feat(ttt): made proper queue and multi game handling
This commit is contained in:
parent
ed2b610f26
commit
972b78a1e2
7 changed files with 333 additions and 109 deletions
41
frontend/src/pages/ttt/socket.ts
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41
frontend/src/pages/ttt/socket.ts
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@ -0,0 +1,41 @@
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import { type Socket } from 'socket.io-client';
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export type UpdateInfo = {
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inQueue: number,
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totalUser: number,
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}
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export type CellState = 'X' | 'O' | null;
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export type GameUpdate = {
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gameId: string;
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playerX: string;
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playerO: string;
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boardState: CellState[];
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currentPlayer: 'X' | 'O';
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gameState: 'winX' | 'winO' | 'concededX' | 'concededO' | 'draw' | 'ongoing';
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}
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export type GameMove = {
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index: number;
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}
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export type GameMoveResponse = 'success' | 'invalidMove' | 'unknownError';
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export interface ClientToServer {
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enqueue: () => void;
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dequeue: () => void;
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debugInfo: () => void;
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gameMove: (up: GameMove) => GameMoveResponse;
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};
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export interface ServerToClient {
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forceDisconnect: (reason: string) => void;
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queueEvent: (msg: 'registered' | 'unregistered') => void;
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updateInformation: (info: UpdateInfo) => void,
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newGame: (gameId: string) => void,
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gameBoard: (state: GameUpdate) => void,
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};
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export type SSocket = Socket<ClientToServer, ServerToClient>;
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export type CSocket = Socket<ServerToClient, ClientToServer>;
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@ -1,38 +1,32 @@
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import { addRoute, type RouteHandlerReturn } from "@app/routing";
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import tttPage from "./ttt.html?raw";
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import { showError, showInfo, showSuccess } from "@app/toast";
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import { io, Socket } from "socket.io-client";
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import { io } from "socket.io-client";
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import type { CSocket as Socket } from "./socket";
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// get the name of the machine used to connect
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const machineHostName = window.location.hostname;
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console.log(
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"connect to login at https://" + machineHostName + ":8888/app/login",
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);
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export let __socket: Socket | undefined = undefined;
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declare module 'ft_state' {
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interface State {
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tttSock?: Socket;
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}
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}
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document.addEventListener("ft:pageChange", () => {
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if (__socket !== undefined) __socket.close();
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__socket = undefined;
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console.log("Page changed");
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if (window.__state.tttSock !== undefined) window.__state.tttSock.close();
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window.__state.tttSock = undefined;
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});
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export function getSocket(): Socket {
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let addressHost = `wss://${machineHostName}:8888`;
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// let addressHost = `wss://localhost:8888`;
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if (__socket === undefined)
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__socket = io(addressHost, {
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path: "/api/ttt/socket.io/",
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secure: true,
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transports: ["websocket"],
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});
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return __socket;
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if (window.__state.tttSock === undefined)
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window.__state.tttSock = io(window.location.host, { path: "/api/ttt/socket.io/" }) as any as Socket;
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return window.__state.tttSock;
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}
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// Route handler for the Tic-Tac-Toe page.
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// Instantiates the game logic and binds UI events.
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async function handleTTT(): Promise<RouteHandlerReturn> {
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const socket: Socket = getSocket();
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void socket;
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return {
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html: tttPage,
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postInsert: async (app) => {
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@ -40,10 +34,12 @@ async function handleTTT(): Promise<RouteHandlerReturn> {
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return;
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}
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const cells =
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app.querySelectorAll<HTMLDivElement>(".ttt-grid-cell");
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const restartBtn =
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app.querySelector<HTMLButtonElement>("#ttt-restart-btn");
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socket.on('updateInformation', (e) => showInfo(`UpdateInformation: t=${e.totalUser};q=${e.inQueue}`));
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socket.on('queueEvent', (e) => showInfo(`QueueEvent: ${e}`));
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socket.on('newGame', (e) => showInfo(`newGame: ${e}`));
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socket.emit('enqueue');
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const cells = app.querySelectorAll<HTMLDivElement>(".ttt-grid-cell");
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const grid = app.querySelector(".ttt-grid"); // Not sure about this one
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const updateUI = (boardState: (string | null)[]) => {
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@ -52,41 +48,36 @@ async function handleTTT(): Promise<RouteHandlerReturn> {
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});
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};
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socket.on("gameState", (data) => {
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updateUI(data.board);
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socket.on('gameBoard', (u) => {
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updateUI(u.boardState);
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if (data.lastResult && data.lastResult !== "ongoing") {
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if (u.gameState && u.gameState !== "ongoing") {
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grid?.classList.add("pointer-events-none");
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if (data.lastResult === "winX") {
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if (u.gameState === "winX") {
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showSuccess("X won !");
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}
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if (data.lastResult === "winO") {
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if (u.gameState === "winO") {
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showSuccess("O won !");
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}
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if (data.lastResult === "draw") {
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if (u.gameState === "draw") {
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showInfo("Draw !");
