Mercurial > maze-src
view server.rb @ 0:1eef88068f9f tip
initial commit of maze game source
| author | ferencd |
|---|---|
| date | Sun, 15 Sep 2019 11:46:47 +0200 |
| parents | |
| children |
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require 'net/http/server' require 'pp' require 'ellers' require 'wilsons' require 'distance_grid' require 'pg' require 'base62-rb' require 'zlib' require 'wlang' require 'set' require 'descends' require 'pg' require 'database' require 'openssl' require 'game' require 'gs_logger' require 'gamedata' # # Starting the App, updating things that need to be # $LOG.info 'gameserver 0.1 starting' Database.initialize # # Constants # CONTENT_TYPE = 'Content-Type' MAIN_HTML = 'lab.html' CONTENT_TYPES = { :png => 'image/png', :gif => 'image/gif', :js => 'application/javascript' } GAME_TYPE_MAZE = 1 GAME_TYPE_ADVENTURE = 2 GAME_TYPE_STORY = 3 ################################################################################################################# # Helper classes ################################################################################################################# # # Used to get some extra numbers # class Integer N_BYTES = [42].pack('i').size N_BITS = N_BYTES * 16 MAX = 2 ** (N_BITS - 2) - 1 MIN = -MAX - 1 end # # An extension to the plain string class to provide b62 validations # class String def valid_b62? !!match(/^[[:alnum:]]+$/) end def is_i? /\A[-+]?\d+\z/ === self end def encrypt(key) cipher = OpenSSL::Cipher::Cipher.new('DES-EDE3-CBC').encrypt cipher.key = Digest::SHA1.hexdigest key s = cipher.update(self) + cipher.final s.unpack('H*')[0].upcase end def decrypt(key) cipher = OpenSSL::Cipher::Cipher.new('DES-EDE3-CBC').decrypt cipher.key = Digest::SHA1.hexdigest key s = [self].pack('H*').unpack('C*').pack('c*') cipher.update(s) + cipher.final end end # # Simple class to NOT to escape HTML code in the wlang renderer # class SimpleHtmlRenderer < WLang::Dialect def highlight(buf, fn) var_name = render(fn) var_value = evaluate(var_name) buf << var_value end tag '$', :highlight end ################################################################################################################# # Helper methods # ################################################################################################################# # # Provides a fully completed template for the template engine # def complete_templates(templates) (1..5).each do | v | templates["gotext#{v}".to_sym] = '' unless templates.has_key? "gotext#{v}".to_sym end templates end # # Just returns page not found # def page_not_found content_type = {CONTENT_TYPE => 'text/html'} retv = [ '<html><center><strong>404 :-(</strong></center></html>' ] code = 404 return code, content_type, retv end def internal_server_error content_type = {CONTENT_TYPE => 'text/html'} retv = [ '<html><center><strong>500 :-(</strong></center></html>' ] code = 500 return code, content_type, retv end # # Will create a random room in the grid # def create_room(grid) tries = 0 can_not_make = false begin max_width = [grid.columns/10, 6].max max_height = [grid.rows/10, 6].max grid_width = rand(2 .. max_width) + 2 grid_height = rand(2 .. max_height) + 2 x1 = rand(grid.columns - grid_width - 4) x2 = x1 + grid_width y1 = rand(grid.rows - grid_height - 4) y2 = y1 + grid_height tries += 1 can_not_make = !grid.can_make_room(x1,y1,x2,y2) end while can_not_make && tries > 5 return '' if tries >= 5 grid.create_room x1, y1, x2, y2 # Place the door door_x_cell = x1 + grid_width / 2 door_y_top_cell = y1 door_y_bottom_cell = y1 + 