Get the client to a point where it at least renders the board
This commit is contained in:
parent
3be0c40b64
commit
e8e982c3d6
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@ -0,0 +1,307 @@
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// src/game-client/WebSocketClient.ts
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class WebSocketClient {
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ws = null;
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url;
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messageQueue = [];
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isConnected = false;
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reconnectCount = 0;
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options;
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manualClose = false;
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onMessageHandler = () => {};
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onOpenHandler = () => {};
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onCloseHandler = () => {};
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onErrorHandler = () => {};
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constructor(url, options) {
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this.url = url;
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this.options = {
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reconnectAttempts: 5,
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reconnectInterval: 3000,
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...options,
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};
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}
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connect() {
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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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send(message) {
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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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close() {
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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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onMessage(handler) {
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this.onMessageHandler = handler;
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}
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onOpen(handler) {
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this.onOpenHandler = handler;
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}
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onClose(handler) {
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this.onCloseHandler = handler;
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}
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onError(handler) {
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this.onErrorHandler = handler;
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}
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handleOpen() {
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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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handleMessage(event) {
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this.onMessageHandler(event.data);
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}
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handleClose(event) {
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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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}
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}
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handleError(event) {
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this.onErrorHandler(event);
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}
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flushMessageQueue() {
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while (this.messageQueue.length > 0 && this.isConnected && this.ws) {
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const message = this.messageQueue.shift();
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if (message) {
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this.ws.send(message);
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}
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}
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}
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}
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// src/game-client/GameStateManager.ts
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class GameStateManager {
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gameState;
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stateHistory;
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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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getDefaultGameState() {
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const emptyBoard = 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() {
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return this.gameState;
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}
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updateGameState(newState) {
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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() {
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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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}
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}
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}
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// src/game-client/GameBoardUI.ts
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class GameBoardUI {
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boardElement;
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cells = [];
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onCellClickCallback = null;
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isInteractionEnabled = true;
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constructor(boardElement) {
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this.boardElement = boardElement;
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this.initializeBoard();
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}
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initializeBoard() {
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this.boardElement.innerHTML = '';
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this.boardElement.style.display = 'grid';
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this.boardElement.style.gridTemplateColumns = 'repeat(15, 1fr)';
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this.boardElement.style.width = '450px';
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this.boardElement.style.height = '450px';
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this.boardElement.style.border = '1px solid black';
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for (let row = 0; row < 15; row++) {
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this.cells[row] = [];
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for (let col = 0; col < 15; col++) {
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const cell = document.createElement('div');
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cell.classList.add('board-cell');
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cell.style.width = '30px';
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cell.style.height = '30px';
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cell.style.border = '1px solid #ccc';
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cell.style.boxSizing = 'border-box';
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cell.style.display = 'flex';
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cell.style.justifyContent = 'center';
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cell.style.alignItems = 'center';
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cell.dataset.row = row.toString();
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cell.dataset.col = col.toString();
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cell.addEventListener('click', () => this.handleCellClick(row, col));
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this.boardElement.appendChild(cell);
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this.cells[row][col] = cell;
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}
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}
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}
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updateBoard(gameState) {
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const board = gameState.board;
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const lastMove = { row: -1, col: -1 };
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for (let row = 0; row < 15; row++) {
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for (let col = 0; col < 15; col++) {
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const cell = this.cells[row][col];
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cell.innerHTML = '';
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const stone = board[row][col];
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if (stone) {
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const stoneElement = document.createElement('div');
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stoneElement.style.width = '24px';
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stoneElement.style.height = '24px';
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stoneElement.style.borderRadius = '50%';
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stoneElement.style.backgroundColor =
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stone === 'black' ? 'black' : 'white';
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stoneElement.style.border = '1px solid #333';
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cell.appendChild(stoneElement);
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}
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cell.classList.remove('last-move');
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}
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}
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this.isInteractionEnabled =
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gameState.status === 'playing' && gameState.currentPlayer === 'black';
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this.boardElement.style.pointerEvents = this.isInteractionEnabled
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? 'auto'
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: 'none';
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this.boardElement.style.opacity = this.isInteractionEnabled ? '1' : '0.7';
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console.log(
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`Current Player: ${gameState.currentPlayer}, Status: ${gameState.status}`,
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);
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}
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setOnCellClick(callback) {
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this.onCellClickCallback = callback;
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}
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handleCellClick(row, col) {
