Preference-based refactoring
This commit is contained in:
parent
cd21e4e8bd
commit
1f19022d45
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@ -0,0 +1,8 @@
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Frontend: HTMX and plain JS/CSS
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Backend: Elysia (TypeScript)
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Important files:
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* src/index.ts - backend entrypoint
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* src/game/GameInstance.ts - gomoku game logic
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* src/game/WebSocketHandler.ts - network with players via websockets
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* src/view/board-renderer.ts - render frontend components
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@ -28,7 +28,7 @@
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<button onclick="copyGameLink()">Copy</button>
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</div>
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<div id="ws-status" style="margin-top: 10px; color: grey">
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Connecting...
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Disconnected
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</div>
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<script src="scripts/display-ws-connection.js"></script>
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<script src="scripts/send-ws-messages.js"></script>
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@ -1,22 +0,0 @@
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console.log('Gomoku client entry point -- HTMX mode.');
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const WS_URL = process.env.WS_URL || 'ws://localhost:3000/ws';
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// This will be handled by HTMX's ws-connect
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// However, we might still need a way to send messages from client-side JS if required by HTMX
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// Example of how to send a message via the established HTMX WebSocket.
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// This is a placeholder and might evolve as we refactor.
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(window as any).sendWebSocketMessage = (message: any) => {
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const gameContainer = document.getElementById('game-container');
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if (gameContainer) {
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const ws = (gameContainer as any)._htmx_ws;
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if (ws) {
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ws.send(JSON.stringify(message));
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} else {
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console.error('HTMX WebSocket not found on game-container.');
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}
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} else {
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console.error('Game container not found.');
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}
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};
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@ -1,91 +0,0 @@
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import { expect, test, describe, beforeEach, afterEach, mock } from 'bun:test';
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import { GameStateManager, GameStateType } from './GameStateManager';
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describe('GameStateManager', () => {
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let gameStateManager: GameStateManager;
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beforeEach(() => {
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// Initialize a fresh GameStateManager before each test
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gameStateManager = new GameStateManager();
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});
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test('should initialize with a default empty game state', () => {
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const initialState = gameStateManager.getGameState();
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expect(initialState).toEqual({
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id: '',
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board: Array(15).fill(Array(15).fill(null)),
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currentPlayer: 'black',
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status: 'waiting',
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winner: null,
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players: {},
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});
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});
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test('should update game state from server updates', () => {
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const serverState = {
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id: 'game123',
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board: Array.from({ length: 15 }, () => Array(15).fill(null)),
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currentPlayer: 'white' as 'black' | 'white',
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status: 'playing' as 'waiting' | 'playing' | 'finished',
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winner: null,
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players: { black: 'playerA', white: 'playerB' },
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};
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gameStateManager.updateGameState(serverState);
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expect(gameStateManager.getGameState()).toEqual(serverState);
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});
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test('should handle optimistic updates for making a move', () => {
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const initialBoard = Array.from({ length: 15 }, () => Array(15).fill(null));
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initialBoard[7][7] = 'black'; // Simulate an optimistic move
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const optimisticState = {
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id: 'game123',
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board: initialBoard,
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currentPlayer: 'white' as 'black' | 'white', // Turn changes optimistically
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status: 'playing' as 'waiting' | 'playing' | 'finished',
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winner: null,
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players: { black: 'playerA', white: 'playerB' },
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};
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gameStateManager.updateGameState(optimisticState);
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expect(gameStateManager.getGameState().board[7][7]).toEqual('black');
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expect(gameStateManager.getGameState().currentPlayer).toEqual('white');
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});
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test('should rollback optimistic updates if server rejects move', () => {
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const initialServerState = {
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id: 'game123',
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board: Array.from({ length: 15 }, () => Array(15).fill(null)),
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currentPlayer: 'black' as 'black' | 'white',
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status: 'playing' as 'waiting' | 'playing' | 'finished',
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winner: null,
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players: { black: 'playerA', white: 'playerB' },
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};
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gameStateManager.updateGameState(initialServerState);
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// Optimistic update
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const optimisticBoard = Array.from({ length: 15 }, () =>
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Array(15).fill(null),
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);
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optimisticBoard[7][7] = 'black';
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const optimisticState = {
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id: 'game123',
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board: optimisticBoard,
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currentPlayer: 'white' as 'black' | 'white',
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status: 'playing' as 'waiting' | 'playing' | 'finished',
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winner: null,
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players: { black: 'playerA', white: 'playerB' },
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};
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gameStateManager.updateGameState(optimisticState);
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// Server rejection - rollback to initial state
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gameStateManager.rollbackGameState(); // This method will be implemented
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expect(gameStateManager.getGameState()).toEqual(initialServerState);
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});
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// Add more tests for:
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// - Win conditions
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// - Draw conditions
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// - Invalid moves (already occupied, out of bounds - though this might be server-side validation primarily)
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// - Player disconnection/reconnection behavior
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});
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@ -1,52 +0,0 @@
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export interface GameStateType {
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id: string;
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board: (null | 'black' | 'white')[][];
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currentPlayer: 'black' | 'white';
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status: 'waiting' | 'playing' | 'finished';
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winner: null | 'black' | 'white' | 'draw';
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players: { black?: string; white?: string };
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}
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export class GameStateManager {
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private gameState: GameStateType;
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private stateHistory: GameStateType[];
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constructor() {
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this.gameState = this.getDefaultGameState();
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this.stateHistory = [];
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}
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private getDefaultGameState(): GameStateType {
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const emptyBoard: (null | 'black' | 'white')[][] = Array(15)
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.fill(null)
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.map(() => Array(15).fill(null));
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return {
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id: '',
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board: emptyBoard,
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currentPlayer: 'black',
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status: 'waiting',
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winner: null,
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players: {},
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};
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}
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getGameState(): GameStateType {
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return this.gameState;
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}
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updateGameState(newState: GameStateType): void {
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// Store a deep copy of the current state before updating
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// This is crucial for rollback to work correctly, as objects are passed by reference.
