fel kesz game backend
This commit is contained in:
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import { StartGamePlayCommand } from './StartGamePlayCommand';
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import { GameAggregate, GameState, BoardData, GameField } from '../../../Domain/Game/GameAggregate';
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import { IGameRepository } from '../../../Domain/IRepository/IGameRepository';
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import { DIContainer } from '../../Services/DIContainer';
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import { RedisService } from '../../Services/RedisService';
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import { WebSocketService } from '../../Services/WebSocketService';
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import { logOther, logError } from '../../Services/Logger';
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export interface GamePlayerPosition {
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playerId: string;
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playerName?: string;
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position: number; // Board position (starts at 0)
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turnOrder: number; // Random number to determine turn sequence
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isOnline: boolean;
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joinedAt: Date;
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}
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export interface ActiveGamePlayData {
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gameId: string;
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gameCode: string;
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hostId?: string;
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maxPlayers: number;
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players: GamePlayerPosition[];
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state: GameState;
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createdAt: Date;
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startedAt: Date;
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currentTurn: number; // Index of current player in turn order
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turnSequence: string[]; // Ordered array of player IDs based on turnOrder
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websocketRoom: string;
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gamePhase: 'starting' | 'playing' | 'paused' | 'finished';
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boardData: BoardData; // Generated board with fields and border
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}
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export interface GameStartResult {
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game: GameAggregate;
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boardData: BoardData;
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}
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export class StartGamePlayCommandHandler {
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private gameRepository: IGameRepository;
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private redisService: RedisService;
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constructor() {
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this.gameRepository = DIContainer.getInstance().gameRepository;
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this.redisService = RedisService.getInstance();
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}
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async handle(command: StartGamePlayCommand): Promise<GameStartResult> {
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const startTime = performance.now();
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try {
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logOther('Starting game play', `gameId: ${command.gameId}, userId: ${command.userId || 'system'}`);
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// Find the game
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const game = await this.gameRepository.findById(command.gameId);
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if (!game) {
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throw new Error(`Game with ID ${command.gameId} not found`);
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}
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// Validate game can be started
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this.validateGameCanStart(game, command.userId);
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// Wait for board generation to complete (max 20 seconds)
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const boardData = await this.waitForBoardGeneration(game.id);
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// Update game state in database
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const updatedGame = await this.gameRepository.update(game.id, {
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started: true,
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state: GameState.ACTIVE,
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startdate: new Date()
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});
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if (!updatedGame) {
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throw new Error('Failed to update game state');
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}
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// Initialize game play in Redis with board data
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await this.initializeGamePlayInRedis(updatedGame, boardData);
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// Notify all players via WebSocket
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await this.notifyGameStart(updatedGame);
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const endTime = performance.now();
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logOther('Game play started successfully', {
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gameId: updatedGame.id,
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gameCode: updatedGame.gamecode,
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playerCount: updatedGame.players.length,
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executionTime: Math.round(endTime - startTime)
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});
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return {
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game: updatedGame,
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boardData: boardData
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};
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} catch (error) {
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const endTime = performance.now();
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logError('Failed to start game play', error instanceof Error ? error : new Error(String(error)));
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logOther('Game start failed', {
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gameId: command.gameId,
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userId: command.userId,
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executionTime: Math.round(endTime - startTime)
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});
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throw error;
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}
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}
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private validateGameCanStart(game: GameAggregate, userId?: string): void {
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// Check if game is in waiting state
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if (game.state !== GameState.WAITING) {
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throw new Error('Game is not in waiting state and cannot be started');
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}
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// Check if game is already started
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if (game.started) {
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throw new Error('Game has already been started');
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}
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// Check if there are enough players (at least 2)
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if (game.players.length < 2) {
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throw new Error('Game needs at least 2 players to start');
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}
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// For private and organization games, check if user is game master
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if (game.createdby && userId && game.createdby !== userId) {
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throw new Error('Only the game master can start this game');
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}
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logOther('Game start validation passed', {
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gameId: game.id,
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gameCode: game.gamecode,
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playerCount: game.players.length,
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gameState: game.state,
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isGameMaster: !game.createdby || (userId && game.createdby === userId)
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});
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}
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private async initializeGamePlayInRedis(game: GameAggregate, boardData: BoardData): Promise<void> {
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try {
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const redisKey = `gameplay:${game.id}`;
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// Generate random turn orders for all players
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const playersWithPositions = this.initializePlayerPositions(game.players);
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// Sort by turn order to create turn sequence
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const turnSequence = [...playersWithPositions]
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.sort((a, b) => a.turnOrder - b.turnOrder)