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if (this.isInteractionEnabled && this.onCellClickCallback) {
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this.onCellClickCallback(row, col);
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}
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}
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}
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// src/client-entry.ts
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console.log('Gomoku client entry point loaded.');
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var WS_URL = 'ws://localhost:3000/ws';
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var gameStateManager = new GameStateManager();
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var wsClient = new WebSocketClient(WS_URL);
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var gameBoardElement = document.getElementById('game-board');
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console.log('gameBoardElement: ', gameBoardElement);
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var messagesElement = document.getElementById('messages');
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var playerInfoElement = document.getElementById('player-info');
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if (!gameBoardElement || !messagesElement || !playerInfoElement) {
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console.error(
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'Missing essential DOM elements (game-board, messages, or player-info)',
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);
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throw new Error(
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'Missing essential DOM elements (game-board, messages, or player-info)',
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);
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}
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var gameBoardUI = new GameBoardUI(gameBoardElement);
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console.log('GameBoardUI initialized.', gameBoardUI);
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wsClient.onMessage((message) => {
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try {
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const msg = JSON.parse(message);
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console.log('Parsed message:', msg);
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switch (msg.type) {
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case 'game_state':
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gameStateManager.updateGameState(msg.state);
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gameBoardUI.updateBoard(gameStateManager.getGameState());
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console.log('Game state updated: ', gameStateManager.getGameState());
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break;
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case 'move_result':
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if (msg.success) {
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console.log('Move successful!');
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} else {
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console.error(`Move failed: ${msg.error}`);
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gameStateManager.rollbackGameState();
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gameBoardUI.updateBoard(gameStateManager.getGameState());
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}
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break;
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case 'player_joined':
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console.log(`${msg.playerId} joined the game.`);
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break;
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case 'player_disconnected':
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console.log(`${msg.playerId} disconnected.`);
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break;
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case 'ping':
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break;
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default:
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console.log(`Unknown message type: ${msg.type}`);
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}
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} catch (e) {
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console.error(
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'Error parsing WebSocket message:',
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e,
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'Message was:',
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message,
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);
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}
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});
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gameBoardUI.setOnCellClick((row, col) => {
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const moveMessage = {
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type: 'make_move',
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row,
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col,
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};
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console.log('Sending move:', moveMessage);
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wsClient.send(JSON.stringify(moveMessage));
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const currentGameState = gameStateManager.getGameState();
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const nextPlayer =
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currentGameState.currentPlayer === 'black' ? 'white' : 'black';
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const newBoard = currentGameState.board.map((rowArr) => [...rowArr]);
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newBoard[row][col] = currentGameState.currentPlayer;
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const optimisticState = {
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...currentGameState,
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board: newBoard,
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currentPlayer: nextPlayer,
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};
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gameStateManager.updateGameState(optimisticState);
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gameBoardUI.updateBoard(gameStateManager.getGameState());
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});
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wsClient.onOpen(() => {
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console.log('Connected to game server.');
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const playerId = `player-${Math.random().toString(36).substring(2, 9)}`;
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const joinMessage = {
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type: 'join_game',
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gameId: 'some-game-id',
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playerId,
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};
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wsClient.send(JSON.stringify(joinMessage));
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if (playerInfoElement) {
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playerInfoElement.textContent = `You are: ${playerId} (Waiting for game state...)`;
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}
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});
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wsClient.onClose(() => {
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console.log('Disconnected from game server. Attempting to reconnect...');
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});
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wsClient.onError((error) => {
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console.error(
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`WebSocket error: ${error instanceof ErrorEvent ? error.message : String(error)}`,
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);
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});
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wsClient.connect();
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gameBoardUI.updateBoard(gameStateManager.getGameState());
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if (playerInfoElement) {
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playerInfoElement.textContent = `You are: (Connecting...)`;
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}
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@ -0,0 +1,305 @@
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// src/game-client/WebSocketClient.ts
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class WebSocketClient {
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ws = null;
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url;
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messageQueue = [];
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isConnected = false;
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reconnectCount = 0;
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options;
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manualClose = false;
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onMessageHandler = () => {};
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onOpenHandler = () => {};
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onCloseHandler = () => {};
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onErrorHandler = () => {};
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constructor(url, options) {
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this.url = url;
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this.options = {
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reconnectAttempts: 5,
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reconnectInterval: 3000,
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...options,
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};
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}
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connect() {
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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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send(message) {
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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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close() {
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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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onMessage(handler) {
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this.onMessageHandler = handler;
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}
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onOpen(handler) {
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this.onOpenHandler = handler;
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}
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onClose(handler) {
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this.onCloseHandler = handler;
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}
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onError(handler) {
