"use strict"; const express = require("express"), crypto = require("crypto"), { readFile, writeFile } = require("fs").promises, fs = require("fs"), accessSync = fs.accessSync, randomWords = require("random-words"); let gameDB; require("../db/games").then(function(db) { gameDB = db; }); const router = express.Router(); function shuffle(array) { var currentIndex = array.length, temporaryValue, randomIndex; // While there remain elements to shuffle... while (0 !== currentIndex) { // Pick a remaining element... randomIndex = Math.floor(Math.random() * currentIndex); currentIndex -= 1; // And swap it with the current element. temporaryValue = array[currentIndex]; array[currentIndex] = array[randomIndex]; array[randomIndex] = temporaryValue; } return array; } /* Board Tiles: * 0 1 2 * 3 4 5 6 * 7 8 9 10 11 * 12 13 14 15 * 16 17 18 */ /* * c0 * /\ * r0 / \r1 * c6 / \ c1 * | | * r6| p,a | r2 * c5| | c3 * \ / * r5 \ / r3 * \/ * c4 */ /* * 1| 3| 5| * / \ / \ / \ * 0/ 1\ 3/ 4\ 6/ 7\ * / \ / \ / \ * 0| 2| 4| |6 * 2| 0 5| 1 8| 2 |9 * 8| 10| 12| |14 * / \ / \ / \ / \ * 10/ 11\ 13/ 14\ 16/ 17\ 19/ 20\ * / \ / \ / \ / \ * 7| 9| 11| 13| |15 * 12| 3 15| 4 18| 5 21| 6 |22 * 17| 19| 21| 23| |25 * / \ / \ / \ / \ / \ * 23/ 24\ 26/ 27\ 29/ 30\ 32/ 33\ 35/ 36\ * / \ / \ / \ / \ / \ * 16| 18| 20| 22| 24| |26 * 25| 7 28| 8 31| 9 34| 10 37| 11 |38 * 27| 29| 31| 33| 35| |37 * \ / \ / \ / \ / \ / * 39\ 40/ 41\ 43/ 44\ 46/ 47\ 49/ 50\ /53 * \ / \ / \ / \ / \ / * 28| 30| 32| 34| |36 * 42| 12 45| 13 48| 14 51| 15 |52 * 38| 40| 42| 44| |46 * \ / \ / \ / \ / * 54\ 55/ 56\ 58/ 59\ 61/ 62\ /65 * \ / \ / \ / \ / * 39| 41| 43| |45 * 57| 16 60| 17 63| 18 |64 * 47| 49| 51| |53 * \ / \ / \ / * 66\ 67/ 68\ 69/ 70\ /71 * \ / \ / \ / * 48| 50| 52| * */ const Tile = (corners, roads) => { return { corners: corners, /* 6 */ pip: -1, roads: roads, asset: -1 }; }; /* Borders have three sections each, so they are numbered * 0-17 clockwise. Some corners share two borders. */ const Corner = (roads, banks) => { return { roads: roads, /* max of 3 */ banks: banks, /* max of 2 */ data: undefined }; }; const Road = (corners) => { return { corners: corners, /* 2 */ data: undefined } } const layout = { tiles: [ Tile([ 0, 1, 2, 10, 9, 8], [ 0, 1, 5, 13, 11, 2]), Tile([ 2, 3, 4, 12, 11, 10], [ 3, 4, 8, 16, 14, 5]), Tile([ 4, 5, 6, 14, 13, 12], [ 6, 7, 9, 19, 17, 8]), Tile([ 7, 8, 9, 19, 18, 17], [ 10, 11, 15, 26, 24, 12]), Tile([ 9, 10, 11, 21, 20, 19], [ 13, 14, 18, 29, 27, 15]), Tile([ 11, 12, 13, 23, 22, 21], [ 16, 17, 21, 32, 30, 18]), Tile([ 13, 14, 15, 25, 24, 23], [ 19, 20, 22, 35, 33, 21]), Tile([ 16, 17, 18, 29, 28, 27], [ 23, 24, 18, 40, 39, 25]), Tile([ 18, 19, 20, 31, 30, 29], [ 26, 27, 31, 43, 41, 28]), Tile([ 20, 21, 22, 33, 32, 31], [ 29, 30, 34, 46, 44, 31]), Tile([ 22, 23, 24, 35, 34, 33], [ 32, 33, 37, 49, 47, 34]), Tile([ 24, 25, 26, 37, 36, 35], [ 35, 36, 38, 53, 50, 37]), Tile([ 28, 29, 30, 40, 39, 38], [ 40, 41, 45, 55, 54, 42]), Tile([ 30, 31, 32, 42, 41, 40], [ 43, 44, 48, 58, 56, 45]), Tile([ 32, 33, 34, 44, 43, 42], [ 46, 47, 51, 61, 59, 48]), Tile([ 34, 35, 36, 46, 45, 44], [ 49, 50, 52, 65, 62, 51]), Tile([ 39, 40, 41, 49, 48, 47], [ 55, 56, 60, 67, 66, 57]), Tile([ 41, 42, 43, 51, 50, 49], [ 58, 59, 63, 69, 68, 60]), Tile([ 43, 44, 45, 53, 52, 51], [ 61, 62, 64, 71, 70, 63]) ], roads: [ /* 0 */ Road([0, 1]), Road([1, 2]), Road([0, 8]), Road([2, 3]), Road([3, 4]), Road([2, 10]), Road([4, 5]), Road([5, 6]), Road([4, 12]), Road([6, 14]), /* 10 */ Road([8, 7]), Road([8, 9]), Road([7, 17]), Road([9, 10]), Road([10, 11]), Road([9, 19]), Road([12, 11]), Road([12, 13]), Road([11, 21]), Road([14, 13]), /* 20 */ Road([14, 15]), Road([13,23 ]), Road([15, 25]), Road([17, 16]), Road([17, 18]), Road([16, 27]), Road([19, 18]), Road([19, 20]), Road([18, 29]), Road([21, 20]), /* 30 */ Road([21, 22]), Road([20, 31]), Road([23, 22]), Road([23, 24]), Road([22,33]), Road([25,24]), Road([25,26]), Road([24, 