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Copy pathserver.ts
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278 lines (233 loc) · 7.9 KB
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import express from "express";
import { createServer } from "http";
import next from "next";
import { Server as SocketIOServer } from "socket.io";
import {
GameRoom,
createRoom,
addPlayer,
removePlayer,
startNewRound,
submitAnswer,
getGameState,
generateRoomCode,
} from "./src/lib/gameLogic";
import { solve } from "./src/lib/solver";
const dev = process.env.NODE_ENV !== "production";
const hostname = dev ? "localhost" : "0.0.0.0";
const port = parseInt(process.env.PORT || "3000", 10);
const app = next({ dev, hostname, port });
const handle = app.getRequestHandler();
const rooms = new Map<string, GameRoom>();
const roomTimers = new Map<string, NodeJS.Timeout>();
function clearRoundTimer(roomId: string) {
const timer = roomTimers.get(roomId);
if (timer) {
clearTimeout(timer);
roomTimers.delete(roomId);
}
}
function setRoundTimer(room: GameRoom, io: SocketIOServer) {
clearRoundTimer(room.id);
if (room.roundTimeLimit <= 0) return;
const roundIndex = room.currentRoundIndex;
const timer = setTimeout(() => {
roomTimers.delete(room.id);
const round = room.rounds[roundIndex];
if (round && !round.completed && room.currentRoundIndex === roundIndex) {
round.completed = true;
room.state = "round_end";
const cardValues = round.cards.map((c) => c.value);
const solution = solve(cardValues, room.target);
io.to(room.id).emit("round_timeout", { gameState: getGameState(room), solution });
}
}, room.roundTimeLimit * 1000);
roomTimers.set(room.id, timer);
}
// Clean up empty rooms periodically
setInterval(() => {
for (const [id, room] of rooms) {
if (room.players.size === 0) {
rooms.delete(id);
}
}
}, 60000);
app.prepare().then(() => {
const expressApp = express();
const httpServer = createServer(expressApp);
const io = new SocketIOServer(httpServer, {
path: "/api/socketio",
addTrailingSlash: false,
cors: {
origin: "*",
methods: ["GET", "POST"],
},
});
io.on("connection", (socket) => {
console.log(`Player connected: ${socket.id}`);
let currentRoomId: string | null = null;
socket.on("create_room", ({ playerName, target, totalRounds, roundTimeLimit }, callback) => {
let roomId = generateRoomCode();
let attempts = 0;
while (rooms.has(roomId) && attempts < 20) {
roomId = generateRoomCode();
attempts++;
}
const t = typeof target === "number" && target >= 1 && target <= 999 ? target : 24;
const rounds = typeof totalRounds === "number" && totalRounds >= 1 && totalRounds <= 20 ? totalRounds : 5;
const timeLimit = typeof roundTimeLimit === "number" && roundTimeLimit >= 0 && roundTimeLimit <= 300 ? roundTimeLimit : 60;
const room = createRoom(roomId, t, rounds, timeLimit);
rooms.set(roomId, room);
const player = addPlayer(room, socket.id, playerName || "Player 1");
if (!player) {
callback({ success: false, error: "Failed to create room" });
return;
}
socket.join(roomId);
currentRoomId = roomId;
callback({ success: true, roomId, gameState: getGameState(room) });
console.log(`Room ${roomId} created by ${socket.id}`);
});
socket.on("join_room", ({ roomId, playerName }, callback) => {
const room = rooms.get(roomId);
if (!room) {
callback({ success: false, error: "Room not found" });
return;
}
if (room.players.size >= 2) {
callback({ success: false, error: "Room is full" });
return;
}
const player = addPlayer(room, socket.id, playerName || "Player 2");
if (!player) {
callback({ success: false, error: "Could not join room" });
return;
}
socket.join(roomId);
currentRoomId = roomId;
const gameState = getGameState(room);
callback({ success: true, roomId, gameState });
// Notify room that a player joined
io.to(roomId).emit("player_joined", gameState);
console.log(`${socket.id} joined room ${roomId}`);
});
socket.on("start_game", ({ solo } = {}, callback) => {
if (!currentRoomId) {
callback?.({ success: false, error: "Not in a room" });
return;
}
const room = rooms.get(currentRoomId);
if (!room) {
callback?.({ success: false, error: "Room not found" });
return;
}
if (!solo && room.players.size < 2) {
callback?.({ success: false, error: "Need 2 players to start" });
return;
}
const round = startNewRound(room);
if (!round) {
callback?.({ success: false, error: "Could not start round" });
return;
}
const gameState = getGameState(room);
callback?.({ success: true, gameState });
io.to(currentRoomId).emit("round_started", gameState);
setRoundTimer(room, io);
console.log(`Game started in room ${currentRoomId}`);
});
socket.on("submit_answer", ({ expression }, callback) => {
if (!currentRoomId) {
callback({ success: false, error: "Not in a room" });
return;
}
const room = rooms.get(currentRoomId);
if (!room) {
callback({ success: false, error: "Room not found" });
return;
}
const result = submitAnswer(room, socket.id, expression);
callback(result);
if (result.success) {
clearRoundTimer(currentRoomId);
io.to(currentRoomId).emit("round_won", {
winnerId: socket.id,
winnerName: room.players.get(socket.id)?.name || "Unknown",
expression,
gameState: getGameState(room),
});
}
});
socket.on("next_round", (_, callback) => {
if (!currentRoomId) {
callback?.({ success: false, error: "Not in a room" });
return;
}
const room = rooms.get(currentRoomId);
if (!room) {
callback?.({ success: false, error: "Room not found" });
return;
}
if (room.currentRoundIndex >= room.totalRounds - 1) {
room.state = "game_over";
const gameState = getGameState(room);
callback?.({ success: true, gameState });
io.to(currentRoomId).emit("game_over", gameState);
return;
}
const round = startNewRound(room);
if (!round) {
callback?.({ success: false, error: "Could not start next round" });
return;
}
const gameState = getGameState(room);
callback?.({ success: true, gameState });
io.to(currentRoomId).emit("round_started", gameState);
setRoundTimer(room, io);
});
socket.on("play_again", (_, callback) => {
if (!currentRoomId) {
callback?.({ success: false, error: "Not in a room" });
return;
}
const room = rooms.get(currentRoomId);
if (!room) {
callback?.({ success: false, error: "Room not found" });
return;
}
// Reset the game
clearRoundTimer(currentRoomId);
room.currentRoundIndex = -1;
room.rounds = [];
room.state = "waiting";
for (const player of room.players.values()) {
player.score = 0;
}
const gameState = getGameState(room);
callback?.({ success: true, gameState });
io.to(currentRoomId).emit("game_reset", gameState);
});
socket.on("disconnect", () => {
console.log(`Player disconnected: ${socket.id}`);
if (currentRoomId) {
const room = rooms.get(currentRoomId);
if (room) {
removePlayer(room, socket.id);
if (room.players.size === 0) {
clearRoundTimer(currentRoomId);
rooms.delete(currentRoomId);
} else {
room.state = "waiting";
io.to(currentRoomId).emit("player_left", getGameState(room));
}
}
}
});
});
expressApp.all("/{*path}", (req: any, res: any) => {
return handle(req, res);
});
httpServer.listen(port, () => {
console.log(`> Ready on http://${hostname}:${port}`);
});
});