diff --git a/server/.prettierignore b/server/.prettierignore new file mode 100644 index 0000000..1b8ac88 --- /dev/null +++ b/server/.prettierignore @@ -0,0 +1,3 @@ +# Ignore artifacts: +build +coverage diff --git a/server/.prettierrc b/server/.prettierrc new file mode 100644 index 0000000..0967ef4 --- /dev/null +++ b/server/.prettierrc @@ -0,0 +1 @@ +{} diff --git a/server/models/character.js b/server/models/character.js index 2049965..ddd2774 100755 --- a/server/models/character.js +++ b/server/models/character.js @@ -11,52 +11,21 @@ export class Character { /** @type {string} character's name */ name; - /** - * Alive? - * - * @protected - * @type {boolean} - */ - _alive = true; - get alive() { - return _alive; - } - - /** - * @protected - * @type {number} The number of XP the character has. - */ + /** @protected @type {number} The number of XP the character has. */ _xp = 0; - get xp() { - return this._xp; - } + get xp() { return this._xp; } - /** - * @protected - * @type {number} The character's level. - */ + /** @protected @type {number} The character's level. */ _level = 1; - get level() { - return this._level; - } + get level() { return this._level; } - /** - * @protected - * @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id - */ + /** @protected @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id */ _id; - get id() { - return this._id; - } + get id() { return this._id; } - /** - * @protected - * @type {string} username of the player that owns this character. - */ + /** @protected @type {string} username of the player that owns this character. */ _username; - get username() { - return this._username; - } + get username() { return this._username; } /** @type {string} Bloodline background */ ancestry; @@ -83,7 +52,7 @@ export class Character { equipment = new Map(); /** - * @param {string} playerUname The name of player who owns this character. Note that the game can own a character - somehow. + * @param {string} username The name of player who owns this character. Note that the game can own a character - somehow. * @param {string} name The name of the character * @param {boolean} initialize Should we initialize the character */ diff --git a/server/models/game.js b/server/models/game.js index fdc2fb7..274523c 100755 --- a/server/models/game.js +++ b/server/models/game.js @@ -7,11 +7,12 @@ * Serializing this object effectively saves the game. */ +import WebSocket from "ws"; import { Character } from "./character"; import { ItemTemplate } from "./item"; class Game{ - + /** @type {Map} List of all item templates in the game */ _itemTemplates = new Map(); @@ -26,9 +27,15 @@ class Game{ */ _characters = new Map(); - /** + /** * @protected - * @type {Map} The list of users in the game + * @type {Map} Map of users in the game username->Player */ - _players = new Map(); + _playersByName = new Map(); + + /** + * @protected + * @type {Map} Map of users in the game username->Player + */ + _playersBySocket = new Map(); } diff --git a/server/models/player.js b/server/models/player.js index 602a31e..50785d7 100755 --- a/server/models/player.js +++ b/server/models/player.js @@ -1,5 +1,78 @@ +import WebSocket from 'ws'; + +/** + * Player Account. + * + * 1. Contain persistent player account info. + * 2. Contain the connection to the client machine if the player is currently playing the game. + * 3. Contain session information. + * + * We can do this because we only allow a single websocket per player account. + * You are not allowed to log in if a connection/socket is already open. + * + * We regularly ping and pong to ensure that stale connections are closed. + * + */ export class Player{ + /** @protected @type {string} unique username */ _username; + get username() { return this._username; } + + /** @protected @type {string} */ _passwordHash; - alias; + get passwordHash() { return this._passwordHash; } + + /** @protected @type {WebSocket} Player's current and only websocket. If undefined, the player is not logged in. */ + _websocket; + get websocket() { return this._websocket; } + + /** @protected @type {Date} */ + _latestSocketReceived; + + constructor(username, passwordHash) { + this._username = username; + } + + /** @param {WebSocket} websocket */ + clientConnected(websocket) { + this._websocket = websocket; + } + + /*** + * Send a message back to the client via the WebSocket. + * + * @param {string} message + * @return {boolean} success + */ + _send(data) { + if (!this._websocket) { + console.error("Trying to send a message to an uninitialized websocket", this, data) + return false; + } + if (this._websocket.readyState === WebSocket.OPEN) { + this._websocket.send(JSON.stringify(data)); + return true; + } + if (this._websocket.readyState === WebSocket.CLOSED) { + console.error("Trying to send a message through a CLOSED websocket", this, data); + return false; + } + if (this._websocket.readyState === WebSocket.CLOSING) { + console.error("Trying to send a message through a CLOSING websocket", this, data); + return false; + } + if (this._websocket.readyState === WebSocket.CONNECTING) { + console.error("Trying to send a message through a CONNECTING (not yet open) websocket", this, data); + return