Files
dominoes/lib/socket-server.ts
2025-12-05 23:40:41 +01:00

239 líneas
6.3 KiB
TypeScript

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