
// constructor(x: number = 0, y: number = 0) {
@@ -45,5 +45,3 @@ class VectorInteger {
// }
}
*/
export {Vector, VectorInteger}

View File

@@ -1,21 +1,19 @@
import { Vector, VectorInteger } from "./Vector.js";
import type { Vector, VectorInteger } from "./Vector.js";
interface Component {
export interface Component {
pos: VectorInteger;
}
interface GraphicComponent extends Component {
export interface GraphicComponent extends Component {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
}
interface Moving {
export interface Moving {
dir: Vector;
speed: number; // pixel per second
move(delta: number): void;
}
export {Component, GraphicComponent, Moving}

View File

@@ -11,8 +11,8 @@ export const pw = Math.floor(w*0.017);
export const ph = pw*6;
export const ballSize = pw;
export const wallSize = Math.floor(w*0.01);
export const racketSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeed = Math.floor(w*0.66); // pixel per second
export const racketSpeed = Math.floor(w*0.60); // pixel per second
export const ballSpeed = Math.floor(w*0.55); // pixel per second
export const ballSpeedIncrease = Math.floor(ballSpeed*0.05); // pixel per second
export const normalizedSpeed = false; // for consistency in speed independent of direction
@@ -24,3 +24,7 @@ export const newRoundDelay = 1500; // millisecond
export const multiBallsCount = 3;
export const movingWallPosMax = Math.floor(w*0.12);
export const movingWallSpeed = Math.floor(w*0.08);
export const gameSessionIdPLACEHOLDER = "match-id-test-42"; // TESTING SPECTATOR PLACEHOLDER
// for testing, force gameSession.id in wsServer.ts->createGameSession()

View File

@@ -1,15 +1,17 @@
enum EventTypes {
export enum EventTypes {
// Class Implemented
gameUpdate = 1,
scoreUpdate,
matchEnd,
assignId,
matchmakingComplete,
error,
// Generic
matchmakingInProgress,
matchStart,
matchAbort,
matchNewRound, // unused
matchPause, // unused
matchResume, // unused
@@ -17,31 +19,30 @@ enum EventTypes {
// Client
clientAnnounce,
clientPlayerReady,
clientSpectatorReady,
clientInput,
}
enum InputEnum {
export enum InputEnum {
noInput = 0,
up = 1,
down,
}
enum PlayerSide {
export enum PlayerSide {
left = 1,
right
}
enum ClientRole {
export enum ClientRole {
player = 1,
spectator
}
enum MatchOptions {
export enum MatchOptions {
// binary flags, can be mixed
noOption = 0b0,
multiBalls = 1 << 0,
movingWalls = 1 << 1
}
export {EventTypes, InputEnum, PlayerSide, ClientRole, MatchOptions}

View File

@@ -0,0 +1,25 @@
import type { MovingRectangle } from "./class/Rectangle.js";
export function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
export function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
export function clamp(n: number, min: number, max: number) : number
{
if (n < min)
n = min;
else if (n > max)
n = max;
return (n);
}
// Typescript hack, unused
export function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}

View File

@@ -1,9 +1,9 @@
import * as c from "./constants.js";
import { MovingRectangle } from "../shared_js/class/Rectangle.js";
import { GameComponents } from "./class/GameComponents.js";
import type { MovingRectangle } from "../shared_js/class/Rectangle.js";
import type { GameComponents } from "./class/GameComponents.js";
function wallsMovements(delta: number, gc: GameComponents)
export function wallsMovements(delta: number, gc: GameComponents)
{
const wallTop = <MovingRectangle>gc.wallTop;
const wallBottom = <MovingRectangle>gc.wallBottom;
@@ -16,5 +16,3 @@ function wallsMovements(delta: number, gc: GameComponents)
wallTop.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
wallBottom.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
}
export {wallsMovements}

View File

@@ -0,0 +1,103 @@
{
"compilerOptions": {
/* Visit https://aka.ms/tsconfig to read more about this file */
/* Projects */
// "incremental": true, /* Save .tsbuildinfo files to allow for incremental compilation of projects. */
// "composite": true, /* Enable constraints that allow a TypeScript project to be used with project references. */
// "tsBuildInfoFile": "./.tsbuildinfo", /* Specify the path to .tsbuildinfo incremental compilation file. */
// "disableSourceOfProjectReferenceRedirect": true, /* Disable preferring source files instead of declaration files when referencing composite projects. */
// "disableSolutionSearching": true, /* Opt a project out of multi-project reference checking when editing. */
// "disableReferencedProjectLoad": true, /* Reduce the number of projects loaded automatically by TypeScript. */
/* Language and Environment */
"target": "es2016", /* Set the JavaScript language version for emitted JavaScript and include compatible library declarations. */
// "lib": [], /* Specify a set of bundled library declaration files that describe the target runtime environment. */
// "jsx": "preserve", /* Specify what JSX code is generated. */
// "experimentalDecorators": true, /* Enable experimental support for TC39 stage 2 draft decorators. */
// "emitDecoratorMetadata": true, /* Emit design-type metadata for decorated declarations in source files. */
// "jsxFactory": "", /* Specify the JSX factory function used when targeting React JSX emit, e.g. 'React.createElement' or 'h'. */
// "jsxFragmentFactory": "", /* Specify the JSX Fragment reference used for fragments when targeting React JSX emit e.g. 'React.Fragment' or 'Fragment'. */
// "jsxImportSource": "", /* Specify module specifier used to import the JSX factory functions when using 'jsx: react-jsx*'. */
// "reactNamespace": "", /* Specify the object invoked for 'createElement'. This only applies when targeting 'react' JSX emit. */
// "noLib": true, /* Disable including any library files, including the default lib.d.ts. */
// "useDefineForClassFields": true, /* Emit ECMAScript-standard-compliant class fields. */
// "moduleDetection": "auto", /* Control what method is used to detect module-format JS files. */
/* Modules */
"module": "ES6", /* Specify what module code is generated. */
// "rootDir": "./", /* Specify the root folder within your source files. */
"moduleResolution": "node", /* Specify how TypeScript looks up a file from a given module specifier. */
// "baseUrl": "./", /* Specify the base directory to resolve non-relative module names. */
// "paths": {}, /* Specify a set of entries that re-map imports to additional lookup locations. */
// "rootDirs": [], /* Allow multiple folders to be treated as one when resolving modules. */
// "typeRoots": [], /* Specify multiple folders that act like './node_modules/@types'. */
// "types": [], /* Specify type package names to be included without being referenced in a source file. */
// "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
// "moduleSuffixes": [], /* List of file name suffixes to search when resolving a module. */
// "resolveJsonModule": true, /* Enable importing .json files. */
// "noResolve": true, /* Disallow 'import's, 'require's or '<reference>'s from expanding the number of files TypeScript should add to a project. */
/* JavaScript Support */
// "allowJs": true, /* Allow JavaScript files to be a part of your program. Use the 'checkJS' option to get errors from these files. */
// "checkJs": true, /* Enable error reporting in type-checked JavaScript files. */
// "maxNodeModuleJsDepth": 1, /* Specify the maximum folder depth used for checking JavaScript files from 'node_modules'. Only applicable with 'allowJs'. */
/* Emit */
// "declaration": true, /* Generate .d.ts files from TypeScript and JavaScript files in your project. */
// "declarationMap": true, /* Create sourcemaps for d.ts files. */
// "emitDeclarationOnly": true, /* Only output d.ts files and not JavaScript files. */
// "sourceMap": true, /* Create source map files for emitted JavaScript files. */
// "outFile": "./", /* Specify a file that bundles all outputs into one JavaScript file. If 'declaration' is true, also designates a file that bundles all .d.ts output. */
// "outDir": "./", /* Specify an output folder for all emitted files. */
// "removeComments": true, /* Disable emitting comments. */
// "noEmit": true, /* Disable emitting files from a compilation. */
// "importHelpers": true, /* Allow importing helper functions from tslib once per project, instead of including them per-file. */
// "importsNotUsedAsValues": "remove", /* Specify emit/checking behavior for imports that are only used for types. */
// "downlevelIteration": true, /* Emit more compliant, but verbose and less performant JavaScript for iteration. */
// "sourceRoot": "", /* Specify the root path for debuggers to find the reference source code. */
// "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
// "inlineSourceMap": true, /* Include sourcemap files inside the emitted JavaScript. */
// "inlineSources": true, /* Include source code in the sourcemaps inside the emitted JavaScript. */
// "emitBOM": true, /* Emit a UTF-8 Byte Order Mark (BOM) in the beginning of output files. */
// "newLine": "crlf", /* Set the newline character for emitting files. */
// "stripInternal": true, /* Disable emitting declarations that have '@internal' in their JSDoc comments. */
// "noEmitHelpers": true, /* Disable generating custom helper functions like '__extends' in compiled output. */
// "noEmitOnError": true, /* Disable emitting files if any type checking errors are reported. */
// "preserveConstEnums": true, /* Disable erasing 'const enum' declarations in generated code. */
// "declarationDir": "./", /* Specify the output directory for generated declaration files. */
// "preserveValueImports": true, /* Preserve unused imported values in the JavaScript output that would otherwise be removed. */
/* Interop Constraints */
// "isolatedModules": true, /* Ensure that each file can be safely transpiled without relying on other imports. */
// "allowSyntheticDefaultImports": true, /* Allow 'import x from y' when a module doesn't have a default export. */
"esModuleInterop": true, /* Emit additional JavaScript to ease support for importing CommonJS modules. This enables 'allowSyntheticDefaultImports' for type compatibility. */
// "preserveSymlinks": true, /* Disable resolving symlinks to their realpath. This correlates to the same flag in node. */
"forceConsistentCasingInFileNames": true, /* Ensure that casing is correct in imports. */
/* Type Checking */
"strict": true, /* Enable all strict type-checking options. */
// "noImplicitAny": true, /* Enable error reporting for expressions and declarations with an implied 'any' type. */
"strictNullChecks": false, /* When type checking, take into account 'null' and 'undefined'. */
// "strictFunctionTypes": true, /* When assigning functions, check to ensure parameters and the return values are subtype-compatible. */
// "strictBindCallApply": true, /* Check that the arguments for 'bind', 'call', and 'apply' methods match the original function. */
// "strictPropertyInitialization": true, /* Check for class properties that are declared but not set in the constructor. */
// "noImplicitThis": true, /* Enable error reporting when 'this' is given the type 'any'. */
// "useUnknownInCatchVariables": true, /* Default catch clause variables as 'unknown' instead of 'any'. */
// "alwaysStrict": true, /* Ensure 'use strict' is always emitted. */
// "noUnusedLocals": true, /* Enable error reporting when local variables aren't read. */
// "noUnusedParameters": true, /* Raise an error when a function parameter isn't read. */
// "exactOptionalPropertyTypes": true, /* Interpret optional property types as written, rather than adding 'undefined'. */
// "noImplicitReturns": true, /* Enable error reporting for codepaths that do not explicitly return in a function. */
// "noFallthroughCasesInSwitch": true, /* Enable error reporting for fallthrough cases in switch statements. */
// "noUncheckedIndexedAccess": true, /* Add 'undefined' to a type when accessed using an index. */
// "noImplicitOverride": true, /* Ensure overriding members in derived classes are marked with an override modifier. */
// "noPropertyAccessFromIndexSignature": true, /* Enforces using indexed accessors for keys declared using an indexed type. */
// "allowUnusedLabels": true, /* Disable error reporting for unused labels. */
// "allowUnreachableCode": true, /* Disable error reporting for unreachable code. */
/* Completeness */
// "skipDefaultLibCheck": true, /* Skip type checking .d.ts files that are included with TypeScript. */
"skipLibCheck": true /* Skip type checking all .d.ts files. */
}
}

View File

@@ -3,10 +3,8 @@ FROM node:alpine AS development
WORKDIR /usr/app
COPY ./api_back ./
COPY ./api_back/.env ./.env
COPY ./api_back/src/uploads/avatars/default.png ./uploads/avatars/default.png
RUN npm ci
RUN npm i
CMD [ "npm", "run", "start:dev" ]

File diff suppressed because it is too large Load Diff

View File

@@ -24,13 +24,13 @@
"@nestjs/common": "^9.0.0",
"@nestjs/config": "^2.2.0",
"@nestjs/core": "^9.0.0",
"@nestjs/jwt": "^9.0.0",
"@nestjs/mapped-types": "^1.2.0",
"@nestjs/passport": "^9.0.0",
"@nestjs/platform-express": "^9.0.0",
"@nestjs/platform-socket.io": "^9.2.1",
"@nestjs/typeorm": "^9.0.1",
"@nestjs/websockets": "^9.2.1",
"@types/express-session": "^1.17.5",
"@types/redis": "^4.0.11",
"@types/validator": "^13.7.9",
"class-transformer": "^0.5.1",
"class-validator": "^0.13.2",
@@ -41,7 +41,6 @@
"otplib": "^12.0.1",
"passport": "^0.6.0",
"passport-42": "^1.2.6",
"passport-jwt": "^4.0.0",
"passport-local": "^1.0.0",
"pg": "^8.8.0",
"qrcode": "^1.5.1",
@@ -49,6 +48,7 @@
"reflect-metadata": "^0.1.13",
"rimraf": "^3.0.2",
"rxjs": "^7.2.0",
"socket.io": "^4.5.4",
"typeorm": "^0.3.10",
"uuid": "^9.0.0"
},
@@ -59,8 +59,7 @@
"@types/express": "^4.17.13",
"@types/jest": "28.1.8",
"@types/multer": "^1.4.7",
"@types/node": "^16.0.0",
"@types/passport-jwt": "^3.0.7",
"@types/node": "^16.18.11",
"@types/passport-local": "^1.0.34",
"@types/supertest": "^2.0.11",
"@typescript-eslint/eslint-plugin": "^5.0.0",

View File

@@ -7,29 +7,35 @@ import { ConfigModule } from '@nestjs/config';
import { FriendshipsModule } from './friendship/friendships.module';
import { AuthenticationModule } from './auth/42/authentication.module';
import { PassportModule } from '@nestjs/passport';
// import { GameModule } from './game/game/game.module';
import { GameModule } from './game/game.module';
import { ChatGateway } from './chat/chat.gateway';
@Module({
imports: [UsersModule,
AuthenticationModule,
PassportModule.register({ session: true }),
FriendshipsModule,
ConfigModule.forRoot(),
TypeOrmModule.forRoot({
type: 'postgres',
host: process.env.POSTGRES_HOST,
port: parseInt(process.env.POSTGRES_PORT),
username: process.env.POSTGRES_USER,
password: process.env.POSTGRES_PASSWORD,
database: process.env.POSTGRES_DATABASE,
autoLoadEntities: true,
//ne pas synchroniser quand on est en prod. Trouver un moyen de set ça, sûrement
//avec une classe pour le module
synchronize: true,
}),
// GameModule,
],
imports: [
UsersModule,
AuthenticationModule,
PassportModule.register({ session: true }),
FriendshipsModule,
GameModule,
ConfigModule.forRoot(),
TypeOrmModule.forRoot({
type: 'postgres',
host: process.env.POSTGRES_HOST,
port: parseInt(process.env.POSTGRES_PORT),
username: process.env.POSTGRES_USER,
password: process.env.POSTGRES_PASSWORD,
database: process.env.POSTGRES_DATABASE,
autoLoadEntities: true,
//ne pas synchroniser quand on est en prod. Trouver un moyen de set ça, sûrement
//avec une classe pour le module
synchronize: true,
}),
// GameModule,
],
controllers: [AppController],
providers: [AppService],
providers: [
AppService,
ChatGateway,
],
})
export class AppModule {}

