feat(tour): better frontend for tournament start phase, and auto start after X seconds
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commit
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6 changed files with 140 additions and 42 deletions
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@ -2,22 +2,29 @@
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<div id="mainbox" class="pong-mainboxDisplay rounded-elem">
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<div class="grid grid-cols-3">
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<div class="flex flex-col gap-2">
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<button id="QueueBtn" class="fit-all pong-btn-style gray-color rounded-elem blue-hover">Queue Up</button>
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<button id="LocalBtn" class="fit-all pong-btn-style gray-color rounded-elem blue-hover">Local Game</button>
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<button id="QueueBtn" class="fit-all pong-btn-style gray-color rounded-elem blue-hover">Queue
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Up</button>
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<button id="LocalBtn" class="fit-all pong-btn-style gray-color rounded-elem blue-hover">Local
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Game</button>
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<button id="TourBtn" class="fit-all pong-btn-style gray-color rounded-elem blue-hover">
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<span class="mx-2">Create Tournament</span>
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</button> <!-- tournament hdl -->
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</button>
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<!-- tournament hdl -->
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</div>
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<div class="flex flex-col gap-2">
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<h1 class="page-title">Pong Box</h1>
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<br>
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<br />
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</div>
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<div class="flex flex-col gap-2 items-end">
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<span id="queue-info" class="fit-all rounded-elem gray-color text-white">?👤 ?⏳ ?▮•▮</span> <!-- total | in queue | games-->
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<button id="play-info" class="circle-8 pong-btn-style gray-color blue-hover">?</button> <!-- how to play? pong-how-to-play rounded-elem rounded-full blue-hover-->
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</div>
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<span id="queue-info" class="fit-all rounded-elem gray-color text-white">?👤 ?⏳ ?▮•▮</span>
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<!-- total | in queue | games-->
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<span id="tour-info" class="fit-all rounded-elem gray-color text-white">⚪️ ?👤 ?▮•▮</span>
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<!-- [Owner|Registered|NotRegisterd|nonExistant] | Player | games -->
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<!-- 👑 ✅ ❌ ⚪️ -->
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<button id="play-info" class="circle-8 pong-btn-style gray-color blue-hover">?</button>
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<!-- how to play? pong-how-to-play rounded-elem rounded-full blue-hover-->
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</div>
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</div>
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<!-- Horizontal Message Box -->
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<div id="score-box" class="grid grid-cols-3 items-center">
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<h1 id="player-left"></h1>
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@ -34,17 +41,19 @@
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<kbd class="pong-protips-key">W</kbd>
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down:
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<kbd class="pong-protips-key">S</kbd>
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<br>
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You are <span class="text-red-500">red</span>. <br> Your goal is to bounce the ball back to the
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adversary.
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<br>
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<span class="text-gray-400">local games keys for the left paddle:<br>
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<br />
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You are <span class="text-red-500">red</span>.
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<br />
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Your goal is to bounce the ball back to the adversary.
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<br />
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<span class="text-gray-400">local games keys for the left paddle:
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<br />
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up:
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<kbd class="disp-key">O</kbd>
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down:
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<kbd class="disp-key">L</kbd>
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</span>
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</div>
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</div>
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<button id="readyup-btn" class="justify-center white-color focus-elem rounded-elem">ready!</button>
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<div class="pong-field">
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<div id="batleft" class="pong-bat pong-batleft top-0"></div>
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@ -56,4 +65,4 @@
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</div>
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</div>
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</div>
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</div>
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</div>
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@ -42,6 +42,14 @@ enum TourBtnState {
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AbeToProcreate = "He would be proud",
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}
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enum TourInfoState {
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Running = "🟢",
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Owner = "👑",
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Registered = "✅",
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NotRegisted = "❌",
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NoTournament = "⚪️",
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}
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document.addEventListener("ft:pageChange", (newUrl) => {
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if (
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newUrl.detail.startsWith("/app/pong") ||
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@ -105,6 +113,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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document.querySelector<HTMLDivElement>("#pong-end-screen");
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const tournamentBtn =
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document.querySelector<HTMLButtonElement>("#TourBtn");
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const tour_infos =
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document.querySelector<HTMLSpanElement>("#tour-info");
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let socket = getSocket();
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@ -126,7 +136,8 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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!LocalGameBtn ||
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!rdy_btn ||
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!end_scr ||
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!tournamentBtn
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!tournamentBtn ||
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!tour_infos
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)
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// sanity check
