How to access userid and username when creating new instance in express - javascript

It was really hard to form this question because it is a difficult question. I have a game_server file in this file we have.
var
game_server = module.exports = { games : {}, game_count:0 },
UUID = require('node-uuid'),
verbose = true;
//Since we are sharing code with the browser, we
//are going to include some values to handle that.
global.window = global.document = global;
//Import shared game library code.
require('./game.core.js');
//A simple wrapper for logging so we can toggle it,
//and augment it for clarity.
game_server.log = function() {
if(verbose) console.log.apply(this,arguments);
};
game_server.fake_latency = 0;
game_server.local_time = 0;
game_server._dt = new Date().getTime();
game_server._dte = new Date().getTime();
//a local queue of messages we delay if faking latency
game_server.messages = [];
setInterval(function(){
game_server._dt = new Date().getTime() - game_server._dte;
game_server._dte = new Date().getTime();
game_server.local_time += game_server._dt/1000.0;
}, 4);
game_server.onMessage = function(client,message) {
if(this.fake_latency && message.split('.')[0].substr(0,1) == 'i') {
//store all input message
game_server.messages.push({client:client, message:message});
setTimeout(function(){
if(game_server.messages.length) {
game_server._onMessage( game_server.messages[0].client, game_server.messages[0].message );
game_server.messages.splice(0,1);
}
}.bind(this), this.fake_latency);
} else {
game_server._onMessage(client, message);
}
};
game_server._onMessage = function(client,message) {
//Cut the message up into sub components
var message_parts = message.split('.');
//The first is always the type of message
var message_type = message_parts[0];
var other_client =
(client.game.player_host.userid == client.userid) ?
client.game.player_client : client.game.player_host;
if(message_type == 'i') {
//Input handler will forward this
this.onInput(client, message_parts);
} else if(message_type == 'p') {
client.send('s.p.' + message_parts[1]);
} else if(message_type == 'c') { //Client changed their color!
if(other_client)
other_client.send('s.c.' + message_parts[1]);
} else if(message_type == 'l') { //A client is asking for lag simulation
this.fake_latency = parseFloat(message_parts[1]);
}
}; //game_server.onMessage
game_server.onInput = function(client, parts) {
//The input commands come in like u-l,
//so we split them up into separate commands,
//and then update the players
var input_commands = parts[1].split('-');
var input_time = parts[2].replace('-','.');
var input_seq = parts[3];
//the client should be in a game, so
//we can tell that game to handle the input
if(client && client.game && client.game.gamecore) {
client.game.gamecore.handle_server_input(client, input_commands, input_time, input_seq);
}
}; //game_server.onInput
//Define some required functions
game_server.createGame = function(player) {
//Create a new game instance
var thegame = {
id : UUID(), //generate a new id for the game
player_host:player, //so we know who initiated the game
player_client:null, //nobody else joined yet, since its new
player_count:1 //for simple checking of state
};
//Store it in the list of game
this.games[ thegame.id ] = thegame;
//Keep track
this.game_count++;
//Create a new game core instance, this actually runs the
//game code like collisions and such.
thegame.gamecore = new game_core( thegame );
//Start updating the game loop on the server
thegame.gamecore.update( new Date().getTime() );
//tell the player that they are now the host
//s=server message, h=you are hosting
player.send('s.h.'+ String(thegame.gamecore.local_time).replace('.','-'));
console.log('server host at ' + thegame.gamecore.local_time);
player.game = thegame;
player.hosting = true;
this.log('player ' + player.userid + ' created a game with id ' + player.game.id);
//return it
return thegame;
At the bottom you can see that we have a player.userid this is the id of the player which is logged in.
now we have a game_core.js and i want to pass the value to the game_core.js so i can use the userid in that file
var frame_time = 60/1000; // run the local game at 16ms/ 60hz
if('undefined' != typeof(global)) frame_time = 45; //on server we run at 45ms, 22hz
( function () {
var lastTime = 0;
var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
}
if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = function ( callback, element ) {
var currTime = Date.now(), timeToCall = Math.max( 0, frame_time - ( currTime - lastTime ) );
var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
lastTime = currTime + timeToCall;
return id;
};
}
if ( !window.cancelAnimationFrame ) {
window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); };
}
}() );
/* The game_core class */
var game_core = function(game_instance){
//Store the instance, if any
this.instance = game_instance;
//Store a flag if we are the server
this.server = this.instance !== undefined;
//Used in collision etc.
