Merge branch 'develop' into feature/websockets-matches

This commit is contained in:
2026-01-02 21:47:30 +00:00
23 changed files with 1786 additions and 317 deletions
+2
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@@ -1,4 +1,6 @@
import { addUser, removeUser } from "../state/connection.js";
import { addUser, removeUser } from "../state/connection.js";
const HEARTBEAT_INTERVAL = 30000; // 30 seconds
const HEARTBEAT_TIMEOUT = 10000; // 10 seconds
+194 -203
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@@ -4,6 +4,71 @@ import { getUser } from "../state/connection.js";
const API_URL = "http://localhost:8000/api/v1";
// --- HELPER: Card Strength for Auto-Play ---
const getStrength = (rank) => {
const strengthMap = { 1: 10, 7: 9, 13: 8, 11: 7, 12: 6, 6: 5, 5: 4, 4: 3, 3: 2, 2: 1 };
return strengthMap[rank] || 0;
};
// --- HELPER: Draw Card Logic ---
const drawCard = (game, playerId) => {
const player = game.players[playerId];
if (!player) return;
if (game.deck && game.deck.length > 0) {
const card = game.deck.pop();
player.hand.push(card);
} else if (game.trumpCard) {
player.hand.push(game.trumpCard);
game.trumpCard = null;
}
};
// --- HELPER: Sanitize Data ---
const sanitizeState = (state, game) => {
if (!state) return null;
const p1 = game.player1 || state.player1 || {};
const p2 = game.player2 || state.player2 || {};
return {
id: state.id,
status: state.status || game.status,
player1: { id: p1.id, name: p1.name },
player2: { id: p2.id, name: p2.name },
players: state.players,
hand: state.hand,
points: state.points,
opponent: {
id: state.opponent?.id,
name: state.opponent?.name,
points: state.opponent?.points,
cardCount: state.opponent?.cardCount
},
table: state.table,
trumpCard: state.trumpCard,
deckCount: game.deck ? game.deck.length : (state.deckCount || 0),
currentTurn: state.currentTurn,
turnStartedAt: state.turnStartedAt
};
};
const broadcastState = (io, gameId, game) => {
const roomName = `game_${gameId}`;
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id]) {
const rawState = game.getStateForPlayer(u.id);
const cleanState = sanitizeState(rawState, game);
s.emit("game-state", cleanState);
}
}
}
}
async function saveGameResult(gameId, result, token) {
try {
const payload = {
@@ -13,90 +78,105 @@ async function saveGameResult(gameId, result, token) {
player1_points: result.player1_points,
player2_points: result.player2_points,
};
if (!result.isDraw && result.winnerId) {
payload.winner_user_id = result.winnerId;
payload.loser_user_id = result.loserId;
}
await axios.put(`${API_URL}/games/${gameId}`, payload, {
headers: { Authorization: token },
});
console.log(`[DB] Game ${gameId} saved.`);
} catch (error) {
console.error(`[DB Error] Game ${gameId}:`, error.message);
}
}
// --- SHARED END GAME LOGIC ---
const performGameEnd = (io, game, gameId, winnerId, loserId, reason) => {
const result = {
action: "game_ended",
winnerId: parseInt(winnerId),
loserId: parseInt(loserId),
isDraw: false,
player1_points: game.players[Object.keys(game.players)[0]]?.points || 0,
player2_points: game.players[Object.keys(game.players)[1]]?.points || 0,
reason: reason
};
game.status = "ended";
if (game.timer) clearInterval(game.timer);
io.to(`game_${gameId}`).emit("game-over", {
winnerId: result.winnerId,
isDraw: result.isDraw,
p1Points: result.player1_points,
p2Points: result.player2_points,
message: reason === "surrender" ? "Opponent Surrendered!" : "Game Over"
});
const anyId = Object.keys(game.players)[0];
const token = game.players[anyId]?.token;
if (token) saveGameResult(gameId, result, token);
}
const handleTimeout = (io, gameId, userId) => {
const game = getGame(gameId);
if (!game || game.status === 'ended') return;
console.log(`[Timeout] User ${userId} auto-playing lowest card.`);
const player = game.players[userId];
if (!player || !player.hand || player.hand.length === 0) return;
const trumpSuit = game.trumpCard?.suit || '';
const sortedHand = [...player.hand].sort((a, b) => {
const strengthA = getStrength(a.rank) + (a.suit === trumpSuit ? 100 : 0);
const strengthB = getStrength(b.rank) + (b.suit === trumpSuit ? 100 : 0);
return strengthA - strengthB;
});
const cardToPlay = sortedHand[0];
if (cardToPlay) {
handleGameMove(io, gameId, userId, cardToPlay.id);
}
};
const handleGameMove = (io, gameId, userId, cardId) => {
const game = getGame(gameId);
if (!game) return;
const result = game.playCard(userId, cardId);
if (result.error) {
console.log(`[Game Error] ${result.error}`);
return;
}
const roomName = `game_${gameId}`;
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id]) {
s.emit("game-state", game.getStateForPlayer(u.id));
}
}
}
broadcastState(io, gameId, game);
if (result.action === "trick_resolved") {
io.to(roomName).emit("trick-end", result.trickResult);
setTimeout(() => {
if (game.status !== "ended") {
const canDraw = (game.deck && game.deck.length > 0) || game.trumpCard !== null;
if (canDraw) {
const winnerId = result.trickResult.winnerId;
const loserId = Object.keys(game.players).find(id => String(id) !== String(winnerId));
if (winnerId) drawCard(game, winnerId);
if (loserId) drawCard(game, loserId);
}
broadcastState(io, gameId, game);
}
}, 1500);
}
if (result.action === "game_ended") {
io.to(roomName).emit("game-over", {
winnerId: result.winnerId,
isDraw: result.isDraw,
p1Points: result.player1_points,
p2Points: result.player2_points,
});
let tokenToUse = null;
const playerIds = Object.keys(game.players);
for (const pid of playerIds) {
if (game.players[pid] && game.players[pid].token) {
tokenToUse = game.players[pid].token;
break;
}
}
if (tokenToUse) {
saveGameResult(gameId, result, tokenToUse);
console.log(`[DB] Jogo salvo usando o token de um dos jogadores.`);
} else {
console.error(
`[DB Error] CRÍTICO: Nenhum jogador tem token. O jogo ${gameId} não foi salvo.`
);
}
performGameEnd(io, game, gameId, result.winnerId, result.loserId, "points");
}
if (result.action === "next_turn" || result.action === "trick_resolved") {
game.startTurnTimer((timeoutUserId, timeoutCardId) => {
handleGameMove(io, gameId, timeoutUserId, timeoutCardId);
game.startTurnTimer((timeoutUserId) => {
handleTimeout(io, gameId, timeoutUserId);
});
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id])
s.emit("game-state", game.getStateForPlayer(u.id));
}
}
}
};
@@ -109,181 +189,92 @@ export default (io, socket) => {
}
let game = getGame(gameId);
let gameData = null;
if (!game) {
try {
try {
const token = socket.handshake.auth.token;
const response = await axios.get(`${API_URL}/games/${gameId}`, {
headers: { Authorization: token },
});
gameData = response.data.data || response.data;
} catch (e) { console.error("DB Sync Failed"); }
const gameData = response.data.data || response.data;
console.log(
`[Join Debug] API Data recebida para Jogo ${gameId}:`,
gameData ? "OK" : "NULL"
);
if (
gameData.player2_user_id == 1 &&
user.id != gameData.player1_user_id
) {
try {
console.log(
`[API Sync] A oficializar User ${user.id} como Player 2 na BD...`
);
await axios.post(
`${API_URL}/games/${gameId}/join`,
{},
{
headers: { Authorization: token },
}
);
console.log(`[API Sync] Sucesso! O jogo passou a 'Playing' na BD.`);
gameData.player2_user_id = user.id;
gameData.player2 = { name: user.name };
gameData.status = "Playing";
} catch (joinError) {
console.error(
`[API Sync Error] Falha ao fazer join na BD:`,
joinError.message
);
}
}
if (gameData.status === "Ended") {
socket.emit("error", { message: "Game already finished." });
return;
}
if (
gameData.player1_user_id != user.id &&
gameData.player2_user_id != user.id &&
gameData.player2_user_id !== 1
) {
socket.emit("error", { message: "You are not in this game." });
return;
}
const p1Name = gameData.player1?.name || "Player 1";
const p2Name = gameData.player2?.name || "Player 2";
if (!game && gameData) {
const p1Name = gameData.player1?.nickname || "Player 1";
const p2Name = gameData.player2?.nickname || "Player 2";
const type = gameData.type == "9" ? 9 : 3;
game = createGame(
gameId,
type,
{ id: gameData.player1_user_id, name: p1Name },
{ id: gameData.player2_user_id, name: p2Name }
);
console.log(
`[Join Debug] Jogo criado?`,
game ? "SIM" : "NÃO (Undefined)"
);
} catch (error) {
if (error.response) {
console.error(`[Join Error] Status: ${error.response.status}`);
console.error(`[Join Error] Data:`, error.response.data);
} else {
console.error(`[Join Error] Message:`, error.message);
}
socket.emit("error", { message: "Failed to join game." });
return;
}
game.status = gameData.status === 'Playing' ? 'playing' : 'pending';
}
const GHOST_ID = 1;
if (!game) {
socket.emit("error", { message: "Game not found." });
return;
}
if (game && game.players) {
if (game.players[user.id]) {
game.players[user.id].token = socket.handshake.auth.token;
}
const myId = user.id;
const ghostKey = Object.keys(game.players).find(key => key == 1);
const amIDbPlayer2 = gameData && gameData.player2_user_id == myId;
if (!game.players[user.id] && game.players[GHOST_ID]) {
console.log(`[Ghost Swap] User ${user.name} substituiu o Fantasma.`);
if (!game.players[myId] && (ghostKey || amIDbPlayer2)) {
let ghostHand = [];
let ghostPoints = 0;
let ghostTricks = 0;
if (ghostKey && game.players[ghostKey]) {
ghostHand = game.players[ghostKey].hand || [];
ghostPoints = game.players[ghostKey].points || 0;
ghostTricks = game.players[ghostKey].tricks || 0;
delete game.players[ghostKey];
}
delete game.players[GHOST_ID];
game.players[user.id] = {
id: user.id,
name: user.name,
hand: [],
points: 0,
tricks: 0,
token: socket.handshake.auth.token,
game.players[myId] = {
id: myId,
name: user.nickname,
hand: ghostHand,
points: ghostPoints,
tricks: ghostTricks,
token: socket.handshake.auth.token,
};
const token = socket.handshake.auth.token;
axios
.post(
`${API_URL}/games/${gameId}/join`,
{},
{
headers: { Authorization: token },
}
)
.then(() =>
console.log(`[API Sync] Sucesso! BD atualizada para 'Playing'.`)
)
.catch((err) => console.error(`[API Sync Error]`, err.message));
}
game.player2 = { id: myId, name: user.nickname };
game.status = 'playing';
if(!game.timer) {
game.startTurnTimer((timeoutUserId) => handleTimeout(io, gameId, timeoutUserId));
}
}
socket.join(`game_${gameId}`);
if (game && game.players[user.id]) {
socket.emit("game-state", game.getStateForPlayer(user.id));
console.log(`--> Estado enviado para User ${user.id}`);
game.players[user.id].token = socket.handshake.auth.token;
if (!game.timer && game.status === "playing") {
game.startTurnTimer((uId, cId) => handleGameMove(io, gameId, uId, cId));
}
socket.emit("game-state", game.getStateForPlayer(user.id));
} else {
socket.emit("error", { message: "Error joining game state." });
if (game.players[myId]) {
game.players[myId].token = socket.handshake.auth.token;
const rawState = game.getStateForPlayer(myId);
const cleanState = sanitizeState(rawState, game);
socket.emit("game-state", cleanState);
broadcastState(io, gameId, game);
}
});
socket.on("play-card", ({ gameId, cardId }) => {
const user = getUser(socket.id);
const game = getGame(gameId);
if (user) handleGameMove(io, gameId, user.id, cardId);
});
if (!game || !user) return;
// --- NEW: SURRENDER HANDLER ---
socket.on("surrender", ({ gameId }) => {
const user = getUser(socket.id);
const game = getGame(gameId);
if (!game || !user || !game.players[user.id]) return;
const result = game.playCard(user.id, cardId);
if (result.error) {
socket.emit("game-error", { message: result.error });
return;
}
handleGameMove(io, gameId, user.id, cardId);
const roomName = `game_${gameId}`;
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id]) {
s.emit("game-state", game.getStateForPlayer(u.id));
}
}
}
if (result.action === "trick_resolved") {
io.to(roomName).emit("trick-end", result.trickResult);
}
if (result.action === "game_ended") {
io.to(roomName).emit("game-over", {
winnerId: result.winnerId,
isDraw: result.isDraw,
p1Points: result.player1_points,
p2Points: result.player2_points,
});
saveGameResult(gameId, result, socket.handshake.auth.token);
}
console.log(`[Game] User ${user.nickname} surrendered.`);
const winnerId = Object.keys(game.players).find(id => String(id) !== String(user.id));
performGameEnd(io, game, gameId, winnerId, user.id, "surrender");
});
};