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return showError("fatal error");
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@ -137,7 +148,7 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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switch (tournamentBtn.innerText) {
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case TourBtnState.AbleToStart:
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//socket.emit('')
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socket.emit('tourStart')
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break;
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case TourBtnState.AbleToJoin:
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socket.emit("tourRegister");
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@ -152,8 +163,6 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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socket.emit("tourUnregister");
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break;
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case TourBtnState.Started:
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showInfo("tournament Started");
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//socket.emit("tourStart");
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break;
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}
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});
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@ -264,6 +273,10 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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socket.on("gameUpdate", (state: GameUpdate) => {
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render(state);
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});
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socket.on("tourEnding", (ending) => {
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showInfo(ending);
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})
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// ---
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// position logic (client) end
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// ---
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@ -405,19 +418,23 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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if (s === null) {
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tournamentBtn.innerText = TourBtnState.AbleToCreate;
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// create tournament
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tour_infos.innerText = `${TourInfoState.NoTournament} 0👤 0▮•▮`;
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return;
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}
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let weIn = s.players.some((p) => p.id === user.id);
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let imOwner = s.ownerId === user.id;
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// TODO: fix this so the number of remaining games are correct
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switch (s.state) {
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case "ended":
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tournamentBtn.innerText = TourBtnState.AbleToCreate;
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break;
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case "playing":
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tournamentBtn.innerText = TourBtnState.Started;
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tour_infos.innerText = `${TourInfoState.Running} ${s.players.length}👤 ?▮•▮`;
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break;
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case "prestart":
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tour_infos.innerText = `${imOwner ? TourInfoState.Owner : (weIn ? TourInfoState.Registered : TourInfoState.NotRegisted)} ${s.players.length}👤 ?▮•▮`;
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if (imOwner) {
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tournamentBtn.innerText = TourBtnState.AbleToStart;
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} else {
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@ -427,8 +444,6 @@ function pongClient(_url: string, _args: RouteHandlerParams): RouteHandlerReturn
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}
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break;
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}
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console.log(s.players);
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});
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socket.on("tournamentRegister", ({ kind, msg }) => {
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@ -32,7 +32,7 @@ export type GameMove = {
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export type TourInfo = {
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ownerId: string;
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state: 'prestart' | 'playing' | 'ended';
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state: 'prestart' | 'playing' | 'ended' | 'canceled';
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players: { id: string; name: string; score: number }[];
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currentGameInfo: GameUpdate | null;
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};
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@ -42,17 +42,19 @@ export interface ClientToServer {
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dequeue: () => void;
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readyUp: () => void;
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readyDown: () => void;
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debugInfo: () => void;
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gameMove: (up: GameMove) => void;
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connectedToGame: (gameId: string) => void;
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localGame: () => void;
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hello: () => void;
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// TOURNAMENT
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tourRegister: () => void;
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tourUnregister: () => void;
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tourCreate: () => void;
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tourStart: () => void;
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}
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export interface ServerToClient {
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@ -74,6 +76,8 @@ export interface ServerToClient {
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msg?: string;
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}) => void;
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tournamentInfo: (info: TourInfo | null) => void;
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tourEnding: (msg: string) => void;
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}
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export type SSocket = Socket<ClientToServer, ServerToClient>;
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@ -32,7 +32,7 @@ export type GameMove = {
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export type TourInfo = {
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ownerId: string;
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state: 'prestart' | 'playing' | 'ended';
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state: 'prestart' | 'playing' | 'ended' | 'canceled';
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players: { id: string; name: string; score: number }[];
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currentGameInfo: GameUpdate | null;
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};
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@ -42,18 +42,19 @@ export interface ClientToServer {
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dequeue: () => void;
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readyUp: () => void;
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readyDown: () => void;
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debugInfo: () => void;
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gameMove: (up: GameMove) => void;
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connectedToGame: (gameId: string) => void;
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localGame: () => void;
