final POC
This commit is contained in:
@@ -188,6 +188,17 @@ AppDataSource.initialize()
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container.setSocketIO(webSocketService['io']);
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gameWebSocketService = container.gameWebSocketService;
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logStartup('Game WebSocket service initialized for /game namespace');
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// Restore active games from snapshots (if any exist)
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gameWebSocketService.restoreAllActiveGames()
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.then(restoredCount => {
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if (restoredCount > 0) {
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logStartup(`Restored ${restoredCount} active game(s) from snapshots`);
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}
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})
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.catch(error => {
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logError('Failed to restore games from snapshots', error);
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});
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})
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.catch((error) => {
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const dbOptions = AppDataSource.options as any;
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@@ -225,6 +236,16 @@ const server = httpServer.listen(PORT, () => {
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const gracefulShutdown = async (signal: string) => {
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logStartup(`Received ${signal}. Shutting down gracefully...`);
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// Snapshot all active games before shutdown
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if (gameWebSocketService) {
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try {
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const snapshotCount = await gameWebSocketService.snapshotAllActiveGames();
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logStartup(`Created ${snapshotCount} game snapshot(s) before shutdown`);
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} catch (error) {
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logError('Failed to snapshot games before shutdown', error as Error);
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}
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}
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server.close(() => {
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logStartup('HTTP server closed');
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@@ -273,10 +273,11 @@ router.delete('/users/:userId',
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try {
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const targetUserId = req.params.userId;
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const adminUserId = (req as any).user.userId;
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const softDelete = req.query.soft === 'true' || req.query.soft === undefined;
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logRequest('Delete user endpoint accessed', req, res, { adminUserId, targetUserId });
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logRequest('Delete user endpoint accessed', req, res, { adminUserId, targetUserId, softDelete });
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const result = await container.deleteUserCommandHandler.execute({ id: targetUserId });
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const result = await container.deleteUserCommandHandler.execute({ id: targetUserId, soft: softDelete });
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if (!result) {
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return res.status(404).json({ error: 'User not found' });
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@@ -120,12 +120,14 @@ export class BoardGenerationService {
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// Generate appropriate step value for field type
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if (specialField.type === 'positive') {
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// Positive fields: use positive step values (3-8 range for good gameplay)
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const stepValue = Math.floor(Math.random() * 6) + 3; // 3-8
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// Positive fields: use positive step values (1-3 range for balanced gameplay)
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// Max movement: 3 × 6 (dice) = 18 steps
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const stepValue = Math.floor(Math.random() * 3) + 1; // 1-3
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fields[fieldIndex].stepValue = Math.min(stepValue, maxStepValue);
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} else {
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// Negative fields: use negative step values (-3 to -8 range)
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const stepValue = -(Math.floor(Math.random() * 6) + 3); // -3 to -8
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// Negative fields: use negative step values (-1 to -3 range)
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// Max backward: -3 × 6 (dice) = -18 steps
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const stepValue = -(Math.floor(Math.random() * 3) + 1); // -1 to -3
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fields[fieldIndex].stepValue = Math.max(stepValue, minStepValue);
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}
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});
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@@ -156,25 +158,33 @@ export class BoardGenerationService {
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return finalPosition;
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}
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private getPatternModifier(position: number, positiveField: boolean): number {
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// Pattern modifiers for strategic complexity:
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public getPatternModifier(position: number, positiveField: boolean): number {
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// Pattern modifiers STACK for strategic complexity:
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// - Positions ending in 0 (10, 20, 30...): No modifier
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// - Positions ending in 5 (15, 25, 35...): ±3 modifier
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// - Positions divisible by 3 (9, 12, 21...): ±2 modifier
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// - Odd positions (1, 7, 11...): ±1 modifier
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// - Other even positions: No modifier
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// Multiple conditions can apply and stack
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if (position % 10 === 0) {
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return 0; // Positions ending in 0
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} else if (position % 10 === 5) {
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return positiveField ? 3 : -3; // Positions ending in 5
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} else if (position % 3 === 0) {
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return positiveField ? 2 : -2; // Divisible by 3
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} else if (position % 2 === 1) {
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return positiveField ? 1 : -1; // Odd positions
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} else {
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return 0; // Other even positions
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return 0; // Positions ending in 0 - no modifier
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}
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let modifier = 0;
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const direction = positiveField ? 1 : -1;
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// Check each condition and stack modifiers
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if (position % 10 === 5) {
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modifier += 3 * direction; // Positions ending in 5
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}
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if (position % 3 === 0) {
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modifier += 2 * direction; // Divisible by 3
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}
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if (position % 2 === 1) {
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modifier += 1 * direction; // Odd positions
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}
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return modifier;
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}
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private validate20_30Rule(currentPosition: number, targetPosition: number, distance: number): boolean {
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@@ -49,7 +49,8 @@ export class JoinGameCommandHandler {
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}
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// Generate player ID for public games or use provided one
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const actualPlayerId = command.playerId || uuidv4();
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// For anonymous players (no playerId), use playerName as the identifier to allow rejoining
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const actualPlayerId = command.playerId || `guest_${command.playerName}`;
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// Validate game joinability (authentication/org checks done in router)
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this.validateGameJoinability(game, actualPlayerId, command);
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@@ -122,7 +123,7 @@ export class JoinGameCommandHandler {
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private async updateGameInRedis(game: GameAggregate, command: JoinGameCommand & { playerId: string }): Promise<void> {
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try {
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const redisKey = `game:${game.id}`;
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const redisKey = `game:${game.gamecode}`;
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// Get existing game data from Redis or create new
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let gameData: ActiveGameData;
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@@ -189,9 +190,9 @@ export class JoinGameCommandHandler {
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}
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}
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async getGameFromRedis(gameId: string): Promise<ActiveGameData | null> {
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async getGameFromRedis(gameCode: string): Promise<ActiveGameData | null> {
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try {
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const redisKey = `game:${gameId}`;
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const redisKey = `game:${gameCode}`;
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const data = await this.redisService.get(redisKey);
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return data ? JSON.parse(data) as ActiveGameData : null;
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} catch (error) {
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@@ -200,9 +201,9 @@ export class JoinGameCommandHandler {
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}
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}
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async removePlayerFromRedis(gameId: string, playerId: string): Promise<void> {
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async removePlayerFromRedis(gameCode: string, playerId: string): Promise<void> {
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try {
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const redisKey = `game:${gameId}`;
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const redisKey = `game:${gameCode}`;
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const existingData = await this.redisService.get(redisKey);
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if (existingData) {
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@@ -163,6 +163,7 @@ export class StartGameCommandHandler {
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cardid: this.generateCardId(),
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question: card.text,
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answer: card.answer || undefined,
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type: card.type, // Include card type for proper processing
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consequence: card.consequence || null,
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played: false,
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playerid: undefined
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@@ -25,6 +25,7 @@ export interface ActiveGamePlayData {
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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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currentPlayer: string; // ID of the player whose turn it is
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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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@@ -131,10 +132,13 @@ export class StartGamePlayCommandHandler {
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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:${game.id}`;
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const redisKey = `gameplay:${game.gamecode}`;
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// Get connected player names from Redis (stored by WebSocket)
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const playerNamesMap = await this.getPlayerNames(game.gamecode);
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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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const playersWithPositions = this.initializePlayerPositions(game.players, playerNamesMap);
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// Sort by turn order to create turn sequence
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const turnSequence = [...playersWithPositions]
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@@ -151,6 +155,7 @@ export class StartGamePlayCommandHandler {
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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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currentPlayer: turnSequence[0], // First player in turn sequence
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turnSequence,
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websocketRoom: `game_${game.gamecode}`,
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gamePhase: 'starting',
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@@ -160,13 +165,6 @@ export class StartGamePlayCommandHandler {
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// Store game play data in Redis with TTL (24 hours)
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await this.redisService.setWithExpiry(redisKey, JSON.stringify(gamePlayData), 24 * 60 * 60);
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// Create turn sequence mapping for quick lookups
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await this.redisService.setWithExpiry(
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`game_turns:${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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@@ -182,7 +180,7 @@ export class StartGamePlayCommandHandler {
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}
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}
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private initializePlayerPositions(playerIds: string[]): GamePlayerPosition[] {
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private initializePlayerPositions(playerIds: string[], playerNamesMap: Map<string, string>): GamePlayerPosition[] {
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const players: GamePlayerPosition[] = [];
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// Generate random turn orders (1 to playerCount)
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@@ -191,6 +189,7 @@ export class StartGamePlayCommandHandler {
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playerIds.forEach((playerId, index) => {
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players.push({
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playerId,
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playerName: playerNamesMap.get(playerId) || playerId, // Use mapped name or fallback to ID
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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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@@ -203,6 +202,7 @@ export class StartGamePlayCommandHandler {
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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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playerName: p.playerName,
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position: p.position,
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turnOrder: p.turnOrder
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}))
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@@ -226,23 +226,18 @@ export class StartGamePlayCommandHandler {
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private async notifyGameStart(game: GameAggregate): Promise<void> {
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try {
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// Get board data from Redis
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const redisKey = `game_board_${game.id}`;
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const boardDataStr = await this.redisService.get(redisKey);
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if (!boardDataStr) {
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logError('Board data not found in Redis during game start notification', new Error('Missing board data'));
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return;
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}
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const boardData: BoardData = JSON.parse(boardDataStr);
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// Get turn sequence from Redis
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const gamePlayData = await this.getGamePlayFromRedis(game.id);
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// Get game play data from Redis (contains board data)
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const gamePlayData = await this.getGamePlayFromRedis(game.gamecode);
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if (!gamePlayData) {
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logError('Game play data not found in Redis', new Error('Missing game play data'));
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return;
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}
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const boardData = gamePlayData.boardData;
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if (!boardData) {
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logError('Board data not found in game play data', new Error('Missing board data'));
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return;
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}
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// Get WebSocket service from DIContainer and broadcast game start
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const gameWebSocketService = DIContainer.getInstance().gameWebSocketService;
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@@ -267,9 +262,9 @@ export class StartGamePlayCommandHandler {
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}
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}
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async getGamePlayFromRedis(gameId: string): Promise<ActiveGamePlayData | null> {
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async getGamePlayFromRedis(gameCode: string): Promise<ActiveGamePlayData | null> {
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try {
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const redisKey = `gameplay:${gameId}`;
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const redisKey = `gameplay:${gameCode}`;
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const data = await this.redisService.get(redisKey);
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return data ? JSON.parse(data) as ActiveGamePlayData : null;
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} catch (error) {
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@@ -278,9 +273,9 @@ export class StartGamePlayCommandHandler {
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}
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}
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async updatePlayerPosition(gameId: string, playerId: string, newPosition: number): Promise<void> {
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async updatePlayerPosition(gameCode: string, playerId: string, newPosition: number): Promise<void> {
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try {
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const gameData = await this.getGamePlayFromRedis(gameId);
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const gameData = await this.getGamePlayFromRedis(gameCode);
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if (!gameData) {
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throw new Error('Game session not found');
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}
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@@ -291,11 +286,11 @@ export class StartGamePlayCommandHandler {
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player.position = newPosition;
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// Save back to Redis
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const redisKey = `gameplay:${gameId}`;
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const redisKey = `gameplay:${gameCode}`;
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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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gameCode,
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playerId,
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newPosition
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});
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@@ -306,9 +301,9 @@ export class StartGamePlayCommandHandler {
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}
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}
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async getNextPlayer(gameId: string): Promise<string | null> {
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async getNextPlayer(gameCode: string): Promise<string | null> {
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try {
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const gameData = await this.getGamePlayFromRedis(gameId);
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const gameData = await this.getGamePlayFromRedis(gameCode);
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if (!gameData) {
