Working real time lobby
This commit is contained in:
parent
61ae4b901d
commit
f1ea064d4c
13 changed files with 386 additions and 152 deletions
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@ -4,14 +4,22 @@ import { faSpinnerThird } from "@fortawesome/pro-solid-svg-icons"
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import { FontAwesomeIcon } from "@fortawesome/react-fontawesome"
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import { useGameProps } from "@hooks/useGameProps"
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import useSocket from "@hooks/useSocket"
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import { socket } from "@lib/socket"
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import { useSession } from "next-auth/react"
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import { useRouter } from "next/router"
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import { Fragment, useEffect, useState } from "react"
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function LobbyFrame({ openSettings }: { openSettings: () => void }) {
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const { payload } = useGameProps()
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const { payload, full, leave, reset } = useGameProps()
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const [dots, setDots] = useState(3)
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const { isConnected } = useSocket()
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const router = useRouter()
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const { data: session } = useSession()
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useEffect(() => {
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if (payload?.game?.id || !isConnected) return
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socket.emit("update", full)
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}, [full, payload?.game?.id, isConnected])
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useEffect(() => {
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if (payload?.player2) return
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@ -38,15 +46,15 @@ function LobbyFrame({ openSettings }: { openSettings: () => void }) {
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<div className="flex items-center justify-around">
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<Player
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src="player_blue.png"
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text={payload?.player1?.name ?? "Spieler 1 (Du)"}
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primary={true}
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edit={true}
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player={payload?.player1}
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userId={session?.user.id}
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/>
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<p className="font-farro m-4 text-6xl font-semibold">VS</p>
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{payload?.player2 ? (
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<Player
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src="player_red.png"
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text={payload?.player2.name ?? "Spieler 2"}
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player={payload?.player2}
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userId={session?.user.id}
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/>
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) : (
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<p className="font-farro w-96 text-center text-4xl font-medium">
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@ -60,9 +68,17 @@ function LobbyFrame({ openSettings }: { openSettings: () => void }) {
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</div>
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<div className="flex items-center justify-center border-t-2 border-slate-900">
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<button
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className="font-farro m-4 rounded-xl border-b-4 border-orange-400 bg-warn px-12 py-4 text-5xl font-medium duration-100 active:border-t-4 active:border-b-0"
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onClick={() => router.push("/")}
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className="font-farro mx-32 my-4 rounded-xl border-b-4 border-red-400 bg-red-500 px-12 py-4 text-5xl font-medium duration-100 active:border-t-4 active:border-b-0"
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onClick={() => {
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leave(async () => {
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await router.push("/")
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reset()
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})
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}}
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>
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LEAVE
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</button>
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<button className="font-farro mx-32 my-4 rounded-xl border-b-4 border-orange-400 bg-warn px-12 py-4 text-5xl font-medium duration-100 active:border-t-4 active:border-b-0">
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START
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</button>
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</div>
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@ -1,18 +1,21 @@
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import { FontAwesomeIcon } from "@fortawesome/react-fontawesome"
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import { faCaretDown } from "@fortawesome/sharp-solid-svg-icons"
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import { PlayerSchema } from "@lib/zodSchemas"
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import classNames from "classnames"
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function Player({
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src,
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text,
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primary,
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edit,
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player,
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userId,
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}: {
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src: string
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text: string
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primary?: boolean
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edit?: boolean
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player?: PlayerSchema
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userId?: string
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}) {
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const text =
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player?.name ?? "Spieler " + (player?.index === "player2" ? "2" : "1")
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const primary = userId === player?.id
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return (
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<div className="flex w-96 flex-col items-center gap-16 py-8">
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<p
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@ -25,7 +28,7 @@ function Player({
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</p>
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<div className="relative">
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<img className="pixelart w-64" src={"/assets/" + src} alt={src} />
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{edit ? (
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{primary ? (
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<button className="absolute top-4 right-4 h-14 w-14 rounded-lg border-2 border-dashed border-warn bg-gray-800 bg-opacity-90">
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<FontAwesomeIcon
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className="h-full w-full text-warn"
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@ -4,10 +4,8 @@ import {
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} from "@fortawesome/pro-solid-svg-icons"
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import { FontAwesomeIcon } from "@fortawesome/react-fontawesome"
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import { useGameProps } from "@hooks/useGameProps"
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import { socket } from "@lib/socket"
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import classNames from "classnames"
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import { ReactNode, useMemo } from "react"
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import { toast } from "react-toastify"
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type GameSettingKeys =
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| "allowSpectators"
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@ -17,24 +15,14 @@ type GameSettingKeys =
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export type GameSettings = { [key in GameSettingKeys]?: boolean }
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export const gameSetting = (payload: GameSettings) => {
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socket.emit("gameSetting", payload, ({ ack }) => {
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if (ack) return
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toast.warn("Something is wrong... ", {