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}
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if (u.gameState === 'concededX' )
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{
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showInfo("concededX");
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}
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if (u.gameState === 'concededO' )
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{
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showInfo("concededO");
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}
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if (data.reset) {
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grid?.classList.remove("pointer-events-none");
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showInfo("Game Restarted");
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}
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});
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socket.on("error", (msg) => {
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showError(msg);
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});
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cells?.forEach(function(c, idx) {
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c.addEventListener("click", () => {
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socket.emit("makeMove", idx);
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socket.emit("gameMove", { index: idx });
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});
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});
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restartBtn?.addEventListener("click", () => {
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socket.emit("resetGame");
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});
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},
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};
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}
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@ -1,9 +1,10 @@
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import type { Database } from './_base';
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import { UserId } from './user';
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// import { UserId } from './user';
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// describe every function in the object
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export interface ITicTacToeDb extends Database {
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setGameOutcome(this: ITicTacToeDb, id: GameId): void,
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setGameOutcome(this: ITicTacToeDb, id: GameId, player1: UserId, player2: UserId, outcome: string): void,
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// asyncFunction(id: TemplateId): Promise<TemplateData | undefined>,
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};
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@ -31,7 +32,7 @@ export const TicTacToeImpl: Omit<ITicTacToeDb, keyof Database> = {
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// },
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};
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export type GameId = number & { readonly __brand: unique symbol };
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export type GameId = string & { readonly __brand: unique symbol };
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export type TicTacToeData = {
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readonly id: GameId;
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@ -1,4 +1,4 @@
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import { TTC } from './game';
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// import { TTC } from './game';
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import { FastifyInstance, FastifyPluginAsync } from 'fastify';
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import fastifyFormBody from '@fastify/formbody';
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import fastifyMultipart from '@fastify/multipart';
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@ -7,6 +7,8 @@ import * as auth from '@shared/auth';
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import * as swagger from '@shared/swagger';
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import * as utils from '@shared/utils';
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import { Server } from 'socket.io';
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import { State, createState } from './state';
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import { ClientToServer, ServerToClient } from './socket';
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declare const __SERVICE_NAME: string;
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@ -36,11 +38,10 @@ const app: FastifyPluginAsync = async (fastify, opts): Promise<void> => {
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void fastify.register(fastifyFormBody, {});
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void fastify.register(fastifyMultipart, {});
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const game = new TTC();
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fastify.ready((err) => {
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if (err) throw err;
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onReady(fastify, game);
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onReady(fastify);
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createState(fastify);
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});
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};
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export default app;
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@ -48,53 +49,13 @@ export default app;
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// When using .decorate you have to specify added properties for Typescript
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declare module 'fastify' {
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interface FastifyInstance {
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io: Server<{
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hello: (message: string) => string;
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// idk you put something
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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gameState: any;
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makeMove: (idx: number) => void;
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resetGame: () => void;
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error: string,
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}>;
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io: Server<ClientToServer, ServerToClient>;
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}
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}
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async function onReady(fastify: FastifyInstance, game: TTC) {
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async function onReady(fastify: FastifyInstance) {
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fastify.io.on('connection', (socket) => {
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fastify.log.info(`Client connected: ${socket.id}`);
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socket.emit('gameState', {
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board: game.board,
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turn: game.currentPlayer,
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gameOver: game.isGameOver,
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});
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socket.on('makeMove', (idx: number) => {
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const result = game.makeMove(idx);
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if (result === 'invalidMove') {
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socket.emit('error', 'Invalid Move');
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}
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else {
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if (result !== 'ongoing') {
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fastify.db.setGameOutcome('011001', 'player1', 'player2', result);
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}
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fastify.io.emit('gameState', {
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board: game.board,
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turn: game.currentPlayer,
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lastResult: result,
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});
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}
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});
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socket.on('resetGame', () => {
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game.reset();
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fastify.io.emit('gameState', {
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board: game.board,
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turn: game.currentPlayer,
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reset: true,
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});
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});
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State.registerUser(socket);
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});
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}
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@ -1,5 +1,7 @@
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// import type { TicTacToeData } from '@shared/database/mixin/tictactoe';
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import { UserId } from '@shared/database/mixin/user';
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// Represents the possible states of a cell on the board.
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// `null` means that the cell is empty.
