Implement main game mechanic

This commit is contained in:
2025-03-01 00:18:01 +01:00
parent 0a4a9a9d0e
commit 7d7dd263fe
8 changed files with 991 additions and 65 deletions

198
server/controller/game.js Normal file
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@ -0,0 +1,198 @@
const roomController = require('./room');
const SONGS = [
{ id: 1, title: "Black Steam", artist: "Carrot Quest GmbH", coverUrl: "https://mir-s3-cdn-cf.behance.net/project_modules/1400/fe529a64193929.5aca8500ba9ab.jpg" },
{ id: 2, title: "Sunset Dreams", artist: "Ocean Waves", coverUrl: "https://place-hold.it/500x500/" },
{ id: 3, title: "Neon Nights", artist: "Electric Avenue", coverUrl: "https://place-hold.it/500x500/" },
{ id: 4, title: "Mountain Echo", artist: "Wild Terrain", coverUrl: "https://place-hold.it/500x500/" },
{ id: 5, title: "Urban Jungle", artist: "City Dwellers", coverUrl: "https://place-hold.it/500x500/" },
{ id: 6, title: "Cosmic Journey", artist: "Stargazers", coverUrl: "https://place-hold.it/500x500/" }
];
const gameStates = {};
const initializeGameState = (roomId) => {
if (!gameStates[roomId]) {
gameStates[roomId] = {
round: 0,
phase: 'waiting',
roles: {},
selectedSong: null,
scores: {},
songOptions: [],
guessResults: {},
currentComposer: null,
roundStartTime: null,
phaseTimeLimit: {
composing: 30,
guessing: 30
},
lastFrequency: 440,
};
const users = roomController.getRoomUsers(roomId);
users.forEach(user => {
gameStates[roomId].scores[user.id] = 0;
});
}
return gameStates[roomId];
};
const startNewRound = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState) return false;
gameState.round += 1;
gameState.phase = 'composing';
gameState.guessResults = {};
gameState.roundStartTime = Date.now();
const users = roomController.getRoomUsers(roomId);
if (users.length < 2) return false;
console.log(`Starting round ${gameState.round} in room ${roomId} with ${users.length} users`);
gameState.roles = {};
if (gameState.round === 1 || !gameState.currentComposer) {
const composerIndex = Math.floor(Math.random() * users.length);
gameState.currentComposer = users[composerIndex].id;
} else {
const currentIndex = users.findIndex(user => user.id === gameState.currentComposer);
if (currentIndex === -1) {
const composerIndex = Math.floor(Math.random() * users.length);
gameState.currentComposer = users[composerIndex].id;
} else {
const nextIndex = (currentIndex + 1) % users.length;
gameState.currentComposer = users[nextIndex].id;
}
}
users.forEach(user => {
gameState.roles[user.id] = user.id === gameState.currentComposer ? 'composer' : 'guesser';
console.log(`User ${user.name} (${user.id}) assigned role: ${gameState.roles[user.id]}`);
});
gameState.selectedSong = SONGS[Math.floor(Math.random() * SONGS.length)];
const songOptions = [...SONGS].sort(() => Math.random() - 0.5).slice(0, 5);
if (!songOptions.includes(gameState.selectedSong)) {
songOptions[Math.floor(Math.random() * songOptions.length)] = gameState.selectedSong;
}
gameState.songOptions = songOptions;
return true;
};
const getTimeRemaining = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState || !gameState.roundStartTime) return 0;
const phaseDuration = gameState.phaseTimeLimit[gameState.phase] * 1000;
const timeElapsed = Date.now() - gameState.roundStartTime;
const timeRemaining = Math.max(0, phaseDuration - timeElapsed);
return Math.ceil(timeRemaining / 1000);
};
const advancePhase = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState) return false;
if (gameState.phase === 'composing') {
gameState.phase = 'guessing';
gameState.roundStartTime = Date.now();
return true;
} else if (gameState.phase === 'guessing') {
gameState.phase = 'results';
return true;
} else if (gameState.phase === 'results') {
return startNewRound(roomId);
}
