gomoku/src/web-socket-handler.ts

294 lines
8.4 KiB
TypeScript

import { ElysiaWS } from 'elysia/dist/ws';
import { GameInstance } from './game/game-instance';
import { renderGameBoardHtml } from './view/board-renderer';
interface MakeMoveMessage {
gameId: string;
playerId: string;
row: number;
col: number;
}
type WS = ElysiaWS<{ query: { playerId: string; gameId: string } }>;
export class WebSocketHandler {
private connections: Map<string, Array<WS>>;
private games: Map<string, GameInstance>;
constructor() {
this.connections = new Map();
this.games = new Map();
}
public handleConnection(ws: WS): void {
const { gameId, playerId } = ws.data.query;
if (!this.connections.has(gameId)) {
this.connections.set(gameId, []);
}
this.connections.get(gameId)?.push(ws);
const game = this.getGame(gameId);
if (game) {
this.broadcastGameState(game.id);
} else {
ws.send('Error: game not found');
ws.close();
}
console.log(
`WebSocket connected, registered for Game ${gameId} as Player ${playerId}`,
);
}
public handleMessage(ws: WS, message: any): void {
const type: string = message.type;
// Someday we might have other message types
if (type === 'make_move') {
this.handleMakeMove(ws, message as MakeMoveMessage);
}
}
private handleMakeMove(ws: WS, message: MakeMoveMessage): void {
const { row, col } = message;
const { gameId, playerId } = ws.data.query;
console.log(
`Handling make_move message in game ${gameId} from player ${playerId}: ${{ message }}`,
);
if (!gameId || !playerId || row === undefined || col === undefined) {
this.sendMessage(ws, 'Error: missing gameId, playerId, row, or col');
return;
}
const game = this.games.get(gameId);
if (!game) {
this.sendMessage(ws, 'Error: game not found');
return;
}
const playerColor = Object.entries(game.players).find(
([_, id]) => id === playerId,
)?.[0] as ('black' | 'white') | undefined;
if (!playerColor) {
this.sendMessage(ws, 'Error: you are not a player in this game');
return;
}
if (game.currentPlayerColor !== playerColor) {
this.sendMessage(ws, "Error: It's not your turn");
return;
}
try {
const result = game.makeMove(playerId, row, col);
if (result.success) {
this.broadcastGameState(game.id);
console.log(
`Move made in game ${game.id} by ${playerId}: (${row}, ${col})`,
);
} else {
this.sendMessage(ws, result.error || 'Error: invalid move');
}
} catch (e: any) {
this.sendMessage(ws, 'Error: ' + e.message);
}
}
public handleDisconnect(ws: WS): void {
const { gameId, playerId } = ws.data.query;
const connectionsInGame = this.connections.get(gameId);
if (!connectionsInGame) {
console.error(
`Disconnecting WebSocket for player ${playerId} from game ${gameId}, but that game has no connections!`,
);
return;
}
this.connections.set(
gameId,
connectionsInGame.filter(
(conn) => conn.data.query.playerId !== ws.data.query.playerId,
),
);
if (this.connections.get(gameId)?.length === 0) {
this.connections.delete(gameId);
}
if (this.connections.has(gameId)) {
// Notify remaining players about disconnect
this.sendMessageToGame(gameId, `${playerId} disconnected.`);
}
this.sendTitleBoxesForGame(gameId);
console.log(`${playerId} disconnected from game ${gameId}`);
}
public broadcastGameState(gameId: string): void {
const game = this.games.get(gameId);
if (!game) {
console.warn(
'Attempted to broadcast state of game ${gameId}, which is not loaded.',
);
return;
}
const connectionsToUpdate = this.connections.get(gameId);
if (connectionsToUpdate) {
connectionsToUpdate.forEach((ws) => {
const { gameId, playerId } = ws.data.query;
const updatedBoardHtml = renderGameBoardHtml(game, playerId);
ws.send(updatedBoardHtml);
if (game.status === 'finished') {
if (game.winnerColor === 'draw') {
this.sendMessageToGame(gameId, 'Game ended in draw.');
} else if (game.winnerColor) {
this.sendMessageToGame(
gameId,
`${game.winnerColor.toUpperCase()} wins!`,
);
}
} else if (game.status === 'playing') {
const clientPlayerColor = Object.entries(game.players).find(
([_, id]) => id === playerId,
)?.[0] as ('black' | 'white') | undefined;
if (
game.currentPlayerColor &&
clientPlayerColor === game.currentPlayerColor
) {
this.sendMessage(ws, "It's your turn!");
} else if (game.currentPlayerColor) {
this.sendMessage(
ws,
`Waiting for ${game.currentPlayerColor}'s move.`,
);
}
} else if (game.status === 'waiting') {
this.sendMessage(ws, 'Waiting for another player...');
}
});
} else {
console.log(`No connections to update for game ${gameId}.`);
}
this.sendTitleBoxesForGame(gameId);
}
public sendMessageToGame(gameId: string, message: string): void {
const connections = this.connections.get(gameId);
if (connections) {
connections.forEach((ws) => {
this.sendMessage(ws, message);
});
}
}
public sendMessage(targetWs: WS, message: string): void {
targetWs.send('<div id="messages">' + message + '</div>');
}
private sendTitleBox(targetWs: WS, message: string): void {
targetWs.send('<div id="title-box">' + message + '</div>');
}
private sendTitleBoxesForGame(gameId: string): void {
const game = this.games.get(gameId);
if (!game) {
console.error(
`Tried to send title boxes for game ${gameId}, but it doesn't exist!`,
);
return;
}
const connections = this.connections.get(gameId);
if (!connections) {
console.log(
`Attempted to send title boxes for game ${gameId}, but no players are connected.`,
);
return;
}
var message = '';
switch (game.status) {
case 'waiting': {
message = 'Waiting for players...';
break;
}
case 'playing': {
const blackTag = game.players.black
? this.playerTag(gameId, game.players.black)
: 'Unknown';
const whiteTag = game.players.white
? this.playerTag(gameId, game.players.white)
: 'Unknown';
message = `${blackTag} vs ${whiteTag}`;
break;
}
case 'finished': {
switch (game.winnerColor) {
case 'draw': {
message = 'Game ended in draw.';
break;
}
case 'black': {
message = `${game.players.black} wins!`;
break;
}
case 'white': {
message = `${game.players.white} wins!`;
break;
}
}
break;
}
}
connections.forEach((connection) => {
this.sendTitleBox(connection, message);
});
}
private playerTag(gameId: string, playerId: string) {
// Determine whether the player is disconnected
var connectionIcon = `<img src="/icons/disconnected.svg" alt="Disconnected" class="icon" />`;
const connections = this.connections.get(gameId);
if (connections) {
connections.forEach((ws) => {
if (ws.data.query.playerId === playerId) {
console.log(`Connection exists for player ${playerId}`);
connectionIcon = '';
}
});
}
// Set the correct name color for the player
var colorClass = '';
var turnClass = '';
const game = this.games.get(gameId);
if (game) {
if (game.players.white === playerId) {
colorClass = 'player-white';
} else if (game.players.black === playerId) {
colorClass = 'player-black';
}
if (game.getCurrentPlayerId() === playerId) {
turnClass = 'player-to-play';
}
}
const classes = `player-name ${colorClass} ${turnClass}`.trim();
return `<span class="${classes}">${playerId}${connectionIcon}</span>`;
}
public getGame(gameId: string): GameInstance | undefined {
return this.games.get(gameId);
}
createGame(gameId?: string): GameInstance {
const game = new GameInstance(gameId);
this.games.set(game.id, game);
return game;
}
}