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type CellState = 'O' | 'X' | null
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@ -9,12 +11,16 @@ export class TTC {
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public board: CellState[] = Array(9).fill(null);
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private currentPlayer: 'O' | 'X' = 'X';
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public gameUpdate: NodeJS.Timeout | null = null;
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private changePlayer() {
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this.currentPlayer = this.currentPlayer === 'X' ? 'O' : 'X';
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}
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public constructor(public readonly playerX: UserId, public readonly playerO: UserId) { }
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// Analyzes the current board to determine if the game has ended.
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private checkState(): 'winX' | 'winO' | 'draw' | 'ongoing' {
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public checkState(): 'winX' | 'winO' | 'draw' | 'ongoing' {
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const checkRow = (row: number): ('X' | 'O' | null) => {
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if (this.board[row * 3] === null) { return null; }
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if (this.board[row * 3] === this.board[row * 3 + 1] && this.board[row * 3 + 1] === this.board[row * 3 + 2]) { return this.board[row * 3]; }
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@ -59,8 +65,14 @@ export class TTC {
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// Attempts to place the current player's mark on the specified cell.
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// @param idx - The index of the board (0-8) to place the mark.
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// @returns The resulting game state, or `invalidMove` if the move is illegal.
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public makeMove(idx: number): 'winX' | 'winO' | 'draw' | 'ongoing' | 'invalidMove' {
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if (this.isGameOver) {
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public makeMove(playerId: UserId, idx: number): 'success' | 'invalidMove' {
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const player = playerId == this.playerX ? 'X' : (
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playerId == this.playerO ? 'O' : null
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);
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if (player === null) return 'invalidMove';
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if (player !== this.currentPlayer || this.isGameOver) {
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return 'invalidMove';
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}
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if (idx < 0 || idx >= this.board.length) {
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@ -77,7 +89,9 @@ export class TTC {
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if (result !== 'ongoing') {
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this.isGameOver = true;
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}
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return 'success';
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return result;
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}
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getCurrentState(): 'X' | 'O' { return this.currentPlayer; };
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}
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41
src/tic-tac-toe/src/socket.ts
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41
src/tic-tac-toe/src/socket.ts
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@ -0,0 +1,41 @@
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import { Socket } from 'socket.io';
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export type UpdateInfo = {
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inQueue: number,
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totalUser: number,
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}
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export type CellState = 'X' | 'O' | null;
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export type GameUpdate = {
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gameId: string;
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playerX: string;
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playerO: string;
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boardState: CellState[];
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currentPlayer: 'X' | 'O';
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gameState: 'winX' | 'winO' | 'concededX' | 'concededO' | 'draw' | 'ongoing';
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}
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export type GameMove = {
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index: number;
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}
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export type GameMoveResponse = 'success' | 'invalidMove' | 'unknownError';
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export interface ClientToServer {
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enqueue: () => void;
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dequeue: () => void;
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debugInfo: () => void;
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gameMove: (up: GameMove) => GameMoveResponse;
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};
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export interface ServerToClient {
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forceDisconnect: (reason: string) => void;
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queueEvent: (msg: 'registered' | 'unregistered') => void;
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updateInformation: (info: UpdateInfo) => void,
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newGame: (gameId: string) => void,
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gameBoard: (state: GameUpdate) => void,
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};
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export type SSocket = Socket<ClientToServer, ServerToClient>;
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export type CSocket = Socket<ServerToClient, ClientToServer>;
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175
src/tic-tac-toe/src/state.ts
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175
src/tic-tac-toe/src/state.ts
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import { UserId } from '@shared/database/mixin/user';
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import { FastifyInstance } from 'fastify';
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import { GameMove, GameMoveResponse, SSocket } from './socket';
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import { isNullish } from '@shared/utils';
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import { newUUID } from '@shared/utils/uuid';
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import { GameId } from '@shared/database/mixin/tictactoe';
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import { TTC } from './game';
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type TTTUser = {