return false;
};
const updateFrequency = (roomId, frequency) => {
if (!gameStates[roomId]) return false;
gameStates[roomId].lastFrequency = frequency;
return true;
};
const getCurrentFrequency = (roomId) => {
return gameStates[roomId]?.lastFrequency || 440;
};
const submitGuess = (roomId, userId, songId) => {
const gameState = gameStates[roomId];
if (!gameState || gameState.phase !== 'guessing' || gameState.roles[userId] !== 'guesser') {
return false;
}
const isCorrect = gameState.selectedSong.id === songId;
gameState.guessResults[userId] = {
songId,
isCorrect,
points: isCorrect ? 10 : 0
};
if (isCorrect) {
gameState.scores[userId] = (gameState.scores[userId] || 0) + 10;
}
return {
isCorrect,
correctSong: gameState.selectedSong,
points: isCorrect ? 10 : 0
};
};
const getRoundResults = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState) return null;
return {
round: gameState.round,
selectedSong: gameState.selectedSong,
guessResults: gameState.guessResults,
scores: gameState.scores
};
};
const getRoles = (roomId) => {
return gameStates[roomId]?.roles || {};
};
const getUserRole = (roomId, userId) => {
return gameStates[roomId]?.roles[userId] || null;
};
const getSongOptions = (roomId) => {
return gameStates[roomId]?.songOptions || [];
};
const getSelectedSong = (roomId) => {
return gameStates[roomId]?.selectedSong || null;
};
const cleanupGameState = (roomId) => {
delete gameStates[roomId];
};
module.exports = {
initializeGameState,
startNewRound,
getTimeRemaining,
advancePhase,
updateFrequency,
getCurrentFrequency,
submitGuess,
getRoundResults,
getRoles,
getUserRole,
getSongOptions,
getSelectedSong,
cleanupGameState
};

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@ -1,3 +1,9 @@
let cleanupGameState;
const setCleanupGameState = (cleanupFunction) => {
cleanupGameState = cleanupFunction;
};
let rooms = {};
module.exports.roomExists = (roomId) => rooms[roomId] !== undefined;
@ -76,6 +82,7 @@ module.exports.disconnectUser = (userId) => {
if (memberIndex !== -1) {
if (room.members[memberIndex].creator && room.members.length > 1) {
// Transfer host status to the next user
room.members[1].creator = true;
}
@ -83,6 +90,9 @@ module.exports.disconnectUser = (userId) => {
console.log(`User ${userId} disconnected from room ${roomId}`);
if (room.members.length === 0) {
if (cleanupGameState) {
cleanupGameState(roomId);
}
delete rooms[roomId];
console.log(`Room ${roomId} deleted because it's empty`);
}
@ -90,4 +100,25 @@ module.exports.disconnectUser = (userId) => {
break;
}
}
}
}
module.exports.validateRoomMembers = (io, roomId) => {
if (!rooms[roomId]) return [];
const validMembers = [];
const connectedSockets = io.sockets.adapter.rooms.get(roomId) || new Set();
rooms[roomId].members = rooms[roomId].members.filter(member => {
const stillConnected = connectedSockets.has(member.id);
if (stillConnected) {
validMembers.push(member);
} else {
console.log(`Removing disconnected user ${member.name} (${member.id}) from room ${roomId}`);
}
return stillConnected;
});
return validMembers;
}
module.exports.setCleanupGameState = setCleanupGameState;

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@ -1,23 +1,79 @@
const {
connectUserToRoom,
roomExists,
disconnectUser,
getUserRoom,
getRoomUsers,
isRoomOpen,
startGame,
isUserHost
} = require("../controller/room");
const roomController = require("../controller/room");
const gameController = require("../controller/game");
module.exports = (io) => (socket) => {
let currentRoomId = null;
let currentUser = null;
let phaseTimers = {};
const clearRoomTimers = (roomId) => {
if (phaseTimers[roomId]) {
clearTimeout(phaseTimers[roomId]);
delete phaseTimers[roomId];
}
};
const startPhaseTimer = (roomId) => {
clearRoomTimers(roomId);
const timeRemaining = gameController.getTimeRemaining(roomId) * 1000;
phaseTimers[roomId] = setTimeout(() => {
const advanced = gameController.advancePhase(roomId);
if (advanced) {
const currentPhase = advanced.phase || 'results';
if (currentPhase === 'guessing') {
const roles = gameController.getRoles(roomId);
const songOptions = gameController.getSongOptions(roomId);
const timeLeft = gameController.getTimeRemaining(roomId);
Object.entries(roles).forEach(([userId, role]) => {
if (role === 'guesser') {
io.to(userId).emit('guessing-phase-started', {
timeRemaining: timeLeft,
songOptions
});
}
});
startPhaseTimer(roomId);
}
else if (currentPhase === 'results') {
const results = gameController.getRoundResults(roomId);
io.to(roomId).emit('round-results', results);
}
else if (typeof advanced === 'boolean' && advanced) {
const roles = gameController.getRoles(roomId);
const selectedSong = gameController.getSelectedSong(roomId);
const timeLeft = gameController.getTimeRemaining(roomId);
io.to(roomId).emit('roles-assigned', roles);
Object.entries(roles).forEach(([userId, role]) => {
if (role === 'composer') {
io.to(userId).emit('song-selected', selectedSong);
}
});
io.to(roomId).emit('round-started', {
round: gameController.getRoundResults(roomId).round,
timeRemaining: timeLeft
});
startPhaseTimer(roomId);
}
}
}, timeRemaining);
};
socket.on("disconnect", () => {
const roomId = getUserRoom(socket.id);
const roomId = roomController.getUserRoom(socket.id);
if (roomId) socket.to(roomId).emit("user-disconnected", socket.id);
disconnectUser(socket.id);
roomController.disconnectUser(socket.id);
});
socket.on("join-room", ({roomId, name}) => {
@ -25,16 +81,16 @@ module.exports = (io) => (socket) => {
roomId = roomId.toString().toUpperCase();
if (roomExists(roomId)) {
if (!isRoomOpen(roomId)) {
if (roomController.roomExists(roomId)) {
if (!roomController.isRoomOpen(roomId)) {
return socket.emit("room-closed", roomId);
}
currentUser = {id: socket.id, name: name.toString()};
connectUserToRoom(roomId, currentUser);
roomController.connectUserToRoom(roomId, currentUser);
socket.join(roomId);
const users = getRoomUsers(roomId);
const users = roomController.getRoomUsers(roomId);
io.to(roomId).emit("room-users-update", users);
socket.to(roomId).emit("user-connected", currentUser);
@ -49,26 +105,51 @@ module.exports = (io) => (socket) => {
socket.on("create-room", ({name}) => {
if (!name) return socket.emit("room-name-required");
const roomId = Math.random().toString(36).substring(7).toUpperCase();
currentUser = {id: socket.id, name: name?.toString()};
connectUserToRoom(roomId, currentUser);
currentUser = {id: socket.id, name: name?.toString(), creator: true};
roomController.connectUserToRoom(roomId, currentUser);
socket.join(roomId);
socket.emit("room-created", roomId);
currentRoomId = roomId;
});
socket.on("start-game", () => {
const roomId = getUserRoom(socket.id);
if (roomId && isUserHost(socket.id)) {
if (startGame(roomId)) {
io.to(roomId).emit("game-started");
const roomId = roomController.getUserRoom(socket.id);
if (roomId && roomController.isUserHost(socket.id)) {
roomController.validateRoomMembers(io, roomId);
const roomUsers = roomController.getRoomUsers(roomId);
if (roomController.startGame(roomId)) {
gameController.initializeGameState(roomId);
if (gameController.startNewRound(roomId)) {
const roles = gameController.getRoles(roomId);
const selectedSong = gameController.getSelectedSong(roomId);
io.to(roomId).emit("game-started");
io.to(roomId).emit("roles-assigned", roles);
Object.entries(roles).forEach(([userId, role]) => {
if (role === 'composer') {
io.to(userId).emit("song-selected", selectedSong);
}
});
io.to(roomId).emit("round-started", {
round: 1,
timeRemaining: gameController.getTimeRemaining(roomId)
});
startPhaseTimer(roomId);
}
} else {
socket.emit("not-authorized");
}
} else {
socket.emit("not-authorized");
}
});
socket.on("send-message", (messageData) => {
const roomId = getUserRoom(socket.id);
const roomId = roomController.getUserRoom(socket.id);
if (roomId) {
socket.to(roomId).emit("chat-message", messageData);
}
@ -81,15 +162,15 @@ module.exports = (io) => (socket) => {
});
socket.on("get-room-users", () => {
const roomId = getUserRoom(socket.id);
const roomId = roomController.getUserRoom(socket.id);
if (roomId) {
const users = getRoomUsers(roomId);
const users = roomController.getRoomUsers(roomId);
socket.emit("room-users", users);
}
});
socket.on("check-host-status", () => {
const isHost = isUserHost(socket.id);
const isHost = roomController.isUserHost(socket.id);
socket.emit("host-status", { isHost });
});
@ -98,4 +179,63 @@ module.exports = (io) => (socket) => {
socket.emit("room-code", currentRoomId);
}
});
}
socket.on("submit-frequency", ({ frequency }) => {
const roomId = roomController.getUserRoom(socket.id);
if (!roomId) return;
const userRole = gameController.getUserRole(roomId, socket.id);
if (userRole === 'composer') {
if (gameController.updateFrequency(roomId, frequency)) {
socket.to(roomId).emit("frequency-update", { frequency });
}
}
});
socket.on("submit-guess", ({ songId }) => {
const roomId = roomController.getUserRoom(socket.id);
if (!roomId) return;
const result = gameController.submitGuess(roomId, socket.id, songId);
if (result) {
socket.emit("guess-result", result);
}
});
socket.on("next-round", () => {
const roomId = roomController.getUserRoom(socket.id);
if (!roomId || !roomController.isUserHost(socket.id)) return;
roomController.validateRoomMembers(io, roomId);
const roomUsers = roomController.getRoomUsers(roomId);
if (gameController.startNewRound(roomId)) {
const roles = gameController.getRoles(roomId);
const selectedSong = gameController.getSelectedSong(roomId);
const timeLeft = gameController.getTimeRemaining(roomId);
io.to(roomId).emit("roles-assigned", roles);
Object.entries(roles).forEach(([userId, role]) => {
if (role === 'composer') {
io.to(userId).emit("song-selected", selectedSong);
}
});
io.to(roomId).emit("round-started", {
round: gameController.getRoundResults(roomId).round,
timeRemaining: timeLeft
});
startPhaseTimer(roomId);
}
});
socket.on("get-current-frequency", () => {
const roomId = roomController.getUserRoom(socket.id);
if (!roomId) return;
const frequency = gameController.getCurrentFrequency(roomId);
socket.emit("current-frequency", { frequency });
});
};

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@ -5,17 +5,38 @@ const app = express();
const path = require("path");
app.use(express.static(path.join(__dirname, './dist')));
app.disable("x-powered-by");
app.get('*', (req, res) => res.sendFile(path.join(__dirname, './dist', 'index.html')));
app.disable("x-powered-by");
const server = http.createServer(app);
const io = new Server(server, {cors: {origin: "*"}});
// Pass io to the connection handler
const io = new Server(server, {
cors: {origin: "*"},
pingTimeout: 30000,
pingInterval: 10000
});
const roomController = require('./controller/room');
const gameController = require('./controller/game');
roomController.setCleanupGameState(gameController.cleanupGameState);
// Handle socket connections
io.on("connection", require("./handler/connection")(io));
server.listen(5287, () => {
console.log("Server running on port 5287");
server.on('error', (error) => {
console.error('Server error:', error);
});
const PORT = process.env.PORT || 5287;
server.listen(PORT, () => {
console.log(`Server running on port ${PORT}`);
});
process.on('SIGINT', () => {
console.log('Server shutting down...');
server.close(() => {
console.log('Server closed');
process.exit(0);
});
});