Backend Complete: Interface Refactoring & Service Container Enhancements
Repository Interface Optimization: - Created IBaseRepository.ts and IPaginatedRepository.ts - Refactored all 7 repository interfaces to extend base interfaces - Eliminated ~200 lines of redundant code (70% reduction) - Improved type safety and maintainability Dependency Injection Improvements: - Added EmailService and GameTokenService to DIContainer - Updated CreateUserCommandHandler constructor for DI - Updated RequestPasswordResetCommandHandler constructor for DI - Enhanced testability and service consistency Environment Configuration: - Created comprehensive .env.example with 40+ variables - Organized into 12 logical sections (Database, Security, Email, etc.) - Added security guidelines and best practices - Documented all backend environment requirements Documentation: - Added comprehensive codebase review - Created refactoring summary report - Added frontend implementation guide Impact: Improved code quality, reduced maintenance overhead, enhanced developer experience
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/**
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* GameWebSocketService Usage Examples
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*
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* This file demonstrates how to use the GameWebSocketService with the new
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* game token authentication system and private game approval workflow.
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*
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* BOARD STRUCTURE:
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* - Starting position: 0 (before the board)
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* - Gameplay board: positions 1-100
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* - Winning position: 101 (finish line)
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* - Field types: 'regular', 'positive', 'negative', 'luck' (special effects to be implemented later)
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*/
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import { gameWebSocketService } from './src/Api/index';
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// Example 1: Frontend WebSocket Connection with Game Tokens
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/*
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const gameSocket = io('/game');
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// Step 1: Join game via REST API to get game token
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const joinResponse = await fetch('/api/games/join', {
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method: 'POST',
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headers: {
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'Content-Type': 'application/json',
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// Include authorization header if user is authenticated
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'Authorization': 'Bearer jwt-token-here' // Optional for public games
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},
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body: JSON.stringify({
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gameCode: 'ABC123',
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playerName: 'Player1' // Required for public games, optional for authenticated users
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})
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});
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const gameData = await joinResponse.json();
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const gameToken = gameData.gameToken; // Game session token from REST API
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// Step 2: Join WebSocket room using the game token
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gameSocket.emit('game:join', {
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gameToken: gameToken // Single token contains all game session info
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});
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// Listen for game events
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gameSocket.on('game:joined', (data) => {
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console.log('Successfully joined game:', data);
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// { gameCode: 'ABC123', playerName: 'Player1', isAuthenticated: false, gameId: 'uuid', isGamemaster: false, timestamp: '...' }
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});
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// PRIVATE GAME APPROVAL WORKFLOW:
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gameSocket.on('game:pending-approval', (data) => {
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console.log('Waiting for gamemaster approval:', data);
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// Show waiting message to player
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});
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gameSocket.on('game:approval-granted', (data) => {
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console.log('Approved! Now joining game rooms:', data);
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// Re-emit with special approved join event
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gameSocket.emit('game:join-approved', {
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gameToken: gameToken
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});
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});
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gameSocket.on('game:approval-denied', (data) => {
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console.log('Join request denied:', data);
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// Show rejection message and reason
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});
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// Gamemaster events (private games only)
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gameSocket.on('game:player-requesting-join', (data) => {
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console.log('Player requesting to join:', data);
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// Show approval/reject buttons to gamemaster
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});
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gameSocket.on('game:state-update', (gameState) => {
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console.log('Game state updated:', gameState);
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// gameState.pendingPlayers array available for private games
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});
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gameSocket.on('game:player-specific-event', (data) => {
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console.log('Event sent specifically to me:', data);
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});
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*/
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// Example 1.5: Gamemaster Controls (Private Games Only)
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/*
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// Approve a pending player
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function approvePlayer(gameCode: string, playerName: string) {
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gameSocket.emit('game:approve-player', {
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gameCode: gameCode,
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playerName: playerName
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});
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}
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// Reject a pending player
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function rejectPlayer(gameCode: string, playerName: string, reason?: string) {
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gameSocket.emit('game:reject-player', {
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gameCode: gameCode,
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playerName: playerName,
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reason: reason || 'Request denied by gamemaster'
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});
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}
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// Example UI for gamemaster approval
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gameSocket.on('game:state', (gameState) => {
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if (gameState.pendingPlayers && gameState.pendingPlayers.length > 0) {
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console.log('Pending players awaiting approval:', gameState.pendingPlayers);
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// Display approval UI for each pending player:
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// [Approve] [Reject] PlayerName
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}
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});
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*/
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// Example 2: Backend Broadcasting (from game logic services)
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export class GameLogicExample {
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// Broadcast to all players in a game
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async notifyAllPlayers(gameCode: string, message: string): Promise<void> {
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await gameWebSocketService.broadcastGameEvent(gameCode, 'game:notification', {
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message,
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timestamp: new Date().toISOString()
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});
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}
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// Send event to specific player
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async notifyPlayer(gameCode: string, playerName: string, action: string, data: any): Promise<void> {
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await gameWebSocketService.sendToPlayer(gameCode, playerName, 'game:player-action', {
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action,