35]), Road([26,37]), Road([27,28]), /* 40 */ Road([29,28]), Road([29,30]), Road([28,38]), Road([31,30]), Road([31,32]), Road([30,40]), Road([33,32]), Road([33,34]), Road([32,42]), Road([35,34]), /* 50 */ Road([35,36]), Road([34,44]), Road([36,46]), Road([37,36]), Road([38,39]), Road([40,39]), Road([40,41]), Road([39,47]), Road([41,42]), Road([42,43]), /* 60 */ Road([41,49]), Road([44,43]), Road([44,45]), Road([43,51]), Road([45,53]), Road([46,45]), Road([47,48]), Road([49,48]), Road([49,50]), Road([51,50]), /* 70 */ Road([51,52]), Road([53,52]), ], corners: [ ] } const assetData = { tiles: [ { type: "desert", card: 0 }, { type: "wood", card: 0 }, { type: "wood", card: 1 }, { type: "wood", card: 2 }, { type: "wood", card: 3 }, { type: "wheat", card: 0 }, { type: "wheat", card: 1 }, { type: "wheat", card: 2 }, { type: "wheat", card: 3 }, { type: "stone", card: 0 }, { type: "stone", card: 1 }, { type: "stone", card: 2 }, { type: "sheep", card: 0 }, { type: "sheep", card: 1 }, { type: "sheep", card: 2 }, { type: "sheep", card: 3 }, { type: "brick", card: 0 }, { type: "brick", card: 1 }, { type: "brick", card: 2 } ], pips: [ { roll: 7, pips: 0 }, { roll: 5, pips: 4 }, { roll: 2, pips: 1 }, { roll: 6, pips: 5 }, { roll: 3, pips: 2 }, { roll: 8, pips: 5 }, { roll: 10, pips: 3 }, { roll: 9, pips: 4 }, { roll: 12, pips: 1 }, { roll: 11, pips: 2 }, { roll: 4, pips: 3 }, { roll: 8, pips: 5 }, { roll: 10, pips: 3 }, { roll: 9, pips: 4 }, { roll: 4, pips: 3 }, { roll: 5, pips: 4 }, { roll: 6, pips: 6 }, { roll: 3, pips: 2 }, { roll: 11, pips: 2 } ], borders: [ { left: "sheep", right: "bank" }, { center: "sheep" }, { left: "wheat", right: "bank" }, { center: "wood" }, { left: "sheep", right: "bank" }, { center: "bank" } ], developmentCards: [] }; for (let i = 0; i < 14; i++) { assetData.developmentCards.push("knight"); } for (let i = 0; i < 6; i++) { assetData.developmentCards.push("progress"); } for (let i = 0; i < 5; i++) { assetData.developmentCards.push("victoryPoint"); } const games = {}; const processTies = (players) => { players.sort((A, B) => { if (A.order === B.order) { return B.orderRoll - A.orderRoll; } return A.order - B.order; }); /* Sort the players into buckets based on their * order, and their current roll. If a resulting * roll array has more than one element, then there * is a tie that must be resolved */ let slots = []; players.forEach(player => { if (!slots[player.order]) { slots[player.order] = []; } if (!(player.orderRoll in slots[player.order])) { slots[player.order][player.orderRoll] = []; } slots[player.order][player.orderRoll].push(player); }); let ties = false, order = 0; slots.forEach((slot) => { slot.forEach(pips => { if (pips.length !== 1) { ties = true; pips.forEach(player => { player.orderRoll = 0; player.order = order; player.orderStatus = `Tied for ${order+1}.`; }); } else { pips[0].order = order; pips[0].orderStatus = `Placed in ${order+1}.`; } order += pips.length }) }); return !ties; } const getPlayerName = (game, player) => { for (let id in game.sessions) { if (game.sessions[id].player === player) { return game.sessions[id].name; } } return ''; }; const getPlayerColor = (game, player) => { for (let color in game.players) { if (game.players[color] === player) { return color; } } return ''; } const processGameOrder = (game, player, dice) => { let message; player.orderRoll = dice; let players = []; let doneRolling = true; for (let key in game.players) { const tmp = game.players[key]; if (tmp.status === 'Not active') { continue; } if (!tmp.orderRoll) { doneRolling = false; } players.push(tmp); } /* If 'doneRolling' is TRUE then everyone has rolled */ if (doneRolling) { if (processTies(players)) { message = `Player order set to ${players.map((player, index) => { return `${index+1}. ${getPlayerName(game, player)}`; }).join(', ')}.