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this.onErrorHandler = handler;
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}
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handleOpen() {
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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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handleMessage(event) {
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this.onMessageHandler(event.data);
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}
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handleClose(event) {
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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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}
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}
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handleError(event) {
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this.onErrorHandler(event);
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}
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flushMessageQueue() {
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while (this.messageQueue.length > 0 && this.isConnected && this.ws) {
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const message = this.messageQueue.shift();
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if (message) {
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this.ws.send(message);
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}
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}
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}
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}
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// src/game-client/GameStateManager.ts
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class GameStateManager {
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gameState;
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stateHistory;
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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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getDefaultGameState() {
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const emptyBoard = 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() {
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return this.gameState;
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}
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updateGameState(newState) {
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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() {
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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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}
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}
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}
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// src/game-client/GameBoardUI.ts
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class GameBoardUI {
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boardElement;
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cells = [];
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onCellClickCallback = null;
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isInteractionEnabled = true;
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constructor(boardElement) {
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this.boardElement = boardElement;
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this.initializeBoard();
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}
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initializeBoard() {
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this.boardElement.innerHTML = '';
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this.boardElement.style.display = 'grid';
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this.boardElement.style.gridTemplateColumns = 'repeat(15, 1fr)';
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this.boardElement.style.width = '450px';
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this.boardElement.style.height = '450px';
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this.boardElement.style.border = '1px solid black';
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for (let row = 0; row < 15; row++) {
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this.cells[row] = [];
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for (let col = 0; col < 15; col++) {
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const cell = document.createElement('div');
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cell.classList.add('board-cell');
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cell.style.width = '30px';
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cell.style.height = '30px';
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cell.style.border = '1px solid #ccc';
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cell.style.boxSizing = 'border-box';
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cell.style.display = 'flex';
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cell.style.justifyContent = 'center';
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cell.style.alignItems = 'center';
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cell.dataset.row = row.toString();
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cell.dataset.col = col.toString();
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cell.addEventListener('click', () => this.handleCellClick(row, col));
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this.boardElement.appendChild(cell);
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this.cells[row][col] = cell;
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}
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}
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}
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updateBoard(gameState) {
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const board = gameState.board;
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const lastMove = { row: -1, col: -1 };
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for (let row = 0; row < 15; row++) {
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for (let col = 0; col < 15; col++) {
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const cell = this.cells[row][col];
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cell.innerHTML = '';
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const stone = board[row][col];
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if (stone) {
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const stoneElement = document.createElement('div');
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stoneElement.style.width = '24px';
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stoneElement.style.height = '24px';
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stoneElement.style.borderRadius = '50%';
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stoneElement.style.backgroundColor =
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stone === 'black' ? 'black' : 'white';
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stoneElement.style.border = '1px solid #333';
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cell.appendChild(stoneElement);
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}
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cell.classList.remove('last-move');
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}
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}
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this.isInteractionEnabled =
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gameState.status === 'playing' && gameState.currentPlayer === 'black';
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this.boardElement.style.pointerEvents = this.isInteractionEnabled
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? 'auto'
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: 'none';
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this.boardElement.style.opacity = this.isInteractionEnabled ? '1' : '0.7';
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console.log(
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`Current Player: ${gameState.currentPlayer}, Status: ${gameState.status}`,
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);
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}
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setOnCellClick(callback) {
|
||||
this.onCellClickCallback = callback;
|
||||
}
|
||||
handleCellClick(row, col) {
|
||||
if (this.isInteractionEnabled && this.onCellClickCallback) {
|
||||
this.onCellClickCallback(row, col);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// src/client-entry.ts
|
||||
console.log('Gomoku client entry point loaded.');
|
||||
var WS_URL = process.env.WS_URL || 'ws://localhost:3000/ws';
|
||||
var gameStateManager = new GameStateManager();
|
||||
var wsClient = new WebSocketClient(WS_URL);
|
||||
var gameBoardElement = document.getElementById('game-board');
|
||||
console.log('gameBoardElement: ', gameBoardElement);
|
||||
var messagesElement = document.getElementById('messages');
|
||||
var playerInfoElement = document.getElementById('player-info');
|
||||
if (!gameBoardElement || !messagesElement || !playerInfoElement) {
|
||||
console.error(
|
||||
'Missing essential DOM elements (game-board, messages, or player-info)',
|
||||
);
|
||||
throw new Error(
|
||||
'Missing essential DOM elements (game-board, messages, or player-info)',
|
||||
);
|
||||
}
|
||||
var gameBoardUI = new GameBoardUI(gameBoardElement);
|
||||
console.log('GameBoardUI initialized.', gameBoardUI);
|
||||
wsClient.onMessage((message) => {
|
||||
try {
|
||||
const msg = JSON.parse(message);
|
||||
console.log('Parsed message:', msg);
|
||||
switch (msg.type) {
|
||||
case 'game_state':
|
||||
gameStateManager.updateGameState(msg.state);
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
console.log('Game state updated: ', gameStateManager.getGameState());
|
||||
break;
|
||||
case 'move_result':
|
||||
if (msg.success) {
|
||||
console.log('Move successful!');
|
||||
} else {
|
||||
console.error(`Move failed: ${msg.error}`);
|
||||
gameStateManager.rollbackGameState();
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
}
|
||||
break;
|
||||
case 'player_joined':
|
||||
console.log(`${msg.playerId} joined the game.`);
|
||||
break;
|
||||
case 'player_disconnected':
|
||||
console.log(`${msg.playerId} disconnected.`);
|
||||
break;
|
||||
case 'ping':
|
||||
break;
|
||||
default:
|
||||
console.log(`Unknown message type: ${msg.type}`);
|
||||
}
|
||||
} catch (e) {
|
||||
console.error(
|
||||
'Error parsing WebSocket message:',
|
||||
e,
|
||||
'Message was:',
|
||||
message,
|
||||
);
|
||||
}
|
||||
});
|
||||
gameBoardUI.setOnCellClick((row, col) => {
|
||||
const moveMessage = {
|
||||
type: 'make_move',
|
||||
row,
|
||||
col,
|
||||
};
|
||||
console.log('Sending move:', moveMessage);
|
||||
wsClient.send(JSON.stringify(moveMessage));
|
||||
const currentGameState = gameStateManager.getGameState();
|
||||
const nextPlayer =
|
||||
currentGameState.currentPlayer === 'black' ? 'white' : 'black';
|
||||
const newBoard = currentGameState.board.map((rowArr) => [...rowArr]);
|
||||
newBoard[row][col] = currentGameState.currentPlayer;
|
||||
const optimisticState = {
|
||||
...currentGameState,
|
||||
board: newBoard,
|
||||
currentPlayer: nextPlayer,
|
||||
};
|
||||
gameStateManager.updateGameState(optimisticState);
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
});
|
||||
wsClient.onOpen(() => {
|
||||
console.log('Connected to game server.');
|
||||
const playerId = `player-${Math.random().toString(36).substring(2, 9)}`;
|
||||
const joinMessage = {
|
||||
type: 'join_game',
|
||||
gameId: 'some-game-id',
|
||||
playerId,
|
||||
};
|
||||
wsClient.send(JSON.stringify(joinMessage));
|
||||
if (playerInfoElement) {
|
||||
playerInfoElement.textContent = `You are: ${playerId} (Waiting for game state...)`;
|
||||
}
|
||||
});
|
||||
wsClient.onClose(() => {
|
||||
console.log('Disconnected from game server. Attempting to reconnect...');
|
||||
});
|
||||
wsClient.onError((error) => {
|
||||
console.error(`WebSocket error: ${error.message}`);
|
||||
});
|
||||
wsClient.connect();
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
if (playerInfoElement) {
|
||||
playerInfoElement.textContent = `You are: (Connecting...)`;
|
||||
}
|
|
@ -0,0 +1,72 @@
|
|||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>Gomoku Game</title>
|
||||
<style>
|
||||
body {
|
||||
font-family: Arial, sans-serif;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
min-height: 100vh;
|
||||
margin: 0;
|
||||
background-color: #f0f0f0;
|
||||
}
|
||||
#game-container {
|
||||
background-color: white;
|
||||
padding: 20px;
|
||||
border-radius: 8px;
|
||||
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
||||
text-align: center;
|
||||
}
|
||||
#game-board {
|
||||
margin-top: 20px;
|
||||
display: grid;
|
||||
border: 1px solid black;
|
||||
}
|
||||
.board-cell {
|
||||
width: 30px;
|
||||
height: 30px;
|
||||
border: 1px solid #ccc;
|
||||
box-sizing: border-box;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
cursor: pointer;
|
||||
}
|
||||
.board-cell:hover {
|
||||
background-color: #e0e0e0;
|
||||
}
|
||||
.board-cell > div {
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
border-radius: 50%;
|
||||
border: 1px solid #333;
|
||||
}
|
||||
.last-move {
|
||||
box-shadow: 0 0 5px 3px rgba(255, 255, 0, 0.7); /* Yellow glow */
|
||||
}
|
||||
#messages {
|
||||
margin-top: 10px;
|
||||
font-size: 0.9em;
|
||||
color: #555;
|
||||
}
|
||||
#player-info {
|
||||
margin-top: 10px;
|
||||
font-weight: bold;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="game-container">
|
||||
<h1>Gomoku</h1>
|
||||
<div id="player-info"></div>
|
||||
<div id="game-board"></div>
|
||||
<div id="messages"></div>
|
||||
</div>
|
||||
<script type="module" src="./dist/bundle.js"></script>
|
||||
</body>
|
||||
</html>
|
2
justfile
2
justfile
|
@ -10,7 +10,7 @@ dev:
|
|||
|
||||
# Build the project
|
||||
build:
|
||||
bun run build
|
||||
bun build src/client-entry.ts --outfile dist/bundle.js --define "process.env.WS_URL='ws://localhost:3000/ws'"
|
||||
|
||||
# Run tests
|
||||
test:
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
"name": "gomoku",
|
||||
"version": "1.0.50",
|
||||
"dependencies": {
|
||||
"@elysiajs/static": "^1.3.0",
|
||||
"elysia": "latest",
|
||||
"uuid": "^11.1.0"
|
||||
},
|
||||
|
|
|
@ -0,0 +1,139 @@
|
|||
// src/client-entry.ts
|
||||
|
||||
import { WebSocketClient } from './game-client/WebSocketClient';
|
||||
import {
|
||||
GameStateManager,
|
||||
GameStateType,
|
||||
} from './game-client/GameStateManager';
|
||||
import { GameBoardUI } from './game-client/GameBoardUI';
|
||||
|
||||
console.log('Gomoku client entry point loaded.');
|
||||
|
||||
const WS_URL = process.env.WS_URL || 'ws://localhost:3000/ws';
|
||||
|
||||
// Initialize components
|
||||
const gameStateManager = new GameStateManager();
|
||||
const wsClient = new WebSocketClient(WS_URL);
|
||||
|
||||
const gameBoardElement = document.getElementById('game-board');
|
||||
console.log('gameBoardElement: ', gameBoardElement); // Log to check if element is found
|
||||
|
||||
const messagesElement = document.getElementById('messages');
|
||||
const playerInfoElement = document.getElementById('player-info');
|
||||
|
||||
if (!gameBoardElement || !messagesElement || !playerInfoElement) {
|
||||
console.error(
|
||||
'Missing essential DOM elements (game-board, messages, or player-info)',
|
||||
);
|
||||
throw new Error(
|
||||
'Missing essential DOM elements (game-board, messages, or player-info)',
|
||||
);
|
||||
}
|
||||
|
||||
const gameBoardUI = new GameBoardUI(gameBoardElement);
|
||||
console.log('GameBoardUI initialized.', gameBoardUI); // Log to confirm GameBoardUI construction
|
||||
|
||||
// --- Event Handlers and Wiring ---
|
||||
|
||||
// WebSocketClient -> GameStateManager -> GameBoardUI
|
||||
wsClient.onMessage((message) => {
|
||||
try {
|
||||
const msg = JSON.parse(message);
|
||||
console.log('Parsed message:', msg);
|
||||
|
||||
switch (msg.type) {
|
||||
case 'game_state':
|
||||
gameStateManager.updateGameState(msg.state as GameStateType);
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
console.log('Game state updated: ', gameStateManager.getGameState());
|
||||
break;
|
||||
case 'move_result':
|
||||
if (msg.success) {
|
||||
console.log('Move successful!');
|
||||
} else {
|
||||
console.error(`Move failed: ${msg.error}`);
|
||||
gameStateManager.rollbackGameState();
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState()); // Re-render after rollback
|
||||
}
|
||||
break;
|
||||
case 'player_joined':
|
||||
console.log(`${msg.playerId} joined the game.`);
|
||||
break;
|
||||
case 'player_disconnected':
|
||||
console.log(`${msg.playerId} disconnected.`);
|
||||
break;
|
||||
case 'ping':
|
||||
break;
|
||||
default:
|
||||
console.log(`Unknown message type: ${msg.type}`);
|
||||
}
|
||||
} catch (e) {
|
||||
console.error(
|
||||
'Error parsing WebSocket message:',
|
||||
e,
|
||||
'Message was:',
|
||||
message,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// GameBoardUI -> WebSocketClient (for making moves)
|
||||
gameBoardUI.setOnCellClick((row, col) => {
|
||||
const moveMessage = {
|
||||
type: 'make_move',
|
||||
row: row,
|
||||
col: col,
|
||||
};
|
||||
console.log('Sending move:', moveMessage);
|
||||
wsClient.send(JSON.stringify(moveMessage));
|
||||
|
||||
// Optimistic Update: Apply the move to local state immediately
|
||||
const currentGameState = gameStateManager.getGameState();
|
||||
const nextPlayer =
|
||||
currentGameState.currentPlayer === 'black' ? 'white' : 'black';
|
||||
const newBoard = currentGameState.board.map((rowArr) => [...rowArr]); // Deep copy board
|
||||
newBoard[row][col] = currentGameState.currentPlayer; // Place stone optimistically
|
||||
|
||||
const optimisticState: GameStateType = {
|
||||
...currentGameState,
|
||||
board: newBoard,
|
||||
currentPlayer: nextPlayer, // Optimistically switch turn
|
||||
};
|
||||
gameStateManager.updateGameState(optimisticState);
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
});
|
||||
|
||||
// WebSocketClient connection status messages
|
||||
wsClient.onOpen(() => {
|
||||
console.log('Connected to game server.');
|
||||
const playerId = `player-${Math.random().toString(36).substring(2, 9)}`;
|
||||
const joinMessage = {
|
||||
type: 'join_game',
|
||||
gameId: 'some-game-id',
|
||||
playerId: playerId,
|
||||
};
|
||||
wsClient.send(JSON.stringify(joinMessage));
|
||||
if (playerInfoElement) {
|
||||
playerInfoElement.textContent = `You are: ${playerId} (Waiting for game state...)`;
|
||||
}
|
||||
});
|
||||
|
||||
wsClient.onClose(() => {
|
||||
console.log('Disconnected from game server. Attempting to reconnect...');
|
||||
});
|
||||
|
||||
wsClient.onError((error: Event) => {
|
||||
console.error(
|
||||
`WebSocket error: ${error instanceof ErrorEvent ? error.message : String(error)}`,
|
||||
);
|
||||
});
|
||||
|
||||
// --- Start Connection ---
|
||||
wsClient.connect();
|
||||
|
||||
// Initial board render (empty board until server sends state)
|
||||
gameBoardUI.updateBoard(gameStateManager.getGameState());
|
||||
// Initial setup for player info
|
||||
if (playerInfoElement) {
|
||||
playerInfoElement.textContent = `You are: (Connecting...)`;
|
||||
}
|
|
@ -0,0 +1,103 @@
|
|||
// src/game-client/GameBoardUI.ts
|
||||
|
||||
import { GameStateType } from './GameStateManager';
|
||||
|
||||
export class GameBoardUI {
|
||||
private boardElement: HTMLElement;
|
||||
private cells: HTMLElement[][] = [];
|
||||
private onCellClickCallback: ((row: number, col: number) => void) | null =
|
||||
null;
|
||||
private isInteractionEnabled: boolean = true;
|
||||
|
||||
constructor(boardElement: HTMLElement) {
|
||||
this.boardElement = boardElement;
|
||||
this.initializeBoard();
|
||||
}
|
||||
|
||||
private initializeBoard(): void {
|
||||
this.boardElement.innerHTML = ''; // Clear existing content
|
||||
this.boardElement.style.display = 'grid';
|
||||
this.boardElement.style.gridTemplateColumns = 'repeat(15, 1fr)';
|
||||
this.boardElement.style.width = '450px'; // 15*30px, assuming cell size
|
||||
this.boardElement.style.height = '450px';
|
||||
this.boardElement.style.border = '1px solid black';
|
||||
|
||||
for (let row = 0; row < 15; row++) {
|
||||
this.cells[row] = [];
|
||||
for (let col = 0; col < 15; col++) {
|
||||
const cell = document.createElement('div');
|
||||
cell.classList.add('board-cell');
|
||||
cell.style.width = '30px';
|
||||
cell.style.height = '30px';
|
||||
cell.style.border = '1px solid #ccc';
|
||||
cell.style.boxSizing = 'border-box';
|
||||
cell.style.display = 'flex';
|
||||
cell.style.justifyContent = 'center';
|
||||
cell.style.alignItems = 'center';
|
||||
cell.dataset.row = row.toString();
|
||||
cell.dataset.col = col.toString();
|
||||
cell.addEventListener('click', () => this.handleCellClick(row, col));
|
||||
this.boardElement.appendChild(cell);
|
||||
this.cells[row][col] = cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public updateBoard(gameState: GameStateType): void {
|
||||
const board = gameState.board;
|
||||
const lastMove = { row: -1, col: -1 }; // Placeholder for last move highlighting (needs actual last move from state)
|
||||
|
||||
for (let row = 0; row < 15; row++) {
|
||||
for (let col = 0; col < 15; col++) {
|
||||
const cell = this.cells[row][col];
|
||||
cell.innerHTML = ''; // Clear previous stone
|
||||
|
||||
const stone = board[row][col];
|
||||
if (stone) {
|
||||
const stoneElement = document.createElement('div');
|
||||
stoneElement.style.width = '24px';
|
||||
stoneElement.style.height = '24px';
|
||||
stoneElement.style.borderRadius = '50%';
|
||||
stoneElement.style.backgroundColor =
|
||||
stone === 'black' ? 'black' : 'white';
|
||||
stoneElement.style.border = '1px solid #333';
|
||||
cell.appendChild(stoneElement);
|
||||
}
|
||||
|
||||
// Remove highlight from previous last moves
|
||||
cell.classList.remove('last-move');
|
||||
}
|
||||
}
|
||||
|
||||
// Apply highlight to the last move (this would require 'lastMove' to be part of GameStateType)
|
||||
// if (lastMove.row !== -1) {
|
||||
// this.cells[lastMove.row][lastMove.col].classList.add('last-move');
|
||||
// }
|
||||
|
||||
// Disable interaction if it's not our turn or game is over
|
||||
// This logic needs to know which player 'we' are, and the current player from gameState
|
||||
// For simplicity, let's assume 'black' is the client for now, and enable/disable
|
||||
// based on if it's black's turn. This will need refinement for multi-player.
|
||||
this.isInteractionEnabled =
|
||||
gameState.status === 'playing' && gameState.currentPlayer === 'black'; // Simplified for now
|
||||
this.boardElement.style.pointerEvents = this.isInteractionEnabled
|
||||
? 'auto'
|
||||
: 'none';
|
||||
this.boardElement.style.opacity = this.isInteractionEnabled ? '1' : '0.7';
|
||||
|
||||
// Update turn indicator and status (these elements would need to be passed in or managed by a parent UI component)
|
||||
console.log(
|
||||
`Current Player: ${gameState.currentPlayer}, Status: ${gameState.status}`,
|
||||
);
|
||||
}
|
||||
|
||||
public setOnCellClick(callback: (row: number, col: number) => void): void {
|
||||
this.onCellClickCallback = callback;
|
||||
}
|
||||
|
||||
private handleCellClick(row: number, col: number): void {
|
||||
if (this.isInteractionEnabled && this.onCellClickCallback) {
|
||||
this.onCellClickCallback(row, col);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,90 +1,91 @@
|
|||
|
||||
import { expect, test, describe, beforeEach, afterEach, mock } from 'bun:test';
|
||||
import { GameStateManager } from './GameStateManager';
|
||||
import { GameStateManager, GameStateType } from './GameStateManager';
|
||||
|
||||
describe('GameStateManager', () => {
|
||||
let gameStateManager: GameStateManager;
|
||||
let gameStateManager: GameStateManager;
|
||||
|
||||
beforeEach(() => {
|
||||
// Initialize a fresh GameStateManager before each test
|
||||
gameStateManager = new GameStateManager();
|
||||
beforeEach(() => {
|
||||
// Initialize a fresh GameStateManager before each test
|
||||
gameStateManager = new GameStateManager();
|
||||
});
|
||||
|
||||
test('should initialize with a default empty game state', () => {
|
||||
const initialState = gameStateManager.getGameState();
|
||||
expect(initialState).toEqual({
|
||||
id: '',
|
||||
board: Array(15).fill(Array(15).fill(null)),
|
||||
currentPlayer: 'black',
|
||||
status: 'waiting',
|
||||
winner: null,
|
||||
players: {},
|
||||
});
|
||||
});
|
||||
|
||||
test('should initialize with a default empty game state', () => {
|
||||
const initialState = gameStateManager.getGameState();
|
||||
expect(initialState).toEqual({
|
||||
id: '',
|
||||
board: Array(15).fill(Array(15).fill(null)),
|
||||
currentPlayer: 'black',
|
||||
status: 'waiting',
|
||||
winner: null,
|
||||
players: {},
|
||||
});
|
||||
});
|
||||
test('should update game state from server updates', () => {
|
||||
const serverState = {
|
||||
id: 'game123',
|
||||
board: Array.from({ length: 15 }, () => Array(15).fill(null)),
|
||||
currentPlayer: 'white' as 'black' | 'white',
|
||||
status: 'playing' as 'waiting' | 'playing' | 'finished',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(serverState);
|
||||
expect(gameStateManager.getGameState()).toEqual(serverState);
|
||||
});
|
||||
|
||||
test('should update game state from server updates', () => {
|
||||
const serverState = {
|
||||
id: 'game123',
|
||||
board: Array(15).fill(Array(15).fill(null)),
|
||||
currentPlayer: 'white',
|
||||
status: 'playing',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(serverState);
|
||||
expect(gameStateManager.getGameState()).toEqual(serverState);
|
||||
});
|
||||
test('should handle optimistic updates for making a move', () => {
|
||||
const initialBoard = Array.from({ length: 15 }, () => Array(15).fill(null));
|
||||
initialBoard[7][7] = 'black'; // Simulate an optimistic move
|
||||
|
||||
test('should handle optimistic updates for making a move', () => {
|
||||
const initialBoard = Array(15).fill(Array(15).fill(null));
|
||||
initialBoard[7][7] = 'black'; // Simulate an optimistic move
|
||||
const optimisticState = {
|
||||
id: 'game123',
|
||||
board: initialBoard,
|
||||
currentPlayer: 'white' as 'black' | 'white', // Turn changes optimistically
|
||||
status: 'playing' as 'waiting' | 'playing' | 'finished',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
|
||||
const optimisticState = {
|
||||
id: 'game123',
|
||||
board: initialBoard,
|
||||
currentPlayer: 'white', // Turn changes optimistically
|
||||
status: 'playing',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(optimisticState);
|
||||
expect(gameStateManager.getGameState().board[7][7]).toEqual('black');
|
||||
expect(gameStateManager.getGameState().currentPlayer).toEqual('white');
|
||||
});
|
||||
|
||||
gameStateManager.updateGameState(optimisticState);
|
||||
expect(gameStateManager.getGameState().board[7][7]).toEqual('black');
|
||||
expect(gameStateManager.getGameState().currentPlayer).toEqual('white');
|
||||
});
|
||||
test('should rollback optimistic updates if server rejects move', () => {
|
||||
const initialServerState = {
|
||||
id: 'game123',
|
||||
board: Array.from({ length: 15 }, () => Array(15).fill(null)),
|
||||
currentPlayer: 'black' as 'black' | 'white',
|
||||
status: 'playing' as 'waiting' | 'playing' | 'finished',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(initialServerState);
|
||||
|
||||
test('should rollback optimistic updates if server rejects move', () => {
|
||||
const initialServerState = {
|
||||
id: 'game123',
|
||||
board: Array(15).fill(Array(15).fill(null)),
|
||||
currentPlayer: 'black',
|
||||
status: 'playing',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(initialServerState);
|
||||
// Optimistic update
|
||||
const optimisticBoard = Array.from({ length: 15 }, () =>
|
||||
Array(15).fill(null),
|
||||
);
|
||||
optimisticBoard[7][7] = 'black';
|
||||
const optimisticState = {
|
||||
id: 'game123',
|
||||
board: optimisticBoard,
|
||||
currentPlayer: 'white' as 'black' | 'white',
|
||||
status: 'playing' as 'waiting' | 'playing' | 'finished',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(optimisticState);
|
||||
|
||||
// Optimistic update
|
||||
const optimisticBoard = Array(15).fill(Array(15).fill(null));
|
||||
optimisticBoard[7][7] = 'black';
|
||||
const optimisticState = {
|
||||
id: 'game123',
|
||||
board: optimisticBoard,
|
||||
currentPlayer: 'white',
|
||||
status: 'playing',
|
||||
winner: null,
|
||||
players: { black: 'playerA', white: 'playerB' },
|
||||
};
|
||||
gameStateManager.updateGameState(optimisticState);
|
||||
// Server rejection - rollback to initial state
|
||||
gameStateManager.rollbackGameState(); // This method will be implemented
|
||||
expect(gameStateManager.getGameState()).toEqual(initialServerState);
|
||||
});
|
||||
|
||||
// Server rejection - rollback to initial state
|
||||
gameStateManager.rollbackGameState(); // This method will be implemented
|
||||
expect(gameStateManager.getGameState()).toEqual(initialServerState);
|
||||
});
|
||||
|
||||
// Add more tests for:
|
||||
// - Win conditions
|
||||
// - Draw conditions
|
||||
// - Invalid moves (already occupied, out of bounds - though this might be server-side validation primarily)
|
||||
// - Player disconnection/reconnection behavior
|
||||
// Add more tests for:
|
||||
// - Win conditions
|
||||
// - Draw conditions
|
||||
// - Invalid moves (already occupied, out of bounds - though this might be server-side validation primarily)
|
||||
// - Player disconnection/reconnection behavior
|
||||
});
|
||||
|
|
|
@ -1,50 +1,52 @@
|
|||
export interface GameStateType {
|
||||
id: string;
|
||||
board: (null | 'black' | 'white')[][];
|
||||
currentPlayer: 'black' | 'white';
|
||||
status: 'waiting' | 'playing' | 'finished';
|
||||
winner: null | 'black' | 'white' | 'draw';
|
||||
players: { black?: string, white?: string };
|
||||
id: string;
|
||||
board: (null | 'black' | 'white')[][];
|
||||
currentPlayer: 'black' | 'white';
|
||||
status: 'waiting' | 'playing' | 'finished';
|
||||
winner: null | 'black' | 'white' | 'draw';
|
||||
players: { black?: string; white?: string };
|
||||
}
|
||||
|
||||
export class GameStateManager {
|
||||
private gameState: GameStateType;
|
||||
private stateHistory: GameStateType[];
|
||||
private gameState: GameStateType;
|
||||
private stateHistory: GameStateType[];
|
||||
|
||||
constructor() {
|
||||
this.gameState = this.getDefaultGameState();
|
||||
this.stateHistory = [];
|
||||
}
|
||||
constructor() {
|
||||
this.gameState = this.getDefaultGameState();
|
||||
this.stateHistory = [];
|
||||
}
|
||||
|
||||
private getDefaultGameState(): GameStateType {
|
||||
const emptyBoard: (null | 'black' | 'white')[][] = Array(15).fill(null).map(() => Array(15).fill(null));
|
||||
return {
|
||||
id: '',
|
||||
board: emptyBoard,
|
||||
currentPlayer: 'black',
|
||||
status: 'waiting',
|
||||
winner: null,
|
||||
players: {},
|
||||
};
|
||||
}
|
||||
private getDefaultGameState(): GameStateType {
|
||||
const emptyBoard: (null | 'black' | 'white')[][] = Array(15)
|
||||
.fill(null)
|
||||
.map(() => Array(15).fill(null));
|
||||
return {
|
||||
id: '',
|
||||
board: emptyBoard,
|
||||
currentPlayer: 'black',
|
||||
status: 'waiting',
|
||||
winner: null,
|
||||
players: {},
|
||||
};
|
||||
}
|
||||
|
||||
getGameState(): GameStateType {
|
||||
return this.gameState;
|
||||
}
|
||||
getGameState(): GameStateType {
|
||||
return this.gameState;
|
||||
}
|
||||
|
||||
updateGameState(newState: GameStateType): void {
|
||||
// Store a deep copy of the current state before updating
|
||||
// This is crucial for rollback to work correctly, as objects are passed by reference.
|
||||
this.stateHistory.push(JSON.parse(JSON.stringify(this.gameState)));
|
||||
this.gameState = newState;
|
||||
}
|
||||
updateGameState(newState: GameStateType): void {
|
||||
// Store a deep copy of the current state before updating
|
||||
// This is crucial for rollback to work correctly, as objects are passed by reference.
|
||||
this.stateHistory.push(JSON.parse(JSON.stringify(this.gameState)));
|
||||
this.gameState = newState;
|
||||
}
|
||||
|
||||
rollbackGameState(): void {
|
||||
if (this.stateHistory.length > 0) {
|
||||
this.gameState = this.stateHistory.pop()!;
|
||||
} else {
|
||||
console.warn("No previous state to rollback to.");
|
||||
// Optionally, throw an error or reset to default state here
|
||||
}
|
||||
rollbackGameState(): void {
|
||||
if (this.stateHistory.length > 0) {
|
||||
this.gameState = this.stateHistory.pop()!;
|
||||
} else {
|
||||
console.warn('No previous state to rollback to.');
|
||||
// Optionally, throw an error or reset to default state here
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,10 +3,20 @@ import { WebSocketClient } from './WebSocketClient';
|
|||
|
||||
// Define MockWebSocket as a regular class
|
||||
class MockWebSocket {
|
||||
onopen: ((this: WebSocket, ev: Event) => any) | null = null;
|
||||
onmessage: ((this: WebSocket, ev: MessageEvent<any>) => any) | null = null;
|
||||
onclose: ((this: WebSocket, ev: CloseEvent) => any) | null = null;
|
||||
onerror: ((this: WebSocket, ev: Event) => any) | null = null;
|
||||
static CONNECTING = 0;
|
||||
static OPEN = 1;
|
||||
static CLOSING = 2;
|
||||
static CLOSED = 3;
|
||||
|
||||
constructor(url?: string) {
|
||||
// In a real scenario, you might do something with the URL
|
||||
// For this mock, we just need to accept it.
|
||||
}
|
||||
|
||||
onopen: ((this: any, ev: Event) => any) | null = null;
|
||||
onmessage: ((this: any, ev: MessageEvent<any>) => any) | null = null;
|
||||
onclose: ((this: any, ev: CloseEvent) => any) | null = null;
|
||||
onerror: ((this: any, ev: Event) => any) | null = null;
|
||||
readyState: number = 0; // 0: CONNECTING, 1: OPEN, 2: CLOSING, 3: CLOSED
|
||||
|
||||
// Using a plain function for send/close to simplify.
|
||||
|
@ -54,7 +64,7 @@ describe('WebSocketClient', () => {
|
|||
const url = 'ws://localhost:8080';
|
||||
|
||||
// Using a mock function to wrap the actual global WebSocket constructor
|
||||
let globalWebSocketConstructorMock: ReturnType<typeof mock>;
|
||||
let globalWebSocketConstructorMock: typeof WebSocket;
|
||||
|
||||
beforeEach(() => {
|
||||
// Clear instances and reset mocks before each test
|
||||
|
@ -64,21 +74,16 @@ describe('WebSocketClient', () => {
|
|||
// creates a new MockWebSocket instance, pushes it to our global tracker,
|
||||
// and then spies on its send and close methods.<
|
||||
globalWebSocketConstructorMock = mock((url: string) => {
|
||||
const instance = new MockWebSocket(url);
|
||||
createdMockWebSockets.push(instance);
|
||||
const instance = new MockWebSocket(url);
|
||||
createdMockWebSockets.push(instance);
|
||||
|
||||
// Wrap send and close methods in mock functions for call tracking
|
||||
// We do this directly on the instance for each new WebSocket.
|
||||
// Using mock() directly on the method reference, and binding 'this'
|
||||
// to ensure it operates in the context of the instance.
|
||||
(instance as any).send = mock(instance.send.bind(instance));
|
||||
(instance as any).close = mock(instance.close.bind(instance));
|
||||
(instance as any).send = mock(instance.send.bind(instance));
|
||||
(instance as any).close = mock(instance.close.bind(instance));
|
||||
|
||||
return instance;
|
||||
}) as any; // Cast as any to satisfy TypeScript for global assignment
|
||||
return instance;
|
||||
}) as unknown as typeof WebSocket;
|
||||
|
||||
global.WebSocket = globalWebSocketConstructorMock;
|
||||
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
|
@ -165,21 +170,28 @@ describe('WebSocketClient', () => {
|
|||
client.send('queued message 2');
|
||||
|
||||
// Simulate reconnection after a short delay
|
||||
await new Promise(resolve => setTimeout(resolve, 20)); // Allow for reconnectInterval
|
||||
await new Promise((resolve) => setTimeout(resolve, 20)); // Allow for reconnectInterval
|
||||
expect(createdMockWebSockets.length).toBe(2); // New instance created for reconnection
|
||||
createdMockWebSockets[1]._simulateOpen(); // Simulate new connection opening
|
||||
|
||||
// Wait for messages to be flushed
|
||||
await new Promise(resolve => setTimeout(resolve, 5));
|
||||
await new Promise((resolve) => setTimeout(resolve, 5));
|
||||
|
||||
expect(createdMockWebSockets[1].send).toHaveBeenCalledWith('queued message 1');
|
||||
expect(createdMockWebSockets[1].send).toHaveBeenCalledWith('queued message 2');
|
||||
expect(createdMockWebSockets[1].send).toHaveBeenCalledWith(
|
||||
'queued message 1',
|
||||
);
|
||||
expect(createdMockWebSockets[1].send).toHaveBeenCalledWith(
|
||||
'queued message 2',
|
||||
);
|
||||
|
||||
expect(onOpenMock).toHaveBeenCalledTimes(1); // onOpen should be called on successful reconnection
|
||||
});
|
||||
|
||||
it('should not attempt to reconnect if explicitly closed', async () => {
|
||||
client = new WebSocketClient(url, { reconnectAttempts: 3, reconnectInterval: 10 });
|
||||
client = new WebSocketClient(url, {
|
||||
reconnectAttempts: 3,
|
||||
reconnectInterval: 10,
|
||||
});
|
||||
const onCloseMock = mock(() => {});
|
||||
client.onClose(onCloseMock);
|
||||
|
||||
|
@ -188,10 +200,9 @@ describe('WebSocketClient', () => {
|
|||
client.close(); // Explicitly close
|
||||
|
||||
// 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.
|
||||
await new Promise(resolve => setTimeout(resolve, 50)); // (reconnectAttempts * reconnectInterval) + buffer
|
||||
await new Promise((resolve) => setTimeout(resolve, 50)); // (reconnectAttempts * reconnectInterval) + buffer
|
||||
|
||||
expect(createdMockWebSockets.length).toBe(1); // Only the initial one
|
||||
expect(onCloseMock).toHaveBeenCalledTimes(1); // onClose should be called
|
||||
});
|
||||
|
||||
});
|
||||
|
|
|
@ -85,7 +85,10 @@ export class WebSocketClient {
|
|||
private handleClose(event: CloseEvent): void {
|
||||
this.isConnected = false;
|
||||
this.onCloseHandler(event.code, event.reason);
|
||||
if (!this.manualClose && this.reconnectCount < this.options.reconnectAttempts!) {
|
||||
if (
|
||||
!this.manualClose &&
|
||||
this.reconnectCount < this.options.reconnectAttempts!
|
||||
) {
|
||||
this.reconnectCount++;
|
||||
setTimeout(() => this.connect(), this.options.reconnectInterval);
|
||||
}
|
||||
|
|
|
@ -179,203 +179,229 @@ describe('WebSocketHandler', () => {
|
|||
);
|
||||
});
|
||||
});
|
||||
it('should notify other players and remove a disconnected player', () => {
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
it('should notify other players and remove a disconnected player', () => {
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
// Player 1
|
||||
let mockWsData1: { request: {}; gameId?: string; playerId?: string } = { request: {} };
|
||||
const mockWs1: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs1._messageCallback = callback;
|
||||
if (event === 'close') mockWs1._closeCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
_closeCallback: null,
|
||||
data: mockWsData1,
|
||||
};
|
||||
// Player 1
|
||||
let mockWsData1: { request: {}; gameId?: string; playerId?: string } = {
|
||||
request: {},
|
||||
};
|
||||
const mockWs1: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs1._messageCallback = callback;
|
||||
if (event === 'close') mockWs1._closeCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
_closeCallback: null,
|
||||
data: mockWsData1,
|
||||
};
|
||||
|
||||
// Player 2
|
||||
let mockWsData2: { request: {}; gameId?: string; playerId?: string } = { request: {} };
|
||||
const mockWs2: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs2._messageCallback = callback;
|
||||
if (event === 'close') mockWs2._closeCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
_closeCallback: null,
|
||||
data: mockWsData2,
|
||||
};
|
||||
// Player 2
|
||||
let mockWsData2: { request: {}; gameId?: string; playerId?: string } = {
|
||||
request: {},
|
||||
};
|
||||
const mockWs2: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs2._messageCallback = callback;
|
||||
if (event === 'close') mockWs2._closeCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
_closeCallback: null,
|
||||
data: mockWsData2,
|
||||
};
|
||||
|
||||
const triggerMessageForWs = (ws: any, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
const triggerMessageForWs = (ws: any, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
|
||||
const triggerCloseForWs = (ws: any) => {
|
||||
if (ws._closeCallback) {
|
||||
ws._closeCallback();
|
||||
}
|
||||
};
|
||||
const triggerCloseForWs = (ws: any) => {
|
||||
if (ws._closeCallback) {
|
||||
ws._closeCallback();
|
||||
}
|
||||
};
|
||||
|
||||
// Player 1 joins, creates game
|
||||
webSocketHandler.handleConnection(mockWs1, mockWs1.data.request);
|
||||
triggerMessageForWs(mockWs1, JSON.stringify({ type: 'join_game', playerId: 'player1' }));
|
||||
mockWs1.data.gameId = mockWsData1.gameId;
|
||||
mockWs1.data.playerId = 'player1';
|
||||
// Player 1 joins, creates game
|
||||
webSocketHandler.handleConnection(mockWs1, mockWs1.data.request);
|
||||
triggerMessageForWs(
|
||||
mockWs1,
|
||||
JSON.stringify({ type: 'join_game', playerId: 'player1' }),
|
||||
);
|
||||
mockWs1.data.gameId = mockWsData1.gameId;
|
||||
mockWs1.data.playerId = 'player1';
|
||||
|
||||
// Player 2 joins same game
|
||||
webSocketHandler.handleConnection(mockWs2, mockWs2.data.request);
|
||||
triggerMessageForWs(mockWs2, JSON.stringify({ type: 'join_game', gameId: mockWsData1.gameId, playerId: 'player2' }));
|
||||
mockWs2.data.gameId = mockWsData1.gameId;
|
||||
mockWs2.data.playerId = 'player2';
|
||||
|
||||
// Player 2 disconnects
|
||||
mockWs1.send.mockClear(); // Clear P1's send history before P2 disconnects
|
||||
triggerCloseForWs(mockWs2);
|
||||
|
||||
// Expect Player 1 to receive player_disconnected message
|
||||
expect(mockWs1.send).toHaveBeenCalledTimes(1);
|
||||
const receivedMessage = JSON.parse(mockWs1.send.mock.calls[0][0]);
|
||||
expect(receivedMessage.type).toBe('player_disconnected');
|
||||
expect(receivedMessage.playerId).toBe('player2');
|
||||
expect(receivedMessage.gameId).toBe(mockWsData1.gameId);
|
||||
|
||||
// Verify connections map is updated (Player 2 removed)
|
||||
// @ts-ignore
|
||||
expect(webSocketHandler.connections.get(mockWsData1.gameId)).toContain(mockWs1);
|
||||
// @ts-ignore
|
||||
expect(webSocketHandler.connections.get(mockWsData1.gameId)).not.toContain(mockWs2);
|
||||
});
|
||||
it('should broadcast game state to other players when a new player joins', () => {
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
let mockWsData1: { request: {}; gameId?: string; playerId?: string } = { request: {} };
|
||||
const mockWs1: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs1._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData1,
|
||||
};
|
||||
|
||||
let mockWsData2: { request: {}; gameId?: string; playerId?: string } = { request: {} };
|
||||
const mockWs2: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs2._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData2,
|
||||
};
|
||||
|
||||
const triggerMessageForWs = (ws: any, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
|
||||
// Player 1 joins and creates a new game
|
||||
webSocketHandler.handleConnection(mockWs1, mockWs1.data.request);
|
||||
const joinGameMessage1 = JSON.stringify({
|
||||
// Player 2 joins same game
|
||||
webSocketHandler.handleConnection(mockWs2, mockWs2.data.request);
|
||||
triggerMessageForWs(
|
||||
mockWs2,
|
||||
JSON.stringify({
|
||||
type: 'join_game',
|
||||
playerId: 'player1',
|
||||
});
|
||||
triggerMessageForWs(mockWs1, joinGameMessage1);
|
||||
const player1GameId = mockWsData1.gameId;
|
||||
|
||||
// Player 2 joins the same game
|
||||
webSocketHandler.handleConnection(mockWs2, mockWs2.data.request);
|
||||
const joinGameMessage2 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
gameId: player1GameId,
|
||||
gameId: mockWsData1.gameId,
|
||||
playerId: 'player2',
|
||||
});
|
||||
triggerMessageForWs(mockWs2, joinGameMessage2);
|
||||
}),
|
||||
);
|
||||
mockWs2.data.gameId = mockWsData1.gameId;
|
||||
mockWs2.data.playerId = 'player2';
|
||||
|
||||
// Check that Player 1 received the game_state update after Player 2 joined
|
||||
// Player 1 should have received two messages: initial join and then game_state after P2 joins
|
||||
expect(mockWs1.send).toHaveBeenCalledTimes(2);
|
||||
const secondCallArgs = mockWs1.send.mock.calls[1][0];
|
||||
const receivedMessage = JSON.parse(secondCallArgs);
|
||||
// Player 2 disconnects
|
||||
mockWs1.send.mockClear(); // Clear P1's send history before P2 disconnects
|
||||
triggerCloseForWs(mockWs2);
|
||||
|
||||
expect(receivedMessage.type).toBe('game_state');
|
||||
expect(receivedMessage.state.players.black).toBe('player1');
|
||||
expect(receivedMessage.state.players.white).toBe('player2');
|
||||
// Expect Player 1 to receive player_disconnected message
|
||||
expect(mockWs1.send).toHaveBeenCalledTimes(1);
|
||||
const receivedMessage = JSON.parse(mockWs1.send.mock.calls[0][0]);
|
||||
expect(receivedMessage.type).toBe('player_disconnected');
|
||||
expect(receivedMessage.playerId).toBe('player2');
|
||||
expect(receivedMessage.gameId).toBe(mockWsData1.gameId);
|
||||
|
||||
// Verify connections map is updated (Player 2 removed)
|
||||
// @ts-ignore
|
||||
expect(webSocketHandler.connections.get(mockWsData1.gameId)).toContain(
|
||||
mockWs1,
|
||||
);
|
||||
// @ts-ignore
|
||||
expect(webSocketHandler.connections.get(mockWsData1.gameId)).not.toContain(
|
||||
mockWs2,
|
||||
);
|
||||
});
|
||||
it('should broadcast game state to other players when a new player joins', () => {
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
let mockWsData1: { request: {}; gameId?: string; playerId?: string } = {
|
||||
request: {},
|
||||
};
|
||||
const mockWs1: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs1._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData1,
|
||||
};
|
||||
|
||||
let mockWsData2: { request: {}; gameId?: string; playerId?: string } = {
|
||||
request: {},
|
||||
};
|
||||
const mockWs2: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs2._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData2,
|
||||
};
|
||||
|
||||
const triggerMessageForWs = (ws: any, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
|
||||
// Player 1 joins and creates a new game
|
||||
webSocketHandler.handleConnection(mockWs1, mockWs1.data.request);
|
||||
const joinGameMessage1 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
playerId: 'player1',
|
||||
});
|
||||
triggerMessageForWs(mockWs1, joinGameMessage1);
|
||||
const player1GameId = mockWsData1.gameId;
|
||||
|
||||
it('should broadcast game state after a successful move', () => {
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
let mockWsData1: { request: {}; gameId?: string; playerId?: string } = { request: {} };
|
||||
const mockWs1: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs1._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData1,
|
||||
};
|
||||
|
||||
let mockWsData2: { request: {}; gameId?: string; playerId?: string } = { request: {} };
|
||||
const mockWs2: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs2._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData2,
|
||||
};
|
||||
|
||||
const triggerMessageForWs = (ws: any, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
|
||||
// Player 1 joins and creates a new game
|
||||
webSocketHandler.handleConnection(mockWs1, mockWs1.data.request);
|
||||
const joinGameMessage1 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
playerId: 'player1',
|
||||
});
|
||||
triggerMessageForWs(mockWs1, joinGameMessage1);
|
||||
const player1GameId = mockWsData1.gameId;
|
||||
mockWs1.data.gameId = player1GameId; // Manually set gameId for mockWs1
|
||||
mockWs1.data.playerId = 'player1'; // Manually set playerId for mockWs1
|
||||
|
||||
// Player 2 joins the same game
|
||||
webSocketHandler.handleConnection(mockWs2, mockWs2.data.request);
|
||||
const joinGameMessage2 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
gameId: player1GameId,
|
||||
playerId: 'player2',
|
||||
});
|
||||
triggerMessageForWs(mockWs2, joinGameMessage2);
|
||||
mockWs2.data.gameId = player1GameId; // Manually set gameId for mockWs2
|
||||
mockWs2.data.playerId = 'player2'; // Manually set playerId for mockWs2
|
||||
|
||||
// Clear previous calls for clean assertion
|
||||
mockWs1.send.mockClear();
|
||||
mockWs2.send.mockClear();
|
||||
|
||||
// Player 1 makes a move
|
||||
const makeMoveMessage = JSON.stringify({
|
||||
type: 'make_move',
|
||||
row: 7,
|
||||
col: 7,
|
||||
});
|
||||
triggerMessageForWs(mockWs1, makeMoveMessage);
|
||||
|
||||
// Expect Player 2 to receive the game state update
|
||||
expect(mockWs2.send).toHaveBeenCalledTimes(1);
|
||||
const receivedMessage = JSON.parse(mockWs2.send.mock.calls[0][0]);
|
||||
expect(receivedMessage.type).toBe('game_state');
|
||||
expect(receivedMessage.state.board[7][7]).toBe('black');
|
||||
// Player 2 joins the same game
|
||||
webSocketHandler.handleConnection(mockWs2, mockWs2.data.request);
|
||||
const joinGameMessage2 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
gameId: player1GameId,
|
||||
playerId: 'player2',
|
||||
});
|
||||
triggerMessageForWs(mockWs2, joinGameMessage2);
|
||||
|
||||
// Check that Player 1 received the game_state update after Player 2 joined
|
||||
// Player 1 should have received two messages: initial join and then game_state after P2 joins
|
||||
expect(mockWs1.send).toHaveBeenCalledTimes(2);
|
||||
const secondCallArgs = mockWs1.send.mock.calls[1][0];
|
||||
const receivedMessage = JSON.parse(secondCallArgs);
|
||||
|
||||
expect(receivedMessage.type).toBe('game_state');
|
||||
expect(receivedMessage.state.players.black).toBe('player1');
|
||||
expect(receivedMessage.state.players.white).toBe('player2');
|
||||
});
|
||||
|
||||
it('should broadcast game state after a successful move', () => {
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
let mockWsData1: { request: {}; gameId?: string; playerId?: string } = {
|
||||
request: {},
|
||||
};
|
||||
const mockWs1: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs1._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData1,
|
||||
};
|
||||
|
||||
let mockWsData2: { request: {}; gameId?: string; playerId?: string } = {
|
||||
request: {},
|
||||
};
|
||||
const mockWs2: any = {
|
||||
send: mock(() => {}),
|
||||
on: mock((event: string, callback: Function) => {
|
||||
if (event === 'message') mockWs2._messageCallback = callback;
|
||||
}),
|
||||
_messageCallback: null,
|
||||
data: mockWsData2,
|
||||
};
|
||||
|
||||
const triggerMessageForWs = (ws: any, message: string) => {
|
||||
if (ws._messageCallback) {
|
||||
ws._messageCallback(message);
|
||||
}
|
||||
};
|
||||
|
||||
// Player 1 joins and creates a new game
|
||||
webSocketHandler.handleConnection(mockWs1, mockWs1.data.request);
|
||||
const joinGameMessage1 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
playerId: 'player1',
|
||||
});
|
||||
triggerMessageForWs(mockWs1, joinGameMessage1);
|
||||
const player1GameId = mockWsData1.gameId;
|
||||
mockWs1.data.gameId = player1GameId; // Manually set gameId for mockWs1
|
||||
mockWs1.data.playerId = 'player1'; // Manually set playerId for mockWs1
|
||||
|
||||
// Player 2 joins the same game
|
||||
webSocketHandler.handleConnection(mockWs2, mockWs2.data.request);
|
||||
const joinGameMessage2 = JSON.stringify({
|
||||
type: 'join_game',
|
||||
gameId: player1GameId,
|
||||
playerId: 'player2',
|
||||
});
|
||||
triggerMessageForWs(mockWs2, joinGameMessage2);
|
||||
mockWs2.data.gameId = player1GameId; // Manually set gameId for mockWs2
|
||||
mockWs2.data.playerId = 'player2'; // Manually set playerId for mockWs2
|
||||
|
||||
// Clear previous calls for clean assertion
|
||||
mockWs1.send.mockClear();
|
||||
mockWs2.send.mockClear();
|
||||
|
||||
// Player 1 makes a move
|
||||
const makeMoveMessage = JSON.stringify({
|
||||
type: 'make_move',
|
||||
row: 7,
|
||||
col: 7,
|
||||
});
|
||||
triggerMessageForWs(mockWs1, makeMoveMessage);
|
||||
|
||||
// Expect Player 2 to receive the game state update
|
||||
expect(mockWs2.send).toHaveBeenCalledTimes(1);
|
||||
const receivedMessage = JSON.parse(mockWs2.send.mock.calls[0][0]);
|
||||
expect(receivedMessage.type).toBe('game_state');
|
||||
expect(receivedMessage.state.board[7][7]).toBe('black');
|
||||
});
|
||||
|
|
|
@ -23,22 +23,19 @@ export class WebSocketHandler {
|
|||
|
||||
public handleConnection(ws: any, req: any): void {
|
||||
console.log('WebSocket connected');
|
||||
|
||||
ws.on('message', (message: string) => {
|
||||
this.handleMessage(ws, message);
|
||||
});
|
||||
|
||||
ws.on('close', () => {
|
||||
console.log('WebSocket disconnected');
|
||||
this.handleDisconnect(ws);
|
||||
});
|
||||
|
||||
ws.on('error', (error: Error) => {
|
||||
console.error('WebSocket error:', error);
|
||||
});
|
||||
}
|
||||
|
||||
private handleMessage(ws: any, message: string): void {
|
||||
public handleError(ws: any, error: Error): void {
|
||||
console.error('WebSocket error:', error);
|
||||
// Optionally send an error message to the client
|
||||
if (ws) {
|
||||
ws.send(
|
||||
JSON.stringify({ type: 'error', error: 'Server-side WebSocket error' }),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public handleMessage(ws: any, message: string): void {
|
||||
try {
|
||||
const parsedMessage: WebSocketMessage = JSON.parse(message);
|
||||
console.log('Received message:', parsedMessage);
|
||||
|
@ -111,7 +108,8 @@ export class WebSocketHandler {
|
|||
ws.send(gameStateMessage);
|
||||
// Notify other players if any
|
||||
this.connections.get(game.id)?.forEach((playerWs: any) => {
|
||||
if (playerWs !== ws) { // Don't send back to the player who just joined
|
||||
if (playerWs !== ws) {
|
||||
// Don't send back to the player who just joined
|
||||
playerWs.send(gameStateMessage);
|
||||
}
|
||||
});
|
||||
|
@ -187,7 +185,7 @@ export class WebSocketHandler {
|
|||
}
|
||||
}
|
||||
|
||||
private handleDisconnect(ws: any): void {
|
||||
public handleDisconnect(ws: any): void {
|
||||
const gameId = ws.data.gameId;
|
||||
const playerId = ws.data.playerId;
|
||||
|
||||
|
@ -195,7 +193,10 @@ export class WebSocketHandler {
|
|||
// Remove disconnected player's websocket from connections
|
||||
const connectionsInGame = this.connections.get(gameId);
|
||||
if (connectionsInGame) {
|
||||
this.connections.set(gameId, connectionsInGame.filter((conn: any) => conn !== ws));
|
||||
this.connections.set(
|
||||
gameId,
|
||||
connectionsInGame.filter((conn: any) => conn !== ws),
|
||||
);
|
||||
if (this.connections.get(gameId)?.length === 0) {
|
||||
this.connections.delete(gameId); // Clean up if no players left
|
||||
}
|
||||
|
|
57
src/index.ts
57
src/index.ts
|
@ -1,28 +1,55 @@
|
|||
import { Elysia } from 'elysia';
|
||||
import { GameManager } from './game/GameManager';
|
||||
import { staticPlugin } from '@elysiajs/static';
|
||||
import { WebSocketHandler } from './game/WebSocketHandler';
|
||||
import { GameManager } from './game/GameManager';
|
||||
import { GameInstance } from './game/GameInstance'; // Make sure GameInstance is accessible if GameInstance.addPlayer is used directly
|
||||
|
||||
// Initialize GameManager (server-side)
|
||||
const gameManager = new GameManager();
|
||||
const webSocketHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
// Initialize WebSocketHandler with the gameManager
|
||||
const wsHandler = new WebSocketHandler(gameManager);
|
||||
|
||||
const app = new Elysia()
|
||||
.use(
|
||||
staticPlugin({
|
||||
assets: 'dist', // Serve static files from the dist directory
|
||||
prefix: '/dist', // Serve them under the /dist path
|
||||
}),
|
||||
)
|
||||
.ws('/ws', {
|
||||
open(ws: any) {
|
||||
webSocketHandler.handleConnection(ws, ws.data.request);
|
||||
open(ws) {
|
||||
// Call the handler's connection logic
|
||||
// Elysia's ws context directly provides the ws object
|
||||
wsHandler.handleConnection(ws as any, {});
|
||||
},
|
||||
message(ws: any, message: any) {
|
||||
// This is handled inside WebSocketHandler.handleMessage
|
||||
message(ws, message) {
|
||||
let msgString: string;
|
||||
if (message instanceof Buffer) {
|
||||
msgString = message.toString();
|
||||
} else if (typeof message === 'object') {
|
||||
// If Elysia already parsed it to an object, stringify it
|
||||
msgString = JSON.stringify(message);
|
||||
} else {
|
||||
msgString = message as string;
|
||||
}
|
||||
wsHandler.handleMessage(ws as any, msgString);
|
||||
},
|
||||
close(ws: any) {
|
||||
// This is handled inside WebSocketHandler.handleDisconnect
|
||||
close(ws) {
|
||||
// Call the handler's disconnection logic
|
||||
wsHandler.handleDisconnect(ws as any);
|
||||
},
|
||||
err(ws: any, error: any, code: number, message: string) {
|
||||
// This is handled inside WebSocketHandler.handleConnection
|
||||
error(context: any) {
|
||||
// Call the handler's error logic
|
||||
wsHandler.handleError(context.ws as any, context.error);
|
||||
},
|
||||
})
|
||||
.get('/', () => 'Hello Elysia')
|
||||
.listen(3000);
|
||||
.get('/', () => Bun.file('index.html'));
|
||||
|
||||
console.log(
|
||||
`🦊 Elysia is running at ${app.server?.hostname}:${app.server?.port}`,
|
||||
);
|
||||
app.listen(3000, () => {
|
||||
console.log(
|
||||
`🦊 Elysia is running at ${app.server?.hostname}:${app.server?.port}`,
|
||||
);
|
||||
});
|
||||
|
||||
console.log('Elysia server started!');
|
||||
|
|
Loading…
Reference in New Issue