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return null;
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}
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@@ -321,6 +316,39 @@ export class StartGamePlayCommandHandler {
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}
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}
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private async getPlayerNames(gameCode: string): Promise<Map<string, string>> {
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try {
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// Get active game data from Redis which contains player names
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const activeGameKey = `game:${gameCode}`;
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const activeGameStr = await this.redisService.get(activeGameKey);
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const playerNamesMap = new Map<string, string>();
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if (activeGameStr) {
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const activeGame = JSON.parse(activeGameStr);
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if (activeGame.currentPlayers && Array.isArray(activeGame.currentPlayers)) {
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// Map playerIds to playerNames from active game data
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activeGame.currentPlayers.forEach((player: any) => {
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if (player.playerId && player.playerName) {
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playerNamesMap.set(player.playerId, player.playerName);
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}
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});
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}
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}
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logOther('Retrieved player names map', {
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gameCode,
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playerCount: playerNamesMap.size,
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players: Array.from(playerNamesMap.entries()).map(([id, name]) => ({ id, name }))
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});
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return playerNamesMap;
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} catch (error) {
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logError('Failed to get player names', error instanceof Error ? error : new Error(String(error)));
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return new Map();
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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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@@ -81,15 +81,28 @@ export class CardDrawingService {
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drawnCard.played = true;
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drawnCard.playerid = playerId;
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// Check if card has consequence field (joker/luck card) even without type
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const hasConsequence = drawnCard.consequence !== undefined && drawnCard.consequence !== null;
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// Prepare client data based on card type
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// Only prepare for question cards (cards without consequence and with defined type)
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let clientData: CardClientData | undefined;
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try {
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if (drawnCard.type !== undefined) {
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if (!hasConsequence && drawnCard.type !== undefined) {
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try {
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clientData = this.cardProcessingService.prepareCardForClient(drawnCard);
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} catch (error) {
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// If client data preparation fails, still return the card but log the error
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console.warn(`Failed to prepare client data for card ${drawnCard.cardid}:`, error);
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}
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} catch (error) {
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// If client data preparation fails, still return the card but log the error
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console.warn(`Failed to prepare client data for card ${drawnCard.cardid}:`, error);
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} else if (!hasConsequence && drawnCard.type === undefined) {
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// Card is missing type field - this shouldn't happen, log error
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console.error(`Card ${drawnCard.cardid} is missing type field. Card data:`, {
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cardId: drawnCard.cardid,
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hasQuestion: !!drawnCard.question,
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hasAnswer: !!drawnCard.answer,
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hasConsequence,
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cardKeys: Object.keys(drawnCard)
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});
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}
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return {
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@@ -413,7 +413,7 @@ export class CardProcessingService {
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*/
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private convertToBoolean(value: string): boolean {
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const lowerValue = value.toLowerCase().trim();
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return ['true', 'yes', '1', 'correct', 'right'].includes(lowerValue);
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return ['true', 'yes', '1', 'correct', 'right', 'igaz'].includes(lowerValue);
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}
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/**
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@@ -6,6 +6,8 @@ import { IDeckRepository } from '../../Domain/IRepository/IDeckRepository';
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import { IOrganizationRepository } from '../../Domain/IRepository/IOrganizationRepository';
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import { IContactRepository } from '../../Domain/IRepository/IContactRepository';
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import { IGameRepository } from '../../Domain/IRepository/IGameRepository';
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import { ITurnHistoryRepository } from '../../Domain/IRepository/ITurnHistoryRepository';
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import { IGameSnapshotRepository } from '../../Domain/IRepository/IGameSnapshotRepository';
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// Repository Implementations
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import { UserRepository } from '../../Infrastructure/Repository/UserRepository';
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@@ -15,6 +17,8 @@ import { DeckRepository } from '../../Infrastructure/Repository/DeckRepository';
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import { OrganizationRepository } from '../../Infrastructure/Repository/OrganizationRepository';
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import { ContactRepository } from '../../Infrastructure/Repository/ContactRepository';
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import { GameRepository } from '../../Infrastructure/Repository/GameRepository';
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import { TurnHistoryRepository } from '../../Infrastructure/Repository/TurnHistoryRepository';
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import { GameSnapshotRepository } from '../../Infrastructure/Repository/GameSnapshotRepository';
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// Command Handlers
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import { CreateUserCommandHandler } from '../User/commands/CreateUserCommandHandler';
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@@ -86,6 +90,8 @@ export class DIContainer {
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private _organizationRepository: IOrganizationRepository | null = null;
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private _contactRepository: IContactRepository | null = null;
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private _gameRepository: IGameRepository | null = null;
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private _turnHistoryRepository: ITurnHistoryRepository | null = null;
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private _gameSnapshotRepository: IGameSnapshotRepository | null = null;
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// Services
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private _jwtService: JWTService | null = null;
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@@ -202,6 +208,20 @@ export class DIContainer {
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return this._gameRepository;
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}
|
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public get turnHistoryRepository(): ITurnHistoryRepository {
|
||||
if (!this._turnHistoryRepository) {
|
||||
this._turnHistoryRepository = new TurnHistoryRepository();
|
||||
}
|
||||
return this._turnHistoryRepository;
|
||||
}
|
||||
|
||||
public get gameSnapshotRepository(): IGameSnapshotRepository {
|
||||
if (!this._gameSnapshotRepository) {
|
||||
this._gameSnapshotRepository = new GameSnapshotRepository();
|
||||
}
|
||||
return this._gameSnapshotRepository;
|
||||
}
|
||||
|
||||
// Services getters
|
||||
public get jwtService(): JWTService {
|
||||
if (!this._jwtService) {
|
||||
@@ -294,7 +314,9 @@ export class DIContainer {
|
||||
this._socketIOInstance,
|
||||
this.gameRepository as any, // Cast to concrete type
|
||||
this.userRepository as any, // Cast to concrete type
|
||||
RedisService.getInstance()
|
||||
RedisService.getInstance(),
|
||||
this.turnHistoryRepository as any, // Cast to concrete type
|
||||
this.gameSnapshotRepository as any // Cast to concrete type
|
||||
);
|
||||
}
|
||||
return this._gameWebSocketService;
|
||||
|
||||
@@ -0,0 +1,267 @@
|
||||
import { IGameSnapshotRepository } from '../../Domain/IRepository/IGameSnapshotRepository';
|
||||
import { GameSnapshotAggregate, SnapshotTrigger, GameStateSnapshot, PlayerSnapshot } from '../../Domain/Game/GameSnapshotAggregate';
|
||||
import { RedisService } from './RedisService';
|
||||
import { logOther, logError } from './Logger';
|
||||
|
||||
export class GameSnapshotService {
|
||||
private static readonly SNAPSHOT_INTERVAL = 5; // Every 5 turns
|
||||
private static readonly MAX_SNAPSHOTS_PER_GAME = 20; // Keep last 20 snapshots
|
||||
|
||||
constructor(
|
||||
private snapshotRepository: IGameSnapshotRepository,
|
||||
private redisService: RedisService
|
||||
) {}
|
||||
|
||||
/**
|
||||
* Create a game state snapshot
|
||||
*/
|
||||
async createSnapshot(
|
||||
gameId: string,
|
||||
turnNumber: number,
|
||||
trigger: SnapshotTrigger,
|
||||
notes?: string
|
||||
): Promise<void> {
|
||||
try {
|
||||
// Gather current game state from Redis
|
||||
const gameState = await this.getCurrentGameState(gameId);
|
||||
if (!gameState) {
|
||||
logError('Cannot create snapshot: game state not found', new Error(`Game ${gameId} not in Redis`));
|
||||
return;
|
||||
}
|
||||
|
||||
// Gather Redis state (pending actions, timers, etc.)
