147 lines
4.0 KiB
JavaScript
147 lines
4.0 KiB
JavaScript
import axios from "axios";
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import { getGame, createGame } from "../state/game.js";
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import { getUser } from "../state/connection.js";
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const API_URL = "http://localhost:8000/api/v1";
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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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status: "Ended",
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is_draw: result.isDraw,
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total_time: result.totalTime,
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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 ${gameId}:`, error.message);
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}
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}
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export default (io, socket) => {
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socket.on("join-game", async ({ gameId }) => {
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const user = getUser(socket.id);
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if (!user) {
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socket.emit("error", { message: "Not authenticated." });
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return;
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}
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let game = getGame(gameId);
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if (!game) {
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try {
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const token = socket.handshake.auth.token;
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const response = await axios.get(`${API_URL}/games/${gameId}`, {
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headers: { Authorization: token },
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});
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const gameData = response.data.data || response.data;
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if (gameData.status === "Ended") {
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socket.emit("error", { message: "Game already finished." });
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return;
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}
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if (
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gameData.player1_user_id != user.id &&
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gameData.player2_user_id != user.id &&
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gameData.player2_user_id !== 1
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) {
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socket.emit("error", { message: "You are not in this game." });
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return;
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}
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const p1Name = gameData.player1?.name || "Player 1";
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const p2Name = gameData.player2?.name || "Player 2";
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const type = gameData.type == "9" ? 9 : 3;
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game = createGame(
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gameId,
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type,
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{ id: gameData.player1_user_id, name: p1Name },
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{ id: gameData.player2_user_id, name: p2Name }
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);
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} catch (error) {
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socket.emit("error", { message: "Failed to join game." });
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return;
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}
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}
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const GHOST_ID = 1;
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if (game && game.players) {
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if (!game.players[user.id]) {
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if (game.players[GHOST_ID]) {
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delete game.players[GHOST_ID];
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game.players[user.id] = {
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id: user.id,
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name: user.name,
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hand: [],
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points: 0,
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tricks: 0,
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};
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}
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}
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}
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socket.join(`game_${gameId}`);
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if (game && game.players[user.id]) {
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socket.emit("game-state", game.getStateForPlayer(user.id));
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console.log(`--> Estado enviado para User ${user.id}`);
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} else {
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socket.emit("error", { message: "Error joining game state." });
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}
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});
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socket.on("play-card", ({ gameId, cardId }) => {
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const user = getUser(socket.id);
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const game = getGame(gameId);
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if (!game || !user) return;
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const result = game.playCard(user.id, cardId);
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if (result.error) {
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socket.emit("game-error", { message: result.error });
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return;
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}
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const roomName = `game_${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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if (result.action === "trick_resolved") {
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io.to(roomName).emit("trick-end", result.trickResult);
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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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saveGameResult(gameId, result, socket.handshake.auth.token);
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}
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});
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};
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