this.world = {
width : 720,
height : 480
};
//We create a player set, passing them
//the game that is running them, as well
if(this.server) {
this.players = {
self : new game_player(this,this.instance.player_host),
other : new game_player(this,this.instance.player_client)
};
this.players.self.pos = {x:20,y:20};
this.players.self.username = this.instance.player_host.username;
console.log(this.players.self.username);
} else {
this.players = {
self : new game_player(this),
other : new game_player(this)
};
//Debugging ghosts, to help visualise things
this.ghosts = {
//Our ghost position on the server
server_pos_self : new game_player(this),
//The other players server position as we receive it
server_pos_other : new game_player(this),
//The other players ghost destination position (the lerp)
pos_other : new game_player(this)
};
this.ghosts.pos_other.state = 'dest_pos';
this.ghosts.pos_other.info_color = 'rgba(255,255,255,0.1)';
this.ghosts.server_pos_self.info_color = 'rgba(255,255,255,0.2)';
this.ghosts.server_pos_other.info_color = 'rgba(255,255,255,0.2)';
this.ghosts.server_pos_self.state = 'server_pos';
this.ghosts.server_pos_other.state = 'server_pos';
this.ghosts.server_pos_self.pos = { x:20, y:20 };
this.ghosts.pos_other.pos = { x:500, y:200 };
this.ghosts.server_pos_other.pos = { x:500, y:200 };
}
//The speed at which the clients move.
this.playerspeed = 120;
//Set up some physics integration values
this._pdt = 0.0001; //The physics update delta time
this._pdte = new Date().getTime(); //The physics update last delta time
//A local timer for precision on server and client
this.local_time = 0.016; //The local timer
this._dt = new Date().getTime(); //The local timer delta
this._dte = new Date().getTime(); //The local timer last frame time

Related

transferring items among several arrays in javascript

I have got a pretty complicated issue, I tried everything and its not working properly. So the conception is (i just copied the interesting part of it, otherwise it would be few hundred more lines) :
The program is a card game and 24 cards (4 different colors, one is always stronger,it is called ADU) are distributed randomly among 4 players (4 arrays). The table where you put down the cards are represented by "asztal" array. First the human player puts a card, then the computers should reach in this order:
If they have same color and higher value - pick that card
If they have same color and any value - pick that card
If they dont have matching color, any car from the special color set (for being simple, its the first card the loop would find in the array)
If they dont have matching color, nor card from special color set, than the first element of the array (player[0]).
If you run my code, you would see it is not grabbing 1/1/1 card from each array, but sometimes more. And those cards do disappear, and not getting into the asztal array. My code: (https://jsfiddle.net/daxa3pL2/)
function CardA(name,value,adu){
this.name = name;
this.value = value;
};
function CardB(name,value,adu){
this.name = name;
this.value = value;
};
function CardC(name,value,adu){
this.name = name;
this.value = value;
};
function CardD(name,value,adu){
this.name = name;
this.value = value;
};
CardA.prototype.adu = false;
CardB.prototype.adu = false;
CardC.prototype.adu = false;
CardD.prototype.adu = false;
var a9 = new CardA("Tök kilenc",0);
var a10 = new CardA("Tök tíz",10);
var aal = new CardA("Tök alsó",2);
var afel = new CardA("Tök felső",3);
var akir = new CardA("Tök király",4);
