// /server/game/GameManager.js const { v4: uuidv4 } = require('uuid'); const GameInstance = require('./instance/GameInstance'); const dataUtils = require('../data/dataUtils'); const GAME_CONFIG = require('../core/config'); class GameManager { constructor(io) { this.io = io; this.games = {}; // { gameId: GameInstance } this.userIdentifierToGameId = {}; // { userId: gameId } this.pendingPvPGames = []; // Массив gameId ожидающих PvP игр console.log("[GameManager] Initialized."); } _removePreviousPendingGames(currentSocketId, identifier, excludeGameId = null) { console.log(`[GameManager._removePreviousPendingGames] User: ${identifier}, Socket: ${currentSocketId}, Exclude: ${excludeGameId}`); const oldPendingGameId = this.userIdentifierToGameId[identifier]; if (oldPendingGameId && oldPendingGameId !== excludeGameId && this.games[oldPendingGameId]) { const gameToRemove = this.games[oldPendingGameId]; // Используем game.playerCount (или аналогичный метод GameInstance, если он инкапсулирует это) if (gameToRemove.mode === 'pvp' && gameToRemove.playerCount === 1 && // Предполагаем, GameInstance.playerCount - это активные игроки gameToRemove.ownerIdentifier === identifier && this.pendingPvPGames.includes(oldPendingGameId)) { console.log(`[GameManager._removePreviousPendingGames] User ${identifier} creating/joining new. Removing previous pending PvP game: ${oldPendingGameId}`); this._cleanupGame(oldPendingGameId, 'owner_action_removed_pending_game'); } } } createGame(socket, mode = 'ai', chosenCharacterKey = null, identifier) { console.log(`[GameManager.createGame] User: ${identifier} (Socket: ${socket.id}), Mode: ${mode}, Char: ${chosenCharacterKey || 'Default'}`); const existingGameId = this.userIdentifierToGameId[identifier]; if (existingGameId && this.games[existingGameId]) { const existingGame = this.games[existingGameId]; // Используем game.playerCount console.warn(`[GameManager.createGame] User ${identifier} already in game ${existingGameId}. Mode: ${existingGame.mode}, Players: ${existingGame.playerCount}, Owner: ${existingGame.ownerIdentifier}, GameOver: ${existingGame.gameState?.isGameOver}`); if (existingGame.gameState && !existingGame.gameState.isGameOver) { if (existingGame.mode === 'pvp' && existingGame.playerCount === 1 && existingGame.ownerIdentifier === identifier) { socket.emit('gameError', { message: 'Вы уже создали PvP игру и ожидаете оппонента.' }); } else { socket.emit('gameError', { message: 'Вы уже находитесь в активной игре.' }); } this.handleRequestGameState(socket, identifier); return; } else { this._cleanupGame(existingGameId, `stale_finished_on_create_${identifier}`); } } this._removePreviousPendingGames(socket.id, identifier); const gameId = uuidv4(); console.log(`[GameManager.createGame] New GameID: ${gameId}`); const game = new GameInstance(gameId, this.io, mode, this); this.games[gameId] = game; const charKeyForPlayer = mode === 'ai' ? (chosenCharacterKey || 'elena') : (chosenCharacterKey || 'elena'); // addPlayer в GameInstance теперь bool, а не объект с результатом if (game.addPlayer(socket, charKeyForPlayer, identifier)) { this.userIdentifierToGameId[identifier] = gameId; // Получаем роль и актуальный ключ из GameInstance после добавления const playerInfo = Object.values(game.players).find(p => p.identifier === identifier); const assignedPlayerId = playerInfo?.id; const actualCharacterKey = playerInfo?.chosenCharacterKey; if (!assignedPlayerId || !actualCharacterKey) { console.error(`[GameManager.createGame] CRITICAL: Failed to get player role/charKey after addPlayer for ${identifier} in game ${gameId}. Cleaning up.`); this._cleanupGame(gameId, 'player_info_missing_after_add'); socket.emit('gameError', { message: 'Ошибка сервера при создании роли в игре.' }); return; } console.log(`[GameManager.createGame] Player ${identifier} added to game ${gameId} as ${assignedPlayerId}. User map updated.`); socket.emit('gameCreated', { gameId: gameId, mode: mode, yourPlayerId: assignedPlayerId, chosenCharacterKey: actualCharacterKey }); if (mode === 'ai') { if (game.initializeGame()) { game.startGame(); } else { this._cleanupGame(gameId, 'init_fail_ai_create_gm'); } } else if (mode === 'pvp') { game.initializeGame(); // Инициализирует первого игрока if (!this.pendingPvPGames.includes(gameId)) { this.pendingPvPGames.push(gameId); } socket.emit('waitingForOpponent'); this.broadcastAvailablePvPGames(); } } else { console.error(`[GameManager.createGame] game.addPlayer (instance method) failed for ${identifier} in ${gameId}. Cleaning up.`); this._cleanupGame(gameId, 'player_add_failed_in_instance_gm'); } } joinGame(socket, gameIdToJoin, identifier, chosenCharacterKey = null) { console.log(`[GameManager.joinGame] User: ${identifier} (Socket: ${socket.id}) attempts to join ${gameIdToJoin} with char ${chosenCharacterKey || 'Default'}`); const game = this.games[gameIdToJoin]; if (!game) { socket.emit('gameError', { message: 'Игра с таким ID не найдена.' }); return; } if (game.gameState?.isGameOver) { socket.emit('gameError', { message: 'Эта игра уже завершена.' }); this._cleanupGame(gameIdToJoin, `attempt_join_finished_${identifier}`); return; } if (game.mode !== 'pvp') { socket.emit('gameError', { message: 'К этой игре нельзя присоединиться (не PvP).' }); return; } const playerInfoInGame = Object.values(game.players).find(p => p.identifier === identifier); if (game.playerCount >= 2 && !playerInfoInGame?.isTemporarilyDisconnected) { socket.emit('gameError', { message: 'Эта PvP игра уже заполнена.' }); return; } if (game.ownerIdentifier === identifier && !playerInfoInGame?.isTemporarilyDisconnected) { socket.emit('gameError', { message: 'Вы не можете присоединиться к своей же ожидающей игре как новый игрок.' }); this.handleRequestGameState(socket, identifier); return; } const existingGameIdOfUser = this.userIdentifierToGameId[identifier]; if (existingGameIdOfUser && existingGameIdOfUser !== gameIdToJoin) { const otherGame = this.games[existingGameIdOfUser]; if (otherGame && !otherGame.gameState?.isGameOver) { socket.emit('gameError', { message: 'Вы уже в другой активной игре.' }); this.handleRequestGameState(socket, identifier); return; } else if (otherGame?.gameState?.isGameOver) this._cleanupGame(existingGameIdOfUser, `stale_finished_on_join_${identifier}`); } this._removePreviousPendingGames(socket.id, identifier, gameIdToJoin); const charKeyForJoin = chosenCharacterKey || 'elena'; if (game.addPlayer(socket, charKeyForJoin, identifier)) { this.userIdentifierToGameId[identifier] = gameIdToJoin; const joinedPlayerInfo = Object.values(game.players).find(p => p.identifier === identifier); // Получаем инфо после добавления if (!joinedPlayerInfo || !joinedPlayerInfo.id || !joinedPlayerInfo.chosenCharacterKey) { console.error(`[GameManager.joinGame] CRITICAL: Failed to get player role/charKey after addPlayer for ${identifier} joining ${gameIdToJoin}. Cleaning up.`); // Не вызываем _cleanupGame здесь, т.к. игра могла быть уже с одним игроком. // GameInstance.addPlayer должен был бы вернуть false и не изменить playerCount. socket.emit('gameError', { message: 'Ошибка сервера при назначении роли в игре.' }); return; } console.log(`[GameManager.joinGame] Player ${identifier} added/reconnected to ${gameIdToJoin} as ${joinedPlayerInfo.id}.`); socket.emit('gameCreated', { gameId: gameIdToJoin, mode: game.mode, yourPlayerId: joinedPlayerInfo.id, chosenCharacterKey: joinedPlayerInfo.chosenCharacterKey }); if (game.playerCount === 2) { // Используем game.playerCount из GameInstance console.log(`[GameManager.joinGame] Game ${gameIdToJoin} is now full. Initializing and starting.`); if (game.initializeGame()) { game.startGame(); } else { this._cleanupGame(gameIdToJoin, 'full_init_fail_pvp_join_gm'); return; } const idx = this.pendingPvPGames.indexOf(gameIdToJoin); if (idx > -1) this.pendingPvPGames.splice(idx, 1); this.broadcastAvailablePvPGames(); } } } findAndJoinRandomPvPGame(socket, chosenCharacterKeyForCreation = 'elena', identifier) { // ... (Логика findAndJoinRandomPvPGame без изменений, использует game.playerCount) console.log(`[GameManager.findRandomPvPGame] User: ${identifier} (Socket: ${socket.id}), CharForCreation: ${chosenCharacterKeyForCreation}`); const existingGameId = this.userIdentifierToGameId[identifier]; if (existingGameId && this.games[existingGameId]) { const existingGame = this.games[existingGameId]; if (!existingGame.gameState?.isGameOver) { socket.emit('gameError', { message: 'Вы уже в активной или ожидающей игре.' }); this.handleRequestGameState(socket, identifier); return; } else { this._cleanupGame(existingGameId, `stale_finished_on_find_random_${identifier}`); } } this._removePreviousPendingGames(socket.id, identifier); let gameIdToJoin = null; for (const id of [...this.pendingPvPGames]) { const pendingGame = this.games[id]; if (pendingGame && pendingGame.mode === 'pvp' && pendingGame.playerCount === 1 && pendingGame.ownerIdentifier !== identifier && !pendingGame.gameState?.isGameOver) { gameIdToJoin = id; break; } else if (pendingGame?.gameState?.isGameOver) { this._cleanupGame(id, `stale_finished_pending_on_find_random`); } } if (gameIdToJoin) { console.log(`[GameManager.findRandomPvPGame] Found pending game ${gameIdToJoin} for ${identifier}. Joining...`); const randomJoinCharKey = ['elena', 'almagest', 'balard'][Math.floor(Math.random() * 3)]; this.joinGame(socket, gameIdToJoin, identifier, randomJoinCharKey); } else { console.log(`[GameManager.findRandomPvPGame] No suitable pending game. Creating new PvP game for ${identifier}.`); this.createGame(socket, 'pvp', chosenCharacterKeyForCreation, identifier); } } handlePlayerAction(identifier, actionData) { const gameId = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handlePlayerAction] User: ${identifier}, Action: ${actionData?.actionType}, GameID: ${gameId}`); const game = this.games[gameId]; if (game) { if (game.gameState?.isGameOver) { const playerSocket = Object.values(game.players).find(p => p.identifier === identifier)?.socket; // Находим сокет по identifier if (playerSocket) this.handleRequestGameState(playerSocket, identifier); return; } game.processPlayerAction(identifier, actionData); // Передаем identifier } else { delete this.userIdentifierToGameId[identifier]; const clientSocket = this._findClientSocketByIdentifier(identifier); if (clientSocket) clientSocket.emit('gameNotFound', { message: 'Ваша игровая сессия не найдена при действии.' }); } } handlePlayerSurrender(identifier) { // ... (Логика handlePlayerSurrender без изменений) const gameId = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handlePlayerSurrender] User: ${identifier} surrendered. GameID from map: ${gameId}`); const game = this.games[gameId]; if (game) { if (game.gameState?.isGameOver) { console.warn(`[GameManager.handlePlayerSurrender] User ${identifier} in game ${gameId} surrender, but game ALREADY OVER.`); if (this.userIdentifierToGameId[identifier] === gameId) delete this.userIdentifierToGameId[identifier]; return; } if (typeof game.playerDidSurrender === 'function') game.playerDidSurrender(identifier); else { console.error(`[GameManager.handlePlayerSurrender] CRITICAL: GameInstance ${gameId} missing playerDidSurrender!`); this._cleanupGame(gameId, "surrender_missing_method"); } } else { if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier]; } } handleLeaveAiGame(identifier) { const gameId = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handleLeaveAiGame] User: ${identifier} leaving AI game. GameID from map: ${gameId}`); const game = this.games[gameId]; if (game) { if (game.gameState?.isGameOver) { console.warn(`[GameManager.handleLeaveAiGame] User ${identifier} game ${gameId} leaving, but game ALREADY OVER.`); return; } if (game.mode === 'ai') { if (typeof game.playerExplicitlyLeftAiGame === 'function') { game.playerExplicitlyLeftAiGame(identifier); } else { console.error(`[GameManager.handleLeaveAiGame] CRITICAL: GameInstance ${gameId} missing playerExplicitlyLeftAiGame! Cleaning up directly.`); this._cleanupGame(gameId, "leave_ai_missing_method"); } } else { console.warn(`[GameManager.handleLeaveAiGame] User ${identifier} sent leaveAiGame, but game ${gameId} is not AI mode (${game.mode}).`); } } else { if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier]; } } _findClientSocketByIdentifier(identifier) { // ... (код без изменений) for (const sid of this.io.sockets.sockets.keys()) { const s = this.io.sockets.sockets.get(sid); if (s && s.userData && s.userData.userId === identifier && s.connected) return s; } return null; } handleDisconnect(socketId, identifier) { const gameIdFromMap = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handleDisconnect] Socket: ${socketId}, User: ${identifier}, GameID from map: ${gameIdFromMap}`); const game = gameIdFromMap ? this.games[gameIdFromMap] : null; if (game) { if (game.gameState?.isGameOver) { console.log(`[GameManager.handleDisconnect] Game ${gameIdFromMap} for user ${identifier} (socket ${socketId}) ALREADY OVER.`); return; } // Находим информацию об игроке в инстансе игры по identifier const playerInfoInGame = Object.values(game.players).find(p => p.identifier === identifier); if (playerInfoInGame && playerInfoInGame.socket?.id === socketId && !playerInfoInGame.isTemporarilyDisconnected) { console.log(`[GameManager.handleDisconnect] Disconnecting socket ${socketId} matches active player ${identifier} (Role: ${playerInfoInGame.id}) in game ${gameIdFromMap}. Notifying GameInstance.`); // Передаем роль, идентификатор и ключ персонажа в GameInstance if (typeof game.handlePlayerPotentiallyLeft === 'function') { game.handlePlayerPotentiallyLeft(playerInfoInGame.id, identifier, playerInfoInGame.chosenCharacterKey); } else { console.error(`[GameManager.handleDisconnect] CRITICAL: GameInstance ${gameIdFromMap} missing handlePlayerPotentiallyLeft!`); this._cleanupGame(gameIdFromMap, "missing_reconnect_logic_on_disconnect_gm"); } } else if (playerInfoInGame && playerInfoInGame.socket?.id !== socketId) { console.log(`[GameManager.handleDisconnect] Disconnected socket ${socketId} is STALE for user ${identifier}. Active socket in game: ${playerInfoInGame.socket?.id}.`); } else if (playerInfoInGame && playerInfoInGame.isTemporarilyDisconnected) { console.log(`[GameManager.handleDisconnect] User ${identifier} (socket ${socketId}) disconnected while already temp disconnected. Reconnect timer handles final cleanup.