feat(tour): better frontend for tournament start phase, and auto start after X seconds
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3c95af8ede
commit
901e3e5a8e
6 changed files with 140 additions and 42 deletions
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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 !
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if (this.tournament?.users.has(socket.authUser.id) && this.tournament?.owner !== socket.authUser.id) {
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this.tournament.removeUser(socket.authUser.id);
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}
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}
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private async cleanupGame(gameId: GameId, game: Pong): Promise<void> {
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@ -10,27 +10,33 @@ type TourUser = {
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name: string;
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};
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type TournamentState = 'prestart' | 'playing' | 'ended' | 'canceled';
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export class Tournament {
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public users: Map<UserId, TourUser> = new Map();
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public currentGame: PongGameId | null = null;
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public games: Map<PongGameId, Pong> = new Map();
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public started: boolean = false;
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public gameUpdate: NodeJS.Timeout | undefined;
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public state: TournamentState = 'prestart';
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public startTimeout: NodeJS.Timeout | undefined;
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constructor(public owner: UserId) { }
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public addUser(id: UserId, name: string) {
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if (this.started) return;
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if (this.state !== 'prestart') return;
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this.users.set(id, { id, name, score: 0 });
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}
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public removeUser(id: UserId) {
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if (this.started) return;
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if (this.state !== 'prestart') return;
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this.users.delete(id);
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}
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public start() {
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this.started = true;
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if (this.state !== 'prestart') return;
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if (this.users.size < 2) {
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this.state = 'canceled';
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return;
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}
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this.state = 'playing';
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const users = Array.from(this.users.keys());
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const comb: [UserId, UserId][] = [];
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@ -48,7 +54,12 @@ export class Tournament {
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const g = new Pong(u1, u2);
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this.games.set(gameId, g);
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});
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this.currentGame = this.games.keys().next().value ?? null;
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}
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public checkCurrentGame() {
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void 0;
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}
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}
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