|
||||
const redisState = await this.getRedisState(gameId);
|
||||
|
||||
// Create snapshot
|
||||
const snapshot = new GameSnapshotAggregate();
|
||||
snapshot.gameid = gameId;
|
||||
snapshot.turnNumber = turnNumber;
|
||||
snapshot.trigger = trigger;
|
||||
snapshot.gameState = gameState;
|
||||
snapshot.redisState = redisState;
|
||||
snapshot.notes = notes || null;
|
||||
|
||||
await this.snapshotRepository.save(snapshot);
|
||||
|
||||
// Cleanup old snapshots
|
||||
await this.snapshotRepository.deleteOldSnapshots(
|
||||
gameId,
|
||||
GameSnapshotService.MAX_SNAPSHOTS_PER_GAME
|
||||
);
|
||||
|
||||
logOther(`Game snapshot created: ${trigger}`, {
|
||||
gameId,
|
||||
turnNumber,
|
||||
trigger
|
||||
});
|
||||
} catch (error) {
|
||||
logError('Failed to create game snapshot', error as Error);
|
||||
// Don't throw - snapshots shouldn't break game flow
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if snapshot should be created (every N turns)
|
||||
*/
|
||||
shouldCreateSnapshot(turnNumber: number): boolean {
|
||||
return turnNumber % GameSnapshotService.SNAPSHOT_INTERVAL === 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Restore game state from latest snapshot
|
||||
*/
|
||||
async restoreFromSnapshot(gameId: string): Promise<boolean> {
|
||||
try {
|
||||
const snapshot = await this.snapshotRepository.findLatestByGameId(gameId);
|
||||
if (!snapshot) {
|
||||
logOther(`No snapshot found for game ${gameId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Restore game state to Redis
|
||||
await this.restoreGameState(gameId, snapshot.gameState);
|
||||
|
||||
// Restore Redis state (pending actions, timers)
|
||||
if (snapshot.redisState) {
|
||||
await this.restoreRedisState(gameId, snapshot.redisState);
|
||||
}
|
||||
|
||||
logOther(`Game state restored from snapshot`, {
|
||||
gameId,
|
||||
turnNumber: snapshot.turnNumber,
|
||||
trigger: snapshot.trigger,
|
||||
age: Date.now() - snapshot.createdat.getTime()
|
||||
});
|
||||
|
||||
return true;
|
||||
} catch (error) {
|
||||
logError('Failed to restore game from snapshot', error as Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current game state from Redis
|
||||
*/
|
||||
private async getCurrentGameState(gameId: string): Promise<GameStateSnapshot | null> {
|
||||
try {
|
||||
// Get game state
|
||||
const gameStateKey = `game_state:${gameId}`;
|
||||
const gameStateJson = await this.redisService.get(gameStateKey);
|
||||
if (!gameStateJson) return null;
|
||||
|
||||
const gameState = JSON.parse(gameStateJson);
|
||||
|
||||
// Get player positions
|
||||
const playerPositions: PlayerSnapshot[] = [];
|
||||
const positionsKey = `player_positions:${gameId}`;
|
||||
const positionsJson = await this.redisService.get(positionsKey);
|
||||
|
||||
if (positionsJson) {
|
||||
const positions = JSON.parse(positionsJson);
|
||||
for (const [playerId, data] of Object.entries(positions)) {
|
||||
const posData = data as any;
|
||||
|
||||
// Get extra turns
|
||||
const extraTurnsKey = `extra_turns:${gameId}:${playerId}`;
|
||||
const extraTurns = parseInt(await this.redisService.get(extraTurnsKey) || '0');
|
||||
|
||||
// Get turns to lose
|
||||
const turnsToLoseKey = `turns_to_lose:${gameId}:${playerId}`;
|
||||
const turnsToLose = parseInt(await this.redisService.get(turnsToLoseKey) || '0');
|
||||
|
||||
playerPositions.push({
|
||||
playerId: playerId,
|
||||
playerName: posData.playerName || 'Unknown',
|
||||
boardPosition: posData.boardPosition || 0,
|
||||
extraTurns,
|
||||
turnsToLose,
|
||||
isOnline: posData.isOnline !== false
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Get board data
|
||||
const boardKey = `board_data:${gameId}`;
|
||||
const boardJson = await this.redisService.get(boardKey);
|
||||
const boardFields = boardJson ? JSON.parse(boardJson).fields : undefined;
|
||||
|
||||
return {
|
||||
currentPlayer: gameState.currentPlayer,
|
||||
currentPlayerName: gameState.currentPlayerName || 'Unknown',
|
||||
turnNumber: gameState.turnNumber || 1,
|
||||
turnOrder: gameState.turnOrder || [],
|
||||
playerPositions,
|
||||
boardFields,
|
||||
deckStates: undefined, // TODO: Add deck states if needed
|
||||
pendingActions: undefined
|
||||
};
|
||||
} catch (error) {
|
||||
logError('Error getting current game state', error as Error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get Redis state (pending cards, decisions, etc.)
