merge
This commit is contained in:
@@ -3,7 +3,7 @@ apiVersion: apps/v1
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kind: Deployment
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metadata:
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name: mysql
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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selector:
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matchLabels:
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@@ -37,7 +37,7 @@ apiVersion: v1
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kind: Service
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metadata:
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name: mysql
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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ports:
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- port: 3306
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@@ -3,10 +3,10 @@ apiVersion: networking.k8s.io/v1
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kind: Ingress
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metadata:
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name: app-ingress
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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rules:
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- host: web-dad-group-x-172.22.21.253.sslip.io
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- host: web-dad-group-46-172.22.21.253.sslip.io
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http:
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paths:
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- path: /
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@@ -16,7 +16,7 @@ spec:
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name: vue-app
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port:
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number: 80
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- host: api-dad-group-x-172.22.21.253.sslip.io
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- host: api-dad-group-46-172.22.21.253.sslip.io
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http:
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paths:
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- path: /
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@@ -26,7 +26,7 @@ spec:
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name: laravel-app
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port:
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number: 80
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- host: ws-dad-group-x-172.22.21.253.sslip.io
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- host: ws-dad-group-46-172.22.21.253.sslip.io
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http:
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paths:
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- path: /
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@@ -3,7 +3,7 @@ apiVersion: apps/v1
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kind: Deployment
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metadata:
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name: laravel-app
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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replicas: 1
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selector:
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@@ -17,7 +17,7 @@ spec:
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priorityClassName: high-priority
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containers:
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- name: api
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image: registry-172.22.21.115.sslip.io/dad-group-x/api:v1.0.0
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image: registry-172.22.21.115.sslip.io/dad-group-46/api:v2.0.2
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resources:
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requests:
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memory: "256Mi"
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@@ -31,7 +31,7 @@ apiVersion: v1
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kind: Service
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metadata:
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name: laravel-app
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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ports:
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- port: 80
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@@ -3,7 +3,7 @@ apiVersion: apps/v1
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kind: Deployment
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metadata:
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name: vue-app
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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replicas: 1
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selector:
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@@ -17,7 +17,7 @@ spec:
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priorityClassName: low-priority
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containers:
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- name: web
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image: registry-172.22.21.115.sslip.io/dad-group-46/web:v1.0.1
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image: registry-172.22.21.115.sslip.io/dad-group-46/web:v2.0.4
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resources:
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requests:
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memory: "64Mi"
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@@ -31,7 +31,7 @@ apiVersion: v1
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kind: Service
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metadata:
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name: vue-app
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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ports:
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- port: 80
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@@ -3,7 +3,7 @@ apiVersion: apps/v1
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kind: Deployment
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metadata:
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name: websocket-server
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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replicas: 1
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selector:
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@@ -17,7 +17,7 @@ spec:
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priorityClassName: low-priority
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containers:
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- name: web
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image: registry-172.22.21.115.sslip.io/dad-group-x/ws:v1.0.0
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image: registry-172.22.21.115.sslip.io/dad-group-46/ws:v2.0.6
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resources:
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requests:
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memory: "128Mi"
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@@ -31,7 +31,7 @@ apiVersion: v1
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kind: Service
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metadata:
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name: websocket-server
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namespace: dad-group-x
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namespace: dad-group-46
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spec:
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ports:
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- port: 3000
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@@ -1,15 +1,12 @@
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import { createApp } from 'vue'
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import { createPinia } from 'pinia'
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import { io } from 'socket.io-client'
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import App from './App.vue'
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import router from './router'
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const apiDomain = import.meta.env.VITE_API_DOMAIN
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const wsConnection = import.meta.env.VITE_WS_CONNECTION
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console.log('[main.js] api domain', apiDomain)
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console.log('[main.js] ws connection', wsConnection)
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const app = createApp(App)
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@@ -20,4 +17,3 @@ app.use(createPinia())
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app.use(router)
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app.mount('#app')
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@@ -12,7 +12,7 @@ export const useSocketStore = defineStore('websocket', () => {
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const lastError = ref(null)
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const currentGameId = ref(null)
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const WS_URL = 'http://localhost:3000'
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const WS_URL = import.meta.env.VITE_WS_CONNECTION || 'ws://localhost:3000'
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const connect = () => {
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if (socket.value?.connected) return
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@@ -27,13 +27,15 @@ export const useSocketStore = defineStore('websocket', () => {
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auth: { token: `Bearer ${token}` },
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reconnection: true,
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reconnectionAttempts: 5,
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reconnectionDelay: 1000
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reconnectionDelay: 1000,
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})
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console.log('[WebSocket] Attempting to connect to', WS_URL)
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socket.value.on('connect', () => {
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if (currentGameId.value) {
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console.log("Reconnected to socket. Rejoining game...");
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socket.emit("join-game", { gameId: currentGameId.value });
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console.log('Reconnected to socket. Rejoining game...')
