stuff
This commit is contained in:
3
server/.prettierignore
Normal file
3
server/.prettierignore
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@@ -0,0 +1,3 @@
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# Ignore artifacts:
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build
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coverage
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1
server/.prettierrc
Normal file
1
server/.prettierrc
Normal file
@@ -0,0 +1 @@
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{}
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@@ -11,52 +11,21 @@ export class Character {
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/** @type {string} character's name */
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name;
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/**
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* Alive?
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*
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* @protected
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* @type {boolean}
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*/
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_alive = true;
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get alive() {
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return _alive;
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}
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/**
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* @protected
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* @type {number} The number of XP the character has.
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*/
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/** @protected @type {number} The number of XP the character has. */
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_xp = 0;
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get xp() {
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return this._xp;
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}
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get xp() { return this._xp; }
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/**
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* @protected
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* @type {number} The character's level.
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*/
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/** @protected @type {number} The character's level. */
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_level = 1;
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get level() {
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return this._level;
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}
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get level() { return this._level; }
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/**
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* @protected
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* @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id
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*/
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/** @protected @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id */
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_id;
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get id() {
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return this._id;
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}
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get id() { return this._id; }
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/**
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* @protected
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* @type {string} username of the player that owns this character.
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*/
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/** @protected @type {string} username of the player that owns this character. */
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_username;
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get username() {
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return this._username;
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}
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get username() { return this._username; }
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/** @type {string} Bloodline background */
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ancestry;
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@@ -83,7 +52,7 @@ export class Character {
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equipment = new Map();
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/**
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* @param {string} playerUname The name of player who owns this character. Note that the game can own a character - somehow.
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* @param {string} username The name of player who owns this character. Note that the game can own a character - somehow.
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* @param {string} name The name of the character
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* @param {boolean} initialize Should we initialize the character
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*/
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@@ -7,6 +7,7 @@
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* Serializing this object effectively saves the game.
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*/
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import WebSocket from "ws";
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import { Character } from "./character";
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import { ItemTemplate } from "./item";
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@@ -28,7 +29,13 @@ class Game{
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/**
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* @protected
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* @type {Map<string,Player>} The list of users in the game
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* @type {Map<string,Player>} Map of users in the game username->Player
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*/
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_players = new Map();
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_playersByName = new Map();
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/**
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* @protected
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* @type {Map<WebSocket,Player>} Map of users in the game username->Player
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*/
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_playersBySocket = new Map();
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}
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@@ -1,5 +1,78 @@
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import WebSocket from 'ws';
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/**
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* Player Account.
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*
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* 1. Contain persistent player account info.
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* 2. Contain the connection to the client machine if the player is currently playing the game.
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* 3. Contain session information.
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*
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* We can do this because we only allow a single websocket per player account.
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* You are not allowed to log in if a connection/socket is already open.
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*
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* We regularly ping and pong to ensure that stale connections are closed.
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*
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*/
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export class Player{
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/** @protected @type {string} unique username */
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_username;
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get username() { return this._username; }
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/** @protected @type {string} */
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_passwordHash;
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alias;
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get passwordHash() { return this._passwordHash; }
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/** @protected @type {WebSocket} Player's current and only websocket. If undefined, the player is not logged in. */
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_websocket;
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get websocket() { return this._websocket; }
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/** @protected @type {Date} */
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_latestSocketReceived;
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constructor(username, passwordHash) {
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this._username = username;
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}
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/** @param {WebSocket} websocket */
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clientConnected(websocket) {
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this._websocket = websocket;
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}
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/***
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* Send a message back to the client via the WebSocket.
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*
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* @param {string} message
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* @return {boolean} success
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*/
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_send(data) {
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if (!this._websocket) {
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console.error("Trying to send a message to an uninitialized websocket", this, data)
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return false;
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}
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if (this._websocket.readyState === WebSocket.OPEN) {
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this._websocket.send(JSON.stringify(data));
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return true;
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}
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if (this._websocket.readyState === WebSocket.CLOSED) {
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console.error("Trying to send a message through a CLOSED websocket", this, data);
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return false;
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}
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if (this._websocket.readyState === WebSocket.CLOSING) {
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console.error("Trying to send a message through a CLOSING websocket", this, data);
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return false;
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}
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if (this._websocket.readyState === WebSocket.CONNECTING) {
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console.error("Trying to send a message through a CONNECTING (not yet open) websocket", this, data);
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return false;
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}
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console.error("Trying to send a message through a websocket with an UNKNOWN readyState (%d)", this.websocket.readyState, this, data);
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return false;
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}
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sendPrompt() {
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this.sendMessage(`\n[${this.currentRoom}] > `);
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}
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}
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||||
839
server/package-lock.json
generated
839
server/package-lock.json
generated
@@ -1,416 +1,433 @@
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||||
{
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||||
"name": "websocket-mud",
|
||||
"version": "1.0.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
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"packages": {
|
||||
"": {
|
||||
"name": "websocket-mud",
|
||||
"version": "1.0.0",
|
||||
"license": "MIT",
|
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"dependencies": {
|
||||
"ws": "^8.14.2"
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},
|
||||
"devDependencies": {
|
||||
"nodemon": "^3.0.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=14.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/anymatch": {
|
||||
"version": "3.1.3",
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"resolved": "https://registry.npmjs.org/anymatch/-/anymatch-3.1.3.tgz",
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"integrity": "sha512-KMReFUr0B4t+D+OBkjR3KYqvocp2XaSzO55UcB6mgQMd3KbcE+mWTyvVV7D/zsdEbNnV6acZUutkiHQXvTr1Rw==",
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"dev": true,
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"license": "ISC",
|
||||
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|
||||
"picomatch": "^2.0.4"
|
||||
},
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},
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"funding": {
|
||||
"url": "https://github.com/sponsors/sindresorhus"
|
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}
|
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},
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|
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"peerDependenciesMeta": {
|
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"supports-color": {
|
||||
"optional": true
|
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}
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|
||||
@@ -8,14 +8,20 @@
|
||||
"start": "node server.js",
|
||||
"dev": "nodemon server.js"
|
||||
},
|
||||
"keywords": ["mud", "websocket", "game", "multiplayer"],
|
||||
"keywords": [
|
||||
"mud",
|
||||
"websocket",
|
||||
"game",
|
||||
"multiplayer"
|
||||
],
|
||||
"author": "Your Name",
|
||||
"license": "MIT",
|
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"dependencies": {
|
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"ws": "^8.14.2"
|
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},
|
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"devDependencies": {
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"engines": {
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|
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|
||||
213
server/server.js
213
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;
|
||||
|
||||
30
server/utils/password.js
Normal file
30
server/utils/password.js
Normal file
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user