nodegame-openshift
Version:
Prepares a nodeGame instance to run on the openshift cloud.
136 lines (123 loc) • 3.37 kB
JavaScript
/**
* Standard Waiting Room settings.
*/
module.exports = {
/**
* ## EXECUTION_MODE
*
* Sets the execution mode of the waiting room
*
* Different modes might have different default values, and need
* different settintgs.
*
* Available modes:
*
* - ´TIMEOUT´, waits until the time is up, then it checks
* whether enough players are connected to start the game.
* - ´WAIT_FOR_N_PLAYERS´, the game starts right away as soon as
* the desired number of connected players is reached.
*/
// EXECUTION_MODE: 'TIMEOUT',
EXECUTION_MODE: 'WAIT_FOR_N_PLAYERS',
/**
* ## POOL_SIZE
*
* How many clients must connect before groups are formed
*/
POOL_SIZE: 2,
/**
* ## GROUP_SIZE
*
* The size of each group
*/
GROUP_SIZE: 2,
/**
* ## N_GAMES
*
* Number of games to dispatch
*
* If set, it will close the waiting room after N_GAMES
* have been dispatched
*/
// N_GAMES: 1,
/**
* ## MAX_WAIT_TIME
*
* Maximum waiting time in the waiting room
*/
MAX_WAIT_TIME: 90000,
/**
* ## START_DATE
*
* Time and date of game start.
*
* Overrides `MAX_WAIT_TIME`. Accepted values: any valid
* argument to `Date` constructor.
*/
// START_DATE: 'December 13, 2015 13:24:00',
// START_DATE: new Date().getTime() + 30000,
/**
* ## CHOSEN_TREATMENT
*
* The treatment assigned to every new group
*
* Accepted values:
*
* - "treatment_rotate": rotates the treatments.
* - undefined: a random treatment will be selected.
* - function: a callback returning the name of the treatment. E.g:
*
* function(treatments, roomCounter) {
* return treatments[num % treatments.length];
* }
*
*/
CHOSEN_TREATMENT: function(treatments, roomCounter) {
return treatments[roomCounter % treatments.length];
},
/**
* ## DISCONNECT_IF_NOT_SELECTED (experimental)
*
* Disconnect clients if not selected for a game when dispatching
*/
DISCONNECT_IF_NOT_SELECTED: false,
/**
* ## ON_TIMEOUT
*
* A callback function to be executed when wait time expires
*/
// ON_TIMEOUT: function() {
// console.log('I am timed out!');
// },
/**
* ## ON_TIMEOUT_SERVER
*
* A callback function to be executed on the server when wait time expires
*
* The context of execution is WaitingRoom.
*/
// ON_TIMEOUT_SERVER: function(code) {
// console.log('*** I am timed out! ', code.id);
// }
/**
* ## DISPATCH_TO_SAME_ROOM
*
* If TRUE, every new group will be added to the same game room
*
* A new game room will be created for the first dispatch, and
* reused for all successive groups. Default, FALSE.
*
* !Notice the game must support adding players while it is running.
*
* @see WaitingRoom.lastGameRoom
*/
// DISPATCH_TO_SAME_ROOM: true
/**
* ## logicPath
*
* If set, a custom implementation of the wait room will be used
*
* @see wait.room.js (nodegame-server)
*/
// logicPath: 'path/to/a/wait.room.js'
};