Files

147 lines
4.0 KiB
JavaScript

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";
async function saveGameResult(gameId, result, token) {
try {
const payload = {
status: "Ended",
is_draw: result.isDraw,
total_time: result.totalTime,
player1_points: result.player1_points,
player2_points: result.player2_points,
};
if (!result.isDraw && result.winnerId) {
payload.winner_user_id = result.winnerId;
payload.loser_user_id = result.loserId;
}
await axios.put(`${API_URL}/games/${gameId}`, payload, {
headers: { Authorization: token },
});
console.log(`[DB] Game ${gameId} saved.`);
} catch (error) {
console.error(`[DB Error] Game ${gameId}:`, error.message);
}
}
export default (io, socket) => {
socket.on("join-game", async ({ gameId }) => {
const user = getUser(socket.id);
if (!user) {
socket.emit("error", { message: "Not authenticated." });
return;
}
let game = getGame(gameId);
if (!game) {
try {
const token = socket.handshake.auth.token;
const response = await axios.get(`${API_URL}/games/${gameId}`, {
headers: { Authorization: token },
});
const gameData = response.data.data || response.data;
if (gameData.status === "Ended") {
socket.emit("error", { message: "Game already finished." });
return;
}
if (
gameData.player1_user_id != user.id &&
gameData.player2_user_id != user.id &&
gameData.player2_user_id !== 1
) {
socket.emit("error", { message: "You are not in this game." });
return;
}
const p1Name = gameData.player1?.name || "Player 1";
const p2Name = gameData.player2?.name || "Player 2";
const type = gameData.type == "9" ? 9 : 3;
game = createGame(
gameId,
type,
{ id: gameData.player1_user_id, name: p1Name },
{ id: gameData.player2_user_id, name: p2Name }
);
} catch (error) {
socket.emit("error", { message: "Failed to join game." });
return;
}
}
const GHOST_ID = 1;
if (game && game.players) {
if (!game.players[user.id]) {
if (game.players[GHOST_ID]) {
delete game.players[GHOST_ID];
game.players[user.id] = {
id: user.id,
name: user.name,
hand: [],
points: 0,
tricks: 0,
};
}
}
}
socket.join(`game_${gameId}`);
if (game && game.players[user.id]) {
socket.emit("game-state", game.getStateForPlayer(user.id));
console.log(`--> Estado enviado para User ${user.id}`);
} else {
socket.emit("error", { message: "Error joining game state." });
}
});
socket.on("play-card", ({ gameId, cardId }) => {
const user = getUser(socket.id);
const game = getGame(gameId);
if (!game || !user) return;
const result = game.playCard(user.id, cardId);
if (result.error) {
socket.emit("game-error", { message: result.error });
return;
}
const roomName = `game_${gameId}`;
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id]) {
s.emit("game-state", game.getStateForPlayer(u.id));
}
}
}
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);
}
});
};