1.1.2 • Published 12 months ago

gamemilanmodel v1.1.2

Weekly downloads
-
License
ISC
Repository
github
Last release
12 months ago

Introduction

Installation

  // with npm
  npm install gamemilanmodel

How to use

  import { Game } from "gamemilanmodel";

  const REDIS = {
        Host: "127.0.0.1",
        Port: "6379",
        Password: "",
        DBNumber: "11",
  };
  const HTTPS = {
        Port: "5000",
        CertPath: "", //Provide Here Certificate Path For Production Purpose
        KeyPath: "", //Provide Here Key Path For Production Purpose
  };
  const GameBasicInfo = {
        isTurnTimer: false, (typeOf boolean)
        TurnTime: 30, (In second, typeOf Number)
        GameTime: 3, //Game Time (In Minutes , typeOf Number)
        LobbyWaitTime: 5, //How Many Second Player Wait in lobby For Another Player TO Join Table (In second, typeOf Number)
        isMinPlayerModeOn: true, // PlayersPerTable = 4, if we want to Start Game When 2 Player Availabe Then , True (typeOf boolean)
        MinPlayerToStartGame: 2, // Minimum Player Number Require to Start Game (typeOf Number)
        PlayersPerTable: 6, // How Many Player's Need On Table TO Start Game (typeOf Number)
        RemacthWaitTime: 60, //After Game Over After How Many Seconds Need To Check Rematch Response (Which Is sent By Player) (In second, typeOf Number),
        isTableWithEntryFee: false, // IF Table is based On entryFee Like Table For 500 Coins, 300 Coins Then (true) else (false) (typeOf boolean)
        ReconnectWithin: 30, //If Player DisConnet During Game Then Within Howmany Second Player Can ReConnect In Game (In second, typeOf Number)
  };

  const isLocal = true; //For Production, isLocal = false

  const CHESS = new Game(isLocal, REDIS, HTTPS , GameBasicInfo);

Hot Feature Of This Package - Gameflow

  const IO = CHESS.IO;
  IO.on("connection", async (socket) => {
  console.log(`Socket Connected, ${socket.id}`);

  socket.on("SIGNUP", async (EventData) => {
        const { UserId, UserName, Password } = EventData; // UserId Shoud be Unique,
        // if GameBasicInfo.isTableWithEntryFee =  false, no need to Add Total Coins
              await CHESS.SIGNUP(
                    { UserId: UserId, UserName: UserName, Password: Password },
                    socket,
                    (error, data) => {
                    if (error) {
                    console.log(error.message);
                    } else console.log(data);
              });
        // if GameBasicInfo.isTableWithEntryFee =  true, Add coins As a Total Coins
        const {coins} = EventData;
              CHESS.SIGNUP(
              { UserId: UserId, UserName: UserName, Password: Password },
              socket,
              (error, data) => {
              if (error) {
                    console.log(error.message);
              } else console.log(data);
              },
              coins,
              );
        });

        socket.on("Login", async (EventData) => {
              const { UserId, Password } = EventData; // UserId Shoud be Unique
              await CHESS.Login(UserId, Password, socket, (error, data) => {
                    if (error) {
                    console.log(error.message);
                    } else console.log(data);
              });
        });

        socket.on("Join_Table", async (EventData) => {
        const { UserId } = socket.handshake.auth.UserDetails;

        //if GameBasicInfo.isTableWithEntryFee =  false, entryFee igonre
              await CHESS.CreateTable(UserId, (error, table) => {
                    if (error) {
                    console.log(error.message);
                    } else {
                    console.log(table);
                    }
              });
        //if GameBasicInfo.isTableWithEntryFee =  true, entryFee Add
        const { EntryFee } = EventData; // EntryFee Shoud Be in number, Like 500, 300 as a coins;
              await CHESS.CreateTable(
                    UserId,
                    (error, table) => {
                    if (error) {
                    console.log(error.message);
                    } else {
                    console.log(table);
                    }
                    },
                    EntryFee
              );
        });

        socket.on("ReMatch", async (EventData) => {
        const { Response } = EventData; // Response Shoud Be boolean = If Agree then True;
              await CHESS.ReMatch(Response, socket, (result) => {
                    console.log(result);
              });
        });

