fixed merge conflicts

This commit is contained in:
2025-09-26 17:01:45 +02:00
parent 8f6634b03f
commit 8980d98394
14 changed files with 3 additions and 588 deletions
@@ -1,32 +1,17 @@
import { GameField, BoardData } from '../../Domain/Game/GameAggregate';
import { logOther, logError } from '../Services/Logger';
<<<<<<< HEAD
=======
interface TargetField {
fieldNumber: number;
distance: number;
}
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
interface SpecialFieldInfo {
position: number;
type: 'positive' | 'negative' | 'luck';
}
export class BoardGenerationService {
<<<<<<< HEAD
=======
private readonly MAX_GENERATION_TIME = parseInt(process.env.MAX_GENERATION_TIME_SECONDS || '20') * 1000;
private readonly ERROR_TOLERANCE = parseInt(process.env.GENERATION_ERROR_TOLERANCE || '15');
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
async generateBoard(
positiveFieldCount: number,
negativeFieldCount: number,
luckFieldCount: number
): Promise<BoardData> {
<<<<<<< HEAD
// Pattern-based approach has 100% success rate, no retry needed
const result = this.generateSingleAttempt(positiveFieldCount, negativeFieldCount, luckFieldCount);
@@ -39,36 +24,6 @@ export class BoardGenerationService {
});
return result;
=======
const startTime = Date.now();
let bestAttempt: BoardData | null = null;
let attemptCount = 0;
while (Date.now() - startTime < this.MAX_GENERATION_TIME) {
attemptCount++;
try {
const attempt = this.generateSingleAttempt(positiveFieldCount, negativeFieldCount, luckFieldCount);
if (attempt.totalErrorRate <= this.ERROR_TOLERANCE) {
logOther(`Board generation successful on attempt ${attemptCount}. Error rate: ${attempt.totalErrorRate}%`);
return attempt;
}
if (!bestAttempt || attempt.totalErrorRate < bestAttempt.totalErrorRate) {
bestAttempt = attempt;
}
logOther(`Attempt ${attemptCount}: Error rate ${attempt.totalErrorRate}% (target: ${this.ERROR_TOLERANCE}%)`);
} catch (error) {
logError(`Board generation attempt ${attemptCount} failed:`, error as Error);
}
}
logOther(`Using best attempt with error rate: ${bestAttempt?.totalErrorRate || 100}%`);
return bestAttempt || this.generateFallbackBoard(positiveFieldCount, negativeFieldCount, luckFieldCount);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
}
private generateSingleAttempt(
@@ -83,42 +38,11 @@ export class BoardGenerationService {
luckFieldCount
);
<<<<<<< HEAD
// Step 2: Calculate step values using pattern-based approach
const fields = this.calculatePatternBasedStepValues(specialFieldPositions);
return {
fields
=======
// Step 2: Select target fields for each special field (6 targets per field for dice 1-6)
const targetFieldsMap = this.selectTargetFields(specialFieldPositions);
// Step 3: Create border with strategic placement
const border = this.createStrategicBorder(targetFieldsMap);
// Step 4: Calculate step values based on border positions
const fields = this.calculateStepValues(specialFieldPositions, targetFieldsMap, border);
// Step 5: Validate against 20-30 rule and calculate error rate
const validationResults = this.validateBoardGeneration(fields, border);
// Log generation statistics
logOther('Board generation attempt completed', {
totalFields: fields.length,
specialFields: fields.filter(f => f.type !== 'regular').length,
positiveFields: fields.filter(f => f.type === 'positive').length,
negativeFields: fields.filter(f => f.type === 'negative').length,
luckFields: fields.filter(f => f.type === 'luck').length,
errorRate: validationResults.errorRate,
targetCount: Array.from(targetFieldsMap.values()).reduce((sum, targets) => sum + targets.length, 0)
});
return {
fields,
border,
validationResults: validationResults.validationResults,
totalErrorRate: validationResults.errorRate
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
};
}
@@ -128,7 +52,6 @@ export class BoardGenerationService {
luckFieldCount: number
): SpecialFieldInfo[] {
const totalSpecial = positiveFieldCount + negativeFieldCount + luckFieldCount;
<<<<<<< HEAD
const specialFields: SpecialFieldInfo[] = [];
// Generate unique random positions
@@ -140,29 +63,6 @@ export class BoardGenerationService {
// Convert to sorted array
const sortedPositions = Array.from(positions).sort((a, b) => a - b);
=======
const positions: number[] = [];