false; + } + + console.error("Trying to send a message through a websocket with an UNKNOWN readyState (%d)", this.websocket.readyState, this, data); + return false; + } + + sendPrompt() { + this.sendMessage(`\n[${this.currentRoom}] > `); + } } + + diff --git a/server/package-lock.json b/server/package-lock.json index c8647e0..76db030 100755 --- a/server/package-lock.json +++ b/server/package-lock.json @@ -1,416 +1,433 @@ { - "name": "websocket-mud", - "version": "1.0.0", - "lockfileVersion": 3, - "requires": true, - "packages": { - "": { - "name": "websocket-mud", - "version": "1.0.0", - "license": "MIT", - "dependencies": { - "ws": "^8.14.2" - }, - "devDependencies": { - "nodemon": "^3.0.1" - }, - "engines": { - "node": ">=14.0.0" - } - }, - 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"keywords": [ + "mud", + "websocket", + "game", + "multiplayer" + ], "author": "Your Name", "license": "MIT", "dependencies": { "ws": "^8.14.2" }, "devDependencies": { - "nodemon": "^3.0.1" + "nodemon": "^3.0.1", + "prettier": "3.6.2" }, "engines": { "node": ">=14.0.0" diff --git a/server/server.js b/server/server.js index 27bf457..99ed095 100755 --- a/server/server.js +++ b/server/server.js @@ -1,194 +1,73 @@ -const WebSocket = require('ws'); -const http = require('http'); -const path = require('path'); -const fs = require('fs'); +import WebSocket, { WebSocketServer } from "ws"; +import http from "http"; +import path from "path"; +import fs from "fs"; +import { Player } from "./models/player.js"; +import { Game } from "./models/game.js"; + /** - * Player - * @property WebSocket websocket + * Parse a string with json-encoded data without throwing exceptions. + * + * @param {string} data + * @return {any} */ -class Player { - /** - * - * @param {String} name - * @param {WebSocket} websocket - */ - constructor(name, websocket) { - this.name = name; - this.websocket = websocket; - this.currentRoom = 'town_square'; - this.health = 100; - this.inventory = []; - this.level = 1; +function parseJson(data) { + if (typeof data !== "string") { + console.error("Attempting to parse json, but data was not even a string", data); + return; } - /*** - * Send a message back to the client via the websocket. - * - * @param {string} message - */ - sendMessage(message) { - if (this.websocket.readyState === WebSocket.OPEN) { - this.websocket.send(JSON.stringify({ - type: 'message', - content: message - })); - } - } - - sendPrompt() { - this.sendMessage(`\n[${this.currentRoom}] > `); - } -} - -class Room { - /** - * - * @param {string} id - * @param {string} name - * @param {string} description - * @param {string[]} exits - */ - constructor(id, name, description, exits = {}) { - this.id = id; - this.name = name; - this.description = description; - this.exits = exits; // { north: 'room_id', south: 'room_id' } - this.players = new Set(); - this.items = []; - this.npcs = []; - } - - /** - * Add a player to the list of active players. - * - * (an active player is a player that currently has an active web socketA) - * - * @param {Player} player - */ - addPlayer(player) { - this.players.add(player); - this.broadcastToRoom(`${player.name} enters the room.`, player); - } - - /** - * Remove a player from the list of active players. - * - * (an active player is a player that currently has an active web socketA) - * - * @param {Player} player - */ - removePlayer(player) { - this.players.delete(player); - this.broadcastToRoom(`${player.name} leaves the room.`, player); - } - - /** - * Send a message to all other players in this room. - * - * @param {string} message - * @param {Player} excludePlayer A single player to exclude from the broadcast - */ - broadcastToRoom(message, excludePlayer = null) { - // for (const player of this.players) { - // if (player !== excludePlayer) { - // player.sendMessage(message); - // } - // } - this.getPlayersExcept(excludePlayer).forEach((player) => { - player.sendMessage(message); - }) - } - - getPlayersExcept(excludePlayer) { - return Array.from(this.players).filter(p => p !== excludePlayer); + try { + return JSON.parse(data) + } catch (error) { + console.error('Error parsing data as json:', error, data); } } class MudServer { constructor() { - this.players = new Map(); // websocket -> Player - this.rooms = new Map(); - this.playersByName = new Map(); // name -> Player - this.initializeRooms(); - } - - initializeRooms() { - const townSquare = new Room( - 'town_square', - 'Town Square', - 'You are standing in the bustling town square. A fountain sits in the center, and cobblestone paths lead in all directions. The inn lies to the north, and a mysterious forest path leads east.', - { north: 'inn', east: 'forest_entrance' } - ); - - const inn = new Room( - 'inn', - 'The Rusty Dragon Inn', - 'A cozy tavern filled with the aroma of hearty stew and ale. Adventurers gather around wooden tables, sharing tales of their exploits.', - { south: 'town_square' } - ); - - const forestEntrance = new Room( - 'forest_entrance', - 'Forest Entrance', - 'The edge of a dark, mysterious forest. Ancient trees tower overhead, and you can hear strange sounds echoing from within.', - { west: 'town_square', north: 'deep_forest' } - ); - - const deepForest = new Room( - 'deep_forest', - 'Deep Forest', - 'You are deep within the forest. Shadows dance between the trees, and you feel like you\'re being watched.', - { south: 'forest_entrance' } - ); - - this.rooms.set('town_square', townSquare); - this.rooms.set('inn', inn); - this.rooms.set('forest_entrance', forestEntrance); - this.rooms.set('deep_forest', deepForest); + this.game = new Game(); } /** - * * @param {WebSocket} ws */ - handleConnection(ws) { + onConnectionEstabished(ws) { console.log('New connection established'); - ws.send(JSON.stringify({ - type: 'message', - content: 'Welcome to the WebSocket MUD!\nWhat is your character name?' - })); - + ws.send(JSON.stringify( + ["m", "Welcome to the WebSocket MUD!\nWhat is your username name?"] + )); ws.on('message', (data) => { - try { - const message = JSON.parse(data); - this.handleMessage(ws, message); - } catch (error) { - console.error('Error parsing message:', error); - } + this.onIncomingMessage(parseJson(data)); }); ws.on('close', () => { - this.handleDisconnection(ws); + this.onConnectionClosed(ws); }); } /** - * * @param {WebSocket} ws * @param {strings} message * @returns */ - handleMessage(ws, message) { + onIncomingMessage(ws, message) { const player = this.players.get(ws); if (!player) { // Player hasn't been created yet, expecting name const name = message.content.trim(); - if (name && !this.playersByName.has(name)) { + if (name && !this.players.has(name)) { this.createPlayer(ws, name); } else { + /** + * @todo: send an array instead of object. + * element 1 is the type + * element 2 is the content + * element 3+ are expansions + */ ws.send(JSON.stringify({ type: 'message', content: 'Invalid name or name already taken. Please choose another:' @@ -209,9 +88,9 @@ class MudServer { createPlayer(ws, name) { const player = new Player(name, ws); this.players.set(ws, player); - this.playersByName.set(name, player); + this.players.set(name, player); - const startRoom = this.rooms.get(player.currentRoom); + const startRoom = this.rooms.get("town_square"); startRoom.addPlayer(player); player.sendMessage(`Welcome, ${name}! You have entered the world.`); @@ -354,7 +233,7 @@ class MudServer { } showOnlinePlayers(player) { - const playerList = Array.from(this.playersByName.keys()); + const playerList = Array.from(this.players.keys()); player.sendMessage(`Online players (${playerList.length}): ${playerList.join(', ')}`); } @@ -380,7 +259,10 @@ Available Commands: player.sendMessage(helpText); } - handleDisconnection(ws) { + /** + * Called when a websocket connection is closing. + */ + onConnectionClosed(ws) { const player = this.players.get(ws); if (player) { console.log(`Player ${player.name} disconnected`); @@ -393,14 +275,15 @@ Available Commands: // Clean up references this.players.delete(ws); - this.playersByName.delete(player.name); + this.players.delete(player.name); } } } // Create HTTP server for serving the client const server = http.createServer((req, res) => { - let filePath = path.join(__dirname, 'public', req.url === '/' ? 'index.html' : req.url); + // let filePath = path.join(__dirname, 'public', req.url === '/' ? 'index.html' : req.url); + let filePath = path.join('public', req.url === '/' ? 'index.html' : req.url); const ext = path.extname(filePath); const contentTypes = { @@ -409,13 +292,15 @@ const server = http.createServer((req, res) => { '.html': 'text/html', }; - if (!contentType[ext]) { + if (!contentTypes[ext]) { // Invalid file, pretend it did not exist! res.writeHead(404); res.end('File not found'); return; } + const contentType = contentTypes[ext]; + fs.readFile(filePath, (err, data) => { if (err) { res.writeHead(404); @@ -428,11 +313,11 @@ const server = http.createServer((req, res) => { }); // Create WebSocket server -const wss = new WebSocket.Server({ server }); +const wss = new WebSocketServer({ server }); const mudServer = new MudServer(); wss.on('connection', (ws) => { - mudServer.handleConnection(ws); + mudServer.onConnectionEstabished(ws); }); const PORT = process.env.PORT || 3000; diff --git a/server/utils/password.js b/server/utils/password.js new file mode 100644 index 0000000..2011349 --- /dev/null +++ b/server/utils/password.js @@ -0,0 +1,30 @@ +import { randomBytes, pbkdf2Sync, randomInt } from 'node:crypto'; + +// Settings (tune as needed) +const ITERATIONS = 100_000; // Slow enough to deter brute force +const KEYLEN = 64; // 512-bit hash +const DIGEST = 'sha512'; + +/** + * Generate a hash from a plaintext password. + * @param {String} password + * @returns String + */ +export function hash(password) { + const salt = randomBytes(16).toString('hex'); // 128-bit salt + const hash = pbkdf2Sync(password, salt, ITERATIONS, KEYLEN, DIGEST).toString('hex'); + return `${ITERATIONS}:${salt}:${hash}`; +} + +/** + * Verify that a password is correct against a given hash. + * + * @param {String} password + * @param {String} hashed_password + * @returns Boolean + */ +export function verify(password, hashed_password) { + const [iterations, salt, hash] = hashed_password.split(':'); + const derived = pbkdf2Sync(password, salt, Number(iterations), KEYLEN, DIGEST).toString('hex'); + return hash === derived; +}