553 lines
38 KiB
JavaScript
553 lines
38 KiB
JavaScript
// /server/game/GameManager.js
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const { v4: uuidv4 } = require('uuid');
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const GameInstance = require('./instance/GameInstance');
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const dataUtils = require('../data/dataUtils');
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const GAME_CONFIG = require('../core/config');
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class GameManager {
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constructor(io) {
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this.io = io;
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this.games = {}; // { gameId: GameInstance }
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this.userIdentifierToGameId = {}; // { userId: gameId }
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this.pendingPvPGames = []; // Массив gameId ожидающих PvP игр
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console.log("[GameManager] Initialized.");
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}
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_cleanupPreviousPendingGameForUser(identifier, reasonSuffix = 'unknown_cleanup_reason') {
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const oldPendingGameId = this.userIdentifierToGameId[identifier];
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if (oldPendingGameId && this.games[oldPendingGameId]) {
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const gameToRemove = this.games[oldPendingGameId];
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// Убеждаемся, что это именно ожидающая PvP игра этого пользователя
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if (gameToRemove.mode === 'pvp' &&
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gameToRemove.ownerIdentifier === identifier && // Он владелец
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gameToRemove.playerCount === 1 && // В игре только он
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this.pendingPvPGames.includes(oldPendingGameId) && // Игра в списке ожидающих
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(!gameToRemove.gameState || !gameToRemove.gameState.isGameOver) // И она не завершена
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) {
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console.log(`[GameManager._cleanupPreviousPendingGameForUser] User ${identifier} has an existing pending PvP game ${oldPendingGameId}. Removing it. Reason: ${reasonSuffix}`);
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this._cleanupGame(oldPendingGameId, `owner_action_removed_pending_pvp_game_${reasonSuffix}`);
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// _cleanupGame должен удалить запись из userIdentifierToGameId
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return true; // Успешно очистили
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}
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}
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return false; // Нечего было очищать или условия не совпали
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}
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createGame(socket, mode = 'ai', chosenCharacterKey = null, identifier) {
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console.log(`[GameManager.createGame] User: ${identifier} (Socket: ${socket.id}), Mode: ${mode}, Char: ${chosenCharacterKey || 'Default'}`);
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const existingGameIdForUser = this.userIdentifierToGameId[identifier];
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// 1. Проверить, не находится ли пользователь уже в какой-либо АКТИВНОЙ игре.
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if (existingGameIdForUser && this.games[existingGameIdForUser]) {
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const existingGame = this.games[existingGameIdForUser];
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if (existingGame.gameState && existingGame.gameState.isGameOver) {
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console.warn(`[GameManager.createGame] User ${identifier} was in a finished game ${existingGameIdForUser}. Cleaning it up before creating new.`);
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this._cleanupGame(existingGameIdForUser, `stale_finished_on_create_${identifier}`);
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// После _cleanupGame, existingGameIdForUser в userIdentifierToGameId[identifier] должен быть удален
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} else {
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// Пользователь в активной игре.
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// Если это ЕГО ОЖИДАЮЩАЯ PvP игра, и он пытается создать НОВУЮ (любую), то ее нужно будет удалить ниже.
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// Если это ДРУГАЯ активная игра (не его ожидающая PvP), то отказать.
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const isHisOwnPendingPvp = existingGame.mode === 'pvp' &&
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existingGame.ownerIdentifier === identifier &&
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existingGame.playerCount === 1 &&
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this.pendingPvPGames.includes(existingGameIdForUser);
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if (!isHisOwnPendingPvp) {
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// Он в другой активной игре (AI, или PvP с оппонентом, или PvP другого игрока)
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console.warn(`[GameManager.createGame] User ${identifier} is already in an active game ${existingGameIdForUser} (mode: ${existingGame.mode}, owner: ${existingGame.ownerIdentifier}). Cannot create new.`);
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socket.emit('gameError', { message: 'Вы уже находитесь в активной игре.' });
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this.handleRequestGameState(socket, identifier); // Попытаться вернуть в ту игру
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return;
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}
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// Если это его ожидающая PvP, то _cleanupPreviousPendingGameForUser ниже ее удалит.