1 "{r:#{door_y_bottom_cell},c:#{door_x_cell},v:0}, {r:#{door_y_top_cell},c:#{door_x_cell},v:1}" end # # Calculates the distance from the goal cell on the given grid towards the cell_to_go # and returns the final_len and final_path # def distance_calculator(goal, grid, cell_to_go, final_len, final_path) another_distances = goal.distances grid.distances = another_distances.path_to(cell_to_go) jsv2 = grid.distances_js_array_path final_len += jsv2.length final_path += jsv2 return final_len, final_path end # # Generates a path for the given walker # def create_walker_path(grid, r, c) # making a new path from the furthest point from there new_distances = grid[r, c].distances # goal will be the cell which is the furthest from the new_start and max_dist the length of it goal, _ = new_distances.max grid.distances = new_distances.path_to(goal) jsv = grid.distances_js_array_path final_path = jsv final_len = final_path.length # And the goal is that the walker will take a round around the maze # Now add in another path to (0,0) final_len, final_path = distance_calculator(goal, grid, grid[0, 0],final_len, final_path) final_len, final_path = distance_calculator(grid[0, 0], grid, grid[0, grid.columns - 1],final_len, final_path) final_len, final_path = distance_calculator(grid[0, grid.columns - 1], grid, grid[grid.rows - 1, grid.columns - 1],final_len, final_path) s = '' s << "path_len:#{final_len},r:#{r},c:#{c},p:'#{final_path}'" s end # will generate a few walking characters def generate_walkers(grid, max_nr) walkers = [] return walkers if max_nr == 0 walker_count = rand(1 .. max_nr + 1) $LOG.info"Generating #{walker_count} walkers\n" #walkers << {:body => 0, :row => 0, :col => 1, :path => "path_len:3,r:0,c:1,p:'EEE'"} #walkers << {:body => 0, :row => 0, :col => 4, :path => "path_len:3,r:0,c:4,p:'WWW'"} dbg_cwa = 0 (1..walker_count).each do walker_body = dbg_cwa #rand(3) dbg_cwa = 1 if dbg_cwa == 0 walker_row = rand(1 .. grid.rows - 2) + 1 walker_col = rand(1 .. grid.columns - 2) + 1 walkers << { :body => walker_body, :row => walker_row, :col => walker_col, :path => create_walker_path(grid,walker_row,walker_col) } end walkers end # # Will put the loot stuff on the level. food_locations is an array where wealready have placed food # def place_loot(grid, food_locations) loot_js = 'var loot=[' max_possible_loot = grid.dead_ends[1].length + grid.dead_ends[2].length + grid.dead_ends[4].length + grid.dead_ends[8].length max_possible_loot = max_possible_loot / 4 + 1 max_loot_count = $ITEMS.length # 32 items defined in the png_to_js loot_count = [rand(max_possible_loot), max_loot_count].min # We want a lot of loot in the maze current_loot_count = 0 idxs = [1, 2, 4, 8] idxsc = 0 current_idx = idxs[idxsc] loot_js_arr = [] placed_loots = [] current_loot_value = 0 (1..loot_count).each do |_| place_ctr = 0 can_place = true begin cell = grid.dead_ends[current_idx][rand (grid.dead_ends[current_idx].length)] place_ctr += 1 already_placed_here = placed_loots.select {|loot_loc| loot_loc[:r] == cell.row && loot_loc[:c] == cell.column} here_is_not_fine = already_placed_here.length > 0 unless here_is_not_fine food_placed_here = food_locations.select {|food_loc| food_loc[:r] == cell.row && food_loc[:c] == cell.column} here_is_not_fine |= food_placed_here.length > 0 end end while here_is_not_fine && place_ctr < grid.dead_ends[current_idx].length-1 if place_ctr == grid.dead_ends[current_idx].length-1 if already_placed_here.length > 0 # try to find the first non empty place in the grid found = false (0..grid.dead_ends[current_idx].length - 1).each do |i| cell = grid.dead_ends[current_idx][i] already_placed_here = placed_loots.select {|loot_loc| loot_loc[:r] == cell.row && loot_loc[:c] == cell.column} can_go_here = already_placed_here.length == 0 food_placed_here = food_locations.select {|loot_loc| loot_loc[:r] == cell.row && loot_loc[:c] == cell.column} can_go_here &= food_placed_here.length == 0 if can_go_here found = true break end end can_place = false if found end end if can_place loot_js_arr << "{r:#{cell.row},c:#{cell.column},t:#{current_loot_count}}" if (cell.row > 0 && cell.column > 0) current_loot_value += $ITEMS[current_loot_count][:value] placed_loots << {:r => cell.row, :c => cell.column} else break end current_idx = idxs[idxsc] idxsc += 1 if idxsc == idxs.length idxsc = 0 end current_loot_count += 1 if current_loot_count == max_loot_count current_loot_count = 0 end end loot_js << loot_js_arr.join(',') << "];\n" return loot_js, placed_loots, current_loot_value end # # Will put the food on the table ... ie. level # def place_food(grid, level_number, game_type) food_js = 'var food=[' max_possible_food = grid.dead_ends[1].length + grid.dead_ends[2].length + grid.dead_ends[4].length + grid.dead_ends[8].length max_possible_food = max_possible_food / 4 + 1 food_count = rand(max_possible_food) if game_type == GAME_TYPE_STORY if level_number > 55 food_count *= 4 elsif level_number > 45 food_count *= 3 elsif level_number > 20 food_count *= 2 elsif level_number < 10 food_count /= 2 food_count += 1 end end max_food_count = 10 # This comes from png_to_js the number of possible food items available current_food_count = 0 # Counts the food items of the max available idxs = [1, 2, 4, 8] # The indexes of the cells, which are "dead ends". idxsc = 0 # Counter for the "dead end" index array current_idx = idxs[idxsc] # The current "dead end" index food_js_arr = [] # Will hold the javascript array for the food stuff placed_foods = [] # Will hold where the food was placed (1..food_count).each do |_| place_ctr = 0 can_place = true # Find a place (cell) where we can place the food item begin cell = grid.dead_ends[current_idx][rand (grid.dead_ends[current_idx].length)] place_ctr += 1 already_placed_here = placed_foods.select {|food_loc| food_loc[:r] == cell.row && food_loc[:c] == cell.column} end while already_placed_here.length>0 && place_ctr < grid.dead_ends[current_idx].length-1 if place_ctr == grid.dead_ends[current_idx].length-1 # Did not find an "empty dead end" cell to put the food there if already_placed_here.length > 0 # try to find the first empty cell in the grid found = false (0..grid.dead_ends[current_idx].length - 1).each do |i| cell = grid.dead_ends[current_idx][i] already_placed_here = placed_foods.select {|food_loc| food_loc[:r] == cell.row && food_loc[:c] == cell.column} if already_placed_here.length == 0 found = true break end end can_place = false if found end end if can_place food_js_arr << "{r:#{cell.row},c:#{cell.column},t:#{current_food_count}}" if (cell.row > 0 && cell.column > 0) placed_foods << {:r => cell.row, :c => cell.column} else break end current_idx = idxs[idxsc] idxsc += 1 if idxsc == idxs.length idxsc = 0 end current_food_count += 1 if current_food_count == max_food_count current_food_count = 0 end end food_js << food_js_arr.join(',') << "];\n" return food_js, placed_foods end def place_torches(grid) torches = grid.identify_torch_locations torch_data = [] torches.each do |torch| torch_data << "{i:#{torch[:i]},j:#{torch[:j]},p:#{torch[:number]}}" end torch_str = "var torch_placements=[#{torch_data.join(',')}];\n" storch_str = Utils.split(torch_str, 80) storch_str end def place_doors(grid, exit_row, exit_col) doors_js = [] # Create a few rooms in the grid room_count = 0 #rand(4 .. 