const specialFields: SpecialFieldInfo[] = [];
// Random placement with retry for good distribution
let attempts = 0;
while (positions.length < totalSpecial && attempts < 100) {
const position = Math.floor(Math.random() * 100) + 1; // 1-100
if (!positions.includes(position)) {
// Check minimum distance from existing positions
const tooClose = positions.some(existingPos => Math.abs(existingPos - position) < 3);
if (!tooClose || attempts > 50) { // Relax distance requirement after many attempts
positions.push(position);
}
}
attempts++;
}
// Sort positions and assign types
positions.sort((a, b) => a - b);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
// Distribute types randomly
const types: ('positive' | 'negative' | 'luck')[] = [
@@ -177,11 +77,7 @@ export class BoardGenerationService {
[types[i], types[j]] = [types[j], types[i]];
}
<<<<<<< HEAD
sortedPositions.forEach((position, index) => {
=======
positions.forEach((position, index) => {
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
specialFields.push({
position,
type: types[index] || 'positive'
@@ -191,156 +87,14 @@ export class BoardGenerationService {
return specialFields;
}
<<<<<<< HEAD
private calculatePatternBasedStepValues(specialFields: SpecialFieldInfo[]): GameField[] {
=======
private selectTargetFields(specialFields: SpecialFieldInfo[]): Map<number, TargetField[]> {
const targetFieldsMap = new Map<number, TargetField[]>();
specialFields.forEach(field => {
if (field.type === 'luck') {
// Luck fields don't need target calculations
targetFieldsMap.set(field.position, []);
return;
}
const targets: TargetField[] = [];
const usedTargets = new Set<number>();
// Generate 6 different target fields (for dice 1-6) with 20-30 rule compliance
for (let i = 0; i < 6; i++) {
let targetField: number;
let distance: number;
let attempts = 0;
do {
// Determine max distance based on field position (20-30 rule)
let maxDistance: number;
let maxBackward: number;
if (field.position <= 85) {
maxDistance = 20;
maxBackward = 20;
} else {
maxDistance = 20; // forward
maxBackward = 30; // backward
}
// Create variety in distances within the allowed range
const distanceType = Math.random();
if (distanceType < 0.5) {
// Close distance (50% chance) - 1 to 1/3 of max
distance = Math.floor(Math.random() * Math.floor(maxDistance / 3)) + 1;
} else {
// Far distance (50% chance) - 1/3 to max
distance = Math.floor(Math.random() * (maxDistance - Math.floor(maxDistance / 3))) + Math.floor(maxDistance / 3);
}
// Randomly choose forward or backward
if (Math.random() < 0.5) {
distance = -Math.min(distance, maxBackward);
} else {
distance = Math.min(distance, maxDistance);
}
targetField = field.position + distance;
// Ensure target is within valid range
if (targetField < 1) targetField = 1;
if (targetField > 100) targetField = 100;
// Recalculate actual distance after clamping
distance = Math.abs(targetField - field.position);
attempts++;
} while (usedTargets.has(targetField) && attempts < 30);
if (!usedTargets.has(targetField)) {
usedTargets.add(targetField);
targets.push({
fieldNumber: targetField,
distance: Math.abs(targetField - field.position)
});
} else {
// Fallback: use a nearby valid target
let fallbackTarget = field.position + (i - 3); // Create some variety around current position
if (fallbackTarget < 1) fallbackTarget = 1;
if (fallbackTarget > 100) fallbackTarget = 100;
targets.push({
fieldNumber: fallbackTarget,
distance: Math.abs(fallbackTarget - field.position)
});
}
}
targetFieldsMap.set(field.position, targets);
});
return targetFieldsMap;
}
private createStrategicBorder(targetFieldsMap: Map<number, TargetField[]>): number[] {
// Collect all target field numbers
const targetNumbers = new Set<number>();
targetFieldsMap.forEach(targets => {
targets.forEach(target => targetNumbers.add(target.fieldNumber));
});
// Create array of all numbers 1-100
const allNumbers = Array.from({ length: 100 }, (_, i) => i + 1);
// Separate target numbers from remaining numbers
const remainingNumbers = allNumbers.filter(num => !targetNumbers.has(num));
// Shuffle remaining numbers
for (let i = remainingNumbers.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[remainingNumbers[i], remainingNumbers[j]] = [remainingNumbers[j], remainingNumbers[i]];
}