var aasz = new CardA("Tök ász",11);
var b9 = new CardB("Levél kilenc",0);
var b10 = new CardB("Levél tíz",10);
var bal = new CardB("Levél alsó",2);
var bfel = new CardB("Levél felső",3);
var bkir = new CardB("Levél király",4);
var basz = new CardB("Levél ász",11);
var c9 = new CardC("Makk kilenc",0);
var c10 = new CardC("Makk tíz",10);
var cal = new CardC("Makk alsó",2);
var cfel = new CardC("Makk felső",3);
var ckir = new CardC("Makk király",4);
var casz = new CardC("Makk ász",11);
var d9 = new CardD("Szív kilenc",0);
var d10 = new CardD("Szív tíz",10);
var dal = new CardD("Szív alsó",2);
var dfel = new CardD("Szív felső",3);
var dkir = new CardD("Szív király",4);
var dasz = new CardD("Szív ász",11);
CardC.prototype.adu = true;
var player1 = [c9,b9,b10,d9,a9,d10];
var player2 = [a10,aal,dal,c10,cal,bal];
var player3 = [bfel,bkir,basz,dfel,dkir,dasz];
var player4 = [afel,akir,aasz,cfel,ckir,casz];
var asztal = [];
asztal.push(player1.splice(0,1)[0]);
var player2card1 = function() {
for (i = 0; i < player2.length; i++) {
if (Object.getPrototypeOf(player2[i]) == Object.getPrototypeOf(asztal[0]) && player2[i].value > asztal[0].value) {
asztal.push(player2.splice(i,i+1)[0])
return
}
}
if (asztal.length == 1) {
for (i = 0; i < player2.length; i++) {
if (Object.getPrototypeOf(player2[i]) == Object.getPrototypeOf(asztal[0])) {
asztal.push(player2.splice(i,i+1)[0])
return
}
}
}
if (asztal.length == 1){
for (i = 0; i < player2.length; i++) {
if (player2[i].adu == true) {
asztal.push(player2.splice(i,i+1)[0])
return
}
}
}
if (asztal.length == 1) {
asztal.push(player2.splice(0,1)[0])
return
}
};
var player3card1 = function() {
for (i = 0; i < player3.length; i++) {
if (Object.getPrototypeOf(player3[i]) == Object.getPrototypeOf(asztal[0]) && player3[i].value > asztal[0].value) {
asztal.push(player3.splice(i,i+1)[0])
return
}
}
if (asztal.length == 2) {
for (i = 0; i < player3.length; i++) {
if (Object.getPrototypeOf(player3[i]) == Object.getPrototypeOf(asztal[0])) {
asztal.push(player3.splice(i,i+1)[0])
return
}
}
}
if (asztal.length == 2){
for (i = 0; i < player3.length; i++) {
if (player3[i].adu == true) {
asztal.push(player3.splice(i,i+1)[0])
return
}
}
}
if (asztal.length == 2) {
asztal.push(player3.splice(0,1)[0])
return
}
};
var player4card1 = function() {
for (i = 0; i < player4.length; i++) {
if (Object.getPrototypeOf(player4[i]) == Object.getPrototypeOf(asztal[0]) && player4[i].value > asztal[0].value) {
asztal.push(player4.splice(i,i+1)[0])
return
}
}
if (asztal.length == 3) {
for (i = 0; i < player4.length; i++) {
if (Object.getPrototypeOf(player4[i]) == Object.getPrototypeOf(asztal[0])) {
asztal.push(player4.splice(i,i+1)[0])
return
}
}
}
if (asztal.length == 3){
for (i = 0; i < player4.length; i++) {
if (player4[i].adu == true) {
asztal.push(player4.splice(i,i+1)[0])
return
}
}
}
if (asztal.length == 3) {
asztal.push(player4.splice(0,1)[0])
return
}
};
player2card1();
player3card1();
player4card1();
console.log(player1);
console.log(player2);
console.log(player3);
console.log(player4);
console.log(asztal);
So I debugged your code and there are two fundamental mistakes I found:
1: When you use the splice inside a loop, the indices will change. So, when you do for example
asztal.push(player2.splice(i,i+1)[0])
and put it inside a loop, the indices for player2 matching your condition will change as soon as you do the splice. So the next iteration of your loop will give incorrect results/ miss an index of an object that should be removed.