View File

@@ -37,10 +37,10 @@ export class AuthenticationController {
const user : User = request.user
if (user.isEnabledTwoFactorAuth === false || user.isTwoFactorAuthenticated === true){
console.log('ON VA VERS PROFILE');
return response.status(200).redirect('http://transcendance:8080/#/profile');
return response.status(200).redirect('http://' + process.env.WEBSITE_HOST + ':' + process.env.WEBSITE_PORT + '/#/profile');
}
console.log('ON VA VERS 2FA')
return response.status(200).redirect('http://transcendance:8080/#/2fa');
return response.status(200).redirect('http://' + process.env.WEBSITE_HOST + ':' + process.env.WEBSITE_PORT + '/#/2fa');
}
/**
@@ -83,6 +83,6 @@ export class AuthenticationController {
throw new UnauthorizedException('Wrong Code.');
await this.userService.authenticateUserWith2FA(request.user.id);
console.log('ON REDIRIGE');
return response.status(200).redirect('http://transcendance:8080/#/profile');
return response.status(200).redirect('http://' + process.env.WEBSITE_HOST + ':' + process.env.WEBSITE_PORT + '/#/profile');
}
}

View File

@@ -18,7 +18,7 @@ import { CreateUsersDto } from "src/users/dto/create-users.dto";
async validate(accessToken: string, refreshToken: string, profile: Profile, callbackURL: string) {
console.log("Validate inside strategy.ts");
console.log(profile.id, profile.username, profile.phoneNumbers[0].value, profile.emails[0].value, profile.photos[0].value);
const userDTO: CreateUsersDto = { fortyTwoId: profile.id, username: profile.username, email: profile.emails[0].value, image_url: 'default.png', isEnabledTwoFactorAuth: false , status: "connected" };
const userDTO: CreateUsersDto = { fortyTwoId: profile.id, username: profile.username, email: profile.emails[0].value, image_url: 'default.png', isEnabledTwoFactorAuth: false , status: "Connected" };
const user = await this.authenticationService.validateUser(userDTO);
if (!user)
throw new UnauthorizedException();

View File

@@ -0,0 +1,44 @@
import {
WebSocketGateway,
SubscribeMessage,
WebSocketServer,
MessageBody,
OnGatewayConnection,
OnGatewayDisconnect,
} from '@nestjs/websockets';
import { UsersService } from 'src/users/users.service';
import { PaginationQueryDto } from 'src/common/dto/pagination-query.dto';
@WebSocketGateway(5000, {
path: '/chat',
})
export class ChatGateway
implements OnGatewayConnection, OnGatewayDisconnect
{
constructor
(
private usersService: UsersService,
) {}
@WebSocketServer()
server;
// how to guard the handleConnection ?
// https://github.com/nestjs/nest/issues/882
async handleConnection(client) {
// const paginationQuery = new PaginationQueryDto();
// const users = await this.usersService.findAll(paginationQuery);
// const users = await this.usersService.findAll(client);
// const users = await this.usersService.findAll(client);
console.log('---- Client connected :', client.id);
// console.log('users :', users);
}
handleDisconnect(client) {
console.log('---- client disconnected :', client.id);
}
/*
*/
}

View File

@@ -8,6 +8,12 @@ const MIME_TYPES = {
'image/png': 'png'
};
export enum STATUS {
CONNECTED = 'Connected',
DISCONNECTED = 'Disconnected',
IN_GAME = 'In Game',
IN_POOL = 'In Pool',
}
export const storageForAvatar = {
storage: diskStorage({
@@ -18,5 +24,13 @@ export const storageForAvatar = {
const extension : string = MIME_TYPES[file.mimetype];
cb(null, `${filename}${extension}`);
}
})
}),
fileFilter: (req, file, cb) => {
if (file.mimetype === 'image/png' || file.mimetype === 'image/jpg' || file.mimetype === 'image/jpeg') {
cb(null, true);
}
else {
cb(null, false);
}
}
}

View File

@@ -1,16 +0,0 @@
import { IsBoolean, IsEmail, IsNotEmpty, IsString } from 'class-validator';
export class CreateUsersDto {
@IsString()
@IsNotEmpty()
readonly username: string;
readonly fortyTwoId: string;
@IsEmail()
readonly email: string;
@IsString()
readonly image_url: string;
@IsString()
readonly status: string;
@IsBoolean()
readonly isEnabledTwoFactorAuth: boolean;
}

View File

@@ -0,0 +1,19 @@
import { IsBoolean, IsNotEmpty, IsNumber, IsString } from "class-validator";
export class CreateGameDto {
@IsString()
@IsNotEmpty()
gameServerIdOfTheMatch : string
@IsNumber()
@IsNotEmpty()
gameOptions: number
@IsString()
@IsNotEmpty()
playerOneUsername : string
@IsString()
playerTwoUsername : string
@IsNumber()
playerTwoUsernameResult : number
@IsNumber()
playerOneUsernameResult : number
}

View File

@@ -0,0 +1,14 @@
import { IsBoolean, IsEmpty, IsInt, IsNotEmpty, IsNumber, IsString } from "class-validator";
import { IsNull } from "typeorm";
export class GrantTicketDto {
@IsString()
@IsNotEmpty()
playerOneUsername : string
@IsString()
playerTwoUsername : string
@IsNumber()
gameOptions : number
@IsBoolean()
isGameIsWithInvitation : boolean
}

View File

@@ -0,0 +1,5 @@
import { OmitType } from "@nestjs/mapped-types";
import { IsBoolean, IsNotEmpty, IsNumber, IsString } from "class-validator";
import { CreateGameDto } from "./createGame.dto";
export class UpdateGameDto extends OmitType(CreateGameDto, ['playerOneUsername', 'playerTwoUsername', 'gameOptions'] as const){}

View File

@@ -0,0 +1,16 @@
import { IsBase64, IsBoolean, IsEmpty, IsNotEmpty, IsNumber, IsString } from "class-validator";
export class ValidateTicketDto {
@IsString()
@IsNotEmpty()
playerOneUsername : string
@IsString()
playerTwoUsername : string
@IsNumber()
gameOptions : number
@IsBoolean()
isGameIsWithInvitation : boolean
@IsBase64()
@IsNotEmpty()
token : string
}

View File

@@ -0,0 +1,28 @@
import { Column, Entity, PrimaryGeneratedColumn } from "typeorm";
@Entity('game')
export class Game {
@PrimaryGeneratedColumn()
id: number;
@Column()
playerOneUsername: string
@Column()
playerTwoUsername: string
@Column({default : 0, nullable : true})
playerOneUsernameResult : number
@Column({default : 0, nullable : true})
playerTwoUsernameResult : number
@Column({default : 0})
gameOptions: number
@Column({unique : true})
gameServerIdOfTheMatch: string
@Column({default: false, nullable : true}) //éric pourra trouver un meilleur mot : ongoing ?
isMatchIsFinished: boolean
}

View File

@@ -0,0 +1,22 @@
import { Column, Entity, PrimaryGeneratedColumn } from "typeorm";
@Entity('tokenGame')
export class TokenGame {
@PrimaryGeneratedColumn()
id: number;
@Column()
playerOneUsername : string
@Column({nullable: true})
playerTwoUsername : string
@Column()
gameOptions : number
@Column()
isGameIsWithInvitation : boolean
@Column({default: 0, nullable: true})
numberOfRegisteredUser : number
@Column({default : false})
isSecondUserAcceptedRequest : boolean
@Column()
token : string
}

View File

@@ -1,22 +0,0 @@
import { Column, Entity, PrimaryGeneratedColumn } from "typeorm";
@Entity('gameParty')
export class gameParty {
@PrimaryGeneratedColumn()
id: number;
@Column()
playerOne: string
@Column()
playerTwo: string
@Column()
resultOfTheMatch: string
@Column()
gameServerIdOfTheMatch: string
}

View File

@@ -1,4 +1,104 @@
import { Controller } from '@nestjs/common';
import { Body, Controller, Get, HttpException, HttpStatus, Post, Req, Res, UseGuards } from '@nestjs/common';
import { AuthenticateGuard, TwoFactorGuard } from 'src/auth/42/guards/42guards';
import { User } from 'src/users/entities/user.entity';
import { Response } from 'express';
import { CreateGameDto } from './dto/createGame.dto';
import { GrantTicketDto } from './dto/grantTicket.dto';
import { UpdateGameDto } from './dto/updateGame.dto';
import { ValidateTicketDto } from './dto/validateTicket.dto';
import { GameService } from './game.service';
@Controller('game')
export class GameController {}
export class GameController {
constructor (private readonly gameService : GameService) { }
@Get('match/all')
@UseGuards(AuthenticateGuard)
@UseGuards(TwoFactorGuard)
async getMatchesForSpectator()
{
return this.gameService.getMatchesForSpectator();
}
@Get('ranking')
@UseGuards(AuthenticateGuard)
@UseGuards(TwoFactorGuard)
async getRankingForAllUsers(@Req() req)
{
const currentUser : User = req.user
return this.gameService.getRankingForAllUsers(currentUser);
}
@Post('ticket')
@UseGuards(AuthenticateGuard)
@UseGuards(TwoFactorGuard)
async grantTicket(@Req() req, @Body() grantTicketDto : GrantTicketDto, @Res() res : Response)
{
const user : User = req.user
if (grantTicketDto.playerOneUsername != user.username)
return res.status(HttpStatus.BAD_REQUEST).json({message : 'You can\'t grant a ticket to another user'});
return this.gameService.generateToken(user, grantTicketDto, res);
}
@Post('decline')
@UseGuards(AuthenticateGuard)
@UseGuards(TwoFactorGuard)
async declineInvitation(@Body('token') token, @Req() req, @Res() res : Response)
{
const user : User = req.user;
return this.gameService.declineInvitation(user, token, res);
}
@Post('accept')
@UseGuards(AuthenticateGuard)
@UseGuards(TwoFactorGuard)
async acceptInvitation(@Body('token') token, @Req() req, @Res() res : Response)
{
const user : User = req.user;
return this.gameService.acceptInvitation(user, token, res);
}
@Get('invitations')
@UseGuards(AuthenticateGuard)
@UseGuards(TwoFactorGuard)
async findInvitations(@Req() request, @Res() res : Response)
{
const user : User = request.user;
return this.gameService.findInvitations(user, res);
}
//
//N'est valable que pour le game-serveur.
@Post('gameserver/validate')
async validateTicket(@Body() validateTicketDto : ValidateTicketDto, @Req() request)
{
if (await this.gameService.validateToken(validateTicketDto) === false)
return new HttpException("The token is not valid", HttpStatus.NOT_FOUND);
console.log("200 retourné côté nest")
return HttpStatus.OK;
}
@Post('gameserver/creategame')
async createGame(@Body() creategameDto : CreateGameDto)
{
console.log("On est dans create game")
console.log(creategameDto)
return this.gameService.createGame(creategameDto);
}
@Post('gameserver/updategame')
async updateGame(@Body() updateGameDto : UpdateGameDto)
{
console.log("On est dans update game")
console.log(updateGameDto)
return this.gameService.updateGame(updateGameDto);
}
@Post('gameserver/destroysession')
async destroySession(@Body('token') token)
{
return this.gameService.destroySession(token);
}
}

View File

@@ -1,9 +1,17 @@
import { Module } from '@nestjs/common';
import { TypeOrmModule } from '@nestjs/typeorm';
import { Friendship } from 'src/friendship/entities/friendship.entity';
import { FriendshipService } from 'src/friendship/friendship.service';
import { User } from 'src/users/entities/user.entity';
import { UsersService } from 'src/users/users.service';
import { Game } from './entity/game.entity';
import { TokenGame } from './entity/tokenGame.entity';
import { GameController } from './game.controller';
import { GameService } from './game.service';
@Module({
controllers: [GameController],
providers: [GameService]
imports: [TypeOrmModule.forFeature([TokenGame, User, Game, Friendship])],
controllers: [GameController],
providers: [GameService, UsersService, FriendshipService]
})
export class GameModule {}

View File

@@ -1,18 +1,18 @@
import { Test, TestingModule } from '@nestjs/testing';
import { GameService } from './game.service';
// import { Test, TestingModule } from '@nestjs/testing';
// // import { GameService } from './game.service';
describe('GameService', () => {
let service: GameService;
// describe('GameService', () => {
// let service: GameService;
beforeEach(async () => {
const module: TestingModule = await Test.createTestingModule({
providers: [GameService],
}).compile();
// beforeEach(async () => {
// const module: TestingModule = await Test.createTestingModule({
// providers: [GameService],
// }).compile();
service = module.get<GameService>(GameService);
});
// service = module.get<GameService>(GameService);
// });
it('should be defined', () => {
expect(service).toBeDefined();
});
});
// it('should be defined', () => {
// expect(service).toBeDefined();
// });
// });

