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gamingwebsite's Introduction

Gaming Website

This is a website I created where users can play single-player and multi-player games. Users can become friends with each other and play private games with their friends, or play against random opponents. They can also view their game history.

Hosting

The website is hosted on Render at https://gamingwebsite.onrender.com/.

Tech Stack

I built this project using MongoDB, Express, React, Node, TypeScript, and Socket.IO. The back end is a server with an Express Rest API and a socket server. The front end is a React app. The front end is built into static files, which the back end then serves on the front end URL paths (e.g. /, /login, /past-games), and the front end uses React Router to route pages. The back end also serves its Rest API on paths within /api.

How to Run

  1. Configure environment variables in a .env file within the project's root directory. See .env.example for the necessary variables and example values.
  2. Move to front end directory: cd client
  3. Install front end dependencies: npm install
  4. Build: npm run build
  5. Move back to project's root directory: cd ..
  6. Install back end dependencies: npm install
  7. Start the server: npm run start

Database

The db directory contains code for interfacing with my MongoDB database using Mongoose. The db/models directory contains definitions for my database models. For each model, I define an interface (for Typescript typing) and a schema, then a model.

In db/models/document.ts, the IDocument interface, which the model interfaces extend, contains the _id property since all MongoDB documents contain the _id field. Wherever this documentation says "ID", it refers to the _id field of a document.

In db/models/friend.ts, there are models for a friendship and a friend request. A friendship stores the IDs of the users that are friends, while a friend request stores which user is requesting the friendship and which user they are requesting to be their friend.

In db/models/gameType.ts, I define the game type model. I used "game type" to mean a game that can be played, such as Tic-Tac-Toe, Dots and Boxes, or Tetris. The game type document would contain data about how that game works. By contrast, I use "game" to mean a specific game played by 2 users of a certain type, so a game document would store information about what users are playing and the game result. The game type model includes fields for the name of the game type, the namespace used when playing that game with sockets and for routing to that game type, a description of the game type, and how many players the game type is for.

In db/models/game.ts, I define the game model. This model contains fields for the type of the game, what user(s) is/are playing it and their usernames, whether the game is complete, who won (if the game is multiplayer) and the score (if the game is singleplayer).

In db/models/user.ts, I define the user model. This model simply stores a user's username and password (in reality, a hash of their password). This model is used to store users and data about their games by referring to a user by their ID.

Server

server/index.ts is the main file that runs the server. The server is an Express app that serves API routes I've programmed, but also serves the client code on the website. The main components of the server are the API routes (in the routes directory) and the socket event handlers, in the gameHandlers directory.

Server/Routes

Auth

On the auth route, there are endpoints to authenticate users. I used Passport and Bcrypt for user authentication, using local authentication. I used session authentication, so that once a user is authenticated, their future requests are also authenticated until they log out.

  • POST requests to auth/register register a new user. The user must provide a username and password, and confirm their password.

  • POST requests to auth/login log in a user. The user must provide their username and password.

  • POST requests to auth/logout log out a user.

  • GET requests to auth/user return the user's username and (hashed) password. This endpoint, as well as several others such as for friends and games, use the ensureAuthenticated middleware, which checks that a user is authenticated before allowing them to access the route.

  • GET requests to auth/invalid signify that a user is not authenticated. Passport redirects requests to this endpoint if the authentication credentials are invalid.

  • DELETE requests to auth/delete will delete a user's account.

Friends

The friends route contains endpoints to read and change a user's friends and friend requests.

  • GET requests to friends/all will return all a user's friends.

  • GET requests to friends/search search for a user by a search string, which is a query parameter. This route not only retrieves users whose usernames match the query, but also checks whether each matching user is already a friend of the requesting user, or whether a friend request has been made between them.

  • POST requests to friends/request create a new friend request to another user, whose ID is stored in the request's body as userId.

  • GET requests to friends/request/incoming will return all incoming friend requests to a user (i.e. all users who have sent friend requests to this user).

  • GET requests to friends/request/outgoing will return all outgoing friend requests a user has made to other users.

  • POST requests to friends/accept will accept a friend request from another user, whose ID is stored in the userID field of the request's body.

  • POST requests to friends/decline will decline a friend request from another user, whose ID is stored in the userID field of the request's body.

  • POST requests to friends/cancel will cancel a friend request the user has sent to another user, whose ID is stored in the userID field of the request's body.

  • POST requests to friends/remove will remove a certain friend of the user, with the friend's ID stored in the userID field of the request's body.

Game Type

The game-type route contains endpoints to get data about game types.

  • GET requests to game-type/all will return all existing game types.

  • GET requests to game-type/requests will return all game requests other users have made to this user. Game requests are how users ask their friends to play private games.

  • GET requests to game-type/:gameType will return data about a certain game type, with the parameter being the namespace of that game type.

Game

The game route contains endpoints to get view a user's past games and create new games.

  • GET requests to game/all will return all games a user has played.

  • GET requests to game/dots-and-boxes/colors will return all available colors for playing Dots and Boxes.

  • GET requests to game/:gameTypeId will return all games a user has played of a certain game type by specifying the ID of that game type.

  • POST requests to game/add will create a new game that the user has finished. This endpoint is only used for single-player games, because multi-player games automatically save to the database once they are finished as part of the server's socket event handling, while single-player games take place entirely in the client and are only saved to the database once they are finished.

Server/GameHandlers

The server/gameHandlers directory contains code for managing sockets for multiplayer games. In server/index.ts, globalWaitingRandomUsers stores users that are waiting to play games against randomOpponents, globalWaitingPrivateUsers stores users that are waiting to play games against friends they've challenged, and globalInProgressGames stores games that are in progress. Each of these variables are maps, with keys being socket namespaces and values being the users/games that are of the game of that namespace. Each game type's handlers keep track of users and games by reading and writing to these variables.

server/gameHandlers/types contains type definitions for socket events between the client and server, and for the parameters that are passed to game handlers.

server/gameHandlers/handleRooms contains a handler for users to wait for opponents and join games. Each game type handler calls this handler since the joining process is the same for each game type; it's just the playing process that varies. Clients emit joinRandomGame events to join a game against a random opponent. The handler checks if any other users are waiting for random opponents, and if they are, it starts a game between the users; if not, it stores the requesting client as a waiting user. Clients emit createPrivateGame to create a private game, and the challenged opponent must emit joinPrivateGame to join the game and begin playing. The server tells clients that their game is starting by emitting a joinedGame event. When a user starts playing a game or disconnects, they are removed from the lists of waiting users.

server/gameHandlers/dotsAndBoxes contains the handler for playing Dots and Boxes. The code handles the game logic, and instantiates a game when users join it. Clients can emit chooseColor to choose their colors (the game stores each user's color, the color used to shade their claimed boxes). They can emit move to make a move in the game; when a user makes a move, the server emits gameUpdate with the updated game to tell the clients to re-render the game. The move handler also checks whether the game is over, in which case it updates the game in the database to be complete and marks who the winner is.

server/gameHandlers/ticTacToe.ts contains the handler for playing Tic-Tac-Toe. The events are identical to the Dots and Boxes handler, except a chooseColor event is not needed. The only real difference is that the logic of the games is different.

Tests

The tests directory contains unit tests of my functions and API routes. I used MongoUnit to create a separate database for testing.

You can run the tests with npm run test.

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