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
This commit is contained in:
2025-09-21 03:27:57 +02:00
parent 5b7c3ba4b2
commit 86211923db
306 changed files with 52956 additions and 0 deletions
@@ -0,0 +1,436 @@
import { StartGamePlayCommand } from './StartGamePlayCommand';
import { GameAggregate, GameState, BoardData, GameField } from '../../../Domain/Game/GameAggregate';
import { IGameRepository } from '../../../Domain/IRepository/IGameRepository';
import { DIContainer } from '../../Services/DIContainer';
import { RedisService } from '../../Services/RedisService';
import { WebSocketService } from '../../Services/WebSocketService';
import { logOther, logError } from '../../Services/Logger';
export interface GamePlayerPosition {
playerId: string;
playerName?: string;
position: number; // Board position (starts at 0)
turnOrder: number; // Random number to determine turn sequence
isOnline: boolean;
joinedAt: Date;
}
export interface ActiveGamePlayData {
gameId: string;
gameCode: string;
hostId?: string;
maxPlayers: number;
players: GamePlayerPosition[];
state: GameState;
createdAt: Date;
startedAt: Date;
currentTurn: number; // Index of current player in turn order
turnSequence: string[]; // Ordered array of player IDs based on turnOrder
websocketRoom: string;
gamePhase: 'starting' | 'playing' | 'paused' | 'finished';
boardData: BoardData; // Generated board with fields
}
export interface GameStartResult {
game: GameAggregate;
boardData: BoardData;
}
export class StartGamePlayCommandHandler {
private gameRepository: IGameRepository;
private redisService: RedisService;
constructor() {
this.gameRepository = DIContainer.getInstance().gameRepository;
this.redisService = RedisService.getInstance();
}
async handle(command: StartGamePlayCommand): Promise<GameStartResult> {
const startTime = performance.now();
try {
logOther('Starting game play', `gameId: ${command.gameId}, userId: ${command.userId || 'system'}`);
// Find the game
const game = await this.gameRepository.findById(command.gameId);
if (!game) {
throw new Error(`Game with ID ${command.gameId} not found`);
}
// Validate game can be started
this.validateGameCanStart(game, command.userId);
// Wait for board generation to complete (max 20 seconds)
const boardData = await this.waitForBoardGeneration(game.id);
// Update game state in database
const updatedGame = await this.gameRepository.update(game.id, {
started: true,
state: GameState.ACTIVE,
startdate: new Date()
});
if (!updatedGame) {
throw new Error('Failed to update game state');
}
// Initialize game play in Redis with board data
await this.initializeGamePlayInRedis(updatedGame, boardData);
// Notify all players via WebSocket
await this.notifyGameStart(updatedGame);
const endTime = performance.now();
logOther('Game play started successfully', {
gameId: updatedGame.id,
gameCode: updatedGame.gamecode,
playerCount: updatedGame.players.length,
executionTime: Math.round(endTime - startTime)
});
return {
game: updatedGame,
boardData: boardData
};
} catch (error) {
const endTime = performance.now();
logError('Failed to start game play', error instanceof Error ? error : new Error(String(error)));
logOther('Game start failed', {
gameId: command.gameId,
userId: command.userId,
executionTime: Math.round(endTime - startTime)
});
throw error;
}
}
private validateGameCanStart(game: GameAggregate, userId?: string): void {
// Check if game is in waiting state
if (game.state !== GameState.WAITING) {
throw new Error('Game is not in waiting state and cannot be started');
}
// Check if game is already started
if (game.started) {
throw new Error('Game has already been started');
}
// Check if there are enough players (at least 2)
if (game.players.length < 2) {
throw new Error('Game needs at least 2 players to start');
}
// For private and organization games, check if user is game master
if (game.createdby && userId && game.createdby !== userId) {
throw new Error('Only the game master can start this game');
}
logOther('Game start validation passed', {
gameId: game.id,
gameCode: game.gamecode,
playerCount: game.players.length,
gameState: game.state,
isGameMaster: !game.createdby || (userId && game.createdby === userId)
});
}
private async initializeGamePlayInRedis(game: GameAggregate, boardData: BoardData): Promise<void> {
try {
const redisKey = `gameplay:${game.id}`;
// Generate random turn orders for all players
const playersWithPositions = this.initializePlayerPositions(game.players);
// Sort by turn order to create turn sequence
const turnSequence = [...playersWithPositions]
.sort((a, b) => a.turnOrder - b.turnOrder)
.map(p => p.playerId);
const gamePlayData: ActiveGamePlayData = {
gameId: game.id,
gameCode: game.gamecode,
hostId: game.createdby || undefined,
maxPlayers: game.maxplayers,
players: playersWithPositions,
state: GameState.ACTIVE,
createdAt: game.createdate,
startedAt: new Date(),
currentTurn: 0, // Start with first player in sequence
turnSequence,
websocketRoom: `game_${game.gamecode}`,
gamePhase: 'starting',
boardData
};
// Store game play data in Redis with TTL (24 hours)
await this.redisService.setWithExpiry(redisKey, JSON.stringify(gamePlayData), 24 * 60 * 60);
// Create turn sequence mapping for quick lookups
await this.redisService.setWithExpiry(
`game_turns:${game.id}`,
JSON.stringify(turnSequence),
24 * 60 * 60
);
logOther('Game play initialized in Redis', {
gameId: game.id,
gameCode: game.gamecode,
playerCount: playersWithPositions.length,
turnSequence,
currentPlayer: turnSequence[0],
redisKey
});
} catch (error) {
logError('Failed to initialize game play in Redis', error instanceof Error ? error : new Error(String(error)));
throw new Error('Failed to initialize game session');
}
}
private initializePlayerPositions(playerIds: string[]): GamePlayerPosition[] {
const players: GamePlayerPosition[] = [];
// Generate random turn orders (1 to playerCount)
const turnOrders = this.generateRandomTurnOrders(playerIds.length);
playerIds.forEach((playerId, index) => {
players.push({
playerId,
position: 0, // All players start at position 0
turnOrder: turnOrders[index],
isOnline: true, // Assume online when game starts
joinedAt: new Date()
});
});
logOther('Player positions initialized', {
playerCount: players.length,
turnOrders: turnOrders,
playersData: players.map(p => ({
playerId: p.playerId,
position: p.position,
turnOrder: p.turnOrder
}))
});
return players;
}
private generateRandomTurnOrders(playerCount: number): number[] {
// Create array [1, 2, 3, ..., playerCount]
const orders = Array.from({ length: playerCount }, (_, i) => i + 1);
// Fisher-Yates shuffle
for (let i = orders.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[orders[i], orders[j]] = [orders[j], orders[i]];
}
return orders;
}
private async notifyGameStart(game: GameAggregate): Promise<void> {
try {
// Note: WebSocket notifications will be handled when WebSocket service is available
// For now, just log the game start
logOther('Game start notifications prepared', {
gameId: game.id,
gameCode: game.gamecode,
playerCount: game.players.length,
websocketRoom: `game_${game.gamecode}`
});
// TODO: Implement WebSocket notifications when service is properly integrated
// wsService.notifyGameStart(game.gamecode, game.players);
// wsService.broadcastGameStateUpdate(game.gamecode, gameStateData);
} catch (error) {
logError('Failed to prepare game start notifications', error instanceof Error ? error : new Error(String(error)));
// Don't throw error here - notification failure shouldn't prevent game start
}
}
async getGamePlayFromRedis(gameId: string): Promise<ActiveGamePlayData | null> {
try {
const redisKey = `gameplay:${gameId}`;
const data = await this.redisService.get(redisKey);
return data ? JSON.parse(data) as ActiveGamePlayData : null;
} catch (error) {
logError('Failed to get game play from Redis', error instanceof Error ? error : new Error(String(error)));
return null;
}
}
async updatePlayerPosition(gameId: string, playerId: string, newPosition: number): Promise<void> {
try {
const gameData = await this.getGamePlayFromRedis(gameId);
if (!gameData) {
throw new Error('Game session not found');
}
// Update player position
const player = gameData.players.find(p => p.playerId === playerId);
if (player) {
player.position = newPosition;
// Save back to Redis
const redisKey = `gameplay:${gameId}`;
await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
logOther('Player position updated', {
gameId,
playerId,
newPosition
});
}
} catch (error) {
logError('Failed to update player position', error instanceof Error ? error : new Error(String(error)));
throw error;
}
}
async getNextPlayer(gameId: string): Promise<string | null> {
try {
const gameData = await this.getGamePlayFromRedis(gameId);
if (!gameData) {
return null;
}
const nextTurnIndex = (gameData.currentTurn + 1) % gameData.turnSequence.length;
return gameData.turnSequence[nextTurnIndex];
} catch (error) {
logError('Failed to get next player', error instanceof Error ? error : new Error(String(error)));
return null;
}
}
async advanceTurn(gameId: string): Promise<string | null> {
try {
const gameData = await this.getGamePlayFromRedis(gameId);
if (!gameData) {
return null;
}
// Advance to next player
gameData.currentTurn = (gameData.currentTurn + 1) % gameData.turnSequence.length;
const currentPlayer = gameData.turnSequence[gameData.currentTurn];
// Save back to Redis
const redisKey = `gameplay:${gameId}`;
await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
logOther('Turn advanced', {
gameId,
currentTurn: gameData.currentTurn,
currentPlayer
});
return currentPlayer;
} catch (error) {
logError('Failed to advance turn', error instanceof Error ? error : new Error(String(error)));
return null;
}
}
private async waitForBoardGeneration(gameId: string): Promise<BoardData> {
const maxWaitTime = parseInt(process.env.MAX_GENERATION_TIME_SECONDS || '20') * 1000;
const pollInterval = 500; // Check every 500ms
const startTime = Date.now();
logOther(`Waiting for board generation for game ${gameId}`, {
maxWaitTime: maxWaitTime / 1000,
pollInterval,
redisKey: `game_board_${gameId}`
});
while (Date.now() - startTime < maxWaitTime) {
try {
const redisKey = `game_board_${gameId}`;
const boardDataStr = await this.redisService.get(redisKey);
logOther(`Board generation check for game ${gameId}`, {
attempt: Math.floor((Date.now() - startTime) / pollInterval) + 1,
hasData: !!boardDataStr,
dataLength: boardDataStr ? boardDataStr.length : 0,
waitTime: Date.now() - startTime
});
if (boardDataStr) {
const boardData: BoardData = JSON.parse(boardDataStr);
logOther(`Board data found for game ${gameId}`, {
generationComplete: boardData.generationComplete,
hasError: !!boardData.error,
fieldsCount: boardData.fields ? boardData.fields.length : 0
});
if (boardData.generationComplete) {
if (boardData.error) {
logError(`Board generation failed for game ${gameId}`, new Error(boardData.error));
throw new Error(`Board generation failed: ${boardData.error}`);
}
logOther(`Board generation completed for game ${gameId}`, {
fieldCount: boardData.fields.length,
waitTime: Date.now() - startTime
});
return boardData;
}
} else {
// No board data found yet - check if we need to trigger generation
logOther(`No board data found yet for game ${gameId}, checking if generation was triggered...`, {
waitTime: Date.now() - startTime,
redisKey
});
// If we've waited for 2 seconds and still no data, try to trigger generation manually
if (Date.now() - startTime > 2000) {
await this.ensureBoardGenerationTriggered(gameId);
}
}
// Wait before next poll
await new Promise(resolve => setTimeout(resolve, pollInterval));
} catch (error) {
logError(`Error checking board generation status for game ${gameId}`, error as Error);
throw new Error(`Failed to retrieve board data: ${error instanceof Error ? error.message : String(error)}`);
}
}
// Timeout reached
logError(`Board generation timeout for game ${gameId}`, new Error(`Generation took longer than ${maxWaitTime / 1000} seconds`));
throw new Error(`Board generation timeout. Game ${gameId} is not ready to start. Please try again later.`);
}
private async ensureBoardGenerationTriggered(gameId: string): Promise<void> {
try {
logOther(`Ensuring board generation is triggered for game ${gameId}`);
// Check if generation was already triggered by looking for any board data
const redisKey = `game_board_${gameId}`;
const existingData = await this.redisService.get(redisKey);
if (!existingData) {
// No data at all - trigger generation manually
logOther(`No board generation found for game ${gameId}, triggering manually`);
// Use DIContainer to trigger board generation
const generateBoardCommand = {
gameId,
positiveFieldCount: Math.floor(67 * 0.6), // Default: 60% positive
negativeFieldCount: Math.floor(67 * 0.25), // Default: 25% negative
luckFieldCount: Math.floor(67 * 0.15) // Default: 15% luck
};
await DIContainer.getInstance().generateBoardCommandHandler.execute(generateBoardCommand);
logOther(`Board generation manually triggered for game ${gameId}`);
}
} catch (error) {
logError(`Failed to ensure board generation for game ${gameId}`, error as Error);
// Don't throw here - let the main wait loop handle the timeout
}
}
}