feat: Implement initial multiplayer lobby and game room functionality with server-side room management.

This commit is contained in:
2025-12-14 21:42:13 +01:00
parent 1b8ae00da1
commit da643b787f
12 changed files with 713 additions and 26 deletions

View File

@@ -1,6 +1,7 @@
import express, { Request, Response } from 'express';
import { createServer } from 'http';
import { Server } from 'socket.io';
import { RoomManager } from './managers/RoomManager';
const app = express();
const httpServer = createServer(app);
@@ -11,6 +12,7 @@ const io = new Server(httpServer, {
}
});
const roomManager = new RoomManager();
const PORT = process.env.PORT || 3000;
app.use(express.json());
@@ -20,15 +22,68 @@ app.get('/api/health', (_req: Request, res: Response) => {
res.json({ status: 'ok', message: 'Server is running' });
});
// Socket.IO connection
// Socket.IO logic
io.on('connection', (socket) => {
console.log('A user connected', socket.id);
socket.on('create_room', ({ hostId, hostName, packs }, callback) => {
const room = roomManager.createRoom(hostId, hostName, packs);
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);
if (room) {
socket.join(room.id);
console.log(`Player ${playerName} joined room ${roomId}`);
io.to(room.id).emit('room_update', room); // Broadcast update
callback({ success: true, room });
} else {
callback({ success: false, message: 'Room not found or full' });
}
});
socket.on('rejoin_room', ({ roomId }) => {
// Just rejoin the socket channel if validation passes (not fully secure yet)
socket.join(roomId);
const room = roomManager.getRoom(roomId);
if (room) socket.emit('room_update', room);
});
socket.on('send_message', ({ roomId, sender, text }) => {
const message = roomManager.addMessage(roomId, sender, text);
if (message) {
io.to(roomId).emit('new_message', message);
}
});
socket.on('start_game', ({ roomId }) => {
const room = roomManager.startGame(roomId);
if (room) {
io.to(roomId).emit('room_update', room);
// Here we would also emit 'draft_state' with initial packs
}
});
socket.on('disconnect', () => {
console.log('User disconnected', socket.id);
// TODO: Handle player disconnect (mark as offline but don't kick immediately)
});
});
httpServer.listen(PORT, () => {
console.log(`Server running on http://localhost:${PORT}`);
import os from 'os';
httpServer.listen(Number(PORT), '0.0.0.0', () => {
console.log(`Server running on http://0.0.0.0:${PORT}`);
const interfaces = os.networkInterfaces();
for (const name of Object.keys(interfaces)) {
for (const iface of interfaces[name]!) {
if (iface.family === 'IPv4' && !iface.internal) {
console.log(` - Network IP: http://${iface.address}:${PORT}`);
}
}
}
});

View File

@@ -0,0 +1,107 @@
interface Player {
id: string;
name: string;
isHost: boolean;
role: 'player' | 'spectator';
}
interface ChatMessage {
id: string;
sender: string;
text: string;
timestamp: string;
}
interface Room {
id: string;
hostId: string;
players: Player[];
packs: any[]; // Store generated packs (JSON)
status: 'waiting' | 'drafting' | 'finished';
messages: ChatMessage[];
maxPlayers: number;
}
export class RoomManager {
private rooms: Map<string, Room> = new Map();
createRoom(hostId: string, hostName: string, packs: any[]): Room {
const roomId = Math.random().toString(36).substring(2, 8).toUpperCase();
const room: Room = {
id: roomId,
hostId,
players: [{ id: hostId, name: hostName, isHost: true, role: 'player' }],
packs,
status: 'waiting',
messages: [],
maxPlayers: 8
};
this.rooms.set(roomId, room);
return room;
}
joinRoom(roomId: string, playerId: string, playerName: string): Room | null {
const room = this.rooms.get(roomId);
if (!room) return null;
// Rejoin if already exists
const existingPlayer = room.players.find(p => p.id === playerId);
if (existingPlayer) {
return room;
}
// Determine role
let role: 'player' | 'spectator' = 'player';
if (room.players.filter(p => p.role === 'player').length >= room.maxPlayers || room.status !== 'waiting') {
role = 'spectator';
}
room.players.push({ id: playerId, name: playerName, isHost: false, role });
return room;
}
leaveRoom(roomId: string, playerId: string): Room | null {
const room = this.rooms.get(roomId);
if (!room) return null;
room.players = room.players.filter(p => p.id !== playerId);
// If host leaves, assign new host from remaining players
if (room.players.length === 0) {
this.rooms.delete(roomId);
return null;
} else if (room.hostId === playerId) {
const nextPlayer = room.players.find(p => p.role === 'player') || room.players[0];
if (nextPlayer) {
room.hostId = nextPlayer.id;
nextPlayer.isHost = true;
}
}
return room;
}
startGame(roomId: string): Room | null {
const room = this.rooms.get(roomId);
if (!room) return null;
room.status = 'drafting';
return room;
}
getRoom(roomId: string): Room | undefined {
return this.rooms.get(roomId);
}
addMessage(roomId: string, sender: string, text: string): ChatMessage | null {
const room = this.rooms.get(roomId);
if (!room) return null;
const message: ChatMessage = {
id: Math.random().toString(36).substring(7),
sender,
text,
timestamp: new Date().toISOString()
};
room.messages.push(message);
return message;
}
}