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this.stateHistory.push(JSON.parse(JSON.stringify(this.gameState)));
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this.gameState = newState;
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}
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rollbackGameState(): void {
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if (this.stateHistory.length > 0) {
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this.gameState = this.stateHistory.pop()!;
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} else {
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console.warn('No previous state to rollback to.');
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// Optionally, throw an error or reset to default state here
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}
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}
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}
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import { describe, it, expect, beforeEach, afterEach, mock } from 'bun:test';
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import { WebSocketClient } from './WebSocketClient';
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// Define MockWebSocket as a regular class
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class MockWebSocket {
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static CONNECTING = 0;
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static OPEN = 1;
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static CLOSING = 2;
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static CLOSED = 3;
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constructor(url?: string) {
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// In a real scenario, you might do something with the URL
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// For this mock, we just need to accept it.
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}
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onopen: ((this: any, ev: Event) => any) | null = null;
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onmessage: ((this: any, ev: MessageEvent<any>) => any) | null = null;
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onclose: ((this: any, ev: CloseEvent) => any) | null = null;
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onerror: ((this: any, ev: Event) => any) | null = null;
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readyState: number = 0; // 0: CONNECTING, 1: OPEN, 2: CLOSING, 3: CLOSED
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// Using a plain function for send/close to simplify.
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send(data: string) {
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if (this.readyState === WebSocket.OPEN) {
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// Simulate server echoing back message for testing received messages
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this.onmessage?.(new MessageEvent('message', { data }));
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}
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}
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close() {
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this.readyState = WebSocket.CLOSING;
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this.onclose?.(new CloseEvent('close'));
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this.readyState = WebSocket.CLOSED;
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}
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// Helper to simulate events
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_simulateOpen() {
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this.readyState = WebSocket.OPEN;
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this.onopen?.(new Event('open'));
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}
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_simulateMessage(data: string) {
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this.onmessage?.(new MessageEvent('message', { data }));
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}
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_simulateClose(code = 1000, reason = '', wasClean = true) {
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this.readyState = WebSocket.CLOSING;
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this.onclose?.(new CloseEvent('close', { code, reason, wasClean }));
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this.readyState = WebSocket.CLOSED;
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}
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_simulateError(error: Event) {
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this.onerror?.(error);
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}
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}
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// Global array to track MockWebSocket instances created
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let createdMockWebSockets: MockWebSocket[] = [];
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// Store original WebSocket for restoration
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const originalWebSocket = global.WebSocket;
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describe('WebSocketClient', () => {
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let client: WebSocketClient;
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const url = 'ws://localhost:8080';
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// Using a mock function to wrap the actual global WebSocket constructor
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let globalWebSocketConstructorMock: typeof WebSocket;
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beforeEach(() => {
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// Clear instances and reset mocks before each test
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createdMockWebSockets = [];
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// Create a mock function that, when called as the WebSocket constructor,
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// creates a new MockWebSocket instance, pushes it to our global tracker,
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// and then spies on its send and close methods.<
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globalWebSocketConstructorMock = mock((url: string) => {
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const instance = new MockWebSocket(url);
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createdMockWebSockets.push(instance);
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(instance as any).send = mock(instance.send.bind(instance));
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(instance as any).close = mock(instance.close.bind(instance));
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return instance;
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}) as unknown as typeof WebSocket;
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global.WebSocket = globalWebSocketConstructorMock;
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});
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afterEach(() => {
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global.WebSocket = originalWebSocket; // Restore original WebSocket
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});
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it('should connect to the specified URL', () => {
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client = new WebSocketClient(url);
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client.connect();
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expect(globalWebSocketConstructorMock).toHaveBeenCalledWith(url);
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expect(createdMockWebSockets.length).toBe(1);
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});
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it('should call onOpen callback when connection is established', () => {
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const onOpenMock = mock(() => {});
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client = new WebSocketClient(url);
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client.onOpen(onOpenMock);
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client.connect();
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createdMockWebSockets[0]._simulateOpen();
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expect(onOpenMock).toHaveBeenCalledTimes(1);
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});
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it('should call onMessage callback when a message is received', () => {
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const onMessageMock = mock(() => {});
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client = new WebSocketClient(url);
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client.onMessage(onMessageMock);
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client.connect();
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createdMockWebSockets[0]._simulateOpen();
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createdMockWebSockets[0]._simulateMessage('test message');
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expect(onMessageMock).toHaveBeenCalledWith('test message');
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});
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it('should call onClose callback when connection is closed', () => {
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const onCloseMock = mock(() => {});
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client = new WebSocketClient(url);
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client.onClose(onCloseMock);
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client.connect();
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createdMockWebSockets[0]._simulateOpen();
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createdMockWebSockets[0]._simulateClose();
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expect(onCloseMock).toHaveBeenCalledTimes(1);
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});
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it('should call onError callback when an error occurs', () => {
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const onErrorMock = mock(() => {});
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client = new WebSocketClient(url);
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client.onError(onErrorMock);
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client.connect();
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createdMockWebSockets[0]._simulateError(new Event('error'));
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expect(onErrorMock).toHaveBeenCalledTimes(1);
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});
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it('should send a message when connected', () => {
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client = new WebSocketClient(url);
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client.connect();
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createdMockWebSockets[0]._simulateOpen();
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client.send('hello');
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// Expect the mocked `send` method on the MockWebSocket instance to have been called
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expect(createdMockWebSockets[0].send).toHaveBeenCalledWith('hello');
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});
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it('should queue messages when disconnected and send them upon reconnection', async () => {
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client = new WebSocketClient(url, { reconnectInterval: 10 }); // Shorter interval for faster test
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const onOpenMock = mock(() => {});
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client.onOpen(onOpenMock);
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client.connect(); // Connect for the first time
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expect(createdMockWebSockets.length).toBe(1); // First instance
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const firstWs = createdMockWebSockets[0];
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// Simulate immediate disconnection before open
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firstWs._simulateClose();
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// Send messages while disconnected, they should be queued
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client.send('queued message 1');
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client.send('queued message 2');
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// Simulate reconnection after a short delay
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await new Promise((resolve) => setTimeout(resolve, 20)); // Allow for reconnectInterval
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expect(createdMockWebSockets.length).toBe(2); // New instance created for reconnection
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createdMockWebSockets[1]._simulateOpen(); // Simulate new connection opening
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// Wait for messages to be flushed
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await new Promise((resolve) => setTimeout(resolve, 5));
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expect(createdMockWebSockets[1].send).toHaveBeenCalledWith(
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'queued message 1',
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);
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expect(createdMockWebSockets[1].send).toHaveBeenCalledWith(
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'queued message 2',
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);
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expect(onOpenMock).toHaveBeenCalledTimes(1); // onOpen should be called on successful reconnection
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});
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it('should not attempt to reconnect if explicitly closed', async () => {
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client = new WebSocketClient(url, {
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reconnectAttempts: 3,
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reconnectInterval: 10,
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});
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const onCloseMock = mock(() => {});
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client.onClose(onCloseMock);
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client.connect();
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createdMockWebSockets[0]._simulateOpen();
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client.close(); // Explicitly close
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// Allow some time for potential reconnect attempts. If no new WebSocket is created after the attempts would have happened, then we know it's not reconnecting.
