feat: Implement player reconnection logic and auto-pick functionality for disconnected players during draft.
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2025-12-16 18:46:55 +01:00
parent 6163869a17
commit 4663c968ee
6 changed files with 186 additions and 39 deletions

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