things+stuff
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173
server/states/playerCreationState.js
Executable file
173
server/states/playerCreationState.js
Executable file
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import { Session } from "../models/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 { Player } from "../models/player.js";
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import { AuthState } from "./authState.js";
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import { Config } from "../config.js";
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const USERNAME_PROMPT =
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"Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
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const PASSWORD_PROMPT = "Enter a valid password";
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const PASSWORD_PROMPT2 = "Enter your password again";
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const ERROR_INSANE_PASSWORD = "Invalid password.";
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const ERROR_INSANE_USERNAME =
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"Invalid username. It must be 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 PlayerCreationState {
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/**
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* @proteted
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* @type {(msg: ClientMessage) => }
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*
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* Allows us to dynamically set which
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* method handles incoming messages.
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*/
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_dynamicMessageHandler;
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/** @protected @type {Player} */
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_player;
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/** @protected @type {string} */
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_password;
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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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//
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// If there are too many players, stop allowing new players in.
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if (this.session.game._players.size >= Config.maxPlayers) {
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this.session.sendCalamity(
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"Server is full, no more players can be created",
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);
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this.session.close();
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}
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this.session.sendFigletMessage("New Player");
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this.session.sendPrompt("username", USERNAME_PROMPT);
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// our initial substate is to receive a username
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this.setMessageHandler(this.receiveUsername);
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}
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/** @param {msg.ClientMessage} message */
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onMessage(message) {
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this._dynamicMessageHandler(message);
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}
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/* @param {(msg: ClientMessage) => } handler */
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setMessageHandler(handler) {
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this._dynamicMessageHandler = handler;
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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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// NOTE FOR ACCOUNT CREATION
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// Do adult-word checks, so we dont have Fucky_McFuckFace
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// https://www.npmjs.com/package/glin-profanity
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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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}
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//
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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);
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return;
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}
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const player = this.session.game.createPlayer(message.username);
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//
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// handle taken/occupied username
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if (player === false) {
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// Telling the user right away that the username is taken can
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// lead to data leeching. But fukkit.
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this.session.sendError(
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`Username _${message.username}_ was taken by another player.`,
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);
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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}
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this._player = player;
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this.session.sendSystemMessage("salt", player.salt);
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this.session.sendMessage(
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`Username _*${message.username}*_ is available, and I've reserved it for you :)`,
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);
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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this.setMessageHandler(this.receivePassword);
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}
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/** @param {msg.ClientMessage} message */
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receivePassword(message) {
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//
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// handle invalid message types
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if (!message.isPasswordResponse()) {
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console.log("Invalid message type, expected password reply", message);
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this.session.sendError("Incorrect message type!");
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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return;
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}
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//
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// Check that it's been hashed thoroughly before being sent here.
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if (!security.isPasswordSane(message.password)) {
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this.session.sendError(ERROR_INSANE_PASSWORD);
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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return;
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}
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this._password = message.password; // it's relatively safe to store the PW here temporarily. The client already hashed the hell out of it.
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this.session.sendPrompt("password", PASSWORD_PROMPT2);
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this.setMessageHandler(this.receivePasswordConfirmation);
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}
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/** @param {msg.ClientMessage} memssage */
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receivePasswordConfirmation(message) {
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//
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// handle invalid message types
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if (!message.isPasswordResponse()) {
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console.log("Invalid message type, expected password reply", message);
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this.session.sendError("Incorrect message type!");
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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this.setMessageHandler(this.receivePassword);
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return;
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}
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//
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// Handle mismatching passwords
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if (message.password !== this._password) {
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this.session.sendError(
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"Incorrect, you have to enter your password twice in a row successfully",
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);
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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this.setMessageHandler(this.receivePassword);
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return;
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}
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//
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// Success!
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// Take the user to the login screen.
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this.session.sendMessage(
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"*_Success_* ✅ You will now be asked to log in again, sorry for that ;)",
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);
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this._player.setPasswordHash(security.generateHash(this._password));
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this.session.setState(new AuthState(this.session));
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}
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}
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