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await new Promise((resolve) => setTimeout(resolve, 50)); // (reconnectAttempts * reconnectInterval) + buffer
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expect(createdMockWebSockets.length).toBe(1); // Only the initial one
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expect(onCloseMock).toHaveBeenCalledTimes(1); // onClose should be called
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});
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});
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@ -1,109 +0,0 @@
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type MessageHandler = (message: string) => void;
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type OpenHandler = () => void;
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type CloseHandler = (code: number, reason: string) => void;
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type ErrorHandler = (event: Event) => void;
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interface WebSocketClientOptions {
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reconnectAttempts?: number;
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reconnectInterval?: number;
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}
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export class WebSocketClient {
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private ws: WebSocket | null = null;
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private url: string;
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private messageQueue: string[] = [];
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private isConnected: boolean = false;
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private reconnectCount: number = 0;
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private options: WebSocketClientOptions;
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private manualClose: boolean = false;
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private onMessageHandler: MessageHandler = () => {};
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private onOpenHandler: OpenHandler = () => {};
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private onCloseHandler: CloseHandler = () => {};
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private onErrorHandler: ErrorHandler = () => {};
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constructor(url: string, options?: WebSocketClientOptions) {
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this.url = url;
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this.options = {
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reconnectAttempts: 5, // Default reconnect attempts
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reconnectInterval: 3000, // Default reconnect interval in ms
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...options,
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};
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}
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public connect(): void {
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this.manualClose = false;
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this.ws = new WebSocket(this.url);
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this.ws.onopen = this.handleOpen.bind(this);
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this.ws.onmessage = this.handleMessage.bind(this);
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this.ws.onclose = this.handleClose.bind(this);
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this.ws.onerror = this.handleError.bind(this);
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}
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public send(message: string): void {
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if (this.isConnected && this.ws) {
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this.ws.send(message);
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} else {
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this.messageQueue.push(message);
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}
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}
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public close(): void {
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this.manualClose = true;
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if (this.ws) {
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this.ws.close();
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}
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}
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public onMessage(handler: MessageHandler): void {
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this.onMessageHandler = handler;
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}
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public onOpen(handler: OpenHandler): void {
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this.onOpenHandler = handler;
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}
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public onClose(handler: CloseHandler): void {
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this.onCloseHandler = handler;
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}
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public onError(handler: ErrorHandler): void {
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this.onErrorHandler = handler;
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}
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private handleOpen(): void {
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this.isConnected = true;