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toastId: "st_wrong",
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theme: "colored",
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})
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})
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}
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function Setting({
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children,
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prop,
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props: { prop, gameSetting },
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}: {
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children: ReactNode
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prop: GameSettingKeys
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props: { prop: GameSettingKeys; gameSetting: (payload: GameSettings) => void }
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}) {
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const { payload, setSetting } = useGameProps()
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const { payload } = useGameProps()
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const state = useMemo(() => payload?.game?.[prop], [payload?.game, prop])
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return (
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@ -62,8 +50,6 @@ function Setting({
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const payload = {
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[prop]: !state,
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}
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setSetting(payload)
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gameSetting(payload)
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}}
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hidden={true}
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@ -1,11 +1,25 @@
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import Setting, { gameSetting } from "./Setting"
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import Setting, { GameSettings } from "./Setting"
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import { faRotateLeft } from "@fortawesome/pro-regular-svg-icons"
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import { faXmark } from "@fortawesome/pro-solid-svg-icons"
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import { FontAwesomeIcon } from "@fortawesome/react-fontawesome"
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import { useGameProps } from "@hooks/useGameProps"
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import { socket } from "@lib/socket"
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import { useCallback } from "react"
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function Settings({ closeSettings }: { closeSettings: () => void }) {
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const { payload, setSetting } = useGameProps()
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const { setSetting, full } = useGameProps()
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const gameSetting = useCallback(
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(payload: GameSettings) => {
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const hash = setSetting(payload)
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socket.emit("gameSetting", payload, (newHash) => {
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if (newHash === hash) return
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console.log("hash", hash, newHash)
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socket.emit("update", full)
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})
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},
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[full, setSetting]
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)
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return (
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<div className="absolute inset-0 flex flex-col items-center justify-center bg-black/40">
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@ -37,7 +51,6 @@ function Settings({ closeSettings }: { closeSettings: () => void }) {
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allowChat: true,
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allowMarkDraw: true,
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}
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setSetting(payload)
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gameSetting(payload)
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}}
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>
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@ -49,10 +62,18 @@ function Settings({ closeSettings }: { closeSettings: () => void }) {
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</button>
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</div>
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<div className="flex flex-col gap-8">
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<Setting prop="allowSpectators">Erlaube Zuschauer</Setting>
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<Setting prop="allowSpecials">Erlaube spezial Items</Setting>
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<Setting prop="allowChat">Erlaube den Chat</Setting>
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<Setting prop="allowMarkDraw">Erlaube zeichen/makieren</Setting>
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<Setting props={{ gameSetting, prop: "allowSpectators" }}>
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Erlaube Zuschauer
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</Setting>
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<Setting props={{ gameSetting, prop: "allowSpecials" }}>
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Erlaube spezial Items
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</Setting>
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<Setting props={{ gameSetting, prop: "allowChat" }}>
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Erlaube den Chat
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</Setting>
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<Setting props={{ gameSetting, prop: "allowMarkDraw" }}>
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Erlaube zeichen/makieren
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</Setting>
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</div>
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</div>
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</div>
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@ -1,16 +1,26 @@
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import { GameSettings } from "@components/Lobby/SettingsFrame/Setting"
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import { GamePropsSchema } from "@lib/zodSchemas"
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import { getPayloadwithChecksum } from "@lib/getPayloadwithChecksum"
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import { socket } from "@lib/socket"
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import { GamePropsSchema, PlayerSchema } from "@lib/zodSchemas"
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import { produce } from "immer"
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import { toast } from "react-toastify"
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import { create } from "zustand"
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import { devtools } from "zustand/middleware"
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const initialState: GamePropsSchema = { payload: null, hash: null }
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const initialState: GamePropsSchema & {
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queue: { payload: string; hash: string }[]
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} = { payload: null, hash: null, queue: [] }
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type State = GamePropsSchema
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export type State = typeof initialState
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type Action = {
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setSetting: (by: GameSettings) => void
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export type Action = {
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setSetting: (settings: GameSettings) => string | null
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setPlayer: (payload: {
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player1?: PlayerSchema
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player2?: PlayerSchema
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}) => string | null
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full: (newProps: GamePropsSchema) => void
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leave: (cb: () => void) => void
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reset: () => void
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}
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@ -18,13 +28,52 @@ export const useGameProps = create<State & Action>()(
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devtools(
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(set) => ({
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...initialState,
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setSetting: (settings) =>
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setPlayer: (payload) => {
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let hash: string | null = null
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set(
