231 líneas
6.9 KiB
TypeScript
231 líneas
6.9 KiB
TypeScript
import { NextRequest } from 'next/server';
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import { Server as SocketIOServer } from 'socket.io';
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import { Server as HTTPServer } from 'http';
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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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// Store active game rooms
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const gameRooms = new Map<string, GameState>();
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const playerRooms = new Map<string, string>();
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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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export async function GET(req: NextRequest) {
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// @ts-expect-error - NextRequest extended with socket server
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const res = req.res || req.nextUrl;
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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if (!(res as any).socket?.server?.io) {
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console.log('Initializing Socket.IO server...');
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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const httpServer: HTTPServer = (res as any).socket.server;
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const io = new SocketIOServer(httpServer, {
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path: '/api/socket',
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addTrailingSlash: false,
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cors: {
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origin: '*',
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methods: ['GET', 'POST'],
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},
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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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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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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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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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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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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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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 {
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socket.emit('invalid-move', 'Invalid move');
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}
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});
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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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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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socket.on('disconnect', () => {
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const roomId = playerRooms.get(socket.id);
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if (roomId) {
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const gameState = gameRooms.get(roomId);
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if (gameState) {
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gameState.players = gameState.players.filter(p => p.id !== socket.id);
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playerRooms.delete(socket.id);
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if (gameState.players.length === 0) {
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gameRooms.delete(roomId);
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} else {
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('player-left', socket.id);
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io.to(roomId).emit('game-state-updated', gameState);
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}
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}
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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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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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(res as any).socket.server.io = io;
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}
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return new Response('Socket.IO server initialized', { status: 200 });
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}
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