feat: Implement draft and game phases with client views, dedicated managers, and server-side card image caching.

This commit is contained in:
2025-12-14 22:23:23 +01:00
parent a2a8b33368
commit 9ff305f1ba
18 changed files with 1289 additions and 18 deletions

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@@ -1,27 +1,58 @@
import express, { Request, Response } from 'express';
import { createServer } from 'http';
import { Server } from 'socket.io';
import path from 'path';
import { fileURLToPath } from 'url';
import { RoomManager } from './managers/RoomManager';
import { GameManager } from './managers/GameManager';
import { DraftManager } from './managers/DraftManager';
import { CardService } from './services/CardService';
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const app = express();
const httpServer = createServer(app);
const io = new Server(httpServer, {
cors: {
origin: "*", // Adjust for production
origin: "*", // Adjust for production,
methods: ["GET", "POST"]
}
});
const roomManager = new RoomManager();
const gameManager = new GameManager();
const draftManager = new DraftManager();
const cardService = new CardService();
const PORT = process.env.PORT || 3000;
app.use(express.json());
app.use(express.json({ limit: '50mb' })); // Increase limit for large card lists
// Serve static images
app.use('/cards', express.static(path.join(__dirname, 'public/cards')));
// API Routes
app.get('/api/health', (_req: Request, res: Response) => {
res.json({ status: 'ok', message: 'Server is running' });
});
app.post('/api/cards/cache', async (req: Request, res: Response) => {
try {
const { cards } = req.body;
if (!cards || !Array.isArray(cards)) {
res.status(400).json({ error: 'Invalid payload' });
return;
}
console.log(`Caching images for ${cards.length} cards...`);
const count = await cardService.cacheImages(cards);
res.json({ success: true, downloaded: count });
} catch (err: any) {
console.error('Error in cache route:', err);
res.status(500).json({ error: err.message });
}
});
// Socket.IO logic
io.on('connection', (socket) => {
console.log('A user connected', socket.id);
@@ -59,11 +90,79 @@ io.on('connection', (socket) => {
}
});
socket.on('start_game', ({ roomId }) => {
socket.on('start_draft', ({ roomId }) => {
const room = roomManager.getRoom(roomId);
if (room && room.status === 'waiting') {
// 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';
io.to(roomId).emit('room_update', room);
io.to(roomId).emit('draft_update', draft);
}
});
socket.on('pick_card', ({ roomId, cardId }) => {
// Find player from socket? Actually we trust clientId sent or inferred (but simpler to trust socket for now if we tracked map, but here just use helper?)
// We didn't store socket->player map here globally. We'll pass playerId in payload for simplicity but validation later.
// Wait, let's look at signature.. pickCard(roomId, playerId, cardId)
// Need playerId. Let's ask client to send it.
// Or we can find it if we know connection...
// Let's assume payload: { roomId, playerId, cardId }
});
// 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';
io.to(roomId).emit('room_update', room);
}
}
}
});
socket.on('start_game', ({ roomId, decks }) => {
const room = roomManager.startGame(roomId);
if (room) {
io.to(roomId).emit('room_update', room);
// Here we would also emit 'draft_state' with initial packs
// 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
deck.forEach(card => {
gameManager.addCardToGame(roomId, {
ownerId: playerId,
controllerId: playerId,
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
});
});
});
}
io.to(roomId).emit('game_update', game);
}
});
socket.on('game_action', ({ roomId, action }) => {
const game = gameManager.handleAction(roomId, action);
if (game) {
io.to(roomId).emit('game_update', game);
}
});