10) (1..room_count).each do room_js = create_room(grid) if room_js doors_js << room_js else break end end # 0 -> cell with a top door, 1 -> cell with a bottom door in # adding a door at (0,0) just for visual effects :) # add another door at (width, height) to indicate exit doors_js << '{r:0,c:0,v:0}' doors_js << "{r:#{exit_row},c:#{exit_col},v:5}" doors_str = "var doors=[ #{doors_js.join(',')}];\nvar exit_row=#{exit_row};\nvar exit_col=#{exit_col};"; sdoors_str = Utils.split(doors_str, 80) sdoors_str end def place_weapons(food_locations, grid, height, width) weapons_js = 'var weapon_locations = [' weapon_locs = [] all_weapons = [0, 1, 2, 3] # 0 - spear, armor, shoe, ring special_weapons = [2, 3].to_set shoe_distance = 0 ring_distance = 0 all_weapons.each do |weapon| distance_len = 101 begin wcol = 1 + rand(width - 2) wrow = 1+ rand(height - 2) fl = 0 fp = '' wep_cell = grid[wrow, wcol] cell00 = grid[0, 0] distance_len, _ = distance_calculator(wep_cell, grid, cell00, fl, fp) if weapon == 2 shoe_distance = distance_len end if weapon == 3 ring_distance = distance_len end foods_already_placed_here = food_locations.select {|food_loc| food_loc[:r] == wrow && food_loc[:c] == wcol} food_here = foods_already_placed_here.length > 0 weapons_placed_here = weapon_locs.select {|weapon_loc| weapon_loc[:r] == wrow && weapon_loc[:c] == wcol} weapon_here = weapons_placed_here.length > 0 end while (distance_len > 101 && special_weapons.include?(weapon)) || food_here || weapon_here weapon_locs << {:r => wrow, :c => wcol, :t => weapon} end weap_tmp_arr=[] weapon_locs.each {|wpl| weap_tmp_arr << "{r:#{wpl[:r]},c:#{wpl[:c]},t:#{wpl[:t]}}"} weapons_js << weap_tmp_arr.join(',') << "];\n" return weapons_js, shoe_distance, ring_distance end # # Will create a new maze with the given number as the seed for the random generator. # def handle_maze_with_number(level_number, game_id, main_html='lab.html', game_type = GAME_TYPE_STORY) current_seed = 0x2ECD06801D ^ level_number # Set the seed based on the level number srand(current_seed) minwidth = 10 minheight = 10 maxwidth = 30 maxheight = 30 # There are no walkers, so the system should be able to handle it if game_type == GAME_TYPE_MAZE maxwidth = 40 maxheight = 40 end maxwidth = [minwidth + level_number, maxwidth].min maxheight = [minheight + level_number, maxheight].min width = rand(minwidth .. maxwidth) height = rand(minheight ..maxheight) $LOG.info "GameID:#{game_id} Generated: #{width} x #{height} for level #{level_number}" grid = DistanceGrid.new(height, width) wilson = Wilsons.new wilson.on grid maze_js = '' maze_js << "history.pushState(null, null, '/#{game_id}');" maze_js << "var w = #{width};\n" maze_js << "var h = #{height};\n" maze_js << "#{grid.maze_js_array}\n" # Now identify all the places where a torch can go storch_str = place_torches(grid) maze_js << storch_str # Where the exit is for now exit_col = width - 1 exit_row = height- 1 # At a later stage the exit will not be exactly at the end of the maze, but at the furthest cell from (0,0) # start = grid[0,0] # distances = start.distances # new_start, _ = distances.max #if game_type == GAME_TYPE_ADVENTURE # exit_col = new_start.column # exit_row = new_start.row #end # Calculate the shortest path from the entrance to the exit fp_fl = 0 fp_fp = '' fp_wep_cell = grid[exit_row, exit_col] fp_cell00 = grid[0,0] full_path_len, _ = distance_calculator(fp_wep_cell, grid, fp_cell00, fp_fl, fp_fp) $LOG.info "Distance from (0,0) to (#{exit_col}, #{exit_row}) is #{full_path_len} steps" loot_value = 0 walkers = [] food_locations = [] # Create a few rooms with doors. Notes: # 1. This is not done due to various reasons yet sdoors_str = place_doors(grid, exit_row, exit_col) maze_js << sdoors_str # Create a few walkers but only if the game type is not a simple maze runner if game_type != GAME_TYPE_MAZE max_walkers = 0 if game_type == GAME_TYPE_STORY max_walkers = [ [1, level_number - 3].max, 15].min if level_number > 4 else max_walkers = rand(3..15) end walkers = generate_walkers(grid, max_walkers) walkers_str_array = [] walkers.each do |walker| walkers_str_array << "{t:#{walker[:body]},#{walker[:path]}}" end walkers_js = "var walkers=[#{walkers_str_array.join(',')}];\n" maze_js << Utils.split(walkers_js, 80) maze_js << "var walkers_count = #{walkers.length};" else maze_js << "var walkers=[];\nvar walkers_count=0;" end # Food items if game_type != GAME_TYPE_MAZE food_js, food_locations = place_food(grid, level_number, game_type) maze_js << "#{food_js}" else maze_js << "var food=[];\n" end # Loot in the maze only if this is an adventure game if game_type == GAME_TYPE_ADVENTURE loot_js, loot_locations, loot_value = place_loot(grid, food_locations) # Just hack the food locations to contain all the loot (food_locations << loot_locations).flatten! else loot_js = "var loot=[];\n" end maze_js << "#{loot_js}" shoe_distance = 0 ring_distance = 0 # Weapons if game_type != GAME_TYPE_MAZE weapons_js,shoe_distance,ring_distance = place_weapons(food_locations, grid, height, width) maze_js << "#{weapons_js}" else maze_js << "var weapon_locations=[];\n" end templated_maze = IO.binread(main_html) if $arrives.has_key? level_number templates_arrives = $arrives[level_number] else templates_arrives = $generic_arrives end complete_templates templates_arrives templates_arrives[:gid] = "#{game_id}" templates_arrives[:lid] = "#{level_number}" templates_arrives[:page_loader] = 'upon_page_load();' # templates_arrives[:page_loader] = 'setup_labyrinth();' if game_type == GAME_TYPE_ADVENTURE or game_type == GAME_TYPE_MAZE templates_arrives[:sysmenu_visible] = 'hidden;' templates_arrives[:sysmenu_display] = 'none;' templates_arrives[:menu_line_visible] = 'visible;' level_statistics = "Level Number:#{level_number}\nExit at (#{exit_col}, #{exit_row}).\nDistance from (0,0) to (#{exit_col}, #{exit_row}) is #{full_path_len}" templates_arrives[:badbrowser_visible] = 'hidden;' templates_arrives[:badbrowser_display] = 'none;' templates_arrives[:health_visible] = 'visible' templates_arrives[:statis_visible] = 'hidden' templates_arrives[:gameid_size] = '105px' templates_arrives[:gameid_visible] = 'visible' templates_arrives[:equipment_visible] = 'hidden' templates_arrives[:messages_visible] = 'hidden; display:none' if game_type == GAME_TYPE_ADVENTURE templates_arrives[:gold_visible] = 'visible' templates_arrives[:skeletons_visible] = 'visible' templates_arrives[:levelctr_visible] = 'hidden; display:none' templates_arrives[:timer_visible] = 'visible' templates_arrives[:day_or_level] = 'Level' templates_arrives[:new_game_type] = 'new_adventure_game' level_statistics << "\nGold to be found in this dungeon: #{loot_value}\nSkeletons: #{walkers.length}\nSkeletons' acumen: Droidlike\n" level_statistics << "Boots of Lightness at #{shoe_distance} steps apart from the start\nRing of Health #{ring_distance} steps apart from the start" else templates_arrives[:gold_visible] = 'hidden; display:none' templates_arrives[:skeletons_visible] = 'hidden; display:none' templates_arrives[:levelctr_visible] = 'visible' templates_arrives[:timer_visible] = 'hidden; display:none' templates_arrives[:new_game_type] = 'new_story_game' templates_arrives[:day_or_level] = 'Day' if game_type == GAME_TYPE_MAZE templates_arrives[:levelctr_visible] = 'hidden; display:none' templates_arrives[:health_visible] = 'hidden; display:none' templates_arrives[:equipment_visible] = 'hidden; display:none' templates_arrives[:timer_visible] = 'visible' templates_arrives[:statis_visible] = 'visible' templates_arrives[:new_game_type] = 'new_timechaser_game' else templates_arrives[:messages_visible] = 'visible' end end templates_arrives[:story_game_loc] = Game.gen_game_url 'SG' templates_arrives[:adv_game_loc] = Game.gen_game_url 'AG' templates_arrives[:timer_game_loc] = Game.gen_game_url 'TG' templates_arrives[:level_statistics] = level_statistics full_maze = SimpleHtmlRenderer.render(templated_maze, templates_arrives) full_maze << '<script type="text/javascript">' gt = case game_type when GAME_TYPE_ADVENTURE then 'GAME_TYPE_ADVENTURE' when GAME_TYPE_STORY then 'GAME_TYPE_STORY' when GAME_TYPE_MAZE then 'GAME_TYPE_TIMERUN' else 'GAME_TYPE_TIMERUN' end javascripts = '' javascripts << "const GAME_TYPE_ADVENTURE = 1;\nconst GAME_TYPE_STORY = 2;\nconst GAME_TYPE_TIMERUN = 3\n;var game_type=#{gt};\n" javascripts << maze_js if game_type == GAME_TYPE_ADVENTURE templates_descends = $adventure_descend_summary else if game_type == GAME_TYPE_STORY if $descends.has_key? level_number templates_descends = $descends[level_number] else templates_descends = $generic_descends end else templates_descends = $timerun_descends end end javascripts << "var story_text =\"#{templates_descends[:story_text]}\";\n" javascripts << "var leave_text =\"#{templates_descends[:leave_text]}\";\n" javascripts << '</script>' # javascripts << '<script type="text/javascript" src="graphics.js"></script>' # # javascripts << '<script type="text/javascript" src="game.js"></script>' # templated_game_js = IO.binread 'game.js' # game_js = SimpleHtmlRenderer.render(templated_game_js, templates_descends) # javascripts << game_js full_maze << javascripts full_maze << 'request("graphics.js");</script></body></html>' retv = [full_maze] return 200, retv end # # Handles the root request. Creates a new maze number # def handle_root templated_maze = IO.binread(MAIN_HTML) templates_arrives = $generic_arrives complete_templates templates_arrives templates_arrives[:gid] = '' templates_arrives[:lid] = '' templates_arrives[:page_loader] = 'page_loader();' templates_arrives[:sysmenu_visible] = 'visible;' templates_arrives[:sysmenu_display] = 'block;' templates_arrives[:menu_line_visible] = 'hidden;' templates_arrives[:gameid_visible] = 'hidden' templates_arrives[:gold_visible] = 'hidden' templates_arrives[:skeletons_visible] = 'hidden' templates_arrives[:levelctr_visible] = 'hidden' templates_arrives[:health_visible] = 'hidden' templates_arrives[:timer_visible] = 'hidden' templates_arrives[:gameid_size] = '0px; padding:0' templates_arrives[:day_or_level] = 'Stage' templates_arrives[:level_statistics] = 'Nothing here yet' templates_arrives[:statis_visible] = 'hidden' templates_arrives[:equipment_visible] = 'hidden' templates_arrives[:new_game_type] = 'page_loader' templates_arrives[:messages_visible] = 'hidden' templates_arrives[:badbrowser_visible] = 'hidden;' templates_arrives[:badbrowser_display] = 'none;' templates_arrives[:story_game_loc] = Game.gen_game_url 'SG' templates_arrives[:adv_game_loc] = Game.gen_game_url 'AG' templates_arrives[:timer_game_loc] = Game.gen_game_url 'TG' full_maze = SimpleHtmlRenderer.render(templated_maze, templates_arrives) full_maze << '</body></html>' retv = [full_maze] return 200, retv end # # Delivers a file to the browser # def deliver_file(name) code, content_type, retv = page_not_found # Will read a file. Supposed to be on the same level as the script filename = name[1..-1] if File.exists?(filename) extension = filename.partition('.').last code = 200 content_type = { CONTENT_TYPE => CONTENT_TYPES[extension] } retv = [ IO.binread(name.partition('/').last) ] end return code, content_type, retv end def handle_game_loader(loc) begin key = loc[0..5] enced = loc[6..-1] deced = enced.decrypt key rescue deced = 'SG' end game_type = case deced when 'SG' then deced when 'AG' then deced when 'TG' then deced else 'SG' end code, retv = Game.create_game game_type return code, retv end def retrieve_game_id(request) gid = '' gid = request[:headers]['X-Extra'] if request[:headers].has_key? 'X-Extra' gid = gid.split('=')[1] if gid && gid.count('=') > 0 gid end def handle_next_level(gid) # See where the player was level_nr = Database.get_db_level_for_gid gid # Move him to the next level level_nr += 1 Database.update_level_number_for_gid(level_nr, gid) # And let's play that level code, retv = handle_maze_with_number(level_nr, gid, MAIN_HTML, GAME_TYPE_STORY) return code, retv end # # Each connection will get in here # Net::HTTP::Server.run(:port => 8180) do |request, _| begin url = request[:uri] code, content_type, retv = page_not_found lab_id = url[:path] # pp lab_id # what we are trying to load what = lab_id.to_s # Handle favico if what == '/favicon.ico' code = 200 content_type = {CONTENT_TYPE => 'image/x-icon'} retv = [ IO.binread('favicon.ico') ] end # Nothing, just load the default, and create a new maze if what == '/' code, retv = handle_root elsif what != '/favicon.ico' # some file that needs to be delivered? if what.end_with?('.js') or what.end_with?('.png') or what.end_with?('.gif') code, content_type, retv = deliver_file(what) else # The actual location loc = what[1..-1] # See if this is a gametype loader from the main screen, ie full hex string: if loc =~ /^[0-9A-F]+$/i and not loc.is_i? code, retv = handle_game_loader(loc) else # gid will be the Game ID of the current game if story mode, otherwise the adventure mode is selected for the # current maze gid = retrieve_game_id(request) # Crazy locations will lead to random maze games if loc.length > 9 loc = 'T' + Utils.random_string(8) end if gid == loc # The player advanced to the next level from the game, we have a valid gid equaling the location of the window code, retv = handle_next_level(gid) elsif loc.is_i? # We get here by a simple "GET" from the browser URL, someone just wants to play a maze game # Now update in the DB the level number for gid code, retv = handle_maze_with_number(loc.to_i, gid, MAIN_HTML, GAME_TYPE_MAZE) elsif loc.length > 0 and (loc[0] == 'S' or loc[0] == 'A' or loc[0] == 'T') level_number = Database.get_db_level_for_gid(loc) if level_number == -1 level_number = Zlib::crc32(loc, 0) end code, retv = handle_maze_with_number(level_number, loc, MAIN_HTML, if loc[0] == 'S' then GAME_TYPE_STORY elsif loc[0] == 'T' then GAME_TYPE_MAZE else GAME_TYPE_ADVENTURE end ) end end end end rescue => ex $LOG.fatal("A Somewhat critical error: #{ex.to_s}") code, content_type, retv = internal_server_error raise end # This will go back to the caller reply = [code, content_type, retv] reply end