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hello: () => void;
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// TOURNAMENT
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tourRegister: () => void;
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tourUnregister: () => void;
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tourCreate: () => void;
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// tourStart: () => void;
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tourStart: () => void;
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}
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export interface ServerToClient {
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@ -75,6 +76,8 @@ export interface ServerToClient {
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msg?: string;
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}) => void;
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tournamentInfo: (info: TourInfo | null) => void;
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tourEnding: (msg: string) => void;
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}
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export type SSocket = Socket<ClientToServer, ServerToClient>;
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@ -13,22 +13,29 @@ type PUser = {
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socket: SSocket,
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windowId: string,
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updateInterval: NodeJS.Timeout,
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killSelfInterval: NodeJS.Timeout,
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lastSeen: number,
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};
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type GameId = PongGameId;
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class StateI {
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public static readonly UPDATE_INTERVAL_FRAMES: number = 60;
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public static readonly KEEP_ALIVE_MS: number = 30 * 1000;
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public static readonly START_TIMER_TOURNAMENT: number = 60 * 2 * 1000;
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private users: Map<UserId, PUser> = new Map();
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private queue: Set<UserId> = new Set();
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private queueInterval: NodeJS.Timeout;
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private tournamentInterval: NodeJS.Timeout;
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private games: Map<GameId, Pong> = new Map();
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private tournament: Tournament | null = null;
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public constructor(private fastify: FastifyInstance) {
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this.queueInterval = setInterval(() => this.queuerFunction());
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this.tournamentInterval = setInterval(() => this.tournamentIntervalFunc());
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void this.queueInterval;
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void this.tournamentInterval;
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}
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private static getGameUpdateData(id: GameId, g: Pong): GameUpdate {
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@ -49,7 +56,7 @@ class StateI {
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sock.emit('tournamentRegister', { kind: 'failure', msg: 'No tournament exists' });
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return;
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}
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if (this.tournament.started) {
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if (this.tournament.state !== 'prestart') {
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sock.emit('tournamentRegister', { kind: 'failure', msg: 'No tournament already started' });
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return;
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}
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@ -72,7 +79,7 @@ class StateI {
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sock.emit('tournamentRegister', { kind: 'failure', msg: 'No tournament exists' });
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return;
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}
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if (this.tournament.started) {
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if (this.tournament.state !== 'prestart') {
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sock.emit('tournamentRegister', { kind: 'failure', msg: 'No tournament already started' });
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return;
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}
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@ -88,25 +95,36 @@ class StateI {
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if (this.tournament !== null) {
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sock.emit('tournamentCreateMsg', { kind: 'failure', msg: 'A tournament already exists' });
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return ;
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return;
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}
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this.tournament = new Tournament(user.id);
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this.registerForTournament(sock, null);
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this.tournament.startTimeout = setTimeout(() => this.tournament?.start(), StateI.START_TIMER_TOURNAMENT);
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}
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private tournamentStart(sock: SSocket) {
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private cleanupTournament() {
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if (this.tournament === null) return;
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// we remove all the games we might have done for the tournament, and voila :D
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this.tournament.games.keys().forEach((g) => this.games.delete(g));
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this.tournament = null;
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}
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private startTournament(sock: SSocket) {
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if (isNullish(this.tournament)) return;
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const user = this.users.get(sock.authUser.id);
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if (isNullish(user)) return;
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if (user.id !== this.tournament.owner) return;
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clearInterval(this.tournament.startTimeout);
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this.tournament.start();
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}
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public newPausedGame(suid1 : string, suid2 : string) : GameId | undefined {
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public newPausedGame(suid1: string, suid2: string): GameId | undefined {
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if (!this.users.has(suid1 as UserId) || !this.users.has(suid2 as UserId)) { return (undefined); }
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const uid1 : UserId = suid1 as UserId;
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const uid2 : UserId = suid2 as UserId;
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const uid1: UserId = suid1 as UserId;
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const uid2: UserId = suid2 as UserId;
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const g = new Pong(uid1, uid2);
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g.rdy_timer = -1;
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const gameId = newUUID() as unknown as GameId;
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@ -114,8 +132,8 @@ class StateI {
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this.games.set(gameId, g);
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return (gameId);
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}
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public startPausedGame(g_id: PongGameId) : boolean {