        // Send response to Client Like This
        socket.on("Login", async (EventData) => {
        const { UserId, Password } = EventData; // UserId Shoud be Unique
              await CHESS.Login(UserId, Password, socket, (error, data) => {
                    if (error) {
                    CHESS.EventSender.SendEventToUserByUserId(
                    UserId,
                    "Login_Error",
                    error,
                    "Login Is Fail"
                    );
                    } else {
                    CHESS.EventSender.SendEventToUserByUserId(
                    UserId,
                    "Login_Error",
                    data,
                    "Login Is Succesfull"
                    );
                    }
              });
        });

        // Send Response Or Any Event To Table
        CHESS.EventSender.EventToTable("TableId", "EventName", "EventData");

        socket.on("disconnect", (reason) => {
              console.log("socket disconnected : " + socket.id, reason);
              });
        });


        // To Get USER DATA :
              const key = `USER:${UserId}`;
              let User = await CHESS.RedisClients.Redis.get(key);
              User = JSON.parse(User);

        // To Get Table Details:
              const key = `Table:${Tableid}`;
              let TableData = await CHESS.RedisClients.Redis.get(key);
              TableData = JSON.parse(TableData);

Manage Game Flow

        CHESS.GameTimer.LobbyTimer((LobbyData) => {
              // LobbyData = {
              //   LobbyTableID: 'XYZ';
              //   UserId: 'USERID';
              //   MSG: 'Lobby Time Over For User Id : USERID, Can't Start Game Player Not Found';
              //   }
              console.log(LobbyData, "LobbyData");
              // Send Create table Event Again After Some Time
        });
        CHESS.GameTimer.GameStarted((GameStartedData) => {
              // GameStartedData = {
              //   TableID: 'XYZ',
              //   MSG: 'Game  Started For Table Id : 'XYZ'',
              //   }
              console.log(GameStartedData, "GameStarted");
              // Start Game By Table Details (add Your Own Logic According To Game)
        });
        CHESS.GameTimer.GameTimeOver((GameTimeOverData) => {
              // GameTimeOverData = {
              //   TableID: 'XYZ';
              //   MSG: 'Game Time Over For Table Id : 'XYZ'';
              //   }
              console.log(GameTimeOverData, "GameTimeOver");
              // Get Table and Check Score and do Further Process (add Your Own Logic According To Game)
        });

        CHESS.GameTimer.RematchTimeOver((RematchTimeData) => {
              //   RematchTimeData = {
              //     TableID: 'XYZ';
              //     ReMatchResponse: {id: string,
              //   True: ['USERID'],
              //   False: ['USERID'],
              // };
              //     MSG: "All Player Denied For Rematch";
              // }
              console.log(RematchTimeData, "RematchTimeOver");
        });

        CHESS.GameTimer.TurnChange((TurnChangeData) => {
              //   TurnChangeData =  {
              //     TableID: 'XYZ';
              //     MSG: 'Please Change Turn For TableId';
              // }
              console.log(TurnChangeData, "TurnChange");
              // Get Table Details and Do Change Turn (add Your Own Logic According To Game)
        });

Socket IO

  const IO = CHESS.IO;
  IO.on("connection", (socket: Socket) => {
    console.log(`Socket Connected, ${socket.id}`);

    socket.onAny(async (event, eventData) => {
      console.log(`got event ${event} and Data is ${JSON.stringify(eventData)}`);
    });

    socket.on("disconnect", (reason) => {
      console.log("socket disconnected : " + socket.id, reason);
    });
  });

Express App

    const app = CHESS.ExpressApp;

    app.get('/123', (req, resp) => {
    resp.send('321');
    });

Redis

    const Redis = CHESS.RedisClients.Redis;
    let Key = 'CarInfo';
    let Keydata = {
    CarName: 'Ford',
    CarColour: 'Black',
    };

    let SaveKey = await Redis.set(Key, JSON.stringify(Keydata));

Pub - Sub

    const PubClient = CHESS.RedisClients.pubClient;
    const SubClient = CHESS.RedisClients.subClient;

    const listener = (message, channel) => console.log(message, channel);
    await SubClient.subscribe('check', listener);
    await PubClient.publish('Greeting', 'Hello World');

RedLock

    const redlock = CHESS.Redlock;

    let lock = await redlock.acquire(['a'], 5000);
    //Do Something Here ....
    await lock.release();
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