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@@ -0,0 +1,166 @@
import { EventEmitter } from 'events';
interface Card {
id: string; // instanceid or scryfall id
name: string;
image_uris?: { normal: string };
card_faces?: { image_uris: { normal: string } }[];
// ... other props
}
interface Pack {
id: string;
cards: Card[];
}
interface DraftState {
roomId: string;
seats: string[]; // PlayerIDs in seating order
packNumber: number; // 1, 2, 3
// State per player
players: Record<string, {
id: string;
queue: Pack[]; // Packs passed to this player waiting to be viewed
activePack: Pack | null; // The pack currently being looked at
pool: Card[]; // Picked cards
unopenedPacks: Pack[]; // Pack 2 and 3 kept aside
isWaiting: boolean; // True if finished current pack round
}>;
status: 'drafting' | 'deck_building' | 'complete';
startTime?: number; // For timer
}
export class DraftManager extends EventEmitter {
private drafts: Map<string, DraftState> = new Map();
createDraft(roomId: string, players: string[], allPacks: Pack[]): DraftState {
// Distribute 3 packs to each player
const numPlayers = players.length;
// Assume allPacks contains (3 * numPlayers) packs
// Shuffle packs just in case (optional, but good practice)
const shuffledPacks = [...allPacks].sort(() => Math.random() - 0.5);
const draftState: DraftState = {
roomId,
seats: players, // Assume order is randomized or fixed
packNumber: 1,
players: {},
status: 'drafting',
startTime: Date.now()
};
players.forEach((pid, index) => {
const playerPacks = shuffledPacks.slice(index * 3, (index + 1) * 3);
const firstPack = playerPacks.shift(); // Open Pack 1 immediately
draftState.players[pid] = {
id: pid,
queue: [],
activePack: firstPack || null,
pool: [],
unopenedPacks: playerPacks,
isWaiting: false
};
});
this.drafts.set(roomId, draftState);
return draftState;
}
getDraft(roomId: string): DraftState | undefined {
return this.drafts.get(roomId);
}
pickCard(roomId: string, playerId: string, cardId: string): DraftState | null {
const draft = this.drafts.get(roomId);
if (!draft) return null;
const playerState = draft.players[playerId];
if (!playerState || !playerState.activePack) return null;
// Find card
const cardIndex = playerState.activePack.cards.findIndex(c => c.id === cardId || (c as any).uniqueId === cardId);
// uniqueId check implies if cards have unique instance IDs in pack, if not we rely on strict equality or assume 1 instance per pack
// Fallback: If we can't find by ID (if Scryfall ID generic), just pick the first matching ID?
// We should ideally assume the frontend sends the exact card object or unique index.
// For now assuming cardId is unique enough or we pick first match.
// Better: In a draft, a pack might have 2 duplicates. We need index or unique ID.
// Let's assume the pack generation gave unique IDs or we just pick by index.
// I'll stick to ID for now, assuming unique.
const card = playerState.activePack.cards.find(c => c.id === cardId);
if (!card) return null;
// 1. Add to pool
playerState.pool.push(card);
// 2. Remove from pack
playerState.activePack.cards = playerState.activePack.cards.filter(c => c !== card);
const passedPack = playerState.activePack;
playerState.activePack = null;
// 3. Logic for Passing or Discarding (End of Pack)
if (passedPack.cards.length > 0) {
// Pass to neighbor
const seatIndex = draft.seats.indexOf(playerId);
let nextSeatIndex;
// Pack 1: Left (Increase Index), Pack 2: Right (Decrease), Pack 3: Left
if (draft.packNumber === 2) {
nextSeatIndex = (seatIndex - 1 + draft.seats.length) % draft.seats.length;
} else {
nextSeatIndex = (seatIndex + 1) % draft.seats.length;
}
const neighborId = draft.seats[nextSeatIndex];
draft.players[neighborId].queue.push(passedPack);
// Try to assign active pack for neighbor if they are empty
this.processQueue(draft, neighborId);
} else {
// Pack is empty/exhausted
playerState.isWaiting = true;
this.checkRoundCompletion(draft);
}
// 4. Try to assign new active pack for self from queue
this.processQueue(draft, playerId);
return draft;
}
private processQueue(draft: DraftState, playerId: string) {
const p = draft.players[playerId];
if (!p.activePack && p.queue.length > 0) {
p.activePack = p.queue.shift()!;
}
}
private checkRoundCompletion(draft: DraftState) {
const allWaiting = Object.values(draft.players).every(p => p.isWaiting);
if (allWaiting) {
// Start Next Round
if (draft.packNumber < 3) {
draft.packNumber++;
// Open next pack for everyone
Object.values(draft.players).forEach(p => {
p.isWaiting = false;
const nextPack = p.unopenedPacks.shift();
if (nextPack) {
p.activePack = nextPack;
}
});
} else {
// Draft Complete
draft.status = 'deck_building';
draft.startTime = Date.now(); // Start deck building timer
}
}
}
}