A possible solution to this is that instead of splice, inside your for-loops, just insert elements into asztal, and DON'T splice the parent. Then outside the loop, splice them from from the players using a FILTER function as follows:
var player2card1 = function() {
for (i = 0; i < player2.length; i++) {
if (Object.getPrototypeOf(player2[i]) == Object.getPrototypeOf(asztal[0]) && player2[i].value > asztal[0].value) {
asztal.push({name: player2[i].name, value: player2[i].value, prototype: player2[i].prototype});
player2[i].name = "delete";
return
}
}
player2.filter((each)=>{return each.name!== "delete"});
2: The second mistake (that I don't think is the problem here but still can cause trouble) is your use of "==". In Javascript, try to use '===' as far as possible as it also checks the type along with equality.
A little refactoring can go a long way to making this clear.
// define a card type class
function CardType(type, adu)
{
// This simply says that if ADU is undefined (not passed) then
// ADU should be set to false by default
this.adu = (typeof adu === 'undefined' ? false : adu);
this.type = type;
}
function Card(name, value, type)
{
this.name = name;
this.value = value;
this.type = type;
}
// Define our card types
var CardA = new CardType("A");
var CardB = new CardType("B");
var CardC = new CardType("C", true);// set to be ADU
var CardD = new CardType("D");
// Define our cards
var a9 = new Card("Tök kilenc",0, CardA);
var a10 = new Card("Tök tíz",10, CardA);
var aal = new Card("Tök alsó",2, CardA);
var afel = new Card("Tök felső",3, CardA);
var akir = new Card("Tök király",4, CardA);
var aasz = new Card("Tök ász",11, CardA);
var b9 = new Card("Levél kilenc",0, CardB);
var b10 = new Card("Levél tíz",10, CardB);
var bal = new Card("Levél alsó",2, CardB);
var bfel = new Card("Levél felső",3, CardB);
var bkir = new Card("Levél király",4, CardB);
var basz = new Card("Levél ász",11, CardB);
var c9 = new Card("Makk kilenc",0, CardC);
var c10 = new Card("Makk tíz",10, CardC);
var cal = new Card("Makk alsó",2, CardC);
var cfel = new Card("Makk felső",3, CardC);
var ckir = new Card("Makk király",4, CardC);
var casz = new Card("Makk ász",11, CardC);
var d9 = new Card("Szív kilenc",0, CardD);
var d10 = new Card("Szív tíz",10, CardD);
var dal = new Card("Szív alsó",2, CardD);
var dfel = new Card("Szív felső",3, CardD);
var dkir = new Card("Szív király",4, CardD);
var dasz = new Card("Szív ász",11, CardD);
var player1 = [c9,b9,b10,d9,a9,d10];
var player2 = [a10,aal,dal,c10,cal,bal];
var player3 = [bfel,bkir,basz,dfel,dkir,dasz];
var player4 = [afel,akir,aasz,cfel,ckir,casz];
var asztal = [];
// It doesn't really make sense to splice the array because
// you are changing the array.
// asztal.push(player1.splice(0,1)[0]);
// This line can be replaced with a simple:
asztal.push(player1[0]);
// This function has lots of redundant code and we can simplify it greatly
// as well as generalize it to work for each player
function getNextCard(player, card){
// By default we take the first card unless we find a better one along the way.
