Merge branch 'develop' into feature/websockets-matches
This commit is contained in:
@@ -1,4 +1,6 @@
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import { addUser, removeUser } from "../state/connection.js";
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import { addUser, removeUser } from "../state/connection.js";
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const HEARTBEAT_INTERVAL = 30000; // 30 seconds
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const HEARTBEAT_TIMEOUT = 10000; // 10 seconds
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+194
-203
@@ -4,6 +4,71 @@ import { getUser } from "../state/connection.js";
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const API_URL = "http://localhost:8000/api/v1";
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// --- HELPER: Card Strength for Auto-Play ---
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const getStrength = (rank) => {
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const strengthMap = { 1: 10, 7: 9, 13: 8, 11: 7, 12: 6, 6: 5, 5: 4, 4: 3, 3: 2, 2: 1 };
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return strengthMap[rank] || 0;
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};
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// --- HELPER: Draw Card Logic ---
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const drawCard = (game, playerId) => {
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const player = game.players[playerId];
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if (!player) return;
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if (game.deck && game.deck.length > 0) {
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const card = game.deck.pop();
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player.hand.push(card);
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} else if (game.trumpCard) {
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player.hand.push(game.trumpCard);
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game.trumpCard = null;
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}
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};
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// --- HELPER: Sanitize Data ---
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const sanitizeState = (state, game) => {
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if (!state) return null;
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const p1 = game.player1 || state.player1 || {};
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const p2 = game.player2 || state.player2 || {};
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return {
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id: state.id,
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status: state.status || game.status,
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player1: { id: p1.id, name: p1.name },
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player2: { id: p2.id, name: p2.name },
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players: state.players,
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hand: state.hand,
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points: state.points,
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opponent: {
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id: state.opponent?.id,
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name: state.opponent?.name,
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points: state.opponent?.points,
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cardCount: state.opponent?.cardCount
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},
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table: state.table,
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trumpCard: state.trumpCard,
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deckCount: game.deck ? game.deck.length : (state.deckCount || 0),
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currentTurn: state.currentTurn,
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turnStartedAt: state.turnStartedAt
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};
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};
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const broadcastState = (io, gameId, game) => {
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const roomName = `game_${gameId}`;
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const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
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if (socketsInRoom) {
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for (const socketId of socketsInRoom) {
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const s = io.sockets.sockets.get(socketId);
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const u = getUser(socketId);
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if (u && game.players[u.id]) {
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const rawState = game.getStateForPlayer(u.id);
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const cleanState = sanitizeState(rawState, game);
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s.emit("game-state", cleanState);
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}
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}
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}
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}
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async function saveGameResult(gameId, result, token) {
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try {
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const payload = {
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@@ -13,90 +78,105 @@ async function saveGameResult(gameId, result, token) {
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player1_points: result.player1_points,
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player2_points: result.player2_points,
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};
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if (!result.isDraw && result.winnerId) {
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payload.winner_user_id = result.winnerId;
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payload.loser_user_id = result.loserId;
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}
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await axios.put(`${API_URL}/games/${gameId}`, payload, {
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headers: { Authorization: token },
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});
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console.log(`[DB] Game ${gameId} saved.`);
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} catch (error) {
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console.error(`[DB Error] Game ${gameId}:`, error.message);
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}
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}
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// --- SHARED END GAME LOGIC ---
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const performGameEnd = (io, game, gameId, winnerId, loserId, reason) => {
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const result = {
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action: "game_ended",
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winnerId: parseInt(winnerId),
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loserId: parseInt(loserId),
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isDraw: false,
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player1_points: game.players[Object.keys(game.players)[0]]?.points || 0,
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player2_points: game.players[Object.keys(game.players)[1]]?.points || 0,
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reason: reason
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};
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game.status = "ended";
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if (game.timer) clearInterval(game.timer);
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io.to(`game_${gameId}`).emit("game-over", {
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winnerId: result.winnerId,
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isDraw: result.isDraw,
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p1Points: result.player1_points,
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p2Points: result.player2_points,
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message: reason === "surrender" ? "Opponent Surrendered!" : "Game Over"
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});
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const anyId = Object.keys(game.players)[0];
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const token = game.players[anyId]?.token;
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if (token) saveGameResult(gameId, result, token);
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}
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const handleTimeout = (io, gameId, userId) => {
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const game = getGame(gameId);
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if (!game || game.status === 'ended') return;
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console.log(`[Timeout] User ${userId} auto-playing lowest card.`);
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const player = game.players[userId];
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if (!player || !player.hand || player.hand.length === 0) return;
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const trumpSuit = game.trumpCard?.suit || '';
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const sortedHand = [...player.hand].sort((a, b) => {
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const strengthA = getStrength(a.rank) + (a.suit === trumpSuit ? 100 : 0);
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const strengthB = getStrength(b.rank) + (b.suit === trumpSuit ? 100 : 0);
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return strengthA - strengthB;
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});
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const cardToPlay = sortedHand[0];
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if (cardToPlay) {
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handleGameMove(io, gameId, userId, cardToPlay.id);
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}
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};
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const handleGameMove = (io, gameId, userId, cardId) => {
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const game = getGame(gameId);
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if (!game) return;
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const result = game.playCard(userId, cardId);
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if (result.error) {
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console.log(`[Game Error] ${result.error}`);
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return;
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}
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const roomName = `game_${gameId}`;
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const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
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if (socketsInRoom) {
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for (const socketId of socketsInRoom) {
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const s = io.sockets.sockets.get(socketId);
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const u = getUser(socketId);
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if (u && game.players[u.id]) {
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s.emit("game-state", game.getStateForPlayer(u.id));
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}
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}
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}
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broadcastState(io, gameId, game);
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if (result.action === "trick_resolved") {
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io.to(roomName).emit("trick-end", result.trickResult);
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setTimeout(() => {
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if (game.status !== "ended") {
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const canDraw = (game.deck && game.deck.length > 0) || game.trumpCard !== null;
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if (canDraw) {
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const winnerId = result.trickResult.winnerId;
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const loserId = Object.keys(game.players).find(id => String(id) !== String(winnerId));
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if (winnerId) drawCard(game, winnerId);
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if (loserId) drawCard(game, loserId);
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}
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broadcastState(io, gameId, game);
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}
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}, 1500);
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}
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if (result.action === "game_ended") {
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io.to(roomName).emit("game-over", {
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winnerId: result.winnerId,
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isDraw: result.isDraw,
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p1Points: result.player1_points,
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p2Points: result.player2_points,
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});
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let tokenToUse = null;
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const playerIds = Object.keys(game.players);
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for (const pid of playerIds) {
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if (game.players[pid] && game.players[pid].token) {
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tokenToUse = game.players[pid].token;
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break;
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}
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}
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if (tokenToUse) {
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saveGameResult(gameId, result, tokenToUse);
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console.log(`[DB] Jogo salvo usando o token de um dos jogadores.`);
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} else {
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console.error(
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`[DB Error] CRÍTICO: Nenhum jogador tem token. O jogo ${gameId} não foi salvo.`
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);
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}
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performGameEnd(io, game, gameId, result.winnerId, result.loserId, "points");
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}
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if (result.action === "next_turn" || result.action === "trick_resolved") {
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game.startTurnTimer((timeoutUserId, timeoutCardId) => {
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handleGameMove(io, gameId, timeoutUserId, timeoutCardId);
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game.startTurnTimer((timeoutUserId) => {
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handleTimeout(io, gameId, timeoutUserId);
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});
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if (socketsInRoom) {
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for (const socketId of socketsInRoom) {
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const s = io.sockets.sockets.get(socketId);
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const u = getUser(socketId);
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if (u && game.players[u.id])
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s.emit("game-state", game.getStateForPlayer(u.id));
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}
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}
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}
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};
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@@ -109,181 +189,92 @@ export default (io, socket) => {
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}
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let game = getGame(gameId);
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let gameData = null;
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if (!game) {
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try {
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try {
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const token = socket.handshake.auth.token;
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const response = await axios.get(`${API_URL}/games/${gameId}`, {
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headers: { Authorization: token },
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});
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gameData = response.data.data || response.data;
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} catch (e) { console.error("DB Sync Failed"); }
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const gameData = response.data.data || response.data;
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console.log(
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`[Join Debug] API Data recebida para Jogo ${gameId}:`,
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gameData ? "OK" : "NULL"
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||||
);
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||||
|
||||
if (
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||||
gameData.player2_user_id == 1 &&
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||||
user.id != gameData.player1_user_id
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) {
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||||
try {
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||||
console.log(
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||||
`[API Sync] A oficializar User ${user.id} como Player 2 na BD...`
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||||
);
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await axios.post(
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||||
`${API_URL}/games/${gameId}/join`,
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||||
{},
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||||
{
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||||
headers: { Authorization: token },
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||||
}
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||||
);
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||||
console.log(`[API Sync] Sucesso! O jogo passou a 'Playing' na BD.`);
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||||
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||||
gameData.player2_user_id = user.id;
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||||
gameData.player2 = { name: user.name };
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||||
gameData.status = "Playing";
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||||
} catch (joinError) {
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||||
console.error(
|
||||
`[API Sync Error] Falha ao fazer join na BD:`,
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||||
joinError.message
|
||||
);
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||||
}
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||||
}
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||||
|
||||
if (gameData.status === "Ended") {
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||||
socket.emit("error", { message: "Game already finished." });
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||||
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");
|
||||
});
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user