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}
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}
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// 2. Удалить предыдущую ОЖИДАЮЩУЮ PvP игру этого пользователя, если он создает новую любую игру.
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// Это важно сделать ДО создания новой игры, чтобы освободить userIdentifierToGameId.
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const cleanedUp = this._cleanupPreviousPendingGameForUser(identifier, `creating_new_game_mode_${mode}`);
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if (cleanedUp) {
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console.log(`[GameManager.createGame] Successfully cleaned up previous pending PvP game for ${identifier}.`);
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} else {
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console.log(`[GameManager.createGame] No previous pending PvP game found or needed cleanup for ${identifier}.`);
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}
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console.log(`[GameManager.createGame] After potential cleanup, user ${identifier} mapping: ${this.userIdentifierToGameId[identifier]}`);
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// 3. Окончательная проверка: если ПОСЛЕ очистки пользователь все еще привязан к какой-то активной игре
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// (Это может случиться, если _cleanupPreviousPendingGameForUser не нашла ожидающую, но он был в другой игре, что было бы ошибкой логики выше)
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const stillExistingGameIdAfterCleanup = this.userIdentifierToGameId[identifier];
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if (stillExistingGameIdAfterCleanup && this.games[stillExistingGameIdAfterCleanup] && !this.games[stillExistingGameIdAfterCleanup].gameState?.isGameOver) {
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console.error(`[GameManager.createGame] CRITICAL LOGIC ERROR: User ${identifier} still mapped to active game ${stillExistingGameIdAfterCleanup} after cleanup attempt. Denying creation.`);
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socket.emit('gameError', { message: 'Ошибка: не удалось освободить предыдущую игровую сессию.' });
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this.handleRequestGameState(socket, identifier);
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return;
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}
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const gameId = uuidv4();
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console.log(`[GameManager.createGame] New GameID: ${gameId}`);
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const game = new GameInstance(gameId, this.io, mode, this);
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this.games[gameId] = game;
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const charKeyForPlayer = mode === 'ai' ? (chosenCharacterKey || 'elena') : (chosenCharacterKey || 'elena');
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if (game.addPlayer(socket, charKeyForPlayer, identifier)) {
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this.userIdentifierToGameId[identifier] = gameId; // Связываем пользователя с НОВОЙ игрой
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const playerInfo = Object.values(game.players).find(p => p.identifier === identifier);
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const assignedPlayerId = playerInfo?.id;
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const actualCharacterKey = playerInfo?.chosenCharacterKey;
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if (!assignedPlayerId || !actualCharacterKey) {
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console.error(`[GameManager.createGame] CRITICAL: Failed to get player role/charKey after addPlayer for ${identifier} in game ${gameId}. Cleaning up.`);
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this._cleanupGame(gameId, 'player_info_missing_after_add_on_create');
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socket.emit('gameError', { message: 'Ошибка сервера при создании роли в игре.' });
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return;
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}
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console.log(`[GameManager.createGame] Player ${identifier} added to game ${gameId} as ${assignedPlayerId}. User map updated. Current map for ${identifier}: ${this.userIdentifierToGameId[identifier]}`);
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socket.emit('gameCreated', {
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gameId: gameId,
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mode: mode,
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yourPlayerId: assignedPlayerId,
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chosenCharacterKey: actualCharacterKey
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});
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if (mode === 'ai') {
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if (game.initializeGame()) {
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console.log(`[GameManager.createGame] AI game ${gameId} initialized by GameManager, starting...`);
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game.startGame();
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} else {
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console.error(`[GameManager.createGame] AI game ${gameId} init failed in GameManager. Cleaning up.`);
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this._cleanupGame(gameId, 'init_fail_ai_create_gm');
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}
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} else if (mode === 'pvp') {
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if (game.initializeGame()) { // Для PvP инициализируем даже с одним игроком
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if (!this.pendingPvPGames.includes(gameId)) {
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this.pendingPvPGames.push(gameId);
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}
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socket.emit('waitingForOpponent');
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this.broadcastAvailablePvPGames();
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} else {
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console.error(`[GameManager.createGame] PvP game ${gameId} (single player) init failed. Cleaning up.`);
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this._cleanupGame(gameId, 'init_fail_pvp_create_gm_single_player');
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}
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}
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} else {
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console.error(`[GameManager.createGame] game.addPlayer failed for ${identifier} in ${gameId}. Cleaning up.`);
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this._cleanupGame(gameId, 'player_add_failed_in_instance_gm_on_create');
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// game.addPlayer должен был сам отправить ошибку клиенту
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}
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}
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joinGame(socket, gameIdToJoin, identifier, chosenCharacterKey = null) {
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console.log(`[GameManager.joinGame] User: ${identifier} (Socket: ${socket.id}) attempts to join ${gameIdToJoin} with char ${chosenCharacterKey || 'Default'}`);
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const gameToJoin = this.games[gameIdToJoin];
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if (!gameToJoin) { socket.emit('gameError', { message: 'Игра с таким ID не найдена.' }); return; }
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if (gameToJoin.gameState?.isGameOver) { socket.emit('gameError', { message: 'Эта игра уже завершена.' }); this._cleanupGame(gameIdToJoin, `attempt_join_finished_game_${identifier}`); return; }
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if (gameToJoin.mode !== 'pvp') { socket.emit('gameError', { message: 'К этой игре нельзя присоединиться (не PvP).' }); return; }
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const playerInfoInTargetGame = Object.values(gameToJoin.players).find(p => p.identifier === identifier);
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if (gameToJoin.playerCount >= 2 && !playerInfoInTargetGame?.isTemporarilyDisconnected) {
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socket.emit('gameError', { message: 'Эта PvP игра уже заполнена.' }); return;
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}
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if (gameToJoin.ownerIdentifier === identifier && !playerInfoInTargetGame?.isTemporarilyDisconnected) {
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console.warn(`[GameManager.joinGame] User ${identifier} trying to join their own game ${gameIdToJoin} where they are owner and not disconnected. Treating as reconnect request.`);
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this.handleRequestGameState(socket, identifier);
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return;
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}
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// 1. Очистка завершенной игры пользователя, если такая есть
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const currentActiveGameIdUserIsIn = this.userIdentifierToGameId[identifier];
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if (currentActiveGameIdUserIsIn && this.games[currentActiveGameIdUserIsIn] && this.games[currentActiveGameIdUserIsIn].gameState?.isGameOver) {
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console.warn(`[GameManager.joinGame] User ${identifier} was in a finished game ${currentActiveGameIdUserIsIn} while trying to join ${gameIdToJoin}. Cleaning old one.`);
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this._cleanupGame(currentActiveGameIdUserIsIn, `stale_finished_on_join_attempt_${identifier}`);
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}
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// 2. Если пользователь УЖЕ ПРИВЯЗАН к какой-то ДРУГОЙ АКТИВНОЙ игре (не той, к которой пытается присоединиться),
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// и это НЕ его собственная ожидающая PvP игра, то отказать.
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// Если это ЕГО ОЖИДАЮЩАЯ PvP игра, то ее нужно удалить.
