things + stff
This commit is contained in:
@@ -10,7 +10,10 @@ export class Character {
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/** @type {string} character's name */
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name;
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/** @protected @type {number} The number of XP the character has. */
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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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_xp = 0;
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get xp() {
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return this._xp;
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@@ -61,15 +64,15 @@ export class Character {
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/**
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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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* @param {boolean=false} initialize Should we initialize the character
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*/
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constructor(playerUname, name, initialize) {
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constructor(username, name, initialize) {
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this.name = name;
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// Initialize the unique name if this character.
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//
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// things to to hell if two characters with the same name are created at exactly the same time with the same random seed.
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this._id = id.fromName(playerUname, name);
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this._id = id.fromName(username, name);
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// should we skip initialization of this object
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if (initialize !== true) {
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@@ -144,9 +147,7 @@ export class Character {
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this.meleeCombat = Math.max(this.skulduggery, 10);
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break;
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default:
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throw new Error(
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"Logic error, ancestry d8() roll was out of scope",
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);
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throw new Error("Logic error, ancestry d8() roll was out of scope");
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}
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//
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@@ -172,11 +173,8 @@ export class Character {
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case 2:
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this.foundation = "druid";
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this.proficiencies.add("armor/natural");
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this.equipment
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.set("sickle", 1)
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.set("poisoner's kit", 1)
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.set("healer's kit", 1);
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default:
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this.equipment.set("sickle", 1).set("poisoner's kit", 1).set("healer's kit", 1);
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default: // case 2:
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this.foundation = "debug";
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this.proficiencies.add("heavy_armor");
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this.proficiencies.add("heavy_weapons");
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@@ -193,7 +191,3 @@ export class Character {
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}
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}
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}
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const c = new Character("username", "test", true);
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console.log(c);
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@@ -10,8 +10,10 @@
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import WebSocket from "ws";
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import { Character } from "./character.js";
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import { ItemTemplate } from "./item.js";
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import { Player } from "./player.js";
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export class Game {
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/** @type {Map<string,ItemTemplate>} List of all item templates in the game */
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_itemTemplates = new Map();
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@@ -42,17 +42,13 @@ export class ItemTemplate {
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*/
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constructor(name, itemSlots, description, id) {
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if (typeof name !== "string") {
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throw new Error(
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"Name must be a string, but " + typeof name + " given.",
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);
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throw new Error("Name must be a string, but " + typeof name + " given.");
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}
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if (typeof description === "undefined") {
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description = "";
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}
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if (typeof description !== "string") {
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throw new Error(
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"Name must be a string, but " + typeof name + " given.",
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);
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throw new Error("Name must be a string, but " + typeof name + " given.");
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}
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if (!Number.isFinite(itemSlots)) {
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throw new Error("itemSlots must be a finite number!");
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@@ -71,12 +67,7 @@ export class ItemTemplate {
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}
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createItem() {
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return new ChracterItem(
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this._id,
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this._name,
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this._description,
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this._itemSlots,
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);
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return new ChracterItem(this._id, this._name, this._description, this._itemSlots);
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}
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}
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@@ -119,8 +110,3 @@ export class CharacterItem {
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this.itemSlots = itemSlots;
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}
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}
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const i = new ItemTemplate("knife", 10000);
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const ci = new CharacterItem();
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console.log(ci);
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@@ -1,103 +1,48 @@
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import WebSocket from "ws";
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import { Character } from "./character.js";
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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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* Contain persistent player account info.