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produce((state: State) => {
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if (!state.payload) return
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Object.assign(state.payload, payload)
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const body = getPayloadwithChecksum(state.payload)
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if (!body.hash) {
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toast.warn("Something is wrong... ", {
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toastId: "st_wrong",
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theme: "colored",
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})
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return
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}
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hash = body.hash
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state.hash = hash
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})
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)
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return hash
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},
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setSetting: (settings) => {
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const payload = JSON.stringify(settings)
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let hash: string | null = null
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set(
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produce((state: State) => {
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const length = state.queue.length
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state.queue.filter((e) => e.payload !== payload || e.hash !== hash)
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if (state.queue.length !== length) return
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if (!state.payload?.game) return
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Object.assign(state.payload.game, settings)
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const body = getPayloadwithChecksum(state.payload)
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if (!body.hash) {
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toast.warn("Something is wrong... ", {
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toastId: "st_wrong",
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theme: "colored",
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})
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return
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}
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hash = body.hash
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state.hash = hash
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state.queue.push({ payload, hash })
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})
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),
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)
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return hash
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},
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full: (newGameProps) =>
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set((state) => {
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if (state.hash === newGameProps.hash) {
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}
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return state
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}),
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leave: (cb) => {
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socket.emit("leave", (ack) => {
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if (!ack) {
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toast.error("Something is wrong...")
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}
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cb()
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})
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},
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reset: () => {
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set(initialState)
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},
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@ -1,28 +1,34 @@
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import { useGameProps } from "@hooks/useGameProps"
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import { useGameProps } from "./useGameProps"
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import { socket } from "@lib/socket"
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import status from "http-status"
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import { useRouter } from "next/router"
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import { useEffect, useState } from "react"
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import { toast } from "react-toastify"
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/** This function should only be called once per page, otherwise there will be multiple socket connections and duplicate event listeners. */
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function useSocket() {
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const [isConnected, setIsConnected] = useState(false)
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const { full } = useGameProps()
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useEffect(() => setIsConnected(socket.connected), [socket.connected])
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const { setPlayer, setSetting, full, hash: stateHash } = useGameProps()
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const router = useRouter()
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useEffect(() => {
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socket.connect()
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socket.on("connect", () => {
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setIsConnected(true)
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console.log("connected")
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const toastId = "connect_error"
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toast.dismiss(toastId)
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})
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socket.on("connect_error", () => {
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socket.on("connect_error", (error) => {
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console.log("Connection error:", error.message)
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if (error.message === status["403"]) router.push("/")
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if (error.message !== "xhr poll error") return
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const toastId = "connect_error"
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const isActive = toast.isActive(toastId)
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console.log(toastId, isActive)
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if (isActive)
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toast.update(toastId, {
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autoClose: 5000,
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@ -31,13 +37,51 @@ function useSocket() {
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toast.warn("Es gibt Probleme mit der Echtzeitverbindung.", { toastId })
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})
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socket.on("disconnect", () => {
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console.log("disconnect")
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socket.on("gameSetting", (payload, hash) => {
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const newHash = setSetting(payload)
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if (!newHash || newHash === hash) return
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console.log("hash", hash, newHash)
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socket.emit("update", (body) => {
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console.log("update")
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full(body)
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})
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})
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socket.on("update", (body) => {
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console.log("update")
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full(body)
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socket.on("playerEvent", (payload, hash, type) => {
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let message: string
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switch (type) {
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case "disconnect":
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message = "Player is disconnected."
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break
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case "leave":
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message = "Player has left the lobby."
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break
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case "join":
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if (hash === stateHash || !stateHash) return
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message = "Player has joined the lobby."
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break
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default:
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message = "Not defined yet."
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break
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}
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toast.info(message, { toastId: message })
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console.log(payload)
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const newHash = setPlayer(payload)
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console.log(newHash, hash, !newHash, newHash === hash)
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if (!newHash || newHash === hash) return
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console.log("hash", hash, newHash)
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socket.emit("update", (body) => {
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console.log("update")
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full(body)
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})
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})
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socket.on("disconnect", () => {
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console.log("disconnect")
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setIsConnected(false)
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})
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return () => {
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|
@ -46,46 +90,6 @@ function useSocket() {
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}
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}, [])
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// useEffect(() => {
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// const toastId = "realtime"
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// toast("Echtzeitverbindung wird hergestellt...", {
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// icon: Icons.spinner(),
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// toastId,
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// autoClose: false,
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// hideProgressBar: true,
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// closeButton: false,
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// })
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// socket.emit("join", ({ ack }) => {
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// if (!ack) {
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// toast.update(toastId, {
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// render: "Bei der Echtzeitverbindung ist ein Fehler aufgetreten 🤯",
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// type: "error",
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// icon: Icons.error,
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// theme: "colored",
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// autoClose: 5000,
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// hideProgressBar: false,
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// closeButton: true,
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// })
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// } else {
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// setHasJoined(true)
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// toast.update(toastId, {
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// render: "Echtzeitverbindung hergestellt 👌",
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// type: "info",
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// icon: Icons.success,
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// autoClose: 5000,
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// hideProgressBar: false,
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// closeButton: true,
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// })
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// }
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// })
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// }, [])
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// useEffect(() => {
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// if (!isConnected) return
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// socket.emit("authenticate", { token: `hello from ${session?.user.email}` })
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// }, [isConnected, status, session?.user.email])
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// useEffect(() => {
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// if (!isConnected) return
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// let count = 0
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@ -1,11 +1,15 @@
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import { GameSettings } from "@components/Lobby/SettingsFrame/Setting"
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import { GamePropsSchema } from "@lib/zodSchemas"
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import { GamePropsSchema, PlayerSchema } from "@lib/zodSchemas"
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import { User } from "@prisma/client"
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import type { Server as HTTPServer } from "http"
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import type { Socket as NetSocket } from "net"
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import type { NextApiResponse } from "next"
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import type { Server as IOServer, Server } from "socket.io"
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import { Socket } from "socket.io-client"
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import type {
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Server as IOServer,
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Server,
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Socket as SocketforServer,
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} from "socket.io"
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import type { Socket as SocketforClient } from "socket.io-client"
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interface SocketServer extends HTTPServer {
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io?: IOServer
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||||
|
@ -23,16 +27,20 @@ export interface ServerToClientEvents {
|
|||
// noArg: () => void
|
||||
// basicEmit: (a: number, b: string, c: Buffer) => void
|
||||
// withAck: (d: string, ) => void
|
||||
update: (game: GamePropsSchema) => void
|
||||
gameSetting: (payload: GameSettings, hash: string) => void
|
||||
playerEvent: (
|
||||
payload: { player1?: PlayerSchema; player2?: PlayerSchema },
|
||||
hash: string,
|
||||
type: "join" | "leave" | "disconnect"
|
||||
) => void
|
||||
}
|
||||
|
||||
export interface ClientToServerEvents {
|
||||
update: (callback: (game: GamePropsSchema) => void) => void
|
||||
ping: (count: number, callback: (count: number) => void) => void
|
||||
join: (withAck: ({ ack }: { ack: boolean }) => void) => void
|
||||
gameSetting: (
|
||||
payload: GameSettings,
|
||||
withAck: ({ ack }: { ack: boolean }) => void
|
||||
) => void
|
||||
join: (withAck: (ack: boolean) => void) => void
|
||||
gameSetting: (payload: GameSettings, callback: (hash: string) => void) => void
|
||||
leave: (withAck: (ack: boolean) => void) => void
|
||||
}
|
||||
|
||||
interface InterServerEvents {
|
||||
|
@ -44,11 +52,20 @@ interface SocketData {
|
|||
gameId: string | null
|
||||
}
|
||||
|
||||
export type cServer = Server<
|
||||
export type sServer = Server<
|
||||
ClientToServerEvents,
|
||||
ServerToClientEvents,
|
||||
InterServerEvents,
|
||||
SocketData
|
||||
>
|
||||
export type sSocket = SocketforServer<
|
||||
ClientToServerEvents,
|
||||
ServerToClientEvents,
|
||||
InterServerEvents,
|
||||
SocketData
|
||||
>
|
||||
|
||||
export type cSocket = Socket<ServerToClientEvents, ClientToServerEvents>
|
||||
export type cSocket = SocketforClient<
|
||||
ServerToClientEvents,
|
||||
ClientToServerEvents
|
||||
>
|
||||
|
|
|
@ -1,25 +1,29 @@
|
|||
import { GameState, PlayerN } from "@prisma/client"
|
||||
import { z } from "zod"
|
||||
|
||||
export const PlayerSchema = z.object({
|
||||
id: z.string(),
|
||||
name: z.string().nullable(),
|
||||
index: z.nativeEnum(PlayerN),
|
||||
chats: z
|
||||
.object({
|
||||
id: z.string(),
|
||||
event: z.string().nullable(),
|
||||
message: z.string().nullable(),
|
||||
createdAt: z.date(),
|
||||
})
|
||||
.array(),
|
||||
moves: z
|
||||
.object({
|
||||
id: z.string(),
|
||||
index: z.number(),
|
||||
})
|
||||
.array(),
|
||||
})
|
||||
export const PlayerSchema = z
|
||||
.object({
|
||||
id: z.string(),
|
||||
name: z.string().nullable(),
|
||||
index: z.nativeEnum(PlayerN),
|
||||
chats: z
|
||||
.object({
|
||||
id: z.string(),
|
||||
event: z.string().nullable(),
|
||||
message: z.string().nullable(),