View File

@@ -1,4 +1,299 @@
import { Injectable } from '@nestjs/common';
import { HttpException, HttpStatus, Injectable, Res } from '@nestjs/common';
import { InjectRepository } from '@nestjs/typeorm';
import { createCipheriv, randomBytes, scrypt } from 'crypto';
import { User } from 'src/users/entities/user.entity';
import { Repository } from 'typeorm';
import { promisify } from 'util';
import { Response } from 'express';
import { GrantTicketDto } from './dto/grantTicket.dto';
import { Game } from './entity/game.entity';
import { ValidateTicketDto } from './dto/validateTicket.dto';
import { TokenGame } from './entity/tokenGame.entity';
import { UsersService } from 'src/users/users.service';
import { CreateGameDto } from './dto/createGame.dto';
import { UpdateGameDto } from './dto/updateGame.dto';
import { FriendshipService } from 'src/friendship/friendship.service';
import { STATUS } from 'src/common/constants/constants';
@Injectable()
export class GameService {}
export class GameService {
constructor (
@InjectRepository(Game)
private readonly gameRepository : Repository<Game>,
@InjectRepository(User)
private readonly userRepository : Repository<User>,
@InjectRepository(TokenGame)
private readonly tokenGameRepository : Repository<TokenGame>,
private readonly userService : UsersService,
private readonly friendShipService : FriendshipService
) { }
async getMatchesForSpectator() {
const games = await this.gameRepository.createQueryBuilder("game")
.where('game.isMatchIsFinished = :isMatchIsFinished', {isMatchIsFinished : false})
.getMany();
const gamesToReturn : Partial<Game>[] = []
for (const game of games)
{
gamesToReturn.push({gameServerIdOfTheMatch : game.gameServerIdOfTheMatch,
gameOptions : game.gameOptions, playerOneUsername : game.playerOneUsername,
playerTwoUsername : game.playerTwoUsername})
console.log("Is match is finished : " + game.isMatchIsFinished)
}
return gamesToReturn;
}
async getRankingForAllUsers(currentUser : User) {
const users = await this.userRepository.createQueryBuilder("user")
.leftJoinAndSelect("user.stats", "stats")
.orderBy('stats.winGame', "DESC")
.getMany();
const partialUser : Partial<User>[] = []
for (const user of users)
{
if (await this.friendShipService.findIfUserIsBlockedOrHasBlocked(currentUser.id, user.id) === false)
partialUser.push({username : user.username, stats : user.stats })
}
console.log(...partialUser)
return partialUser;
}
async encryptToken(toEncrypt : string) : Promise<string> {
const iv = randomBytes(16);
const password = process.env.TICKET_FOR_PLAYING_GAME_SECRET + new Date();
const key = (await promisify(scrypt)(password, 'salt', 32)) as Buffer;
const cipher = createCipheriv('aes-256-ctr', key, iv);
const encryptedText = Buffer.concat([
cipher.update(toEncrypt),
cipher.final(),
]);
const encryptedTextToReturn = encryptedText.toString('base64');
return encryptedTextToReturn
}
async deleteToken(user : User){
const tokenGame = await this.tokenGameRepository.createQueryBuilder('tokengame')
.where('tokengame.playerTwoUsername = :playerTwoUsername', {playerTwoUsername : user.username})
.orWhere('tokengame.playerOneUsername = :playerOneUsername', {playerOneUsername : user.username})
.getMany();
if (tokenGame)
return this.tokenGameRepository.remove(tokenGame);
}
async generateToken(user : User, grantTicketDto : GrantTicketDto, @Res() res : Response)
{
console.log(user.status);
if (user.status === STATUS.IN_POOL || user.status === STATUS.IN_GAME)
{
await this.deleteToken(user);
user.status = STATUS.CONNECTED;
this.userRepository.save(user);
}
if (grantTicketDto.isGameIsWithInvitation === true)
{
const secondUser : Partial<User> = await this.userService.findOne(grantTicketDto.playerTwoUsername)
if (!secondUser || secondUser.username === user.username)
return res.status(HttpStatus.NOT_FOUND).json({message : "User not found OR you want to play with yourself."});
const encryptedTextToReturn = await this.encryptToken(user.username + '_' + secondUser.username + '_'
+ grantTicketDto.gameOptions + '_' + grantTicketDto.isGameIsWithInvitation + '_' + new Date())
const tok = this.tokenGameRepository.create(grantTicketDto);
tok.isSecondUserAcceptedRequest = false;
tok.numberOfRegisteredUser = 0;
tok.token = encryptedTextToReturn;
this.tokenGameRepository.save(tok);
this.userService.updateStatus(user.id, "In Pool")
return res.status(HttpStatus.OK).json({ token : encryptedTextToReturn });
}
else if (grantTicketDto.isGameIsWithInvitation === false) {
const encryptedTextToReturn = await this.encryptToken(user.username + '_'
+ grantTicketDto.gameOptions + '_' + grantTicketDto.isGameIsWithInvitation + '_' + new Date())
const tok = this.tokenGameRepository.create(grantTicketDto);
tok.numberOfRegisteredUser = 0;
tok.token = encryptedTextToReturn;
this.tokenGameRepository.save(tok);
this.userService.updateStatus(user.id, "In Pool")
return res.status(HttpStatus.OK).json({ token : encryptedTextToReturn });
}
return res.status(HttpStatus.INTERNAL_SERVER_ERROR).json({message : "Internal Server Error"});
}
async validateToken(validateTicketDto : ValidateTicketDto) {
if (validateTicketDto.isGameIsWithInvitation === true)
{
const tokenGame : TokenGame = await this.tokenGameRepository.createQueryBuilder('tokengame')
.where('tokengame.playerOneUsername = :playerOneUsername', {playerOneUsername : validateTicketDto.playerOneUsername})
.andWhere('tokengame.playerTwoUsername = :playerTwoUsername', {playerTwoUsername : validateTicketDto.playerTwoUsername})
.andWhere('tokengame.gameOptions = :gameOption', {gameOption : validateTicketDto.gameOptions})
.andWhere('tokengame.isGameIsWithInvitation = :isGameIsWithInvitation', {isGameIsWithInvitation: true})
.andWhere('tokengame.isSecondUserAcceptedRequest = :choice', {choice : true})
.andWhere('tokengame.token = :token', {token : validateTicketDto.token})
.getOne();
if (tokenGame)
{
tokenGame.numberOfRegisteredUser++;
if (tokenGame.numberOfRegisteredUser === 2)
{
this.tokenGameRepository.remove(tokenGame)
const userOne : User = await this.userRepository.createQueryBuilder('user')
.where("user.username = :username", {username : tokenGame.playerOneUsername})
.getOne();
this.userService.updateStatus(userOne.id, "In Game")
const userTwo : User = await this.userRepository.createQueryBuilder('user')
.where("user.username = :username", {username : tokenGame.playerTwoUsername})
.getOne();
this.deleteToken(userOne)
this.deleteToken(userTwo)
this.userService.updateStatus(userTwo.id, "In Game")
}
return true;
}
}
else if (validateTicketDto.isGameIsWithInvitation === false)
{
const tokenGame : TokenGame = await this.tokenGameRepository.createQueryBuilder('tokengame')
.where('tokengame.playerOneUsername = :playerOneUsername', {playerOneUsername : validateTicketDto.playerOneUsername})
.andWhere('tokengame.gameOptions = :gameOption', {gameOption : validateTicketDto.gameOptions})
.andWhere('tokengame.isGameIsWithInvitation = :isGameIsWithInvitation', {isGameIsWithInvitation: false})
.andWhere('tokengame.token = :token', {token : validateTicketDto.token})
.getOne();
if (tokenGame)
{
this.tokenGameRepository.remove(tokenGame)
console.log("USERNAME : " + tokenGame.playerOneUsername)
const user : User = await this.userRepository.createQueryBuilder('user')
.where("user.username = :username", {username : tokenGame.playerOneUsername})
.getOne();
this.userService.updateStatus(user.id, "In Game")
this.deleteToken(user)
return true;
}
}
return false;
}
async findInvitations(user : User, @Res() res : Response) {
const game = await this.tokenGameRepository.createQueryBuilder('tokengame')
.where('tokengame.playerTwoUsername = :playerTwoUsername', {playerTwoUsername : user.username})
.andWhere('tokengame.isGameIsWithInvitation = :invit', {invit : true})
.andWhere('tokengame.isSecondUserAcceptedRequest = :choice', {choice : false})
.getMany();
if (!game)
return res.status(HttpStatus.NOT_FOUND).send({message : "No invitation found"});
let partialGame : Partial<TokenGame>[] = [];
for (const gameToken of game) {
partialGame.push({
playerOneUsername : gameToken.playerOneUsername,
playerTwoUsername : gameToken.playerTwoUsername,
gameOptions : gameToken.gameOptions,
token : gameToken.token,
});
}
return res.status(HttpStatus.OK).json(partialGame);
}
async declineInvitation(user : User, token : string, @Res() res : Response)
{
if (user.status !== "Connected")
return res.status(HttpStatus.FORBIDDEN).json({message : "You must not be in game to decline an invitation"});
console.log("On décline l'invitation")
const tokenGame = await this.tokenGameRepository.createQueryBuilder('tokengame')
.andWhere('tokengame.playerTwoUsername = :playerTwoUsername', {playerTwoUsername : user.username})
.andWhere('tokengame.token = :token', {token : token})
.getOne();
if (tokenGame)
{
this.tokenGameRepository.remove(tokenGame);
return res.status(HttpStatus.OK).json({message : "Invitation declined."});
}
return res.status(HttpStatus.NOT_FOUND).json({message : "No invitation found !"});
}
async destroySession(token : string)
{
console.log("On détruit le token et la session qui va avec")
const tokenGame = await this.tokenGameRepository.createQueryBuilder('tokengame')
.where('tokengame.token = :token', {token : token})
.getOne();
if (tokenGame)
{
const playerOne = await this.userRepository.findOneBy({username : tokenGame.playerOneUsername})
const playerTwo = await this.userRepository.findOneBy({username : tokenGame.playerTwoUsername})
if (playerOne.status !== "Disconnected")
this.userService.updateStatus(playerOne.id, "Connected")
if (playerTwo.status !== "Disconnected")
this.userService.updateStatus(playerTwo.id, "Connected")
return this.tokenGameRepository.remove(tokenGame);
}
return new HttpException("Token not found !", HttpStatus.NOT_FOUND)
}
async acceptInvitation(user : User, token : string, @Res() res : Response)
{
if (user.status !== "Connected")
return res.status(HttpStatus.FORBIDDEN).send("")
const tokenGame = await this.tokenGameRepository.createQueryBuilder('tokenGame')
.andWhere('tokenGame.playerTwoUsername = :playerTwoUsername', {playerTwoUsername : user.username})
.andWhere('tokenGame.token = :token', {token : token})
.getOne();
if (tokenGame)
{
tokenGame.isSecondUserAcceptedRequest = true;
this.tokenGameRepository.save(tokenGame)
return res.status(HttpStatus.OK).json({message : "Invitation accepted."});
}
return res.status(HttpStatus.NOT_FOUND).json({message : "No invitation found !"});
}
async createGame(creategameDto : CreateGameDto)
{
if (creategameDto.playerOneUsername === "" || creategameDto.playerTwoUsername === ""
|| creategameDto.playerOneUsername === creategameDto.playerTwoUsername)
return HttpStatus.INTERNAL_SERVER_ERROR
const game = this.gameRepository.create(creategameDto)
game.isMatchIsFinished = false;
this.gameRepository.save(game);
if (!game)
return HttpStatus.INTERNAL_SERVER_ERROR
console.log("200 retourné pour la création de partie")
return HttpStatus.OK
}
async updateGame(updateGameDto : UpdateGameDto) {
console.log("Updata game" + updateGameDto)
const game = await this.gameRepository.createQueryBuilder('game')
.where("game.gameServerIdOfTheMatch = :gameServerIdOfTheMatch", {gameServerIdOfTheMatch : updateGameDto.gameServerIdOfTheMatch})
.getOne();
if (!game)
throw new HttpException(`The game could not be updated.`,HttpStatus.NOT_FOUND);
game.isMatchIsFinished = true;
game.playerOneUsernameResult = updateGameDto.playerOneUsernameResult
game.playerTwoUsernameResult = updateGameDto.playerTwoUsernameResult
this.gameRepository.save(game);
console.log("On a sauvegardé la partie. Game :")
console.log(game)
const playerOne = await this.userRepository.findOneBy({username : game.playerOneUsername})
const playerTwo = await this.userRepository.findOneBy({username : game.playerTwoUsername})
if (!playerOne || !playerTwo)
return new HttpException("Internal Server Error. Impossible to update the database", HttpStatus.INTERNAL_SERVER_ERROR);
if (game.playerOneUsernameResult === game.playerTwoUsernameResult)
{
this.userService.incrementDraws(playerOne.id)
this.userService.incrementDraws(playerTwo.id)
}
else if (game.playerOneUsernameResult < game.playerTwoUsernameResult)
{
this.userService.incrementDefeats(playerOne.id)
this.userService.incrementVictories(playerTwo.id)
}
else
{
this.userService.incrementVictories(playerOne.id)
this.userService.incrementDefeats(playerTwo.id)
}
this.userService.updateStatus(playerOne.id, "Connected")
this.userService.updateStatus(playerTwo.id, "Connected")
return HttpStatus.OK
}
}

View File

@@ -8,7 +8,7 @@ import * as connectRedis from 'connect-redis';
async function bootstrap() {
const app = await NestFactory.create(AppModule, { cors: true });
const port = process.env.PORT || 3001;
const port = process.env.PORT || 3000;
const client = redis.createClient(
{
socket: { host: process.env.REDIS_HOST, port: parseInt(process.env.REDIS_PORT) },
@@ -50,6 +50,6 @@ async function bootstrap() {
);
app.use(passport.initialize());
app.use(passport.session());
await app.listen(port, () => { console.log(`Listening on port ${port}`); });
await app.listen(port, () => { console.log(`Listening on port ${process.env.WEBSITE_HOST}:${process.env.WEBSITE_PORT}}`); });
}
bootstrap();

View File

@@ -2,7 +2,7 @@
// et de les mettre comme optionnelles. De plus on peut hériter
// des décorateurs de la classe parente (par exemple @IsString()).
import { OmitType, PartialType } from "@nestjs/mapped-types";
import { OmitType } from "@nestjs/mapped-types";
import { CreateUsersDto } from "./create-users.dto";
export class UpdateUsersDto extends OmitType(CreateUsersDto, ['fortyTwoId', 'email', 'image_url', 'status'] as const){}

View File

@@ -28,7 +28,7 @@ export class User {
@Column({ nullable: true })
phone: string;
@Column({ default: 'disconnected' })
@Column({ default: 'Disconnected' })
status: string;
// @Column()

View File

@@ -1,5 +1,5 @@
import {
Body, Controller, Delete, Get, NotFoundException, Param, Patch, Post, Query, Redirect, Req, Res, UploadedFile, UseGuards, UseInterceptors
Body, Controller, Delete, Get, NotFoundException,HttpStatus, Param, Patch, Post, Query, Redirect, Req, Res, UploadedFile, UseGuards, UseInterceptors
} from '@nestjs/common';
import { FileInterceptor } from '@nestjs/platform-express';
import { Response } from 'express';
@@ -84,12 +84,9 @@ export class UsersController {
@UseGuards(TwoFactorGuard)
@Patch()
async update(@Req() req, @Body(new ValidationPipe()) usersUpdateDto: UpdateUsersDto, @Res() response : Response) {
console.log("DANS PATCH USERS");
const user = await this.usersService.update(req.user.id, usersUpdateDto);
// const user : User = req.user;
if (user.isEnabledTwoFactorAuth === false && user.isTwoFactorAuthenticated === true)
this.usersService.setIsTwoFactorAuthenticatedWhenLogout(user.id);
console.log ("Enbale 2FA " + user.isEnabledTwoFactorAuth + " Is authenticated " + user.isTwoFactorAuthenticated);
if (user.isEnabledTwoFactorAuth === true && user.isTwoFactorAuthenticated === false)
{
response.status(201).send('2FA redirect')
@@ -111,9 +108,14 @@ export class UsersController {
@UseGuards(TwoFactorGuard)
@Post('avatar')
@UseInterceptors(FileInterceptor('file', storageForAvatar))
uploadAvatar(@UploadedFile() file, @Req() request){
uploadAvatar(@UploadedFile() file, @Req() request, @Res() res){
const user : User = request.user;
this.usersService.updateAvatar(user.id, file.filename);
if (file)
{
this.usersService.updateAvatar(user.id, file.filename);
return res.status(HttpStatus.OK).json({message : "Avatar updated"});
}
return res.status(HttpStatus.UNSUPPORTED_MEDIA_TYPE).json({message : "Unsupported media type. Please use a valid image file."});
}
// GET http://transcendance:8080/user/avatar