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data,
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timestamp: new Date().toISOString()
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});
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}
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// Handle dice roll - broadcast to all, send specific result to player
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async handleDiceRoll(gameCode: string, playerName: string, diceResult: number): Promise<void> {
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// Broadcast that a player rolled dice
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await gameWebSocketService.broadcastGameEvent(gameCode, 'game:dice-rolled', {
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playerName,
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timestamp: new Date().toISOString()
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});
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// Send specific dice result to the player
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await gameWebSocketService.sendToPlayer(gameCode, playerName, 'game:dice-result', {
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result: diceResult,
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canMove: true,
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timestamp: new Date().toISOString()
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});
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}
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// Handle turn change - notify all players and give specific instructions to current player
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async handleTurnChange(gameCode: string, currentPlayer: string, nextPlayer: string): Promise<void> {
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// Broadcast turn change to all players
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await gameWebSocketService.broadcastGameEvent(gameCode, 'game:turn-changed', {
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previousPlayer: currentPlayer,
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currentPlayer: nextPlayer,
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timestamp: new Date().toISOString()
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});
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// Send specific "your turn" message to next player
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await gameWebSocketService.sendToPlayer(gameCode, nextPlayer, 'game:your-turn', {
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message: "It's your turn! Roll the dice when ready.",
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actions: ['roll-dice'],
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timestamp: new Date().toISOString()
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});
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// Send "waiting" message to other players
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const connectedPlayers = await gameWebSocketService.getConnectedPlayers(gameCode);
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const waitingPlayers = connectedPlayers.filter((player: string) => player !== nextPlayer);
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await gameWebSocketService.sendToPlayers(gameCode, waitingPlayers, 'game:waiting-turn', {
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message: `Waiting for ${nextPlayer} to play...`,
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currentPlayer: nextPlayer,
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timestamp: new Date().toISOString()
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});
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}
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// Handle field effects - different messages for different players
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async handleFieldEffect(gameCode: string, playerName: string, fieldType: string, effect: any): Promise<void> {
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// Broadcast the field activation to all players
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await gameWebSocketService.broadcastGameEvent(gameCode, 'game:field-activated', {
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playerName,
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fieldType,
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timestamp: new Date().toISOString()
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});
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// Send specific effect to the player who landed on the field
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await gameWebSocketService.sendToPlayer(gameCode, playerName, 'game:field-effect', {
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fieldType,
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effect,
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message: `You landed on a ${fieldType} field!`,
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timestamp: new Date().toISOString()
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});
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}
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// Handle game state monitoring
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async checkGameStatus(gameCode: string): Promise<void> {
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const connectedPlayers = await gameWebSocketService.getConnectedPlayers(gameCode);
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const readyPlayers = await gameWebSocketService.getReadyPlayers(gameCode);
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console.log(`Game ${gameCode} status:`);
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console.log(`- Connected players: ${connectedPlayers.join(', ')}`);
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console.log(`- Ready players: ${readyPlayers.join(', ')}`);
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if (connectedPlayers.length === 0) {
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console.log('- Game is empty');
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} else if (readyPlayers.length === connectedPlayers.length) {
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console.log('- All players are ready!');
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await this.startGame(gameCode);
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}
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}
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// Start game when all players are ready
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async startGame(gameCode: string): Promise<void> {
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await gameWebSocketService.broadcastGameEvent(gameCode, 'game:started', {
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message: 'Game is starting! Get ready to play!',
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timestamp: new Date().toISOString()
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});
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// Send game board and initial state to all players
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const gameState = {
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status: 'active',
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currentPlayer: 'Player1', // Determine first player
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board: {}, // Board data
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players: await gameWebSocketService.getConnectedPlayers(gameCode)
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};
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await gameWebSocketService.broadcastGameStateUpdate(gameCode, gameState);
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}
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}
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// Example 3: Room Structure
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/*
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Dynamic Room Names:
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- game_ABC123 // All players in game ABC123
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- game_ABC123:Player1 // Specific to Player1 in game ABC123
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- game_ABC123:Player2 // Specific to Player2 in game ABC123
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- game_XYZ789 // All players in game XYZ789
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- game_XYZ789:PublicPlayer // Specific to PublicPlayer in game XYZ789
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Usage:
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- Broadcast events: Send to game_ABC123 (all players receive)
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- Player-specific events: Send to game_ABC123:Player1 (only Player1 receives)
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*/
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// Example 4: Game Lifecycle Events
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/*
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// Game start event (broadcasted when gamemaster starts the game)
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gameSocket.on('game:start', (data) => {
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console.log('Game has started!', data);
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// data includes:
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// - gameCode: string
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// - gameId: string
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// - boardData: { fields: GameField[] } - Complete board layout (100 gameplay fields, positions 1-100)
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// - playerOrder: string[] - Turn sequence (player IDs in order)
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// - currentPlayer: string - First player to move
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// - currentTurn: number - Current turn index (starts at 0)
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// - players: string[] - All players in game
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// - startedAt: string - ISO timestamp
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// - message: 'Game has started! Good luck to all players!'