|
||||
*/
|
||||
private async getRedisState(gameId: string): Promise<any> {
|
||||
const redisState: any = {
|
||||
pendingCards: {},
|
||||
pendingDecisions: {},
|
||||
timers: {}
|
||||
};
|
||||
|
||||
try {
|
||||
// Get all keys for this game
|
||||
const pattern = `*${gameId}*`;
|
||||
const keys = await this.redisService['client'].keys(pattern);
|
||||
|
||||
for (const key of keys) {
|
||||
// Store non-critical state for reference
|
||||
if (key.includes('pending_card') || key.includes('pending_decision')) {
|
||||
const value = await this.redisService.get(key);
|
||||
if (value) {
|
||||
redisState.pendingCards[key] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
logError('Error getting Redis state', error as Error);
|
||||
}
|
||||
|
||||
return redisState;
|
||||
}
|
||||
|
||||
/**
|
||||
* Restore game state to Redis
|
||||
*/
|
||||
private async restoreGameState(gameId: string, state: GameStateSnapshot): Promise<void> {
|
||||
// Restore game state
|
||||
const gameStateKey = `game_state:${gameId}`;
|
||||
await this.redisService.setWithExpiry(gameStateKey, JSON.stringify({
|
||||
currentPlayer: state.currentPlayer,
|
||||
currentPlayerName: state.currentPlayerName,
|
||||
turnNumber: state.turnNumber,
|
||||
turnOrder: state.turnOrder
|
||||
}), 3600);
|
||||
|
||||
// Restore player positions
|
||||
const positionsKey = `player_positions:${gameId}`;
|
||||
const positions: any = {};
|
||||
for (const player of state.playerPositions) {
|
||||
positions[player.playerId] = {
|
||||
playerName: player.playerName,
|
||||
boardPosition: player.boardPosition,
|
||||
isOnline: player.isOnline
|
||||
};
|
||||
|
||||
// Restore extra turns
|
||||
if (player.extraTurns > 0) {
|
||||
const extraTurnsKey = `extra_turns:${gameId}:${player.playerId}`;
|
||||
await this.redisService.setWithExpiry(extraTurnsKey, player.extraTurns.toString(), 3600);
|
||||
}
|
||||
|
||||
// Restore turns to lose
|
||||
if (player.turnsToLose > 0) {
|
||||
const turnsToLoseKey = `turns_to_lose:${gameId}:${player.playerId}`;
|
||||
await this.redisService.setWithExpiry(turnsToLoseKey, player.turnsToLose.toString(), 3600);
|
||||
}
|
||||
}
|
||||
await this.redisService.setWithExpiry(positionsKey, JSON.stringify(positions), 3600);
|
||||
|
||||
// Restore board data if available
|
||||
if (state.boardFields) {
|
||||
const boardKey = `board_data:${gameId}`;
|
||||
await this.redisService.setWithExpiry(boardKey, JSON.stringify({ fields: state.boardFields }), 3600);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Restore Redis state (partial - pending actions may need re-triggering)
|
||||
*/
|
||||
private async restoreRedisState(gameId: string, redisState: any): Promise<void> {
|
||||
// Note: Pending cards and timers should be recreated by game logic
|
||||
// This is just for reference/debugging
|
||||
logOther('Redis state reference saved (timers/pending actions need manual restart)');
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleanup snapshots for finished game
|
||||
*/
|
||||
async cleanupGameSnapshots(gameId: string): Promise<void> {
|
||||
try {
|
||||
await this.snapshotRepository.deleteByGameId(gameId);
|
||||
logOther(`Game snapshots cleaned up for game ${gameId}`);
|
||||
} catch (error) {
|
||||
logError('Failed to cleanup game snapshots', error as Error);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get snapshot history for debugging
|
||||
*/
|
||||
async getSnapshotHistory(gameId: string): Promise<GameSnapshotAggregate[]> {
|
||||
return await this.snapshotRepository.findByGameId(gameId);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -256,6 +256,15 @@ export class LoggingService {
|
||||
}
|
||||
|
||||
private logToConsole(entry: LogEntry): void {
|
||||
// In production, skip OTHER, CONNECTION, and REQUEST logs
|
||||
if (process.env.NODE_ENV === 'production') {
|
||||
if (entry.level === LogLevel.OTHER ||
|
||||
entry.level === LogLevel.CONNECTION ||
|
||||
entry.level === LogLevel.REQUEST) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const formattedEntry = this.formatLogEntry(entry);
|
||||
|
||||
switch (entry.level) {
|
||||
@@ -287,6 +296,15 @@ export class LoggingService {
|
||||
res?: Response,
|
||||
responseTime?: number
|
||||
): void {
|
||||
// In production, skip OTHER, CONNECTION, and REQUEST logs entirely
|
||||
if (process.env.NODE_ENV === 'production') {
|
||||
if (level === LogLevel.OTHER ||
|
||||
level === LogLevel.CONNECTION ||
|
||||
level === LogLevel.REQUEST) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const entry: LogEntry = {
|
||||
timestamp: new Date().toISOString(),
|
||||
level,
|
||||
|
||||
@@ -307,7 +307,12 @@ export class RedisService {
|
||||
// Generic Redis methods for game data
|
||||
public async get(key: string): Promise<string | null> {
|
||||
try {
|
||||
return await this.client.get(key);
|
||||
const value = await this.client.get(key);
|
||||
// Refresh TTL on access for game-related keys
|
||||
if (value && this.isGameRelatedKey(key)) {
|
||||
await this.client.expire(key, 1800); // Reset to 30 minutes
|
||||
}
|
||||
return value;
|
||||
} catch (error) {
|
||||
logError(`Failed to get key ${key}`, error as Error);
|
||||
return null;
|
||||
@@ -317,6 +322,10 @@ export class RedisService {
|
||||
public async set(key: string, value: string): Promise<void> {
|
||||
try {
|
||||
await this.client.set(key, value);
|
||||
// Auto-expire game-related keys after 30 minutes
|
||||
if (this.isGameRelatedKey(key)) {
|
||||
await this.client.expire(key, 1800); // 30 minutes
|
||||
}
|
||||
} catch (error) {
|
||||
logError(`Failed to set key ${key}`, error as Error);
|
||||
}
|
||||
@@ -341,6 +350,10 @@ export class RedisService {
|
||||
public async setAdd(key: string, member: string): Promise<void> {
|
||||
try {
|
||||
await this.client.sAdd(key, member);
|
||||
// Refresh TTL for game-related keys
|
||||
if (this.isGameRelatedKey(key)) {
|
||||
await this.client.expire(key, 1800); // Reset to 30 minutes
|
||||
}
|
||||
} catch (error) {
|
||||
logError(`Failed to add member to set ${key}`, error as Error);
|
||||
}
|
||||
@@ -349,6 +362,10 @@ export class RedisService {
|
||||
public async setRemove(key: string, member: string): Promise<void> {
|
||||
try {
|
||||
await this.client.sRem(key, member);
|
||||
// Refresh TTL for game-related keys
|
||||
if (this.isGameRelatedKey(key)) {
|
||||
await this.client.expire(key, 1800); // Reset to 30 minutes
|
||||
}
|
||||
} catch (error) {
|
||||
logError(`Failed to remove member from set ${key}`, error as Error);
|
||||
}
|
||||
@@ -356,7 +373,12 @@ export class RedisService {
|
||||
|
||||
public async setMembers(key: string): Promise<string[]> {
|
||||
try {
|
||||
return await this.client.sMembers(key);
|
||||
const members = await this.client.sMembers(key);
|
||||
// Refresh TTL on access for game-related keys
|
||||
if (members.length > 0 && this.isGameRelatedKey(key)) {
|
||||
await this.client.expire(key, 1800); // Reset to 30 minutes
|
||||
}
|
||||
return members;
|
||||
} catch (error) {
|
||||
logError(`Failed to get members of set ${key}`, error as Error);
|
||||
return [];
|
||||
@@ -366,10 +388,36 @@ export class RedisService {
|
||||
public async exists(key: string): Promise<boolean> {
|
||||
try {
|
||||
const result = await this.client.exists(key);
|
||||
// Refresh TTL on access for game-related keys
|
||||
if (result === 1 && this.isGameRelatedKey(key)) {
|
||||
await this.client.expire(key, 1800); // Reset to 30 minutes
|
||||
}
|
||||
return result === 1;
|
||||
} catch (error) {
|
||||
logError(`Failed to check existence of key ${key}`, error as Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a key is game-related and should have auto-expiration
|
||||
* Game-related patterns: gameplay:*, game:*, game_*, board:*, game_pending_card:*, etc.