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*/
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export class Player {
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/** @protected @type {string} unique username */
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/**
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* @protected
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* @type {string} unique username
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*/
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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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/** @protected @type {string} */
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/**
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* @protected
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* @type {string}
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*/
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_passwordHash;
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get passwordHash() {
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return this._passwordHash;
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}
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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() {
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return this._websocket;
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/** @protected @type {Set<Character>} */
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_characters = new Set();
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get characters() {
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return this._characters;
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}
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/** @protected @type {Date} */
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_latestSocketReceived;
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/**
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* @param {string} username
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* @param {string} passwordHash
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*/
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constructor(username, passwordHash) {
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this._username = username;
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this._passwordHash = passwordHash;
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this.createdAt = new Date();
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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(
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"Trying to send a message to an uninitialized websocket",
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this,
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data,
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);
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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(
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"Trying to send a message through a CLOSED websocket",
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this,
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data,
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);
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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(
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"Trying to send a message through a CLOSING websocket",
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this,
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data,
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);
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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(
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"Trying to send a message through a CONNECTING (not yet open) websocket",
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this,
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data,
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);
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return false;
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}
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console.error(
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"Trying to send a message through a websocket with an UNKNOWN readyState (%d)",
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this.websocket.readyState,
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this,
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data,
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);
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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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setPasswordHash(hashedPassword) {
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this._passwordHash = hashedPassword;
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}
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}
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102
server/models/session.js
Executable file
102
server/models/session.js
Executable file
@@ -0,0 +1,102 @@
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import WebSocket from 'ws';
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import { Game } from './game.js';
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import { Player } from './player.js';
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import { StateInterface } from './states/interface.js';
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import * as msg from '../utils/messages.js';
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import figlet from 'figlet';
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export class Session {
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/** @protected @type {StateInterface} */
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_state;
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get state() {
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return this._state;
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}
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/** @protected @type {Game} */
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_game;
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get game() {
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return this._game;
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}
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/** @type Date */
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latestPing;
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/** @type {Player} */
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player;
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/** @type {WebSocket} */
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websocket;
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/**
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* @param {WebSocket} websocket
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* @param {Game} game
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*/
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constructor(websocket, game) {
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this.websocket = websocket;
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this._game = game;
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}
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/**
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* Send a message via our websocket.
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*
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* @param {string|number} messageType
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* @param {...any} args
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*/
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send(messageType, ...args) {
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this.websocket.send(JSON.stringify([messageType, ...args]));
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}
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sendFigletMessage(message) {
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console.debug("sendFigletMessage('%s')", message);
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this.sendMessage(figlet.textSync(message), { preformatted: true });
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}
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/** @param {string} message Message to display to player */
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sendMessage(message, ...args) {
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if (message.length === 0) {
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console.debug("sending a zero-length message, weird");
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}
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if (Array.isArray(message)) {
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message = message.join("\n");
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}
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this.send(msg.MESSAGE, message, ...args);
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}
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/**
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* @param {string} type prompt type (username, password, character name, etc.)
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* @param {string} message The prompting message (please enter your character's name)
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*/
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sendPrompt(type, message,...args) {
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if (Array.isArray(message)) {
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message = message.join("\n");
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}
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this.send(msg.PROMPT, type, message,...args);
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}
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/** @param {string} message The error message to display to player */
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sendError(message,...args) {
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this.send(msg.ERROR, message, ...args);
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}
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/** @param {string} message The calamitous error to display to player */
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sendCalamity(message,...args) {
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this.send(msg.CALAMITY, message, ...args);