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// Initialize game board UI
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renderGameBoard(data.boardData.fields);
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// Set up turn indicator
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showCurrentPlayer(data.currentPlayer, data.playerOrder);
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// Show start message
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displayGameMessage(data.message);
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});
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// Turn notification for current player
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gameSocket.on('game:your-turn', (data) => {
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console.log('It\'s your turn!', data);
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// data: { message: 'It\'s your turn! Roll the dice!', canRoll: true, timestamp: '...' }
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// Enable dice roll button for current player
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enableDiceRoll();
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showTurnMessage(data.message);
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});
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// Turn change notification for all players
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gameSocket.on('game:turn-changed', (data) => {
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console.log('Turn changed:', data);
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// data: { currentPlayer: 'id', currentPlayerName: 'Name', turnNumber: 2, message: '...', timestamp: '...' }
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// Update UI to show whose turn it is
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updateCurrentPlayerIndicator(data.currentPlayerName);
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showTurnMessage(data.message);
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});
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// Player movement notification
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gameSocket.on('game:player-moved', (data) => {
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console.log('Player moved:', data);
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// data: { playerId: 'id', playerName: 'Name', diceValue: 4, oldPosition: 15, newPosition: 19, hasWon: false, timestamp: '...' }
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// Note: positions 0 (start) → 1-100 (gameplay board) → 101 (finish/win)
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// Animate player movement on board
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animatePlayerMovement(data.playerName, data.oldPosition, data.newPosition);
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// Show dice result
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showDiceResult(data.playerName, data.diceValue);
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if (data.hasWon) {
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showWinnerAnimation(data.playerName);
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}
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});
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// Game end notification
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gameSocket.on('game:ended', (data) => {
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console.log('Game ended:', data);
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// data: { winner: 'id', winnerName: 'Name', message: '🎉 Name won!', finalPositions: [...], timestamp: '...' }
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// Show game over screen
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showGameOverScreen(data.winnerName, data.finalPositions);
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disableAllGameActions();
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});
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// Frontend dice roll (when it's your turn)
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function rollDice() {
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const diceValue = Math.floor(Math.random() * 6) + 1; // Generate 1-6
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// Send dice value to server
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gameSocket.emit('game:dice-roll', {
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gameCode: currentGameCode,
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diceValue: diceValue
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});
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// Disable dice roll button until turn changes
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disableDiceRoll();
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showDiceAnimation(diceValue);
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}
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// Other game events
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gameSocket.on('game:state-update', (gameState) => {
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console.log('Game state updated:', gameState);
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});
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gameSocket.on('game:action-result', (data) => {
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console.log('Player action result:', data);
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// { action: 'roll-dice', playerName: 'Player1', result: { dice: 4 }, timestamp: '...' }
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});
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*/
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// Example 5: REST API Integration (Game Token Flow + Game Start)
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/*
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// Step 1: REST API handles game joining and returns game token
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POST /api/games/join
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{
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"gameCode": "ABC123",
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"playerName": "NewPlayer"
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}
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// Response includes game data + game token
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{
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"id": "game-uuid",
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"gamecode": "ABC123",
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"players": ["player1", "player2", "NewPlayer"],
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...otherGameData,
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"gameToken": "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9..." // Game session token
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}
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// Step 2: Player connects to WebSocket using the game token
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const gameSocket = io('/game');
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gameSocket.emit('game:join', {
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gameToken: gameTokenFromRestAPI // Contains gameId, gameCode, playerName, auth status
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});
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// Step 3: Gamemaster starts the game via REST API
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POST /api/games/{gameId}/start
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// Authorization: Bearer {gamemaster-jwt-token}
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// Response includes game and board data
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{
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"message": "Game started successfully",
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"gameId": "game-uuid",
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"playerCount": 3,
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"game": { ...gameData },
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"boardData": {
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"fields": [
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{ "position": 1, "type": "regular" },
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{ "position": 2, "type": "positive", "stepValue": 3 },
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{ "position": 3, "type": "negative", "stepValue": -2 },
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{ "position": 4, "type": "luck" },
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{ "position": 5, "type": "regular" },
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// ... continues to position 100 (100 gameplay fields)
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{ "position": 100, "type": "regular" }
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]
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// Note: Players start at 0, play on 1-100, win by reaching 101
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}
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}
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// Step 4: All players automatically receive game:start WebSocket event
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// (No additional frontend action needed - happens automatically when gamemaster calls start endpoint)
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*/
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