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let game : Pong | undefined;
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public startPausedGame(g_id: PongGameId): boolean {
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let game: Pong | undefined;
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if (!this.games.has(g_id) || (game = this.games.get(g_id)) === undefined) { return (false); }
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game.rdy_timer = Date.now();
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@ -143,11 +161,30 @@ class StateI {
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this.gameUpdate(g_id, usr1.socket);
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this.gameUpdate(g_id, usr2.socket);
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}
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if (game.checkWinner() !== null) {this.cleanupGame(g_id, game); }
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if (game.checkWinner() !== null) { this.cleanupGame(g_id, game); }
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}, 1000 / StateI.UPDATE_INTERVAL_FRAMES);
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return (true);
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}
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private tournamentIntervalFunc() {
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const broadcastTourEnding = (msg: string) => {
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this.users.forEach((u) => { u.socket.emit('tourEnding', msg); });
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};
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if (this.tournament) {
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if (this.tournament.state === 'canceled') {
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broadcastTourEnding('Tournament was canceled');
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this.cleanupTournament();
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}
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else if (this.tournament.state === 'ended') {
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broadcastTourEnding('Tournament is finished !');
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this.cleanupTournament();
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}
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else if (this.tournament.state === 'playing') {
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this.tournament.checkCurrentGame();
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}
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}
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}
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private queuerFunction(): void {
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const values = Array.from(this.queue.values());
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shuffle(values);
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@ -246,6 +283,15 @@ class StateI {
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game.updateLastSeen(user.id);
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}
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public checkKillSelf(sock: SSocket) {
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const user = this.users.get(sock.authUser.id);
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if (isNullish(user)) return;
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if (Date.now() - user.lastSeen < StateI.KEEP_ALIVE_MS) return;
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this.cleanupUser(sock);
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}
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public registerUser(socket: SSocket): void {
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this.fastify.log.info('Registering new user');
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@ -259,7 +305,9 @@ class StateI {
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id: socket.authUser.id,
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windowId: socket.id,
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updateInterval: setInterval(() => this.updateClient(socket), 100),
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killSelfInterval: setInterval(() => this.checkKillSelf(socket), 100),
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currentGame: null,
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lastSeen: Date.now(),
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});
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this.fastify.log.info('Registered new user');
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@ -278,6 +326,7 @@ class StateI {
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socket.on('tourUnregister', () => this.unregisterForTournament(socket));
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socket.on('tourCreate', () => this.createTournament(socket));
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socket.on('tourStart', () => this.startTournament(socket));
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}
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private updateClient(socket: SSocket): void {
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@ -290,7 +339,7 @@ class StateI {
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if (this.tournament !== null) {
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tourInfo = {
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ownerId: this.tournament.owner,
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state: this.tournament.started ? 'playing' : 'prestart',
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state: this.tournament.state,
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players: this.tournament.users.values().toArray(),
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currentGameInfo: (() => {
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if (this.tournament.currentGame === null) return null;
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@ -307,8 +356,15 @@ class StateI {
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if (!this.users.has(socket.authUser.id)) return;
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clearInterval(this.users.get(socket.authUser.id)?.updateInterval);
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clearInterval(this.users.get(socket.authUser.id)?.killSelfInterval);
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this.users.delete(socket.authUser.id);
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this.queue.delete(socket.authUser.id);
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// if the user is in the tournament, and the tournament owner isn't the owner => we remove the user from the tournament !
|
||||
if (this.tournament?.users.has(socket.authUser.id) && this.tournament?.owner !== socket.authUser.id) {
|
||||
this.tournament.removeUser(socket.authUser.id);
|
||||
}
|
||||
}
|
||||
|
||||
private async cleanupGame(gameId: GameId, game: Pong): Promise<void> {
|
||||
|
|
|
|||
|
|
@ -10,27 +10,33 @@ type TourUser = {
|
|||
name: string;
|
||||
};
|
||||
|
||||
type TournamentState = 'prestart' | 'playing' | 'ended' | 'canceled';
|
||||
export class Tournament {
|
||||
public users: Map<UserId, TourUser> = new Map();
|
||||
public currentGame: PongGameId | null = null;
|
||||
public games: Map<PongGameId, Pong> = new Map();
|
||||
public started: boolean = false;
|
||||
public gameUpdate: NodeJS.Timeout | undefined;
|
||||
public state: TournamentState = 'prestart';
|
||||
public startTimeout: NodeJS.Timeout | undefined;
|
||||
|
||||
constructor(public owner: UserId) { }
|
||||
|
||||
public addUser(id: UserId, name: string) {
|
||||
if (this.started) return;
|
||||
if (this.state !== 'prestart') return;
|
||||
this.users.set(id, { id, name, score: 0 });
|
||||
}
|
||||
|
||||
public removeUser(id: UserId) {
|
||||
if (this.started) return;
|
||||
if (this.state !== 'prestart') return;
|
||||
this.users.delete(id);
|
||||
}
|
||||
|
||||
public start() {
|
||||
this.started = true;
|
||||
if (this.state !== 'prestart') return;
|
||||
if (this.users.size < 2) {
|
||||
this.state = 'canceled';
|
||||
return;
|
||||
}
|
||||
this.state = 'playing';
|
||||
const users = Array.from(this.users.keys());
|
||||
const comb: [UserId, UserId][] = [];
|
||||
|
||||
|
|
@ -48,7 +54,12 @@ export class Tournament {
|
|||
const g = new Pong(u1, u2);
|
||||
|
||||
this.games.set(gameId, g);
|
||||
|
||||
});
|
||||
this.currentGame = this.games.keys().next().value ?? null;
|
||||
}
|
||||
|
||||
public checkCurrentGame() {
|
||||
void 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue