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const WebSocket = require("ws"); |
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const Memory = require('memorytest'); |
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var usersobject = []; |
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let gameboard; |
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let gamebrain = new Memory.Gamebrain(); |
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let memorycard = new Memory.Memorycard(); |
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const wss = new WebSocket.Server({ |
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server: server, |
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clientTracking: true, // keep track on connected clients |
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}); |
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wss.adduser = (nickname, ws) => { |
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usersobject.push({ |
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name: nickname, |
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isAlive: true, |
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websocket: ws |
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}); |
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} |
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// When disconnecting controllably |
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wss.dropuser = (ws) => { |
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var deletenick; |
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var founduser = false; |
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usersobject.forEach((userobj) => { |
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if (userobj.websocket === ws) { |
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founduser = true; |
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console.log("Drop " + userobj.name); |
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deletenick = userobj.name; |
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gamebrain.dropPlayer(deletenick); |
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} |
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}); |
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if (founduser) { |
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usersobject = usersobject.filter(function(usr) { |
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return usr.websocket !== ws; |
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}); |
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} |
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} |
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// When connection is broken |
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wss.dropdead = () => { |
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var deletenick; |
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var founduser = false; |
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usersobject.forEach((userobj) => { |
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if (!userobj.isAlive) { |
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founduser = true; |
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console.log("Drop " + userobj.name); |
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deletenick = userobj.name; |
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gamebrain.dropPlayer(deletenick); |
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} |
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}); |
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if (founduser) { |
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usersobject = usersobject.filter(function(usr) { |
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return usr.isAlive; |
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}); |
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msg = { |
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type: "users", |
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userarray: gamebrain.getPlayersNicks(), |
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userscolors: gamebrain.getPlayersColors() |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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} |
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} |
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// Broadcast data to everyone. |
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wss.broadcastUsers = (data) => { |
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let clients = 0; |
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wss.clients.forEach((client) => { |
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clients++; |
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client.send(data); |
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}); |
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console.log(`Broadcasted users to ${clients} (${wss.clients.size}) clients.`); |
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}; |
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wss.answerBackWith = (data, ws) => { |
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ws.send(data); |
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}; |
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const interval = setInterval(function ping() { |
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if (usersobject.length != wss.clients.size) { |
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usersobject.forEach(function(usr) { |
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usr.isAlive = false; |
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}); |
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wss.clients.forEach(function each(ws) { |
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usersobject.forEach((userobj) => { |
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if (userobj.websocket === ws) { |
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userobj.isAlive = true; |
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} |
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}); |
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}); |
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wss.dropdead(); |
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} |
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}, 5000); |
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// Setup for websocket requests. |
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// Docs: https://github.com/websockets/ws/blob/master/doc/ws.md |
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wss.on("connection", (ws, data) => { |
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ws.isAlive = true; |
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ws.on('pong', heartbeat); |
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console.log("Connection received. Adding client."); |
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ws.on("message", (message) => { |
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jsonmsg = JSON.parse(message); |
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if (jsonmsg.type === 'newuser') { |
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var uniquename = gamebrain.uniquifyname(jsonmsg.content); |
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wss.adduser(uniquename, ws); |
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playercolor = gamebrain.setPlayerColor(uniquename); |
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uniquemsg = { |
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type: "uniquename", |
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uniquenick: uniquename, |
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colorclass: playercolor |
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} |
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wss.answerBackWith(JSON.stringify(uniquemsg), ws); |
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msg = { |
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type: "users", |
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userarray: gamebrain.getPlayersNicks(), |
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userscolors: gamebrain.getPlayersColors() |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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} else if (jsonmsg.type === 'deleteuser') { |
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wss.dropuser(ws); |
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} else if (jsonmsg.type === 'clientmsg') { |
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msg = { |
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type: "clientmsg", |
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nick: jsonmsg.nick, |
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content: jsonmsg.content |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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} else if (jsonmsg.type === 'startgame') { |
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var playerinturn; |
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gameboard = new Memory.Gameboard(4, 5); |
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memorycard.placeCards(); // shuffle and place cards on gameboard |
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playerinturn = gamebrain.setActivePlayer(true); // true for first turn |
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gameboard.setActivePlayer(playerinturn); |
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msg = { |
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type: "startgame", |
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gameboard: gameboard, |
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playersturn: playerinturn, |
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userarray: gamebrain.getPlayersNicks(), |
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userscolors: gamebrain.getPlayersColors() |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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} else if (jsonmsg.type === "clickingcard") { |
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var position = jsonmsg.x+""+jsonmsg.y; |
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var cardvalue = memorycard.getCardValue(position); |
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var type = 'startgame'; |
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var gotpair; |
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var pairpositions = []; |
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gameboard.addPosition(position); |
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gameboard.addCardValue(cardvalue); |
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// tell gamebrain that move has been done. |
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gamebrain.makeMove(); |
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// tell gamebrain to remember flipped card and notice eventual pairs |
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gamebrain.setCardValue(jsonmsg.player, jsonmsg.colorclass, cardvalue); |
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if (gamebrain.numberofplayermoves == 2) { |
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// här har två olika kort vänts. |
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// spelplanen resettas inte. |
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// playerinturn sätt så att ingen kan vända kort |
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playerinturn = false; |
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gameboard.setActivePlayer(playerinturn); |
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type = 'turnbackstageone'; |
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// msg tillbaka till användaren som gjort klart sitt drag. |
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// så att denna får fram 'Nästa spelare' knappen |
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nextbtnmsg = { |
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type: 'nextturnbtn' |
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} |
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wss.answerBackWith(JSON.stringify(nextbtnmsg), ws); |
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} else { |
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// Antingen bara ett kort lyft eller ett par lyft. |
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// gotpair parametern i gameboard sätt till spelare eller nopair |
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gotpair = gamebrain.gotPair(); |
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gameboard.setGotPair(gotpair); |
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playerinturn = gamebrain.setActivePlayer(); |
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gameboard.setActivePlayer(playerinturn); |
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if (gotpair != "") { |
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pairpositions = memorycard.getPairPositions(cardvalue); |
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gameboard.addPairPositions(pairpositions); |
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gameboard.addPairValues(cardvalue); |
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gameboard.addPairColors(jsonmsg.colorclass); |
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} |
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} |
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msg = { |
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type: type, |
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gameboard: gameboard, |
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playersturn: playerinturn, |
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userarray: gamebrain.getPlayersNicks(), |
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userscolors: gamebrain.getPlayersColors(), |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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} else if (jsonmsg.type === 'flip') { |
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// Här har spelaren tryck på 'Nästa spelare' |
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gameboard.resetCards(); |
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gameboard.setGotPair(gamebrain.gotPair()); |
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playerinturn = gamebrain.setActivePlayer(); |
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gameboard.setActivePlayer(playerinturn); |
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msg = { |
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type: 'startgame', |
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gameboard: gameboard, |
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playersturn: playerinturn, |
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userarray: gamebrain.getPlayersNicks(), |
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userscolors: gamebrain.getPlayersColors(), |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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} |
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}); |
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ws.on("error", (error) => { |
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console.log(`Server error: ${error}`); |
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}); |
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ws.on("close", (code, reason) => { |
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console.log(`Closing connection: ${code} ${reason}`); |
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msg = { |
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type: "users", |
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userarray: gamebrain.getPlayersNicks(), |
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userscolors: gamebrain.getPlayersColors() |
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} |
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wss.broadcastUsers(JSON.stringify(msg)); |
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}); |
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}); |
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This checks looks for references to variables that have not been declared. This is most likey a typographical error or a variable has been renamed.
To learn more about declaring variables in Javascript, see the MDN.