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const stillExistingGameIdForUser = this.userIdentifierToGameId[identifier];
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if (stillExistingGameIdForUser && stillExistingGameIdForUser !== gameIdToJoin && this.games[stillExistingGameIdForUser] && !this.games[stillExistingGameIdForUser].gameState?.isGameOver) {
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const usersCurrentGame = this.games[stillExistingGameIdForUser];
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const isHisOwnPendingPvp = usersCurrentGame.mode === 'pvp' &&
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usersCurrentGame.ownerIdentifier === identifier &&
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usersCurrentGame.playerCount === 1 &&
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this.pendingPvPGames.includes(stillExistingGameIdForUser);
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if (isHisOwnPendingPvp) {
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console.log(`[GameManager.joinGame] User ${identifier} is owner of pending game ${stillExistingGameIdForUser}, but wants to join ${gameIdToJoin}. Cleaning up old game.`);
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this._cleanupPreviousPendingGameForUser(identifier, `joining_another_game_${gameIdToJoin}`);
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} else {
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// Пользователь в другой активной игре (не своей ожидающей)
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console.warn(`[GameManager.joinGame] User ${identifier} is in another active game ${stillExistingGameIdForUser}. Cannot join ${gameIdToJoin}.`);
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socket.emit('gameError', { message: 'Вы уже находитесь в другой активной игре.' });
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this.handleRequestGameState(socket, identifier); // Попытаться вернуть в ту игру
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return;
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}
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}
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console.log(`[GameManager.joinGame] After potential cleanup before join, user ${identifier} mapping: ${this.userIdentifierToGameId[identifier]}`);
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const charKeyForJoin = chosenCharacterKey || 'elena';
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if (gameToJoin.addPlayer(socket, charKeyForJoin, identifier)) {
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this.userIdentifierToGameId[identifier] = gameIdToJoin; // Связываем пользователя с игрой, к которой он присоединился
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const joinedPlayerInfo = Object.values(gameToJoin.players).find(p => p.identifier === identifier);
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if (!joinedPlayerInfo || !joinedPlayerInfo.id || !joinedPlayerInfo.chosenCharacterKey) {
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console.error(`[GameManager.joinGame] CRITICAL: Failed to get player role/charKey after addPlayer for ${identifier} joining ${gameIdToJoin}.`);
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socket.emit('gameError', { message: 'Ошибка сервера при назначении роли в игре.' });
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if (this.userIdentifierToGameId[identifier] === gameIdToJoin) delete this.userIdentifierToGameId[identifier];
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return;
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}
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console.log(`[GameManager.joinGame] Player ${identifier} added/reconnected to ${gameIdToJoin} as ${joinedPlayerInfo.id}. User map updated. Current map for ${identifier}: ${this.userIdentifierToGameId[identifier]}`);
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socket.emit('gameCreated', {
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gameId: gameIdToJoin,
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mode: gameToJoin.mode,
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yourPlayerId: joinedPlayerInfo.id,
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chosenCharacterKey: joinedPlayerInfo.chosenCharacterKey
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});
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if (gameToJoin.playerCount === 2) {
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console.log(`[GameManager.joinGame] Game ${gameIdToJoin} is now full. Initializing and starting.`);
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if (gameToJoin.initializeGame()) {
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gameToJoin.startGame();
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} else {
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this._cleanupGame(gameIdToJoin, 'full_init_fail_pvp_join_gm'); return;
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}
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const idx = this.pendingPvPGames.indexOf(gameIdToJoin);
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if (idx > -1) this.pendingPvPGames.splice(idx, 1);
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this.broadcastAvailablePvPGames();
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}
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} else {
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console.warn(`[GameManager.joinGame] gameToJoin.addPlayer returned false for user ${identifier} in game ${gameIdToJoin}.`);
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// GameInstance должен был отправить причину
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}
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}
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findAndJoinRandomPvPGame(socket, chosenCharacterKeyForCreation = 'elena', identifier) {
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console.log(`[GameManager.findRandomPvPGame] User: ${identifier} (Socket: ${socket.id}), CharForCreation: ${chosenCharacterKeyForCreation}`);
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const existingGameIdForUser = this.userIdentifierToGameId[identifier];
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if (existingGameIdForUser && this.games[existingGameIdForUser]) {
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const existingGame = this.games[existingGameIdForUser];
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if (existingGame.gameState && existingGame.gameState.isGameOver) {
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console.warn(`[GameManager.findRandomPvPGame] User ${identifier} was in a finished game ${existingGameIdForUser}. Cleaning it up.`);
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this._cleanupGame(existingGameIdForUser, `stale_finished_on_find_random_${identifier}`);
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} else {
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console.warn(`[GameManager.findRandomPvPGame] User ${identifier} is already in an active/pending game ${existingGameIdForUser}. Cannot find random.`);
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socket.emit('gameError', { message: 'Вы уже в активной или ожидающей игре.' });
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this.handleRequestGameState(socket, identifier); return;
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}
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}
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// Удалить предыдущую ОЖИДАЮЩУЮ PvP игру этого пользователя, если он ищет новую.
