feature/websockets-matches #95
@@ -55,42 +55,55 @@ class GameController extends Controller
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$validated = $request->validate([
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"type" => "required|in:3,9",
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"player2_user_id" => "nullable|integer|exists:users,id",
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"match_id" => "nullable|integer|exists:matches,id",
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"status" => "nullable|in:Pending,Playing",
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"began_at" => "nullable|date"
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]);
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$user = Auth::user();
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$activeGame = Game::where(function ($q) use ($user) {
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$q->where("player1_user_id", $user->id)
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->orWhere("player2_user_id", $user->id);
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$q->where("player1_user_id", $user->id)
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->orWhere("player2_user_id", $user->id);
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})
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->whereIn("status", ["Pending", "Playing"])
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->exists();
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if ($activeGame) {
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return response()->json(["message" => "You already have an active game."], 400);
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return response()->json(["message" => "You already have an active game."], 400);
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}
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$player2Id = $request->input('player2_user_id', self::GHOST_ID);
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$initialStatus = $request->input('status', 'Pending');
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if ($player2Id !== self::GHOST_ID && !$request->has('status')) {
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$initialStatus = 'Playing';
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}
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$game = Game::create([
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"type" => $validated["type"],
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"status" => "Pending",
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"status" => $initialStatus,
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"player1_user_id" => $user->id,
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"player2_user_id" => self::GHOST_ID,
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"winner_user_id" => self::GHOST_ID,
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"loser_user_id" => self::GHOST_ID,
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"began_at" => now(),
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"player2_user_id" => $player2Id,
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"winner_user_id" => null,
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"loser_user_id" => null,
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"match_id" => $request->input('match_id', null),
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"began_at" => $request->input('began_at', now()),
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"player1_points" => 0,
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"player2_points" => 0,
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"custom" => null,
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]);
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return response()->json([
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"message" => "Multiplayer game room created",
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"message" => "Game created",
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"game" => $game,
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], 201);
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}
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public function join(Request $request, Game $game)
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{
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public function join(Request $request, Game $game)
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{
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// Prevent joining if already full or started
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if ($game->status !== 'Pending' || $game->player2_user_id !== 1) {
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return response()->json(['message' => 'Game is not available'], 400);
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@@ -1,6 +1,4 @@
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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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+22
-29
@@ -2,40 +2,33 @@ import BiscaGame from "../classes/BiscaGame.js";
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const activeGames = new Map();
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const createGame = (id, type, player1, player2) => {
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const existingGame = activeGames.get(id);
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if (existingGame) {
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console.log(
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`[Game State] Game ${id} already exists, returning existing instance`,
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);
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return existingGame;
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}
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const game = new BiscaGame(id, type, player1, player2);
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export const createGame = (id, type, player1, player2) => {
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const existingGame = activeGames.get(id);
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if (existingGame) {
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console.log(
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`[Game State] Game ${id} already exists, returning existing instance`
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);
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return existingGame;
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}
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const game = new BiscaGame(id, type, player1, player2);
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game.init();
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game.init();
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activeGames.set(id, game);
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activeGames.set(id, game);
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console.log(`[Game State] Game created: ${id} (Type: ${type})`);
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return game;
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console.log(`[Game State] Game created: ${id} (Type: ${type})`);
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return game;
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};
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const getGame = (id) => {
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return activeGames.get(id);
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export const getGame = (id) => {
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return activeGames.get(id);
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};
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const removeGame = (id) => {
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const game = activeGames.get(id);
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if (game) {
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game.stopTimer();
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activeGames.delete(id);
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console.log(`[Game State] Game removed: ${id}`);
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}
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export const removeGame = (id) => {
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const game = activeGames.get(id);
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if (game) {
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game.stopTimer();
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activeGames.delete(id);
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console.log(`[Game State] Game removed: ${id}`);
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}
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};
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module.exports = {
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createGame,
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getGame,
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removeGame,
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};
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Block a user