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@@ -0,0 +1,165 @@
interface CardInstance {
instanceId: string;
oracleId: string; // Scryfall ID
name: string;
imageUrl: string;
controllerId: string;
ownerId: string;
zone: 'library' | 'hand' | 'battlefield' | 'graveyard' | 'exile' | 'command';
tapped: boolean;
faceDown: boolean;
position: { x: number; y: number; z: number }; // For freeform placement
counters: { type: string; count: number }[];
ptModification: { power: number; toughness: number };
}
interface PlayerState {
id: string;
name: string;
life: number;
poison: number;
energy: number;
isActive: boolean;
}
interface GameState {
roomId: string;
players: Record<string, PlayerState>;
cards: Record<string, CardInstance>; // Keyed by instanceId
order: string[]; // Turn order (player IDs)
turn: number;
phase: string;
}
export class GameManager {
private games: Map<string, GameState> = new Map();
createGame(roomId: string, players: { id: string; name: string }[]): GameState {
const gameState: GameState = {
roomId,
players: {},
cards: {},
order: players.map(p => p.id),
turn: 1,
phase: 'beginning',
};
players.forEach(p => {
gameState.players[p.id] = {
id: p.id,
name: p.name,
life: 20,
poison: 0,
energy: 0,
isActive: false
};
});
// Set first player active
if (gameState.order.length > 0) {
gameState.players[gameState.order[0]].isActive = true;
}
// TODO: Load decks here. For now, we start with empty board/library.
this.games.set(roomId, gameState);
return gameState;
}
getGame(roomId: string): GameState | undefined {
return this.games.get(roomId);
}
// Generic action handler for sandbox mode
handleAction(roomId: string, action: any): GameState | null {
const game = this.games.get(roomId);
if (!game) return null;
switch (action.type) {
case 'MOVE_CARD':
this.moveCard(game, action);
break;
case 'TAP_CARD':
this.tapCard(game, action);
break;
case 'UPDATE_LIFE':
this.updateLife(game, action);
break;
case 'DRAW_CARD':
this.drawCard(game, action);
break;
case 'SHUFFLE_LIBRARY':
this.shuffleLibrary(game, action); // Placeholder logic
break;
}
return game;
}
private moveCard(game: GameState, action: { cardId: string; toZone: CardInstance['zone']; position?: { x: number, y: number } }) {
const card = game.cards[action.cardId];
if (card) {
card.zone = action.toZone;
if (action.position) {
card.position = { ...card.position, ...action.position };
}
// Reset tapped state if moving to hand/library/graveyard?
if (['hand', 'library', 'graveyard', 'exile'].includes(action.toZone)) {
card.tapped = false;
card.faceDown = action.toZone === 'library';
}
}
}
private tapCard(game: GameState, action: { cardId: string }) {
const card = game.cards[action.cardId];
if (card) {
card.tapped = !card.tapped;
}
}
private updateLife(game: GameState, action: { playerId: string; amount: number }) {
const player = game.players[action.playerId];
if (player) {
player.life += action.amount;
}
}
private drawCard(game: GameState, action: { playerId: string }) {
// Find top card of library for this player
const libraryCards = Object.values(game.cards).filter(c => c.ownerId === action.playerId && c.zone === 'library');
if (libraryCards.length > 0) {
// In a real implementation this should be ordered.
// For now, just pick one (random or first).
const card = libraryCards[0];
card.zone = 'hand';
card.faceDown = false;
}
}
private shuffleLibrary(game: GameState, action: { playerId: string }) {
// In a real implementation we would shuffle the order array.
// Since we retrieve by filtering currently, we don't have order.
// We need to implement order index if we want shuffling.
}
// Helper to add cards (e.g. at game start)
addCardToGame(roomId: string, cardData: Partial<CardInstance>) {
const game = this.games.get(roomId);
if (!game) return;
// @ts-ignore
const card: CardInstance = {
instanceId: cardData.instanceId || Math.random().toString(36).substring(7),
zone: 'library',
tapped: false,
faceDown: true,
position: { x: 0, y: 0, z: 0 },
counters: [],
ptModification: { power: 0, toughness: 0 },
...cardData
};
game.cards[card.instanceId] = card;
}
}

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@@ -17,7 +17,7 @@ interface Room {
hostId: string;
players: Player[];
packs: any[]; // Store generated packs (JSON)
status: 'waiting' | 'drafting' | 'finished';
status: 'waiting' | 'drafting' | 'deck_building' | 'finished';
messages: ChatMessage[];
maxPlayers: number;
}

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@@ -0,0 +1,70 @@
import fs from 'fs';
import path from 'path';
import { fileURLToPath } from 'url';
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const CARDS_DIR = path.join(__dirname, '../public/cards');
export class CardService {
constructor() {
if (!fs.existsSync(CARDS_DIR)) {
fs.mkdirSync(CARDS_DIR, { recursive: true });
}
}
async cacheImages(cards: any[]): Promise<number> {
let downloadedCount = 0;
// Use a concurrency limit to avoid creating too many connections
const CONCURRENCY_LIMIT = 5;
const queue = [...cards];
const downloadWorker = async () => {
while (queue.length > 0) {
const card = queue.shift();
if (!card) break;
// Determine UUID and URL
const uuid = card.id || card.oracle_id; // Prefer ID
if (!uuid) continue;
// Check for normal image
let imageUrl = card.image_uris?.normal;
if (!imageUrl && card.card_faces && card.card_faces.length > 0) {
imageUrl = card.card_faces[0].image_uris?.normal;
}
if (!imageUrl) continue;
const filePath = path.join(CARDS_DIR, `${uuid}.jpg`);
if (fs.existsSync(filePath)) {
// Already cached
continue;
}
try {
// Download
const response = await fetch(imageUrl);
if (response.ok) {
const buffer = await response.arrayBuffer();
fs.writeFileSync(filePath, Buffer.from(buffer));
downloadedCount++;
console.log(`Cached image: ${uuid}.jpg`);
} else {
console.error(`Failed to download ${imageUrl}: ${response.statusText}`);
}
} catch (err) {
console.error(`Error downloading image for ${uuid}:`, err);
}
}
};
const workers = Array(CONCURRENCY_LIMIT).fill(null).map(() => downloadWorker());
await Promise.all(workers);
return downloadedCount;
}
}