View File

@@ -4,12 +4,9 @@ import { User } from './entities/user.entity';
import { Repository, Not } from 'typeorm';
import { CreateUsersDto } from './dto/create-users.dto';
import { UpdateUsersDto } from './dto/update-users.dto';
import { Friendship } from '../friendship/entities/friendship.entity';
import { PaginationQueryDto } from 'src/common/dto/pagination-query.dto';
import { UserStats } from './entities/userStat.entities';
import { FriendshipService } from 'src/friendship/friendship.service';
import { stringify } from 'querystring';
// On va devoir sûrement trouver un moyen plus simple pour passer l'id, sûrement via des pipes
// ou des interceptors, mais pour l'instant on va faire comme ça.
@Injectable()
@@ -86,6 +83,28 @@ export class UsersService {
return partialUsers;
}
// async findAbsolutelyAll() {
// // const otherUsers = await this.userRepository.find({where: {id: Not(+currentUser.id)}, order: {username: "ASC"}, skip: offset, take: limit,});
// const otherUsers = await this.userRepository.find({order: {username: "ASC"}});
// let partialUsers : Partial<User>[] = [];
// for (const otherUser of otherUsers) {
// console.log('other user: ')
// console.log({...otherUser})
// let tmp = await this.friendshipService.findIfUserIsBlockedOrHasBlocked(currentUser.id, otherUser.id);
// console.log('user.services findIF Blocked... : ')
// console.log(tmp)
// if (tmp === false) {
// // if (await this.friendshipService.findIfUserIsBlockedOrHasBlocked(currentUser.id, otherUser.id) === false) {
// partialUsers.push({username: otherUser.username, image_url: otherUser.image_url, status: otherUser.status, stats: otherUser.stats});
// }
// }
// console.log('user.services findAll, partialUsers:')
// console.log({...partialUsers})
// return partialUsers;
// }
async create(createUserDto: CreateUsersDto) {

View File

@@ -1,7 +1,7 @@
server {
listen 8080 default_server;
listen [::]:8080 default_server;
server_name transcendance;
listen 8080;
listen [::]:8080;
server_name localhost;
location /api/v2 {
proxy_set_header Host $host;
@@ -10,6 +10,28 @@ server {
proxy_set_header X-Forwarded-Proto $scheme;
proxy_pass http://backend_dev:3000;
}
location /chat {
proxy_set_header Host $host;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection "Upgrade";
proxy_pass http://backend_dev:5000/chat;
}
location /api/v2/game/gameserver {
deny all;
}
location /pong {
proxy_pass http://game_server:8042/pong;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection $connection_upgrade;
proxy_set_header Host $host;
}
location / {
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
@@ -20,10 +42,9 @@ server {
}
server {
listen 35729 default_server;
listen [::]:35729 default_server;
server_name transcendance;
server_name localhost;
location / {
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;

View File

@@ -0,0 +1,37 @@
user nginx;
worker_processes auto;
error_log /var/log/nginx/error.log notice;
pid /var/run/nginx.pid;
events {
worker_connections 1024;
}
http {
include /etc/nginx/mime.types;
default_type application/octet-stream;
log_format main '$remote_addr - $remote_user [$time_local] "$request" '
'$status $body_bytes_sent "$http_referer" '
'"$http_user_agent" "$http_x_forwarded_for"';
access_log /var/log/nginx/access.log main;
sendfile on;
#tcp_nopush on;
keepalive_timeout 65;
map $http_upgrade $connection_upgrade {
default upgrade;
'' close;
}
#gzip on;
include /etc/nginx/conf.d/*.conf;
}

View File

@@ -8,3 +8,4 @@
!api_front/*.json
!api_front/*.html
!api_front/*.lock
!api_front/.env

View File

@@ -1,107 +0,0 @@
# This repo is no longer maintained. Consider using `npm init vite` and selecting the `svelte` option or — if you want a full-fledged app framework and don't mind using pre-1.0 software — use [SvelteKit](https://kit.svelte.dev), the official application framework for Svelte.
---
# svelte app
This is a project template for [Svelte](https://svelte.dev) apps. It lives at https://github.com/sveltejs/template.
To create a new project based on this template using [degit](https://github.com/Rich-Harris/degit):
```bash
npx degit sveltejs/template svelte-app
cd svelte-app
```
*Note that you will need to have [Node.js](https://nodejs.org) installed.*
## Get started
Install the dependencies...
```bash
cd svelte-app
npm install
```
...then start [Rollup](https://rollupjs.org):
```bash
npm run dev
```
Navigate to [localhost:8080](http://localhost:8080). You should see your app running. Edit a component file in `src`, save it, and reload the page to see your changes.
By default, the server will only respond to requests from localhost. To allow connections from other computers, edit the `sirv` commands in package.json to include the option `--host 0.0.0.0`.
If you're using [Visual Studio Code](https://code.visualstudio.com/) we recommend installing the official extension [Svelte for VS Code](https://marketplace.visualstudio.com/items?itemName=svelte.svelte-vscode). If you are using other editors you may need to install a plugin in order to get syntax highlighting and intellisense.
## Building and running in production mode
To create an optimised version of the app:
```bash
npm run build
```
You can run the newly built app with `npm run start`. This uses [sirv](https://github.com/lukeed/sirv), which is included in your package.json's `dependencies` so that the app will work when you deploy to platforms like [Heroku](https://heroku.com).
## Single-page app mode
By default, sirv will only respond to requests that match files in `public`. This is to maximise compatibility with static fileservers, allowing you to deploy your app anywhere.
If you're building a single-page app (SPA) with multiple routes, sirv needs to be able to respond to requests for *any* path. You can make it so by editing the `"start"` command in package.json:
```js
"start": "sirv public --single"
```
## Using TypeScript
This template comes with a script to set up a TypeScript development environment, you can run it immediately after cloning the template with:
```bash
node scripts/setupTypeScript.js
```
Or remove the script via:
```bash
rm scripts/setupTypeScript.js
```
If you want to use `baseUrl` or `path` aliases within your `tsconfig`, you need to set up `@rollup/plugin-alias` to tell Rollup to resolve the aliases. For more info, see [this StackOverflow question](https://stackoverflow.com/questions/63427935/setup-tsconfig-path-in-svelte).
## Deploying to the web
### With [Vercel](https://vercel.com)
Install `vercel` if you haven't already:
```bash
npm install -g vercel
```
Then, from within your project folder:
```bash
cd public
vercel deploy --name my-project
```
### With [surge](https://surge.sh/)
Install `surge` if you haven't already:
```bash
npm install -g surge
```
Then, from within your project folder:
```bash
npm run build
surge public my-project.surge.sh
```

View File

@@ -1,81 +0,0 @@
<script lang="ts">
// routing
// may not need {link} here
import Router, { link } from "svelte-spa-router";
import { routes } from "../routes.js";
import LoginPage from "./LoginPage.svelte";
import UserPage from "../UserPage.svelte";
import NotFound from "../pages/NotFound.svelte";
// Ideally fuck all this shit in the long run
let pages = ['login', 'user', 'account'];
// make this a $: currentPage ?
let currentPage = 'booba';
// prolly change this? yea idk...
// let userIndex;
// tmp for testing
let userId = 0;
// horrible naming... can be HOME or ACCOUNT
let currentType = 'account';
// this page should handle the SPA history management...
// set to false later for actual security
let loggedIn = true;
// not sure if this is how i want to do this...
// might do differently cuz URL route manangement...
const handleLogin = () => {
currentPage = 'user';
loggedIn = true;
};
// I don't know if i should but i'm tempted to put this here...
// import axios from 'axios';
// import { onMount } from 'svelte';
// import { push } from 'svelte-spa-router';
// let user = {logedIn: false};
// onMount(async () => {
// // console.log('PROFIL SVELTE');
// const {data} = await axios.get('http://transcendance:8080/api/v2/user');
// if (data)
// user.logedIn = true;
// });
// $: submit = async() => {
// window.location.href = 'http://transcendance:8080/api/v2/auth';
// }
// $: logout = async() => {
// await fetch('http://transcendance:8080/api/v2/auth/logout',);
// user.logedIn = false;
// }
</script>
<!-- eventually we will do this with routes, but for now use a prop -->
<!-- {#if currentPage === 'login'}
<LoginPage {pages} {currentPage} {userId} on:loggedIn={handleLogin}/>
{:else if currentPage === 'user'}
<UserPage {pages} {currentPage} {userId} {currentType}/>
{:else}
<NotFound />
{/if} -->
<Router {routes}/>
<style>
/* doesn't work... */
/* body{
background: bisque;
} */
</style>

View File

@@ -1,167 +0,0 @@
<!-- <script lang="ts"> -->
<script>
import { onMount } from 'svelte';
let canvas;
// $: scaleRatio = window.innerWidth / 10;
$: scaleRatio = 30;
onMount(() => {
// we're invoking JS methods of the canvas element
const ctx = canvas.getContext('2d');
ctx.width = window.innerWidth;
ctx.height = window.innerHeight;
// ctx.beginPath();
// ctx.moveTo(50,50);
// ctx.lineTo(70,70);
// ctx.stroke();
// attempting to import an image
const img = new Image();
// we may have to call an onMount or something to make sure the image has loaded...
// doing it in JS for now, ideally in Svelte later..
// img.addEventListener('load', () => {
// // execute drawImage statements here
// }, false);
img.src = 'img/potato_logo.png'; // seems like this does need to be above onload()
img.onload = () => {
// ctx.drawImage(img, 0, 0, img.width * (ctx.width / 15), img.height * (ctx.height / 15));
// ctx.drawImage(img, 0, 0, ctx.width / 15, ctx.height / 15);
// i think i don't want this cuz it'll get in the way?
// ctx.drawImage(img, 0, 0, img.width / scaleRatio, img.height / scaleRatio);
// it would seem you need to redraw the images when you change the Window size, it's not automatically responsive
};
let startX = 200;
let startY = 200;
let dx = 3;
let dy = -1;
// Time for some math
// lets say i want 6 rows
// ok so we're gonna draw all the potatos at the same time and each of them gets animated, like i have it now
// 6 in a row so # of rows aka x = width * 6/height
function Potato(x, y) {
this.x = x;
this.y = y;
// ctx.drawImage(img, x, y, img.width / scaleRatio, img.height / scaleRatio);
this.draw = function() {
ctx.drawImage(img, x, y, img.width / scaleRatio, img.height / scaleRatio);
}
this.animate = function() {
this.x += dx;
this.y += dy;
this.draw();
}
}
// let spacing = canvas.width * ((6 + 1) / canvas.height);
let spacing = 70;
let Potatos = [];
//check the math...
// for (let i = 0; i < 6 * spacing; i++) {
for (let i = 0; i < 2; i++) {
// for (let j = 0; j < 6; j++) {
for (let j = 0; i < 2; j++) {
Potatos.push(new Potato(spacing + (i * spacing), spacing + (j * spacing)));
}
}
// now i'm trying to move 1 potato
let frame = requestAnimationFrame(loop);
// function loop(t) {
// ctx.clearRect(0, 0, canvas.width, canvas.height);
// frame = requestAnimationFrame(loop);
// ctx.drawImage(img, startX, startY, img.width / scaleRatio, img.height / scaleRatio);
// startX += dx;
// startY += dy;
// }
// new Potato(70, 70).animate();
function loop(t) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
frame = requestAnimationFrame(loop);
for (let i = 0; i < Potatos.length; i++) {
Potatos[i].animate();
}
// Potatos[0].animate();
}
loop();
// Lets try again with a single loop
// THis shit makes the cool Gradient
// let frame = requestAnimationFrame(loop);
// function loop(t) {
// frame = requestAnimationFrame(loop);
// // const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
// for (let p = 0; p < imageData.data.length; p += 4) {
// const i = p / 4;
// const x = i % canvas.width;
// const y = i / canvas.width >>> 0;
// const r = 64 + (128 * x / canvas.width) + (64 * Math.sin(t / 1000));
// const g = 64 + (128 * y / canvas.height) + (64 * Math.cos(t / 1000));
// const b = 128;
// imageData.data[p + 0] = r;
// imageData.data[p + 1] = g;
// imageData.data[p + 2] = b;
// imageData.data[p + 3] = 255;
// }
// ctx.putImageData(imageData, 0, 0);
// }
return () => {
cancelAnimationFrame(frame);
// prolly something else...
};
});
</script>
<canvas
bind:this={canvas}
width={window.innerWidth}
height={window.innerHeight}
></canvas>
<!-- widht and height were 32, trying stuff -->
<!-- I don't have the /svelte-logo-mask.svg, i guess i'll go get something -->
<style>
canvas {
width: 100%;
height: 100%;
background-color: #666;
/* testing something */
/* -webkit-mask-image: radial-gradient(circle, black 50%, rgba(0, 0, 0, 0.5) 50%);
mask-image: radial-gradient(circle, black 50%, rgba(0, 0, 0, 0.5) 50%); */
/* Holy shit that worked! i got a mask */
/* it also works without a mask! i have a canvas! */
/* -webkit-mask: url(/svelte-logo-mask.svg) 50% 50% no-repeat; */
/* -webkit-mask: url(img/cartoon_potato3.jpg) 50% 50% no-repeat; */
/* mask: url(/svelte-logo-mask.svg) 50% 50% no-repeat; */
/* mask: url(img/cartoon_potato3.jpg) 50% 50% no-repeat; */
}
</style>

View File

@@ -1,45 +0,0 @@
<script lang="ts">
import { onMount, setContext } from "svelte";
let canvas;
// what do i want?
// lets start with an image of my potato
// then get it to move
// then have many displayed in an offset grid
const drawFunctions = [];
setContext('canvas', {
register(drawFn) {
drawFunctions.push(drawFn);
},
unregister(drawFn) {
drawFunctions.splice(drawFunctions.indexOf(drawFn), 1);
}
})
onMount(() => {
// not sure what this does...
const ctx = canvas.getContext('2d');
// no idea what this does...
function update() {
ctx.clearRect()
drawFunctions.forEach(drawFn => {
drawFn(ctx);
});
frameId = requestAnimationFrame(update);
}
let frameId = requestAnimationFrame(update);
return () => {
cancelAnimationFrame(update);
};
});
</script>
<canvas bind:this={canvas} />

