// /server/bc.js - Главный файл сервера Battle Club require('dotenv').config({ path: require('node:path').resolve(process.cwd(), '.env') }); const express = require('express'); const http = require('http'); const { Server } = require('socket.io'); const path = require('path'); const jwt = require('jsonwebtoken'); const cors = require('cors'); // Импорт серверных модулей const authService = require('./auth/authService'); const GameManager = require('./game/GameManager'); const db = require('./core/db'); const GAME_CONFIG = require('./core/config'); const app = express(); const server = http.createServer(app); // --- НАСТРОЙКА EXPRESS --- const clientOrigin = process.env.CORS_ORIGIN_CLIENT || (process.env.NODE_ENV === 'development' ? '*' : undefined); if (!clientOrigin && process.env.NODE_ENV !== 'development') { console.warn("[Server Config] CORS_ORIGIN_CLIENT не установлен для продакшн сборки. HTTP API могут быть недоступны."); } app.use(cors({ origin: clientOrigin, methods: ["GET", "POST"], })); app.use(express.json()); app.use(express.static(path.join(__dirname, '..', 'public'))); // --- HTTP МАРШРУТЫ АУТЕНТИФИКАЦИИ --- app.post('/auth/register', async (req, res) => { const { username, password } = req.body; console.log(`[HTTP /auth/register] Attempt for username: "${username}"`); if (!username || !password) { return res.status(400).json({ success: false, message: 'Имя пользователя и пароль обязательны.' }); } const result = await authService.registerUser(username, password); if (result.success) { res.status(201).json(result); } else { res.status(400).json(result); } }); app.post('/auth/login', async (req, res) => { const { username, password } = req.body; console.log(`[HTTP /auth/login] Attempt for username: "${username}"`); if (!username || !password) { return res.status(400).json({ success: false, message: 'Имя пользователя и пароль обязательны.' }); } const result = await authService.loginUser(username, password); if (result.success) { res.json(result); } else { res.status(401).json(result); } }); // ------------------------------ const socketCorsOrigin = process.env.CORS_ORIGIN_SOCKET || (process.env.NODE_ENV === 'development' ? '*' : undefined); if (!socketCorsOrigin && process.env.NODE_ENV !== 'development') { console.warn("[Server Config] CORS_ORIGIN_SOCKET не установлен для продакшн сборки. Socket.IO может быть недоступен."); } const io = new Server(server, { cors: { origin: socketCorsOrigin, methods: ["GET", "POST"] }, }); const gameManager = new GameManager(io); const loggedInUsers = {}; // --- MIDDLEWARE АУТЕНТИФИКАЦИИ SOCKET.IO --- io.use(async (socket, next) => { const token = socket.handshake.auth.token; console.log(`[Socket.IO Middleware] Attempting to auth socket ${socket.id}. Token ${token ? 'present' : 'absent'}.`); if (token) { try { const decoded = jwt.verify(token, process.env.JWT_SECRET); socket.userData = { userId: decoded.userId, username: decoded.username }; console.log(`[Socket.IO Middleware] Socket ${socket.id} authenticated for user ${decoded.username} (ID: ${decoded.userId}).`); return next(); } catch (err) { console.warn(`[Socket.IO Middleware] Socket ${socket.id} auth failed: Invalid token. Error: ${err.message}`); } } else { console.log(`[Socket.IO Middleware] Socket ${socket.id} has no token. Proceeding as unauthenticated.`); } next(); }); // ------------------------------------ io.on('connection', (socket) => { if (socket.userData && socket.userData.userId) { console.log(`[Socket.IO] Authenticated user ${socket.userData.username} (ID: ${socket.userData.userId}) connected: ${socket.id}`); loggedInUsers[socket.id] = socket.userData; if (gameManager && typeof gameManager.handleRequestGameState === 'function') { gameManager.handleRequestGameState(socket, socket.userData.userId); } } else { console.log(`[Socket.IO] Unauthenticated user connected: ${socket.id}. No game state will be restored.`); } socket.on('logout', () => { const username = socket.userData?.username || 'UnknownUser'; const userId = socket.userData?.userId; console.log(`[Socket.IO] Logout request from user ${username} (ID: ${userId}, Socket: ${socket.id})`); // GameManager.handleDisconnect будет вызван автоматически при событии 'disconnect' // Если игрок нажал "выход", но еще в игре, клиент пошлет 'playerSurrender' ДО этого. // Здесь просто очищаем локальные данные сессии для сокета. if (loggedInUsers[socket.id]) { delete loggedInUsers[socket.id]; } socket.userData = null; console.log(`[Socket.IO] User ${username} (Socket: ${socket.id}) logged out (client-side action).`); }); // --- НАЧАЛО ИЗМЕНЕНИЯ --- socket.on('playerSurrender', () => { if (!socket.userData?.userId) { socket.emit('gameError', { message: 'Необходимо войти в систему, чтобы сдаться в игре.' }); return; } const identifier = socket.userData.userId; const username = socket.userData.username; console.log(`[Socket.IO] Player Surrender request from user ${username} (ID: ${identifier}, Socket: ${socket.id})`); if (gameManager && typeof gameManager.handlePlayerSurrender === 'function') { gameManager.handlePlayerSurrender(identifier); } else { console.error("[Socket.IO] CRITICAL: gameManager or handlePlayerSurrender method not found!"); socket.emit('gameError', { message: 'Ошибка сервера при обработке сдачи игры.' }); } // После этого клиент выполнит logout, что вызовет 'disconnect' и GameManager.handleDisconnect }); // --- КОНЕЦ ИЗМЕНЕНИЯ --- socket.on('createGame', (data) => { if (!socket.userData?.userId) { socket.emit('gameError', { message: 'Необходимо войти в систему для создания игры.' }); return; } const identifier = socket.userData.userId; const mode = data?.mode || 'ai'; console.log(`[Socket.IO] Create Game from ${socket.userData.username} (ID: ${identifier}). Mode: ${mode}, Char: ${data?.characterKey}`); gameManager.createGame(socket, mode, data?.characterKey, identifier); }); socket.on('joinGame', (data) => { if (!socket.userData?.userId) { socket.emit('gameError', { message: 'Необходимо войти для присоединения к PvP игре.' }); return; } console.log(`[Socket.IO] Join Game from ${socket.userData.username} (ID: ${socket.userData.userId}). GameID: ${data?.gameId}`); gameManager.joinGame(socket, data?.gameId, socket.userData.userId); }); socket.on('findRandomGame', (data) => { if (!socket.userData?.userId) { socket.emit('gameError', { message: 'Необходимо войти для поиска случайной PvP игры.' }); return; } console.log(`[Socket.IO] Find Random Game from ${socket.userData.username} (ID: ${socket.userData.userId}). PrefChar: ${data?.characterKey}`); gameManager.findAndJoinRandomPvPGame(socket, data?.characterKey, socket.userData.userId); }); socket.on('requestPvPGameList', () => { const availableGames = gameManager.getAvailablePvPGamesListForClient(); socket.emit('availablePvPGamesList', availableGames); }); socket.on('requestGameState', () => { if (!socket.userData?.userId) { socket.emit('gameNotFound', { message: 'Необходимо войти для восстановления игры.' }); return; } gameManager.handleRequestGameState(socket, socket.userData.userId); }); socket.on('playerAction', (actionData) => { if (!socket.userData?.userId) { socket.emit('gameError', { message: 'Действие не разрешено: пользователь не аутентифицирован.' }); return; } const identifier = socket.userData.userId; gameManager.handlePlayerAction(identifier, actionData); }); socket.on('disconnect', (reason) => { const identifier = socket.userData?.userId; const username = socket.userData?.username || 'UnauthenticatedUser'; console.log(`[Socket.IO] User ${username} (ID: ${identifier || 'N/A'}, Socket: ${socket.id}) disconnected. Reason: ${reason}.`); if (identifier) { gameManager.handleDisconnect(socket.id, identifier); } if (loggedInUsers[socket.id]) { delete loggedInUsers[socket.id]; } }); }); const PORT = parseInt(process.env.BC_APP_PORT || '3200', 10); const HOSTNAME = process.env.BC_APP_HOSTNAME || '127.0.0.1'; if (isNaN(PORT)) { console.error(`[Server FATAL] Некорректное значение для BC_APP_PORT: "${process.env.BC_APP_PORT}". Ожидается число.`); process.exit(1); } server.listen(PORT, HOSTNAME, () => { console.log(`Battle Club HTTP Application Server running at http://${HOSTNAME}:${PORT}`); if (HOSTNAME === '127.0.0.1') { console.log(`Server is listening on localhost only. This is suitable if a reverse proxy handles external traffic.`); } else if (HOSTNAME === '0.0.0.0') { console.log(`Server is listening on all available network interfaces.`); } else { console.log(`Server is listening on a specific interface: ${HOSTNAME}.`); } console.log(`Environment (NODE_ENV): ${process.env.NODE_ENV || 'not set (defaults to development behavior)'}`); console.log(`Serving static files from: ${path.join(__dirname, '..', 'public')}`); console.log(`Client HTTP requests should target: http://${HOSTNAME}:${PORT}`); console.log(`Socket.IO CORS origin set to: ${socketCorsOrigin || 'Not explicitly set, defaults may apply'}`); console.log(`HTTP API CORS origin set to: ${clientOrigin || 'Not explicitly set, defaults may apply'}`); }); process.on('unhandledRejection', (reason, promise) => { console.error('[Server FATAL] Unhandled Rejection at:', promise, 'reason:', reason); }); process.on('uncaughtException', (err) => { console.error('[Server FATAL] Uncaught Exception:', err); process.exit(1); });