|
||||
*/
|
||||
private isGameRelatedKey(key: string): boolean {
|
||||
const gamePatterns = [
|
||||
'gameplay:',
|
||||
'game:',
|
||||
'game_',
|
||||
'board:',
|
||||
'game_pending_card:',
|
||||
'game_pending_decision:',
|
||||
'game_player_extra_turns:',
|
||||
'game_player_turns_to_lose:',
|
||||
'game_positions:',
|
||||
'game_ready:',
|
||||
'game_room:',
|
||||
'active_game:'
|
||||
];
|
||||
return gamePatterns.some(pattern => key.startsWith(pattern));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
import { ITurnHistoryRepository } from '../../Domain/IRepository/ITurnHistoryRepository';
|
||||
import { TurnHistoryAggregate, TurnActionType, TurnActionData } from '../../Domain/Game/TurnHistoryAggregate';
|
||||
import { logOther, logError } from './Logger';
|
||||
|
||||
export class TurnHistoryService {
|
||||
constructor(private turnHistoryRepository: ITurnHistoryRepository) {}
|
||||
|
||||
/**
|
||||
* Log a turn action
|
||||
*/
|
||||
async logTurnAction(
|
||||
gameId: string,
|
||||
playerId: string,
|
||||
playerName: string,
|
||||
turnNumber: number,
|
||||
actionType: TurnActionType,
|
||||
positionBefore: number,
|
||||
positionAfter: number,
|
||||
actionData?: TurnActionData
|
||||
): Promise<void> {
|
||||
try {
|
||||
const turnHistory = new TurnHistoryAggregate();
|
||||
turnHistory.gameid = gameId;
|
||||
turnHistory.playerid = playerId;
|
||||
turnHistory.playername = playerName;
|
||||
turnHistory.turnNumber = turnNumber;
|
||||
turnHistory.actionType = actionType;
|
||||
turnHistory.positionBefore = positionBefore;
|
||||
turnHistory.positionAfter = positionAfter;
|
||||
turnHistory.actionData = actionData || null;
|
||||
|
||||
await this.turnHistoryRepository.save(turnHistory);
|
||||
|
||||
logOther(`Turn history logged: ${actionType}`, {
|
||||
gameId,
|
||||
playerId,
|
||||
playerName,
|
||||
turnNumber,
|
||||
positionBefore,
|
||||
positionAfter
|
||||
});
|
||||
} catch (error) {
|
||||
logError('Failed to log turn history', error as Error);
|
||||
// Don't throw - logging shouldn't break game flow
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get game replay data
|
||||
*/
|
||||
async getGameReplay(gameId: string): Promise<TurnHistoryAggregate[]> {
|
||||
return await this.turnHistoryRepository.findByGameId(gameId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get player's turn history in a game
|
||||
*/
|
||||
async getPlayerHistory(gameId: string, playerId: string): Promise<TurnHistoryAggregate[]> {
|
||||
return await this.turnHistoryRepository.findByGameAndPlayer(gameId, playerId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get recent turns for a game
|
||||
*/
|
||||
async getRecentTurns(gameId: string, limit: number = 10): Promise<TurnHistoryAggregate[]> {
|
||||
return await this.turnHistoryRepository.findLastNTurns(gameId, limit);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean up turn history for a finished game
|
||||
*/
|
||||
async cleanupGameHistory(gameId: string): Promise<void> {
|
||||
try {
|
||||
await this.turnHistoryRepository.deleteByGameId(gameId);
|
||||
logOther(`Turn history cleaned up for game ${gameId}`);
|
||||
} catch (error) {
|
||||
logError('Failed to cleanup turn history', error as Error);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
import { Entity, PrimaryGeneratedColumn, Column, CreateDateColumn, ManyToOne, JoinColumn, Index } from 'typeorm';
|
||||
import { GameAggregate } from './GameAggregate';
|
||||
|
||||
export interface PlayerSnapshot {
|
||||
playerId: string;
|
||||
playerName: string;
|
||||
boardPosition: number;
|
||||
extraTurns: number;
|
||||
turnsToLose: number;
|
||||
isOnline: boolean;
|
||||
}
|
||||
|
||||
export interface GameStateSnapshot {
|
||||
currentPlayer: string;
|
||||
currentPlayerName: string;
|
||||
turnNumber: number;
|
||||
turnOrder: string[];
|
||||
playerPositions: PlayerSnapshot[];
|
||||
boardFields?: any[];
|
||||
deckStates?: any;
|
||||
pendingActions?: any;
|
||||
}
|
||||
|
||||
export enum SnapshotTrigger {
|
||||
TURN_INTERVAL = 'turn_interval', // Every N turns
|
||||
PLAYER_DISCONNECT = 'player_disconnect', // When player disconnects
|
||||
CRITICAL_EVENT = 'critical_event', // Important game events
|
||||
MANUAL = 'manual', // Manual checkpoint
|
||||
SERVER_SHUTDOWN = 'server_shutdown' // Before server shutdown
|
||||
}
|
||||
|
||||
@Entity('GameSnapshots')
|
||||
@Index(['gameid', 'createdat'])
|
||||
@Index(['gameid', 'trigger'])
|
||||
export class GameSnapshotAggregate {
|
||||
@PrimaryGeneratedColumn('uuid')
|
||||
id!: string;
|
||||
|
||||
@Column({ type: 'uuid', name: 'gameid' })
|
||||
gameid!: string;
|
||||
|
||||
@Column({ type: 'int', name: 'turn_number' })
|
||||
turnNumber!: number;
|
||||
|
||||
@Column({
|
||||
type: 'enum',
|
||||
enum: SnapshotTrigger,
|
||||
name: 'trigger'
|
||||
})
|
||||
trigger!: SnapshotTrigger;
|
||||
|
||||
@Column({ type: 'jsonb', name: 'game_state' })
|
||||
gameState!: GameStateSnapshot;
|
||||
|
||||
@Column({ type: 'jsonb', name: 'redis_state', nullable: true })
|
||||
redisState!: any | null;
|
||||
|
||||
@Column({ type: 'text', name: 'notes', nullable: true })
|
||||
notes!: string | null;
|
||||
|
||||
@CreateDateColumn({ name: 'createdat' })
|
||||
createdat!: Date;
|
||||
|
||||
@ManyToOne(() => GameAggregate, { onDelete: 'CASCADE' })
|
||||
@JoinColumn({ name: 'gameid' })
|
||||
game?: GameAggregate;
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
import { Entity, PrimaryGeneratedColumn, Column, CreateDateColumn, ManyToOne, JoinColumn, Index } from 'typeorm';
|
||||
import { GameAggregate } from './GameAggregate';
|
||||
|
||||
export enum TurnActionType {
|
||||
DICE_ROLL = 'dice_roll',
|
||||
CARD_DRAWN = 'card_drawn',
|
||||
ANSWER_SUBMITTED = 'answer_submitted',
|
||||
POSITION_GUESS = 'position_guess',
|
||||
GAMEMASTER_DECISION = 'gamemaster_decision',
|
||||
LUCK_CONSEQUENCE = 'luck_consequence',
|
||||
EXTRA_TURN = 'extra_turn',
|
||||
TURN_LOST = 'turn_lost',
|
||||
PLAYER_DISCONNECTED = 'player_disconnected',
|
||||
TIMEOUT = 'timeout'
|
||||
}
|
||||
|
||||
export interface TurnActionData {
|
||||
diceValue?: number;
|
||||
cardId?: string;
|
||||
cardType?: string;
|
||||
question?: string;
|
||||
answer?: any;
|
||||
isCorrect?: boolean;
|
||||
guessedPosition?: number;
|
||||
actualPosition?: number;
|
||||
consequenceType?: string;
|
||||
consequenceValue?: number;
|
||||
decision?: string;
|
||||
reason?: string;
|
||||
[key: string]: any; // Allow additional properties
|
||||
}
|
||||
|
||||
@Entity('TurnHistory')
|
||||
@Index(['gameid', 'turnNumber'])
|
||||
@Index(['gameid', 'playerid'])
|
||||
@Index(['createdat'])
|
||||
export class TurnHistoryAggregate {
|
||||
@PrimaryGeneratedColumn('uuid')
|
||||
id!: string;
|
||||
|
||||
@Column({ type: 'uuid', name: 'gameid' })
|
||||
gameid!: string;
|
||||
|
||||
@Column({ type: 'uuid', name: 'playerid' })
|
||||
playerid!: string;
|
||||
|
||||
@Column({ type: 'varchar', length: 255, name: 'playername' })
|
||||
playername!: string;
|
||||
|
||||
@Column({ type: 'int', name: 'turn_number' })
|
||||
turnNumber!: number;
|
||||
|
||||
@Column({
|
||||
type: 'enum',
|
||||
enum: TurnActionType,
|
||||
name: 'action_type'
|
||||
})
|
||||
actionType!: TurnActionType;
|
||||
|
||||
@Column({ type: 'jsonb', name: 'action_data', nullable: true })
|
||||
actionData!: TurnActionData | null;
|
||||
|
||||
@Column({ type: 'int', name: 'position_before' })
|
||||
positionBefore!: number;
|
||||
|
||||
@Column({ type: 'int', name: 'position_after' })
|
||||
positionAfter!: number;
|
||||
|
||||
@CreateDateColumn({ name: 'createdat' })
|
||||
createdat!: Date;
|
||||
|
||||
@ManyToOne(() => GameAggregate, { onDelete: 'CASCADE' })
|
||||
@JoinColumn({ name: 'gameid' })
|
||||
game?: GameAggregate;
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
import { GameSnapshotAggregate, SnapshotTrigger } from '../Game/GameSnapshotAggregate';
|
||||
|
||||
export interface IGameSnapshotRepository {
|
||||
/**
|
||||
* Save a game state snapshot
|
||||
*/
|
||||
save(snapshot: GameSnapshotAggregate): Promise<GameSnapshotAggregate>;
|
||||
|
||||
/**
|
||||
* Get the most recent snapshot for a game
|
||||
*/
|
||||
findLatestByGameId(gameId: string): Promise<GameSnapshotAggregate | null>;
|
||||
|
||||
/**
|
||||
* Get all snapshots for a game
|
||||
*/
|
||||
findByGameId(gameId: string): Promise<GameSnapshotAggregate[]>;
|
||||
|
||||
/**
|
||||
* Get snapshots by trigger type
|
||||
*/
|
||||
findByGameAndTrigger(gameId: string, trigger: SnapshotTrigger): Promise<GameSnapshotAggregate[]>;
|
||||
|
||||
/**
|
||||
* Get snapshot at specific turn
|
||||
*/
|
||||
findByGameAndTurn(gameId: string, turnNumber: number): Promise<GameSnapshotAggregate | null>;
|
||||
|
||||
/**
|
||||
* Delete old snapshots (keep only last N)
|
||||
*/
|
||||
deleteOldSnapshots(gameId: string, keepCount: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* Delete all snapshots for a game
|
||||
*/
|
||||
deleteByGameId(gameId: string): Promise<void>;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
import { TurnHistoryAggregate, TurnActionType, TurnActionData } from '../Game/TurnHistoryAggregate';
|
||||
|
||||
export interface ITurnHistoryRepository {
|
||||
/**
|
||||
* Save a turn history entry
|
||||
*/
|
||||
save(turnHistory: TurnHistoryAggregate): Promise<TurnHistoryAggregate>;
|
||||
|
||||
/**
|
||||
* Get all turn history for a game
|
||||
*/
|
||||
findByGameId(gameId: string): Promise<TurnHistoryAggregate[]>;
|
||||
|
||||
/**
|
||||
* Get turn history for a specific player in a game
|
||||
*/
|
||||