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this.reconnectCount = 0;
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this.onOpenHandler();
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this.flushMessageQueue();
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}
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private handleMessage(event: MessageEvent): void {
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this.onMessageHandler(event.data);
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}
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private handleClose(event: CloseEvent): void {
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this.isConnected = false;
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this.onCloseHandler(event.code, event.reason);
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if (
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!this.manualClose &&
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this.reconnectCount < this.options.reconnectAttempts!
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) {
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this.reconnectCount++;
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setTimeout(() => this.connect(), this.options.reconnectInterval);
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||||
}
|
||||
}
|
||||
|
||||
private handleError(event: Event): void {
|
||||
this.onErrorHandler(event);
|
||||
}
|
||||
|
||||
private flushMessageQueue(): void {
|
||||
while (this.messageQueue.length > 0 && this.isConnected && this.ws) {
|
||||
const message = this.messageQueue.shift();
|
||||
if (message) {
|
||||
this.ws.send(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,48 +0,0 @@
|
|||
import { describe, it, expect, beforeEach } from 'bun:test';
|
||||
import { GameManager } from './GameManager';
|
||||
import { GameInstance } from './GameInstance';
|
||||
|
||||
describe('GameManager', () => {
|
||||
let gameManager: GameManager;
|
||||
|
||||
beforeEach(() => {
|
||||
gameManager = new GameManager();
|
||||
});
|
||||
|
||||
it('should create a new game', () => {
|
||||
const game = gameManager.createGame();
|
||||
expect(game).toBeInstanceOf(GameInstance);
|
||||
expect(gameManager.getGame(game.id)).toBe(game);
|
||||
});
|
||||
|
||||
it('should allow players to join games', () => {
|
||||
const game = gameManager.createGame();
|
||||
const playerId = 'player1';
|
||||
const result = gameManager.joinGame(game.id, playerId);
|
||||
expect(result).toBe(true);
|
||||
// Add more assertions based on GameInstance implementation
|
||||
});
|
||||
|
||||
it('should not allow joining non-existent games', () => {
|
||||
const result = gameManager.joinGame('non-existent-id', 'player1');
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should retrieve existing games', () => {
|
||||
const game = gameManager.createGame();
|
||||
const retrievedGame = gameManager.getGame(game.id);
|
||||
expect(retrievedGame).toBe(game);
|
||||
});
|
||||
|
||||
it('should return null for non-existent games', () => {
|
||||
const game = gameManager.getGame('non-existent-id');
|
||||
expect(game).toBeNull();
|
||||
});
|
||||
|
||||
it('should remove games', () => {
|
||||
const game = gameManager.createGame();
|
||||
gameManager.removeGame(game.id);
|
||||
const retrievedGame = gameManager.getGame(game.id);
|
||||
expect(retrievedGame).toBeNull();
|
||||
});
|
||||
});
|
|
@ -1,32 +0,0 @@
|
|||
import { GameInstance } from './GameInstance';
|
||||
|
||||
export class GameManager {
|
||||
private games: Map<string, GameInstance>;
|
||||
|
||||
constructor() {
|
||||
this.games = new Map();
|
||||
}
|
||||
|
||||
// Overload createGame to optionally accept a gameId
|
||||
createGame(gameId?: string): GameInstance {
|
||||
const game = new GameInstance(gameId); // Pass gameId to GameInstance constructor
|
||||
this.games.set(game.id, game);
|
||||
return game;
|
||||
}
|
||||
|
||||
getGame(gameId: string): GameInstance | null {
|
||||
return this.games.get(gameId) || null;
|
||||
}
|
||||
|
||||
public joinGame(gameId: string, playerId: string): boolean {
|
||||
const game = this.games.get(gameId);
|
||||
if (!game) {
|
||||
return false;
|
||||
}
|
||||
return game.addPlayer(playerId);
|
||||
}
|
||||
|
||||
removeGame(gameId: string): void {
|
||||
this.games.delete(gameId);
|
||||
}
|
||||
}
|
|
@ -1,397 +0,0 @@
|
|||
import { describe, it, expect, beforeEach, mock } from 'bun:test';
|
||||
import { WebSocketHandler } from './WebSocketHandler';
|
||||
import { GameManager } from './GameManager';
|
||||
import { GameInstance } from './GameInstance';
|
||||
|
||||
// Mock ElysiaWS type for testing purposes - fully compatible with standard WebSocket
|
||||
type MockElysiaWS = {
|
||||
send: ReturnType<typeof mock>;
|
||||
close: ReturnType<typeof mock>;
|
||||
on: ReturnType<typeof mock>;
|
||||
_messageCallback: ((message: string) => void) | null;
|
||||
_closeCallback: (() => void) | null;
|
||||
_errorCallback: ((error: Error) => void) | null;
|
||||
data: {
|
||||
gameId?: string;
|
||||
playerId?: string;
|
||||
query: Record<string, string>;
|
||||
};
|
||||
// Standard WebSocket properties
|
||||
binaryType: 'blob' | 'arraybuffer';
|
||||
bufferedAmount: number;
|
||||
extensions: string;
|
||||
onclose: ((this: WebSocket, ev: CloseEvent) => any) | null;
|
||||
onerror: ((this: WebSocket, ev: Event) => any) | null;
|
||||
onmessage: ((this: WebSocket, ev: MessageEvent) => any) | null;
|
||||
onopen: ((this: WebSocket, ev: Event) => any) | null;
|
||||
protocol: string;
|
||||
readyState: number;
|
||||
url: string;
|
||||
CLOSED: number;
|
||||
CONNECTING: number;
|
||||
OPEN: number;
|
||||
CLOSING: number;
|
||||
dispatchEvent: ReturnType<typeof mock>;
|
||||
addEventListener: ReturnType<typeof mock>;
|
||||
removeEventListener: ReturnType<typeof mock>;
|
||||
ping: ReturnType<typeof mock>; // Bun.js specific
|
||||
pong: ReturnType<typeof mock>; // Bun.js specific
|
||||
subscribe: ReturnType<typeof mock>; // Bun.js specific
|
||||
unsubscribe: ReturnType<typeof mock>; // Bun.js specific
|
||||
};
|
||||
|
||||
describe('WebSocketHandler', () => {
|
||||
let gameManager: GameManager;
|
||||
let webSocketHandler: WebSocketHandler;
|
||||
let mockWs: MockElysiaWS;
|
||||
|
||||
beforeEach(() => {
|
||||
mockWs = {
|
||||
// Mock standard WebSocket methods
|
||||
send: mock(() => {}),
|
||||
close: mock(() => {}),
|
||||
|
||||
// Mock custom 'on' method for attaching callbacks
|
||||
on: mock((event: string, callback: (...args: any[]) => void) => {
|
||||
if (event === 'message') (mockWs as any)._messageCallback = callback;
|
||||
if (event === 'close') (mockWs as any)._closeCallback = callback;
|
||||
if (event === 'error') (mockWs as any)._errorCallback = callback;
|
||||
}),
|
||||
|
||||
_messageCallback: null,
|
||||
_closeCallback: null,
|
||||
_errorCallback: null,
|
||||
|
||||
data: { query: {} },
|
||||
|
||||
// Initialize all standard WebSocket properties
|
||||
binaryType: 'blob',
|
||||
bufferedAmount: 0,
|
||||
extensions: '',
|
||||
onclose: null,
|
||||
onerror: null,
|
||||
onmessage: null,
|
||||
onopen: null,
|
||||
protocol: '',
|
||||
readyState: 1,
|
||||
url: '',
|
||||
CLOSED: 3,
|
||||
CONNECTING: 0,
|
||||
OPEN: 1,
|
||||
CLOSING: 2,
|
||||
dispatchEvent: mock(() => {}),
|
||||
addEventListener: mock(() => {}),
|
||||
removeEventListener: mock(() => {}),
|
||||
ping: mock(() => {}),
|
||||
pong: mock(() => {}),
|
||||
subscribe: mock(() => {}),
|
||||
unsubscribe: mock(() => {}),
|
||||
};
|
||||
gameManager = new GameManager();
|
||||
webSocketHandler = new WebSocketHandler(gameManager);
|
||||
});
|
||||
|
||||
const triggerMessage = (ws: MockElysiaWS, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
|
||||
const triggerClose = (ws: MockElysiaWS) => {
|
||||
if (ws._closeCallback) {
|
||||
ws._closeCallback();
|
||||
}
|
||||
};
|
||||
|
||||
const triggerError = (ws: MockElysiaWS, error: Error) => {
|
||||
if (ws._errorCallback) {
|
||||
ws._errorCallback(error);
|
||||
}
|
||||
};
|
||||
|
||||
const createNewMockWs = (): MockElysiaWS => ({
|
||||
send: mock(() => {}),
|
||||
close: mock(() => {}),
|
||||
on: mock((event: string, callback: (...args: any[]) => void) => {
|
||||
if (event === 'message')
|
||||
(createNewMockWs() as any)._messageCallback = callback;
|
||||
if (event === 'close')
|
||||
(createNewMockWs() as any)._closeCallback = callback;
|
||||
if (event === 'error')
|
||||
(createNewMockWs() as any)._errorCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
_closeCallback: null,
|
||||
_errorCallback: null,
|
||||
data: { query: {} },
|
||||
binaryType: 'blob',
|
||||
bufferedAmount: 0,
|
||||
extensions: '',
|
||||
onclose: null,
|
||||
onerror: null,
|
||||
onmessage: null,
|
||||
onopen: null,
|
||||
protocol: '',
|
||||
readyState: 1,
|
||||
url: '',
|
||||
CLOSED: 3,
|
||||
CONNECTING: 0,
|
||||
OPEN: 1,
|
||||
CLOSING: 2,
|
||||
dispatchEvent: mock(() => {}),
|
||||
addEventListener: mock(() => {}),
|
||||
removeEventListener: mock(() => {}),
|
||||
ping: mock(() => {}),
|
||||
pong: mock(() => {}),
|
||||
subscribe: mock(() => {}),
|
||||
unsubscribe: mock(() => {}),
|
||||
});
|
||||
|
||||
it('should register a new connection', () => {
|
||||
mockWs.data.gameId = 'test-game';
|
||||
mockWs.data.playerId = 'player-alpha';
|
||||
mockWs.data.query.gameId = 'test-game';
|
||||
mockWs.data.query.playerId = 'player-alpha';
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
expect((webSocketHandler as any).connections.get('test-game')).toContain(
|
||||
mockWs,
|
||||
);
|
||||
});
|
||||
|
||||
it('should process a join_game message for an already connected client', () => {
|
||||
const gameId = gameManager.createGame().id;
|
||||
mockWs.data.query.gameId = gameId;
|
||||
mockWs.data.query.playerId = 'player1';
|
||||
mockWs.data.gameId = gameId;
|
||||
mockWs.data.playerId = 'player1';
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
const joinGameMessage = JSON.stringify({
|
||||
type: 'join_game',
|
||||
gameId: gameId,
|
||||
playerId: 'player1',
|
||||
});
|
||||
triggerMessage(mockWs, joinGameMessage);
|
||||
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="game-board"'),
|
||||
);
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="player-info"'),
|
||||
);
|
||||
});
|
||||
|
||||
it('should handle a make_move message and broadcast HTML updates', () => {
|
||||
const game = gameManager.createGame();
|
||||
game.addPlayer('player1');
|
||||
game.addPlayer('player2');
|
||||
game.currentPlayer = 'black';
|
||||
|
||||
mockWs.data.gameId = game.id;
|
||||
mockWs.data.playerId = 'player1';
|
||||
mockWs.data.query.gameId = game.id;
|
||||
mockWs.data.query.playerId = 'player1';
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
|
||||
const makeMoveMessage = JSON.stringify({
|
||||
type: 'make_move',
|
||||
gameId: game.id,
|
||||
playerId: 'player1',
|
||||
row: 7,
|
||||
col: 7,
|
||||
});
|
||||
triggerMessage(mockWs, makeMoveMessage);
|
||||
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="game-board"'),
|
||||
);
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="player-info"'),
|
||||
);
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="messages"'),
|
||||
);
|
||||
|
||||
expect(game.board[7][7]).toBe('black');
|
||||
expect(game.currentPlayer).toBe('white');
|
||||
});
|
||||
|
||||
it('should send an error for an invalid move', () => {
|
||||
const game = gameManager.createGame();