|
||||
createdAt: z.date(),
|
||||
})
|
||||
.array(),
|
||||
moves: z
|
||||
.object({
|
||||
id: z.string(),
|
||||
index: z.number(),
|
||||
})
|
||||
.array(),
|
||||
})
|
||||
.nullable()
|
||||
|
||||
export type PlayerSchema = z.infer<typeof PlayerSchema>
|
||||
|
||||
export const CreateSchema = z
|
||||
.object({
|
||||
|
@ -34,13 +38,13 @@ export const CreateSchema = z
|
|||
})
|
||||
.nullable(),
|
||||
gamePin: z.string().nullable(),
|
||||
player1: PlayerSchema.nullable(),
|
||||
player2: PlayerSchema.nullable(),
|
||||
player1: PlayerSchema,
|
||||
player2: PlayerSchema,
|
||||
})
|
||||
.strict()
|
||||
.nullable()
|
||||
|
||||
export const GamePropsSchema = z.object({
|
||||
payload: CreateSchema.nullable(),
|
||||
payload: CreateSchema,
|
||||
hash: z.string().nullable(),
|
||||
})
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
import { authOptions } from "../auth/[...nextauth]"
|
||||
import { composeBody, gameSelects } from "./running"
|
||||
import running, { composeBody, gameSelects } from "./running"
|
||||
import sendError from "@backend/sendError"
|
||||
import sendResponse from "@backend/sendResponse"
|
||||
import { rejectionErrors } from "@lib/backend/errors"
|
||||
|
@ -39,6 +39,27 @@ export default async function join(
|
|||
})
|
||||
}
|
||||
|
||||
const games = await prisma.game.findMany({
|
||||
where: {
|
||||
NOT: {
|
||||
state: "ended",
|
||||
},
|
||||
users: {
|
||||
some: {
|
||||
userId: id,
|
||||
},
|
||||
},
|
||||
},
|
||||
...gameSelects,
|
||||
})
|
||||
if (games.length) {
|
||||
return sendResponse(req, res, {
|
||||
message: "Spieler ist bereits in Spiel!",
|
||||
statusCode: 409,
|
||||
type: ["infoCyan"],
|
||||
})
|
||||
}
|
||||
|
||||
const user_Game = await prisma.user_Game.create({
|
||||
data: {
|
||||
gameId: game.id,
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import { authOptions } from "../auth/[...nextauth]"
|
||||
import sendResponse from "@backend/sendResponse"
|
||||
import { rejectionErrors } from "@lib/backend/errors"
|
||||
import { getPayloadwithChecksum } from "@lib/getObjectChecksum"
|
||||
import { getPayloadwithChecksum } from "@lib/getPayloadwithChecksum"
|
||||
import prisma from "@lib/prisma"
|
||||
import { GamePropsSchema } from "@lib/zodSchemas"
|
||||
import type { NextApiRequest, NextApiResponse } from "next"
|
||||
|
@ -40,6 +40,7 @@ export const gameSelects = {
|
|||
},
|
||||
user: {
|
||||
select: {
|
||||
id: true,
|
||||
name: true,
|
||||
},
|
||||
},
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
import {
|
||||
NextApiResponseWithSocket,
|
||||
cServer,
|
||||
sServer,
|
||||
sSocket,
|
||||
} from "../../interfaces/NextApiSocket"
|
||||
import {
|
||||
composeBody,
|
||||
|
@ -10,7 +11,9 @@ import {
|
|||
} from "./game/running"
|
||||
import logging from "@lib/backend/logging"
|
||||
import prisma from "@lib/prisma"
|
||||
import { GamePropsSchema } from "@lib/zodSchemas"
|
||||
import colors from "colors"
|
||||
import status from "http-status"
|
||||
import { NextApiRequest } from "next"
|
||||
import { getSession } from "next-auth/react"
|
||||
import { Server } from "socket.io"
|
||||
|
@ -25,7 +28,7 @@ const SocketHandler = async (
|
|||
logging("Socket is already running " + req.url, ["infoCyan"], req)
|
||||
} else {
|
||||
logging("Socket is initializing " + req.url, ["infoCyan"], req)
|
||||
const io: cServer = new Server(res.socket.server, {
|
||||
const io: sServer = new Server(res.socket.server, {
|
||||
path: "/api/ws",
|
||||
cors: {
|
||||
origin: "https://leaky-ships.mal-noh.de",
|
||||
|
@ -54,14 +57,15 @@ const SocketHandler = async (
|
|||
["debug"],
|
||||
socket.request
|
||||
)
|
||||
next(new Error(status["403"]))
|
||||
return
|
||||
}
|
||||
socket.data.gameId = game.id
|
||||
socket.join(game.id)
|
||||
next()
|
||||
} catch (err) {
|
||||
logging("Unauthorized", ["warn"], socket.request)
|
||||
next(new Error("Unauthorized"))
|
||||
logging(status["401"], ["warn"], socket.request)
|
||||
next(new Error(status["401"]))
|
||||
}
|
||||
})
|
||||
|
||||
|
@ -73,37 +77,116 @@ const SocketHandler = async (
|
|||
["infoGreen"],
|
||||
socket.request
|
||||
)
|
||||
const game = await getAnyGame(socket.data.gameId ?? "")
|
||||
if (!socket.data.user || !socket.data.gameId || !game)
|
||||
return socket.disconnect()
|
||||
const body = composeBody(game)
|
||||
io.to(socket.data.gameId).emit("update", body)
|
||||
join(socket, io)
|
||||
|
||||
socket.on("update", async (cb) => {
|
||||
const game = await getAnyGame(socket.data.gameId ?? "")
|
||||
if (!game) return
|
||||
const body = composeBody(game)
|
||||
cb(body)
|
||||
})
|
||||
|
||||
socket.on("gameSetting", async (payload, cb) => {
|
||||
if (!socket.data.gameId) {
|
||||
cb({ ack: false })
|
||||
return
|
||||
}
|
||||
const game = await prisma.game.update({
|
||||
where: { id: socket.data.gameId },
|
||||
where: { id: socket.data.gameId ?? "" },
|
||||
data: payload,
|
||||
...gameSelects,
|
||||
})
|
||||
const body = composeBody(game)
|
||||
cb({ ack: true })
|
||||
io.to(game.id).emit("update", body)
|
||||
const { hash } = composeBody(game)
|
||||
if (!hash) return
|
||||
cb(hash)
|
||||
io.to(game.id).emit("gameSetting", payload, hash)
|
||||
})
|
||||
|
||||
socket.on("ping", (count, callback) => {
|
||||
callback(count)
|
||||
})
|
||||
|
||||
socket.on("disconnecting", () => {
|
||||
socket.on("leave", async (cb) => {
|
||||
if (!socket.data.gameId || !socket.data.user?.id) return cb(false)
|
||||
const user_Game = await prisma.user_Game.delete({
|
||||
where: {
|
||||
gameId_userId: {
|
||||
gameId: socket.data.gameId,
|
||||
userId: socket.data.user?.id,
|
||||
},
|
||||
},
|
||||
})
|
||||
const enemy = await prisma.user_Game.findFirst({
|
||||
where: {
|
||||
gameId: socket.data.gameId,
|
||||
},
|
||||
})
|
||||
let body: GamePropsSchema
|
||||
if (user_Game.index === "player1" && enemy) {
|
||||
console.log(1)
|
||||
body = composeBody(
|
||||
(
|
||||
await prisma.user_Game.update({
|
||||
where: {
|
||||
gameId_index: {
|
||||
gameId: socket.data.gameId,
|
||||
index: "player2",
|
||||
},
|
||||
},
|
||||
data: {
|
||||
index: "player1",
|
||||
},
|
||||
|
||||
select: {
|
||||
game: { ...gameSelects },
|
||||
},
|
||||
})
|
||||
).game
|
||||
)
|
||||
} else {
|
||||
console.log(2)
|
||||
const game = await prisma.game.findUnique({
|
||||
where: {
|
||||
id: socket.data.gameId,
|
||||
},
|
||||
...gameSelects,
|
||||
})
|
||||
if (!game) return cb(false)
|
||||
body = composeBody(game)
|
||||
}
|
||||
const { payload, hash } = body
|
||||
console.log(payload?.player1, payload?.player2)
|
||||
if (!payload || !hash) return cb(false)
|
||||
io.to(socket.data.gameId).emit(
|
||||
"playerEvent",
|
||||
{ player1: payload.player1, player2: payload.player2 },
|
||||
hash,
|
||||
"leave"
|
||||
)
|
||||
cb(true)
|
||||
|
||||
if (!payload?.player1 && !payload?.player2) {
|
||||
await prisma.game.delete({
|
||||
where: {
|
||||
id: socket.data.gameId,
|
||||
},
|
||||
})
|
||||
}
|
||||
})
|
||||
|
||||
socket.on("disconnecting", async () => {
|
||||
logging(
|
||||
"Disconnecting: " + JSON.stringify(Array.from(socket.rooms)),
|
||||
["debug"],
|
||||
socket.request
|
||||
) // the Set contains at least the socket ID
|
||||
)
|
||||
// if (!socket.data.gameId) return
|
||||
// const game = await prisma.game.findUnique({
|
||||
// where: {
|
||||
// id: socket.data.gameId
|
||||
// },
|
||||
// ...gameSelects
|
||||
// })
|
||||
// if (!game) return
|
||||
// const { payload, hash } = composeBody(game, socket.data.user?.id ?? "")
|
||||
// if (!hash) return
|
||||
// io.to(socket.data.gameId).emit("playerEvent", {}, hash, "disconnect")
|
||||
})
|
||||
|
||||
socket.on("disconnect", () => {
|
||||
|
@ -115,4 +198,17 @@ const SocketHandler = async (
|
|||
res.end()
|
||||
}
|
||||
|
||||
async function join(socket: sSocket, io: sServer) {
|
||||
const game = await getAnyGame(socket.data.gameId ?? "")
|
||||
if (!game) return socket.disconnect()
|
||||
const { payload, hash } = composeBody(game)
|
||||
if (!hash) return socket.disconnect()
|
||||
io.to(game.id).emit(
|
||||
"playerEvent",
|
||||
{ player1: payload?.player1, player2: payload?.player2 },
|
||||
hash,
|
||||
"join"
|
||||
)
|
||||
}
|
||||
|
||||
export default SocketHandler
|
||||
|
|
|
@ -27,7 +27,7 @@ export function isAuthenticated(res: Response) {
|
|||
|
||||
toast(status[res.status], {
|
||||
position: "top-center",
|
||||
type: "error",
|
||||
type: "info",
|
||||
theme: "colored",
|
||||
})
|
||||
}
|
||||
|
@ -184,7 +184,15 @@ export default function Start() {
|
|||
"Raum beitreten"
|
||||
)}
|
||||
</OptionButton>
|
||||
<OptionButton icon={faEye}>
|
||||
<OptionButton
|
||||
icon={faEye}
|
||||
action={() => {
|
||||
router.push({
|
||||
pathname: router.pathname,
|
||||
query: { q: "watch" },
|
||||
})
|
||||
}}
|
||||
>
|
||||
{query.watch ? (
|
||||
<OtpInput
|
||||
shouldAutoFocus
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue