// /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 = {}; // Активные инстансы игр { gameId: GameInstance } this.userIdentifierToGameId = {}; // { userId: gameId } this.pendingPvPGames = []; // Массив gameId игр, ожидающих второго игрока console.log("[GameManager] Initialized."); } _removePreviousPendingGames(currentSocketId, identifier, excludeGameId = null) { console.log(`[GameManager._removePreviousPendingGames] Called for user: ${identifier}, currentSocket: ${currentSocketId}, excludeGameId: ${excludeGameId}`); const oldPendingGameId = this.userIdentifierToGameId[identifier]; if (oldPendingGameId && oldPendingGameId !== excludeGameId && this.games[oldPendingGameId]) { const gameToRemove = this.games[oldPendingGameId]; if (gameToRemove.mode === 'pvp' && gameToRemove.playerCount === 1 && this.pendingPvPGames.includes(oldPendingGameId)) { const playerInfo = Object.values(gameToRemove.players).find(p => p.identifier === identifier); if (playerInfo && playerInfo.id === GAME_CONFIG.PLAYER_ID) { console.log(`[GameManager._removePreviousPendingGames] User ${identifier} (socket: ${currentSocketId}) created/joined new game. Removing their previous owned pending PvP game: ${oldPendingGameId}`); this._cleanupGame(oldPendingGameId, 'replaced_by_new_game_creation_or_join'); } else { console.log(`[GameManager._removePreviousPendingGames] User ${identifier} had pending game ${oldPendingGameId}, but was not the primary player. Not removing.`); } } } else { console.log(`[GameManager._removePreviousPendingGames] No old pending game found for user ${identifier} or conditions not met.`); } } createGame(socket, mode = 'ai', chosenCharacterKey = 'elena', identifier) { console.log(`[GameManager.createGame] User: ${identifier} (Socket: ${socket.id}), Mode: ${mode}, Char: ${chosenCharacterKey}`); if (this.userIdentifierToGameId[identifier] && this.games[this.userIdentifierToGameId[identifier]]) { const existingGame = this.games[this.userIdentifierToGameId[identifier]]; console.warn(`[GameManager.createGame] User ${identifier} already in game ${this.userIdentifierToGameId[identifier]}. Mode: ${existingGame.mode}, Players: ${existingGame.playerCount}, Owner: ${existingGame.ownerIdentifier}, GameOver: ${existingGame.gameState?.isGameOver}`); // Если игра существует и НЕ завершена if (!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); // Попытка восстановить сессию в существующей игре return; } else { // Игра существует, но завершена. GameManager должен был ее очистить. // Если мы здесь, значит, что-то пошло не так с очисткой. console.warn(`[GameManager.createGame] User ${identifier} was mapped to an already finished game ${this.userIdentifierToGameId[identifier]}. Cleaning up stale entry before creating new game.`); this._cleanupGame(this.userIdentifierToGameId[identifier], `stale_finished_game_on_create_for_${identifier}`); // this.userIdentifierToGameId[identifier] будет удален в _cleanupGame } } this._removePreviousPendingGames(socket.id, identifier); const gameId = uuidv4(); console.log(`[GameManager.createGame] Generated new GameID: ${gameId}`); const game = new GameInstance(gameId, this.io, mode, this); this.games[gameId] = game; const charKeyForInstance = (mode === 'pvp') ? chosenCharacterKey : 'elena'; if (game.addPlayer(socket, charKeyForInstance, identifier)) { this.userIdentifierToGameId[identifier] = gameId; console.log(`[GameManager.createGame] Player ${identifier} added to game ${gameId}. User map updated: userIdentifierToGameId[${identifier}] = ${this.userIdentifierToGameId[identifier]}`); const assignedPlayerId = Object.values(game.players).find(p=>p.identifier === identifier)?.id; if (!assignedPlayerId) { console.error(`[GameManager.createGame] CRITICAL: Failed to assign player role for user ${identifier} in game ${gameId}.`); this._cleanupGame(gameId, 'player_add_failed_no_role_assigned'); socket.emit('gameError', { message: 'Ошибка сервера при создании игры (не удалось присвоить роль).' }); return; } socket.emit('gameCreated', { gameId: gameId, mode: mode, yourPlayerId: assignedPlayerId }); console.log(`[GameManager.createGame] Emitted 'gameCreated' to ${identifier}. gameId: ${gameId}, yourPlayerId: ${assignedPlayerId}`); if (mode === 'ai') { const isInitialized = game.initializeGame(); if (isInitialized) { console.log(`[GameManager.createGame] AI game ${gameId} initialized, starting game...`); game.startGame(); } else { console.error(`[GameManager.createGame] AI game ${gameId} initialization failed. Cleaning up.`); this._cleanupGame(gameId, 'initialization_failed_on_ai_create'); } } else if (mode === 'pvp') { if (!this.pendingPvPGames.includes(gameId)) { this.pendingPvPGames.push(gameId); console.log(`[GameManager.createGame] PvP game ${gameId} added to pending list. Current pending: ${this.pendingPvPGames.join(', ')}`); } game.initializeGame(); console.log(`[GameManager.createGame] PvP game ${gameId} initialized (or placeholder). Emitting 'waitingForOpponent'.`); socket.emit('waitingForOpponent'); this.broadcastAvailablePvPGames(); } } else { console.error(`[GameManager.createGame] game.addPlayer failed for user ${identifier} in game ${gameId}. Cleaning up.`); this._cleanupGame(gameId, 'player_add_failed_in_instance'); } } joinGame(socket, gameIdToJoin, identifier) { console.log(`[GameManager.joinGame] User: ${identifier} (Socket: ${socket.id}) attempts to join GameID: ${gameIdToJoin}`); const game = this.games[gameIdToJoin]; if (!game) { console.warn(`[GameManager.joinGame] Game ${gameIdToJoin} not found for user ${identifier}.`); socket.emit('gameError', { message: 'Игра с таким ID не найдена.' }); return; } if (game.gameState?.isGameOver) { console.warn(`[GameManager.joinGame] User ${identifier} tried to join game ${gameIdToJoin} which is already over.`); socket.emit('gameError', { message: 'Эта игра уже завершена.' }); this._cleanupGame(gameIdToJoin, `attempt_to_join_finished_game_${identifier}`); return; } if (game.mode !== 'pvp') { console.warn(`[GameManager.joinGame] User ${identifier} tried to join non-PvP game ${gameIdToJoin}. Mode: ${game.mode}`); socket.emit('gameError', { message: 'К этой игре нельзя присоединиться (не PvP режим).' }); return; } if (game.playerCount >= 2 && !Object.values(game.players).some(p => p.identifier === identifier && p.isTemporarilyDisconnected)) { console.warn(`[GameManager.joinGame] User ${identifier} tried to join full PvP game ${gameIdToJoin}. Players: ${game.playerCount}`); socket.emit('gameError', { message: 'Эта PvP игра уже заполнена.' }); return; } if (game.ownerIdentifier === identifier && !Object.values(game.players).some(p => p.identifier === identifier && p.isTemporarilyDisconnected)) { console.warn(`[GameManager.joinGame] User ${identifier} (owner) tried to join their own waiting game ${gameIdToJoin} as a new player.`); socket.emit('gameError', { message: 'Вы не можете присоединиться к игре, которую сами создали и ожидаете, как новый игрок.' }); this.handleRequestGameState(socket, identifier); return; } if (this.userIdentifierToGameId[identifier] && this.userIdentifierToGameId[identifier] !== gameIdToJoin) { const otherGame = this.games[this.userIdentifierToGameId[identifier]]; if (otherGame && !otherGame.gameState?.isGameOver) { console.warn(`[GameManager.joinGame] User ${identifier} already in another active game: ${this.userIdentifierToGameId[identifier]}. Cannot join ${gameIdToJoin}.`); socket.emit('gameError', { message: 'Вы уже находитесь в другой игре. Сначала завершите или покиньте её.' }); this.handleRequestGameState(socket, identifier); return; } else if (otherGame && otherGame.gameState?.isGameOver) { console.warn(`[GameManager.joinGame] User ${identifier} was mapped to a finished game ${this.userIdentifierToGameId[identifier]}. Cleaning up before join.`); this._cleanupGame(this.userIdentifierToGameId[identifier], `stale_finished_game_on_join_${identifier}`); } } this._removePreviousPendingGames(socket.id, identifier, gameIdToJoin); if (game.addPlayer(socket, null, identifier)) { this.userIdentifierToGameId[identifier] = gameIdToJoin; console.log(`[GameManager.joinGame] Player ${identifier} successfully added/reconnected to PvP game ${gameIdToJoin}. User map updated: userIdentifierToGameId[${identifier}] = ${this.userIdentifierToGameId[identifier]}`); if (game.playerCount === 2) { console.log(`[GameManager.joinGame] Game ${gameIdToJoin} is now full with 2 active players. Initializing and starting.`); const isInitialized = game.initializeGame(); if (isInitialized) { game.startGame(); } else { console.error(`[GameManager.joinGame] PvP game ${gameIdToJoin} initialization failed after 2nd player join. Cleaning up.`); this._cleanupGame(gameIdToJoin, 'initialization_failed_on_pvp_join'); return; } const idx = this.pendingPvPGames.indexOf(gameIdToJoin); if (idx > -1) { this.pendingPvPGames.splice(idx, 1); console.log(`[GameManager.joinGame] Game ${gameIdToJoin} removed from pending list. Current pending: ${this.pendingPvPGames.join(', ')}`); } this.broadcastAvailablePvPGames(); } else { console.log(`[GameManager.joinGame] Game ${gameIdToJoin} has ${game.playerCount} active players after join/reconnect. Waiting for more or game was already running.`); } } else { console.error(`[GameManager.joinGame] game.addPlayer failed for user ${identifier} trying to join ${gameIdToJoin}.`); } } findAndJoinRandomPvPGame(socket, chosenCharacterKeyForCreation = 'elena', identifier) { console.log(`[GameManager.findAndJoinRandomPvPGame] User: ${identifier} (Socket: ${socket.id}), CharForCreation: ${chosenCharacterKeyForCreation}`); if (this.userIdentifierToGameId[identifier] && this.games[this.userIdentifierToGameId[identifier]]) { const existingGame = this.games[this.userIdentifierToGameId[identifier]]; if (existingGame && !existingGame.gameState?.isGameOver) { console.warn(`[GameManager.findAndJoinRandomPvPGame] User ${identifier} already in active game: ${this.userIdentifierToGameId[identifier]}.`); socket.emit('gameError', { message: 'Вы уже находитесь в активной или ожидающей игре.' }); this.handleRequestGameState(socket, identifier); return; } else if (existingGame && existingGame.gameState?.isGameOver) { console.warn(`[GameManager.findAndJoinRandomPvPGame] User ${identifier} mapped to finished game ${this.userIdentifierToGameId[identifier]}. Cleaning up.`); this._cleanupGame(this.userIdentifierToGameId[identifier], `stale_finished_game_on_find_random_${identifier}`); } } this._removePreviousPendingGames(socket.id, identifier); let gameIdToJoin = null; console.log(`[GameManager.findAndJoinRandomPvPGame] Searching pending games for ${identifier}. Current pending: ${this.pendingPvPGames.join(', ')}`); for (const id of [...this.pendingPvPGames]) { // Iterate over a copy in case of modification const pendingGame = this.games[id]; if (pendingGame && pendingGame.mode === 'pvp' && pendingGame.playerCount === 1 && pendingGame.ownerIdentifier !== identifier) { if (!pendingGame.gameState || !pendingGame.gameState.isGameOver) { gameIdToJoin = id; console.log(`[GameManager.findAndJoinRandomPvPGame] Found suitable pending game: ${gameIdToJoin} for user ${identifier}.`); break; } else { console.log(`[GameManager.findAndJoinRandomPvPGame] Pending game ${id} is already over. Skipping and cleaning.`); this._cleanupGame(id, `stale_finished_pending_game_during_find_random`); // Clean up stale finished game } } } if (gameIdToJoin) { this.joinGame(socket, gameIdToJoin, identifier); } else { console.log(`[GameManager.findAndJoinRandomPvPGame] No suitable pending game found for ${identifier}. Creating a new PvP game.`); this.createGame(socket, 'pvp', chosenCharacterKeyForCreation, identifier); } } handlePlayerAction(identifier, actionData) { const gameId = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handlePlayerAction] User: ${identifier}, Action: ${actionData?.actionType}, AbilityID: ${actionData?.abilityId}, GameID from map: ${gameId}`); const game = this.games[gameId]; if (game) { if (game.gameState?.isGameOver) { console.warn(`[GameManager.handlePlayerAction] User ${identifier} in game ${gameId} attempted action, but game is ALREADY OVER. Action ignored.`); game.playerSockets[identifier]?.socket.emit('gameError', {message: "Действие невозможно: игра уже завершена."}); // Potentially send gameNotFound or re-send gameOver if client missed it this.handleRequestGameState(game.playerSockets[identifier]?.socket || this._findClientSocketByIdentifier(identifier), identifier); return; } const playerInfo = Object.values(game.players).find(p => p.identifier === identifier); if (playerInfo && playerInfo.socket && playerInfo.socket.connected && !playerInfo.isTemporarilyDisconnected) { console.log(`[GameManager.handlePlayerAction] Forwarding action from user ${identifier} (Socket: ${playerInfo.socket.id}) to game ${gameId}.`); game.processPlayerAction(playerInfo.socket.id, actionData); } else if (playerInfo && playerInfo.isTemporarilyDisconnected) { console.warn(`[GameManager.handlePlayerAction] User ${identifier} (Socket: ${playerInfo.socket?.id}) in game ${gameId} attempted action, but is temporarily disconnected. Action ignored.`); playerInfo.socket?.emit('gameError', {message: "Действие невозможно: вы временно отключены."}); } else if (playerInfo && playerInfo.socket && !playerInfo.socket.connected) { console.warn(`[GameManager.handlePlayerAction] User ${identifier} (Socket: ${playerInfo.socket.id}) in game ${gameId} attempted action, but socket is reported as disconnected by server. Action ignored. Potential state mismatch.`); if (typeof game.handlePlayerPotentiallyLeft === 'function') { game.handlePlayerPotentiallyLeft(playerInfo.id, playerInfo.identifier, playerInfo.chosenCharacterKey); } } else { console.warn(`[GameManager.handlePlayerAction] User ${identifier} attempted action for game ${gameId}, but active player info or socket not found in game instance. Removing from user map.`); delete this.userIdentifierToGameId[identifier]; const clientSocket = this._findClientSocketByIdentifier(identifier); if (clientSocket) clientSocket.emit('gameNotFound', { message: 'Ваша игровая сессия потеряна (ошибка игрока при действии).' }); } } else { console.warn(`[GameManager.handlePlayerAction] User ${identifier} attempted action, but game ${gameId} (from map) not found in this.games. Removing from user map.`); delete this.userIdentifierToGameId[identifier]; const clientSocket = this._findClientSocketByIdentifier(identifier); if (clientSocket) clientSocket.emit('gameNotFound', { message: 'Ваша игровая сессия не найдена (игра отсутствует).' }); } } handlePlayerSurrender(identifier) { 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} tried to surrender in game ${gameId} which is ALREADY OVER. Ignoring.`); // _cleanupGame should have already run or will run. // Ensure map is clear if it's somehow stale. if (this.userIdentifierToGameId[identifier] === gameId) { console.warn(`[GameManager.handlePlayerSurrender] Stale map entry for ${identifier} to finished game ${gameId}. Cleaning.`); delete this.userIdentifierToGameId[identifier]; // Direct cleanup if game is confirmed over. } return; } if (typeof game.playerDidSurrender === 'function') { console.log(`[GameManager.handlePlayerSurrender] Forwarding surrender from user ${identifier} to game ${gameId}.`); game.playerDidSurrender(identifier); // This method will call _cleanupGame internally } else { console.error(`[GameManager.handlePlayerSurrender] CRITICAL: GameInstance ${gameId} is missing playerDidSurrender method! Attempting fallback cleanup for PvP.`); if (game.mode === 'pvp' && game.gameState && !game.gameState.isGameOver) { const surrenderedPlayerInfo = Object.values(game.players).find(p => p.identifier === identifier); if (surrenderedPlayerInfo) { const opponentInfo = Object.values(game.players).find(p => p.identifier !== identifier && !p.isTemporarilyDisconnected); const winnerRole = opponentInfo ? opponentInfo.id : null; if (typeof game.endGameDueToDisconnect === 'function') { game.endGameDueToDisconnect(surrenderedPlayerInfo.id, surrenderedPlayerInfo.chosenCharacterKey, "opponent_surrendered_fallback", winnerRole); } else { this._cleanupGame(gameId, "surrender_fallback_cleanup_missing_end_method"); } } else { this._cleanupGame(gameId, "surrender_player_not_found_in_game_instance_fallback"); } } else if (game.mode === 'ai') { console.log(`[GameManager.handlePlayerSurrender] User ${identifier} in AI game ${gameId} surrendered. No playerDidSurrender. Disconnect will handle.`); } } } else { console.warn(`[GameManager.handlePlayerSurrender] User ${identifier} surrendered, but game ${gameId} (from map) not found in this.games. User map might be stale or already cleaned up.`); if (this.userIdentifierToGameId[identifier] === gameId || this.userIdentifierToGameId[identifier]) { console.log(`[GameManager.handlePlayerSurrender] Clearing map entry for ${identifier} which pointed to ${this.userIdentifierToGameId[identifier]}.`); delete this.userIdentifierToGameId[identifier]; } } } _findClientSocketByIdentifier(identifier) { 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) { // console.log(`[GameManager._findClientSocketByIdentifier] Found active socket ${s.id} for identifier ${identifier}.`); return s; } } // console.log(`[GameManager._findClientSocketByIdentifier] No active socket found for identifier ${identifier}.`); 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 && game.gameState.isGameOver) { console.log(`[GameManager.handleDisconnect] Game ${gameIdFromMap} for user ${identifier} (socket: ${socketId}) is ALREADY OVER. Disconnect processing skipped for game logic.`); // _cleanupGame (called by playerDidSurrender or other end game methods) is responsible for clearing userIdentifierToGameId. // If the map entry still exists, it implies _cleanupGame might not have completed or there's a race condition. // However, we shouldn't initiate new game logic like handlePlayerPotentiallyLeft. return; } const playerInfo = Object.values(game.players).find(p => p.identifier === identifier); console.log(`[GameManager.handleDisconnect] Game ${gameIdFromMap} found (and not game over). PlayerInfo for user ${identifier}: ${playerInfo ? `Role: ${playerInfo.id}, CurrentSocketInGame: ${playerInfo.socket?.id}, IsTempDisconnected: ${playerInfo.isTemporarilyDisconnected}` : 'Not found in game instance'}`); if (playerInfo && playerInfo.socket && playerInfo.socket.id === socketId && !playerInfo.isTemporarilyDisconnected) { console.log(`[GameManager.handleDisconnect] Disconnecting socket ${socketId} matches active socket for user ${identifier} (Role: ${playerInfo.id}) in game ${gameIdFromMap}. Notifying GameInstance.`); if (typeof game.handlePlayerPotentiallyLeft === 'function') { game.handlePlayerPotentiallyLeft(playerInfo.id, playerInfo.identifier, playerInfo.chosenCharacterKey); } else { console.error(`[GameManager.handleDisconnect] CRITICAL: GameInstance ${gameIdFromMap} is missing handlePlayerPotentiallyLeft method!`); this._cleanupGame(gameIdFromMap, "missing_reconnect_logic_in_instance_on_disconnect"); } } else if (playerInfo && playerInfo.socket && playerInfo.socket.id !== socketId) { console.log(`[GameManager.handleDisconnect] Disconnected socket ${socketId} is STALE for user ${identifier} (active socket in game ${gameIdFromMap} is ${playerInfo.socket.id}). Ignoring this disconnect for game logic.`); } else if (playerInfo && playerInfo.isTemporarilyDisconnected && playerInfo.socket?.id === socketId) { console.log(`[GameManager.handleDisconnect] User ${identifier} (socket ${socketId}) disconnected while already being temporarily disconnected. Reconnect timer should handle final cleanup.`); } else if (!playerInfo && gameIdFromMap) { console.log(`[GameManager.handleDisconnect] User ${identifier} was mapped to game ${gameIdFromMap}, but not found in game.players.`); if (this.userIdentifierToGameId[identifier] === gameIdFromMap) { console.warn(`[GameManager.handleDisconnect] Removing stale map entry for ${identifier} to game ${gameIdFromMap} where player was not found in instance.`); delete this.userIdentifierToGameId[identifier]; } } } else { console.log(`[GameManager.handleDisconnect] User ${identifier} (Socket: ${socketId}) disconnected, but no active game instance found for gameId ${gameIdFromMap} (or gameId was undefined).`); if (this.userIdentifierToGameId[identifier]) { // If a mapping exists, even if gameIdFromMap was undefined or game not in this.games console.warn(`[GameManager.handleDisconnect] Removing map entry for ${identifier} which pointed to ${this.userIdentifierToGameId[identifier]}.`); delete this.userIdentifierToGameId[identifier]; } } } _cleanupGame(gameId, reason = 'unknown') { console.log(`[GameManager._cleanupGame] Attempting to cleanup GameID: ${gameId}, Reason: ${reason}`); const game = this.games[gameId]; if (!game) { console.warn(`[GameManager._cleanupGame] Game ${gameId} not found in this.games. Checking pending list and user map.`); const pendingIdx = this.pendingPvPGames.indexOf(gameId); if (pendingIdx > -1) { this.pendingPvPGames.splice(pendingIdx, 1); console.log(`[GameManager._cleanupGame] Removed ${gameId} from pending list (instance was already gone). Reason: ${reason}. Current pending: ${this.pendingPvPGames.join(', ')}`); this.broadcastAvailablePvPGames(); } // Ensure any lingering user map entries for this non-existent game are cleared. let mapCleaned = false; for (const idKey in this.userIdentifierToGameId) { if (this.userIdentifierToGameId[idKey] === gameId) { console.log(`[GameManager._cleanupGame] Clearing STALE mapping for user ${idKey} to non-existent game ${gameId}.`); delete this.userIdentifierToGameId[idKey]; mapCleaned = true; } } if (mapCleaned) console.log(`[GameManager._cleanupGame] Stale user maps cleared for game ${gameId}.`); return false; // Game was not found in this.games } console.log(`[GameManager._cleanupGame] Cleaning up game ${gameId}. Owner: ${game.ownerIdentifier}. Reason: ${reason}.`); if (typeof game.turnTimer?.clear === 'function') game.turnTimer.clear(); if (typeof game.clearAllReconnectTimers === 'function') { game.clearAllReconnectTimers(); console.log(`[GameManager._cleanupGame] Called clearAllReconnectTimers for game ${gameId}.`); } // Ensure gameState is marked as over if not already if (game.gameState && !game.gameState.isGameOver) { console.warn(`[GameManager._cleanupGame] Game ${gameId} was not marked as 'isGameOver' during cleanup. Marking now. Reason: ${reason}`); game.gameState.isGameOver = true; } // Remove all players of this game from the global userIdentifierToGameId map let playersInGameCleaned = 0; Object.values(game.players).forEach(pInfo => { if (pInfo?.identifier && this.userIdentifierToGameId[pInfo.identifier] === gameId) { console.log(`[GameManager._cleanupGame] Deleting mapping for player ${pInfo.identifier} (Role: ${pInfo.id}) from game ${gameId}.`); delete this.userIdentifierToGameId[pInfo.identifier]; playersInGameCleaned++; } }); // Also check the owner, in case they weren't in game.players (e.g., game created but owner disconnected before fully joining) if (game.ownerIdentifier && this.userIdentifierToGameId[game.ownerIdentifier] === gameId) { if (!Object.values(game.players).some(p=>p.identifier === game.ownerIdentifier)) { // Only if not already cleaned console.log(`[GameManager._cleanupGame] Deleting mapping for owner ${game.ownerIdentifier} from game ${gameId} (was not in game.players or already cleaned).`); delete this.userIdentifierToGameId[game.ownerIdentifier]; playersInGameCleaned++; } } if (playersInGameCleaned > 0) { console.log(`[GameManager._cleanupGame] ${playersInGameCleaned} player mappings cleared for game ${gameId}.`); } const pendingIdx = this.pendingPvPGames.indexOf(gameId); if (pendingIdx > -1) { this.pendingPvPGames.splice(pendingIdx, 1); console.log(`[GameManager._cleanupGame] Game ${gameId} removed from pending list. Current pending: ${this.pendingPvPGames.join(', ')}`); } delete this.games[gameId]; console.log(`[GameManager._cleanupGame] Game ${gameId} instance deleted. Games left: ${Object.keys(this.games).length}. User map size: ${Object.keys(this.userIdentifierToGameId).length}`); this.broadcastAvailablePvPGames(); // Update list for all clients return true; } getAvailablePvPGamesListForClient() { // console.log(`[GameManager.getAvailablePvPGamesListForClient] Generating list from pending: ${this.pendingPvPGames.join(', ')}`); return this.pendingPvPGames .map(gameId => { const game = this.games[gameId]; if (game && game.mode === 'pvp' && game.playerCount === 1 && (!game.gameState || !game.gameState.isGameOver)) { const p1Info = Object.values(game.players).find(p => p.id === GAME_CONFIG.PLAYER_ID && !p.isTemporarilyDisconnected); let p1Username = 'Игрок', p1CharName = 'Неизвестный'; const ownerId = game.ownerIdentifier; if (p1Info && p1Info.socket && p1Info.socket.userData) { // Check for userData p1Username = p1Info.socket.userData.username || `User#${String(p1Info.identifier).substring(0,4)}`; const charData = dataUtils.getCharacterBaseStats(p1Info.chosenCharacterKey); p1CharName = charData?.name || p1Info.chosenCharacterKey || 'Не выбран'; } else if (ownerId){ // console.warn(`[GameManager.getAvailablePvPGamesListForClient] Game ${gameId} is pending, p1Info not found or no socket/userData. Using owner info. Owner: ${ownerId}`); // Try to find owner's socket if they are still connected to the server (even if not in this game's player list actively) const ownerSocket = this._findClientSocketByIdentifier(ownerId); p1Username = ownerSocket?.userData?.username || `Owner#${String(ownerId).substring(0,4)}`; const ownerCharKey = game.playerCharacterKey; // This should be the char key of the first player/owner const charData = ownerCharKey ? dataUtils.getCharacterBaseStats(ownerCharKey) : null; p1CharName = charData?.name || ownerCharKey || 'Не выбран'; } // console.log(`[GameManager.getAvailablePvPGamesListForClient] Game ${gameId} - Owner: ${ownerId}, P1 Username: ${p1Username}, Char: ${p1CharName}`); return { id: gameId, status: `Ожидает (${p1Username} за ${p1CharName})`, ownerIdentifier: ownerId }; } return null; }) .filter(info => info !== null); } broadcastAvailablePvPGames() { const list = this.getAvailablePvPGamesListForClient(); // console.log(`[GameManager.broadcastAvailablePvPGames] Broadcasting list of ${list.length} games.`); this.io.emit('availablePvPGamesList', list); } handleRequestGameState(socket, identifier) { const gameIdFromMap = this.userIdentifierToGameId[identifier]; console.log(`[GameManager.handleRequestGameState] User: ${identifier} (New Socket: ${socket.id}) requests state. GameID from map: ${gameIdFromMap}`); const game = gameIdFromMap ? this.games[gameIdFromMap] : null; if (game) { console.log(`[GameManager.handleRequestGameState] Game ${gameIdFromMap} found for user ${identifier}. Game mode: ${game.mode}, Active players in instance: ${game.playerCount}, Total player entries: ${Object.keys(game.players).length}`); const playerInfoInGameInstance = Object.values(game.players).find(p => p.identifier === identifier); console.log(`[GameManager.handleRequestGameState] PlayerInfo for user ${identifier} in game ${gameIdFromMap}: ${playerInfoInGameInstance ? `Role: ${playerInfoInGameInstance.id}, OldSocketInGame: ${playerInfoInGameInstance.socket?.id}, TempDisco: ${playerInfoInGameInstance.isTemporarilyDisconnected}` : 'Not found in game.players'}`); if (playerInfoInGameInstance) { if (game.gameState?.isGameOver) { console.warn(`[GameManager.handleRequestGameState] Game ${gameIdFromMap} for user ${identifier} IS ALREADY OVER. Emitting 'gameNotFound'. Cleanup should handle map.`); socket.emit('gameNotFound', { message: 'Ваша предыдущая игра уже завершена.' }); // _cleanupGame is responsible for clearing userIdentifierToGameId when a game ends. // If the game is over, but the user is still mapped, _cleanupGame might not have run or completed fully. // We don't call _cleanupGame here directly, as it might be called by the game ending logic itself. return; } console.log(`[GameManager.handleRequestGameState] Restoring game ${gameIdFromMap} for user ${identifier}. NewSocket: ${socket.id}. OldSocketInGame: ${playerInfoInGameInstance.socket?.id}. Player role: ${playerInfoInGameInstance.id}`); if (typeof game.handlePlayerReconnected === 'function') { const reconnected = game.handlePlayerReconnected(playerInfoInGameInstance.id, socket); console.log(`[GameManager.handleRequestGameState] Called game.handlePlayerReconnected for role ${playerInfoInGameInstance.id}. Result: ${reconnected}`); if (!reconnected && game.gameState && !game.gameState.isGameOver) { // if reconnected failed but game is active console.warn(`[GameManager.handleRequestGameState] game.handlePlayerReconnected returned false for user ${identifier}. This might indicate an issue.`); // It could be that the player wasn't marked as disconnected, or an error occurred. // The client might still expect game state. } else if (!reconnected && game.gameState?.isGameOver) { // If reconnect failed AND game is over, ensure client gets gameNotFound. socket.emit('gameNotFound', { message: 'Не удалось восстановить сессию: игра уже завершена.' }); return; } } else { console.error(`[GameManager.handleRequestGameState] CRITICAL: GameInstance ${game.id} is missing handlePlayerReconnected method! Attempting fallback socket update.`); const oldSocketId = playerInfoInGameInstance.socket?.id; if (oldSocketId && oldSocketId !== socket.id && game.players[oldSocketId]) { delete game.players[oldSocketId]; } playerInfoInGameInstance.socket = socket; game.players[socket.id] = playerInfoInGameInstance; if (!game.playerSockets[playerInfoInGameInstance.id] || game.playerSockets[playerInfoInGameInstance.id].id !== socket.id) { game.playerSockets[playerInfoInGameInstance.id] = socket; } } // If handlePlayerReconnected returned false but game is not over, we might still need to send state. // If game became game over inside handlePlayerReconnected, it should have emitted gameOver. // Re-check game over state as handlePlayerReconnected might have changed it (e.g. if opponent didn't reconnect and game ended) if (game.gameState?.isGameOver) { console.warn(`[GameManager.handleRequestGameState] Game ${gameIdFromMap} became game over during reconnect logic for ${identifier}. Emitting 'gameNotFound'.`); socket.emit('gameNotFound', { message: 'Игра завершилась во время попытки переподключения.' }); return; } socket.join(game.id); console.log(`[GameManager.handleRequestGameState] New socket ${socket.id} for user ${identifier} joined room ${game.id}.`); const pCharKey = playerInfoInGameInstance.chosenCharacterKey; const pData = dataUtils.getCharacterData(pCharKey); const opponentRole = playerInfoInGameInstance.id === GAME_CONFIG.PLAYER_ID ? GAME_CONFIG.OPPONENT_ID : GAME_CONFIG.PLAYER_ID; const oCharKeyFromGameState = game.gameState?.[opponentRole]?.characterKey; const oCharKeyFromInstance = playerInfoInGameInstance.id === GAME_CONFIG.PLAYER_ID ? game.opponentCharacterKey : game.playerCharacterKey; const oCharKey = oCharKeyFromGameState || oCharKeyFromInstance; const oData = oCharKey ? dataUtils.getCharacterData(oCharKey) : null; console.log(`[GameManager.handleRequestGameState] User's charKey: ${pCharKey}. Opponent's role: ${opponentRole}, charKey: ${oCharKey || 'None (pending/AI placeholder)'}.`); if (pData && (oData || (game.mode === 'pvp' && game.playerCount === 1 && !oCharKey) || game.mode === 'ai') && game.gameState) { const gameStateToSend = game.gameState; const logBufferToSend = game.consumeLogBuffer(); console.log(`[GameManager.handleRequestGameState] Emitting 'gameStarted' (for restore) to ${identifier} for game ${game.id}. Game state isGameOver: ${gameStateToSend.isGameOver}. Log entries: ${logBufferToSend.length}`); socket.emit('gameStarted', { gameId: game.id, yourPlayerId: playerInfoInGameInstance.id, initialGameState: gameStateToSend, playerBaseStats: pData.baseStats, opponentBaseStats: oData?.baseStats || dataUtils.getCharacterBaseStats(null) || {name: 'Ожидание...', maxHp:1, maxResource:0, resourceName:'N/A', attackPower:0, characterKey: null}, playerAbilities: pData.abilities, opponentAbilities: oData?.abilities || [], log: logBufferToSend, clientConfig: { ...GAME_CONFIG } }); if (game.mode === 'pvp' && game.playerCount === 1 && game.ownerIdentifier === identifier && !game.gameState.isGameOver) { console.log(`[GameManager.handleRequestGameState] PvP game ${game.id} is still pending for owner ${identifier}. Emitting 'waitingForOpponent'.`); socket.emit('waitingForOpponent'); } if (!game.gameState.isGameOver && typeof game.turnTimer?.start === 'function' && !game.isGameEffectivelyPaused()) { const isAiTurnForTimer = game.mode === 'ai' && !game.gameState.isPlayerTurn && game.gameState.opponent?.characterKey !== null; console.log(`[GameManager.handleRequestGameState] Restarting turn timer for game ${game.id}. isPlayerTurn: ${game.gameState.isPlayerTurn}, isAiTurnForTimer: ${isAiTurnForTimer}`); game.turnTimer.start(game.gameState.isPlayerTurn, isAiTurnForTimer); } else if (game.gameState.isGameOver) { console.log(`[GameManager.handleRequestGameState] Game ${game.id} is already over, no timer restart.`); } else if (game.isGameEffectivelyPaused()){ console.log(`[GameManager.handleRequestGameState] Game ${game.id} is effectively paused, turn timer not started.`); } } else { console.error(`[GameManager.handleRequestGameState] Data load failed for game ${game.id} / user ${identifier} on reconnect. pData: ${!!pData}, oData: ${!!oData} (oCharKey: ${oCharKey}), gameState: ${!!game.gameState}`); this._handleGameRecoveryError(socket, game.id, identifier, 'data_load_fail_reconnect_manager'); } } else { console.error(`[GameManager.handleRequestGameState] User ${identifier} was mapped to game ${gameIdFromMap}, but NOT found in game.players. This indicates a serious state inconsistency.`); this._handleGameRecoveryError(socket, gameIdFromMap, identifier, 'player_not_in_instance_reconnect_manager'); } } else { console.log(`[GameManager.handleRequestGameState] No active game session found for user ${identifier} (GameID from map was ${gameIdFromMap || 'undefined'}). Emitting 'gameNotFound'.`); socket.emit('gameNotFound', { message: 'Активная игровая сессия не найдена.' }); // Ensure map is clear if it's somehow stale if (this.userIdentifierToGameId[identifier]) { console.warn(`[GameManager.handleRequestGameState] Clearing stale map entry for ${identifier} which pointed to ${this.userIdentifierToGameId[identifier]} but game not found.`); delete this.userIdentifierToGameId[identifier]; } } } _handleGameRecoveryError(socket, gameId, identifier, reasonCode) { console.error(`[GameManager._handleGameRecoveryError] Error recovering game (ID: ${gameId || 'N/A'}) for user ${identifier}. Reason: ${reasonCode}.`); socket.emit('gameError', { message: 'Ошибка сервера при восстановлении состояния игры.' }); if (gameId) { // Attempt to cleanup the problematic game this._cleanupGame(gameId, `recovery_error_${reasonCode}_for_${identifier}`); } else if (this.userIdentifierToGameId[identifier]) { // If gameId was null, but user was still mapped, cleanup the mapped game const problematicGameId = this.userIdentifierToGameId[identifier]; console.warn(`[GameManager._handleGameRecoveryError] GameId was null/undefined for user ${identifier}, but they were in map to game ${problematicGameId}. Attempting cleanup of ${problematicGameId}.`); this._cleanupGame(problematicGameId, `recovery_error_null_gameid_for_${identifier}_reason_${reasonCode}`); } // This will also clear userIdentifierToGameId[identifier] if _cleanupGame didn't. if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier]; socket.emit('gameNotFound', { message: 'Ваша игровая сессия была завершена из-за ошибки.' }); } } module.exports = GameManager;