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socket: SSocket,
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userId: UserId,
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windowId: string,
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updateInterval: NodeJS.Timeout,
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currentGame: GameId | null,
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}
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export class StateI {
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private users: Map<UserId, TTTUser> = 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 games: Map<GameId, TTC> = new Map();
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constructor(private fastify: FastifyInstance) {
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this.queueInterval = setInterval(() => this.queuerFunction());
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void this.queueInterval;
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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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while (values.length >= 2) {
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const id1 = values.pop();
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const id2 = values.pop();
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if (isNullish(id1) || isNullish(id2)) {
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continue;
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}
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const u1 = this.users.get(id1);
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const u2 = this.users.get(id2);
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if (isNullish(u1) || isNullish(u2)) {
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continue;
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}
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this.queue.delete(id1);
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this.queue.delete(id2);
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const gameId = newUUID() as unknown as GameId;
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u1.socket.emit('newGame', gameId);
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u2.socket.emit('newGame', gameId);
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this.games.set(gameId, new TTC(u1.userId, u2.userId));
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u1.currentGame = gameId;
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u2.currentGame = gameId;
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this.games.get(gameId)!.gameUpdate = setInterval(() => {
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this.gameUpdate(gameId, u1.socket);
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this.gameUpdate(gameId, u2.socket);
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}, 100);
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}
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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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if (this.users.has(socket.authUser.id)) {
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socket.emit('forceDisconnect', 'Already Connected');
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socket.disconnect();
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return;
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}
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this.users.set(socket.authUser.id, {
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socket,
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userId: socket.authUser.id,
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windowId: socket.id,
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updateInterval: setInterval(() => this.updateClient(socket), 3000),
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currentGame: null,
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});
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this.fastify.log.info('Registered new user');
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socket.on('disconnect', () => this.cleanupUser(socket));
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socket.on('enqueue', () => this.enqueueUser(socket));
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socket.on('dequeue', () => this.dequeueUser(socket));
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socket.on('debugInfo', () => this.debugSocket(socket));
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socket.on('gameMove', (e) => this.gameMove(socket, e));
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}
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|
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private updateClient(socket: SSocket): void {
|
||||
socket.emit('updateInformation', {
|
||||
inQueue: this.queue.size,
|
||||
totalUser: this.users.size,
|
||||
});
|
||||
}
|
||||
|
||||
private cleanupUser(socket: SSocket): void {
|
||||
if (!this.users.has(socket.authUser.id)) return;
|
||||
|
||||
clearInterval(this.users.get(socket.authUser.id)?.updateInterval);
|
||||
this.users.delete(socket.authUser.id);
|
||||
this.queue.delete(socket.authUser.id);
|
||||
}
|
||||
|
||||
private enqueueUser(socket: SSocket): void {
|
||||
if (!this.users.has(socket.authUser.id)) return;
|
||||
|
||||
if (this.queue.has(socket.authUser.id)) return;
|
||||
|
||||
if (this.users.get(socket.authUser.id)?.currentGame !== null) return;
|
||||
|
||||
this.queue.add(socket.authUser.id);
|
||||
socket.emit('queueEvent', 'registered');
|
||||
}
|
||||
|
||||
private dequeueUser(socket: SSocket): void {
|
||||
if (!this.users.has(socket.authUser.id)) return;
|
||||
|
||||
if (!this.queue.has(socket.authUser.id)) return;
|
||||
|
||||
this.queue.delete(socket.authUser.id);
|
||||
socket.emit('queueEvent', 'unregistered');
|
||||
}
|
||||
|
||||
private debugSocket(socket: SSocket): void {
|
||||
console.log(({
|
||||
message: `socket debug for ${socket.id}`,
|
||||
userid: socket.authUser.id,
|
||||
queue: this.queue,
|
||||
users: this.users,
|
||||
}));
|
||||
}
|
||||
|
||||
private gameUpdate(gameId: GameId, socket: SSocket): void {
|
||||
if (!this.users.has(socket.authUser.id)) return;
|
||||
const user = this.users.get(socket.authUser.id)!;
|
||||
|
||||
if (user.currentGame !== gameId || !this.games.has(user.currentGame)) return;
|
||||
|
||||
const games = this.games.get(gameId)!;
|
||||
|
||||
socket.emit('gameBoard', {
|
||||
boardState: games.board,
|
||||
currentPlayer: games.getCurrentState(),
|
||||
playerX: games.playerX,
|
||||
playerO: games.playerO,
|
||||
gameState: games.checkState(),
|
||||
gameId: gameId,
|
||||
});
|
||||
}
|
||||
|
||||
private gameMove(socket: SSocket, update: GameMove): GameMoveResponse {
|
||||
if (!this.users.has(socket.authUser.id)) return 'unknownError';
|
||||
const user = this.users.get(socket.authUser.id)!;
|
||||
|
||||
if (user.currentGame !== null && !this.games.has(user.currentGame)) return 'unknownError';
|
||||
const game = this.games.get(user.currentGame!)!;
|
||||
|
||||
return game.makeMove(socket.authUser.id, update.index);
|
||||
}
|
||||
}
|
||||
|
||||
// this value will be overriten
|
||||
export let State: StateI = undefined as unknown as StateI;
|
||||
|
||||
export function createState(fastify: FastifyInstance) {
|
||||
if (State !== undefined) {
|
||||
throw new Error('State was already created !!!!');
|
||||
}
|
||||
State = new StateI(fastify);
|
||||
}
|
||||
|
||||
|
||||
export default State;
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue