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17 Commits

Author SHA1 Message Date
sepia a0f6e47f57 Create deploy script 2025-07-29 20:54:58 -05:00
sepia 042d83e2c1 Increase sound volume a little 2025-07-29 20:54:48 -05:00
sepia 23d99b2758 Implement sending info messages to client 2025-07-29 20:13:33 -05:00
sepia fcc2bdd5f0 Fix really weird bug where clients just don't visit / when they visit /, somehow. I worked around it by having new WS connections to non-existent games just create the game. 2025-07-29 20:06:50 -05:00
sepia 55b16f6712 Fix draw animation 2025-07-29 19:38:43 -05:00
sepia eceefcc19c Add win/loss/draw animations 2025-07-29 19:20:05 -05:00
sepia b0a759dd26 Add direct routes for stone svg files 2025-07-29 18:39:49 -05:00
sepia f6b64fc569 Send animation triggers on win/loss/draw 2025-07-29 18:02:58 -05:00
sepia e7221390f3 Add animations messages 2025-07-29 17:56:07 -05:00
sepia 70a9359c7f Change font 2025-07-28 22:51:41 -05:00
sepia ad935c0b56 Big refactor 2025-07-28 22:48:30 -05:00
sepia 51b701663d Add sounds 2025-07-28 21:34:23 -05:00
sepia f60718e8fd Clean up .gitignore a bit 2025-07-28 11:39:37 -05:00
sepia 6700be5515 Clean up unit tests 2025-07-27 20:07:23 -05:00
sepia 81e31b2fb7 Add color to rematch button 2025-07-27 19:55:04 -05:00
sepia 3f6ecb84fc Restyle button box to remove text from buttons 2025-07-27 19:51:35 -05:00
sepia 79ae2c5d2b - update deploy script
- random +x stuff because I switched directories
- change heart stones to use inline svgs
2025-07-27 16:58:37 -05:00
54 changed files with 1551 additions and 978 deletions

24
.gitignore vendored Normal file → Executable file
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@ -1,5 +1,3 @@
# See https://help.github.com/articles/ignoring-files/ for more about ignoring files.
# dependencies
/node_modules
/.pnp
@ -8,17 +6,6 @@
# testing
/coverage
# next.js
/.next/
/out/
# production
/build
# misc
.DS_Store
*.pem
# debug
npm-debug.log*
yarn-debug.log*
@ -30,16 +17,15 @@ yarn-error.log*
.env.test.local
.env.production.local
# vercel
.vercel
# build outputs
package-lock.json
dist/
target/
# common artifact extensions
**/*.trace
**/*.zip
**/*.tar.gz
**/*.tgz
**/*.log
package-lock.json
**/*.bun
dist/
target/

0
.goosehints Normal file → Executable file
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0
.pre-commit-config.yaml Normal file → Executable file
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0
.prettierrc.json Normal file → Executable file
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0
README.md Normal file → Executable file
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84
ansible/deploy.yml Executable file
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@ -0,0 +1,84 @@
---
- name: Deploy gomoku project
hosts: all
become: yes
vars:
app_user: 'gomoku'
app_home: '/home/{{ app_user }}'
tasks:
- name: Ensure user exists
user:
name: '{{ app_user }}'
shell: /bin/bash
create_home: yes
home: '{{ app_home }}'
- name: Create data directory
file:
path: '{{ app_home }}/public'
state: directory
owner: '{{ app_user }}'
group: '{{ app_user }}'
- name: Copy binary to target location
copy:
src: ../target/gomoku
dest: '{{ app_home }}/gomoku'
owner: '{{ app_user }}'
group: '{{ app_user }}'
mode: '0755'
- name: Copy data directory
synchronize:
src: ../public/
dest: '{{ app_home }}/public/'
recursive: yes
owner: no
group: no
archive: yes
delete: yes
- name: Ensure Caddy directory exists
file:
path: /etc/caddy/sites
state: directory
- name: Copy Caddy configuration
copy:
src: gomoku.caddy
dest: /etc/caddy/sites/gomoku.caddy
owner: root
group: root
mode: '0644'
register: caddy_config_copy
- name: Restart Caddy service if config changed
systemd:
name: caddy
state: restarted
daemon_reload: yes
when: caddy_config_copy.changed
- name: Ensure Supervisor directory exists
file:
path: /etc/supervisor/conf.d
state: directory
- name: Copy Supervisor configuration
copy:
src: gomoku.supervisor
dest: /etc/supervisor/conf.d/gomoku.conf
owner: root
group: root
mode: '0644'
- name: Reload Supervisor
supervisorctl:
name: gomoku
state: present
- name: Restart the service
supervisorctl:
name: gomoku
state: restarted

3
ansible/gomoku.caddy Executable file
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@ -0,0 +1,3 @@
gomoku.sepiatones.xyz {
reverse_proxy localhost:3002
}

10
ansible/gomoku.supervisor Executable file
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@ -0,0 +1,10 @@
[program:gomoku]
command=/home/gomoku/gomoku
directory=/home/gomoku
user=gomoku
autostart=true
autorestart=true
startretries=3
stderr_logfile=/var/log/supervisor/gomoku.err.log
stdout_logfile=/var/log/supervisor/gomoku.out.log
environment=PORT=3002

3
ansible/hosts.ini Executable file
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@ -0,0 +1,3 @@
# It is expected that you have sepiatonesxyz defined in your .ssh/config
[production]
sepiatonesxyz ansible_host=sepiatonesxyz ansible_python_interpreter=/usr/bin/python3.11

2
justfile Normal file → Executable file
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@ -8,7 +8,7 @@ build:
bun build --compile --minify --target bun --outfile ./target/gomoku ./src/index.ts
deploy: build
rsync -avz target/gomoku sepiatonesxyz:~/gomoku
ansible-playbook -i ansible/hosts.ini ansible/deploy.yml
test:
bun test

0
package.json Normal file → Executable file
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0
public/icons/accept.svg Normal file → Executable file
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@ -1,3 +0,0 @@
<svg data-slot="icon" aria-hidden="true" fill="none" stroke-width="1.5" stroke="currentColor" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg">
<path d="M21 8.25c0-2.485-2.099-4.5-4.688-4.5-1.935 0-3.597 1.126-4.312 2.733-.715-1.607-2.377-2.733-4.313-2.733C5.1 3.75 3 5.765 3 8.25c0 7.22 9 12 9 12s9-4.78 9-12Z" stroke-linecap="round" stroke-linejoin="round"></path>
</svg>

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0
public/icons/undo.svg Normal file → Executable file
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5
public/index.html Normal file → Executable file
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@ -47,11 +47,14 @@
<div id="button-box"></div>
</div>
<script src="scripts/display-ws-connection.js"></script>
<script src="scripts/make-ws-connection.js"></script>
<script src="scripts/send-ws-messages.js"></script>
<script src="scripts/profile-editor.js"></script>
<script src="scripts/copy-game-link.js"></script>
<script src="scripts/handle-redirects.js"></script>
<script src="scripts/make-sounds.js"></script>
<script src="scripts/make-animations.js"></script>
<script src="scripts/client-info.js"></script>
</div>
</body>
</html>

12
public/scripts/client-info.js Executable file
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@ -0,0 +1,12 @@
document.addEventListener('htmx:wsAfterMessage', function (e) {
let msg;
try {
msg = JSON.parse(e.detail.message);
} catch (_) {
return;
}
if (msg.type !== 'client-info') {
return;
}
console.log(`Message from server: ${msg.message}`);
});

0
public/scripts/copy-game-link.js Normal file → Executable file
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0
public/scripts/handle-redirects.js Normal file → Executable file
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217
public/scripts/make-animations.js Executable file
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// Pre-loaded SVG content cache
let blackStoneSvg = null;
let whiteStoneSvg = null;
// Pre-load SVG content when the script loads
async function preloadStoneSvgs() {
try {
// Fetch black stone SVG
const blackResponse = await fetch('/black-stone.svg');
if (blackResponse.ok) {
blackStoneSvg = await blackResponse.text();
} else {
console.error('Failed to load black stone SVG:', blackResponse.status);
}
// Fetch white stone SVG
const whiteResponse = await fetch('/white-stone.svg');
if (whiteResponse.ok) {
whiteStoneSvg = await whiteResponse.text();
} else {
console.error('Failed to load white stone SVG:', whiteResponse.status);
}
} catch (error) {
console.error('Error pre-loading stone SVGs:', error);
}
}
// Pre-load the SVGs immediately
preloadStoneSvgs();
// Create bouncing stone animation without anime.js
function createBouncingStonesAnimation(whiteCount = 20, blackCount = 20) {
const gameBoard = document.getElementById('game-board');
if (!gameBoard) return;
// Clear any existing animation elements
const existingAnimations = gameBoard.querySelectorAll('.animation-stone');
existingAnimations.forEach((stone) => stone.remove());
const boardRect = gameBoard.getBoundingClientRect();
const stones = [];
// Create stone elements with pre-loaded SVG content
function createStones() {
for (let i = 0; i < whiteCount + blackCount; i++) {
const stone = document.createElement('div');
stone.className = 'animation-stone';
stone.style.position = 'absolute';
stone.style.width = '30px';
stone.style.height = '30px';
stone.style.pointerEvents = 'none';
stone.style.zIndex = '1000';
stone.style.opacity = '1';
// Set the pre-loaded SVG content as innerHTML
stone.innerHTML = i < whiteCount ? whiteStoneSvg : blackStoneSvg;
// Make sure the SVG inside fills the container
const svg = stone.querySelector('svg');
if (svg) {
svg.style.width = '100%';
svg.style.height = '100%';
}
// Random starting position within the board
const startX = Math.random() * (boardRect.width - 30);
const startY = Math.random() * (boardRect.height - 30);
stone.style.left = startX + 'px';
stone.style.top = startY + 'px';
gameBoard.appendChild(stone);
stones.push({
element: stone,
x: startX,
y: startY,
vx: (Math.random() - 0.5) * 8, // Random velocity between -4 and 4
vy: (Math.random() - 0.5) * 8,
});
}
}
// Create the stones (no need to wait since we're using pre-loaded content)
createStones();
// Animation state
let animationId;
let startTime;
let isPlaying = false;
// Animation function
function animateStones() {
stones.forEach((stone) => {
// Update position
stone.x += stone.vx;
stone.y += stone.vy;
// Bounce off edges
if (stone.x <= 0 || stone.x >= boardRect.width - 30) {
stone.vx = -stone.vx;
stone.x = Math.max(0, Math.min(boardRect.width - 30, stone.x));
}
if (stone.y <= 0 || stone.y >= boardRect.height - 30) {
stone.vy = -stone.vy;
stone.y = Math.max(0, Math.min(boardRect.height - 30, stone.y));
}
// Apply position
stone.element.style.left = stone.x + 'px';
stone.element.style.top = stone.y + 'px';
});
}
// Fade out function
function fadeOut() {
const animationStones = document.querySelectorAll('.animation-stone');
const fadeStartTime = performance.now();
const fadeDuration = 500;
function fade(currentTime) {
const elapsed = currentTime - fadeStartTime;
const progress = Math.min(elapsed / fadeDuration, 1);
const opacity = 1 - progress;
animationStones.forEach((stone) => {
stone.style.opacity = opacity;
});
if (progress < 1) {
requestAnimationFrame(fade);
} else {
// Remove stones after fade is complete
animationStones.forEach((stone) => stone.remove());
}
}
requestAnimationFrame(fade);
}
// Main animation loop
function animate(currentTime) {
if (!startTime) startTime = currentTime;
const elapsed = currentTime - startTime;
// Wait 15s to fade away
if (elapsed < 15000) {
animateStones();
animationId = requestAnimationFrame(animate);
} else {
// Animation complete - start fade out
fadeOut();
}
}
// Animation control object
const animationControl = {
play: function () {
if (!isPlaying) {
isPlaying = true;
startTime = null; // Reset start time
animationId = requestAnimationFrame(animate);
}
},
pause: function () {
if (animationId) {
cancelAnimationFrame(animationId);
isPlaying = false;
}
},
stop: function () {
if (animationId) {
cancelAnimationFrame(animationId);
isPlaying = false;
}
// Remove all stones immediately
const animationStones = document.querySelectorAll('.animation-stone');
animationStones.forEach((stone) => stone.remove());
},
};
return animationControl;
}
const animations = {};
// We use functions so that we have time to pre-load the svgs before trying to create the animations
// which isn't actually ideal because what if the animation plays right away, but, it works!
animations['black-victory'] = () => {
return createBouncingStonesAnimation(0, 40);
};
animations['white-victory'] = () => {
return createBouncingStonesAnimation(40, 0);
};
animations['draw'] = () => {
return createBouncingStonesAnimation(20, 20);
};
document.addEventListener('htmx:wsAfterMessage', async function (e) {
let msg;
try {
msg = JSON.parse(e.detail.message);
} catch (_) {
return;
}
if (msg.type !== 'animation') {
return;
}
const animationFn = animations[msg.animation];
if (animationFn) {
animationFn().play();
} else {
console.error('Unknown animation:', msg.animation);
}
});

22
public/scripts/make-sounds.js Executable file
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@ -0,0 +1,22 @@
const sounds = {};
sounds['victory'] = new Audio('/sounds/victory.ogg');
sounds['defeat'] = new Audio('/sounds/defeat.ogg');
sounds['draw'] = new Audio('/sounds/draw.ogg');
sounds['move'] = new Audio('/sounds/move.ogg');
Object.values(sounds).forEach((sound) => {
sound.volume = 0.25;
});
document.addEventListener('htmx:wsAfterMessage', function (e) {
let msg;
try {
msg = JSON.parse(e.detail.message);
} catch (_) {
return;
}
if (msg.type !== 'sound') {
return;
}
sounds[msg.sound].play();
});

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@ -8,7 +8,13 @@ const gameId = gameIdMeta.content;
const playerId = playerIdMeta.content;
// Dynamically construct WebSocket URL
const wsUrl = `ws://${window.location.host}/ws?gameId=${gameId}&playerId=${playerId}`;
let wsProtocol;
if (window.location.protocol === 'https:') {
wsProtocol = 'wss';
} else {
wsProtocol = 'ws';
}
const wsUrl = `${wsProtocol}://${window.location.host}/ws?gameId=${gameId}&playerId=${playerId}`;
// Get the game container element
const gameContainer = document.getElementById('ws-container');

0
public/scripts/profile-editor.js Normal file → Executable file
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0
public/scripts/send-ws-messages.js Normal file → Executable file
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public/sounds/victory.ogg Executable file

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public/style.css Normal file → Executable file
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@ -1,3 +1,5 @@
@import url('https://fonts.googleapis.com/css2?family=Cabin:ital,wght@0,400..700;1,400..700&display=swap');
:root {
/* PRIMARY BRAND COLORS */
--color-primary: #c12675; /* Main brand color - primary buttons, links, highlights */
@ -76,8 +78,11 @@
--color-bg-accent: #fdf2f8; /* Very subtle pink background for special sections */
}
* {
font-family: Cabin, Arial, sans-serif;
}
body {
font-family: Arial, sans-serif;
display: flex;
flex-direction: column;
align-items: center;
@ -149,48 +154,20 @@ body {
width: 24px;
height: 24px;
margin: auto;
overflow: hidden;
}
.stone-black-heart::before,
.stone-black-heart::after,
.stone-white-heart::before,
.stone-white-heart::after {
content: '';
position: absolute;
width: 12px;
height: 20px;
border-radius: 50% 50% 0 0;
border: 1px solid var(--color-neutral-900);
box-sizing: border-box;
transform: rotate(-45deg);
transform-origin: 0 100%;
top: 0;
left: 12px;
.stone-black-heart {
fill: var(--color-primary);
stroke: var(--color-neutral-900);
}
.last-move.stone-white-heart::after,
.last-move.stone-black-heart::after,
.last-move.stone-white-heart::before,
.last-move.stone-black-heart::before {
border: 2px solid var(--color-info) !important;
.stone-white-heart {
stroke: var(--color-neutral-900);
fill: var(--color-on-primary);
}
.stone-black-heart::after,
.stone-white-heart::after {
left: 0;
transform: rotate(45deg);
transform-origin: 100% 100%;
}
.stone-black-heart::before,
.stone-black-heart::after {
background-color: var(--color-primary-light);
}
.stone-white-heart::before,
.stone-white-heart::after {
background-color: var(--color-on-primary);
.last-move {
stroke: var(--color-info) !important;
}
.player-name {
@ -236,7 +213,8 @@ body {
justify-content: center;
align-items: center;
transition: opacity 0.3s ease;
padding: 8px 15px;
padding: 15px 8px;
margin: 0px 6px;
border-radius: 5px;
white-space: nowrap;
border: none;
@ -248,18 +226,22 @@ body {
#button-box {
display: flex;
flex-direction: row;
flex-wrap: nowrap;
flex-direction: column;
justify-content: center;
gap: 10px;
margin-top: 20px;
}
#button-box-buttons {
display: flex;
flex-direction: row;
flex-wrap: nowrap;
}
#resign-button {
background-color: var(--color-primary);
color: var(--color-on-primary);
}
#resign-button:hover {
background-color: var(--color-primary-light);
}
@ -268,7 +250,9 @@ body {
background-color: var(--color-primary);
color: var(--color-on-primary);
}
#copy-link-button:hover {
background-color: var(--color-primary-light);
}
#copy-link-button.copied-state {
background-color: var(--color-success);
}
@ -277,7 +261,6 @@ body {
background-color: var(--color-info);
color: var(--color-on-primary);
}
#takeback-button:hover {
background-color: var(--color-info-light);
}
@ -286,16 +269,22 @@ body {
background-color: var(--color-secondary);
color: var(--color-on-secondary);
}
#draw-button:hover {
background-color: var(--color-secondary-light);
}
#rematch-button {
background-color: var(--color-primary);
color: var(--color-on-primary);
}
#rematch-button:hover {
background-color: var(--color-primary-light);
}
.accept-button {
background-color: var(--color-success);
color: var(--color-on-primary);
}
.accept-button:hover {
background-color: var(--color-success-light);
}
@ -304,7 +293,6 @@ body {
background-color: var(--color-error);
color: var(--color-on-primary);
}
.decline-button:hover {
background-color: var(--color-error-light);
}

114
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@ -0,0 +1,114 @@
import { Elysia, t } from 'elysia';
import { html } from '@elysiajs/html';
import { staticPlugin } from '@elysiajs/static';
import { cookie } from '@elysiajs/cookie';
import { WebSocketHandler } from './web-socket-handler';
import { ElysiaWS } from 'elysia/dist/ws';
import { createStoneSvg } from './view/board-renderer';
const wsHandler = new WebSocketHandler();
export type WS = ElysiaWS<{ query: { playerId: string; gameId: string } }>;
const app = new Elysia()
.use(
staticPlugin({
assets: './public',
prefix: '/',
}),
)
.use(cookie())
.use(html())
.ws('/ws', {
query: t.Object({
gameId: t.String(),
playerId: t.String(),
}),
open(ws) {
wsHandler.handleConnection(ws);
},
message(ws, message) {
wsHandler.handleMessage(ws, message);
},
close(ws) {
wsHandler.handleDisconnect(ws);
},
})
.get('/', async ({ query, cookie, request: _request }) => {
let playerId: string;
const existingPlayerId = cookie.playerId?.value;
if (existingPlayerId) {
playerId = existingPlayerId;
console.log(`Using existing playerId from cookie: ${playerId}`);
} else {
playerId = `player-${Math.random().toString(36).substring(2, 9)}`;
cookie.playerId.set({
value: playerId,
httpOnly: true,
path: '/',
maxAge: 30 * 24 * 60 * 60,
});
console.log(`Generated new playerId and set cookie: ${playerId}`);
}
let gameId = query.gameId as string | undefined;
let gameIdInitialized = false;
if (gameId) {
if (!wsHandler.hasGame(gameId)) {
wsHandler.createGame(gameId);
console.log(`Created new game with provided ID: ${gameId}`);
}
} else {
gameId = wsHandler.createGame();
gameIdInitialized = true;
console.log(`Created new game without specific ID: ${gameId}`);
}
if (gameIdInitialized) {
return new Response(null, {
status: 302,
headers: { Location: `/?gameId=${gameId}` },
});
}
const displayName = wsHandler.getPlayerName(playerId);
const htmlTemplate = await Bun.file('./public/index.html').text();
let finalHtml = htmlTemplate
.replace(
'<meta name="gameId" content="" />',
`<meta name="gameId" content="${gameId}" />`,
)
.replace(
'<meta name="playerId" content="" />',
`<meta name="playerId" content="${playerId}" />`,
)
.replace(
'<meta name="displayName" content="" />',
`<meta name="displayName" content="${displayName}" />`,
);
return new Response(finalHtml, {
headers: { 'Content-Type': 'text/html' },
status: 200,
});
})
.get('/black-stone.svg', () => {
const stoneSvg = createStoneSvg('black', false);
return new Response(String(stoneSvg), {
headers: { 'Content-Type': 'image/svg+xml' },
status: 200,
});
})
.get('/white-stone.svg', () => {
const stoneSvg = createStoneSvg('white', false);
return new Response(String(stoneSvg), {
headers: { 'Content-Type': 'image/svg+xml' },
status: 200,
});
});
const port = Number(process.env.PORT || 3000);
app.listen(port, () => {
console.log(`🦊 Elysia is running at ${app.server?.hostname}:${port}`);
});

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src/game-server.ts Executable file
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import { WS } from '.';
import { GomokuGame, PlayerColor } from './game/game-instance';
import { handleDrawMessage, DrawMessage } from './messages/draw';
import { handleMakeMove, MakeMoveMessage } from './messages/make-move';
import { Message } from './messages/messages';
import { handleRematchMessage, RematchMessage } from './messages/rematch';
import { handleResignation, ResignationMessage } from './messages/resign';
import { handleTakebackMessage, TakebackMessage } from './messages/takeback';
import {
handleUpdateDisplayName,
UpdateDisplayNameMessage,
} from './messages/update-display-name';
import { PlayerId, PlayerConnection } from './player-connection';
import { broadcastBoard } from './view/board-renderer';
import { broadcastButtons } from './view/button-renderer';
import { broadcastTitle } from './view/title-renderer';
import { WebSocketHandler } from './web-socket-handler';
export type GameId = string;
export class GameServer {
id: GameId;
gomoku: GomokuGame;
connections: Map<PlayerId, PlayerConnection>;
blackPlayerId?: PlayerId;
whitePlayerId?: PlayerId;
takebackRequesterId: PlayerId | null = null;
drawRequesterId: PlayerId | null = null;
rematchRequesterId: PlayerId | null = null;
constructor(
id: GameId,
public webSocketHandler: WebSocketHandler,
) {
this.id = id;
this.gomoku = new GomokuGame();
this.connections = new Map();
}
public handleConnection(ws: WS) {
const { playerId } = ws.data.query;
if (this.connections.has(playerId)) {
const existingConn = this.connections.get(playerId)!;
existingConn.ws = ws; // Update with new WebSocket
console.log(
`Updated connection for player ${playerId} in game ${this.id}, replacing old WS.`,
);
} else {
const playerName = this.webSocketHandler.getPlayerName(playerId); // Retrieve name or use ID
const conn = new PlayerConnection(playerId, playerName, ws);
this.connections.set(playerId, conn);
console.log(
`Created new connection with player ${conn.id} in game ${this.id}`,
);
if (!this.blackPlayerId) {
this.blackPlayerId = conn.id;
} else if (!this.whitePlayerId) {
this.whitePlayerId = conn.id;
}
}
if (this.whitePlayerId && this.blackPlayerId) {
this.gomoku.status = 'playing';
}
broadcastBoard(this);
broadcastButtons(this);
broadcastTitle(this);
}
public handleDisconnect(ws: WS) {
const { playerId } = ws.data.query;
this.connections.delete(playerId);
broadcastTitle(this);
}
public handleMessage(ws: WS, message: Message): void {
const conn = this.connections.get(ws.data.query.playerId);
if (!conn) {
console.error(
`Failed to handle message from player ${ws.data.query.playerId}, because they are not in the game ${this.id}, which it was routed to`,
);
return;
}
console.log(
`Handling ${message.type} message in game ${this.id} from player ${conn.id}: ${JSON.stringify(message)}`,
);
switch (message.type) {
case 'make_move': {
handleMakeMove(this, conn, message as MakeMoveMessage);
break;
}
case 'resign': {
handleResignation(this, conn, message as ResignationMessage);
break;
}
case 'takeback': {
handleTakebackMessage(this, conn, message as TakebackMessage);
break;
}
case 'draw': {
handleDrawMessage(this, conn, message as DrawMessage);
break;
}
case 'rematch': {
handleRematchMessage(this, conn, message as RematchMessage);
break;
}
case 'update_display_name': {
handleUpdateDisplayName(
this,
conn,
message as UpdateDisplayNameMessage,
);
break;
}
}
}
public getPlayerColor(conn: PlayerConnection): PlayerColor | undefined {
if (this.blackPlayerId === conn.id) {
return 'black';
} else if (this.whitePlayerId === conn.id) {
return 'white';
} else {
return undefined;
}
}
public getPlayerFromColor(color: PlayerColor) {
if (color === 'white' && this.whitePlayerId) {
return this.connections.get(this.whitePlayerId);
} else if (color === 'black' && this.blackPlayerId) {
return this.connections.get(this.blackPlayerId);
} else {
return null;
}
}
}

106
src/game/game-instance.test.ts Normal file → Executable file
View File

@ -5,134 +5,48 @@ describe('GameInstance', () => {
test('should initialize with correct default state', () => {
const game = new GomokuGame();
expect(game.id).toBeDefined();
expect(game.board.length).toBe(15);
expect(game.board[0].length).toBe(15);
expect(game.currentPlayer).toBeNull();
expect(game.currentPlayerColor).toBe('black');
expect(game.status).toBe('waiting');
expect(game.winner).toBeNull();
expect(game.players).toEqual({});
});
test('should add players correctly', () => {
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
// First player joins as black
const joined1 = game.addPlayer(player1);
expect(joined1).toBe(true);
// Second player joins as white
const joined2 = game.addPlayer(player2);
expect(joined2).toBe(true);
// Game should now be in playing state
expect(game.status).toBe('playing');
expect(game.currentPlayer).toBe('black');
expect(game.players.black).toBe(player1);
expect(game.players.white).toBe(player2);
});
test('should prevent more than two players from joining', () => {
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
const player3 = 'player3-uuid';
game.addPlayer(player1);
game.addPlayer(player2);
// Third player tries to join (should fail)
const joined = game.addPlayer(player3);
expect(joined).toBe(false);
// Players object should remain unchanged, only two players should be present
expect(game.players.black).toBe(player1);
expect(game.players.white).toBe(player2);
expect(Object.values(game.players).length).toBe(2);
expect(game.winnerColor).toBeNull();
});
test('should validate moves correctly', () => {
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
game.addPlayer(player1);
game.addPlayer(player2);
// Player black makes first move
const move1 = game.makeMove(player1, 7, 7);
const move1 = game.makeMove('black', 7, 7);
expect(move1.success).toBe(true);
// Same player tries to move again (should fail)
const move2 = game.makeMove(player1, 7, 8);
const move2 = game.makeMove('black', 7, 8);
expect(move2.success).toBe(false);
// White player makes a move
const move3 = game.makeMove(player2, 7, 8);
const move3 = game.makeMove('white', 7, 8);
expect(move3.success).toBe(true);
// Try to place on occupied cell (should fail)
const move4 = game.makeMove(player2, 7, 7);
const move4 = game.makeMove('white', 7, 7);
expect(move4.success).toBe(false);
// Try to place out of bounds (should fail)
const move5 = game.makeMove(player2, 15, 15);
const move5 = game.makeMove('white', 15, 15);
expect(move5.success).toBe(false);
});
test('should detect win conditions', () => {
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
game.addPlayer(player1);
game.addPlayer(player2);
// Create a horizontal win for black
for (let col = 0; col < 5; col++) {
game.makeMove(player1, 7, col);
game.makeMove('black', 7, col);
// Switch to other player for next move
if (col < 4) game.makeMove(player2, 8, col);
if (col < 4) game.makeMove('white', 8, col);
}
expect(game.winner).toBe('black');
expect(game.status).toBe('finished');
});
test('should detect draw condition', () => {
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
game.addPlayer(player1);
game.addPlayer(player2);
// Create a pattern that doesn't result in a win but fills the board
// We'll use a simple alternating pattern
for (let row = 0; row < 15; row++) {
for (let col = 0; col < 15; col++) {
const currentPlayer = game.currentPlayer!;
const playerId = game.players[currentPlayer]!;
// Make move
const result = game.makeMove(playerId, row, col);
// If we can't make a move, it means someone won already
if (!result.success) {
expect(game.winner).not.toBeNull();
return;
}
}
}
expect(game.winner).toBe('draw');
expect(game.winnerColor).toBe('black');
expect(game.status).toBe('finished');
});
});

5
src/game/game-instance.ts Normal file → Executable file
View File

@ -10,7 +10,6 @@ export class GomokuGame {
public history: { row: number; col: number }[];
private readonly boardSize = 15;
private moveCount = 0;
constructor() {
this.board = Array.from({ length: this.boardSize }, () =>
@ -44,7 +43,6 @@ export class GomokuGame {
// Make the move
this.board[row][col] = playerColor;
this.moveCount++;
// If this was the first move, declare the game to have begun
if (this.status === 'waiting') {
@ -63,7 +61,7 @@ export class GomokuGame {
}
// Check for draw condition
if (this.moveCount === this.boardSize * this.boardSize) {
if (this.history.length >= this.boardSize * this.boardSize) {
this.winnerColor = 'draw';
this.status = 'finished';
this.currentPlayerColor = null;
@ -90,7 +88,6 @@ export class GomokuGame {
const lastMove = this.history.pop();
if (lastMove) {
this.board[lastMove.row][lastMove.col] = null;
this.moveCount--;
this.currentPlayerColor =
this.currentPlayerColor === 'black' ? 'white' : 'black';
if (this.status === 'finished') {

29
src/index.ts Normal file → Executable file
View File

@ -3,9 +3,11 @@ import { html } from '@elysiajs/html';
import { staticPlugin } from '@elysiajs/static';
import { cookie } from '@elysiajs/cookie';
import { WebSocketHandler } from './web-socket-handler';
import { GomokuGame } from './game/game-instance';
import { ElysiaWS } from 'elysia/dist/ws';
import { createStoneSvg } from './view/board-renderer';
const wsHandler = new WebSocketHandler();
export type WS = ElysiaWS<{ query: { playerId: string; gameId: string } }>;
const app = new Elysia()
.use(
@ -49,19 +51,18 @@ const app = new Elysia()
}
let gameId = query.gameId as string | undefined;
let gameIdInitialized = false;
if (gameId) {
if (!wsHandler.hasGame(gameId)) {
wsHandler.createGame(gameId);
console.log(`Created new game with provided ID: ${gameId}`);
} else {
console.log(`Player ${playerId} visited existing game ${gameId}`);
}
} else {
gameId = wsHandler.createGame();
gameIdInitialized = true;
console.log(`Created new game without specific ID: ${gameId}`);
}
if (gameIdInitialized) {
console.log(
`Player ${playerId} came without a gameId. Redirecting them to new game ${gameId}.`,
);
return new Response(null, {
status: 302,
headers: { Location: `/?gameId=${gameId}` },
@ -89,6 +90,20 @@ const app = new Elysia()
headers: { 'Content-Type': 'text/html' },
status: 200,
});
})
.get('/black-stone.svg', () => {
const stoneSvg = createStoneSvg('black', false);
return new Response(String(stoneSvg), {
headers: { 'Content-Type': 'image/svg+xml' },
status: 200,
});
})
.get('/white-stone.svg', () => {
const stoneSvg = createStoneSvg('white', false);
return new Response(String(stoneSvg), {
headers: { 'Content-Type': 'image/svg+xml' },
status: 200,
});
});
const port = Number(process.env.PORT || 3000);

View File

@ -1,39 +0,0 @@
export type ActionType = 'request' | 'accept' | 'decline' | 'cancel';
export interface Message {
type:
| 'make_move'
| 'resign'
| 'takeback'
| 'draw'
| 'rematch'
| 'redirect_to_game'
| 'update_display_name';
}
export interface UpdateDisplayNameMessage extends Message {
displayName: string;
}
export interface MakeMoveMessage extends Message {
row: number;
col: number;
}
export interface ResignationMessage extends Message {}
export interface TakebackMessage extends Message {
action: ActionType;
}
export interface DrawMessage extends Message {
action: ActionType;
}
export interface RematchMessage extends Message {
action: ActionType;
}
export interface RedirectToGameMessage extends Message {
gameId: string;
}

82
src/messages/draw.ts Executable file
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@ -0,0 +1,82 @@
import { PlayerConnection } from '../player-connection';
import { broadcastBoard } from '../view/board-renderer';
import { broadcastButtons } from '../view/button-renderer';
import { broadcastSound } from '../view/sound-renderer';
import { broadcastAnimation } from '../view/animation-renderer';
import { broadcastTitle } from '../view/title-renderer';
import { GameServer } from '../game-server';
import { ActionType, Message } from './messages';
export interface DrawMessage extends Message {
action: ActionType;
}
export function handleDrawMessage(
server: GameServer,
conn: PlayerConnection,
message: DrawMessage,
): void {
if (server.gomoku.status !== 'playing') {
conn.sendMessage(
'error',
'You can only perform this action in an active game.',
);
return;
}
switch (message.action) {
case 'request':
handleRequestDraw(server, conn);
break;
case 'accept':
if (!server.drawRequesterId) {
conn.sendMessage('error', 'No draw has been requested.');
return;
}
handleAcceptDraw(server);
break;
case 'decline':
if (!server.drawRequesterId) {
conn.sendMessage('error', 'No draw has been requested.');
return;
}
handleDeclineDraw(server);
break;
case 'cancel':
if (server.drawRequesterId !== conn.id) {
conn.sendMessage('error', 'You are not the one who requested a draw.');
return;
}
handleCancelDrawRequest(server);
break;
}
}
function handleRequestDraw(server: GameServer, conn: PlayerConnection): void {
if (server.takebackRequesterId) {
conn.sendMessage('error', 'A takeback has already been requested.');
return;
}
server.drawRequesterId = conn.id;
broadcastButtons(server);
}
function handleAcceptDraw(server: GameServer): void {
server.gomoku.declareDraw();
server.drawRequesterId = null;
broadcastBoard(server);
broadcastButtons(server);
broadcastTitle(server);
broadcastSound(server, 'draw');
broadcastAnimation(server, 'draw');
}
function handleDeclineDraw(server: GameServer): void {
server.drawRequesterId = null;
broadcastButtons(server);
}
function handleCancelDrawRequest(server: GameServer): void {
server.drawRequesterId = null;
broadcastButtons(server);
}

105
src/messages/make-move.ts Executable file
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@ -0,0 +1,105 @@
import { PlayerConnection } from '../player-connection';
import { broadcastBoard } from '../view/board-renderer';
import { broadcastButtons } from '../view/button-renderer';
import { broadcastSound, broadcastSoundToPlayer } from '../view/sound-renderer';
import { broadcastAnimation } from '../view/animation-renderer';
import { broadcastTitle } from '../view/title-renderer';
import { GameServer } from '../game-server';
import { Message } from './messages';
export interface MakeMoveMessage extends Message {
row: number;
col: number;
}
export function handleMakeMove(
server: GameServer,
conn: PlayerConnection,
message: MakeMoveMessage,
): void {
const { row, col } = message;
if (server.gomoku.status !== 'playing') {
conn.sendMessage(
'error',
'You cannot play a move while the game is not ongoing!',
);
return;
}
var playerColor;
if (server.blackPlayerId === conn.id) {
playerColor = 'black';
} else if (server.whitePlayerId == conn.id) {
playerColor = 'white';
} else {
conn.sendMessage(
'error',
'You are not a player in this game, you cannot make a move!',
);
return;
}
if (server.gomoku.currentPlayerColor !== playerColor) {
conn.sendMessage('error', "It's not your turn");
return;
}
if (server.takebackRequesterId || server.drawRequesterId) {
server.takebackRequesterId = null;
server.drawRequesterId = null;
broadcastButtons(server);
}
const stateBeforeMove = server.gomoku.status;
const result = server.gomoku.makeMove(playerColor, row, col);
if (result.success) {
broadcastBoard(server);
broadcastTitle(server);
// We only need to re-send buttons when the game state changes
if (stateBeforeMove != server.gomoku.status) {
broadcastButtons(server);
}
// Broadcast sounds
if (server.gomoku.status === 'playing') {
broadcastSound(server, 'move');
} else {
const whiteConn = server.whitePlayerId
? server.connections.get(server.whitePlayerId)
: null;
const blackConn = server.blackPlayerId
? server.connections.get(server.blackPlayerId)
: null;
switch (server.gomoku.winnerColor) {
case 'draw':
broadcastSound(server, 'draw');
broadcastAnimation(server, 'draw');
break;
case 'white':
if (whiteConn) {
broadcastSoundToPlayer(whiteConn, 'victory');
}
if (blackConn) {
broadcastSoundToPlayer(blackConn, 'defeat');
}
broadcastAnimation(server, 'white-victory');
break;
case 'black':
if (whiteConn) {
broadcastSoundToPlayer(whiteConn, 'defeat');
}
if (blackConn) {
broadcastSoundToPlayer(blackConn, 'victory');
}
broadcastAnimation(server, 'black-victory');
break;
}
}
console.log(
`Move made in game ${server.id} by ${conn.id}: (${row}, ${col})`,
);
} else {
conn.sendMessage('error', result.error!);
}
}

4
src/messages/messages.ts Executable file
View File

@ -0,0 +1,4 @@
export interface Message {
type: string;
}
export type ActionType = 'request' | 'accept' | 'decline' | 'cancel';

84
src/messages/rematch.ts Executable file
View File

@ -0,0 +1,84 @@
import { PlayerConnection } from '../player-connection';
import { broadcastButtons } from '../view/button-renderer';
import { GameServer } from '../game-server';
import { ActionType, Message } from './messages';
export interface RematchMessage extends Message {
action: ActionType;
}
export function handleRematchMessage(
server: GameServer,
conn: PlayerConnection,
message: RematchMessage,
): void {
if (server.gomoku.status !== 'finished') {
conn.sendMessage(
'error',
'You can only perform this action in a finished game.',
);
return;
}
switch (message.action) {
case 'request':
handleRequestRematch(server, conn);
break;
case 'accept':
if (!server.rematchRequesterId) {
conn.sendMessage('error', 'No rematch has been requested.');
return;
}
handleAcceptRematch(server);
break;
case 'decline':
if (!server.rematchRequesterId) {
conn.sendMessage('error', 'No rematch has been requested.');
return;
}
handleDeclineRematch(server);
break;
case 'cancel':
if (server.rematchRequesterId !== conn.id) {
conn.sendMessage(
'error',
'You are not the one who requested a rematch.',
);
return;
}
handleCancelRematchRequest(server);
break;
}
}
function handleRequestRematch(
server: GameServer,
conn: PlayerConnection,
): void {
server.rematchRequesterId = conn.id;
broadcastButtons(server);
}
function handleAcceptRematch(server: GameServer): void {
const newGameId = server.webSocketHandler.createGame(
undefined,
server.whitePlayerId,
server.blackPlayerId,
);
const redirectMessage = {
type: 'redirect_to_game',
gameId: newGameId,
};
server.connections.forEach((c) => {
c.ws.send(redirectMessage);
});
}
function handleDeclineRematch(server: GameServer): void {
server.rematchRequesterId = null;
broadcastButtons(server);
}
function handleCancelRematchRequest(server: GameServer): void {
server.rematchRequesterId = null;
broadcastButtons(server);
}

55
src/messages/resign.ts Executable file
View File

@ -0,0 +1,55 @@
import { PlayerConnection } from '../player-connection';
import { broadcastBoard } from '../view/board-renderer';
import { broadcastButtons } from '../view/button-renderer';
import { broadcastSoundToPlayer } from '../view/sound-renderer';
import { broadcastAnimation } from '../view/animation-renderer';
import { broadcastTitle } from '../view/title-renderer';
import { GameServer } from '../game-server';
import { Message } from './messages';
export interface ResignationMessage extends Message {}
export function handleResignation(
server: GameServer,
conn: PlayerConnection,
message: ResignationMessage,
): void {
console.log(
`Handling resign message in game ${server.id} from player ${conn.id}: ${{ message }}`,
);
if (server.gomoku.status !== 'playing') {
conn.sendMessage('error', 'You can only resign from an active game.');
return;
}
const resigningPlayerColor = server.getPlayerColor(conn);
if (!resigningPlayerColor) {
conn.sendMessage('error', 'You are not a player in server game.');
return;
}
server.gomoku.resign(resigningPlayerColor);
broadcastBoard(server);
broadcastTitle(server);
broadcastButtons(server);
broadcastSoundToPlayer(conn, 'defeat');
const otherPlayerId =
resigningPlayerColor === 'white'
? server.blackPlayerId
: server.whitePlayerId;
if (otherPlayerId) {
const otherPlayer = server.connections.get(otherPlayerId);
if (otherPlayer) {
broadcastSoundToPlayer(otherPlayer, 'victory');
// Broadcast animation for the winning player's color
if (resigningPlayerColor === 'white') {
broadcastAnimation(server, 'black-victory');
} else {
broadcastAnimation(server, 'white-victory');
}
}
}
console.log(`Player ${conn.id} resigned from game ${server.id}`);
}

88
src/messages/takeback.ts Executable file
View File

@ -0,0 +1,88 @@
import { PlayerConnection } from '../player-connection';
import { broadcastBoard } from '../view/board-renderer';
import { broadcastButtons } from '../view/button-renderer';
import { broadcastTitle } from '../view/title-renderer';
import { GameServer } from '../game-server';
import { ActionType, Message } from './messages';
export interface TakebackMessage extends Message {
action: ActionType;
}
export function handleTakebackMessage(
server: GameServer,
conn: PlayerConnection,
message: TakebackMessage,
): void {
if (server.gomoku.status !== 'playing') {
conn.sendMessage(
'error',
'You can only perform this action in an active game.',
);
return;
}
switch (message.action) {
case 'request':
handleRequestTakeback(server, conn);
break;
case 'accept':
if (!server.takebackRequesterId) {
conn.sendMessage('error', 'No takeback has been requested.');
return;
}
handleAcceptTakeback(server);
break;
case 'decline':
if (!server.takebackRequesterId) {
conn.sendMessage('error', 'No takeback has been requested.');
return;
}
handleDeclineTakeback(server);
break;
case 'cancel':
if (server.takebackRequesterId !== conn.id) {
conn.sendMessage(
'error',
'You are not the one who requested a takeback.',
);
return;
}
handleCancelTakebackRequest(server);
break;
}
}
function handleRequestTakeback(
server: GameServer,
conn: PlayerConnection,
): void {
if (server.gomoku.history.length === 0) {
conn.sendMessage('error', 'There are no moves to take back.');
return;
}
if (server.drawRequesterId) {
conn.sendMessage('error', 'A draw has already been requested.');
return;
}
server.takebackRequesterId = conn.id;
broadcastButtons(server);
}
function handleAcceptTakeback(server: GameServer): void {
server.gomoku.undoMove();
server.takebackRequesterId = null;
broadcastBoard(server);
broadcastButtons(server);
broadcastTitle(server);
}
function handleDeclineTakeback(server: GameServer): void {
server.takebackRequesterId = null;
broadcastButtons(server);
}
function handleCancelTakebackRequest(server: GameServer): void {
server.takebackRequesterId = null;
broadcastButtons(server);
}

View File

@ -0,0 +1,37 @@
import { PlayerConnection } from '../player-connection';
import { broadcastTitle } from '../view/title-renderer';
import { GameServer } from '../game-server';
import { Message } from './messages';
export interface UpdateDisplayNameMessage extends Message {
displayName: string;
}
export function handleUpdateDisplayName(
server: GameServer,
conn: PlayerConnection,
message: UpdateDisplayNameMessage,
): void {
const newDisplayName = message.displayName.trim();
if (!newDisplayName) {
conn.sendMessage('error', 'Display name cannot be empty.');
return;
}
if (newDisplayName.length > 20) {
conn.sendMessage(
'error',
'Display name cannot be longer than 20 characters.',
);
return;
}
if (newDisplayName === conn.name) {
return; // No change, do nothing
}
conn.name = newDisplayName;
server.webSocketHandler.setPlayerName(conn.id, newDisplayName);
broadcastTitle(server);
}

25
src/player-connection.ts Executable file
View File

@ -0,0 +1,25 @@
import { WS } from '.';
export type PlayerId = string;
export class PlayerConnection {
id: PlayerId;
name: string;
ws: WS;
constructor(id: string, name: string, ws: WS) {
this.id = id;
this.name = name;
this.ws = ws;
}
public sendMessage(severity: 'info' | 'error', message: string) {
console.log(`Sending message ${message} to player ${this.id}`);
this.ws.send(
JSON.stringify({
type: 'client-info',
message: message,
}),
);
}
}

18
src/view/animation-renderer.tsx Executable file
View File

@ -0,0 +1,18 @@
import { PlayerConnection } from '../player-connection';
import { GameServer } from '../game-server';
export function broadcastAnimation(server: GameServer, animation: string) {
server.connections.forEach((conn: PlayerConnection) =>
broadcastAnimationToPlayer(conn, animation),
);
}
export function broadcastAnimationToPlayer(
conn: PlayerConnection,
animation: string,
) {
conn.ws.send({
type: 'animation',
animation: animation,
});
}

View File

@ -1,46 +0,0 @@
import { GomokuGame } from '../game/game-instance';
export function renderGameBoardHtml(
game: GomokuGame,
isPlayerToPlay: boolean,
): string {
// Check the last move, so that the stone can be highlighted
const lastMove = game.history[game.history.length - 1];
let boardHtml = '<div id="game-board" class="game-board-grid">';
for (let row = 0; row < game.board.length; row++) {
for (let col = 0; col < game.board[row].length; col++) {
const stone = game.board[row][col];
const intersectionId = `intersection-${row}-${col}`;
let stoneHtml = '';
if (stone) {
const colorClass =
stone === 'black' ? 'stone-black-heart' : 'stone-white-heart';
const lastMoveClass =
col == lastMove.col && row == lastMove.row ? 'last-move' : '';
stoneHtml = `<div class="${colorClass} ${lastMoveClass}"></div>`;
}
// Calculate top and left for absolute positioning, offset by half the intersection div size
const top = row * 7.142857142857142;
const left = col * 7.142857142857142;
// HTMX attributes for making a move
const wsAttrs = isPlayerToPlay && !stone ? `ws-send="click"` : '';
boardHtml += `
<div
id="${intersectionId}"
class="intersection"
data-row="${row}"
data-col="${col}"
style="top: ${top}%; left: ${left}%;"
${wsAttrs}
>
${stoneHtml}
</div>`;
}
}
boardHtml += `</div>`;
return boardHtml;
}

93
src/view/board-renderer.tsx Executable file
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import { Html } from '@elysiajs/html';
import { GomokuGame } from '../game/game-instance';
import { PlayerConnection } from '../player-connection';
import { GameServer } from '../game-server';
export function createStoneSvg(
color: 'black' | 'white',
isHighlighted: boolean = false,
): JSX.Element {
const colorClass =
color === 'black' ? 'stone-black-heart' : 'stone-white-heart';
const lastMoveClass = isHighlighted ? 'last-move' : '';
return (
<svg
xmlns="http://www.w3.org/2000/svg"
class={`${colorClass} ${lastMoveClass}`}
viewBox="0 0 24 24"
width="24"
height="24"
>
<path d="m11.645 20.91-.007-.003-.022-.012a15.247 15.247 0 0 1-.383-.218 25.18 25.18 0 0 1-4.244-3.17C4.688 15.36 2.25 12.174 2.25 8.25 2.25 5.322 4.714 3 7.688 3A5.5 5.5 0 0 1 12 5.052 5.5 5.5 0 0 1 16.313 3c2.973 0 5.437 2.322 5.437 5.25 0 3.925-2.438 7.111-4.739 9.256a25.175 25.175 0 0 1-4.244 3.17 15.247 15.247 0 0 1-.383.219l-.022.012-.007.004-.003.001a.752.752 0 0 1-.704 0l-.003-.001Z" />
<path
stroke-linecap="round"
stroke-linejoin="round"
d="M21 8.25c0-2.485-2.099-4.5-4.688-4.5-1.935 0-3.597 1.126-4.312 2.733-.715-1.607-2.377-2.733-4.313-2.733C5.1 3.75 3 5.765 3 8.25c0 7.22 9 12 9 12s9-4.78 9-12Z"
fill="none"
stroke-width="1.5"
/>
</svg>
);
}
export function broadcastBoard(server: GameServer) {
server.connections.forEach((conn: PlayerConnection) =>
broadcastBoardToPlayer(server, conn),
);
}
export function broadcastBoardToPlayer(
server: GameServer,
conn: PlayerConnection,
) {
const isToPlay =
server.gomoku.currentPlayerColor == server.getPlayerColor(conn);
const updatedBoardHtml = renderGameBoardHtml(server.gomoku, isToPlay);
conn.ws.send(updatedBoardHtml);
console.log(`Sent board for game ${server.id} to player ${conn.id}`);
}
function renderGameBoardHtml(
game: GomokuGame,
isPlayerToPlay: boolean,
): string {
// Check the last move, so that the stone can be highlighted
const lastMove = game.history[game.history.length - 1];
let boardHtml = '<div id="game-board" class="game-board-grid">';
for (let row = 0; row < game.board.length; row++) {
for (let col = 0; col < game.board[row].length; col++) {
const stone = game.board[row][col];
const intersectionId = `intersection-${row}-${col}`;
let stoneHtml: JSX.Element | null;
if (stone) {
const isLastMove = col == lastMove.col && row == lastMove.row;
stoneHtml = createStoneSvg(stone, isLastMove);
} else {
stoneHtml = null;
}
// Calculate top and left for absolute positioning, offset by half the intersection div size
const top = row * 7.142857142857142;
const left = col * 7.142857142857142;
// HTMX attributes for making a move
const wsAttrs = isPlayerToPlay && !stone ? `ws-send="click"` : '';
boardHtml += `
<div
id="${intersectionId}"
class="intersection"
data-row="${row}"
data-col="${col}"
style="top: ${top}%; left: ${left}%;"
${wsAttrs}
>
${stoneHtml ? stoneHtml : ''}
</div>`;
}
}
boardHtml += `</div>`;
return boardHtml;
}

183
src/view/button-renderer.tsx Executable file
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import { Html } from '@elysiajs/html';
import { PlayerConnection } from '../player-connection';
import { GameServer } from '../game-server';
export function broadcastButtons(server: GameServer) {
server.connections.forEach((conn: PlayerConnection) =>
broadcastButtonsToPlayer(server, conn),
);
}
export function broadcastButtonsToPlayer(
server: GameServer,
conn: PlayerConnection,
) {
const buttons: JSX.Element[] = [];
let title: string | undefined;
if (server.gomoku.status == 'playing' && server.getPlayerColor(conn)) {
if (server.takebackRequesterId) {
if (server.takebackRequesterId === conn.id) {
title = 'You requested a takeback';
buttons.push(
<button
id="cancel-takeback-request-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Cancel">
<use href="/icons/decline.svg"></use>
</svg>
</button>,
);
} else {
title = 'Your opponent requests a takeback';
buttons.push(
<button
id="accept-takeback-button"
class="accept-button"
ws-send="click"
>
<svg class="icon" alt="Accept">
<use href="/icons/accept.svg"></use>
</svg>
</button>,
);
buttons.push(
<button
id="decline-takeback-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Decline">
<use href="/icons/decline.svg"></use>
</svg>
</button>,
);
}
} else if (server.drawRequesterId) {
if (server.drawRequesterId === conn.id) {
title = 'You requested a draw';
buttons.push(
<button
id="cancel-draw-request-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Cancel">
<use href="/icons/decline.svg"></use>
</svg>
</button>,
);
} else {
title = 'Your opponent offers a draw';
buttons.push(
<button id="accept-draw-button" class="accept-button" ws-send="click">
<svg class="icon" alt="Accept">
<use href="/icons/accept.svg"></use>
</svg>
</button>,
);
buttons.push(
<button
id="decline-draw-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Decline">
<use href="/icons/decline.svg"></use>
</svg>
</button>,
);
}
} else {
buttons.push(
<button id="resign-button" ws-send="click">
<svg class="icon" alt="Resign">
<use href="/icons/resign.svg"></use>
</svg>
</button>,
);
buttons.push(
<button id="takeback-button" ws-send="click">
<svg class="icon" alt="Takeback">
<use href="/icons/undo.svg"></use>
</svg>
</button>,
);
buttons.push(
<button id="draw-button" ws-send="click">
<svg class="icon" alt="Draw">
<use href="/icons/draw.svg"></use>
</svg>
</button>,
);
}
} else if (server.gomoku.status === 'finished') {
if (server.rematchRequesterId) {
if (server.rematchRequesterId === conn.id) {
title = 'You requested a rematch';
buttons.push(
<button
id="cancel-rematch-request-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Cancel">
<use href="/icons/decline.svg"></use>
</svg>
</button>,
);
} else {
title = 'Your opponent requests a rematch';
buttons.push(
<button
id="accept-rematch-button"
class="accept-button"
ws-send="click"
>
<svg class="icon" alt="Accept">
<use href="/icons/accept.svg"></use>
</svg>
</button>,
);
buttons.push(
<button
id="decline-rematch-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Decline">
<use href="/icons/decline.svg"></use>
</svg>
</button>,
);
}
} else {
buttons.push(
<button id="rematch-button" ws-send="click">
<svg class="icon" alt="Rematch">
<use href="/icons/rotate-right.svg"></use>
</svg>
</button>,
);
}
} else if (server.gomoku.status === 'waiting') {
buttons.push(
<button id="copy-link-button" onclick="copyGameLink()">
<svg class="icon" alt="Copy">
<use href="/icons/clipboard-copy.svg"></use>
</svg>
<span id="copy-link-text">Copy Link</span>
</button>,
);
}
conn.ws.send(
<div id="button-box">
<div id="button-box-title">{title}</div>
<div id="button-box-buttons">{buttons}</div>
</div>,
);
console.log(`Sent buttons for game ${server.id} to player ${conn.id}`);
}

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src/view/sound-renderer.tsx Executable file
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import { PlayerConnection } from '../player-connection';
import { GameServer } from '../game-server';
export function broadcastSound(server: GameServer, sound: string) {
server.connections.forEach((conn: PlayerConnection) =>
broadcastSoundToPlayer(conn, sound),
);
}
export function broadcastSoundToPlayer(conn: PlayerConnection, sound: string) {
conn.ws.send({
type: 'sound',
sound: sound,
});
}

65
src/view/title-renderer.tsx Executable file
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import { Html } from '@elysiajs/html';
import { PlayerConnection } from '../player-connection';
import { GameServer } from '../game-server';
import { PlayerColor } from '../game/game-instance';
export function broadcastTitle(server: GameServer) {
server.connections.forEach((conn: PlayerConnection) =>
broadcastTitleToPlayer(server, conn),
);
}
export function broadcastTitleToPlayer(
server: GameServer,
conn: PlayerConnection,
) {
let message = '';
switch (server.gomoku.status) {
case 'waiting': {
message = 'Waiting for players...';
break;
}
case 'playing': {
const blackTag = playerTag(server, server.blackPlayerId!, 'black');
const whiteTag = playerTag(server, server.whitePlayerId!, 'white');
message = `${blackTag} vs ${whiteTag}`;
break;
}
case 'finished': {
switch (server.gomoku.winnerColor) {
case 'draw': {
message = 'Game ended in draw.';
break;
}
case 'black': {
const name = server.connections.get(server.blackPlayerId!)?.name;
message = `${name} wins!`;
break;
}
case 'white': {
const name = server.connections.get(server.whitePlayerId!)?.name;
message = `${name} wins!`;
break;
}
}
break;
}
}
conn.ws.send(<div id="title-box">{message}</div>);
console.log(`Sent title for game ${server.id} to player ${conn.id}`);
}
function playerTag(server: GameServer, playerId: string, color: PlayerColor) {
const connectionIcon = server.connections.has(playerId)
? ''
: `<img src="/icons/disconnected.svg" alt="Disconnected" class="icon" />`;
var turnClass =
server.gomoku.currentPlayerColor === color ? 'player-to-play' : '';
const classes = `player-name ${'player-' + color} ${turnClass}`.trim();
return (
<span class={classes}>
{server.connections.get(playerId)?.name}
{connectionIcon}
</span>
);
}

723
src/web-socket-handler.tsx Normal file → Executable file
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import { ElysiaWS } from 'elysia/dist/ws';
import { Html } from '@elysiajs/html';
import { GomokuGame as GomokuGame, PlayerColor } from './game/game-instance';
import { renderGameBoardHtml } from './view/board-renderer';
import {
Message,
MakeMoveMessage,
ResignationMessage,
TakebackMessage,
DrawMessage,
RematchMessage,
RedirectToGameMessage,
UpdateDisplayNameMessage,
} from './messages';
import { v4 as uuidv4 } from 'uuid';
type WS = ElysiaWS<{ query: { playerId: string; gameId: string } }>;
class PlayerConnection {
id: string;
name: string;
ws: WS;
constructor(id: string, name: string, ws: WS) {
this.id = id;
this.name = name;
this.ws = ws;
}
public sendMessage(severity: 'info' | 'error', message: string) {
console.log(`Sending message ${message} to player ${this.id}`);
// TODO
}
}
class GameServer {
id: string;
gomoku: GomokuGame;
connections: Map<string, PlayerConnection>;
blackPlayerId?: string;
whitePlayerId?: string;
takebackRequesterId: string | null = null;
drawRequesterId: string | null = null;
rematchRequesterId: string | null = null;
constructor(
id: string,
private webSocketHandler: WebSocketHandler,
) {
this.id = id;
this.gomoku = new GomokuGame();
this.connections = new Map();
}
public handleConnection(ws: WS) {
const { playerId } = ws.data.query;
if (this.connections.has(playerId)) {
const existingConn = this.connections.get(playerId)!;
existingConn.ws = ws; // Update with new WebSocket
console.log(
`Updated connection for player ${playerId} in game ${this.id}, replacing old WS.`,
);
} else {
const playerName = this.webSocketHandler.getPlayerName(playerId); // Retrieve name or use ID
const conn = new PlayerConnection(playerId, playerName, ws);
this.connections.set(playerId, conn);
console.log(
`Created new connection with player ${conn.id} in game ${this.id}`,
);
if (!this.blackPlayerId) {
this.blackPlayerId = conn.id;
} else if (!this.whitePlayerId) {
this.whitePlayerId = conn.id;
}
}
if (this.whitePlayerId && this.blackPlayerId) {
this.gomoku.status = 'playing';
}
this.broadcastBoard();
this.broadcastButtons();
this.broadcastTitle();
}
public handleDisconnect(ws: WS) {
const { playerId } = ws.data.query;
this.connections.delete(playerId);
this.broadcastTitle();
}
public broadcastBoard() {
this.connections.forEach((conn: PlayerConnection) =>
this.broadcastBoardToPlayer(conn),
);
}
public broadcastTitle() {
this.connections.forEach((conn: PlayerConnection) =>
this.broadcastTitleToPlayer(conn),
);
}
public broadcastButtons() {
this.connections.forEach((conn: PlayerConnection) =>
this.broadcastButtonsToPlayer(conn),
);
}
public broadcastBoardToPlayer(conn: PlayerConnection) {
const isToPlay =
this.gomoku.currentPlayerColor == this.getPlayerColor(conn);
const updatedBoardHtml = renderGameBoardHtml(this.gomoku, isToPlay);
conn.ws.send(updatedBoardHtml);
console.log(`Sent board for game ${this.id} to player ${conn.id}`);
}
public broadcastTitleToPlayer(conn: PlayerConnection) {
let message = '';
switch (this.gomoku.status) {
case 'waiting': {
message = 'Waiting for players...';
break;
}
case 'playing': {
const blackTag = this.playerTag(this.blackPlayerId!, 'black');
const whiteTag = this.playerTag(this.whitePlayerId!, 'white');
message = `${blackTag} vs ${whiteTag}`;
break;
}
case 'finished': {
switch (this.gomoku.winnerColor) {
case 'draw': {
message = 'Game ended in draw.';
break;
}
case 'black': {
const name = this.connections.get(this.blackPlayerId!)?.name;
message = `${name} wins!`;
break;
}
case 'white': {
const name = this.connections.get(this.whitePlayerId!)?.name;
message = `${name} wins!`;
break;
}
}
break;
}
}
conn.ws.send(<div id="title-box">{message}</div>);
console.log(`Sent title for game ${this.id} to player ${conn.id}`);
}
public broadcastButtonsToPlayer(conn: PlayerConnection) {
const buttons: JSX.Element[] = [];
if (this.gomoku.status == 'playing' && this.getPlayerColor(conn)) {
if (this.takebackRequesterId) {
if (this.takebackRequesterId === conn.id) {
buttons.push(
<button
id="cancel-takeback-request-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Cancel">
<use href="/icons/decline.svg"></use>
</svg>
Cancel Takeback Request
</button>,
);
} else {
buttons.push(
<button
id="accept-takeback-button"
class="accept-button"
ws-send="click"
>
<svg class="icon" alt="Accept">
<use href="/icons/accept.svg"></use>
</svg>
Accept Takeback
</button>,
);
buttons.push(
<button
id="decline-takeback-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Decline">
<use href="/icons/decline.svg"></use>
</svg>
Decline Takeback
</button>,
);
}
} else if (this.drawRequesterId) {
if (this.drawRequesterId === conn.id) {
buttons.push(
<button
id="cancel-draw-request-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Cancel">
<use href="/icons/decline.svg"></use>
</svg>
Cancel Draw Request
</button>,
);
} else {
buttons.push(
<button
id="accept-draw-button"
class="accept-button"
ws-send="click"
>
<svg class="icon" alt="Accept">
<use href="/icons/accept.svg"></use>
</svg>
Accept Draw
</button>,
);
buttons.push(
<button
id="decline-draw-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Decline">
<use href="/icons/decline.svg"></use>
</svg>
Decline Draw
</button>,
);
}
} else {
buttons.push(
<button id="resign-button" ws-send="click">
<svg class="icon" alt="Resign">
<use href="/icons/resign.svg"></use>
</svg>
Resign
</button>,
);
buttons.push(
<button id="takeback-button" ws-send="click">
<svg class="icon" alt="Takeback">
<use href="/icons/undo.svg"></use>
</svg>
Takeback
</button>,
);
buttons.push(
<button id="draw-button" ws-send="click">
<svg class="icon" alt="Draw">
<use href="/icons/draw.svg"></use>
</svg>
Draw
</button>,
);
}
} else if (this.gomoku.status === 'finished') {
if (this.rematchRequesterId) {
if (this.rematchRequesterId === conn.id) {
buttons.push(
<button
id="cancel-rematch-request-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Cancel">
<use href="/icons/decline.svg"></use>
</svg>
Cancel Rematch Request
</button>,
);
} else {
buttons.push(
<button
id="accept-rematch-button"
class="accept-button"
ws-send="click"
>
<svg class="icon" alt="Accept">
<use href="/icons/accept.svg"></use>
</svg>
Accept Rematch
</button>,
);
buttons.push(
<button
id="decline-rematch-button"
class="decline-button"
ws-send="click"
>
<svg class="icon" alt="Decline">
<use href="/icons/decline.svg"></use>
</svg>
Decline Rematch
</button>,
);
}
} else {
buttons.push(
<button id="rematch-button" ws-send="click">
<svg class="icon" alt="Rematch">
<use href="/icons/rotate-right.svg"></use>
</svg>
Rematch
</button>,
);
}
} else if (this.gomoku.status === 'waiting') {
buttons.push(
<button id="copy-link-button" onclick="copyGameLink()">
<svg class="icon" alt="Copy">
<use href="/icons/clipboard-copy.svg"></use>
</svg>
<span id="copy-link-text">Click to copy game link!</span>
</button>,
);
}
conn.ws.send(<div id="button-box">{buttons}</div>);
console.log(`Sent buttons for game ${this.id} to player ${conn.id}`);
}
private playerTag(playerId: string, color: PlayerColor) {
const connectionIcon = this.connections.has(playerId)
? ''
: `<img src="/icons/disconnected.svg" alt="Disconnected" class="icon" />`;
var turnClass =
this.gomoku.currentPlayerColor === color ? 'player-to-play' : '';
const classes = `player-name ${'player-' + color} ${turnClass}`.trim();
return (
<span class={classes}>
{this.connections.get(playerId)?.name}
{connectionIcon}
</span>
);
}
public handleMessage(ws: WS, message: Message): void {
const conn = this.connections.get(ws.data.query.playerId);
if (!conn) {
console.error(
`Failed to handle message from player ${ws.data.query.playerId}, because they are not in the game ${this.id}, which it was routed to`,
);
return;
}
console.log(
`Handling ${message.type} message in game ${this.id} from player ${conn.id}: ${JSON.stringify(message)}`,
);
switch (message.type) {
case 'make_move': {
this.handleMakeMove(conn, message as MakeMoveMessage);
break;
}
case 'resign': {
this.handleResignation(conn, message as ResignationMessage);
break;
}
case 'takeback': {
this.handleTakebackMessage(conn, message as TakebackMessage);
break;
}
case 'draw': {
this.handleDrawMessage(conn, message as DrawMessage);
break;
}
case 'rematch': {
this.handleRematchMessage(conn, message as RematchMessage);
break;
}
case 'update_display_name': {
this.handleUpdateDisplayName(conn, message as UpdateDisplayNameMessage);
break;
}
}
}
private getPlayerColor(conn: PlayerConnection): PlayerColor | undefined {
if (this.blackPlayerId === conn.id) {
return 'black';
} else if (this.whitePlayerId === conn.id) {
return 'white';
} else {
return undefined;
}
}
private handleMakeMove(
conn: PlayerConnection,
message: MakeMoveMessage,
): void {
const { row, col } = message;
var playerColor;
if (this.blackPlayerId === conn.id) {
playerColor = 'black';
} else if (this.whitePlayerId == conn.id) {
playerColor = 'white';
} else {
conn.sendMessage(
'error',
'You are not a player in this game, you cannot make a move!',
);
return;
}
if (this.gomoku.currentPlayerColor !== playerColor) {
conn.sendMessage('error', "It's not your turn");
return;
}
if (this.takebackRequesterId || this.drawRequesterId) {
this.takebackRequesterId = null;
this.drawRequesterId = null;
this.broadcastButtons();
}
const stateBeforeMove = this.gomoku.status;
const result = this.gomoku.makeMove(playerColor, row, col);
if (result.success) {
this.broadcastBoard();
this.broadcastTitle();
// We only need to re-send buttons when the game state changes
if (stateBeforeMove != this.gomoku.status) {
this.broadcastButtons();
}
console.log(
`Move made in game ${this.id} by ${conn.id}: (${row}, ${col})`,
);
} else {
conn.sendMessage('error', result.error!);
}
}
private handleResignation(
conn: PlayerConnection,
message: ResignationMessage,
): void {
console.log(
`Handling resign message in game ${this.id} from player ${conn.id}: ${{ message }}`,
);
if (this.gomoku.status !== 'playing') {
conn.sendMessage('error', 'You can only resign from an active game.');
return;
}
const resigningPlayerColor = this.getPlayerColor(conn);
if (!resigningPlayerColor) {
conn.sendMessage('error', 'You are not a player in this game.');
return;
}
this.gomoku.resign(resigningPlayerColor);
this.broadcastBoard();
this.broadcastTitle();
this.broadcastButtons();
console.log(`Player ${conn.id} resigned from game ${this.id}`);
}
private handleTakebackMessage(
conn: PlayerConnection,
message: TakebackMessage,
): void {
if (this.gomoku.status !== 'playing') {
conn.sendMessage(
'error',
'You can only perform this action in an active game.',
);
return;
}
switch (message.action) {
case 'request':
this.handleRequestTakeback(conn);
break;
case 'accept':
if (!this.takebackRequesterId) {
conn.sendMessage('error', 'No takeback has been requested.');
return;
}
this.handleAcceptTakeback();
break;
case 'decline':
if (!this.takebackRequesterId) {
conn.sendMessage('error', 'No takeback has been requested.');
return;
}
this.handleDeclineTakeback();
break;
case 'cancel':
if (this.takebackRequesterId !== conn.id) {
conn.sendMessage(
'error',
'You are not the one who requested a takeback.',
);
return;
}
this.handleCancelTakebackRequest();
break;
}
}
private handleDrawMessage(
conn: PlayerConnection,
message: DrawMessage,
): void {
if (this.gomoku.status !== 'playing') {
conn.sendMessage(
'error',
'You can only perform this action in an active game.',
);
return;
}
switch (message.action) {
case 'request':
this.handleRequestDraw(conn);
break;
case 'accept':
if (!this.drawRequesterId) {
conn.sendMessage('error', 'No draw has been requested.');
return;
}
this.handleAcceptDraw();
break;
case 'decline':
if (!this.drawRequesterId) {
conn.sendMessage('error', 'No draw has been requested.');
return;
}
this.handleDeclineDraw();
break;
case 'cancel':
if (this.drawRequesterId !== conn.id) {
conn.sendMessage(
'error',
'You are not the one who requested a draw.',
);
return;
}
this.handleCancelDrawRequest();
break;
}
}
private handleRematchMessage(
conn: PlayerConnection,
message: RematchMessage,
): void {
if (this.gomoku.status !== 'finished') {
conn.sendMessage(
'error',
'You can only perform this action in a finished game.',
);
return;
}
switch (message.action) {
case 'request':
this.handleRequestRematch(conn);
break;
case 'accept':
if (!this.rematchRequesterId) {
conn.sendMessage('error', 'No rematch has been requested.');
return;
}
this.handleAcceptRematch();
break;
case 'decline':
if (!this.rematchRequesterId) {
conn.sendMessage('error', 'No rematch has been requested.');
return;
}
this.handleDeclineRematch();
break;
case 'cancel':
if (this.rematchRequesterId !== conn.id) {
conn.sendMessage(
'error',
'You are not the one who requested a rematch.',
);
return;
}
this.handleCancelRematchRequest();
break;
}
}
private handleRequestTakeback(conn: PlayerConnection): void {
if (this.gomoku.history.length === 0) {
conn.sendMessage('error', 'There are no moves to take back.');
return;
}
if (this.drawRequesterId) {
conn.sendMessage('error', 'A draw has already been requested.');
return;
}
this.takebackRequesterId = conn.id;
this.broadcastButtons();
}
private handleAcceptTakeback(): void {
this.gomoku.undoMove();
this.takebackRequesterId = null;
this.broadcastBoard();
this.broadcastButtons();
this.broadcastTitle();
}
private handleDeclineTakeback(): void {
this.takebackRequesterId = null;
this.broadcastButtons();
}
private handleRequestDraw(conn: PlayerConnection): void {
if (this.takebackRequesterId) {
conn.sendMessage('error', 'A takeback has already been requested.');
return;
}
this.drawRequesterId = conn.id;
this.broadcastButtons();
}
private handleAcceptDraw(): void {
this.gomoku.declareDraw();
this.drawRequesterId = null;
this.broadcastBoard();
this.broadcastButtons();
this.broadcastTitle();
}
private handleDeclineDraw(): void {
this.drawRequesterId = null;
this.broadcastButtons();
}
private handleRequestRematch(conn: PlayerConnection): void {
this.rematchRequesterId = conn.id;
this.broadcastButtons();
}
private handleAcceptRematch(): void {
const newGameId = this.webSocketHandler.createGame(
undefined,
this.whitePlayerId,
this.blackPlayerId,
);
const redirectMessage: RedirectToGameMessage = {
type: 'redirect_to_game',
gameId: newGameId,
};
this.connections.forEach((c) => {
c.ws.send(redirectMessage);
});
}
private handleDeclineRematch(): void {
this.rematchRequesterId = null;
this.broadcastButtons();
}
private handleCancelTakebackRequest(): void {
this.takebackRequesterId = null;
this.broadcastButtons();
}
private handleCancelDrawRequest(): void {
this.drawRequesterId = null;
this.broadcastButtons();
}
private handleCancelRematchRequest(): void {
this.rematchRequesterId = null;
this.broadcastButtons();
}
private handleUpdateDisplayName(
conn: PlayerConnection,
message: UpdateDisplayNameMessage,
): void {
const newDisplayName = message.displayName.trim();
if (!newDisplayName) {
conn.sendMessage('error', 'Display name cannot be empty.');
return;
}
if (newDisplayName.length > 20) {
conn.sendMessage(
'error',
'Display name cannot be longer than 20 characters.',
);
return;
}
if (newDisplayName === conn.name) {
return; // No change, do nothing
}
conn.name = newDisplayName;
this.webSocketHandler.setPlayerName(conn.id, newDisplayName);
this.broadcastTitle();
}
}
import { WS } from '.';
import { GameServer } from './game-server';
import { Message } from './messages/messages';
export class WebSocketHandler {
private games: Map<String, GameServer>;
private playerNames: Map<string, string>;
public games: Map<String, GameServer>;
public playerNames: Map<string, string>;
constructor() {
this.games = new Map();
@ -722,12 +14,13 @@ export class WebSocketHandler {
public handleConnection(ws: WS): void {
const { gameId, playerId } = ws.data.query;
console.log(`Player ${playerId} is opening a connection to game ${gameId}`);
if (this.games.has(gameId)) {
const game = this.games.get(gameId)!;
game.handleConnection(ws);
} else {
ws.send('Error: game not found');
ws.close();
this.createGame(gameId);
this.games.get(gameId)!.handleConnection(ws);
}
}

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tsconfig.json Normal file → Executable file
View File