var matchCase2 = null, // same type, any value
matchCase3 = null, // special set
matchCase4 = player[0]; // any card
for(i = 0; i < player.length; i++)
{
// Check our first case
if(player[i].type.type == card.type.type &&
player[i].value > card.value){
return player[i];
}
if(matchCase2 === null && player[i].type.type == card.type.type){
matchCase2 = player[i];
}
if(matchCase3 === null && player[i].type.adu === true){
matchCase3 = player[i];
}
}
if(matchCase2 !== null) return matchCase2;
if(matchCase3 !== null) return matchCase3;
return matchCase4;
}
console.log(getNextCard(player2, asztal[0]));
console.log(getNextCard(player3, asztal[0]));
console.log(getNextCard(player4, asztal[0]));

NodeJS some modules not working

I'm making a game with socket.io and nodejs, and I'm making a module called rooms.js, this module require users.js module and fiveSocket.js module
but when I call Rooms.New from the main server file, it says that fiveSocket is undefined, same problem when Rooms.New calls a users.js function, I got TypeError: Cannot read property 'getSocketIDbyId' of undefined
rooms.js:
var mysql = require('../mysql/mysql.js');
var headers = require('./headers.js');
var users = require('./users.js');
var fiveSocket = require('./sockets.js');
var Rooms = {
Obj: {},
Room: function(data) {
var room = this;
this.name = data.name;
this.users = [];
this.floorCode = data.floor;
this.description = data.desc;
this.maxUsers = data.maxUsers;
this.owner = data.owner;
this.setTime = new Date().getTime();
this.dbID = data.dbID;
this.doorx = data.doorx;
this.doory = data.doory;
this.doordir = data.doordir;
},
New: function(socketID, roomID) {
var keys = Object.keys(Rooms.Obj).length;
var id = keys + 1;
var callback = function(row) {
fiveSocket.emitClient(socketID, headers.roomData, {
title: row.title,
desc: row.description,
mapStr: row.floorCode,
doorx: row.doorx,
doory: row.doory,
doordir: row.doordir
});
var uid = users.getIdBySocketID(socketID);
users.Obj[uid].curRoom = roomID;
var rid = Rooms.getIdByDbID(roomID);
Rooms.Obj[rid].users.push(uid);
}
if(Rooms.getIdByDbID(roomID) != false) {
var room = Rooms.getIdByDbID(roomID);
var row = { title: room.name, description: room.description, floorCode: room.foorCode, doorx: room.doorx, doory: room.doory, doordir: room.doordir };
callback(row);
} else {
mysql.Query('SELECT * FROM rooms WHERE id = ? LIMIT 1', roomID, function(rows) {
if(rows.length > 0) {
var row = rows[0];
Rooms.Obj[id] = new Rooms.Room({name: row.title, floorCode: row.floorCode, desc: row.description, maxUsers: row.maxUsers, owner: row.owner, dbID: row.id, doorx: row.doorx, doory: row.doory, doordir: row.doordir});
callback(row);
}
});
}
},
removeUser: function(DBroomID, userID) {
var rid = Rooms.getIdByDbID(DBroomID);
var room = Rooms.Obj[rid];
var index = room.indexOf(userID);
if (index > -1) array.splice(index, 1);
},
Listener: function(users) {
setInterval(function(){
for(var roomID in Rooms.Obj) {
var room = Rooms.Obj[roomID];
// send users coordinates
room.users.forEach(function(uid) {
var socketID = users.getSocketIDbyId(uid);
var data = Rooms.getUsersInRoomData(roomID);
fiveSocket.emitClient(socketID, headers.roomUsers, data);
});
// unload inactive rooms (no users after 10 seconds)
var activeUsers = room.users.length;
var timestamp = room.setTime;
var t = new Date(); t.setSeconds(t.getSeconds() + 10);
var time2 = t.getTime();
if(activeUsers <= 0 && timestamp < time2) {
Rooms.Remove(roomID);
}
}
}, 1);
},
getUsersInRoomData: function(roomID) {
var room = Rooms.Obj[roomID];
var obj = {};
room.users.forEach(function(uid) {
var user = users.Obj[uid];
obj[uid] = {
username: user.username,
position: user.position,
figure: user.figure
};
});
return obj;
},
Remove: function(id) {
delete Rooms.Obj[id];
},
getIdByDbID: function(dbID) {
var result = null;
for(var room in Rooms.Obj) {
var u = Rooms.Obj[room];
if(u.dbID == dbID) var result = room;
}
if(result == null) return false;
else return result;
},
getDbIDbyId: function(id) {
return Rooms.Obj[id].dbID;
}
}
Rooms.Listener();
module.exports = Rooms;
EDIT: (if it can be helpful)
When I console.log fiveSocket on the main file
When I console.log fiveSocket on the rooms.js file
EDIT2: When I've removed var users = require('./users.js'); from fiveSocket, when I console.log it in rooms.js it works, why ?
EDIT3: I still have the problem
If you need the others modules sources:
Users.JS: http://pastebin.com/Ynq9Qvi7
sockets.JS http://pastebin.com/wpmbKeAA
"Rooms" requires "Users" and vice versa, so you are trying to perform "circular dependency".
