make requeuing and other stuff better

This commit is contained in:
Maieul BOYER 2026-01-01 18:04:02 +01:00 committed by Maix0
parent 972b78a1e2
commit b86d50f9f0
4 changed files with 101 additions and 32 deletions

View file

@ -20,21 +20,22 @@ export type GameUpdate = {
export type GameMove = {
index: number;
}
export type GameMoveResponse = 'success' | 'invalidMove' | 'unknownError';
export interface ClientToServer {
enqueue: () => void;
dequeue: () => void;
debugInfo: () => void;
gameMove: (up: GameMove) => GameMoveResponse;
gameMove: (up: GameMove) => void;
connectedToGame: (gameId: string) => void;
};
export interface ServerToClient {
forceDisconnect: (reason: string) => void;
queueEvent: (msg: 'registered' | 'unregistered') => void;
updateInformation: (info: UpdateInfo) => void,
newGame: (gameId: string) => void,
newGame: (initState: GameUpdate) => void,
gameBoard: (state: GameUpdate) => void,
gameEnd: () => void;
};
export type SSocket = Socket<ClientToServer, ServerToClient>;

View file

@ -1,6 +1,6 @@
import { UserId } from '@shared/database/mixin/user';
import { FastifyInstance } from 'fastify';
import { GameMove, GameMoveResponse, SSocket } from './socket';
import { GameMove, SSocket } from './socket';
import { isNullish } from '@shared/utils';
import { newUUID } from '@shared/utils/uuid';
import { GameId } from '@shared/database/mixin/tictactoe';
@ -48,17 +48,27 @@ export class StateI {
this.queue.delete(id2);
const gameId = newUUID() as unknown as GameId;
u1.socket.emit('newGame', gameId);
u2.socket.emit('newGame', gameId);
const g = new TTC(u1.userId, u2.userId);
const iState = {
boardState: g.board,
currentPlayer: g.getCurrentState(),
playerX: g.playerX,
playerO: g.playerO,
gameState: g.checkState(),
gameId: gameId,
};
this.games.set(gameId, new TTC(u1.userId, u2.userId));
u1.socket.emit('newGame', iState);
u2.socket.emit('newGame', iState);
this.games.set(gameId, g);
u1.currentGame = gameId;
u2.currentGame = gameId;
this.games.get(gameId)!.gameUpdate = setInterval(() => {
g.gameUpdate = setInterval(() => {
this.gameUpdate(gameId, u1.socket);
this.gameUpdate(gameId, u2.socket);
if (g.checkState() !== 'ongoing') { this.cleanupGame(gameId, g); }
}, 100);
}
}
@ -102,6 +112,21 @@ export class StateI {
this.queue.delete(socket.authUser.id);
}
private cleanupGame(gameId: GameId, game: TTC): void {
clearInterval(game.gameUpdate ?? undefined);
this.games.delete(gameId);
let player: TTTUser | undefined = undefined;
if ((player = this.users.get(game.playerO)) !== undefined) {
player.currentGame = null;
player.socket.emit('gameEnd');
}
if ((player = this.users.get(game.playerX)) !== undefined) {
player.currentGame = null;
player.socket.emit('gameEnd');
}
// do something here with the game result before deleting the game at the end
}
private enqueueUser(socket: SSocket): void {
if (!this.users.has(socket.authUser.id)) return;
@ -149,14 +174,14 @@ export class StateI {
});
}
private gameMove(socket: SSocket, update: GameMove): GameMoveResponse {
private gameMove(socket: SSocket, update: GameMove) {
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);
game.makeMove(socket.authUser.id, update.index);
}
}