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socket.emit('join-game', { gameId: currentGameId.value })
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}
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connected.value = true
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@@ -124,6 +126,6 @@ export const useSocketStore = defineStore('websocket', () => {
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playCard,
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surrender,
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onTrickEnd,
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onGameOver
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onGameOver,
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}
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})
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@@ -1,6 +1,6 @@
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GROUP := "dad-group-x"
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VERSION := "1.0.0"
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GROUP := "dad-group-46"
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VERSION := "2.0.6"
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kubectl-pods:
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@@ -1,2 +0,0 @@
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PORT=
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API_URL=
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@@ -1,7 +1,7 @@
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import BiscaGame from "../classes/BiscaGame.js";
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import axios from "axios";
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const API_URL = "http://localhost:8000/api/v1";
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const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
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class BiscaMatch {
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constructor(apiData, emitStateCallback, token, autoPlayCallback) {
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@@ -53,9 +53,9 @@ class BiscaMatch {
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getAuthHeaders() {
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return {
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headers: {
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Authorization: this.token,
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"Content-Type": "application/json",
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"Accept": "application/json"
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Authorization: this.token,
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"Content-Type": "application/json",
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Accept: "application/json",
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},
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};
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}
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@@ -73,7 +73,11 @@ class BiscaMatch {
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began_at: new Date().toISOString(),
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};
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const res = await axios.post(`${API_URL}/games`, payload, this.getAuthHeaders());
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const res = await axios.post(
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`${API_URL}/games`,
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payload,
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this.getAuthHeaders()
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);
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const gameData = res.data.game || res.data.data || res.data;
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newGameDbId = gameData.id;
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@@ -86,13 +90,15 @@ class BiscaMatch {
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{ id: this.player1Id, name: p1Name },
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{ id: this.player2Id, name: p2Name },
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newGameDbId,
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(result) => { this.handleGameEnd(result); }
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(result) => {
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this.handleGameEnd(result);
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}
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);
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this.currentGame.init();
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this.currentGame.startTurnTimer((uid, cid) => {
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if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
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if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
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});
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if (this.emitStateCallback) {
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@@ -104,82 +110,104 @@ class BiscaMatch {
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}
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async abortCurrentGame(loserId) {
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if (this.currentGame && this.currentGame.dbId) {
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console.log(`[Match ${this.id}] Aborting Game #${this.currentGame.dbId}`);
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try {
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const winnerId = loserId == this.player1Id ? this.player2Id : this.player1Id;
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if (this.currentGame && this.currentGame.dbId) {
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console.log(`[Match ${this.id}] Aborting Game #${this.currentGame.dbId}`);
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try {
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const winnerId =
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loserId == this.player1Id ? this.player2Id : this.player1Id;
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const payload = {
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status: "Ended",
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winner_user_id: winnerId,
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loser_user_id: loserId,
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is_draw: false,
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ended_at: new Date().toISOString(),
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};
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await axios.put(`${API_URL}/games/${this.currentGame.dbId}`, payload, this.getAuthHeaders());
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} catch(e) { console.error("Error aborting game:", e.message); }
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const payload = {
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status: "Ended",
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winner_user_id: winnerId,
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loser_user_id: loserId,
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is_draw: false,
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ended_at: new Date().toISOString(),
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};
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await axios.put(
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`${API_URL}/games/${this.currentGame.dbId}`,
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payload,
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this.getAuthHeaders()
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);
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} catch (e) {
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console.error("Error aborting game:", e.message);
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}
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}
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}
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async handleGameEnd(result) {
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console.log(`[Match ${this.id}] Round ended. Winner: ${result.winnerId}`);
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if (this.points[result.player1_id] !== undefined) this.points[result.player1_id] += result.player1_points;
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if (this.points[result.player2_id] !== undefined) this.points[result.player2_id] += result.player2_points;
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if (this.points[result.player1_id] !== undefined)
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this.points[result.player1_id] += result.player1_points;
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if (this.points[result.player2_id] !== undefined)
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this.points[result.player2_id] += result.player2_points;
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||||
|
||||
if (this.currentGame && this.currentGame.dbId) {
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try {
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const payload = {
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status: "Ended",
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winner_user_id: result.winnerId,
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loser_user_id: result.loserId,
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is_draw: result.isDraw,
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player1_points: result.player1_points,
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player2_points: result.player2_points,
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||||
ended_at: new Date().toISOString(),
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||||
};
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await axios.put(`${API_URL}/games/${this.currentGame.dbId}`, payload, this.getAuthHeaders());
|
||||
} catch (e) { console.error("DB Game Update Error:", e.message); }
|
||||
try {
|
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const payload = {
|
||||
status: "Ended",
|
||||
winner_user_id: result.winnerId,
|
||||
loser_user_id: result.loserId,
|
||||
is_draw: result.isDraw,
|
||||
player1_points: result.player1_points,
|
||||
player2_points: result.player2_points,
|
||||
ended_at: new Date().toISOString(),
|
||||
};
|
||||
await axios.put(
|
||||
`${API_URL}/games/${this.currentGame.dbId}`,
|
||||
payload,
|
||||
this.getAuthHeaders()
|
||||
);
|
||||
} catch (e) {
|
||||
console.error("DB Game Update Error:", e.message);
|
||||
}
|
||||
}
|
||||
|
||||
let marksToAdd = 0;
|
||||
let roundWinnerId = result.winnerId;
|
||||
|
||||
if (roundWinnerId) {
|
||||
const winningScore = roundWinnerId == result.player1_id ? result.player1_points : result.player2_points;
|
||||
const winningScore =
|
||||
roundWinnerId == result.player1_id
|
||||
? result.player1_points
|
||||
: result.player2_points;
|
||||
if (winningScore === 120) marksToAdd = 4;
|
||||
else if (winningScore > 90) marksToAdd = 2;
|
||||
else if (winningScore >= 60) marksToAdd = 1;
|
||||
|
||||
if (this.marks[roundWinnerId] !== undefined) this.marks[roundWinnerId] += marksToAdd;
|
||||
if (this.marks[roundWinnerId] !== undefined)
|
||||
this.marks[roundWinnerId] += marksToAdd;
|
||||
}
|
||||
|
||||
if (this.emitStateCallback) {
|
||||
this.emitStateCallback("match:round-ended", {
|
||||
winnerId: roundWinnerId,
|
||||
marksAdded: marksToAdd,
|
||||
p1Points: result.player1_points,
|
||||
p2Points: result.player2_points,
|
||||
p1Marks: this.marks[this.player1Id],
|
||||
p2Marks: this.marks[this.player2Id],
|
||||
reason: result.reason || 'points'
|
||||
});
|
||||
this.emitStateCallback("match:round-ended", {
|
||||
winnerId: roundWinnerId,
|
||||
marksAdded: marksToAdd,
|
||||
p1Points: result.player1_points,
|
||||
p2Points: result.player2_points,
|
||||
p1Marks: this.marks[this.player1Id],
|
||||
p2Marks: this.marks[this.player2Id],
|
||||
reason: result.reason || "points",
|
||||
});
|
||||
}
|
||||
|
||||
if (this.marks[this.player1Id] >= 4 || this.marks[this.player2Id] >= 4) {
|
||||
await this.finishMatch();
|
||||
if (this.emitStateCallback) this.emitStateCallback("match:ended-signal", null);