Quick search for node.js require circular dependencies gives a lot of stuff, for example :
"Circular Dependencies in modules can be tricky, and hard to debug in
node.js. If module A requires('B') before it has finished setting up
it's exports, and then module B requires('A'), it will get back an
empty object instead what A may have intended to export. It makes
logical sense that if the export of A wasn't setup, requiring it in B
results in an empty export object. All the same, it can be a pain to
debug, and not inherently obvious to developers used to having those
circular dependencies handled automatically. Fortunately, there are
rather simple approaches to resolving the issue."
or
How to deal with cyclic dependencies in Node.js

Force Meteor To Refresh / Re-render Templates?

*For reference I'm using iron router.
Instead of a sign in page I have this global sign in form embedded in an nav (aka on every page).
Right now I'm doing a really hacky refresh to reload the page once a user logs in.
I would like to just reload to the template aka not refresh the whole page.
Basically just want the templates rendered function to rerun on login.
Here's my current login code:
'submit #login': function(event, template){
event.preventDefault();
var handle = template.find('#usernameLogin').value;
var secretKey = template.find('#passwordLogin').value;
Meteor.loginWithPassword(handle, secretKey, function(err){
if (err) {
alert(err);
}else{
$('#close').click();
/* replace this with reactive ajax or whatever when you can! */
Meteor._reload.reload();
}
});
},
My render function which I think may be the real issue now:
Template.tournament.rendered = function () {
thisCampaign = this.data;
var self = this;
if (this.data.tournament.live) {
/* if theres a registered user */
if (Meteor.userId()) {
/* Select a winner box */
var participants = $('.participant-id');
var currentParticipant;
var nextRound;
var thisMatch;
var nextMatch;
var bracket;
participants.map(function(index, value){
if ($(value).text() === Meteor.userId()) {
if ($(value).parent().find('.participant-status').text() === 'undetermined') {
nextRound = $(value).parent().find('.participant-round').text();
thisMatch = $(value).parent().find('.participant-match').text();
bracket = $(value).parent().parent().parent().find('.participant');
};
};
});
nextRound = parseInt(nextRound) + 1;
nextMatch = Math.round(parseInt(thisMatch)/2) - 1;
if (parseInt(thisMatch) % 2 != 0) {
currentParticipant = 0;
}else{
currentParticipant = 1;
}
var winnerOptions = '';
var winnerBox = $('<div class="select-winner">');
if (bracket) {
bracket.map(function(index, value) {
winnerOptions += '<span class="winner-option"> '+$(value).find('.participant-title').text()+' <div class="winner-info"> '+$(value).find('a').html()+' </div> </span>'
});
winnerBox.append(winnerOptions);
$($($('.round'+nextRound).find('li')[nextMatch]).find('.participant')[currentParticipant]).removeClass('loser').addClass('undetermined');
$($($('.round'+nextRound).find('li')[nextMatch]).find('.participant')[currentParticipant]).find('a').addClass('tooltip').html(winnerBox);
};
}else{
}
}else{
/* Tournament Start Time */
var tournamentStartTime = function(){
var d = new Date();
var n = d.getTime();
var currentTime = TimeSync.serverTime(n);
var startTime = self.data.card.startTime;
var difference = startTime - currentTime;
var hoursDifference = Math.floor(difference/1000/60/60);
difference -= hoursDifference*1000*60*60
var minutesDifference = Math.floor(difference/1000/60);
difference -= minutesDifference*1000*60
var secondsDifference = Math.floor(difference/1000);
/* if ends (make tournament live server side?) */
if (hoursDifference < 0 || minutesDifference < 0 || secondsDifference < 0) {
Meteor.clearInterval(tStartTime);
Session.set("tournamentStartTime", false);
}else{
if (hoursDifference < 10) {hoursDifference = "0"+hoursDifference;}
if (minutesDifference < 10) {minutesDifference = "0"+minutesDifference;}
if (secondsDifference < 10) {secondsDifference = "0"+secondsDifference;}
var formattedTime = hoursDifference + ':' + minutesDifference + ':' + secondsDifference;
Session.set("tournamentStartTime", formattedTime);
}
};
Session.set("tournamentStartTime", '00:00:00');
tournamentStartTime();
var tStartTime = Meteor.setInterval(tournamentStartTime, 1000);
/* Allow new user sign up */
var alreadySignedUp = false;
var usersSignedUp = $('.participant-id')
usersSignedUp.map(function (index, user) {
if ($(user).text().trim() === Meteor.userId()) {
alreadySignedUp = true;
}
});
if (this.data.card.host != Meteor.user().username && !(alreadySignedUp)) {
var openSlots = [];
var allSlots = $('.participant');
allSlots.map(function (index, participant) {
if ($(participant).find('.participant-title').text().trim() === '' && !($(participant).hasClass('loser'))) {
openSlots.push(participant);
}
});
openSlots.map(function (openSlot, index) {
$(openSlot).removeClass('winner').addClass('undetermined');
});
}
/* if theres a registered user */
if (Meteor.userId()) {
}else{
}
}
};
From what i can see there, your rendered function would not work as you expect as the template may render while the loggingIn state is still occuring...
My suggestion would be to use something along the lines of {{#if currentUser}} page here{{/if}} and then put the code you are trying to run in the rendered in a helper inside that currentUser block that way it would only display and be called if there is a logged in user, otherwise it would not show up and you would not need to re-render the page to perform any of that.
Basically once the user has logged in, any helper (other than rendered) that has the Meteor.userId() or Meteor.user() functions being called would re-run automatically, otherwise you could perform login actions inside a Tracker.autorun function if they are global to your app per client.

Correct order in for loop using Parse

I want to create a array containing objects, and I'm using Parse to query all the data.
However, the for loop which loops over the results doesn't does that in the correct order but randomly loops over the data. If I log i each iteration, the logs show different results every time.
Here is my code:
for (var i = 0; i < results.length; i++)
{
Parse.Cloud.useMasterKey();
// retrieve params
var objectid = results[i];
var self = request.params.userid;
// start query
var Payment = Parse.Object.extend("Payments");
var query = new Parse.Query(Payment);
query.get(objectid, {
success: function (payment) {
// get all the correct variables
var from_user_id = payment.get("from_user_id");
var to_user_id = payment.get("to_user_id");
var amount = payment.get("amount");
var createdAt = payment.updatedAt;
var note = payment.get("note");
var img = payment.get("photo");
var location = payment.get("location");
var status = payment.get("status");
var fromquery = new Parse.Query(Parse.User);
fromquery.get(from_user_id, {
success: function(userObject) {
var fromusername = userObject.get("name");
var currency = userObject.get("currency");
var toquery = new Parse.Query(Parse.User);
toquery.get(to_user_id, {
success: function(touser)
{
var tousername = touser.get("name");
if(tousername !== null || tousername !== "")
{
sendArray(tousername);
}
},
error: function(touser, error)
{
var tousername = to_user_id;
if(tousername !== null || tousername !== "")
{
sendArray(tousername);
}
}
});
function sendArray(tousername) {
var array = new Array();
// create the time and date
var day = createdAt.getDate();
var year = createdAt.getFullYear();
var month = createdAt.getMonth();
var hour = createdAt.getHours();
var minutes = createdAt.getMinutes();
// create the timestamp
var time = "" + hour + ":" + minutes;
var date = "" + day + " " + month + " " + year;
var associativeArray = {};
if(self == from_user_id)
{
fromusername = "self";
}
if(self == to_user_id)
{
tousername = "self";
}
associativeArray["from"] = fromusername;
associativeArray["to"] = tousername;
associativeArray["amount"] = amount;
associativeArray["currency"] = currency;
associativeArray["date"] = date;
associativeArray["time"] = time;
associativeArray["status"] = status;
if(note == "" || note == null)
{
associativeArray["note"] = null;
}
else
{
associativeArray["note"] = note;
}
if(img == "" || img == null)
{
associativeArray["img"] = null;
}
else
{
associativeArray["img"] = img;
}
if(location == "" || location == null)
{
associativeArray["location"] = null;
}
else
{
associativeArray["location"] = location;
}
array[i] = associativeArray;
if((i + 1) == results.length)
{
response.success(array);
}
},
error: function(userObject, error)
{
response.error(106);
}
});
},
error: function(payment, error) {
response.error(125);
}
});
}
But the i var is always set to seven, so the associative arrays are appended at array[7] instead of the correct i (like 1,2,3,4,5)
The reason that this is so important is because I want to order the payment chronologically (which I have done in the query providing the results).
