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index.js
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index.js
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const express = require('express');
const axios = require('axios');
const fs = require('fs');
const config = require('./configs/config');
const StarcraftManager = require('./libs/StarcraftManager');
const app = express();
const port = config.port || 3000;
const routes = require('./routes/');
const clientGameURL = 'http://localhost:6119/game';
const unmaskedURL = 'http://sc2unmasked.com/API/Player?';
const starcraftManager = new StarcraftManager();
app.use(express.static('public'));
app.use('/api', routes);
app.listen(port, () => console.log(`Listening on port: ${port}!`));
function writeFile(file, obj) {
fs.writeFile(file, obj, (err) => {
if (err) {
throw err;
}
console.log('The file was written to.');
});
}
async function getClientData() {
try {
const { data } = await axios.get(clientGameURL);
return data;
} catch (err) {
throw new Error('No game data available from the starcraft 2 client server');
}
}
function processClientData(data) {
const gameInfo = {
server: config.server,
players: [],
};
if (data !== null && data.players.length > 1) {
data.players.forEach((player) => {
gameInfo.players.push({
name: player.name,
race: player.race,
});
});
}
return gameInfo;
}
/**
* Allows to get the data of both players on unmasked and potentially unmask a barcode or smurf
*/
async function getUnmaskedData(gameInfo) {
const queries = [];
gameInfo.players.forEach((player) => {
console.log(player);
queries.push(`${unmaskedURL}name=${player.name}&race=${player.race[0]}&server=${gameInfo.server}`);
});
console.log(queries);
const response = await Promise.all(queries.map(query => axios.get(query)));
// console.log(response[0].data, response[1].data);
if (response[0].data.players.length > 0 && response[1].data.players.length > 0) {
// Allows to sort a list of players recognized from unmasked by sorting by last_played. We are taking the player in the list that has most recently played. (Might want to use .filter)
response[0].data.players.sort((a, b) => b.last_played.replace(/[a-zA-Z()/]*/ig, '') - a.last_played.replace(/[a-zA-Z()/]*/ig, ''));
response[1].data.players.sort((a, b) => b.last_played.replace(/[a-zA-Z()/]*/ig, '') - a.last_played.replace(/[a-zA-Z()/]*/ig, ''));
const players = response.reduce((prev, curr) => {
const { data } = curr;
prev.push({
acc_name: data.players[0].acc_name,
displayName: data.players[0].display_name,
mmr: data.players[0].mmr,
});
return prev;
}, []);
return players;
}
throw new Error('One or more players could not be found');
}
/**
* When a game starts the event emitter emits "game-joined"
* event which kickstarts the process to get data about the players.
*/
starcraftManager.on('game-joined', async () => {
console.log('new game entered');
try {
const data = await getClientData();
const gameInfo = processClientData(data);
const unmaskedData = await getUnmaskedData(gameInfo);
writeFile('./data/game-data.json', JSON.stringify(unmaskedData));
console.log(unmaskedData);
} catch (err) {
console.log(err);
}
});
/**
* When a game ends and we return to the menu, the event emitter emits the "game-left"
* event so we can plug into that event.
*/
starcraftManager.on('game-left', () => {
console.log('in menus');
});
/**
* Allows to add a retry mechanism to the callback function given to it.
*/
async function retry(delay = 5000, limit = 30000, callback) {
if (callback !== null) {
try {
await callback();
setTimeout(() => {
retry(delay, limit, callback);
}, delay);
} catch (err) {
console.log(err)
setTimeout(() => {
retry(delay >= limit ? limit : delay * 2, limit, callback);
}, delay);
}
}
}
retry(2000, 30000, async () => {
await starcraftManager.checkGameState();
});
// Testing the unmasked function
// getUnmaskedData(debugInfo).then(data => console.log(data)).catch(e => console.log(e))