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this._cleanupPreviousPendingGameForUser(identifier, `finding_random_game`);
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console.log(`[GameManager.findRandomPvPGame] After potential cleanup, user ${identifier} mapping: ${this.userIdentifierToGameId[identifier]}`);
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// Если после очистки пользователь все еще привязан к какой-то *другой* активной игре
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const stillExistingGameIdAfterCleanup = this.userIdentifierToGameId[identifier];
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if (stillExistingGameIdAfterCleanup && this.games[stillExistingGameIdAfterCleanup] && !this.games[stillExistingGameIdAfterCleanup].gameState?.isGameOver) {
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console.error(`[GameManager.findRandomPvPGame] CRITICAL LOGIC ERROR: User ${identifier} still mapped to active game ${stillExistingGameIdAfterCleanup} after cleanup attempt. Denying find random.`);
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socket.emit('gameError', { message: 'Ошибка: не удалось освободить предыдущую игровую сессию для поиска.' });
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this.handleRequestGameState(socket, identifier);
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return;
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}
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let gameIdToJoin = null;
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for (const id of [...this.pendingPvPGames]) { // Итерируем копию
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const pendingGame = this.games[id];
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if (pendingGame && pendingGame.mode === 'pvp' &&
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pendingGame.playerCount === 1 &&
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pendingGame.ownerIdentifier !== identifier &&
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(!pendingGame.gameState || !pendingGame.gameState.isGameOver)) {
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gameIdToJoin = id; break;
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} else if (!pendingGame || (pendingGame.gameState && pendingGame.gameState.isGameOver)) {
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console.warn(`[GameManager.findRandomPvPGame] Found stale/finished pending game ${id}. Cleaning up.`);
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this._cleanupGame(id, `stale_finished_pending_on_find_random`);
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}
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}
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if (gameIdToJoin) {
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console.log(`[GameManager.findRandomPvPGame] Found pending game ${gameIdToJoin} for ${identifier}. Joining...`);
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const randomJoinCharKey = ['elena', 'almagest', 'balard'][Math.floor(Math.random() * 3)];
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this.joinGame(socket, gameIdToJoin, identifier, randomJoinCharKey);
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} else {
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console.log(`[GameManager.findRandomPvPGame] No suitable pending game. Creating new PvP game for ${identifier}.`);
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this.createGame(socket, 'pvp', chosenCharacterKeyForCreation, identifier);
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}
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}
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handlePlayerAction(identifier, actionData) {
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const gameId = this.userIdentifierToGameId[identifier];
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const game = this.games[gameId];
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if (game) {
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if (game.gameState?.isGameOver) {
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const playerSocket = Object.values(game.players).find(p => p.identifier === identifier)?.socket;
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if (playerSocket) {
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console.warn(`[GameManager.handlePlayerAction] Action from ${identifier} for game ${gameId}, but game is over. Requesting state.`);
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this.handleRequestGameState(playerSocket, identifier);
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} else {
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console.warn(`[GameManager.handlePlayerAction] Action from ${identifier} for game ${gameId}, game over, but no socket found for user.`);
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this._cleanupGame(gameId, `action_on_over_no_socket_gm_${identifier}`);
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}
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return;
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}
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game.processPlayerAction(identifier, actionData);
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} else {
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console.warn(`[GameManager.handlePlayerAction] No game found for user ${identifier} (mapped to game ${gameId}). Clearing map entry.`);
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delete this.userIdentifierToGameId[identifier];
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const clientSocket = this._findClientSocketByIdentifier(identifier);
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if (clientSocket) clientSocket.emit('gameNotFound', { message: 'Ваша игровая сессия не найдена при совершении действия.' });
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}
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}
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handlePlayerSurrender(identifier) {
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const gameId = this.userIdentifierToGameId[identifier];
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console.log(`[GameManager.handlePlayerSurrender] User: ${identifier} surrendered. GameID from map: ${gameId}`);
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const game = this.games[gameId];
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if (game) {
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if (game.gameState?.isGameOver) {
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console.warn(`[GameManager.handlePlayerSurrender] User ${identifier} in game ${gameId} surrender, but game ALREADY OVER.`);
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// Не удаляем из userIdentifierToGameId здесь, _cleanupGame сделает это.
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return;
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}
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if (typeof game.playerDidSurrender === 'function') game.playerDidSurrender(identifier);
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else { console.error(`[GameManager.handlePlayerSurrender] CRITICAL: GameInstance ${gameId} missing playerDidSurrender!`); this._cleanupGame(gameId, "surrender_missing_method_gm"); }
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} else {
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console.warn(`[GameManager.handlePlayerSurrender] No game found for user ${identifier}. Clearing map entry.`);
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if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier];
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}
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}
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handleLeaveAiGame(identifier) {
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const gameId = this.userIdentifierToGameId[identifier];
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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_gm");
|
||
}
|
||
} else {
|
||
console.warn(`[GameManager.handleLeaveAiGame] User ${identifier} sent leaveAiGame, but game ${gameId} is not AI mode (${game.mode}).`);
|
||
socket.emit('gameError', { message: 'Вы не в AI игре.' }); // Сообщить клиенту об ошибке
|
||
}
|
||
} else {
|
||
console.warn(`[GameManager.handleLeaveAiGame] No game found for user ${identifier}. Clearing map entry.`);
|
||
if (this.userIdentifierToGameId[identifier]) delete this.userIdentifierToGameId[identifier];
|
||
// Сообщить клиенту, что игра не найдена
|
||
const clientSocket = this._findClientSocketByIdentifier(identifier);
|
||
if(clientSocket) clientSocket.emit('gameNotFound', { message: 'AI игра не найдена для выхода.' });
|
||
}
|
||
}
|
||
|
||
_findClientSocketByIdentifier(identifier) {
|
||
for (const s of this.io.sockets.sockets.values()) { // Использование .values() для итератора
|
||
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. Game will be cleaned up by its own logic or next relevant action.`);
|
||
return;
|
||
}
|
||
|
||
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.`);
|
||
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}. No action taken by GM.`);
|
||
} else if (playerInfoInGame && playerInfoInGame.isTemporarilyDisconnected) {
|
||
console.log(`[GameManager.handleDisconnect] User ${identifier} (socket ${socketId}) disconnected while ALREADY temp disconnected. Reconnect timer in GameInstance handles final cleanup.`);
|
||
} else if (!playerInfoInGame) {
|
||
console.warn(`[GameManager.handleDisconnect] User ${identifier} mapped to game ${gameIdFromMap}, but not found in game.players. This might indicate a stale userIdentifierToGameId entry. Clearing map for this user.`);
|
||
if (this.userIdentifierToGameId[identifier] === gameIdFromMap) {
|
||
delete this.userIdentifierToGameId[identifier];
|
||
}
|
||
}
|
||
} else {
|
||
if (this.userIdentifierToGameId[identifier]) {
|
||
console.warn(`[GameManager.handleDisconnect] No game instance found for gameId ${gameIdFromMap} (user ${identifier}). Clearing stale map entry.`);
|
||
delete this.userIdentifierToGameId[identifier];
|
||
}
|
||
}
|
||
}
|
||
|
||
_cleanupGame(gameId, reason = 'unknown') {
|
||
console.log(`[GameManager._cleanupGame] Attempting cleanup for GameID: ${gameId}, Reason: ${reason}`);
|
||
const game = this.games[gameId];
|
||
|
||
if (!game) {
|
||
console.warn(`[GameManager._cleanupGame] Game instance for ${gameId} not found in this.games. Cleaning up associated records.`);
|
||
const pendingIdx = this.pendingPvPGames.indexOf(gameId);
|
||
if (pendingIdx > -1) {
|
||
this.pendingPvPGames.splice(pendingIdx, 1);
|
||
console.log(`[GameManager._cleanupGame] Removed ${gameId} from pendingPvPGames.`);
|
||
}
|
||
// Важно: итерируем по ключам, так как удаление может изменить объект
|
||
Object.keys(this.userIdentifierToGameId).forEach(idKey => {
|
||
if (this.userIdentifierToGameId[idKey] === gameId) {
|
||
delete this.userIdentifierToGameId[idKey];
|
||
console.log(`[GameManager._cleanupGame] Removed mapping for user ${idKey} to game ${gameId}.`);
|
||
}
|
||
});
|
||
this.broadcastAvailablePvPGames();
|
||
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();
|
||
|
||
if (game.gameState && !game.gameState.isGameOver) {
|
||
console.log(`[GameManager._cleanupGame] Marking game ${game.id} as game over because it's being cleaned up while active.`);
|
||
game.gameState.isGameOver = true;
|
||
// Можно рассмотреть отправку gameOver, если игра прерывается извне
|
||
// game.io.to(game.id).emit('gameOver', { reason: `game_cleanup_${reason}`, finalGameState: game.gameState, log: game.consumeLogBuffer() });
|
||
}
|
||
|
||
Object.values(game.players).forEach(pInfo => {
|
||
if (pInfo?.identifier && this.userIdentifierToGameId[pInfo.identifier] === gameId) {
|
||
delete this.userIdentifierToGameId[pInfo.identifier];
|
||
console.log(`[GameManager._cleanupGame] Cleared userIdentifierToGameId for player ${pInfo.identifier}.`);
|
||
}
|
||
});
|
||
if (game.ownerIdentifier && this.userIdentifierToGameId[game.ownerIdentifier] === gameId) {
|
||
if (!Object.values(game.players).some(p => p.identifier === game.ownerIdentifier)) {
|
||
delete this.userIdentifierToGameId[game.ownerIdentifier];
|
||
console.log(`[GameManager._cleanupGame] Cleared userIdentifierToGameId for owner ${game.ownerIdentifier} (was not in players list).`);
|
||
}
|
||
}
|
||
|
||
const pendingIdx = this.pendingPvPGames.indexOf(gameId);
|
||
if (pendingIdx > -1) {
|
||
this.pendingPvPGames.splice(pendingIdx, 1);
|
||
console.log(`[GameManager._cleanupGame] Removed ${gameId} from pendingPvPGames.`);
|
||
}
|
||
|
||
delete this.games[gameId];
|
||
console.log(`[GameManager._cleanupGame] Game ${gameId} instance deleted. Games left: ${Object.keys(this.games).length}. Pending: ${this.pendingPvPGames.length}. User map size: ${Object.keys(this.userIdentifierToGameId).length}`);
|
||
this.broadcastAvailablePvPGames();
|
||
return true;
|
||
}
|
||
|
||
getAvailablePvPGamesListForClient() {
|
||
// Итерируем копию массива pendingPvPGames, так как _cleanupGame может его изменять
|
||
return [...this.pendingPvPGames]
|
||
.map(gameId => {
|
||
const game = this.games[gameId];
|
||
if (game && game.mode === 'pvp' && game.playerCount === 1 && (!game.gameState || !game.gameState.isGameOver)) {
|
||
const p1Entry = Object.values(game.players).find(p => p.id === GAME_CONFIG.PLAYER_ID && !p.isTemporarilyDisconnected);
|
||
let p1Username = 'Игрок';
|
||
let p1CharName = 'Неизвестный';
|
||
const ownerId = game.ownerIdentifier; // Это должен быть identifier создателя
|
||
|
||
if (p1Entry && p1Entry.socket?.userData) {
|
||
p1Username = p1Entry.socket.userData.username || `User#${String(p1Entry.identifier).substring(0,4)}`;
|
||
const charData = dataUtils.getCharacterBaseStats(p1Entry.chosenCharacterKey);
|
||
p1CharName = charData?.name || p1Entry.chosenCharacterKey || 'Не выбран';
|
||
} else if (ownerId){
|
||
const ownerSocket = this._findClientSocketByIdentifier(ownerId);
|
||
p1Username = ownerSocket?.userData?.username || `Owner#${String(ownerId).substring(0,4)}`;
|
||
const ownerCharKey = game.playerCharacterKey; // Это ключ персонажа для роли PLAYER_ID в этой игре
|
||
const charData = ownerCharKey ? dataUtils.getCharacterBaseStats(ownerCharKey) : null;
|
||
p1CharName = charData?.name || ownerCharKey || 'Не выбран';
|
||
}
|
||
return { id: gameId, status: `Ожидает (${p1Username} за ${p1CharName})`, ownerIdentifier: ownerId };
|
||
} else if (game && (game.playerCount !== 1 || game.gameState?.isGameOver)) {
|
||
console.warn(`[GameManager.getAvailablePvPGamesListForClient] Game ${gameId} is in pendingPvPGames but is not a valid pending game (players: ${game.playerCount}, over: ${game.gameState?.isGameOver}). Removing.`);
|
||
this._cleanupGame(gameId, 'invalid_pending_game_in_list');
|
||
}
|
||
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);
|
||
|
||
if (playerInfoInGame) {
|
||
if (game.gameState?.isGameOver) {
|
||
socket.emit('gameNotFound', { message: 'Ваша предыдущая игра уже завершена.' });
|
||
// _cleanupGame будет вызвана, когда игра фактически завершается.
|
||
// Здесь не удаляем из userIdentifierToGameId, если игра еще есть в this.games.
|
||
return;
|
||
}
|
||
if (typeof game.handlePlayerReconnected === 'function') {
|
||
const reconnected = game.handlePlayerReconnected(playerInfoInGame.id, socket);
|
||
if (!reconnected) {
|
||
console.warn(`[GameManager.handleRequestGameState] game.handlePlayerReconnected for ${identifier} in ${game.id} returned false.`);
|
||
// GameInstance должен был отправить ошибку.
|
||
}
|
||
} else {
|
||
console.error(`[GameManager.handleRequestGameState] CRITICAL: GameInstance ${game.id} missing handlePlayerReconnected!`);
|
||
this._handleGameRecoveryError(socket, game.id, identifier, 'gi_missing_reconnect_method_gm_on_request');
|
||
}
|
||
} else {
|
||
console.warn(`[GameManager.handleRequestGameState] User ${identifier} mapped to game ${gameIdFromMap}, but NOT FOUND in game.players. Cleaning map & sending gameNotFound.`);
|
||
this._handleGameRecoveryError(socket, gameIdFromMap, identifier, 'player_not_in_gi_players_but_mapped_on_request');
|
||
}
|
||
} else {
|
||
socket.emit('gameNotFound', { message: 'Активная игровая сессия не найдена.' });
|
||
if (this.userIdentifierToGameId[identifier]) {
|
||
console.warn(`[GameManager.handleRequestGameState] No game instance found for gameId ${gameIdFromMap} (user ${identifier}). Clearing stale map entry.`);
|
||
delete this.userIdentifierToGameId[identifier];
|
||
}
|
||
}
|
||
}
|
||
|
||
_handleGameRecoveryError(socket, gameId, identifier, reasonCode) {
|
||
console.error(`[GameManager._handleGameRecoveryError] Error recovering game (ID: ${gameId || 'N/A'}) for user ${identifier}. Reason: ${reasonCode}.`);
|
||
socket.emit('gameError', { message: 'Ошибка сервера при восстановлении состояния игры. Попробуйте войти снова.' });
|
||
|
||
if (gameId && this.games[gameId]) {
|
||
this._cleanupGame(gameId, `recovery_error_gm_${reasonCode}_for_${identifier}`);
|
||
} else if (this.userIdentifierToGameId[identifier]) {
|
||
const problematicGameIdForUser = this.userIdentifierToGameId[identifier];
|
||
// Если игра была удалена, но пользователь к ней привязан, просто чистим карту
|
||
delete this.userIdentifierToGameId[identifier];
|
||
console.log(`[GameManager._handleGameRecoveryError] Cleaned stale userIdentifierToGameId[${identifier}] pointing to ${problematicGameIdForUser}.`);
|
||
}
|
||
// Убедимся, что после всех очисток пользователь точно не привязан
|
||
if (this.userIdentifierToGameId[identifier]) {
|
||
delete this.userIdentifierToGameId[identifier];
|
||
console.warn(`[GameManager._handleGameRecoveryError] Force cleaned userIdentifierToGameId[${identifier}] as a final measure.`);
|
||
}
|
||
socket.emit('gameNotFound', { message: 'Ваша игровая сессия была завершена из-за ошибки. Пожалуйста, войдите снова.' });
|
||
}
|
||
}
|
||
|
||
module.exports = GameManager; |