`); } else if (!playerInfoInGame) { console.warn(`[GameManager.handleDisconnect] User ${identifier} mapped to game ${gameIdFromMap}, but not found in game.players. Clearing map.`); if (this.userIdentifierToGameId[identifier] === gameIdFromMap) delete this.userIdentifierToGameId[identifier]; } } else { if (this.userIdentifierToGameId[identifier]) { delete this.userIdentifierToGameId[identifier]; } } } _cleanupGame(gameId, reason = 'unknown') { // ... (Код _cleanupGame почти без изменений, но использует game.playerCount и game.ownerIdentifier) console.log(`[GameManager._cleanupGame] Attempting cleanup for GameID: ${gameId}, Reason: ${reason}`); const game = this.games[gameId]; if (!game) { const pendingIdx = this.pendingPvPGames.indexOf(gameId); if (pendingIdx > -1) { this.pendingPvPGames.splice(pendingIdx, 1); this.broadcastAvailablePvPGames(); } for (const idKey in this.userIdentifierToGameId) { if (this.userIdentifierToGameId[idKey] === gameId) delete this.userIdentifierToGameId[idKey]; } return false; } console.log(`[GameManager._cleanupGame] Cleaning up game ${game.id}. Owner: ${game.ownerIdentifier}. Reason: ${reason}. Players in game: ${game.playerCount}`); if (typeof game.turnTimer?.clear === 'function') game.turnTimer.clear(); if (typeof game.clearAllReconnectTimers === 'function') game.clearAllReconnectTimers(); // Вызываем у GameInstance if (game.gameState && !game.gameState.isGameOver) { game.gameState.isGameOver = true; } let playersCleanedFromMap = 0; Object.values(game.players).forEach(pInfo => { // Игроки теперь в game.players if (pInfo?.identifier && this.userIdentifierToGameId[pInfo.identifier] === gameId) { delete this.userIdentifierToGameId[pInfo.identifier]; playersCleanedFromMap++; } }); if (game.ownerIdentifier && this.userIdentifierToGameId[game.ownerIdentifier] === gameId && !Object.values(game.players).some(p=>p.identifier === game.ownerIdentifier)) { // Проверка, если владелец не в списке игроков delete this.userIdentifierToGameId[game.ownerIdentifier]; playersCleanedFromMap++; } const pendingIdx = this.pendingPvPGames.indexOf(gameId); if (pendingIdx > -1) this.pendingPvPGames.splice(pendingIdx, 1); delete this.games[gameId]; console.log(`[GameManager._cleanupGame] Game ${game.id} instance deleted. Games left: ${Object.keys(this.games).length}. Pending: ${this.pendingPvPGames.length}. User map size: ${Object.keys(this.userIdentifierToGameId).length}`); this.broadcastAvailablePvPGames(); return true; } getAvailablePvPGamesListForClient() { // ... (Код без изменений, использует game.playerCount и game.ownerIdentifier) return this.pendingPvPGames .map(gameId => { const game = this.games[gameId]; if (game && game.mode === 'pvp' && game.playerCount === 1 && (!game.gameState || !game.gameState.isGameOver)) { // Находим первого игрока (владельца) в инстансе игры const p1Entry = Object.values(game.players).find(p => p.id === GAME_CONFIG.PLAYER_ID && !p.isTemporarilyDisconnected); let p1Username = 'Игрок'; let p1CharName = 'Неизвестный'; const ownerId = game.ownerIdentifier; if (p1Entry && p1Entry.socket?.userData) { p1Username = p1Entry.socket.userData.username || `User#${String(p1Entry.identifier).substring(0,4)}`; const charData = dataUtils.getCharacterBaseStats(p1Entry.chosenCharacterKey); p1CharName = charData?.name || p1Entry.chosenCharacterKey || 'Не выбран'; } else if (ownerId){ // Фоллбэк на поиск по ownerId, если p1Entry не найден или без userData const ownerSocket = this._findClientSocketByIdentifier(ownerId); p1Username = ownerSocket?.userData?.username || `Owner#${String(ownerId).substring(0,4)}`; const ownerCharKey = game.playerCharacterKey; // Ключ персонажа первого игрока из GameInstance const charData = ownerCharKey ? dataUtils.getCharacterBaseStats(ownerCharKey) : null; p1CharName = charData?.name || ownerCharKey || 'Не выбран'; } return { id: gameId, status: `Ожидает (${p1Username} за ${p1CharName})`, ownerIdentifier: ownerId }; } return null; }) .filter(info => info !== null); } broadcastAvailablePvPGames() { const list = this.getAvailablePvPGamesListForClient(); this.io.emit('availablePvPGamesList', list); } handleRequestGameState(socket, identifier) { const gameIdFromMap = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handleRequestGameState] User: ${identifier} (Socket: ${socket.id}) requests state. GameID from map: ${gameIdFromMap}`); const game = gameIdFromMap ? this.games[gameIdFromMap] : null; if (game) { const playerInfoInGame = Object.values(game.players).find(p => p.identifier === identifier); // Ищем по identifier console.log(`[GameManager.handleRequestGameState] Game ${gameIdFromMap} found. PlayerInfo: ${playerInfoInGame ? `Role: ${playerInfoInGame.id}, TempDisco: ${playerInfoInGame.isTemporarilyDisconnected}` : 'Not found in game.players'}`); if (playerInfoInGame) { if (game.gameState?.isGameOver) { socket.emit('gameNotFound', { message: 'Ваша предыдущая игра уже завершена.' }); if(this.userIdentifierToGameId[identifier] === gameIdFromMap) delete this.userIdentifierToGameId[identifier]; return; } // Передаем РОЛЬ и НОВЫЙ СОКЕТ в GameInstance для обработки реконнекта if (typeof game.handlePlayerReconnected === 'function') { const reconnected = game.handlePlayerReconnected(playerInfoInGame.id, socket); // ... (обработка результата reconnected, если нужно) } else { console.error(`[GameManager.handleRequestGameState] CRITICAL: GameInstance ${game.id} missing handlePlayerReconnected!`); this._handleGameRecoveryError(socket, game.id, identifier, 'gi_missing_reconnect_method_gm'); } } else { this._handleGameRecoveryError(socket, gameIdFromMap, identifier, 'player_not_in_gi_players_reconnect_gm'); } } else { socket.emit('gameNotFound', { message: 'Активная игровая сессия не найдена.' }); if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier]; } } _handleGameRecoveryError(socket, gameId, identifier, reasonCode) { // ... (код без изменений) console.error(`[GameManager._handleGameRecoveryError] Error recovering game (ID: ${gameId || 'N/A'}) for user ${identifier}. Reason: ${reasonCode}.`); socket.emit('gameError', { message: 'Ошибка сервера при восстановлении состояния игры.' }); if (gameId && this.games[gameId]) { // Проверяем, что игра еще существует перед очисткой this._cleanupGame(gameId, `recovery_error_${reasonCode}_for_${identifier}`); } else if (this.userIdentifierToGameId[identifier]) { // Если игра уже удалена, но пользователь все еще к ней привязан const problematicGameId = this.userIdentifierToGameId[identifier]; if (this.games[problematicGameId]) { // Если она все же есть this._cleanupGame(problematicGameId, `recovery_error_stale_map_${identifier}_reason_${reasonCode}`); } else { // Если ее нет, просто чистим карту delete this.userIdentifierToGameId[identifier]; } } // Если после _cleanupGame пользователь все еще привязан (маловероятно, но для гарантии) if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier]; socket.emit('gameNotFound', { message: 'Ваша игровая сессия была завершена из-за ошибки.' }); } } module.exports = GameManager;