View File

@@ -1,112 +0,0 @@
<script lang="ts">
import { onMount } from 'svelte';
import { location } from 'svelte-spa-router';
import GenerateUserDisplay from './GenerateUserDisplay.svelte';
// using location won't work cuz i do a fetch but i don't change the page fragment, so means nothing to location...
// this is how you access /:first for example
// export let params = {}
// <p>Your name is: <b>{params.first}</b> <b>{#if params.last}{params.last}{/if}</b></p>
// If i export these vars, maybe as an nice tidy object, i could pass whatever i like to them
// The current user, some other user, whatever, and thus reuse this Componente for the user and their friends or whatever
// will have to coordinate with Back, will know more once the Game stats are in the back
// wait maybe this won't work, cuz like it's still going through a route, i would have to update a Store Var each time...
// not sure if that's what i want...
// maybe the rank is determined dynamically just in the front based on win loss ratio or something no one cares about
// why bother storing that shit in the back...
// maybe i need a Rank.svelte component
// ohhh i could make above a certain rank glitter! like that CSS tutorial showed me!
export let aUsername;
let user;
let rank = '';
let avatar;
// i think i don't need to do this once i sort out the {wrap} conditions: in theory i could pass values to the Route
// once the async authentication check is done
onMount( async() => {
console.log('Display aUser username: '+ aUsername)
// http://transcendance:8080/api/v2/user?username=NomDuUserATrouver
user = await fetch(`http://transcendance:8080/api/v2/user?username=${aUsername}`)
.then( (x) => x.json() );
console.log('Display a user: ' + user.username)
// console.log('profile display did my fetch')
// should i be updating the userStore or is that unnecessary?
if (user.loseGame > user.winGame) {
rank = 'Bitch Ass Loser!'
} else if (user.loseGame === user.winGame) {
rank = 'Fine i guess...'
} else {
rank = 'Yea you da Boss!'
}
await fetch("http://transcendance:8080/api/v2/user/avatar", {method: "GET"})
.then(response => {return response.blob()})
.then(data => {
const url = URL.createObjectURL(data);
avatar = url;
});
// tmp
// console.log('mounted Profile Display')
// console.log(user);
})
// Glittery Stars and such for Rank
let index = 0, interval = 1000;
const rand = (min, max) =>
Math.floor(Math.random() * (max - min + 1)) + min;
// it's unhappy that "star" isn't typeset, no idea what to do about it...
const animate = (star) => {
// the if seems to have fixed the type issue
if (star) {
star.style.setProperty("--star-left", `${rand(-10, 100)}%`);
star.style.setProperty("--star-top", `${rand(-40, 80)}%`);
star.style.animation = "none";
star.offsetHeight;
star.style.animation = "";
}
}
// This is the part i invented, it was kinda a fucking nightmare...
let stars = [];
for (let i = 0; i < 3; i++) {
setTimeout(() => {
animate(stars[i]);
setInterval(() => animate(stars[i]), 1000);
}, index++ * (interval / 3))
}
</script>
{#if user !== undefined}
<GenerateUserDisplay {user}/>
{:else}
<h2>Sorry</h2>
<div>Failed to load user {aUsername}</div>
{/if}
<style>
</style>

View File

@@ -1,24 +0,0 @@
<script lang="ts">
// might rename...
// no idea what i'm doing...
import { getContext, onMount } from 'svelte';
// here you have to export the vars you need to draw this shit...
const { register, unregister } = getContext('canvas');
onMount(() => {
register(draw);
return () => {
unregister(draw);
}
});
function draw(ctx) {
ctx.beginPath();
ctx.fillStyle = fill;
}
</script>

View File

@@ -1,124 +0,0 @@
<script lang="ts">
// Fucking having a header that can change size, i don't really want the larger one
import { createEventDispatcher } from 'svelte';
let dispatch = createEventDispatcher();
let types: string[] = ['home', 'regular', 'none'];
// let currentType: string = 'regular';
export let currentType = 'regular';
// apparently Regular is the only one i use...
let handleClickHome = () => {
dispatch('clickedHome');
};
let handleClickLogout = () => {
dispatch('clickedLogout');
};
</script>
<!-- Make it so you can have a Big Home page header and a regular header or no header -->
<!-- So far my CSS is super Gross, i guess i'll get Hugo to help me with it -->
<header class={currentType}>
<!-- svelte-ignore a11y-click-events-have-key-events -->
<img class={currentType} src="/img/potato_logo.png" alt="Potato Pong Logo" on:click={handleClickHome}>
<!-- {#if currentType === 'home'} -->
<h1 class={currentType}>Potato Pong</h1>
<!-- {/if} -->
<nav class={currentType}>
<!-- <a href=""></a> -->
<!-- i might change these to links rather than buttons, i kinda hate the buttons -->
<button>My Stats</button>
<button>Stream</button>
<button on:click={handleClickLogout}>Log Out</button>
</nav>
</header>
<style>
/* See "possible_fonts.css" for more font options... */
@font-face {
font-family: 'Bondi';
src:url('/fonts/Bondi.ttf.woff') format('woff'),
url('/fonts/Bondi.ttf.svg#Bondi') format('svg'),
url('/fonts/Bondi.ttf.eot'),
url('/fonts/Bondi.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
/* There is a bunch of unncessary shit in here... why so many flex grids, why is everything the same class? just seemed easier but... */
header{
/* background: #f7f7f7; */
background: #618174;
/* padding: 20px; */
margin: 0;
/* does nothing so far... */
/* display: flex; */
}
header.home{
/* position: sticky; */
}
header.regular{
/* for some reason this doesn't do shit! */
position: sticky;
display: grid;
grid-template-columns: 1fr 1fr 1fr;
}
/* Headers */
h1{
font-family: 'Bondi';
}
h1.home {
margin: 0;
text-align: center;
/* max-width: 100px; */
}
h1.regular{
margin: 0;
text-align: left;
/* max-width: 40px; */
/* this helped with the weird extra space under the image... */
display: flex;
justify-self: center;
align-self: center;
}
/* Images */
img.home{
/* text-align: center; */
/* get the image squarely in the middle... */
cursor: pointer;
max-width: 100px;
}
img.regular{
cursor: pointer;
max-width: 40px;
padding: 7px 20px;
justify-self: left;
}
nav{
display: flex;
justify-content: right;
}
nav button{
margin: 7px 20px;
/* padding: 5px; */
border-radius: 4px;
}
/* .none{
} */
</style>

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@@ -1,102 +0,0 @@
<script lang="ts">
import { createEventDispatcher } from 'svelte';
let dispatch = createEventDispatcher();
let types: string[] = ['home', 'regular', 'none'];
// let currentType: string = 'regular';
export let currentType = 'home';
let handleClick = () => {
dispatch('clickedHome');
};
</script>
<!-- Make it so you can have a Big Home page header and a regular header or no header -->
<!-- So far my CSS is super Gross, i guess i'll get Hugo to help me with it -->
<header class={currentType}>
<h1 class={currentType}>
<img class={currentType} src="/img/potato_logo.png" alt="Potato Pong Logo" on:click={handleClick}>
</h1>
<!-- {#if currentType === 'home'} -->
<h1 class={currentType}>Potato Pong</h1>
<!-- {/if} -->
</header>
<style>
/* See "possible_fonts.css" for more font options... */
@font-face {
font-family: 'Bondi';
src:url('/fonts/Bondi.ttf.woff') format('woff'),
url('/fonts/Bondi.ttf.svg#Bondi') format('svg'),
url('/fonts/Bondi.ttf.eot'),
url('/fonts/Bondi.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
/* There is a bunch of unncessary shit in here... why so many flex grids, why is everything the same class? just seemed easier but... */
header{
/* background: #f7f7f7; */
background: #618174;
/* padding: 20px; */
margin: 0;
font-family: 'Bondi';
/* does nothing so far... */
/* display: flex; */
}
header.home{
/* position: sticky; */
}
header.regular{
position: sticky;
display: grid;
grid-template-columns: 1fr 1fr 1fr;
}
header.regular > h1:first-child{
justify-self: left;
}
header.regular > h1:nth-child(2){
justify-items: center;
}
/* Headers */
h1.home {
margin: 0;
text-align: center;
/* max-width: 100px; */
}
h1.regular{
margin: 0;
text-align: left;
/* max-width: 40px; */
/* this helped with the weird extra space under the image... */
display: flex;
justify-self: center;
align-self: center;
}
/* Images */
h1 img.home{
/* text-align: center; */
/* get the image squarely in the middle... */
cursor: pointer;
max-width: 100px;
}
h1 img.regular{
cursor: pointer;
max-width: 40px;
padding: 7px 15px;
}
/* .none{
} */
</style>

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@@ -1,172 +0,0 @@
<script lang="ts">
// Now called LoginPage
// import Header from "./Header.svelte";
import Footer from "../components/Footer.svelte";
import Login from "./Login.svelte";
import Tabs from "../shared/Tabs.svelte"
import Card from "../pieces/Card.svelte"
// tmp
let login = { username: '', password: ''};
// let's us track any errors in a submited form
let errors = { username: '', password: ''};
let valid:boolean = false;
const loginHandler = () => {
console.log('hi');
};
const createAccountHandler = () => {
console.log('hi');
};
// Tabs
let items: string[] = ['Login', 'Create Account'];
let activeItem: string = 'Login';
const tabChange = (e) => {
activeItem = e.detail;
};
// TMP for switching page, down the line this will be down by modifying url
</script>
<!-- New New Approach -->
<!-- if i were to do all this with CSS Grids how would i do it? -->
<!-- Things i want -->
<!-- A title button, some nav buttons, a giant dope canvas and words over it -->
<!-- not sure if i want: login and create account -->
<!-- let's start with just the canvas -->
<!-- New aproach -->
<!-- just make the html in order you can move it around all you want into special Compoenents later -->
<!-- Ok i think all of this needs to go in a Home Page Component -->
<!-- and then i make another master component for the main page once you're logged in, no idea what that should look like -->
<!-- what if i kept the special canvas header in here and made another generic header for the rest of the site as a component -->
<header class="banner">
<!-- top left corner, sticky -->
<h1>Potato Pong</h1>
<!-- top right but it takes you down the page -->
<h2>Login</h2>
<!-- all this used to be in Welcome Section -->
<!-- the amazing backround! not sure yet if it should scroll with us or be the size of the View Port... -->
<!-- <canvas></canvas> -->
<!-- i think maybe the canvas needs to be in the header -->
<!-- using an image for now as a placehodler for the canvase -->
<img src="/img/tmp_mario_banner.png" alt="tmp Mario banner">
<div class="welcome">
<h2>Welcome to <br><span>Potato Pong</span></h2>
</div>
<!-- I want some sort of arrow pointing down and blinking to indicate you should scroll -->
</header>
<!-- <section class="banner"> -->
<section class="welcome">
</section>
<!-- no nav on home page -->
<section class="register">
<!-- i could have a toggle tab to login or create a new account -->
<Tabs items={items} {activeItem} on:tabChange={tabChange}/>
{#if activeItem === 'Login'}
<div class="card">
<Card>
<h2>Login</h2>
<form on:submit|preventDefault={loginHandler}>
<div class="form-field">
<input type="text" id="username" placeholder="username" bind:value={login.username}>
<div class="error">{ errors.username }</div>
</div>
<div class="form-field">
<input type="password" id="password" placeholder="password" bind:value={login.password}>
<div class="error">{ errors.password }</div>
</div>
<!-- type="" but flat={} cuz type is a string but flat is a bool-->
<!-- <Button type="secondary" flat={true}>Add Poll</Button> -->
<button>Login</button>
</form>
</Card>
</div>
{:else if activeItem = 'Create Account'}
<!-- Create Account -->
<div class="card">
<Card>
<h3>Create Account</h3>
<form on:submit|preventDefault={createAccountHandler}>
<div class="form-field">
<input type="text" id="username" placeholder="username" bind:value={login.username}>
<div class="error">{ errors.username }</div>
</div>
<div class="form-field">
<input type="password" id="password" placeholder="password" bind:value={login.password}>
<div class="error">{ errors.password }</div>
</div>
<!-- type="" but flat={} cuz type is a string but flat is a bool-->
<!-- <Button type="secondary" flat={true}>Add Poll</Button> -->
<button>Login</button>
</form>
</Card>
</div>
{/if}
</section>
<!-- below this i could say, this is where i might have put an explanation of what you can do on this page but fuck you i didn't -->
<!-- or maybe in the end i will, something like: Fun, Game, Colors, enjoy Friendship, or don't, it's your choice! -->
<Footer />
<style>
/* hearder stuff */
/* Clearly i have yet to master floating stuff... */
/* i need to put box-sizing in here somewhere for the login... */
/* starting again with CSS Grid */
/* .banner{
position: relative;
}
.banner img{
max-width: 100%;
}
.banner h1{
position: absolute;
left: 0;
top: 10px;
}
.banner h2{
position: absolute;
left: 90%;
top: 10px;
}
.banner .welcome{
background-color: #feb614;
color:white;
padding: 30px;
position: absolute;
left: 50%;
top: 50%;
}
.banner .welcome h2{
font-size: 58px;
}
.banner .welcome h2 span{
font-size: 1.3em;
}
.register{
} */
</style>

View File

@@ -1,90 +0,0 @@
<script lang="ts">
import { now } from "svelte/internal";
import Card from "../pieces/Card.svelte";
import { createEventDispatcher } from 'svelte';
// import UserStore from './stores/UserStore';
// prolly Typescript-ify
//let fields{question:string, answerA:string, answerB: string} = { question: '', answerA: '', answerB: ''};
let login = { username: '', password: ''};
// let's us track any errors in a submited form
let errors = { username: '', password: ''};
let valid:boolean = false;
const dispatch = createEventDispatcher();
const loginHandler = () => {
valid = true;
if (login.username !== $UserStore.username) {
valid = false;
errors.username = "wrong example username."
} else {
// reseting the value of errors
errors.username = "";
}
if (login.password !== $UserStore.password) {
valid = false;
errors.password = "wrong example password."
} else {
// reseting the value of errors
errors.password = "";
}
if (valid) {
$UserStore.loggedIn = true;
$UserStore.status = 'online';
dispatch('login');
}
};
</script>
<div class="login">
<Card>
<form on:submit|preventDefault={loginHandler}>
<div class="form-field">
<input type="text" id="username" placeholder="username" bind:value={login.username}>
<div class="error">{ errors.username }</div>
</div>
<div class="form-field">
<input type="password" id="password" placeholder="password" bind:value={login.password}>
<div class="error">{ errors.password }</div>
</div>
<!-- type="" but flat={} cuz type is a string but flat is a bool-->
<!-- <Button type="secondary" flat={true}>Add Poll</Button> -->
<button>Login</button>
</form>
</Card>
</div>
<style>
form{
width: 200px;
margin: 0 auto;
text-align: center;
}
.form-field{
margin: 18px auto;
}
input{
width: 100%;
border-radius: 6px;
}
.login{
/* display: grid;
grid-template-columns: 1fr; */
max-width: 350px;
}
.error{
font-weight: bold;
font-size: 12px;
color: #d91b42;
}
</style>

View File

@@ -1,414 +0,0 @@
<script lang="ts">
// import Header from "./Header.svelte";
import Footer from "../components/Footer.svelte";
import Tabs from "../shared/Tabs.svelte";
import Card from "../pieces/Card.svelte";
import Canvas from "../pieces/Canvas.svelte";
import ScrollTo from "../shared/ScrollTo.svelte";
import UserStore from "./UserStore.js";
import { createEventDispatcher } from "svelte";
import {push} from "svelte-spa-router";
let dispatch = createEventDispatcher();
// Tabs
let items: string[] = ['Login', 'Create Account'];
let activeItem: string = 'Login';
const tabChange = (e) => {
activeItem = e.detail;
};
import axios from 'axios';
import { onMount } from 'svelte';
let user = {logedIn: false};
onMount(async () => {
// console.log('PROFIL SVELTE');
const {data} = await axios.get('http://transcendance:8080/api/v2/user');
if (data)
user.logedIn = true;
});
const submit = async() => {
document.body.scrollIntoView();
push
window.location.href = 'http://transcendance:8080/api/v2/auth';
}
const logout = async() => {
await fetch('http://transcendance:8080/api/v2/auth/logout',);
user.logedIn = false;
};
// for toLogin
let bottomHalf;
// console.log(bottomHalf);
// const element = document.body;
// in theory this could be a Store, but for now this will do
// also in future we'll do this with urls
export let pages;
export let currentPage;
// this shit has overstayed it's welcome, fuck having userId all over the place
export let userId;
// maybe we put this in the login Component?
// tmp
let login = { username: '', password: ''};
// let's us track any errors in a submited form
let errors = { username: '', password: ''};
let valid:boolean = false;
const loginHandler = () => {
console.log('hi from loginHandler');
//
// Basic Checks
//
valid = false;
// checkin Username
if (login.username.length < 1)
{
valid = false;
errors.username = 'please enter a username';
} else {
valid = true;
errors.username = '';
}
// Checking Password
if (login.password.length < 1)
{
valid = false;
errors.password = 'please enter your password';
} else {
valid = true;
errors.password = '';
}
//
// Advanded Checks
//
// Comparing to UserStore
let users;
const unsubscribe = UserStore.subscribe(objs => {
users = objs;
console.log('subscribed');
});
// could i do $users.length ? doesn't look like it...
// let len = $users.length;
// userId = 0;
// userId = users.filter(user => user.username === login.username);
// this shit returns an array, it would be nice if it weren't an array
// let user = users.filter(user => user.username === login.username);
let user = users.find(user => user.username === login.username);
console.log(user);
// console.log(user.password);
// all this shit is a bit wordy... maybe a better way to handle this stuff?
// if (userIndex > users.length) {
if (!user) {
valid = false;
errors.username = 'user not found';
// something better?
} else {
valid = true;
errors.username = '';
}
// if (users[userIndex].password !== login.password) {
if (user && user.password !== login.password) {
valid = false;
errors.password = 'Wrong Password';
// Maybe clear the fields?
} else {
valid = true;
errors.password = '';
}
//
// Validation
//
unsubscribe();
if (valid) {
// yea don't modify this here...
currentPage = 'user';
// something like: indicate that userIndex is the one we want...
console.log('valid Credentials');
// making sure we start at the top of the page, way less jarring
// leave for now just in case...
document.body.scrollIntoView();
// may not actually want a dispatch?
// pass data userIndex?
// dispatch('loggedIn');
// from svelte-spa-router
push("/user");
}
};
//
const createAccountHandler = () => {
console.log('hi from accunt handler');
};
</script>
<header class="grid-container">
<!-- <div on:mouseenter={enter} on:mouseleave={leave} class:active > -->
<h1>Potato Pong</h1>
<!-- </div> -->
<nav>
<!-- placeholder links -->
<a href="/">Somewhere</a>
<!-- <a href="/">SomewhereElse</a> -->
{#if !user.logedIn}
<ScrollTo element={bottomHalf}/>
{:else}
<div class="logout" on:click={logout}>Log Out</div>
{/if}
<!-- one of these will be login and it will scroll you down to the login part -->
</nav>
<h2>
<div>Welcome to</div>
<div>Potato Pong</div>
</h2>
<!-- here i want a flashing arrow pointing down to the login part -->
</header>
<!-- <Canvas class=".canvas2"/> -->
<Canvas/>
<section class="register" bind:this={bottomHalf}>
<!-- My beautiful tabs are useless now, whatever, kill your darlings... -->
<!-- i could have a toggle tab to login or create a new account -->
<!-- This shit is kinda unnecessary cuz there is no Create Account option... -->
<Tabs items={items} {activeItem} on:tabChange={tabChange}/>
{#if activeItem === 'Login'}
<div class="card">
<Card>
<h2>Login</h2>
<form on:submit|preventDefault={loginHandler}>
<div class="form-field">
<input type="text" id="username" placeholder="username" bind:value={login.username}>
<div class="error">{ errors.username }</div>
</div>
<div class="form-field">
<input type="password" id="password" placeholder="password" bind:value={login.password}>
<div class="error">{ errors.password }</div>
</div>
<!-- type="" but flat={} cuz type is a string but flat is a bool-->
<!-- <Button type="secondary" flat={true}>Add Poll</Button> -->
<button>Login</button>
</form>
</Card>
</div>
{:else if activeItem = 'Create Account'}
<!-- Create Account -->
<div class="card">
<Card>
<h2>Create Account</h2>
<form on:submit|preventDefault={createAccountHandler}>
<div class="form-field">
<input type="text" id="username" placeholder="username" bind:value={login.username}>
<div class="error">{ errors.username }</div>
</div>
<div class="form-field">
<input type="password" id="password" placeholder="password" bind:value={login.password}>
<div class="error">{ errors.password }</div>
</div>
<!-- type="" but flat={} cuz type is a string but flat is a bool-->
<!-- <Button type="secondary" flat={true}>Add Poll</Button> -->
<button>Login</button>
</form>
</Card>
</div>
{/if}
</section>
<!-- below this i could say, this is where i might have put an explanation of what you can do on this page but fuck you i didn't -->
<!-- or maybe in the end i will, something like: Fun, Game, Colors, enjoy Friendship, or don't, it's your choice! -->
<Footer />
<!-- </div> -->
<style>
/* currently useless */
/* No styles get applied to the canvas from here, maybe i should move them to the Canvas Component... */
/* tho tbh, why bother, i'm gonna change it anyway... */
.canvas{
/* grid-column: 1 / 13;
grid-row: 1 / 3; */
/* don't rely on Z-Index!!!! */
z-index: -1;
position: relative;
width: 100%;
height: 100%;
white-space: nowrap;
/* Tmp? */
/* background-color: #666; */
/* somehow this got rid of they annoying white space under the canvas */
padding-bottom: 0;
margin-bottom: 0px;
overflow: hidden;
}
.canvas2{
z-index: -1;
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
white-space: nowrap;
/* Tmp? */
/* background-color: #666; */
/* somehow this got rid of they annoying white space under the canvas */
padding-bottom: 0;
margin-bottom: 0px;
overflow: hidden;
}
/* .canvas .grid-container{ */
.grid-container{
position: absolute;
left: 0;
top: 0;
box-sizing: border-box;
width: 100%;
height: 100%;
white-space: nowrap;
/* padding-bottom: 0; */
margin-bottom: 0px;
overflow: hidden;
padding: 20px 40px;
display: grid;
grid-template-columns: repeat(12, 1fr);
grid-template-rows: 1fr 1fr 1fr 1fr 1fr;
align-items: center;
}
header h1, header nav a{
/* tmp ? well i kinda like it */
color: bisque;
}
header h1{
grid-column: 1 / 7;
grid-row: 1;
/* grid-column: span 6; */
/* tmp? */
padding: 20px;
border: 1px solid bisque;
}
header nav{
/* make it a flexbox? */
grid-column: 7 / 13;
grid-row: 1;
justify-self: end;
/* tmp? */
padding: 20px;
border: 1px solid bisque;
}
header nav a{
margin-left: 10px;
text-decoration: none;
}
/* testing */
header nav a:hover{
font-weight: bold;
background-color: blue;
}
header h2:hover{
background: blue;
}
header h2{
grid-row: 3;
grid-column: 5 / span 4;
justify-self: center;
/* tmp */
border: 1px solid black;
z-index: 3;
}
header h2 div{
font-size: 2em;
}
/* the login / register part */
/* What do i want?
I want it to be the same size as a full screen so you don't see the canvas at all anymore */
/* doesn't work... */
/* body{
background: bisque;
} */
.bottom-half{
/* doesn't quite work... */
background: bisque;
/* also doesn't work... */
/* height: 1vw; */
/* testing */
/* position: absolute; */
}
section.register{
min-height: 400px;
}
.error{
font-size: 0.8em;
font-weight: bold;
color: red;
}
</style>

View File

@@ -1,305 +0,0 @@
<script lang="ts">
import { onMount } from 'svelte';
import { location } from 'svelte-spa-router';
// this is how you access /:first for example
// export let params = {}
// <p>Your name is: <b>{params.first}</b> <b>{#if params.last}{params.last}{/if}</b></p>
// If i export these vars, maybe as an nice tidy object, i could pass whatever i like to them
// The current user, some other user, whatever, and thus reuse this Componente for the user and their friends or whatever
// will have to coordinate with Back, will know more once the Game stats are in the back
// wait maybe this won't work, cuz like it's still going through a route, i would have to update a Store Var each time...
// not sure if that's what i want...
// maybe the rank is determined dynamically just in the front based on win loss ratio or something no one cares about
// why bother storing that shit in the back...
// maybe i need a Rank.svelte component
// ohhh i could make above a certain rank glitter! like that CSS tutorial showed me!
let user;
let rank = '';
let avatar;
// i think i don't need to do this once i sort out the {wrap} conditions: in theory i could pass values to the Route
// once the async authentication check is done
onMount( async() => {
// console.log('mounting profile display')
user = await fetch('http://transcendance:8080/api/v2/user')
.then( (x) => x.json() );
// console.log('profile display did my fetch')
// should i be updating the userStore or is that unnecessary?
if (user.loseGame > user.winGame) {
rank = 'Bitch Ass Loser!'
} else if (user.loseGame === user.winGame) {
rank = 'Fine i guess...'
} else {
rank = 'Yea you da Boss!'
}
await fetch("http://transcendance:8080/api/v2/user/avatar", {method: "GET"})
.then(response => {return response.blob()})
.then(data => {
const url = URL.createObjectURL(data);
avatar = url;
});
// tmp
// console.log('mounted Profile Display')
// console.log(user);
})
// Glittery Stars and such for Rank
let index = 0, interval = 1000;
const rand = (min, max) =>
Math.floor(Math.random() * (max - min + 1)) + min;
// it's unhappy that "star" isn't typeset, no idea what to do about it...
const animate = (star) => {
// the if seems to have fixed the type issue
if (star) {
star.style.setProperty("--star-left", `${rand(-10, 100)}%`);
star.style.setProperty("--star-top", `${rand(-40, 80)}%`);
star.style.animation = "none";
star.offsetHeight;
star.style.animation = "";
}
}
// This is the part i invented, it was kinda a fucking nightmare...
let stars = [];
for (let i = 0; i < 3; i++) {
setTimeout(() => {
animate(stars[i]);
setInterval(() => animate(stars[i]), 1000);
}, index++ * (interval / 3))
}
</script>
<!-- is this if excessive? -->
<div class="outer">
{#if user !== undefined}
<main>
<!-- <img class="icon" src="img/default_user_icon.png" alt="default user icon"> -->
<!-- <img class="icon" src="{user.image_url}" alt="default user icon"> -->
<img class="avatar" src="{avatar}" alt="default user icon">
<div class="username">{user.username}</div>
<div class="rank">Rank:
<span class="glitter">
<span bind:this={stars[0]} class="glitter-star">
<svg viewBox="0 0 512 512">
<path d="M512 255.1c0 11.34-7.406 20.86-18.44 23.64l-171.3 42.78l-42.78 171.1C276.7 504.6 267.2 512 255.9 512s-20.84-7.406-23.62-18.44l-42.66-171.2L18.47 279.6C7.406 276.8 0 267.3 0 255.1c0-11.34 7.406-20.83 18.44-23.61l171.2-42.78l42.78-171.1C235.2 7.406 244.7 0 256 0s20.84 7.406 23.62 18.44l42.78 171.2l171.2 42.78C504.6 235.2 512 244.6 512 255.1z" />
</svg>
</span>
<span bind:this={stars[1]} class="glitter-star">
<svg viewBox="0 0 512 512">
<path d="M512 255.1c0 11.34-7.406 20.86-18.44 23.64l-171.3 42.78l-42.78 171.1C276.7 504.6 267.2 512 255.9 512s-20.84-7.406-23.62-18.44l-42.66-171.2L18.47 279.6C7.406 276.8 0 267.3 0 255.1c0-11.34 7.406-20.83 18.44-23.61l171.2-42.78l42.78-171.1C235.2 7.406 244.7 0 256 0s20.84 7.406 23.62 18.44l42.78 171.2l171.2 42.78C504.6 235.2 512 244.6 512 255.1z" />
</svg>
</span>
<span bind:this={stars[2]} class="glitter-star">
<svg viewBox="0 0 512 512">
<path d="M512 255.1c0 11.34-7.406 20.86-18.44 23.64l-171.3 42.78l-42.78 171.1C276.7 504.6 267.2 512 255.9 512s-20.84-7.406-23.62-18.44l-42.66-171.2L18.47 279.6C7.406 276.8 0 267.3 0 255.1c0-11.34 7.406-20.83 18.44-23.61l171.2-42.78l42.78-171.1C235.2 7.406 244.7 0 256 0s20.84 7.406 23.62 18.44l42.78 171.2l171.2 42.78C504.6 235.2 512 244.6 512 255.1z" />
</svg>
</span>
<span class="glitter-text">{rank}</span>
</span>
</div>
<section class="main-stats">
<h4>Match Statistics</h4>
<p>Total: {user.stats.totalGame}</p>
<p>Victories: {user.stats.winGame}</p>
<p>Losses: {user.stats.loseGame}</p>
<p>Draws: {user.stats.drawGame}</p>
</section>
</main>
{/if}
</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<div>testing when there's tons of stuff</div>
<style>
div.outer{
max-width: 960px;
margin: 40px auto;
}
/* The main part */
main{
max-width: 960px;
margin: 40px auto;
text-align: center;
}
/* Normal CSS stuff */
.avatar{
max-width: 150px;
/* padding: 5px; */
}
/* The variable rich section */
section.main-stats{
max-width: 600px;
margin: 40px auto;
text-align: center;
/* i think i want to use a grid? */
display: grid;
grid-template-columns: repeat(3, 1fr);
/* not sure about this, maybe top should be larger? */
grid-template-rows: repeat(3, 1fr);
}
/* the stuff in the grid*/
section.main-stats h4{
grid-column: 1 / span 3;
}
div.username{
font-size: 1.5em;
font-weight: bold;
padding-bottom: 5px;
}
div.rank {
/* color: black; */
font-size: 1.2em;
font-weight: bold;
}
/* Glittery Star Stuff */
:root {
--purple: rgb(123, 31, 162);
--violet: rgb(103, 58, 183);
--pink: rgb(244, 143, 177);
/* make shit gold? */
}
@keyframes background-pan {
from {
background-position: 0% center;
}
to {
background-position: -200% center;
}
}
@keyframes scale {
from, to {
transform: scale(0);
}
50% {
transform: scale(1);
}
}
@keyframes rotate {
from {
transform: rotate(0deg);
}
to {
transform: rotate(180deg);
}
}
div > .glitter {
display: inline-block;
position: relative;
}
div > .glitter > .glitter-star {
--size: clamp(20px, 1.5vw, 30px);
animation: scale 700ms ease forwards;
display: block;
height: var(--size);
left: var(--star-left);
position: absolute;
top: var(--star-top);
width: var(--size);
}
div > .glitter > .glitter-star > svg {
animation: rotate 1000ms linear infinite;
display: block;
opacity: 0.7;
}
div > .glitter > .glitter-star > svg > path {
fill: var(--violet);
}
div > .glitter > .glitter-text {
animation: background-pan 3s linear infinite;
/* background-image: linear-gradient( */
background: linear-gradient(
to right,
var(--purple),
var(--violet),
var(--pink),
var(--purple)
);
background-size: 200%;
/* Keep these for Safari and chrome */
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
/* These are for Firefox */
background-clip: text;
color: transparent;
white-space: nowrap;
}
</style>

View File

@@ -1,137 +0,0 @@
<script lang="ts">
import { onMount } from 'svelte';
import { loginStatus } from '../stores/loginStatusStore';
// Cherif's code
let qrCodeImg;
let qrCode = "";
let wrongCode = "";
let maxTry = 3;
// const fetchQrCodeImg = (async() => {
// await fetch("http://transcendance:8080/api/v2/auth/2fa/generate",
// {
// method: 'POST',
// })
// .then(response => {return response.blob()})
// .then(blob => {
// const url = URL.createObjectURL(blob);
// qrCodeImg = url;
// });
// })()
// $: submit = async() => {
// const response = await fetch("http://transcendance:8080/api/v2/auth/2fa/turn-on",
// {
// method : 'POST',
// headers : {
// "Content-Type": "application/json",
// },
// body : JSON.stringify({
// "twoFaCode" : qrCode,
// }),
// });
// if (response.status === 401)
// {
// qrCode = "";
// wrongCode = `Wrong code, please try again. You have ${maxTry} before end session`;
// maxTry--;
// }
// if (maxTry === 0)
// {
// await fetch("http://transcendance:8080/auth/logout",
// {
// method : 'POST',
// })
// .then(response => response.json())
// .then(push("/login"));
// }
// if (response.status === 200)
// {
// push("/");
// }
// }
// My code
let auth;
// we're expecting secret and otpauth
onMount( async() => {
// auth = await fetch('http://transcendance:8080/api/v2/auth/2fa/generate', {
// method: 'POST'
// })
// .then((resp) => resp.json());
// console.log(auth.secret);
await fetch("http://transcendance:8080/api/v2/auth/2fa/generate", {
method: 'POST',
})
.then(response => {return response.blob()})
.then(blob => {
const url = URL.createObjectURL(blob);
qrCodeImg = url;
});
});
// testing loginStatus Custom Store
const toggleTFA = () => {
loginStatus.toggleTFA();
console.log($loginStatus.tfa);
}
// testing
let auth2
const TFA = async() => {
// ok no idea what goes in here...
auth2 = await fetch('http://transcendance:8080/api/v2/auth/2fa/generate', {
method: 'POST'
})
// .then((resp) => resp.json());
// console.log(auth2.secret);
console.log(auth2);
};
// if ($loginStatus.tfa && $loginStatus.fortyTwo)
</script>
<h1>2FA Test</h1>
<div>
<button on:click={TFA}>TFA</button>
</div>
<div>
{#if auth2}
<p>{auth2.json()}</p>
{/if}
</div>
<img src={qrCodeImg} alt="A QRCodeImg you must scan with google authenticator" id="qrcodeImg" />
<!-- <p>FortyTwo: {$loginStatus.fortyTwo}</p>
<p>TFA: {$loginStatus.tfa}</p>
<p>isLogged: {loginStatus.isLogged}</p>
<div>
<button on:click={toggleTFA}>toggleTFA</button>
</div> -->
<style>
</style>

View File

@@ -1,149 +0,0 @@
<script lang="ts">
// The User Page can have several Flavors ?
// like a HomePage vibe, and an AccountPage vibe or whatever, but we'll still be serving this page just with diff props
import UserStore from "./UserStore";
import Header from "../components/Header.svelte";
import Footer from "../components/Footer.svelte";
import { createEventDispatcher } from "svelte";
import { loginStatus } from '../stores/loginStatusStore';
import { push } from "svelte-spa-router";
let dispatch = createEventDispatcher();
// i fucking hate these vars, the will have to go
export let pages;
export let currentPage;
export let userId;
// This shit is so redundant...
let types = ['home', 'account']
export let currentType = 'account';
// this is also stupid...
let sidebar = true;
// would i prefer to forward this?
let clickedHome = () => {
console.log('clicked home');
// do something...
currentType = 'home';
};
let clickedLogout = async() => {
console.log('clicked logout');
await fetch('http://transcendance:8080/api/v2/auth/logout',);
// $loginStatus = false;
// maybe use replace() ?
push('/');
};
// All the variables that will eventually be replaced by the real values
let username = 'Username';
let games = { total: 7, won: 4, lost: 3};
let rank = 'gold or whatever the fuck who cares...';
</script>
<!-- remove ={clickedHome} if you want to forward the event to App.svelte-->
<!-- god this is some gross code... -->
<Header on:clickedHome={clickedHome} currentType="{currentType === 'home' ? 'home' : 'regular'}" on:clickedLogout={clickedLogout}/>
<!-- The Wave -->
<!-- <div class="spacer layer1"></div> -->
<!-- this is the thing that will let me offset -->
<div class='{sidebar ? "main-grid" : "none"}'>
{#if sidebar}
<section class="sidebar">
<p>i am a sidebar</p>
</section>
{/if}
<main class:offset={sidebar}>
<!-- what the fuck do we even want in here? messges, about the user, STATISTICS!!! -->
<!-- <div>some stuff goes here</div> -->
<img class="icon" src="img/default_user_icon.png" alt="default user icon">
<div>{username}</div>
<div>Rank: {rank}</div>
<section class="main-stats">
<h4>Match Statistics</h4>
<p>Total: {games.total}</p>
<p>Victories: {games.won}</p>
<p>Losses: {games.lost}</p>
</section>
</main>
</div>
<Footer />
<style>
/* from Haikei */
/* for any Haikei image */
.spacer{
aspect-ratio: 900/300;
width: 100%;
background-repeat: no-repeat;
background-position: center;
background-size: cover;
}
/* the specific image we use, you need both classes */
.layer1{
background-image: url('/img/wave-haikei.svg');
}
div.main-grid{
display: grid;
grid-template-columns: repeat(12, 1fr);
/* max-height: calc(100vh - 30vh); */
height: 85vh;
}
section.sidebar{
grid-column: 1 / span 2;
background: white;
}
/* The main part */
main{
max-width: 960px;
margin: 40px auto;
text-align: center;
}
main.offset{
grid-column: 3 / span 10;
}
/* Normal CSS stuff */
.icon{
max-width: 150px;
}
/* The variable rich section */
section.main-stats{
max-width: 600px;
margin: 40px auto;
text-align: center;
/* i think i want to use a grid? */
display: grid;
grid-template-columns: repeat(3, 1fr);
/* not sure about this, maybe top should be larger? */
grid-template-rows: repeat(3, 1fr);
}
/* the stuff in the grid*/
section.main-stats h4{
grid-column: 1 / span 3;
}
</style>

View File

@@ -1,45 +0,0 @@
import { writable } from "svelte/store";
// ok yea this doesn't make a lot of sense, what am i trying to do?
// have an array of objects that are all the users?
// or an object that is the one user?
// For now as a placeholder i'll have one user in one obj
// should it not be a const? yea seems like it
// export const users = writable(
const UserStore = writable(
[{
// this is an example user
id: 1,
username: 'chaboi',
email: 'nope@fu.com',
// surely there's a better way to do this!
password: '1234',
// maybe an object listing friends' usernames?
friends: 0,
loggedIn: false,
// i imagine the user uploading their Avatare and it being put somehwere in the DB which could be referenced like a URL
// so if this field is empty then use the default avatar
avatar: '',
// online, offline, gaming
status: 'offline',
},
{
id: 2,
username: 'itsame',
email: 'mario@nintendo.com',
// surely there's a better way to do this!
password: '1234',
// maybe an object listing friends' usernames?
friends: 0,
loggedIn: false,
// i imagine the user uploading their Avatare and it being put somehwere in the DB which could be referenced like a URL
// so if this field is empty then use the default avatar
avatar: '',
// online, offline, gaming
status: 'offline',
}]
);
export default UserStore;
// export default users;

View File

@@ -1,24 +0,0 @@
import { writable } from "svelte/store";
// an alternative way of doing things where i have a svelte store connected to localStorage
// do in need to adapt this to work with 2fa?
let _user = localStorage.getItem('42User');
// turns out a simple store is actually the easiest :)
// export const userStore = writable(_user ? JSON.parse(_user) : null); // we start with no user, but go get one if one exists
// export const userStore = writable(null);
// ok so this will happen no matter what, basically we are telling it what to do if the store containing the user changes
userStore.subscribe((value) => {
if (value)
localStorage.setItem('42User', JSON.stringify(value));
else
localStorage.removeItem('42User'); // for logout
});
export const userLogout = () => userStore.set(null);
// export const tmpStore = userStore

View File

@@ -1,129 +0,0 @@
import { writable } from "svelte/store";
// This is a "Custom Store" see that chapter in the Svelte Tutorial, should be fine
// NVM this is definitely overkill
// function createLogin() {
// const { subscribe, update } = writable(false);
// return {
// subscribe,
// login: () => update(s => s = true),
// logout: () => update(s => s = false),
// }
// }
// export const loginStatus = createLogin();
// export const loginStatus = writable({
// 42: false,
// tfa: false,
// });
// function createLoginStatus() {
// //ok it really hated all this
// // const store = writable({
// // fortyTwo: false,
// // tfa: false,
// // });
// // return {
// // ...store,
// // subscribe,
// // // toggle42: () => update( l => l.fortyTwo = !l.fortyTwo ),
// // toggle42: () => store.update( fortyTwo => !fortyTwo ),
// // // toggleTFA: () => update( l => l.tfa = !l.tfa ),
// // toggleTFA: () => store.update( tfa => !tfa ),
// // isLogged: () => store.fortyTwo && store.tfa,
// // // isLogged: this.fortyTwo && this.tfa,
// // // it really doesn't like "this."
// // // isLogged: () => (this.tfa && this.fortyTwo),
// // // this. ? or (l) => l.tfa ... ?
// // }
// // doesn't seem to work...
// const { subscribe, update } = writable({
// fortyTwo: false,
// tfa: false,
// });
// return {
// subscribe,
// // toggle42: () => update( l => l.fortyTwo = !l.fortyTwo ),
// toggle42: () => update( fortyTwo => !fortyTwo ),
// // toggleTFA: () => update( l => l.tfa = !l.tfa ),
// toggleTFA: () => update( tfa => !tfa ),
// // isLogged: () => fortyTwo && tfa,
// // isLogged: this.fortyTwo && this.tfa,
// // it really doesn't like "this."
// // isLogged: () => (this.tfa && this.fortyTwo),
// // this. ? or (l) => l.tfa ... ?
// isLogged() {
// return fortyTwo && tfa;
// },
// }
// // possible other way of doing this
// // const store = writable({
// // fortyTwo: false,
// // tfa: false,
// // });
// // return {
// // ...store,
// // subscribe,
// // // toggle42: () => update( l => l.fortyTwo = !l.fortyTwo ),
// // toggle42: () => store.update( l.fortyTwo => !l.fortyTwo ),
// // toggleTFA: () => store.update( l => l.tfa = !l.tfa ),
// // isLogged: store.fortyTwo && store.tfa,
// // // isLogged: () => (this.tfa && this.fortyTwo),
// // // this. ? or (l) => l.tfa ... ?
// // }
// }
function createLoginStatus() {
const { subscribe, update } = writable({
fortyTwo: false,
tfa: false,
});
function toggle42() {
update( (old) => ({...old, fortyTwo: !old.fortyTwo}) );
};
function toggleTFA() {
// update( () => {
// self.tfa = !self.tfa;
// return self;
// })
// console.log("testing");
update( (old) => ({...old, tfa: !old.tfa}) );
};
function isLogged() {
// return (l) => {l.fortyTwo && l.tfa};
// return self.fortyTwo && self.tfa;
// return fortyTwo && tfa;
};
return { subscribe, update, toggle42, toggleTFA, isLogged };
}
export const loginStatus = createLoginStatus();
// OK let's try a totally new approach
// const _loginStatus = writable({
// fortyTwo: false,
// tfa: false,
// })
// export const loginStatus = {
// subscribe: _loginStatus.subscribe,
// set: _loginStatus.set,
// update: _loginStatus.update,
// toggle42: () =>
// }