// Create border with strategic placement
const border: number[] = [];
const targetArray = Array.from(targetNumbers);
// Encourage overlap by placing target numbers first, then fill with random
let targetIndex = 0;
let remainingIndex = 0;
for (let i = 0; i < 100; i++) {
// Alternate between target numbers and remaining numbers, but favor targets when available
if (targetIndex < targetArray.length && (remainingIndex >= remainingNumbers.length || Math.random() < 0.6)) {
border.push(targetArray[targetIndex]);
targetIndex++;
} else if (remainingIndex < remainingNumbers.length) {
border.push(remainingNumbers[remainingIndex]);
remainingIndex++;
} else {
// Fallback - should not happen if logic is correct
border.push((i % 100) + 1);
}
}
return border;
}
private calculateStepValues(
specialFields: SpecialFieldInfo[],
targetFieldsMap: Map<number, TargetField[]>,
border: number[]
): GameField[] {
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
// Initialize all fields as regular
const fields: GameField[] = Array.from({ length: 100 }, (_, i) => ({
position: i + 1,
type: 'regular' as const
}));
<<<<<<< HEAD
// Update special fields with pattern-based step values
=======
// Update special fields with calculated step values
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
specialFields.forEach(specialField => {
const fieldIndex = specialField.position - 1; // Convert to 0-based index
fields[fieldIndex].type = specialField.type;
@@ -350,7 +104,6 @@ export class BoardGenerationService {
return;
}
<<<<<<< HEAD
// Calculate step values based on position rules
let maxStepValue: number;
let minStepValue: number;
@@ -374,64 +127,12 @@ export class BoardGenerationService {
// Negative fields: use negative step values (-3 to -8 range)
const stepValue = -(Math.floor(Math.random() * 6) + 3); // -3 to -8
fields[fieldIndex].stepValue = Math.max(stepValue, minStepValue);
=======
const targets = targetFieldsMap.get(specialField.position) || [];
if (targets.length === 0) return;
// NEW APPROACH: Calculate step value that will land on first target with dice=1
// This ensures we have a baseline that works, then dice 2-6 will hit other targets
const firstTarget = targets[0];
const targetIndexInBorder = border.indexOf(firstTarget.fieldNumber);
if (targetIndexInBorder !== -1) {
// Start from field position in border (field position = border index + 1, but we want 0-based)
const startBorderIndex = (specialField.position - 1) % border.length;
// Calculate step value needed to reach target with dice=1
let stepValue: number;
if (specialField.type === 'positive') {
// For positive: move right to target, then +1 more for dice=1
stepValue = targetIndexInBorder - startBorderIndex - 1; // -1 for dice offset
// Handle wrap-around
if (stepValue < 0) {
stepValue += border.length;
}
} else {
// For negative: move left to target, then -1 more for dice=1
stepValue = startBorderIndex - targetIndexInBorder + 1; // +1 for dice offset
// Handle wrap-around
if (stepValue > border.length) {
stepValue -= border.length;
}
// Make negative for negative fields
stepValue = -stepValue;
}
fields[fieldIndex].stepValue = stepValue;
// Debug logging for step value calculation
logOther(`Calculated step value for ${specialField.type} field at position ${specialField.position}`, {
targetField: firstTarget.fieldNumber,
targetIndexInBorder,
startBorderIndex,
calculatedStepValue: stepValue,
fieldType: specialField.type
});
} else {
// Fallback if target not found in border (shouldn't happen)
fields[fieldIndex].stepValue = specialField.type === 'positive' ? 1 : -1;
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
}
});
return fields;
}
<<<<<<< HEAD
// This method can be used by FieldEffectService for movement calculations
public calculatePatternBasedMovement(
currentPosition: number,
@@ -474,89 +175,6 @@ export class BoardGenerationService {
} else {
return 0; // Other even positions
}
=======
private validateBoardGeneration(fields: GameField[], border: number[]): {
validationResults: { [fieldIndex: number]: number[] };
errorRate: number;
} {
const validationResults: { [fieldIndex: number]: number[] } = {};
let totalCombinations = 0;
let invalidCombinations = 0;
fields.forEach((field, fieldIndex) => {
if (field.type !== 'positive' && field.type !== 'negative') {
return; // Skip non-special fields
}
const diceOutcomes: number[] = [];
for (let diceValue = 1; diceValue <= 6; diceValue++) {
totalCombinations++;
try {
const result = this.calculateBorderMovement(
field.position,
field.stepValue || 0,
diceValue,
border,
field.type === 'positive'
);
// Validate 20-30 rule
const distance = Math.abs(result - field.position);
const isValid = this.validate20_30Rule(field.position, result, distance);
if (isValid) {
diceOutcomes.push(result);
} else {
diceOutcomes.push(-1); // Mark as invalid
invalidCombinations++;
}
} catch (error) {
diceOutcomes.push(-1); // Mark as invalid
invalidCombinations++;
}
}
validationResults[fieldIndex] = diceOutcomes;
});
const errorRate = totalCombinations > 0 ? (invalidCombinations / totalCombinations) * 100 : 0;
return {
validationResults,
errorRate: Math.round(errorRate * 100) / 100 // Round to 2 decimal places
};
}
private calculateBorderMovement(
currentPosition: number,
stepValue: number,
diceValue: number,
border: number[],
isPositive: boolean
): number {
// Step 1: Find border index for current field (field position corresponds to border index)
let borderIndex = (currentPosition - 1) % border.length; // Convert to 0-based, handle wraparound
// Step 2: Apply field step value (handle negative step values for negative fields)
if (isPositive) {
borderIndex = (borderIndex + Math.abs(stepValue)) % border.length;
} else {
// For negative fields, stepValue is already negative, so we subtract it (which adds its absolute value)
borderIndex = (borderIndex - stepValue + border.length) % border.length;
}
// Step 3: Apply dice value
if (isPositive) {
borderIndex = (borderIndex + diceValue) % border.length;
} else {
borderIndex = (borderIndex - diceValue + border.length) % border.length;
}
// Step 4: Return the field number at final border position
return border[borderIndex];
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
}
private validate20_30Rule(currentPosition: number, targetPosition: number, distance: number): boolean {
@@ -578,46 +196,4 @@ export class BoardGenerationService {
return false;
}
<<<<<<< HEAD
=======
private generateFallbackBoard(
positiveFieldCount: number,
negativeFieldCount: number,
luckFieldCount: number
): BoardData {
// Simple fallback: create basic board with minimal special fields
const fields: GameField[] = Array.from({ length: 100 }, (_, i) => ({
position: i + 1,
type: 'regular' as const
}));
// Add a few special fields with safe step values
let specialCount = 0;
for (let i = 10; i < 90 && specialCount < positiveFieldCount + negativeFieldCount; i += 10) {
if (specialCount < positiveFieldCount) {
fields[i].type = 'positive';
fields[i].stepValue = 1;
} else {
fields[i].type = 'negative';
fields[i].stepValue = -1;
}
specialCount++;
}
// Simple border: shuffled 1-100
const border = Array.from({ length: 100 }, (_, i) => i + 1);
for (let i = border.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[border[i], border[j]] = [border[j], border[i]];
}
return {
fields,
border,
validationResults: {},
totalErrorRate: 100 // Mark as fallback
};
}
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
}
@@ -37,11 +37,7 @@ export class GenerateBoardCommandHandler {
);
const executionTime = Date.now() - startTime;
<<<<<<< HEAD
logOther(`Board generation completed for game ${cmd.gameId} in ${executionTime}ms using pattern-based approach`);
=======
logOther(`Board generation completed for game ${cmd.gameId} in ${executionTime}ms. Error rate: ${boardData.totalErrorRate}%`);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
} catch (error) {
logError(`Board generation failed for game ${cmd.gameId}:`, error as Error);
@@ -50,12 +46,6 @@ export class GenerateBoardCommandHandler {
const errorData: BoardData = {
gameId: cmd.gameId,
fields: [],
<<<<<<< HEAD
=======
border: [],
validationResults: {},
totalErrorRate: 100,
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
generationComplete: false,
error: error instanceof Error ? error.message : 'Unknown error',
generatedAt: new Date()
@@ -151,7 +151,6 @@ export class JoinGameCommandHandler {
isOnline: true
};
<<<<<<< HEAD
// Check if player name is already in use by a different player
const existingPlayerWithName = gameData.currentPlayers.find(
p => p.playerName === command.playerName && p.playerId !== command.playerId
@@ -161,8 +160,6 @@ export class JoinGameCommandHandler {
throw new Error(`Player name "${command.playerName}" is already in use in this game`);
}
=======
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
// Update players list (remove if exists, then add)
gameData.currentPlayers = gameData.currentPlayers.filter(p => p.playerId !== command.playerId);
gameData.currentPlayers.push(newPlayer);
@@ -173,12 +170,6 @@ export class JoinGameCommandHandler {
// Store updated data in Redis with TTL (24 hours)
await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
<<<<<<< HEAD
=======
// Add player to active players set
await this.redisService.setAdd(`active_players:${game.id}`, command.playerId);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
logOther('Game data updated in Redis', {
gameId: game.id,
gameCode: game.gamecode,
@@ -219,10 +210,6 @@ export class JoinGameCommandHandler {
gameData.currentPlayers = gameData.currentPlayers.filter(p => p.playerId !== playerId);
await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
<<<<<<< HEAD
=======
await this.redisService.setRemove(`active_players:${gameId}`, playerId);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
}
} catch (error) {
logError('Failed to remove player from Redis', error instanceof Error ? error : new Error(String(error)));
@@ -64,11 +64,7 @@ export class StartGameCommandHandler {
gamecode,
maxplayers: command.maxplayers,
logintype: command.logintype,
<<<<<<< HEAD
createdby: command.userid!,
=======
createdby: command.userid || null,
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
orgid: command.orgid || null,
gamedecks,
players: [],
@@ -28,11 +28,7 @@ export interface ActiveGamePlayData {
turnSequence: string[]; // Ordered array of player IDs based on turnOrder
websocketRoom: string;
gamePhase: 'starting' | 'playing' | 'paused' | 'finished';
<<<<<<< HEAD
boardData: BoardData; // Generated board with fields
=======
boardData: BoardData; // Generated board with fields and border
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
}
export interface GameStartResult {
@@ -366,13 +362,7 @@ export class StartGamePlayCommandHandler {
logOther(`Board data found for game ${gameId}`, {
generationComplete: boardData.generationComplete,
hasError: !!boardData.error,
<<<<<<< HEAD
fieldsCount: boardData.fields ? boardData.fields.length : 0
=======
fieldsCount: boardData.fields ? boardData.fields.length : 0,
borderLength: boardData.border ? boardData.border.length : 0,
totalErrorRate: boardData.totalErrorRate
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
});
if (boardData.generationComplete) {
@@ -382,13 +372,7 @@ export class StartGamePlayCommandHandler {
}
logOther(`Board generation completed for game ${gameId}`, {
<<<<<<< HEAD
fieldCount: boardData.fields.length,
=======
errorRate: boardData.totalErrorRate,
fieldCount: boardData.fields.length,
borderLength: boardData.border.length,
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
waitTime: Date.now() - startTime
});
@@ -79,11 +79,7 @@ export async function authRequired(req: Request, res: Response, next: NextFuncti
orgId: payload.orgId
}, req);
<<<<<<< HEAD
const refreshed = jwtService.refreshIfNeeded(payload, res, req);
=======
const refreshed = jwtService.refreshIfNeeded(payload, res);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
if (refreshed) {
logAuth('Token refreshed', payload.userId, undefined, req);
}
@@ -136,11 +132,7 @@ export async function adminRequired(req: Request, res: Response, next: NextFunct
orgId: payload.orgId
}, req);
<<<<<<< HEAD
const refreshed = jwtService.refreshIfNeeded(payload, res, req);
=======
const refreshed = jwtService.refreshIfNeeded(payload, res);
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
if (refreshed) {
logAuth('Admin token refreshed', payload.userId, undefined, req);
}
@@ -60,12 +60,9 @@ import { EmailService } from './EmailService';
import { GameTokenService } from './GameTokenService';
import { ContactEmailService } from './ContactEmailService';
import { DeckImportExportService } from './DeckImportExportService';
<<<<<<< HEAD
import { FieldEffectService } from './FieldEffectService';
import { CardDrawingService } from './CardDrawingService';
import { GamemasterService } from './GamemasterService';
=======
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
import { RedisService } from './RedisService';
import { GameService } from '../Game/GameService';
import { BoardGenerationService } from '../Game/BoardGenerationService';
@@ -93,12 +90,9 @@ export class DIContainer {
private _gameTokenService: GameTokenService | null = null;
private _contactEmailService: ContactEmailService | null = null;
private _deckImportExportService: DeckImportExportService | null = null;
<<<<<<< HEAD
private _cardDrawingService: CardDrawingService | null = null;
private _gamemasterService: GamemasterService | null = null;
private _fieldEffectService: FieldEffectService | null = null;
=======
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
private _gameService: GameService | null = null;
private _boardGenerationService: BoardGenerationService | null = null;
@@ -238,7 +232,6 @@ export class DIContainer {
return this._deckImportExportService;
}
<<<<<<< HEAD
public get cardDrawingService(): CardDrawingService {
if (!this._cardDrawingService) {
this._cardDrawingService = new CardDrawingService();
@@ -263,8 +256,6 @@ export class DIContainer {
return this._fieldEffectService;
}
=======
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
public get gameService(): GameService {
if (!this._gameService) {
this._gameService = new GameService();
@@ -262,14 +262,6 @@ export class WebSocketService {
socket.on('chat:archive:delete', (data: DeleteChatArchiveData) => this.handleDeleteChatArchive(socket, data));
socket.on('message:delete', (data: DeleteMessageData) => this.handleDeleteMessage(socket, data));
<<<<<<< HEAD
=======
// Game event handlers (prepared for future implementation)
socket.on('game:join', (data: JoinGameRoomData) => this.handleJoinGameRoom(socket, data));
socket.on('game:leave', (data: LeaveGameRoomData) => this.handleLeaveGameRoom(socket, data));
socket.on('game:action', (data: GameActionData) => this.handleGameAction(socket, data));
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
socket.on('disconnect', () => this.handleDisconnection(socket));
}
@@ -17,7 +17,6 @@ export class LogoutCommandHandler {
try {
logAuth('Logout process started', userId);
<<<<<<< HEAD
// 1. Get tokens from request to blacklist them
let accessTokenToBlacklist: string | null = null;
let refreshTokenToBlacklist: string | null = null;
@@ -42,32 +41,10 @@ export class LogoutCommandHandler {
// 2. Blacklist both access and refresh tokens in Redis
if (accessTokenToBlacklist && req) {
try {
=======
// 1. Get token from request to blacklist it
let tokenToBlacklist: string | null = null;
if (req) {
// Extract token from cookie
tokenToBlacklist = req.cookies['auth_token'];
// Also check Authorization header as fallback
if (!tokenToBlacklist && req.headers.authorization) {
const authHeader = req.headers.authorization;
if (authHeader.startsWith('Bearer ')) {
tokenToBlacklist = authHeader.substring(7);
}
}
}
// 2. Blacklist the current JWT token in Redis (if available)
if (tokenToBlacklist && req) {
try {
// Store token in blacklist with expiration matching token expiry
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
const decoded = this.jwtService.verify(req);
if (decoded && decoded.exp) {
const ttl = decoded.exp - Math.floor(Date.now() / 1000);
if (ttl > 0) {
<<<<<<< HEAD
await this.redisService.setWithExpiry(`blacklist:${accessTokenToBlacklist}`, 'true', ttl);
logAuth('Access token blacklisted', userId, { tokenExpiry: ttl });
}
@@ -97,24 +74,6 @@ export class LogoutCommandHandler {
if (req) {
this.jwtService.logout(req, res);
}
=======
await this.redisService.setWithExpiry(`blacklist:${tokenToBlacklist}`, 'true', ttl);
logAuth('JWT token blacklisted', userId, { tokenExpiry: ttl });
}
}
} catch (error) {
logWarning('Failed to blacklist token', { userId, error: (error as Error).message });
}
}
// 3. Clear authentication cookie
res.clearCookie('auth_token', {
httpOnly: true,
secure: process.env.NODE_ENV === 'production',
sameSite: 'strict',
path: '/'
});
>>>>>>> 83fad59878db015ec8d86bdec1ecbbca0baddfd2
// 4. Remove user from active sessions in Redis
try {
@@ -55,4 +55,4 @@ export class ResetPasswordCommandHandler {
throw error;
}
}
}
}