`; addChatMessage(game, null, message); game.playerOrder = players.map(player => getPlayerColor(game, player)); game.state = 'active' message = `Game has started!`; game.turn = getPlayerName(game, players[0]); addChatMessage(game, null, message); message = `It is ${game.turn}'s turn.`; } else { message = `There are still ties for player order!`; } } if (message) { addChatMessage(game, null, message); } } const roll = (game, session) => { let message, error; const player = session.player, name = session.name ? session.name : "Unnamed"; switch (game.state) { case "lobby": error = `Rolling dice in the lobby is not allowed!`; case "game-order": if (!player) { error = `This player is not active!`; break; } if (player.order || player.orderRoll) { error = `Player ${name} has already rolled for player order.`; break; } game.dice = [ Math.ceil(Math.random() * 6) ]; message = `${name} rolled ${game.dice[0]}.`; addChatMessage(game, session, message); message = undefined; processGameOrder(game, player, game.dice[0]); break; case "active": game.dice = [ Math.ceil(Math.random() * 6), Math.ceil(Math.random() * 6) ]; message = `${name} rolled ${game.dice[0]}, ${game.dice[1]}.`; break; default: error = `Invalid game state (${game.state}) in roll.`; break; } if (!error && message) { addChatMessage(game, session, message); } return error; }; const getPlayer = (game, color) => { if (!game) { return { roads: 15, cities: 4, settlements: 5, points: 0, status: "Not active", lastActive: 0, order: 0 }; } return game.players[color]; }; const getSession = (game, session) => { if (!game.sessions) { game.sessions = {}; } if (!session.player_id) { session.player_id = crypto.randomBytes(32).toString('hex'); } const id = session.player_id; /* If this session is not yet in the game, * add it and set the player's name */ if (!(id in game.sessions)) { game.sessions[id] = { name: undefined, color: undefined, player: undefined }; } return game.sessions[id]; }; const loadGame = async (id) => { if (/^\.|\//.exec(id)) { return undefined; } if (id in games) { return games[id]; } let game = await readFile(`games/${id}`) .catch(() => { return; }); if (!game) { game = createGame(id); } else { try { game = JSON.parse(game); } catch (error) { console.error(error, game); return null; } } if (!game.pipOrder || !game.borderOrder || !game.tileOrder) { console.log("Shuffling old save file"); shuffleBoard(game); } if (!game.pips || !game.borders || !game.tiles) { [ "pips", "borders", "tiles" ].forEach((field) => { game[field] = assetData[field] }); } /* Reconnect session player colors to the player objects */ for (let id in game.sessions) { const session = game.sessions[id]; if (session.color && session.color in game.players) { session.player = game.players[session.color]; } else { session.color = undefined; session.player = undefined; } } games[id] = game; return game; }; const clearPlayer = (player) => { player.status = 'Not active'; player.lastActive = 0; player.order = 0; delete player.orderRoll; delete player.orderStatus; } const adminActions = (game, action, value) => { let color, player; switch (action) { case "state": switch (value) { case 'game-order': for (let key in game.players) { game.players[key].order = 0; delete game.players[key].orderRoll; delete game.players[key].orderStatus; } delete game.turn; game.state = 'game-order'; break; } break; case "roll": let dice = value.replace(/.*-/, ''); switch (value.replace(/-.*/, '')) { case 'orange': color = 'O'; break; case 'red': color = 'R'; break; case 'blue': color = 'B'; break; case 'white': color = 'W'; break; } if (!color) { return `Unable to find player ${value.replace(/-.*/, '')}` } addChatMessage(game, null, `Admin rolled ${dice} for ${color}.`); player = game.players[color]; processGameOrder(game, player, dice); break; case "kick": switch (value) { case 'orange': color = 'O'; break; case 'red': color = 'R'; break; case 'blue': color = 'B'; break; case 'white': color = 'W'; break; } if (!color) { return `Unable to find player ${value}` } player = game.players[color]; for (let id in game.sessions) { const session = game.sessions[id]; if (session.player !== player) { continue; } console.log(`Kicking ${value} from ${game.id}.`); const preamble = session.name ? `${session.name}, playing as ${color},` : color; addChatMessage(game, null, `${preamble} was kicked from game by the Admin.`); if (player) { session.player = undefined; clearPlayer(player); } session.color = undefined; return; } return `Unable to find active session for ${color} (${value})`; default: return `Invalid admin action ${action}.`; } }; const setPlayerName = (game, session, name) => { if (session.color) { return `You cannot change your name while you are in game.`; } /* Check to ensure name is not already in use */ if (game && name) for (let key in game.sessions) { const tmp = game.sessions[key]; if (tmp.name && tmp.name.toLowerCase() === name.toLowerCase()) { return `${name} is already taken.`; } } const old = session.name; let message; session.name = name; if (name) { if (!old) { message = `A new player has entered the lobby as ${name}.`; } else { message = `${old} has changed their name to ${name}.`; } } else { return `You can not set your name to nothing!`; } addChatMessage(game, null, message); } const setPlayerColor = (game, session, color) => { if (!game) { return `No game found`; } const name = session.name, player = session.player; /* Selecting the same color is a NO-OP */ if (session.color === color) { return; } const priorActive = getActiveCount(game); let message; if (player) { /* Deselect currently active player for this session */ clearPlayer(player); if (game.state !== 'lobby') { message = `${name} has exited to the lobby and is no longer playing as ${session.color}.` addChatMessage(game, null, message); } else { message = `${name} is no longer ${session.color}.`; } session.player = undefined; session.color = undefined; } /* Verify the player has a name set */ if (!name) { return `You may only select a player when you have set your name.`; } /* If the player is not selecting a color, then return */ if (!color) { if (message) { addChatMessage(game, null, message); } return; } /* Verify selection is valid */ if (!(color in game.players)) { return `An invalid player selection was attempted.`; } /* Verify selection is not already taken */ for (let key in game.sessions) { const tmp = game.sessions[key].player; if (tmp && tmp.color === color) { return `${game.sessions[key].name} already has ${color}`; } } /* All good -- set this player to requested selection */ session.player = getPlayer(game, color); session.player.status = `Active`; session.player.lastActive = Date.now(); session.color = color; addChatMessage(game, session, `${session.name} has chosen to play as ${color}.`); const afterActive = getActiveCount(game); if (afterActive !== priorActive) { if (priorActive < 2 && afterActive >= 2) { addChatMessage(game, null, `There are now enough players to start the game when you are ready.`); } } }; const addChatMessage = (game, session, message) => { game.chat.push({ from: session ? session.name : undefined, color: session ? session.color : undefined, date: Date.now(), message: message }); }; const getNextPlayer = (game, name) => { let color; for (let id in game.sessions) { if (game.sessions[id].name === name) { color = game.sessions[id].color; break; } } if (!color) { return name; } let index = game.playerOrder.indexOf(color); index = (index + 1) % game.playerOrder.length; for (let id in game.sessions) { if (game.sessions[id].color === game.playerOrder[index]) { return game.sessions[id].name; } } return name; } router.put("/:id/:action/:value?", async (req, res) => { const { action, id } = req.params, value = req.params.value ? req.params.value : ""; console.log(`PUT games/${id}/${action}/${value}`); const game = await loadGame(id); if (!game) { const error = `Game not found and cannot be created: ${id}`; return res.status(404).send(error); } let error; if ('private-token' in req.headers) { if (req.headers['private-token'] !== req.app.get('admin')) { error = `Invalid admin credentials.`; } else { error = adminActions(game, action, value); } return sendGame(req, res, game, error); } const session = getSession(game, req.session); switch (action) { case 'player-name': error = setPlayerName(game, session, value); return sendGame(req, res, game, error); case 'player-selected': error = setPlayerColor(game, session, value); return sendGame(req, res, game, error); case 'chat': const chat = req.body; addChatMessage(game, session, chat.message); return sendGame(req, res, game); } if (!session.player) { error = `Player must have an active color.`; return sendGame(req, res, game, error); } const name = session.name; let message; switch (action) { case "roll": error = roll(game, session); break; case "shuffle": if (game.state !== "lobby") { error = `Game no longer in lobby (${game.state}). Can not shuffle board.`; } if (!error && game.turns > 0) { error = `Game already in progress (${game.turns} so far!) and cannot be shuffled.`; } if (!error) { shuffleBoard(game); const message = `${name} requested a new board.`; addChatMessage(game, null, message); console.log(message); } break; case 'pass': if (game.turn !== name) { error = `You cannot pass when it isn't your turn.` } if (!error) { game.turn = getNextPlayer(game, name); addChatMessage(game, session, `${name} passed their turn.`); addChatMessage(game, null, `It is ${game.turn}'s turn.`); } case "state": const state = value; if (!state) { error = `Invalid state.`; break; } if (state === game.state) { break; } switch (state) { case "game-order": if (game.state !== 'lobby') { error = `You cannot start a game from other than the lobby.`; break; } for (let key in game.players) { game.players[key].order = 0; delete game.players[key].orderRoll; delete game.players[key].orderStatus; } message = `${name} requested to start the game.`; addChatMessage(game, null, message); game.state = state; break; } break; } return sendGame(req, res, game, error); }) router.get("/:id", async (req, res/*, next*/) => { const { id } = req.params; // console.log("GET games/" + id); let game = await loadGame(id); if (game) { return sendGame(req, res, game) } game = createGame(id); return sendGame(req, res, game); }); const getActiveCount = (game) => { let active = 0; for (let color in game.players) { const player = game.players[color]; active += ((player.status && player.status != 'Not active') ? 1 : 0); } return active; } const sendGame = async (req, res, game, error) => { const active = getActiveCount(game); /* Enforce game limit of >= 2 players */ if (active < 2 && game.state != 'lobby' && game.state != 'invalid') { let message = "Insufficient players in game. Setting back to lobby." console.log(game); addChatMessage(game, null, message); console.log(message); /* It is no one's turn in the lobby */ delete game.turn; game.state = 'lobby'; } game.active = active; /* Update the session lastActive clock */ let session; if (req.session) { session = getSession(game, req.session); session.lastActive = Date.now(); if (session.player) { session.player.lastActive = session.lastActive; } } else { session = { name: "command line" }; } /* Ensure chat messages have a unique date: stamp as it is used as the index key */ let lastTime = 0; if (game.chat) game.chat.forEach((message) => { if (message.date <= lastTime) { message.date = lastTime + 1; } lastTime = message.date; }); /* Shallow copy game, filling its sessions with a shallow copy of sessions so we can then * delete the player field from them */ const reducedGame = Object.assign({}, game, { sessions: {} }), reducedSessions = []; for (let id in game.sessions) { const reduced = Object.assign({}, game.sessions[id]); if (reduced.player) { delete reduced.player; } reducedGame.sessions[id] = reduced; /* Do not send session-id as those are secrets */ reducedSessions.push(reduced); } await writeFile(`games/${game.id}`, JSON.stringify(reducedGame, null, 2)) .catch((error) => { console.error(`Unable to write to games/${game.id}`); console.error(error); }); const playerGame = Object.assign({}, reducedGame, { timestamp: Date.now(), status: error ? error : "success", name: session.name, color: session.color, order: (session.color in game.players) ? game.players[session.color].order : 0, sessions: reducedSessions }); return res.status(200).send(playerGame); } const createGame = (id) => { /* Look for a new game with random words that does not already exist */ while (!id) { id = randomWords(4).join('_'); console.log(`Looking for ${id}`); try { /* If file can be read, it already exists so look for a new name */ accessSync(`games/${id}`, fs.F_OK); id = ''; } catch (error) { console.log(error); break; } } const game = { startTime: Date.now(), turns: 0, state: "lobby", /* lobby, active, finished */ tokens: [], players: { R: getPlayer(), O: getPlayer(), B: getPlayer(), W: getPlayer() }, developmentCards: assetData.developmentCards.slice(), dice: [ 0, 0 ], sheep: 19, ore: 19, wool: 19, brick: 19, wheat: 19, longestRoad: null, largestArmy: null, chat: [], id: id }; addChatMessage(game, null, `New game started for ${id}`); [ "pips", "borders", "tiles" ].forEach((field) => { game[field] = assetData[field] }); games[game.id] = game; shuffleBoard(game); console.log(`New game created: ${game.id}`); return game; }; router.post("/:id?", (req, res/*, next*/) => { console.log("POST games/"); const { id } = req.params; if (id && id in games) { const error = `Can not create new game for ${id} -- it already exists.` console.error(error); return res.status(400).send(error); } const game = createGame(id); return sendGame(req, res, game); }); const shuffleBoard = (game) => { const seq = []; for (let i = 0; i < 6; i++) { seq.push(i); } shuffle(seq); game.borderOrder = seq.slice(); for (let i = 6; i < 19; i++) { seq.push(i); } shuffle(seq); game.tileOrder = seq.slice(); /* Pip order is from one of the random corners, then rotate around * and skip over the desert (robber) */ /* Board: * 0 1 2 * 3 4 5 6 * 7 8 9 10 11 * 12 13 14 15 * 16 17 18 */ const order = [ [ 0, 1, 2, 6, 11, 15, 18, 17, 16, 12, 7, 3, 4, 5, 10, 14, 13, 8, 9 ], [ 2, 6, 11, 15, 18, 17, 16, 12, 7, 3, 0, 1, 5, 10, 14, 13, 8, 4, 9 ], [ 11, 15, 18, 17, 16, 12, 7, 3, 0, 1, 2, 6, 10, 14, 13, 8, 4, 5, 9 ], [ 18, 17, 16, 12, 7, 3, 0, 1, 2, 6, 11, 15, 14, 13, 8, 4, 5, 10, 9 ], [ 16, 12, 7, 3, 0, 1, 2, 6, 11, 15, 18, 17, 13, 8, 4, 5, 10, 14, 9 ], [ 7, 3, 0, 1, 2, 6, 11, 15, 18, 17, 16, 12, 8, 4, 5, 10, 14, 13, 9 ] ] const sequence = order[Math.floor(Math.random() * order.length)]; game.pipOrder = []; for (let i = 0, p = 0; i < sequence.length; i++) { const target = sequence[i]; /* If the target tile is the desert (18), then set the * pip value to the robber (18) otherwise set * the target pip value to the currently incremeneting * pip value. */ if (game.tiles[game.tileOrder[target]].type === 'desert') { game.pipOrder[target] = 18; } else { game.pipOrder[target] = p++; } } shuffle(game.developmentCards) } /* return gameDB.sequelize.query("SELECT " + "photos.*,albums.path AS path,photohashes.hash,modified,(albums.path || photos.filename) AS filepath FROM photos " + "LEFT JOIN albums ON albums.id=photos.albumId " + "LEFT JOIN photohashes ON photohashes.photoId=photos.id " + "WHERE photos.id=:id", { replacements: { id: id }, type: gameDB.Sequelize.QueryTypes.SELECT, raw: true }).then(function(photos) { if (photos.length == 0) { return null; } */ if (0) { router.get("/*", (req, res/*, next*/) => { return gameDB.sequelize.query(query, { replacements: replacements, type: gameDB.Sequelize.QueryTypes.SELECT }).then((photos) => { }); }); } module.exports = router;