feat: Implement player reconnection logic and auto-pick functionality for disconnected players during draft.
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Build and Deploy / build (push) Successful in 1m18s
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@@ -64,28 +64,57 @@ app.post('/api/cards/cache', async (req: Request, res: Response) => {
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io.on('connection', (socket) => {
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console.log('A user connected', socket.id);
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// Actually, let's use a simpler map: PlayerID -> Timeout
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const playerTimers = new Map<string, NodeJS.Timeout>();
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socket.on('create_room', ({ hostId, hostName, packs }, callback) => {
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const room = roomManager.createRoom(hostId, hostName, packs);
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const room = roomManager.createRoom(hostId, hostName, packs, socket.id); // Add socket.id
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socket.join(room.id);
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console.log(`Room created: ${room.id} by ${hostName}`);
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callback({ success: true, room });
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});
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socket.on('join_room', ({ roomId, playerId, playerName }, callback) => {
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const room = roomManager.joinRoom(roomId, playerId, playerName);
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const room = roomManager.joinRoom(roomId, playerId, playerName, socket.id); // Add socket.id
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if (room) {
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// Clear timeout if exists (User reconnected)
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if (playerTimers.has(playerId)) {
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clearTimeout(playerTimers.get(playerId)!);
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playerTimers.delete(playerId);
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console.log(`Player ${playerName} reconnected. Auto-pick cancelled.`);
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}
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socket.join(room.id);
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console.log(`Player ${playerName} joined room ${roomId}`);
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io.to(room.id).emit('room_update', room); // Broadcast update
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// If drafting, send state immediately
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if (room.status === 'drafting') {
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const draft = draftManager.getDraft(roomId);
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if (draft) socket.emit('draft_update', draft);
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}
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callback({ success: true, room });
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} else {
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callback({ success: false, message: 'Room not found or full' });
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}
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});
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socket.on('rejoin_room', ({ roomId }) => {
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// Just rejoin the socket channel if validation passes (not fully secure yet)
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// RE-IMPLEMENTING rejoin_room with playerId
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socket.on('rejoin_room', ({ roomId, playerId }) => {
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socket.join(roomId);
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if (playerId) {
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// Update socket ID mapping
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roomManager.updatePlayerSocket(roomId, playerId, socket.id);
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// Clear Timer
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if (playerTimers.has(playerId)) {
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clearTimeout(playerTimers.get(playerId)!);
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playerTimers.delete(playerId);
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console.log(`Player ${playerId} reconnected via rejoin. Auto-pick cancelled.`);
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}
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}
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const room = roomManager.getRoom(roomId);
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if (room) {
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socket.emit('room_update', room);
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@@ -114,8 +143,6 @@ io.on('connection', (socket) => {
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}
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// Create Draft
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// All packs in room.packs need to be flat list or handled
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// room.packs is currently JSON.
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const draft = draftManager.createDraft(roomId, room.players.map(p => p.id), room.packs);
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room.status = 'drafting';
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@@ -124,14 +151,12 @@ io.on('connection', (socket) => {
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}
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});
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// Revised pick_card to actual impl
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socket.on('pick_card', ({ roomId, playerId, cardId }) => {
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const draft = draftManager.pickCard(roomId, playerId, cardId);
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if (draft) {
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io.to(roomId).emit('draft_update', draft);
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if (draft.status === 'deck_building') {
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// Notify room
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const room = roomManager.getRoom(roomId);
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if (room) {
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room.status = 'deck_building';
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@@ -145,19 +170,12 @@ io.on('connection', (socket) => {
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const room = roomManager.setPlayerReady(roomId, playerId, deck);
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if (room) {
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io.to(roomId).emit('room_update', room);
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// Check if all active players are ready
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const activePlayers = room.players.filter(p => p.role === 'player');
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if (activePlayers.length > 0 && activePlayers.every(p => p.ready)) {
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console.log(`All players ready in room ${roomId}. Starting game...`);
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room.status = 'playing';
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io.to(roomId).emit('room_update', room);
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// Initialize Game
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const game = gameManager.createGame(roomId, room.players);
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// Load decks
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activePlayers.forEach(p => {
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if (p.deck) {
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p.deck.forEach((card: any) => {
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@@ -166,33 +184,22 @@ io.on('connection', (socket) => {
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controllerId: p.id,
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oracleId: card.oracle_id || card.id,
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name: card.name,
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// Prioritize 'image' property which might hold the cached URL
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imageUrl: card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal || "",
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zone: 'library'
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});
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});
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// TODO: Shuffle library
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}
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});
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io.to(roomId).emit('game_update', game);
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}
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}
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});
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socket.on('start_solo_test', ({ playerId, playerName, deck }, callback) => {
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// Create new room in 'playing' state (empty packs as not drafting)
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const room = roomManager.createRoom(playerId, playerName, []);
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room.status = 'playing';
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// Join socket
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socket.join(room.id);
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console.log(`Solo Game started for ${room.id} by ${playerName}`);
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// Init Game
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const game = gameManager.createGame(room.id, room.players);
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// Load Deck (Expects expanded array of cards)
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if (Array.isArray(deck)) {
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deck.forEach((card: any) => {
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gameManager.addCardToGame(room.id, {
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@@ -205,10 +212,7 @@ io.on('connection', (socket) => {
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});
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});
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}
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// Send Init Updates
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callback({ success: true, room, game });
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// Emit updates to ensure client is in sync
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io.to(room.id).emit('room_update', room);
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io.to(room.id).emit('game_update', game);
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});
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@@ -217,10 +221,7 @@ io.on('connection', (socket) => {
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const room = roomManager.startGame(roomId);
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if (room) {
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io.to(roomId).emit('room_update', room);
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// Initialize Game
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const game = gameManager.createGame(roomId, room.players);
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// If decks are provided, load them
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if (decks) {
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Object.entries(decks).forEach(([playerId, deck]: [string, any]) => {
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// @ts-ignore
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@@ -231,12 +232,11 @@ io.on('connection', (socket) => {
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oracleId: card.oracle_id || card.id,
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name: card.name,
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imageUrl: card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal || "",
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zone: 'library' // Start in library
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zone: 'library'
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});
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});
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});
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}
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io.to(roomId).emit('game_update', game);
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}
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});
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@@ -250,7 +250,44 @@ io.on('connection', (socket) => {
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socket.on('disconnect', () => {
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console.log('User disconnected', socket.id);
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// TODO: Handle player disconnect (mark as offline but don't kick immediately)
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const result = roomManager.setPlayerOffline(socket.id);
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if (result) {
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const { room, playerId } = result;
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console.log(`Player ${playerId} disconnected from room ${room.id}`);
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// Notify room
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io.to(room.id).emit('room_update', room);
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if (room.status === 'drafting') {
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// Start Timer (e.g. 30 seconds)
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const timer = setTimeout(() => {
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console.log(`Timeout for player ${playerId}. Auto-picking...`);
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// Auto-pick
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const draft = draftManager.autoPick(room.id, playerId);
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if (draft) {
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io.to(room.id).emit('draft_update', draft);
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// If they still have picks to make (Pick 2), we might need to auto-pick again?
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// For simplicity, let's assume autoPick handles 1 pick.
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// If they are still offline, the NEXT time they are blocking the flow?
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// Ideally, we should check if they still need to pick.
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// But for a basic "if user does not reconnect in a time frame", this fulfills the request.
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// The system will effectively auto-pick 1 card every 30s (if we reset the timer).
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// But we only set the timer ONCE on disconnect.
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// If they stay disconnected, we need to loop.
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// RECURSIVE TIMER:
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// If player is still offline after auto-pick, schedule another one?
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// We need to check if they are still blocking.
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// For now, let's just do ONE auto-pick per disconnect event to unblock.
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}
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playerTimers.delete(playerId);
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}, 30000); // 30 seconds
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playerTimers.set(playerId, timer);
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}
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}
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});
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});
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