|
||||
game.addPlayer('player1');
|
||||
game.addPlayer('player2');
|
||||
game.currentPlayer = 'black';
|
||||
|
||||
mockWs.data.gameId = game.id;
|
||||
mockWs.data.playerId = 'player1';
|
||||
mockWs.data.query.gameId = game.id;
|
||||
mockWs.data.query.playerId = 'player1';
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
|
||||
const makeMoveMessage1 = JSON.stringify({
|
||||
type: 'make_move',
|
||||
gameId: game.id,
|
||||
playerId: 'player1',
|
||||
row: 7,
|
||||
col: 7,
|
||||
});
|
||||
triggerMessage(mockWs, makeMoveMessage1);
|
||||
mockWs.send.mockClear();
|
||||
|
||||
triggerMessage(mockWs, makeMoveMessage1);
|
||||
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
JSON.stringify({ type: 'error', error: 'Cell already occupied' }),
|
||||
);
|
||||
});
|
||||
|
||||
it('should handle ping/pong messages', () => {
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
const pingMessage = JSON.stringify({ type: 'ping' });
|
||||
triggerMessage(mockWs, pingMessage);
|
||||
|
||||
expect(mockWs.send).toHaveBeenCalledWith(JSON.stringify({ type: 'pong' }));
|
||||
});
|
||||
|
||||
it('should handle player disconnection and notify others', () => {
|
||||
const game = gameManager.createGame();
|
||||
const player1Ws = createNewMockWs();
|
||||
const player2Ws = createNewMockWs();
|
||||
|
||||
player1Ws.data.gameId = game.id;
|
||||
player1Ws.data.playerId = 'player1';
|
||||
player1Ws.data.query.gameId = game.id;
|
||||
player1Ws.data.query.playerId = 'player1';
|
||||
|
||||
player2Ws.data.gameId = game.id;
|
||||
player2Ws.data.playerId = 'player2';
|
||||
player2Ws.data.query.gameId = game.id;
|
||||
player2Ws.data.query.playerId = 'player2';
|
||||
|
||||
webSocketHandler.handleConnection(player1Ws);
|
||||
webSocketHandler.handleConnection(player2Ws);
|
||||
|
||||
player1Ws.send.mockClear();
|
||||
player2Ws.send.mockClear();
|
||||
|
||||
webSocketHandler.handleDisconnect(player2Ws);
|
||||
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="player-info"'),
|
||||
);
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="messages"'),
|
||||
);
|
||||
expect(
|
||||
player1Ws.send.mock.calls
|
||||
.flat()
|
||||
.some((call) => (call as string).includes('player2 disconnected')),
|
||||
).toBeTrue();
|
||||
expect((webSocketHandler as any).connections.get(game.id)).not.toContain(
|
||||
player2Ws,
|
||||
);
|
||||
});
|
||||
|
||||
it('should send error for unknown message type', () => {
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
const unknownMessage = JSON.stringify({ type: 'unknown_type' });
|
||||
triggerMessage(mockWs, unknownMessage);
|
||||
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
JSON.stringify({ type: 'error', error: 'Unknown message type' }),
|
||||
);
|
||||
});
|
||||
|
||||
it('should send error for invalid JSON message', () => {
|
||||
webSocketHandler.handleConnection(mockWs);
|
||||
const invalidJsonMessage = 'not a json';
|
||||
triggerMessage(mockWs, invalidJsonMessage);
|
||||
|
||||
expect(mockWs.send).toHaveBeenCalledWith(
|
||||
JSON.stringify({ type: 'error', error: 'Invalid message format' }),
|
||||
);
|
||||
});
|
||||
|
||||
it('should broadcast game state to a specific client when targetWs is provided', () => {
|
||||
const game = gameManager.createGame();
|
||||
game.addPlayer('player1');
|
||||
game.addPlayer('player2');
|
||||
game.currentPlayer = 'black';
|
||||
|
||||
const player1Ws = createNewMockWs();
|
||||
player1Ws.data.gameId = game.id;
|
||||
player1Ws.data.playerId = 'player1';
|
||||
player1Ws.data.query.gameId = game.id;
|
||||
player1Ws.data.query.playerId = 'player1';
|
||||
webSocketHandler.handleConnection(player1Ws);
|
||||
|
||||
const player2Ws = createNewMockWs();
|
||||
player2Ws.data.gameId = game.id;
|
||||
player2Ws.data.playerId = 'player2';
|
||||
player2Ws.data.query.gameId = game.id;
|
||||
player2Ws.data.query.playerId = 'player2';
|
||||
webSocketHandler.handleConnection(player2Ws);
|
||||
|
||||
player1Ws.send.mockClear();
|
||||
player2Ws.send.mockClear();
|
||||
|
||||
webSocketHandler.broadcastGameUpdate(game.id, game, null, null, player1Ws);
|
||||
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="game-board"'),
|
||||
);
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="player-info"'),
|
||||
);
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="messages"'),
|
||||
);
|
||||
|
||||
expect(player2Ws.send).not.toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it('should broadcast game state to all clients if targetWs is not provided', () => {
|
||||
const game = gameManager.createGame();
|
||||
game.addPlayer('player1');
|
||||
game.addPlayer('player2');
|
||||
game.currentPlayer = 'black';
|
||||
|
||||
const player1Ws = createNewMockWs();
|
||||
player1Ws.data.gameId = game.id;
|
||||
player1Ws.data.playerId = 'player1';
|
||||
player1Ws.data.query.gameId = game.id;
|
||||
player1Ws.data.query.playerId = 'player1';
|
||||
webSocketHandler.handleConnection(player1Ws);
|
||||
|
||||
const player2Ws = createNewMockWs();
|
||||
player2Ws.data.gameId = game.id;
|
||||
player2Ws.data.playerId = 'player2';
|
||||
player2Ws.data.query.gameId = game.id;
|
||||
player2Ws.data.query.playerId = 'player2';
|
||||
webSocketHandler.handleConnection(player2Ws);
|
||||
|
||||
player1Ws.send.mockClear();
|
||||
player2Ws.send.mockClear();
|
||||
|
||||
webSocketHandler.broadcastGameUpdate(game.id, game);
|
||||
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="game-board"'),
|
||||
);
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="player-info"'),
|
||||
);
|
||||
expect(player1Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="messages"'),
|
||||
);
|
||||
|
||||
expect(player2Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="game-board"'),
|
||||
);
|
||||
expect(player2Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="player-info"'),
|
||||
);
|
||||
expect(player2Ws.send).toHaveBeenCalledWith(
|
||||
expect.stringContaining('<div id="messages"'),
|
||||
);
|
||||
});
|
||||
});
|
|
@ -1,3 +1,4 @@
|
|||
import { ElysiaWS } from 'elysia/dist/ws';
|
||||
import { GameInstance } from './GameInstance';
|
||||
import {
|
||||
renderGameBoardHtml,
|
||||
|
@ -11,8 +12,9 @@ interface MakeMoveMessage {
|
|||
col: number;
|
||||
}
|
||||
|
||||
type WS = ElysiaWS<{query: {playerId: string, gameId: string}}>;
|
||||
export class WebSocketHandler {
|
||||
private connections: Map<string, Array<any>>; // Use 'any' for the specific Elysia WS object for now
|
||||
private connections: Map<string, Array<WS>>;
|
||||
private games: Map<string, GameInstance>;
|
||||
|
||||
constructor() {
|
||||
|
@ -20,31 +22,28 @@ export class WebSocketHandler {
|
|||
this.games = new Map();
|
||||
}
|
||||
|
||||
public handleConnection(ws: any, gameId: string, playerId: string): void {
|
||||
public handleConnection(ws: WS): void {
|
||||
const {gameId, playerId} = ws.data.query;
|
||||
|
||||
if (!this.connections.has(gameId)) {
|
||||
this.connections.set(gameId, []);
|
||||
}
|
||||
ws.data.playerId = playerId;
|
||||
ws.data.gameId = gameId;
|
||||
this.connections.get(gameId)?.push(ws);
|
||||
|
||||
const game = this.getGame(gameId);
|
||||
if (game) {
|
||||
this.broadcastGameState(game.id);
|
||||
} else {
|
||||
ws.send('Error: game not found');
|
||||
ws.close();
|
||||
}
|
||||
|
||||
console.log(
|
||||
`WebSocket connected, registered for Game ${gameId} as Player ${playerId}`,
|
||||
);
|
||||
}
|
||||
|
||||
public handleError(ws: any, error: Error): void {
|
||||
console.error('WebSocket error:', error);
|
||||
if (ws) {
|
||||
this.sendMessage(
|
||||
ws.data.gameId,
|
||||
'Error: server-side WebSocket error',
|
||||
ws,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public handleMessage(ws: any, message: any): void {
|
||||
public handleMessage(ws: WS, message: any): void {
|
||||
const type: string = message.type;
|
||||
// Someday we might have other message types
|
||||
if (type === 'make_move') {
|
||||
|
@ -52,24 +51,22 @@ export class WebSocketHandler {
|
|||
}
|
||||
}
|
||||
|
||||
private handleMakeMove(ws: any, message: MakeMoveMessage): void {
|
||||
private handleMakeMove(ws: WS, message: MakeMoveMessage): void {
|
||||
const { row, col } = message;
|
||||
const gameId = ws.data.gameId;
|
||||
const playerId = ws.data.playerId;
|
||||
const {gameId, playerId} = ws.data.query;
|
||||
console.log(`Handling make_move message in game ${gameId} from player ${playerId}: ${{message}}`);
|
||||
|
||||
if (!gameId || !playerId || row === undefined || col === undefined) {
|
||||
this.sendMessage(
|
||||
gameId,
|
||||
'Error: missing gameId, playerId, row, or col',
|
||||
ws,
|
||||
'Error: missing gameId, playerId, row, or col',
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const game = this.games.get(gameId);
|
||||
if (!game) {
|
||||
this.sendMessage(gameId, 'Error: game not found', ws);
|
||||
this.sendMessage(ws, 'Error: game not found');
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -78,15 +75,14 @@ export class WebSocketHandler {
|
|||
)?.[0] as ('black' | 'white') | undefined;
|
||||
if (!playerColor) {
|
||||
this.sendMessage(
|
||||
gameId,
|
||||
'Error: you are not a player in this game',
|
||||
ws,
|
||||
'Error: you are not a player in this game',
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
if (game.currentPlayer !== playerColor) {
|
||||
this.sendMessage(gameId, 'Error: It\'s not your turn', ws);
|
||||
this.sendMessage(ws, "Error: It's not your turn");
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -98,20 +94,21 @@ export class WebSocketHandler {
|
|||
`Move made in game ${game.id} by ${playerId}: (${row}, ${col})`,
|
||||
);
|
||||
} else {
|
||||
this.sendMessage(gameId, result.error || 'Error: invalid move', ws);
|
||||
this.sendMessage(ws, result.error || 'Error: invalid move');
|
||||
}
|
||||
} catch (e: any) {
|
||||
this.sendMessage(gameId, 'Error: ' + e.message, ws);
|
||||
this.sendMessage(ws, 'Error: ' + e.message);
|
||||
}
|
||||
}
|
||||
|
||||
public handleDisconnect(ws: any): void {
|
||||
const gameId = ws.data.gameId;
|
||||
const playerId = ws.data.playerId;
|
||||
public handleDisconnect(ws: WS): void {
|
||||
const {gameId, playerId} = ws.data.query;
|
||||
|
||||
if (gameId && playerId) {
|
||||
const connectionsInGame = this.connections.get(gameId);
|
||||
if (connectionsInGame) {
|
||||
if (!connectionsInGame) {
|
||||
console.error(`Disconnecting WebSocket for player ${playerId} from game ${gameId}, but that game has no connections!`);
|
||||
return;
|
||||
}
|
||||
this.connections.set(
|
||||
gameId,
|
||||
connectionsInGame.filter((conn) => conn !== ws),
|
||||
|
@ -119,15 +116,13 @@ export class WebSocketHandler {
|
|||
if (this.connections.get(gameId)?.length === 0) {
|
||||
this.connections.delete(gameId);
|
||||
}
|
||||
}
|
||||
|
||||
if (this.connections.has(gameId)) {
|
||||
// Notify remaining players about disconnect
|
||||
this.sendMessage(gameId, 'message', `${playerId} disconnected.`);
|
||||
this.sendMessageToGame(gameId, `${playerId} disconnected.`);
|
||||
}
|
||||
console.log(`${playerId} disconnected from game ${gameId}`);
|
||||
}
|
||||
}
|
||||
|
||||
public broadcastGameState(gameId: string): void {
|
||||
const game = this.games.get(gameId);
|
||||
|
@ -139,36 +134,33 @@ export class WebSocketHandler {
|
|||
const connectionsToUpdate = this.connections.get(gameId);
|
||||
if (connectionsToUpdate) {
|
||||
connectionsToUpdate.forEach((ws) => {
|
||||
if (!ws.data.playerId) {
|
||||
console.warn('WebSocket without playerId in game for update', gameId);
|
||||
return;
|
||||
}
|
||||
const {gameId, playerId} = ws.data.query;
|
||||
|
||||
const updatedBoardHtml = renderGameBoardHtml(game, ws.data.playerId);
|
||||
const updatedBoardHtml = renderGameBoardHtml(game, playerId);
|
||||
ws.send(updatedBoardHtml);
|
||||
const updatedPlayerInfoHtml = renderPlayerInfoHtml(
|
||||
game.id,
|
||||
ws.data.playerId,
|
||||
playerId,
|
||||
);
|
||||
ws.send(updatedPlayerInfoHtml);
|
||||
|
||||
if (game.status === 'finished') {
|
||||
if (game.winner === 'draw') {
|
||||
this.sendMessage(gameId, 'Game ended in draw.');
|
||||
this.sendMessageToGame(gameId, 'Game ended in draw.');
|
||||
} else if (game.winner) {
|
||||
this.sendMessage(gameId, `${game.winner.toUpperCase()} wins!`);
|
||||
this.sendMessageToGame(gameId, `${game.winner.toUpperCase()} wins!`);
|
||||
}
|
||||
} else if (game.status === 'playing') {
|
||||
const clientPlayerColor = Object.entries(game.players).find(
|
||||
([_, id]) => id === ws.data.playerId,
|
||||
([_, id]) => id === playerId,
|
||||
)?.[0] as ('black' | 'white') | undefined;
|
||||
if (game.currentPlayer && clientPlayerColor === game.currentPlayer) {
|
||||
this.sendMessage(gameId, "It's your turn!", ws);
|
||||
this.sendMessage(ws, "It's your turn!");
|
||||
} else if (game.currentPlayer) {
|
||||
this.sendMessage(gameId, `Waiting for ${game.currentPlayer}'s move.`, ws);
|
||||
this.sendMessage(ws, `Waiting for ${game.currentPlayer}'s move.`);
|
||||
}
|
||||
} else if (game.status === 'waiting') {
|
||||
this.sendMessage(gameId, 'Waiting for another player...', ws);
|
||||
this.sendMessage(ws, 'Waiting for another player...');
|
||||
}
|
||||
});
|
||||
} else {
|
||||
|
@ -176,12 +168,11 @@ export class WebSocketHandler {
|
|||
}
|
||||
}
|
||||
|
||||
public sendMessage(
|
||||
public sendMessageToGame(
|
||||
gameId: string,
|
||||
message: string,
|
||||
targetWs?: any,
|
||||
): void {
|
||||
const connections = targetWs ? [targetWs] : this.connections.get(gameId);
|
||||
const connections = this.connections.get(gameId);
|
||||
if (connections) {
|
||||
connections.forEach((ws) => {
|
||||
ws.send('<div id="messages">' + message + '</div>')
|
||||
|
@ -189,6 +180,13 @@ export class WebSocketHandler {
|
|||
}
|
||||
}
|
||||
|
||||
public sendMessage(
|
||||
targetWs: WS,
|
||||
message: string,
|
||||
): void {
|
||||
targetWs.send('<div id="messages">' + message + '</div>')
|
||||
}
|
||||
|
||||
public getGame(gameId: string): GameInstance | undefined {
|
||||
return this.games.get(gameId)
|
||||
}
|
||||
|
|
45
src/index.ts
45
src/index.ts
|
@ -4,7 +4,6 @@ import { cookie } from '@elysiajs/cookie';
|
|||
import { WebSocketHandler } from './game/WebSocketHandler';
|
||||
import { GameInstance } from './game/GameInstance';
|
||||
|
||||
// Initialize WebSocketHandler
|
||||
const wsHandler = new WebSocketHandler();
|
||||
|
||||
const app = new Elysia()
|
||||
|
@ -30,48 +29,16 @@ const app = new Elysia()
|
|||
ws.close();
|
||||
return;
|
||||
}
|
||||
|
||||
wsHandler.handleConnection(ws, gameId, playerId);
|
||||
|
||||
const game = wsHandler.getGame(gameId);
|
||||
if (game) {
|
||||
wsHandler.broadcastGameState(game.id);
|
||||
let message = '';
|
||||
if (game.getPlayerCount() === 2 && game.status === 'playing') {
|
||||
message = `${game.currentPlayer}'s turn.`;
|
||||
} else if (game.getPlayerCount() === 1 && game.status === 'waiting') {
|
||||
message = `You are ${playerId}. Waiting for another player to join.`;
|
||||
}
|
||||
wsHandler.sendMessage(game.id, message, ws);
|
||||
} else {
|
||||
ws.send(
|
||||
JSON.stringify({
|
||||
type: 'error',
|
||||
error: 'Game not found after WebSocket connection.',
|
||||
}),
|
||||
);
|
||||
ws.close();
|
||||
}
|
||||
console.log(`WebSocket connected: Player ${playerId} for Game ${gameId}`);
|
||||
wsHandler.handleConnection(ws);
|
||||
},
|
||||
message(ws, message) {
|
||||
let msgString: string;
|
||||
if (message instanceof Buffer) {
|
||||
msgString = message.toString();
|
||||
} else {
|
||||
// Assuming it's always a stringified JSON for 'make_move'
|
||||
msgString = message as string;
|
||||
}
|
||||
wsHandler.handleMessage(ws, msgString);
|
||||
wsHandler.handleMessage(ws, message);
|
||||
},
|
||||
close(ws) {
|
||||
wsHandler.handleDisconnect(ws);
|
||||
},
|
||||
})
|
||||
.get('/', async ({ query, cookie, request }) => {
|
||||
const htmlTemplate = await Bun.file('/home/sepia/gomoku/index.html').text();
|
||||
const urlGameId = query.gameId as string | undefined;
|
||||
|
||||
.get('/', async ({ query, cookie, request: _request }) => {
|
||||
let playerId: string;
|
||||
const existingPlayerId = cookie.playerId?.value;
|
||||
if (existingPlayerId) {
|
||||
|
@ -88,6 +55,7 @@ const app = new Elysia()
|
|||
console.log(`Generated new playerId and set cookie: ${playerId}`);
|
||||
}
|
||||
|
||||
const urlGameId = query.gameId as string | undefined;
|
||||
let game: GameInstance;
|
||||
if (urlGameId) {
|
||||
let existingGame = wsHandler.getGame(urlGameId);
|
||||
|
@ -106,6 +74,7 @@ const app = new Elysia()
|
|||
game.addPlayer(playerId);
|
||||
wsHandler.broadcastGameState(game.id);
|
||||
|
||||
const htmlTemplate = await Bun.file('./index.html').text();
|
||||
let finalHtml = htmlTemplate
|
||||
.replace(
|
||||
'<meta name="gameId" content="" />',
|
||||
|
@ -114,10 +83,6 @@ const app = new Elysia()
|
|||
.replace(
|
||||
'<meta name="playerId" content="" />',
|
||||
`<meta name="playerId" content="${playerId}" />`,
|
||||
)
|
||||
.replace(
|
||||
`<div id="game-link"></div>`,
|
||||
`<div id="game-link">${request.url.split('?')[0]}?gameId=${game.id}</div>`,
|
||||
);
|
||||
|
||||
return new Response(finalHtml, {
|
||||
|
|
Loading…
Reference in New Issue