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tic-tac-toe-ws/server.ts

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import { Message, Response, Hello, EndGame } from "common.js"
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import { WebSocket, WebSocketServer, MessageEvent } from "ws";
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const port = 1234
const wss = new WebSocketServer({ port });
let grid = [0, 0, 0, 0, 0, 0, 0, 0, 0]
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let endGame = false;
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console.log(`waiting for connection on ws://localhost:${port}`);
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interface Client {
id: number,
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symbol: "x" | "o",
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ws: WebSocket
}
let id = 1;
let clients: Client[] = [];
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let currentPlayer: Client | undefined = undefined;
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function getPlayerSymbol(): "o" | "x" {
console.assert(clients.length < 2, "there should never be more than 2 clients");
if (clients.length === 0) return "o";
return clients[0].symbol === "o" ? "x" : "o";
}
wss.on("connection", (ws) => {
id += 1;
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if (clients.length == 2) {
console.log("too many players");
ws.close();
return;
}
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const symbol = getPlayerSymbol();
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const helloMsg: Message = {
kind: "hello",
data: { id, symbol } as Hello
}
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clients.push({id, ws, symbol});
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ws.send(JSON.stringify(helloMsg));
console.log(`player #${id} connected`);
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ws.addEventListener("message", (event: MessageEvent) => {
const message = JSON.parse(event.data as string);
const {x, y} = message;
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const player = clients.find(x => x.ws === ws);
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if (!player) throw new Error("player not found");
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console.log(message, player!.id, currentPlayer?.id);
if (!currentPlayer) {
currentPlayer = player;
}
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if (clients.length < 2 || player.id != currentPlayer?.id || endGame) {
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return;
}
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if (grid[y*3+x] === 0) {
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grid[y*3+x] = player.id;
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for (const c of clients) {
const msg: Message = {
kind: "update",
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data: {
last: { x, y, symbol: player.symbol }
} as Response,
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}
c.ws.send(JSON.stringify(msg));
}
const winnerId = checkWin(grid);
if (winnerId == -1) {
currentPlayer = clients.find(x => x.id !== currentPlayer?.id); // change player
console.assert(currentPlayer);
console.log(`current player is #${currentPlayer?.id}`);
} else if (winnerId == 0) {
for (const c of clients) {
const msg: Message = {
kind: "endgame",
data: { issue: "draw" } as EndGame
};
c.ws.send(JSON.stringify(msg));
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endGame = true;
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}
} else {
console.log(`player ${winnerId} won !`);
const winner = clients.find(x => x.id === winnerId);
winner?.ws?.send(JSON.stringify({
kind: "endgame",
data: { issue: "win" } as EndGame
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} as Message));
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const loser = clients.find(x => x.id !== winnerId);
loser?.ws?.send(JSON.stringify({
kind: "endgame",
data: { issue: "lose" } as EndGame
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} as Message));
endGame = true;
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}
}
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});
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ws.on("close", (code: number) => {
console.log(`player disconnected. Resetting game. code: ${code}`);
clients = clients.filter(x => x.ws.readyState !== 3); // 3 == CLOSED
// reset game state
grid = [0, 0, 0, 0, 0, 0, 0, 0, 0]
currentPlayer = undefined;
for (const c of clients) {
c.ws.send(JSON.stringify({
kind: "reset"
} as Message));
}
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});
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});
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function checkWin(grid: number[]): number {
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const clone = [...grid];
const grid2d = [];
while(clone.length) grid2d.push(clone.splice(0,3));
if (
grid2d[0][0] !== 0 &&
grid2d[0][0] === grid2d[0][1] &&
grid2d[0][1] === grid2d[0][2]
) {
return grid2d[0][0];
}
if (
grid2d[1][0] !== 0 &&
grid2d[1][0] === grid2d[1][1] &&
grid2d[1][1] === grid2d[1][2]
) {
return grid2d[1][0];
}
if (
grid2d[2][0] !== 0 &&
grid2d[2][0] === grid2d[2][1] &&
grid2d[2][1] === grid2d[2][2]
) {
return grid2d[2][0];
}
if (
grid2d[0][0] !== 0 &&
grid2d[0][0] === grid2d[1][0] &&
grid2d[1][0] === grid2d[2][0]
) {
return grid2d[0][0];
}
if (
grid2d[0][1] !== 0 &&
grid2d[0][1] === grid2d[1][1] &&
grid2d[1][1] === grid2d[2][1]
) {
return grid2d[0][1];
}
if (
grid2d[0][2] !== 0 &&
grid2d[0][2] === grid2d[1][2] &&
grid2d[1][2] === grid2d[2][2]
) {
return grid2d[0][2];
}
if (
grid2d[0][0] !== 0 &&
grid2d[0][0] === grid2d[1][1] &&
grid2d[1][1] === grid2d[2][2]
) {
return grid2d[0][0];
}
if (
grid2d[0][2] !== 0 &&
grid2d[0][2] === grid2d[1][1] &&
grid2d[1][1] === grid2d[2][0]
) {
return grid2d[0][2];
}
for (const row of grid2d) {
if (row[0] === 0 || row[1] === 0 || row[2] === 0) {
return -1;
}
}
return 0;
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}