|
||||
if (this.emitStateCallback)
|
||||
this.emitStateCallback("match:ended-signal", null);
|
||||
} else {
|
||||
setTimeout(() => {
|
||||
this.startNewGame();
|
||||
this.startNewGame();
|
||||
}, 1000);
|
||||
}
|
||||
}
|
||||
|
||||
async finishMatch() {
|
||||
this.status = "Ended";
|
||||
const winnerId = this.marks[this.player1Id] >= 4 ? this.player1Id : this.player2Id;
|
||||
const loserId = winnerId == this.player1Id ? this.player2Id : this.player1Id;
|
||||
const winnerId =
|
||||
this.marks[this.player1Id] >= 4 ? this.player1Id : this.player2Id;
|
||||
const loserId =
|
||||
winnerId == this.player1Id ? this.player2Id : this.player1Id;
|
||||
|
||||
const payload = {
|
||||
status: "Ended",
|
||||
@@ -192,7 +220,11 @@ class BiscaMatch {
|
||||
};
|
||||
|
||||
try {
|
||||
await axios.put(`${API_URL}/matches/${this.id}`, payload, this.getAuthHeaders());
|
||||
await axios.put(
|
||||
`${API_URL}/matches/${this.id}`,
|
||||
payload,
|
||||
this.getAuthHeaders()
|
||||
);
|
||||
console.log(`[Match ${this.id}] Match Closed in DB.`);
|
||||
} catch (e) {
|
||||
console.error(`Match Close Error: ${e.message}`);
|
||||
@@ -204,10 +236,13 @@ class BiscaMatch {
|
||||
|
||||
const result = this.currentGame.playCard(userId, cardId);
|
||||
|
||||
if (result && (result.action === 'next_turn' || result.action === 'trick_resolved')) {
|
||||
this.currentGame.startTurnTimer((uid, cid) => {
|
||||
if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
|
||||
});
|
||||
if (
|
||||
result &&
|
||||
(result.action === "next_turn" || result.action === "trick_resolved")
|
||||
) {
|
||||
this.currentGame.startTurnTimer((uid, cid) => {
|
||||
if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
|
||||
});
|
||||
}
|
||||
|
||||
return result;
|
||||
@@ -215,7 +250,8 @@ class BiscaMatch {
|
||||
|
||||
getGameState(userId) {
|
||||
if (!this.currentGame) return null;
|
||||
if (this.currentGame.players[userId]) return this.currentGame.getStateForPlayer(userId);
|
||||
if (this.currentGame.players[userId])
|
||||
return this.currentGame.getStateForPlayer(userId);
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -226,7 +262,7 @@ class BiscaMatch {
|
||||
marks: this.marks,
|
||||
points: this.points,
|
||||
player1: this.player1,
|
||||
player2: this.player2
|
||||
player2: this.player2,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+160
-138
@@ -2,69 +2,80 @@ import axios from "axios";
|
||||
import { getGame, createGame } from "../state/game.js";
|
||||
import { getUser } from "../state/connection.js";
|
||||
|
||||
const API_URL = "http://localhost:8000/api/v1";
|
||||
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
|
||||
|
||||
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;
|
||||
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;
|
||||
};
|
||||
|
||||
const drawCard = (game, playerId) => {
|
||||
const player = game.players[playerId];
|
||||
if (!player) return;
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
const sanitizeState = (state, game) => {
|
||||
if (!state) return null;
|
||||
const p1 = game.player1 || state.player1 || {};
|
||||
const p2 = game.player2 || state.player2 || {};
|
||||
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
|
||||
};
|
||||
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);
|
||||
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);
|
||||
}
|
||||
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 {
|
||||
@@ -88,53 +99,55 @@ async function saveGameResult(gameId, result, token) {
|
||||
}
|
||||
|
||||
const performGameEnd = (io, game, gameId, winnerId, loserId, reason) => {
|
||||
const result = {
|
||||
action: "game_ended",
|
||||
winnerId: parseInt(winnerId),
|
||||
loserId: parseInt(loserId),
|
||||
totalTime: game.startTime ? Math.floor((Date.now() - game.startTime) / 1000) : 0,
|
||||
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
|
||||
};
|
||||
const result = {
|
||||
action: "game_ended",
|
||||
winnerId: parseInt(winnerId),
|
||||
loserId: parseInt(loserId),
|
||||
totalTime: game.startTime
|
||||
? Math.floor((Date.now() - game.startTime) / 1000)
|
||||
: 0,
|
||||
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);
|
||||
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"
|
||||
});
|
||||
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 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;
|
||||
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 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 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);
|
||||
handleGameMove(io, gameId, userId, cardToPlay.id);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -151,23 +164,26 @@ const handleGameMove = (io, gameId, userId, cardId) => {
|
||||
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 (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 (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);
|
||||
if (winnerId) drawCard(game, winnerId);
|
||||
if (loserId) drawCard(game, loserId);
|
||||
}
|
||||
broadcastState(io, gameId, game);
|
||||
}
|
||||
}, 1500);
|
||||
}
|
||||
|
||||
if (result.action === "game_ended") {
|
||||
performGameEnd(io, game, gameId, result.winnerId, result.loserId, "points");
|
||||
performGameEnd(io, game, gameId, result.winnerId, result.loserId, "points");
|
||||
}
|
||||
|
||||
if (result.action === "next_turn" || result.action === "trick_resolved") {
|
||||
@@ -189,72 +205,76 @@ export default (io, socket) => {
|
||||
let gameData = null;
|
||||
|
||||
try {
|
||||
const token = socket.handshake.auth.token;
|
||||
const response = await axios.get(`${API_URL}/games/${gameId}`, {
|
||||
headers: { Authorization: token },
|
||||
});
|
||||
gameData = response.data.data || response.data;
|
||||
} catch (e) { console.error("DB Sync Failed"); }
|
||||
const token = socket.handshake.auth.token;
|
||||
const response = await axios.get(`${API_URL}/games/${gameId}`, {
|
||||
headers: { Authorization: token },
|
||||
});
|
||||
gameData = response.data.data || response.data;
|
||||
} catch (e) {
|
||||
console.error("DB Sync Failed");
|
||||
}
|
||||
|
||||
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 }
|
||||
);
|
||||
game.status = gameData.status === 'Playing' ? 'playing' : 'pending';
|
||||
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 }
|
||||
);
|
||||
game.status = gameData.status === "Playing" ? "playing" : "pending";
|
||||
}
|
||||
|
||||
if (!game) {
|
||||
socket.emit("error", { message: "Game not found." });
|
||||
return;
|
||||
socket.emit("error", { message: "Game not found." });
|
||||
return;
|
||||
}
|
||||
|
||||
const myId = user.id;
|
||||
const ghostKey = Object.keys(game.players).find(key => key == 1);
|
||||
const ghostKey = Object.keys(game.players).find((key) => key == 1);
|
||||
const amIDbPlayer2 = gameData && gameData.player2_user_id == myId;
|
||||
|
||||
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];
|
||||
}
|
||||
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];
|
||||
}
|
||||
|
||||
game.players[myId] = {
|
||||
id: myId,
|
||||
name: user.nickname,
|
||||
hand: ghostHand,
|
||||
points: ghostPoints,
|
||||
tricks: ghostTricks,
|
||||
token: socket.handshake.auth.token,
|
||||
};
|
||||
game.player2 = { id: myId, name: user.nickname };
|
||||
game.status = 'playing';
|
||||
if(!game.timer) {
|
||||
game.startTurnTimer((timeoutUserId) => handleTimeout(io, gameId, timeoutUserId));
|
||||
}
|
||||
game.players[myId] = {
|
||||
id: myId,
|
||||
name: user.nickname,
|
||||
hand: ghostHand,
|
||||
points: ghostPoints,
|
||||
tricks: ghostTricks,
|
||||
token: socket.handshake.auth.token,
|
||||
};
|
||||
game.player2 = { id: myId, name: user.nickname };
|
||||
game.status = "playing";
|
||||
if (!game.timer) {
|
||||
game.startTurnTimer((timeoutUserId) =>
|
||||
handleTimeout(io, gameId, timeoutUserId)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
socket.join(`game_${gameId}`);
|
||||
socket.activeGameId = gameId;
|
||||
|
||||
if (game.players[myId]) {
|
||||
game.players[myId].token = socket.handshake.auth.token;
|
||||
game.players[myId].token = socket.handshake.auth.token;
|
||||
|
||||
const rawState = game.getStateForPlayer(myId);
|
||||
const cleanState = sanitizeState(rawState, game);
|
||||
const rawState = game.getStateForPlayer(myId);
|
||||
const cleanState = sanitizeState(rawState, game);
|
||||
|
||||
socket.emit("game-state", cleanState);
|
||||
broadcastState(io, gameId, game);
|
||||
socket.emit("game-state", cleanState);
|
||||
broadcastState(io, gameId, game);
|
||||
}
|
||||
});
|
||||
|
||||
@@ -264,14 +284,16 @@ export default (io, socket) => {
|
||||
});
|
||||
|
||||
socket.on("surrender", ({ gameId }) => {
|
||||
const user = getUser(socket.id);
|
||||
const game = getGame(gameId);
|
||||
const user = getUser(socket.id);
|
||||
const game = getGame(gameId);
|
||||
|
||||
if (!game || !user || !game.players[user.id]) return;
|
||||
if (!game || !user || !game.players[user.id]) return;
|
||||
|
||||
console.log(`[Game] User ${user.nickname} surrendered.`);
|
||||
console.log(`[Game] User ${user.nickname} surrendered.`);
|
||||
|
||||
const winnerId = Object.keys(game.players).find(id => String(id) !== String(user.id));
|
||||
performGameEnd(io, game, gameId, winnerId, user.id, "surrender");
|
||||
const winnerId = Object.keys(game.players).find(
|
||||
(id) => String(id) !== String(user.id)
|
||||
);
|
||||
performGameEnd(io, game, gameId, winnerId, user.id, "surrender");
|
||||
});
|
||||
};
|
||||
|
||||
+149
-135
@@ -2,153 +2,167 @@ import { getMatch, addMatch } from "../state/match.js";
|
||||
import BiscaMatch from "../classes/BiscaMatch.js";
|
||||
import axios from "axios";
|
||||
|
||||
const API_URL = "http://localhost:8000/api/v1";
|
||||
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
|
||||
|
||||
export default (io, socket) => {
|
||||
|
||||
const broadcastMatchUpdate = (matchId, match) => {
|
||||
const roomName = `match_${matchId}`;
|
||||
const room = io.sockets.adapter.rooms.get(roomName);
|
||||
if (room) {
|
||||
for (const socketId of room) {
|
||||
const clientSocket = io.sockets.sockets.get(socketId);
|
||||
if (!clientSocket || !clientSocket.user) continue;
|
||||
const userId = clientSocket.user.id;
|
||||
const publicState = match.getPublicState();
|
||||
const gameState = match.getGameState(userId);
|
||||
clientSocket.emit("match:update", { ...publicState, game: gameState });
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const createMatchEmitter = (matchId) => (eventName, payload) => {
|
||||
const match = getMatch(matchId);
|
||||
if (!match) return;
|
||||
|
||||
if (eventName === 'match:new-round-start' || eventName === 'match:ended-signal') {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
} else if (eventName === 'match:round-ended') {
|
||||
io.to(`match_${matchId}`).emit('match:round-ended', payload);
|
||||
} else {
|
||||
io.to(`match_${matchId}`).emit(eventName, payload);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAutoPlay = (matchId) => (userId, cardId) => {
|
||||
const match = getMatch(matchId);
|
||||
if (!match || match.status !== "Playing") return;
|
||||
|
||||
console.log(`[Match ${matchId}] Auto-playing for User ${userId}`);
|
||||
const result = match.playCard(userId, cardId);
|
||||
|
||||
if (result && result.action === "trick_resolved") {
|
||||
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
|
||||
setTimeout(() => { broadcastMatchUpdate(matchId, match); }, 1500);
|
||||
} else {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
}
|
||||
};
|
||||
|
||||
socket.on("match:enter", async (data) => {
|
||||
const { matchId } = data;
|
||||
if (!socket.user || !socket.user.id) return socket.emit("error", { message: "Auth failed" });
|
||||
const userId = socket.user.id;
|
||||
socket.activeMatchId = matchId;
|
||||
|
||||
const room = `match_${matchId}`;
|
||||
let match = getMatch(matchId);
|
||||
|
||||
if (!match) {
|
||||
try {
|
||||
const res = await axios.get(`${API_URL}/matches/${matchId}`, {
|
||||
headers: { Authorization: socket.token || socket.handshake.auth.token },
|
||||
});
|
||||
const matchData = res.data.data || res.data;
|
||||
|
||||
match = new BiscaMatch(
|
||||
matchData,
|
||||
createMatchEmitter(matchId),
|
||||
socket.token,
|
||||
handleAutoPlay(matchId)
|
||||
);
|
||||
addMatch(match);
|
||||
} catch (e) {
|
||||
return socket.emit("error", "Match not found");
|
||||
}
|
||||
}
|
||||
match.emitStateCallback = createMatchEmitter(matchId);
|
||||
if (userId !== match.player1Id && match.player2Id === 1) await match.joinPlayer(userId, socket.user);
|
||||
|
||||
socket.join(room);
|
||||
const broadcastMatchUpdate = (matchId, match) => {
|
||||
const roomName = `match_${matchId}`;
|
||||
const room = io.sockets.adapter.rooms.get(roomName);
|
||||
if (room) {
|
||||
for (const socketId of room) {
|
||||
const clientSocket = io.sockets.sockets.get(socketId);
|
||||
if (!clientSocket || !clientSocket.user) continue;
|
||||
const userId = clientSocket.user.id;
|
||||
const publicState = match.getPublicState();
|
||||
const gameState = match.getGameState(userId);
|
||||
socket.emit("match:update", { ...publicState, game: gameState });
|
||||
if (match.status === 'Playing') broadcastMatchUpdate(matchId, match);
|
||||
});
|
||||
clientSocket.emit("match:update", { ...publicState, game: gameState });
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
socket.on("game:play-card", (data) => {
|
||||
const { matchId, cardId } = data;
|
||||
const match = getMatch(matchId);
|
||||
if (!match || match.status !== "Playing") return;
|
||||
const result = match.playCard(socket.user.id, cardId);
|
||||
if (result && result.error) return socket.emit("error", { message: result.error });
|
||||
if (result && result.action === "trick_resolved") {
|
||||
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
|
||||
setTimeout(() => { broadcastMatchUpdate(matchId, match); }, 1500);
|
||||
} else {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
}
|
||||
});
|
||||
const createMatchEmitter = (matchId) => (eventName, payload) => {
|
||||
const match = getMatch(matchId);
|
||||
if (!match) return;
|
||||
|
||||
socket.on("game:surrender", async ({ matchId }) => {
|
||||
const match = getMatch(matchId);
|
||||
if(!match || match.status !== "Playing") return;
|
||||
const userId = socket.user.id;
|
||||
console.log(`[Match ${matchId}] User ${userId} surrendered ROUND.`);
|
||||
const opponentId = match.player1Id == userId ? match.player2Id : match.player1Id;
|
||||
const result = {
|
||||
winnerId: opponentId,
|
||||
loserId: userId,
|
||||
isDraw: false,
|
||||
player1_id: match.player1Id,
|
||||
player2_id: match.player2Id,
|
||||
player1_points: match.player1Id == opponentId ? 91 : 0,
|
||||
player2_points: match.player2Id == opponentId ? 91 : 0,
|
||||
reason: 'surrender'
|
||||
};
|
||||
await match.handleGameEnd(result);
|
||||
});
|
||||
if (
|
||||
eventName === "match:new-round-start" ||
|
||||
eventName === "match:ended-signal"
|
||||
) {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
} else if (eventName === "match:round-ended") {
|
||||
io.to(`match_${matchId}`).emit("match:round-ended", payload);
|
||||
} else {
|
||||
io.to(`match_${matchId}`).emit(eventName, payload);
|
||||
}
|
||||
};
|
||||
|
||||
socket.on("match:surrender", async ({ matchId }) => {
|
||||
const match = getMatch(matchId);
|
||||
if(!match || match.status !== "Playing") return;
|
||||
const userId = socket.user.id;
|
||||
const handleAutoPlay = (matchId) => (userId, cardId) => {
|
||||
const match = getMatch(matchId);
|
||||
if (!match || match.status !== "Playing") return;
|
||||
|
||||
await match.abortCurrentGame(userId);
|
||||
console.log(`[Match ${matchId}] Auto-playing for User ${userId}`);
|
||||
const result = match.playCard(userId, cardId);
|
||||
|
||||
console.log(`[Match ${matchId}] User ${userId} surrendered MATCH.`);
|
||||
const opponentId = match.player1Id == userId ? match.player2Id : match.player1Id;
|
||||
match.marks[opponentId] = 4;
|
||||
await match.finishMatch();
|
||||
if (result && result.action === "trick_resolved") {
|
||||
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
|
||||
setTimeout(() => {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
});
|
||||
}, 1500);
|
||||
} else {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
}
|
||||
};
|
||||
|
||||
socket.on("disconnect", async () => {
|
||||
if (socket.activeMatchId) {
|
||||
const match = getMatch(socket.activeMatchId);
|
||||
if (match && match.status === 'Playing') {
|
||||
const userId = socket.user?.id;
|
||||
if (userId === match.player1Id || userId === match.player2Id) {
|
||||
console.log(`[Match ${match.id}] Player ${userId} disconnected.`);
|
||||
socket.on("match:enter", async (data) => {
|
||||
const { matchId } = data;
|
||||
if (!socket.user || !socket.user.id)
|
||||
return socket.emit("error", { message: "Auth failed" });
|
||||
const userId = socket.user.id;
|
||||
socket.activeMatchId = matchId;
|
||||
|
||||
await match.abortCurrentGame(userId);
|
||||
const room = `match_${matchId}`;
|
||||
let match = getMatch(matchId);
|
||||
|
||||
const opponentId = match.player1Id == userId ? match.player2Id : match.player1Id;
|
||||
match.marks[opponentId] = 4;
|
||||
await match.finishMatch();
|
||||
broadcastMatchUpdate(match.id, match);
|
||||
}
|
||||
}
|
||||
if (!match) {
|
||||
try {
|
||||
const res = await axios.get(`${API_URL}/matches/${matchId}`, {
|
||||
headers: {
|
||||
Authorization: socket.token || socket.handshake.auth.token,
|
||||
},
|
||||
});
|
||||
const matchData = res.data.data || res.data;
|
||||
|
||||
match = new BiscaMatch(
|
||||
matchData,
|
||||
createMatchEmitter(matchId),
|
||||
socket.token,
|
||||
handleAutoPlay(matchId)
|
||||
);
|
||||
addMatch(match);
|
||||
} catch (e) {
|
||||
return socket.emit("error", "Match not found");
|
||||
}
|
||||
}
|
||||
match.emitStateCallback = createMatchEmitter(matchId);
|
||||
if (userId !== match.player1Id && match.player2Id === 1)
|
||||
await match.joinPlayer(userId, socket.user);
|
||||
|
||||
socket.join(room);
|
||||
const publicState = match.getPublicState();
|
||||
const gameState = match.getGameState(userId);
|
||||
socket.emit("match:update", { ...publicState, game: gameState });
|
||||
if (match.status === "Playing") broadcastMatchUpdate(matchId, match);
|
||||
});
|
||||
|
||||
socket.on("game:play-card", (data) => {
|
||||
const { matchId, cardId } = data;
|
||||
const match = getMatch(matchId);
|
||||
if (!match || match.status !== "Playing") return;
|
||||
const result = match.playCard(socket.user.id, cardId);
|
||||
if (result && result.error)
|
||||
return socket.emit("error", { message: result.error });
|
||||
if (result && result.action === "trick_resolved") {
|
||||
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
|
||||
setTimeout(() => {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
}, 1500);
|
||||
} else {
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
}
|
||||
});
|
||||
|
||||
socket.on("game:surrender", async ({ matchId }) => {
|
||||
const match = getMatch(matchId);
|
||||
if (!match || match.status !== "Playing") return;
|
||||
const userId = socket.user.id;
|
||||
console.log(`[Match ${matchId}] User ${userId} surrendered ROUND.`);
|
||||
const opponentId =
|
||||
match.player1Id == userId ? match.player2Id : match.player1Id;
|
||||
const result = {
|
||||
winnerId: opponentId,
|
||||
loserId: userId,
|
||||
isDraw: false,
|
||||
player1_id: match.player1Id,
|
||||
player2_id: match.player2Id,
|
||||
player1_points: match.player1Id == opponentId ? 91 : 0,
|
||||
player2_points: match.player2Id == opponentId ? 91 : 0,
|
||||
reason: "surrender",
|
||||
};
|
||||
await match.handleGameEnd(result);
|
||||
});
|
||||
|
||||
socket.on("match:surrender", async ({ matchId }) => {
|
||||
const match = getMatch(matchId);
|
||||
if (!match || match.status !== "Playing") return;
|
||||
const userId = socket.user.id;
|
||||
|
||||
await match.abortCurrentGame(userId);
|
||||
|
||||
console.log(`[Match ${matchId}] User ${userId} surrendered MATCH.`);
|
||||
const opponentId =
|
||||
match.player1Id == userId ? match.player2Id : match.player1Id;
|
||||
match.marks[opponentId] = 4;
|
||||
await match.finishMatch();
|
||||
broadcastMatchUpdate(matchId, match);
|
||||
});
|
||||
|
||||
socket.on("disconnect", async () => {
|
||||
if (socket.activeMatchId) {
|
||||
const match = getMatch(socket.activeMatchId);
|
||||
if (match && match.status === "Playing") {
|
||||
const userId = socket.user?.id;
|
||||
if (userId === match.player1Id || userId === match.player2Id) {
|
||||
console.log(`[Match ${match.id}] Player ${userId} disconnected.`);
|
||||
|
||||
await match.abortCurrentGame(userId);
|
||||
|
||||
const opponentId =
|
||||
match.player1Id == userId ? match.player2Id : match.player1Id;
|
||||
match.marks[opponentId] = 4;
|
||||
await match.finishMatch();
|
||||
broadcastMatchUpdate(match.id, match);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
+133
-100
@@ -6,10 +6,10 @@ import gameEvents from "./events/game.js";
|
||||
import matchEvents from "./events/match.js";
|
||||
|
||||
export const server = {
|
||||
io: null,
|
||||
io: null,
|
||||
};
|
||||
|
||||
const API_URL = "http://localhost:8000/api/v1";
|
||||
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
|
||||
|
||||
const disconnectTimers = new Map();
|
||||
const RECONNECT_GRACE_PERIOD = 1 * 60 * 1000;
|
||||
@@ -17,114 +17,147 @@ const RECONNECT_GRACE_PERIOD = 1 * 60 * 1000;
|
||||
const userId = (socket) => socket.user && socket.user.id;
|
||||
|
||||
export const serverStart = (port) => {
|
||||
server.io = new Server(port, {
|
||||
cors: {
|
||||
origin: "*",
|
||||
server.io = new Server(port, {
|
||||
cors: {
|
||||
origin: "*",
|
||||
},
|
||||
});
|
||||
|
||||
console.log(`[WebSocket] API_URL is set to ${API_URL}`);
|
||||
|
||||
server.io.use(async (socket, next) => {
|
||||
let token = socket.handshake.auth.token;
|
||||
|
||||
if (!token) {
|
||||
return next(new Error("Authentication error: No token provided"));
|
||||
}
|
||||
|
||||
if (!token.startsWith("Bearer ")) {
|
||||
token = "Bearer " + token;
|
||||
}
|
||||
|
||||
try {
|
||||
const response = await axios.get(`${API_URL}/users/me`, {
|
||||
headers: {
|
||||
Authorization: token,
|
||||
Accept: "application/json",
|
||||
},
|
||||
});
|
||||
|
||||
const user = response.data.data || response.data;
|
||||
|
||||
if (!user || !user.id) {
|
||||
return next(new Error("Authentication error: User data not found"));
|
||||
}
|
||||
|
||||
socket.user = user;
|
||||
socket.token = token;
|
||||
socket.handshake.auth.token = token;
|
||||
|
||||
if (disconnectTimers.has(user.id)) {
|
||||
console.log(
|
||||
`[Connection] User ${user.id} reconnected! Cancelling surrender timer.`
|
||||
);
|
||||
clearTimeout(disconnectTimers.get(user.id));
|
||||
disconnectTimers.delete(user.id);
|
||||
}
|
||||
|
||||
addUser(socket.id, user);
|
||||
|
||||
next();
|
||||
} catch (error) {
|
||||
if (error.response) {
|
||||
console.error(
|
||||
"❌ Erro Laravel:",
|
||||
error.response.status,
|
||||
error.response.data
|
||||
);
|
||||
} else {
|
||||
console.error("❌ Erro Rede:", error.message);
|
||||
}
|
||||
next(new Error("Authentication error: Invalid token"));
|
||||
}
|
||||
});
|
||||
|
||||
server.io.on("connection", (socket) => {
|
||||
gameEvents(server.io, socket);
|
||||
matchEvents(server.io, socket);
|
||||
|
||||
handleConnectionEvents(server.io, socket);
|
||||
|
||||
socket.on("notify_disconnect", () => {
|
||||
socket.isVoluntaryDisconnect = true;
|
||||
});
|
||||
|
||||
server.io.use(async (socket, next) => {
|
||||
let token = socket.handshake.auth.token;
|
||||
socket.on("disconnect", () => {
|
||||
// Remove from active socket list
|
||||
removeUser(socket.id);
|
||||
|
||||
if (!token) {
|
||||
return next(new Error("Authentication error: No token provided"));
|
||||
}
|
||||
if (socket.isVoluntaryDisconnect) {
|
||||
console.log(
|
||||
`[Disconnect] User ${userId} disconnected voluntarily. No surrender needed.`
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!token.startsWith("Bearer ")) {
|
||||
token = "Bearer " + token;
|
||||
}
|
||||
if (userId) {
|
||||
console.log(
|
||||
`[Disconnect] User ${userId} disconnected. Waiting ${
|
||||
RECONNECT_GRACE_PERIOD / 1000
|
||||
}s...`
|
||||
);
|
||||
|
||||
try {
|
||||
const response = await axios.get(`${API_URL}/users/me`, {
|
||||
headers: {
|
||||
Authorization: token,
|
||||
Accept: "application/json"
|
||||
},
|
||||
});
|
||||
// -----------------------------------------------------------
|
||||
// 2. START SURRENDER TIMER
|
||||
// -----------------------------------------------------------
|
||||
const timer = setTimeout(async () => {
|
||||
console.log(
|
||||
`[Timeout] User ${userId} did not return. Forcing surrender.`
|
||||
);
|
||||
|
||||
const user = response.data.data || response.data;
|
||||
// A. Find the Game ID this user is playing (You need a way to look this up)
|
||||
// Ideally, your 'socket' object or a global map knows which gameID the user is in.
|
||||
// For this example, let's assume you stored `socket.activeGameId` when they joined.
|
||||
const gameId = socket.activeGameId;
|
||||
|
||||
if (!user || !user.id) {
|
||||
return next(new Error("Authentication error: User data not found"));
|
||||
if (gameId) {
|
||||
try {
|
||||
// B. Call Laravel API to resign on their behalf
|
||||
// We use the token we saved during the handshake
|
||||
await axios.post(
|
||||
`${API_URL}/games/${gameId}/resign`,
|
||||
{},
|
||||
{
|
||||
headers: {
|
||||
Authorization: socket.handshake.auth.token,
|
||||
Accept: "application/json",
|
||||
},
|
||||
}
|
||||
);
|
||||
|
||||
// C. Notify the room (The API likely triggers a Pusher/Socket event,
|
||||
// but we can also emit locally if needed)
|
||||
server.io.to(gameId).emit("game_over", {
|
||||
winner: "opponent",
|
||||
reason: "disconnect",
|
||||
});
|
||||
|
||||
console.log(
|
||||
`[Timeout] Successfully resigned game ${gameId} for user ${userId}`
|
||||
);
|
||||
} catch (err) {
|
||||
console.error(
|
||||
`[Timeout] Failed to resign game for user ${userId}:`,
|
||||
err.message
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
socket.user = user;
|
||||
socket.token = token;
|
||||
socket.handshake.auth.token = token;
|
||||
disconnectTimers.delete(userId);
|
||||
}, RECONNECT_GRACE_PERIOD);
|
||||
|
||||
if (disconnectTimers.has(user.id)) {
|
||||
console.log(`[Connection] User ${user.id} reconnected! Cancelling surrender timer.`);
|
||||
clearTimeout(disconnectTimers.get(user.id));
|
||||
disconnectTimers.delete(user.id);
|
||||
}
|
||||
|
||||
addUser(socket.id, user);
|
||||
|
||||
next();
|
||||
} catch (error) {
|
||||
if (error.response) {
|
||||
console.error(
|
||||
"❌ Erro Laravel:",
|
||||
error.response.status,
|
||||
error.response.data
|
||||
);
|
||||
} else {
|
||||
console.error("❌ Erro Rede:", error.message);
|
||||
}
|
||||
next(new Error("Authentication error: Invalid token"));
|
||||
}
|
||||
});
|
||||
|
||||
server.io.on("connection", (socket) => {
|
||||
gameEvents(server.io, socket);
|
||||
matchEvents(server.io, socket);
|
||||
|
||||
handleConnectionEvents(server.io, socket);
|
||||
|
||||
socket.on("notify_disconnect", () => {
|
||||
socket.isVoluntaryDisconnect = true;
|
||||
});
|
||||
|
||||
socket.on("disconnect", () => {
|
||||
removeUser(socket.id);
|
||||
|
||||
if (socket.isVoluntaryDisconnect) {
|
||||
console.log(`[Disconnect] User ${userId} disconnected voluntarily. No surrender needed.`);
|
||||
return;
|
||||
}
|
||||
|
||||
if (userId) {
|
||||
console.log(`[Disconnect] User ${userId} disconnected. Waiting ${RECONNECT_GRACE_PERIOD / 1000}s...`);
|
||||
const timer = setTimeout(async () => {
|
||||
console.log(`[Timeout] User ${userId} did not return. Forcing surrender.`);
|
||||
|
||||
const gameId = socket.activeGameId;
|
||||
|
||||
if (gameId) {
|
||||
try {
|
||||
await axios.post(`${API_URL}/games/${gameId}/resign`, {}, {
|
||||
headers: {
|
||||
Authorization: socket.handshake.auth.token,
|
||||
Accept: "application/json"
|
||||
}
|
||||
});
|
||||
|
||||
server.io.to(gameId).emit("game_over", {
|
||||
winner: "opponent",
|
||||
reason: "disconnect"
|
||||
});
|
||||
|
||||
console.log(`[Timeout] Successfully resigned game ${gameId} for user ${userId}`);
|
||||
} catch (err) {
|
||||
console.error(`[Timeout] Failed to resign game for user ${userId}:`, err.message);
|
||||
}
|
||||
}
|
||||
|
||||
disconnectTimers.delete(userId);
|
||||
}, RECONNECT_GRACE_PERIOD);
|
||||
|
||||
disconnectTimers.set(userId, timer);
|
||||
}
|
||||
});
|
||||
disconnectTimers.set(userId, timer);
|
||||
}
|
||||
});
|
||||
});
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user