What can I do to solve this issue?
Success is a callback that happens at a later point in time. So what happens is, the for loop runs 7 times and calls parse 7 times. Then after it has run each of parse success calls will be executed, they look at i which is now at 7.
A simple way to fix this is to wrap the whole thing in an immediate function and create a new closure for i. Something like this
for(var i = 0; i < results.length; i++){
function(iClosure) {
//rest of code goes here, replace i's with iClosure
}(i);
}
Now what will happen is that each success function will have access to it's own iClosure variable and they will be set to the value of i at the point they were created in the loop.

node-dirty doesn't persist from run to run

I have the following module :
// vote.js
var db = require(./dirty-wrapper);
module.exports = function vote() {
var obj = {};
// increase the score
obj.inc = function(key) {
var pval = db.get(key);
if (!pval) pval = 0;
db.set(key, pval + 1);
};
// decrease the score
obj.dec = function(key) {
var pval = db.get(key);
if (!pval) pval = 0;
db.set(key, pval - 1);
};
// reset the score to 0
obj.reset = function(key) {
db.set(key, 0);
};
obj.get = function(key) {
return db.get(key);
};
return obj;
};
Which uses this simple wrapper for dirty:
// dirty-wrapper.js
var dirty = require('dirty');
var db = dirty('vote.db');
module.exports = db.on('load', function() {
var obj = {};
obj.set = function(key, val, callback) {
db.set(key, val);
return callback();
};
obj.get = function(key, callback) {
return callback(db.get(key));
};
obj.reset = function(callback) {
db.forEach(function(key, val) {
val = 0;
});
return callback();
};
return obj;
});
and this is my simple client :
// client.js
var vote = require('./vote.js')();
vote.inc('michael');
vote.inc('michael');
vote.inc('michael');
vote.inc('michael');
console.log('michael: ' + vote.get('michael')); // output = michael: 4
Problem is that when the run stops and I start the client again, The output is again michael: 4
after the second run, vote.db contains the following :
$ cat vote.db
{"key":"michael","val":1}
{"key":"michael","val":4}
{"key":"michael","val":4}
{"key":"michael","val":4}
{"key":"michael","val":1}
{"key":"michael","val":4}
{"key":"michael","val":4}
{"key":"michael","val":4}
First, would be great if someone would explain the append-only strategy. Second I would like to understand why node-dirty doesn't persists even though it writes to the disk each run.
Thanks ;)
You are using the database before it has loaded, and are essentially starting from 0 every time. module.exports runs immediately, but the load event has to wait for the disk io.
You have to wait for the file to be loaded and parsed before you get values from the db.
From the readme:
dirty event: 'load' (length)
Emitted once the database file has finished loading. It is not safe to access records before this event fires. Writing records however should be fine.
You can remove the dirty-wrapper file, and just use vote as the wrapper. Make a minor change to how you are using it, keeping in mind that you have to wait for the load event.
Your vote interface:
// vote.js
var events = require('events');
var dirty = require('dirty');
var db = dirty('vote.db');
var obj = new events.EventEmitter();
// increase the score
obj.inc = function(key) {
var pval = db.get(key);
if (!pval) pval = 0;
db.set(key, pval + 1);
};
// decrease the score
obj.dec = function(key) {
var pval = db.get(key);
if (!pval) pval = 0;
db.set(key, pval - 1);
};
// reset the score to 0
obj.reset = function(key) {
db.set(key, 0);
};
obj.get = function(key) {
return db.get(key);
};
db.on('load', function() {
obj.emit('load');
});
module.exports = obj;
And your main script:
// client.js
var vote = require('./vote.js');
vote.on('load', function() {
vote.inc('michael');
vote.inc('michael');
vote.inc('michael');
vote.inc('michael');
console.log('michael: ' + vote.get('michael')); // output = michael: 4
});
This will output 4 more votes every run.

Categories