238
lib/socket-server.ts
Archivo normal
238
lib/socket-server.ts
Archivo normal
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import { createServer } from 'http';
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import { Server } from 'socket.io';
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import { GameState, Player, GameMove } from '@/lib/types';
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import { dealTiles, findStartingPlayer, executeMove, canPlayerMove, isGameBlocked, determineBlockedWinner } from '@/lib/gameLogic';
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const httpServer = createServer();
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const io = new Server(httpServer, {
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cors: {
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origin: process.env.NEXT_PUBLIC_APP_URL || 'http://localhost:3000',
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methods: ['GET', 'POST'],
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},
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});
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// Store active game rooms
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const gameRooms = new Map<string, GameState>();
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const playerRooms = new Map<string, string>(); // playerId -> roomId
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// Generate unique room ID
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function generateRoomId(): string {
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return Math.random().toString(36).substring(2, 8).toUpperCase();
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}
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// Create a new game state
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function createGameState(roomId: string): GameState {
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return {
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id: roomId,
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players: [],
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currentPlayerIndex: 0,
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board: [],
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boneyard: [],
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boardEnds: [],
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winner: null,
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isGameOver: false,
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turnsPassed: 0,
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gameMode: 'waiting',
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};
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}
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// Initialize game when all players are ready
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function startGame(roomId: string): GameState {
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const gameState = gameRooms.get(roomId);
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if (!gameState) throw new Error('Game not found');
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const { playerTiles, boneyard } = dealTiles(gameState.players.length);
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const updatedPlayers = gameState.players.map((player, index) => ({
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...player,
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tiles: playerTiles[index],
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score: 0,
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}));
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const startingPlayerIndex = findStartingPlayer(updatedPlayers);
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const newGameState: GameState = {
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...gameState,
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players: updatedPlayers,
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currentPlayerIndex: startingPlayerIndex,
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boneyard,
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gameMode: 'playing',
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};
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gameRooms.set(roomId, newGameState);
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return newGameState;
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}
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io.on('connection', (socket) => {
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console.log('Client connected:', socket.id);
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// Create room
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socket.on('create-room', () => {
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const roomId = generateRoomId();
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const gameState = createGameState(roomId);
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gameRooms.set(roomId, gameState);
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socket.join(roomId);
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socket.emit('room-created', roomId);
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console.log('Room created:', roomId);
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});
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// Join room
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socket.on('join-room', (roomId: string, playerName: string) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) {
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socket.emit('error', 'Room not found');
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return;
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}
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if (gameState.players.length >= 4) {
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socket.emit('error', 'Room is full');
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return;
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}
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if (gameState.gameMode !== 'waiting') {
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socket.emit('error', 'Game already started');
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return;
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}
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const player: Player = {
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id: socket.id,
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name: playerName,
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tiles: [],
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score: 0,
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isAI: false,
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isReady: false,
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};
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gameState.players.push(player);
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playerRooms.set(socket.id, roomId);
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socket.join(roomId);
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socket.emit('room-joined', gameState, socket.id);
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socket.to(roomId).emit('player-joined', player);
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console.log(`Player ${playerName} joined room ${roomId}`);
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});
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// Player ready
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socket.on('player-ready', (roomId: string) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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const player = gameState.players.find(p => p.id === socket.id);
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if (!player) return;
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player.isReady = true;
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gameRooms.set(roomId, gameState);
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// Start game if all players are ready and at least 2 players
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const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady);
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if (allReady) {
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const startedGame = startGame(roomId);
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io.to(roomId).emit('game-started', startedGame);
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console.log('Game started in room:', roomId);
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} else {
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io.to(roomId).emit('game-state-updated', gameState);
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}
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});
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// Make move
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socket.on('make-move', (roomId: string, move: GameMove) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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const currentPlayer = gameState.players[gameState.currentPlayerIndex];
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if (currentPlayer.id !== socket.id) {
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socket.emit('invalid-move', 'Not your turn');
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return;
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}
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try {
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const newGameState = executeMove(gameState, move);
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// Check if game is blocked
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if (isGameBlocked(newGameState)) {
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const winnerId = determineBlockedWinner(newGameState);
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newGameState.winner = winnerId;
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newGameState.isGameOver = true;
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newGameState.gameMode = 'finished';
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}
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gameRooms.set(roomId, newGameState);
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io.to(roomId).emit('game-state-updated', newGameState);
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} catch (error) {
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socket.emit('invalid-move', 'Invalid move');
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}
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});
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// Draw tile
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socket.on('draw-tile', (roomId: string) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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const currentPlayer = gameState.players[gameState.currentPlayerIndex];
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if (currentPlayer.id !== socket.id) {
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socket.emit('invalid-move', 'Not your turn');
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return;
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}
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if (gameState.boneyard.length === 0) {
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socket.emit('invalid-move', 'No tiles left to draw');
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return;
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}
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const drawnTile = gameState.boneyard.pop()!;
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currentPlayer.tiles.push(drawnTile);
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// Check if player can move now
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if (!canPlayerMove(currentPlayer, gameState.boardEnds)) {
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gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
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}
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('game-state-updated', gameState);
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});
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// Leave room
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socket.on('leave-room', (roomId: string) => {
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handlePlayerLeave(socket.id, roomId);
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});
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// Disconnect
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socket.on('disconnect', () => {
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const roomId = playerRooms.get(socket.id);
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if (roomId) {
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handlePlayerLeave(socket.id, roomId);
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}
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console.log('Client disconnected:', socket.id);
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});
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});
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function handlePlayerLeave(playerId: string, roomId: string) {
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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gameState.players = gameState.players.filter(p => p.id !== playerId);
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playerRooms.delete(playerId);
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if (gameState.players.length === 0) {
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gameRooms.delete(roomId);
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console.log('Room deleted:', roomId);
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} else {
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('player-left', playerId);
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io.to(roomId).emit('game-state-updated', gameState);
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}
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}
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const PORT = process.env.SOCKET_PORT || 3001;
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httpServer.listen(PORT, () => {
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console.log(`Socket.IO server running on port ${PORT}`);
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});
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export { io };
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