csatlakozas-mukodesdemodemodemo

This commit is contained in:
2025-11-06 19:56:14 +01:00
parent 2cf8b7a748
commit 2b1217192c
11 changed files with 1251 additions and 145 deletions
@@ -0,0 +1,268 @@
import { useEffect, useRef, useState, useCallback, useMemo } from 'react';
import { io } from 'socket.io-client';
import { API_CONFIG } from '../api/userApi';
const isDev = import.meta.env.DEV;
const log = (...args) => isDev && console.log(...args);
const warn = (...args) => isDev && console.warn(...args);
const error = (...args) => console.error(...args);
/**
* Optimized WebSocket hook for game connection
* @param {string} gameToken - JWT token from game join
* @returns {Object} WebSocket state and methods
*/
export const useGameWebSocket = (gameToken) => {
const socketRef = useRef(null);
const [isConnected, setIsConnected] = useState(false);
const [gameState, setGameState] = useState(null);
const [boardData, setBoardData] = useState(null);
const [error, setError] = useState(null);
const [isGamemaster, setIsGamemaster] = useState(false);
const [gameStarted, setGameStarted] = useState(false);
const eventListenersRef = useRef(new Map());
// Memoized derived values - no extra state needed
const players = useMemo(() => {
// Backend sends different player fields depending on game state
// connectedPlayers: array of player names (strings) who are connected via WebSocket
// players: full player objects with game data (positions, etc.)
const connectedPlayers = gameState?.connectedPlayers || [];
const gamePlayers = gameState?.players || [];
const currentPlayers = gameState?.currentPlayers || [];
// If we have full player objects, use those
if (currentPlayers.length > 0) return currentPlayers;
if (gamePlayers.length > 0) return gamePlayers;
// Otherwise, map connected player names to basic player objects
return connectedPlayers.map((name, index) => ({
id: `player-${index}`,
name: typeof name === 'string' ? name : name.playerName || `Player ${index + 1}`,
isOnline: true,
isReady: gameState?.readyPlayers?.includes(name) || false,
}));
}, [gameState?.connectedPlayers, gameState?.players, gameState?.currentPlayers, gameState?.readyPlayers]);
const currentTurn = useMemo(() => gameState?.currentPlayer || null, [gameState?.currentPlayer]);
// Connect to game WebSocket - only once per token
useEffect(() => {
if (!gameToken) return;
log('🔌 Connecting to game WebSocket...');
// Connect to /game namespace
socketRef.current = io(`${API_CONFIG.wsURL}/game`, {
transports: ['websocket'],
reconnection: true,
reconnectionAttempts: 5,
reconnectionDelay: 1000,
timeout: 5000,
});
const socket = socketRef.current;
// Connection handlers
const handleConnect = () => {
log('✅ Connected to game WebSocket');
setIsConnected(true);
setError(null);
socket.emit('game:join', { gameToken });
};
const handleConnectError = (err) => {
error('❌ Connection error:', err);
setIsConnected(false);
setError(err.message);
};
const handleDisconnect = (reason) => {
log('🔌 Disconnected:', reason);
setIsConnected(false);
};
// Game state handlers - batch updates
const handleGameState = (state) => {
log('📊 Game state:', state);
setGameState(state);
};
const handleGameJoined = (data) => {
log('✅ Joined game:', data);
// Store if this user is the gamemaster
if (data.isGamemaster !== undefined) {
setIsGamemaster(data.isGamemaster);
}
// Backend will send game:state next
};
const handlePlayerJoined = (data) => {
log('👤 Player joined:', data.playerName);
// Update game state to add the new player to connectedPlayers
setGameState(prev => {
if (!prev) return prev;
const currentConnected = prev.connectedPlayers || [];
// Only add if not already in the list
if (!currentConnected.includes(data.playerName)) {
return {
...prev,
connectedPlayers: [...currentConnected, data.playerName]
};
}
return prev;
});
};
const handleGameStarted = (data) => {
log('🎮 Game started:', data);
// Batch state updates
if (data.boardData) setBoardData(data.boardData);
if (data.gameState) setGameState(data.gameState);
// Signal that game has started
setGameStarted(true);
};
const handlePlayerMoved = (moveData) => {
log('🏃 Player moved:', moveData.playerName);
// Update only the moved player
setGameState(prev => {
if (!prev?.currentPlayers) return prev;
return {
...prev,
currentPlayers: prev.currentPlayers.map(p =>
p.playerId === moveData.playerId
? { ...p, boardPosition: moveData.newPosition }
: p
),
};
});
};
const handleTurnChanged = (data) => {
log('🔄 Turn changed to:', data.currentPlayerName);
setGameState(prev => prev ? { ...prev, currentPlayer: data.currentPlayer } : prev);
};
const handleError = (err) => {
error('❌ Game error:', err);
setError(err.message);
};
// Register all handlers
socket.on('connect', handleConnect);
socket.on('connect_error', handleConnectError);
socket.on('disconnect', handleDisconnect);
socket.on('game:state', handleGameState);
socket.on('game:state-update', handleGameState);
socket.on('game:joined', handleGameJoined);
socket.on('game:player-joined', handlePlayerJoined);
socket.on('game:started', handleGameStarted);
socket.on('game:player-moved', handlePlayerMoved);
socket.on('game:turn-changed', handleTurnChanged);
socket.on('game:error', handleError);
// Cleanup
return () => {
log('🧹 Cleaning up WebSocket connection');
socket.removeAllListeners();
socket.disconnect();
};
}, [gameToken]);
// Optimized event listener management
const addEventListener = useCallback((event, handler) => {
const socket = socketRef.current;
if (!socket) return;
socket.on(event, handler);
eventListenersRef.current.set(event, handler);
}, []);
const removeEventListener = useCallback((event) => {
const socket = socketRef.current;
if (!socket) return;
const handler = eventListenersRef.current.get(event);
if (handler) {
socket.off(event, handler);
eventListenersRef.current.delete(event);
}
}, []);
// Memoized action methods - stable references
const rollDice = useCallback((diceValue) => {
const socket = socketRef.current;
if (!socket || !isConnected) {
warn('⚠️ Cannot roll dice: not connected');
return false;
}
log('🎲 Rolling dice:', diceValue);
socket.emit('game:dice-roll', {
gameCode: gameState?.gameCode,
diceValue,
});
return true;
}, [isConnected, gameState?.gameCode]);
const sendMessage = useCallback((message) => {
const socket = socketRef.current;
if (!socket || !isConnected) {
warn('⚠️ Cannot send message: not connected');
return false;
}
socket.emit('game:chat', {
gameCode: gameState?.gameCode,
message,
});
return true;
}, [isConnected, gameState?.gameCode]);
const setReady = useCallback((ready = true) => {
const socket = socketRef.current;
if (!socket || !isConnected) {
warn('⚠️ Cannot set ready: not connected');
return false;
}
socket.emit('game:ready', {
gameCode: gameState?.gameCode,
ready,
});
return true;
}, [isConnected, gameState?.gameCode]);
const leaveGame = useCallback(() => {
const socket = socketRef.current;
if (!socket || !isConnected) {
warn('⚠️ Cannot leave game: not connected');
return false;
}
socket.emit('game:leave', {
gameCode: gameState?.gameCode,
});
return true;
}, [isConnected, gameState?.gameCode]);
return {
socket: socketRef.current,
isConnected,
gameState,
players,
boardData,
currentTurn,
error,
isGamemaster,
gameStarted,
// Methods
rollDice,
sendMessage,
setReady,
leaveGame,
addEventListener,
removeEventListener,
};
};