findByGameAndPlayer(gameId: string, playerId: string): Promise<TurnHistoryAggregate[]>;
|
||||
|
||||
/**
|
||||
* Get the last N turns for a game
|
||||
*/
|
||||
findLastNTurns(gameId: string, limit: number): Promise<TurnHistoryAggregate[]>;
|
||||
|
||||
/**
|
||||
* Get turn count for a game
|
||||
*/
|
||||
countTurnsByGame(gameId: string): Promise<number>;
|
||||
|
||||
/**
|
||||
* Delete all turn history for a game
|
||||
*/
|
||||
deleteByGameId(gameId: string): Promise<void>;
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
import { Repository, LessThan } from 'typeorm';
|
||||
import { AppDataSource } from '../ormconfig';
|
||||
import { IGameSnapshotRepository } from '../../Domain/IRepository/IGameSnapshotRepository';
|
||||
import { GameSnapshotAggregate, SnapshotTrigger } from '../../Domain/Game/GameSnapshotAggregate';
|
||||
|
||||
export class GameSnapshotRepository implements IGameSnapshotRepository {
|
||||
private repository: Repository<GameSnapshotAggregate>;
|
||||
|
||||
constructor() {
|
||||
this.repository = AppDataSource.getRepository(GameSnapshotAggregate);
|
||||
}
|
||||
|
||||
async save(snapshot: GameSnapshotAggregate): Promise<GameSnapshotAggregate> {
|
||||
return await this.repository.save(snapshot);
|
||||
}
|
||||
|
||||
async findLatestByGameId(gameId: string): Promise<GameSnapshotAggregate | null> {
|
||||
return await this.repository.findOne({
|
||||
where: { gameid: gameId },
|
||||
order: { createdat: 'DESC' }
|
||||
});
|
||||
}
|
||||
|
||||
async findByGameId(gameId: string): Promise<GameSnapshotAggregate[]> {
|
||||
return await this.repository.find({
|
||||
where: { gameid: gameId },
|
||||
order: { turnNumber: 'ASC', createdat: 'ASC' }
|
||||
});
|
||||
}
|
||||
|
||||
async findByGameAndTrigger(gameId: string, trigger: SnapshotTrigger): Promise<GameSnapshotAggregate[]> {
|
||||
return await this.repository.find({
|
||||
where: {
|
||||
gameid: gameId,
|
||||
trigger: trigger
|
||||
},
|
||||
order: { createdat: 'DESC' }
|
||||
});
|
||||
}
|
||||
|
||||
async findByGameAndTurn(gameId: string, turnNumber: number): Promise<GameSnapshotAggregate | null> {
|
||||
return await this.repository.findOne({
|
||||
where: {
|
||||
gameid: gameId,
|
||||
turnNumber: turnNumber
|
||||
},
|
||||
order: { createdat: 'DESC' }
|
||||
});
|
||||
}
|
||||
|
||||
async deleteOldSnapshots(gameId: string, keepCount: number): Promise<void> {
|
||||
const snapshots = await this.repository.find({
|
||||
where: { gameid: gameId },
|
||||
order: { createdat: 'DESC' },
|
||||
select: ['id', 'createdat']
|
||||
});
|
||||
|
||||
if (snapshots.length > keepCount) {
|
||||
const idsToDelete = snapshots
|
||||
.slice(keepCount)
|
||||
.map(s => s.id);
|
||||
|
||||
if (idsToDelete.length > 0) {
|
||||
await this.repository.delete(idsToDelete);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
async deleteByGameId(gameId: string): Promise<void> {
|
||||
await this.repository.delete({ gameid: gameId });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
import { Repository } from 'typeorm';
|
||||
import { AppDataSource } from '../ormconfig';
|
||||
import { ITurnHistoryRepository } from '../../Domain/IRepository/ITurnHistoryRepository';
|
||||
import { TurnHistoryAggregate } from '../../Domain/Game/TurnHistoryAggregate';
|
||||
|
||||
export class TurnHistoryRepository implements ITurnHistoryRepository {
|
||||
private repository: Repository<TurnHistoryAggregate>;
|
||||
|
||||
constructor() {
|
||||
this.repository = AppDataSource.getRepository(TurnHistoryAggregate);
|
||||
}
|
||||
|
||||
async save(turnHistory: TurnHistoryAggregate): Promise<TurnHistoryAggregate> {
|
||||
return await this.repository.save(turnHistory);
|
||||
}
|
||||
|
||||
async findByGameId(gameId: string): Promise<TurnHistoryAggregate[]> {
|
||||
return await this.repository.find({
|
||||
where: { gameid: gameId },
|
||||
order: { turnNumber: 'ASC', createdat: 'ASC' }
|
||||
});
|
||||
}
|
||||
|
||||
async findByGameAndPlayer(gameId: string, playerId: string): Promise<TurnHistoryAggregate[]> {
|
||||
return await this.repository.find({
|
||||
where: {
|
||||
gameid: gameId,
|
||||
playerid: playerId
|
||||
},
|
||||
order: { turnNumber: 'ASC', createdat: 'ASC' }
|
||||
});
|
||||
}
|
||||
|
||||
async findLastNTurns(gameId: string, limit: number): Promise<TurnHistoryAggregate[]> {
|
||||
return await this.repository.find({
|
||||
where: { gameid: gameId },
|
||||
order: { turnNumber: 'DESC', createdat: 'DESC' },
|
||||
take: limit
|
||||
});
|
||||
}
|
||||
|
||||
async countTurnsByGame(gameId: string): Promise<number> {
|
||||
return await this.repository.count({
|
||||
where: { gameid: gameId }
|
||||
});
|
||||
}
|
||||
|
||||
async deleteByGameId(gameId: string): Promise<void> {
|
||||
await this.repository.delete({ gameid: gameId });
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user