View File

@@ -1,54 +0,0 @@
@font-face {
font-family: 'Monocode-Regular-Demo';
src:url('/fonts/Monocode-Regular-Demo.ttf.woff') format('woff'),
url('Monocode-Regular-Demo.ttf.svg#Monocode-Regular-Demo') format('svg'),
url('Monocode-Regular-Demo.ttf.eot'),
url('Monocode-Regular-Demo.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: 'Air-Conditioner';
src:url('/fonts/Air-Conditioner.ttf.woff') format('woff'),
url('Air-Conditioner.ttf.svg#Air-Conditioner') format('svg'),
url('Air-Conditioner.ttf.eot'),
url('Air-Conditioner.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: '1968-Odyssey-3D';
src:url('/fonts/1968-Odyssey-3D.ttf.woff') format('woff'),
url('1968-Odyssey-3D.ttf.svg#1968-Odyssey-3D') format('svg'),
url('1968-Odyssey-3D.ttf.eot'),
url('1968-Odyssey-3D.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: '1968-Odyssey-Gradient';
src:url('/fonts/1968-Odyssey-Gradient.ttf.woff') format('woff'),
url('1968-Odyssey-Gradient.ttf.svg#1968-Odyssey-Gradient') format('svg'),
url('1968-Odyssey-Gradient.ttf.eot'),
url('1968-Odyssey-Gradient.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: 'AddFatMan';
src:url('/fonts/AddFatMan.ttf.woff') format('woff'),
url('/fonts/AddFatMan.ttf.svg#AddFatMan') format('svg'),
url('/fonts/AddFatMan.ttf.eot'),
url('/fonts/AddFatMan.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: 'Bondi';
src:url('/fonts/Bondi.ttf.woff') format('woff'),
url('/fonts/Bondi.ttf.svg#Bondi') format('svg'),
url('/fonts/Bondi.ttf.eot'),
url('/fonts/Bondi.ttf.eot?#iefix') format('embedded-opentype');
font-weight: normal;
font-style: normal;
}

View File

@@ -1,177 +0,0 @@
<script lang="ts">
import NotFound from "../src/pages/NotFound.svelte";
import ProfilePage from "../src/pages/profile/ProfilePage.svelte";
import SplashPage from "../src/pages/SplashPage.svelte";
import TwoFactorAuthentication from '../src/pages/TwoFactorAuthentication.svelte';
import UnauthorizedAccessPage from '../src/pages/UnauthorizedAccessPage.svelte';
import { wrap } from 'svelte-spa-router/wrap'
import { get } from 'svelte/store';
import TestPage from '../src/pages/TmpTestPage.svelte';
import { userStore, userLogout } from "../src/stores/loginStatusStore";
// "/article/:title": Article, // this is how you would do parameters!
// "/": LoginPage,
// TMP not using this cuz need to work out how to authentical both 42 and 2FA from the backend
// export const primaryRoutes = {
// '/': SplashPage,
// // '/2fa': TwoFactorAuthentication,
// '/2fa': wrap({
// component: TwoFactorAuthentication,
// conditions: [
// (detail) => {
// // let loggedIn;
// // loginStatus.subscribe(value => {
// // loggedIn = value;
// // });
// const { fortyTwo, tfa } = get(loginStatus);
// console.log('condition in /2fa');
// // return (loginStatus.fortyTwo && loginStatus.tfa);
// // console.log($loginStatus.fortyTwo)
// console.log(fortyTwo);
// console.log(tfa);
// return true;
// }
// ]
// }),
// '/profile': wrap({
// component: ProfilePage,
// conditions: [
// (detail) => {
// const { fortyTwo, tfa } = get(loginStatus);
// // console.log(fortyTwo);
// // console.log(tfa);
// // return true;
// return (fortyTwo && tfa);
// }
// ]
// }),
// '/profile/*': wrap({
// component: ProfilePage,
// conditions: [
// (detail) => {
// const { fortyTwo, tfa } = get(loginStatus);
// // console.log(fortyTwo);
// // console.log(tfa);
// // return true;
// return (fortyTwo && tfa);
// }
// ]
// }),
// '/profile': wrap({
// // Use a dynamically-loaded component for this
// asyncComponent: () => import('./ProfilePage.svelte'),
// // Adding one pre-condition that's an async function
// conditions: [
// async (detail) => {
// // Make a network request, which are async operations
// const response = await fetch('http://transcendance:8080/api/v2/user')
// const data = await response.json()
// // Return true to continue loading the component, or false otherwise
// if (data.isAdmin) {
// return true
// }
// else {
// return false
// }
// }
// ]
// }),
// '/unauthorized-access': UnauthorizedAccessPage,
// '*': NotFound
// };
export const primaryRoutes = {
"/": SplashPage,
'/test': wrap({
component: TestPage,
conditions: [
(detail) => {
// const user = get(userStore); // seems like get(store) is not an option
// // const user = userStore;
// // console.log(fortyTwo);
// // console.log(tfa);
// console.log('in /test what is in user')
// console.log(user)
// you moron $userStore is a Svelte Abreviation, this is .JS, duh
// let user = $userStore;
let user;
const unsub = userStore.subscribe(value => {
user = value;
});
console.log('in /test what is in userStore directly')
console.log(user)
// return true;
// obvi this doesn't work cuz skips to true after no user...
// you gotta make the condition the true and the everything else false
// if (user && user.statusCode && user.statusCode === 403)
// if (user !== null) {
if (user && user.username) {
unsub();
return true;
} else {
unsub();
return false;
}
}
]
}),
// '/test': wrap({
// component: TestPage,
// conditions: [
// async(detail) => {
// // THIS SHIT TOTALLY WORKS
// const user = await fetch('http://transcendance:8080/api/v2/user')
// .then((resp) => resp.json())
// console.log('in /test what is in user')
// console.log(user)
// if (user && user.username)
// return true;
// else
// return false;
// }
// ]
// }),
'/2fa': TwoFactorAuthentication,
"/profile": ProfilePage,
"/profile/*": ProfilePage,
'/unauthorized-access': UnauthorizedAccessPage,
"*": NotFound
};
// export const primaryRoutes = {
// "/": SplashPage,
// "/profile": ProfilePage,
// "/game": GamePage,
// "/chat": ChatPage,
// "*": NotFound
// };
// i might need to add /profile/* and such to make the nested routers work
// ok maybe these need to be in their own files?
// export const gameRoutes = {
// "/": GamePage,
// "*": NotFound
// };
// export const chatRoutes = {
// "/": ChatPage,
// "*": NotFound
// };
</script>

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@@ -13,6 +13,7 @@
"@rollup/plugin-node-resolve": "^11.0.0",
"@rollup/plugin-typescript": "^8.0.0",
"@tsconfig/svelte": "^2.0.0",
"@types/node": "^18.11.18",
"rollup": "^2.3.4",
"rollup-plugin-css-only": "^3.1.0",
"rollup-plugin-livereload": "^2.0.0",
@@ -25,7 +26,10 @@
"typescript": "^4.0.0"
},
"dependencies": {
"@rollup/plugin-replace": "^5.0.2",
"dotenv": "^16.0.3",
"sirv-cli": "^2.0.0",
"socket.io-client": "^4.5.4",
"svelte-spa-router": "^3.3.0"
}
}

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@@ -1,16 +0,0 @@
import * as c from "./constants.js"
export const soundPongArr: HTMLAudioElement[] = [];
export const soundRoblox = new Audio("http://localhost:8080/sound/roblox-oof.ogg");
export function initAudio(muteFlag: boolean)
{
for (let i = 0; i <= 32; i++) {
soundPongArr.push(new Audio("http://localhost:8080/sound/pong/"+i+".ogg"));
soundPongArr[i].volume = c.soundPongVolume;
soundPongArr[i].muted = muteFlag;
}
soundRoblox.volume = c.soundRobloxVolume;
soundRoblox.muted = muteFlag;
}

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@@ -1,107 +0,0 @@
import * as en from "../enums.js"
/* From Server */
class ServerEvent {
type: en.EventTypes;
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class EventAssignId extends ServerEvent {
id: string;
constructor(id: string) {
super(en.EventTypes.assignId);
this.id = id;
}
}
class EventMatchmakingComplete extends ServerEvent {
side: en.PlayerSide;
constructor(side: en.PlayerSide) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
class EventGameUpdate extends ServerEvent {
playerLeft = {
y: 0
};
playerRight = {
y: 0
};
ballsArr: {
x: number,
y: number,
dirX: number,
dirY: number,
speed: number
}[] = [];
wallTop? = {
y: 0
};
wallBottom? = {
y: 0
};
lastInputId = 0;
constructor() { // TODO: constructor that take GameComponentsServer maybe ?
super(en.EventTypes.gameUpdate);
}
}
class EventScoreUpdate extends ServerEvent {
scoreLeft: number;
scoreRight: number;
constructor(scoreLeft: number, scoreRight: number) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
class EventMatchEnd extends ServerEvent {
winner: en.PlayerSide;
constructor(winner: en.PlayerSide) {
super(en.EventTypes.matchEnd);
this.winner = winner;
}
}
/* From Client */
class ClientEvent {
type: en.EventTypes; // readonly ?
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class ClientAnnounce extends ClientEvent {
role: en.ClientRole;
clientId: string;
matchOptions: en.MatchOptions;
constructor(role: en.ClientRole, matchOptions: en.MatchOptions, clientId: string = "") {
super(en.EventTypes.clientAnnounce);
this.role = role;
this.clientId = clientId;
this.matchOptions = matchOptions;
}
}
class EventInput extends ClientEvent {
input: en.InputEnum;
id: number;
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
super(en.EventTypes.clientInput);
this.input = input;
this.id = id;
}
}
export {
ServerEvent, EventAssignId, EventMatchmakingComplete,
EventGameUpdate, EventScoreUpdate, EventMatchEnd,
ClientEvent, ClientAnnounce, EventInput
}

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@@ -1,49 +0,0 @@
import * as c from "./constants.js";
import * as en from "../shared_js/enums.js"
import { gc, matchOptions, clientInfo } from "./global.js";
import { wallsMovements } from "../shared_js/wallsMovement.js";
let actual_time: number = Date.now();
let last_time: number;
let delta_time: number;
function gameLoop()
{
/* last_time = actual_time;
actual_time = Date.now();
delta_time = (actual_time - last_time) / 1000; */
delta_time = c.fixedDeltaTime;
// console.log(`delta_gameLoop: ${delta_time}`);
// interpolation
// console.log(`dir.y: ${clientInfo.opponent.dir.y}, pos.y: ${clientInfo.opponent.pos.y}, opponentNextPos.y: ${clientInfo.opponentNextPos.y}`);
if (clientInfo.opponent.dir.y != 0 ) {
opponentInterpolation(delta_time);
}
// client prediction
gc.ballsArr.forEach((ball) => {
ball.moveAndBounce(delta_time, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
});
if (matchOptions & en.MatchOptions.movingWalls) {
wallsMovements(delta_time, gc);
}
}
function opponentInterpolation(delta: number)
{
// interpolation
clientInfo.opponent.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
if ((clientInfo.opponent.dir.y > 0 && clientInfo.opponent.pos.y > clientInfo.opponentNextPos.y)
|| (clientInfo.opponent.dir.y < 0 && clientInfo.opponent.pos.y < clientInfo.opponentNextPos.y))
{
clientInfo.opponent.dir.y = 0;
clientInfo.opponent.pos.y = clientInfo.opponentNextPos.y;
}
}
export {gameLoop}

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@@ -1,3 +0,0 @@
export {pong, gc, matchOptions} from "./pong.js"
export {socket, clientInfo} from "./ws.js"

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@@ -1,99 +0,0 @@
initDom();
function initDom() {
document.getElementById("play_pong_button").addEventListener("click", init);
}
import * as c from "./constants.js"
import * as en from "../shared_js/enums.js"
import { GameArea } from "./class/GameArea.js";
import { GameComponentsClient } from "./class/GameComponentsClient.js";
import { handleInput } from "./handleInput.js";
// import { sendLoop } from "./handleInput.js";
import { gameLoop } from "./gameLoop.js"
import { drawLoop } from "./draw.js";
import { countdown } from "./utils.js";
import { initWebSocket } from "./ws.js";
import { initAudio } from "./audio.js";
/* Keys
Racket: W/S OR Up/Down
Grid On-Off: G
*/
/* TODO: A way to delay the init of variables, but still use "const" not "let" ? */
export let pong: GameArea;
export let gc: GameComponentsClient;
export let matchOptions: en.MatchOptions = en.MatchOptions.noOption;
function init()
{
console.log("multi_balls:"+(<HTMLInputElement>document.getElementById("multi_balls")).checked);
console.log("moving_walls:"+(<HTMLInputElement>document.getElementById("moving_walls")).checked);
console.log("sound_on:"+(<HTMLInputElement>document.getElementById("sound_on")).checked);
let soundMutedFlag = false;
if ( (<HTMLInputElement>document.getElementById("sound_off")).checked ) {
soundMutedFlag = true;
}
initAudio(soundMutedFlag);
if ( (<HTMLInputElement>document.getElementById("multi_balls")).checked ) {
matchOptions |= en.MatchOptions.multiBalls;
}
if ( (<HTMLInputElement>document.getElementById("moving_walls")).checked ) {
matchOptions |= en.MatchOptions.movingWalls;
}
document.getElementById("div_game_options").hidden = true;
pong = new GameArea();
gc = new GameComponentsClient(matchOptions, pong.ctx);
initWebSocket(matchOptions);
}
function matchmaking()
{
console.log("Searching an opponent...");
gc.text1.clear();
gc.text1.pos.assign(c.w/5, c.h_mid);
gc.text1.text = "Searching...";
gc.text1.update();
}
function matchmakingComplete()
{
console.log("Match Found !");
gc.text1.clear();
gc.text1.pos.assign(c.w/8, c.h_mid);
gc.text1.text = "Match Found !";
gc.text1.update();
}
function startGame() {
gc.text1.pos.assign(c.w_mid, c.h_mid+c.h/4);
countdown(c.matchStartDelay/1000, (count: number) => {
gc.text1.clear();
gc.text1.text = `${count}`;
gc.text1.update();
}, resumeGame);
}
function resumeGame()
{
gc.text1.text = "";
window.addEventListener('keydown', function (e) {
pong.addKey(e.key);
});
window.addEventListener('keyup', function (e) {
pong.deleteKey(e.key);
});
pong.handleInputInterval = window.setInterval(handleInput, c.handleInputIntervalMS);
// pong.handleInputInterval = window.setInterval(sendLoop, c.sendLoopIntervalMS);
pong.gameLoopInterval = window.setInterval(gameLoop, c.gameLoopIntervalMS);
pong.drawLoopInterval = window.setInterval(drawLoop, c.drawLoopIntervalMS);
}
export {matchmaking, matchmakingComplete, startGame}

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@@ -1,27 +0,0 @@
import { MovingRectangle } from "./class/Rectangle.js";
function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function clamp(n: number, min: number, max: number) : number
{
if (n < min)
n = min;
else if (n > max)
n = max;
return (n);
}
// Typescript hack, unused
function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}
export {random, sleep, clamp, assertMovingRectangle}

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@@ -1,3 +1,4 @@
html, body {
position: relative;
width: 100%;

View File

@@ -4,9 +4,9 @@
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width,initial-scale=1'>
<title>Svelte app</title>
<title>Potato Pong</title>
<link rel='icon' type='image/png' href='/favicon.png'>
<link rel='icon' type='image/x-icon' href='/favicon.ico'>
<link rel='stylesheet' href='/global.css'>
<link rel='stylesheet' href='/build/bundle.css'>

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