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}
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sendSystemMessage(arg0,...rest) {
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this.send(msg.SYSTEM, arg0, ...rest);
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}
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/**
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* @param {StateInterface} state
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*/
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setState(state) {
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this._state = state;
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console.debug("changing state", state.constructor.name);
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if (typeof state.onAttach === "function") {
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state.onAttach();
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}
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}
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}
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158
server/models/states/auth.js
Executable file
158
server/models/states/auth.js
Executable file
@@ -0,0 +1,158 @@
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import { Session } from "../session.js";
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import * as msg from "../../utils/messages.js";
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import * as security from "../../utils/security.js";
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import { JustLoggedInState } from "./justLoggedIn.js";
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import { CreatePlayerState } from "./createPlayer.js";
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const STATE_EXPECT_USERNAME = "promptUsername";
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const STATE_EXPECT_PASSWORD = "promptPassword";
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const USERNAME_PROMPT = [
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"Please enter your username",
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"((type *:help* for help))",
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"((type *:create* if you want to create a new user))",
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];
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const PASSWORD_PROMPT = "Please enter your password";
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const ERROR_INSANE_PASSWORD = "Invalid password.";
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const ERROR_INSANE_USERNAME = "Username invalid, must be at 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
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const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
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/** @property {Session} session */
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export class AuthState {
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subState = STATE_EXPECT_USERNAME;
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/**
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* @param {Session} session
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*/
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constructor(session) {
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/** @type {Session} */
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this.session = session;
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}
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onAttach() {
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this.session.sendFigletMessage("M U U H D");
|
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this.session.sendPrompt("username", USERNAME_PROMPT);
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}
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|
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/** @param {msg.ClientMessage} message */
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onMessage(message) {
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if (this.subState === STATE_EXPECT_USERNAME) {
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this.receiveUsername(message);
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return;
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}
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if (this.subState === STATE_EXPECT_PASSWORD) {
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this.receivePassword(message)
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return;
|
||||
}
|
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|
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console.error("Logic error, we received a message after we should have been logged in");
|
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this.session.sendError("I received a message didn't know what to do with!");
|
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}
|
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|
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/** @param {msg.ClientMessage} message */
|
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receiveUsername(message) {
|
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|
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//
|
||||
// handle invalid message types
|
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if (!message.isUsernameResponse()) {
|
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this.session.sendError("Incorrect message type!");
|
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this.session.sendPrompt("username", USERNAME_PROMPT);
|
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return;
|
||||
}
|
||||
|
||||
//
|
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// Handle the creation of new players
|
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if (message.username === ":create") {
|
||||
// TODO:
|
||||
// Set gamestate = CreateNewPlayer
|
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//
|
||||
// Also check if player creation is allowed in cfg/env
|
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this.session.setState(new CreatePlayerState(this.session));
|
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return;
|
||||
}
|
||||
|
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//
|
||||
// do basic syntax checks on usernames
|
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if (!security.isUsernameSane(message.username)) {
|
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this.session.sendError(ERROR_INSANE_USERNAME);
|
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this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.session.game.players.size === 0) {
|
||||
console.error("there are no players registered");
|
||||
}
|
||||
|
||||
const player = this.session.game.players.get(message.username);
|
||||
|
||||
//
|
||||
// handle invalid username
|
||||
if (!player) {
|
||||
|
||||
//
|
||||
// This is a security risk. In the perfect world we would allow the player to enter both
|
||||
// username and password before kicking them out, but since the player's username is not
|
||||
// an email address, and we discourage from using “important” usernames, then we tell the
|
||||
// player that they entered an invalid username right away.
|
||||
//
|
||||
// NOTE FOR ACCOUNT CREATION
|
||||
// Do adult-word checks, so we dont have Fucky_McFuckFace
|
||||
// https://www.npmjs.com/package/glin-profanity
|
||||
this.session.sendError("Incorrect username, try again");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// username was correct, proceed to next step
|
||||
this.session.player = player;
|
||||
this.subState = STATE_EXPECT_PASSWORD;
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check of the password is sane. This is both bad from a security point
|
||||
// of view, and technically not necessary as insane passwords couldn't
|
||||
// reside in the player lists. However, let's save some CPU cycles on
|
||||
// not hashing an insane password 1000+ times.
|
||||
// This is technically bad practice, but since this is just a game,
|
||||
// do it anyway.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Verify the password against the hash we've stored.
|
||||
if (!security.verifyPassword(message.password, this.session.player.passwordHash)) {
|
||||
this.session.sendError("Incorrect password!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Password correct, check if player is an admin
|
||||
if (this.session.player.isAdmin) {
|
||||
// set state AdminJustLoggedIn
|
||||
}
|
||||
|
||||
//
|
||||
// Password was correct, go to main game
|
||||
this.session.setState(new JustLoggedInState(this.session));
|
||||
}
|
||||
}
|
||||
50
server/models/states/awaitCommands.js
Normal file
50
server/models/states/awaitCommands.js
Normal file
@@ -0,0 +1,50 @@
|
||||
import * as msg from "../../utils/messages.js";
|
||||
import { Session } from "../session.js";
|
||||
|
||||
/**
|
||||
* Main game state
|
||||
*
|
||||
* It's here we listen for player commands.
|
||||
*/
|
||||
export class AwaitCommandsState {
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
console.log("Session is entering the “main” state");
|
||||
this.session.sendMessage("Welcome to the game!");
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (message.hasCommand()) {
|
||||
this.handleCommand(message);
|
||||
}
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
handleCommand(message) {
|
||||
switch (message.command) {
|
||||
case "help":
|
||||
this.session.sendFigletMessage("HELP");
|
||||
this.session.sendMessage([
|
||||
"---------------------------------------",
|
||||
" *:help* this help screen",
|
||||
" *:quit* quit the game",
|
||||
"---------------------------------------",
|
||||
]);
|
||||
break;
|
||||
case "quit":
|
||||
this.session.sendMessage("The quitting quitter quits, typical... Cya");
|
||||
this.session.websocket.close();
|
||||
break;
|
||||
default:
|
||||
this.session.sendMessage(`Unknown command: ${message.command}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
105
server/models/states/characterCreation.js
Executable file
105
server/models/states/characterCreation.js
Executable file
@@ -0,0 +1,105 @@
|
||||
import figlet from "figlet";
|
||||
import { Session } from "../session.js";
|
||||
import WebSocket from "ws";
|
||||
import { AuthState } from "./auth.js";
|
||||
import { ClientMessage } from "../../utils/messages.js";
|
||||
import { PARTY_MAX_SIZE } from "../../config.js";
|
||||
import { frameText } from "../../utils/tui.js";
|
||||
|
||||
export class CharacterCreationState {
|
||||
|
||||
/**
|
||||
* @proteted
|
||||
* @type {(msg: ClientMessage) => }
|
||||
*
|
||||
* NOTE: Should this be a stack?
|
||||
*/
|
||||
_dynamicMessageHandler;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
/**
|
||||
* We attach (and execute) the next state
|
||||
*/
|
||||
onAttach() {
|
||||
const charCount = this.session.player.characters.size;
|
||||
|
||||
const createPartyLogo = frameText(
|
||||
figlet.textSync("Create Your Party"),
|
||||
{ hPadding: 2, vPadding: 1, hMargin: 2, vMargin: 1 },
|
||||
);
|
||||
|
||||
this.session.sendMessage(createPartyLogo, {preformatted:true});
|
||||
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
`Current party size: ${charCount}`,
|
||||
`Max party size: ${PARTY_MAX_SIZE}`,
|
||||
]);
|
||||
|
||||
const min = 1;
|
||||
const max = PARTY_MAX_SIZE - charCount;
|
||||
const prompt = `Please enter an integer between ${min} - ${max} (or type :help to get more info about party size)`;
|
||||
|
||||
this.session.sendMessage(`You can create a party with ${min} - ${max} characters, how big should your party be?`);
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
this._dynamicMessageHandler = (message) => {
|
||||
const n = PARTY_MAX_SIZE;
|
||||
if (message.isHelpCommand()) {
|
||||
this.session.sendMessage([
|
||||
`Your party can consist of 1 to ${n} characters.`,
|
||||
"",
|
||||
"* Large parties tend live longer",
|
||||
`* If you have fewer than ${n} characters, you can`,
|
||||
" hire extra characters in your local inn.",
|
||||
"* large parties level slower because there are more",
|
||||
" characters to share the Experience Points",
|
||||
"* The individual members of small parties get better",
|
||||
" loot because they don't have to share, but it",
|
||||
" a lot of skill to accumulate loot as fast a larger",
|
||||
" party can"
|
||||
]);
|
||||
return;
|
||||
}
|
||||
if (!message.isIntegerResponse()) {
|
||||
this.session.sendError("You didn't enter a number");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
const numCharactersToCreate = message.integer;
|
||||
|
||||
if (numCharactersToCreate > max) {
|
||||
this.session.sendError("Number too high");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
if (numCharactersToCreate < min) {
|
||||
this.session.sendError("Number too low");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
this.session.sendMessage(`Let's create ${numCharactersToCreate} character(s) for you :)`);
|
||||
this._dynamicMessageHandler = undefined;
|
||||
};
|
||||
}
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (this._dynamicMessageHandler) {
|
||||
this._dynamicMessageHandler(message);
|
||||
return;
|
||||
}
|
||||
this.session.sendMessage("pong", message.type);
|
||||
}
|
||||
}
|
||||
167
server/models/states/createPlayer.js
Executable file
167
server/models/states/createPlayer.js
Executable file
@@ -0,0 +1,167 @@
|
||||
import WebSocket from "ws";
|
||||
import { Session } from "../session.js";
|
||||
import * as msg from "../../utils/messages.js";
|
||||
import * as security from "../../utils/security.js";
|
||||
import { AuthState } from "./auth.js";
|
||||
import { Player } from "../player.js";
|
||||
|
||||
const USERNAME_PROMPT = "Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
|
||||
const PASSWORD_PROMPT = "Enter a valid password";
|
||||
const PASSWORD_PROMPT2 = "Enter your password again";
|
||||
const ERROR_INSANE_PASSWORD = "Invalid password.";
|
||||
const ERROR_INSANE_USERNAME = "Invalid username. It must be 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
|
||||
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
|
||||
|
||||
/** @property {Session} session */
|
||||
export class CreatePlayerState {
|
||||
|
||||
/**
|
||||
* @proteted
|
||||
* @type {(msg: ClientMessage) => }
|
||||
*
|
||||
* Allows us to dynamically set which
|
||||
* method handles incoming messages.
|
||||
*/
|
||||
_dynamicMessageHandler;
|
||||
|
||||
/** @protected @type {Player} */
|
||||
_player;
|
||||
/** @protected @type {string} */
|
||||
_password;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
this.session.sendFigletMessage("New Player");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
|
||||
// our initial substate is to receive a username
|
||||
this.setMessageHandler(this.receiveUsername);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
this._dynamicMessageHandler(message);
|
||||
}
|
||||
|
||||
/* @param {(msg: ClientMessage) => } handler */
|
||||
setMessageHandler(handler) {
|
||||
this._dynamicMessageHandler = handler;
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receiveUsername(message) {
|
||||
|
||||
//
|
||||
// NOTE FOR ACCOUNT CREATION
|
||||
// Do adult-word checks, so we dont have Fucky_McFuckFace
|
||||
// https://www.npmjs.com/package/glin-profanity
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isUsernameResponse()) {
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// do basic syntax checks on usernames
|
||||
if (!security.isUsernameSane(message.username)) {
|
||||
this.session.sendError(ERROR_INSANE_USERNAME);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
const taken = this.session.game.players.has(message.username);
|
||||
|
||||
//
|
||||
// handle taken/occupied username
|
||||
if (taken) {
|
||||
// Telling the user right away that the username is taken can
|
||||
// lead to data leeching. But fukkit.
|
||||
|
||||
this.session.sendError(`Username _${message.username}_ was taken by another player.`);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._player = new Player(message.username, undefined);
|
||||
|
||||
// _____ _
|
||||
// | ___(_)_ ___ __ ___ ___
|
||||
// | |_ | \ \/ / '_ ` _ \ / _ \
|
||||
// | _| | |> <| | | | | | __/
|
||||
// |_| |_/_/\_\_| |_| |_|\___|
|
||||
//
|
||||
// 1. Add mutex on the players table to avoid race conditions
|
||||
// 2. Prune "dead" players (players with 0 logins) after a short while
|
||||
this.session.game.players.set(message.username, this._player);
|
||||
this.session.sendMessage("Username available");
|
||||
this.session.sendMessage(`Username _*${message.username}*_ is available, and I've reserved it for you :)`);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check that it's been hashed thoroughly before being sent here.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._password = message.password; // it's relatively safe to store the PW here temporarily. The client already hashed the hell out of it.
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT2);
|
||||
|
||||
this.setMessageHandler(this.receivePasswordConfirmation);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} memssage */
|
||||
receivePasswordConfirmation(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle mismatching passwords
|
||||
if (message.password !== this._password) {
|
||||
this.session.sendError("Incorrect, you have to enter your password twice in a row successfully");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Success!
|
||||
// Take the user to the login screen.
|
||||
this.session.sendMessage("*_Success_* ✅ You will now be asked to log in again, sorry for that ;)");
|
||||
this._player.setPasswordHash(security.generateHash(this._password));
|
||||
this.session.setState(new AuthState(this.session));
|
||||
}
|
||||
}
|
||||
13
server/models/states/interface.js
Executable file
13
server/models/states/interface.js
Executable file
@@ -0,0 +1,13 @@
|
||||
import { ClientMessage } from "../../utils/messages.js";
|
||||
import { Session } from "../session.js";
|
||||
|
||||
/** @interface */
|
||||
export class StateInterface {
|
||||
/** @param {Session} session */
|
||||
constructor(session) { }
|
||||
|
||||
onAttach() { }
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {}
|
||||
}
|
||||
36
server/models/states/justLoggedIn.js
Executable file
36
server/models/states/justLoggedIn.js
Executable file
@@ -0,0 +1,36 @@
|
||||
import { Session } from "../session.js";
|
||||
import { ClientMessage } from "../../utils/messages.js";
|
||||
import { CharacterCreationState } from "./characterCreation.js";
|
||||
import { AwaitCommandsState } from "./awaitCommands.js";
|
||||
|
||||
/** @interface */
|
||||
export class JustLoggedInState {
|
||||
/** @param {Session} session */
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
// Show welcome screen
|
||||
onAttach() {
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
"Welcome",
|
||||
"",
|
||||
"You can type “:quit” at any time to quit the game",
|
||||
"",
|
||||
]);
|
||||
|
||||
|
||||
|
||||
//
|
||||
// Check if we need to create characters for the player
|
||||
if (this.session.player.characters.size === 0) {
|
||||
this.session.sendMessage("You haven't got any characters, so let's make some\n\n");
|
||||
this.session.setState(new CharacterCreationState(this.session));
|
||||
return;
|
||||
}
|
||||
|
||||
this.session.setState(new AwaitCommandsState(this.session));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user