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.map(p => p.playerId);
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const gamePlayData: ActiveGamePlayData = {
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gameId: game.id,
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gameCode: game.gamecode,
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hostId: game.createdby || undefined,
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maxPlayers: game.maxplayers,
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players: playersWithPositions,
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state: GameState.ACTIVE,
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createdAt: game.createdate,
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startedAt: new Date(),
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currentTurn: 0, // Start with first player in sequence
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turnSequence,
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websocketRoom: `game_${game.gamecode}`,
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gamePhase: 'starting',
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boardData
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};
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// Store game play data in Redis with TTL (24 hours)
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await this.redisService.setWithExpiry(redisKey, JSON.stringify(gamePlayData), 24 * 60 * 60);
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// Create turn sequence mapping for quick lookups
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await this.redisService.setWithExpiry(
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`game_turns:${game.id}`,
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JSON.stringify(turnSequence),
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24 * 60 * 60
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);
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logOther('Game play initialized in Redis', {
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gameId: game.id,
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gameCode: game.gamecode,
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playerCount: playersWithPositions.length,
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turnSequence,
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currentPlayer: turnSequence[0],
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redisKey
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});
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} catch (error) {
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logError('Failed to initialize game play in Redis', error instanceof Error ? error : new Error(String(error)));
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throw new Error('Failed to initialize game session');
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}
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}
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private initializePlayerPositions(playerIds: string[]): GamePlayerPosition[] {
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const players: GamePlayerPosition[] = [];
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// Generate random turn orders (1 to playerCount)
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const turnOrders = this.generateRandomTurnOrders(playerIds.length);
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playerIds.forEach((playerId, index) => {
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players.push({
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playerId,
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position: 0, // All players start at position 0
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turnOrder: turnOrders[index],
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isOnline: true, // Assume online when game starts
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joinedAt: new Date()
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});
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});
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logOther('Player positions initialized', {
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playerCount: players.length,
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turnOrders: turnOrders,
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playersData: players.map(p => ({
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playerId: p.playerId,
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position: p.position,
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turnOrder: p.turnOrder
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}))
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});
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return players;
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}
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private generateRandomTurnOrders(playerCount: number): number[] {
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// Create array [1, 2, 3, ..., playerCount]
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const orders = Array.from({ length: playerCount }, (_, i) => i + 1);
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// Fisher-Yates shuffle
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for (let i = orders.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[orders[i], orders[j]] = [orders[j], orders[i]];
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}
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return orders;
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}
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private async notifyGameStart(game: GameAggregate): Promise<void> {
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try {
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// Note: WebSocket notifications will be handled when WebSocket service is available
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// For now, just log the game start
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logOther('Game start notifications prepared', {
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gameId: game.id,
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gameCode: game.gamecode,
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playerCount: game.players.length,
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websocketRoom: `game_${game.gamecode}`
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});
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// TODO: Implement WebSocket notifications when service is properly integrated
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// wsService.notifyGameStart(game.gamecode, game.players);
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// wsService.broadcastGameStateUpdate(game.gamecode, gameStateData);
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} catch (error) {
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logError('Failed to prepare game start notifications', error instanceof Error ? error : new Error(String(error)));
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// Don't throw error here - notification failure shouldn't prevent game start
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}
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}
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async getGamePlayFromRedis(gameId: string): Promise<ActiveGamePlayData | null> {
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try {
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const redisKey = `gameplay:${gameId}`;
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const data = await this.redisService.get(redisKey);
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return data ? JSON.parse(data) as ActiveGamePlayData : null;
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} catch (error) {
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logError('Failed to get game play from Redis', error instanceof Error ? error : new Error(String(error)));
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return null;
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}
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}
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async updatePlayerPosition(gameId: string, playerId: string, newPosition: number): Promise<void> {
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try {
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const gameData = await this.getGamePlayFromRedis(gameId);
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if (!gameData) {
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throw new Error('Game session not found');
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}
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// Update player position
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const player = gameData.players.find(p => p.playerId === playerId);
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if (player) {
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player.position = newPosition;
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// Save back to Redis
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const redisKey = `gameplay:${gameId}`;
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await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
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logOther('Player position updated', {
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gameId,
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playerId,
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newPosition
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});
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}
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} catch (error) {
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logError('Failed to update player position', error instanceof Error ? error : new Error(String(error)));
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throw error;
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}
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}
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async getNextPlayer(gameId: string): Promise<string | null> {
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try {
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const gameData = await this.getGamePlayFromRedis(gameId);
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if (!gameData) {
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return null;
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}
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const nextTurnIndex = (gameData.currentTurn + 1) % gameData.turnSequence.length;
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return gameData.turnSequence[nextTurnIndex];
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} catch (error) {
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logError('Failed to get next player', error instanceof Error ? error : new Error(String(error)));
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return null;
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}
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}
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async advanceTurn(gameId: string): Promise<string | null> {
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try {
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const gameData = await this.getGamePlayFromRedis(gameId);
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if (!gameData) {
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return null;
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}
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// Advance to next player
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gameData.currentTurn = (gameData.currentTurn + 1) % gameData.turnSequence.length;
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const currentPlayer = gameData.turnSequence[gameData.currentTurn];
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// Save back to Redis
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const redisKey = `gameplay:${gameId}`;
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await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
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logOther('Turn advanced', {
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gameId,
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currentTurn: gameData.currentTurn,
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currentPlayer
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});
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return currentPlayer;
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} catch (error) {
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logError('Failed to advance turn', error instanceof Error ? error : new Error(String(error)));
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return null;
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}
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}
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private async waitForBoardGeneration(gameId: string): Promise<BoardData> {
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const maxWaitTime = parseInt(process.env.MAX_GENERATION_TIME_SECONDS || '20') * 1000;
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const pollInterval = 500; // Check every 500ms
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const startTime = Date.now();
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logOther(`Waiting for board generation for game ${gameId}`, {
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maxWaitTime: maxWaitTime / 1000,
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pollInterval,
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redisKey: `game_board_${gameId}`
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});
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while (Date.now() - startTime < maxWaitTime) {
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try {
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const redisKey = `game_board_${gameId}`;
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const boardDataStr = await this.redisService.get(redisKey);
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logOther(`Board generation check for game ${gameId}`, {
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attempt: Math.floor((Date.now() - startTime) / pollInterval) + 1,
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hasData: !!boardDataStr,
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dataLength: boardDataStr ? boardDataStr.length : 0,
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waitTime: Date.now() - startTime
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});
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if (boardDataStr) {
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const boardData: BoardData = JSON.parse(boardDataStr);
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logOther(`Board data found for game ${gameId}`, {
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generationComplete: boardData.generationComplete,
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hasError: !!boardData.error,
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fieldsCount: boardData.fields ? boardData.fields.length : 0,
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borderLength: boardData.border ? boardData.border.length : 0,
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totalErrorRate: boardData.totalErrorRate
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});
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if (boardData.generationComplete) {
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if (boardData.error) {
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logError(`Board generation failed for game ${gameId}`, new Error(boardData.error));
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throw new Error(`Board generation failed: ${boardData.error}`);
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}
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logOther(`Board generation completed for game ${gameId}`, {
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errorRate: boardData.totalErrorRate,
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fieldCount: boardData.fields.length,
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borderLength: boardData.border.length,
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waitTime: Date.now() - startTime
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});
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return boardData;
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}
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} else {
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// No board data found yet - check if we need to trigger generation
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logOther(`No board data found yet for game ${gameId}, checking if generation was triggered...`, {
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waitTime: Date.now() - startTime,
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redisKey
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});
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// If we've waited for 2 seconds and still no data, try to trigger generation manually
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if (Date.now() - startTime > 2000) {
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await this.ensureBoardGenerationTriggered(gameId);
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}
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}
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// Wait before next poll
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await new Promise(resolve => setTimeout(resolve, pollInterval));
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} catch (error) {
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logError(`Error checking board generation status for game ${gameId}`, error as Error);
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throw new Error(`Failed to retrieve board data: ${error instanceof Error ? error.message : String(error)}`);
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}
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}
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// Timeout reached
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logError(`Board generation timeout for game ${gameId}`, new Error(`Generation took longer than ${maxWaitTime / 1000} seconds`));
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throw new Error(`Board generation timeout. Game ${gameId} is not ready to start. Please try again later.`);
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}
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private async ensureBoardGenerationTriggered(gameId: string): Promise<void> {
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try {
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logOther(`Ensuring board generation is triggered for game ${gameId}`);
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// Check if generation was already triggered by looking for any board data
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const redisKey = `game_board_${gameId}`;
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const existingData = await this.redisService.get(redisKey);
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if (!existingData) {
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// No data at all - trigger generation manually
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logOther(`No board generation found for game ${gameId}, triggering manually`);
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// Use DIContainer to trigger board generation
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const generateBoardCommand = {
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gameId,
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positiveFieldCount: Math.floor(67 * 0.6), // Default: 60% positive
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negativeFieldCount: Math.floor(67 * 0.25), // Default: 25% negative
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luckFieldCount: Math.floor(67 * 0.15) // Default: 15% luck
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};
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await DIContainer.getInstance().generateBoardCommandHandler.execute(generateBoardCommand);
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logOther(`Board generation manually triggered for game ${gameId}`);
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}
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} catch (error) {
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logError(`Failed to ensure board generation for game ${gameId}`, error as Error);
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// Don't throw here - let the main wait loop handle the timeout
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}
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}
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}
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