290 lines
11 KiB
TypeScript
290 lines
11 KiB
TypeScript
import { StartGameCommand } from './StartGameCommand';
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import { GameAggregate, GameDeck, GameCard, DeckType, GameState } from '../../../Domain/Game/GameAggregate';
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import { DeckAggregate } from '../../../Domain/Deck/DeckAggregate';
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import { IGameRepository } from '../../../Domain/IRepository/IGameRepository';
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import { IDeckRepository } from '../../../Domain/IRepository/IDeckRepository';
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import { DIContainer } from '../../Services/DIContainer';
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import { RedisService } from '../../Services/RedisService';
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import { logOther, logError } from '../../Services/Logger';
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import { randomBytes } from 'crypto';
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import { GenerateBoardCommand } from './GenerateBoardCommand';
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export interface ActiveGameData {
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gameId: string;
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gameCode: string;
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hostId?: string;
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maxPlayers: number;
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currentPlayers: GamePlayerData[];
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state: GameState;
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createdAt: Date;
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startedAt?: Date;
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currentTurn?: string;
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websocketRoom: string;
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}
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export interface GamePlayerData {
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playerId: string;
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playerName?: string;
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joinedAt: Date;
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isOnline: boolean;
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position?: number;
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}
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export class StartGameCommandHandler {
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private gameRepository: IGameRepository;
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private deckRepository: IDeckRepository;
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private redisService: RedisService;
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constructor() {
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this.gameRepository = DIContainer.getInstance().gameRepository;
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this.deckRepository = DIContainer.getInstance().deckRepository;
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this.redisService = RedisService.getInstance();
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}
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async handle(command: StartGameCommand): Promise<GameAggregate> {
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const startTime = performance.now();
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try {
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logOther('Starting game creation', `deckCount: ${command.deckids.length}, maxPlayers: ${command.maxplayers}, loginType: ${command.logintype}`);
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// Generate unique game code
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const gamecode = this.generateGameCode();
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// Fetch all decks by IDs
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const decks = await this.fetchDecks(command.deckids);
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// Validate we have 3 deck types
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this.validateDeckTypes(decks);
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// Group decks by type and shuffle cards within each type
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const gamedecks = await this.createShuffledGameDecks(decks);
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// Create the game aggregate
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const gameData: Partial<GameAggregate> = {
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gamecode,
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maxplayers: command.maxplayers,
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logintype: command.logintype,
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createdby: command.userid!,
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orgid: command.orgid || null,
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gamedecks,
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players: [],
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started: false,
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finished: false,
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winner: null,
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state: GameState.WAITING,
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startdate: null,
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enddate: null
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};
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// Save the game to database
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const savedGame = await this.gameRepository.create(gameData);
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// Create Redis object for real-time game management
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await this.createGameInRedis(savedGame, command.userid);
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// Trigger async board generation (don't block game creation)
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this.triggerAsyncBoardGeneration(savedGame.id).catch((error: Error) => {
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logError('Async board generation failed', error);
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});
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const endTime = performance.now();
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logOther('Game created successfully', `gameId: ${savedGame.id}, gameCode: ${savedGame.gamecode}, executionTime: ${Math.round(endTime - startTime)}ms`);
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return savedGame;
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} catch (error) {
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const endTime = performance.now();
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logError('Failed to create game', error instanceof Error ? error : new Error(String(error)));
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logOther('Game creation failed', `executionTime: ${Math.round(endTime - startTime)}ms`);
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throw new Error('Failed to start game: ' + (error instanceof Error ? error.message : String(error)));
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}
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}
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private generateGameCode(): string {
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// Generate a 6-character alphanumeric game code
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const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
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let result = '';
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const randomBytesArray = randomBytes(6);
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for (let i = 0; i < 6; i++) {
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result += chars[randomBytesArray[i] % chars.length];
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}
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return result;
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}
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private async fetchDecks(deckIds: string[]): Promise<DeckAggregate[]> {
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const decks: DeckAggregate[] = [];
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for (const deckId of deckIds) {
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const deck = await this.deckRepository.findById(deckId);
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if (!deck) {
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throw new Error(`Deck with ID ${deckId} not found`);
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}
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decks.push(deck);
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}
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return decks;
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}
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private validateDeckTypes(decks: DeckAggregate[]): void {
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const deckTypes = new Set(decks.map(deck => deck.type));
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// Check if we have all 3 required deck types (LUCK=0, JOKER=1, QUESTION=2)
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const requiredTypes = [0, 1, 2]; // Based on Type enum in DeckAggregate
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const missingTypes = requiredTypes.filter(type => !deckTypes.has(type));
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if (missingTypes.length > 0) {
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throw new Error(`Missing required deck types: ${missingTypes.join(', ')}. Game requires LUCK, JOKER, and QUESTION deck types.`);
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}
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logOther('Deck types validation passed', `foundTypes: [${Array.from(deckTypes).join(', ')}]`);
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}
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private async createShuffledGameDecks(decks: DeckAggregate[]): Promise<GameDeck[]> {
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// Group decks by type
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const decksByType = new Map<number, DeckAggregate[]>();
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decks.forEach(deck => {
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if (!decksByType.has(deck.type)) {
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decksByType.set(deck.type, []);
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}
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decksByType.get(deck.type)!.push(deck);
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});
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const gamedecks: GameDeck[] = [];
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// Process each deck type
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for (const [deckType, typeDecks] of decksByType) {
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// Collect all cards from decks of this type
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const allCards: GameCard[] = [];
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typeDecks.forEach(deck => {
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deck.cards.forEach(card => {
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const gameCard: GameCard = {
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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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consequence: card.consequence || null,
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played: false,
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playerid: undefined
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};
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allCards.push(gameCard);
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});
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});
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// Shuffle all cards of this type
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const shuffledCards = this.shuffleArray(allCards);
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// Create game deck for this type
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const gameDeck: GameDeck = {
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deckid: typeDecks[0].id, // Use first deck ID as representative
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decktype: this.mapDeckTypeToGameDeckType(deckType),
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cards: shuffledCards
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};
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gamedecks.push(gameDeck);
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logOther('Created shuffled game deck', `type: ${deckType}, cardCount: ${shuffledCards.length}, sourceDecks: ${typeDecks.length}`);
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}
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return gamedecks;
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}
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private mapDeckTypeToGameDeckType(deckType: number): DeckType {
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// Map DeckAggregate.Type to GameAggregate.DeckType
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switch (deckType) {
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case 0: return DeckType.LUCK; // LUCK = 0
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case 1: return DeckType.JOCKER; // JOKER = 1
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case 2: return DeckType.QUEST; // QUESTION = 2
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default: throw new Error(`Unknown deck type: ${deckType}`);
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}
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}
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private shuffleArray<T>(array: T[]): T[] {
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const shuffled = [...array];
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for (let i = shuffled.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
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}
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return shuffled;
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}
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private generateCardId(): string {
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return randomBytes(8).toString('hex');
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}
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private async createGameInRedis(game: GameAggregate, hostId?: string): Promise<void> {
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try {
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const redisKey = `game:${game.id}`;
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const gameData: ActiveGameData = {
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gameId: game.id,
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gameCode: game.gamecode,
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hostId: hostId,
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maxPlayers: game.maxplayers,
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currentPlayers: [],
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state: game.state,
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createdAt: game.createdate,
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websocketRoom: `game_${game.gamecode}`
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};
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// Store game data in Redis with TTL (24 hours)
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await this.redisService.setWithExpiry(redisKey, JSON.stringify(gameData), 24 * 60 * 60);
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// Create game room for WebSocket connections
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await this.redisService.set(`game_room:${game.gamecode}`, game.id);
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logOther('Game created in Redis', {
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gameId: game.id,
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gameCode: game.gamecode,
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hostId: hostId,
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websocketRoom: gameData.websocketRoom,
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redisKey
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});
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} catch (error) {
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logError('Failed to create game in Redis', error instanceof Error ? error : new Error(String(error)));
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// Don't throw error here - Redis failure shouldn't prevent game creation
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logOther('Game created successfully despite Redis error', {
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gameId: game.id,
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gameCode: game.gamecode
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});
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}
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}
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private async triggerAsyncBoardGeneration(gameId: string): Promise<void> {
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try {
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// Calculate default field counts based on game configuration
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// For now, use reasonable defaults - this should be configurable by host in the future
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const maxSpecialFieldsPercentage = parseInt(process.env.MAX_SPECIAL_FIELDS_PERCENTAGE || '67');
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const maxSpecialFields = Math.floor((100 * maxSpecialFieldsPercentage) / 100);
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// Default distribution: 60% positive, 25% negative, 15% luck
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const positiveFieldCount = Math.floor(maxSpecialFields * 0.6);
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const negativeFieldCount = Math.floor(maxSpecialFields * 0.25);
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const luckFieldCount = Math.floor(maxSpecialFields * 0.15);
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const command: GenerateBoardCommand = {
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gameId,
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positiveFieldCount,
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negativeFieldCount,
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luckFieldCount
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};
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logOther(`Triggering async board generation for game ${gameId}`, {
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positiveFieldCount,
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negativeFieldCount,
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luckFieldCount,
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totalSpecialFields: positiveFieldCount + negativeFieldCount + luckFieldCount
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});
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// Execute board generation in background
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await DIContainer.getInstance().generateBoardCommandHandler.execute(command);
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} catch (error) {
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logError(`Async board generation failed for game ${gameId}`, error as Error);
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// Don't propagate error - board generation failure shouldn't affect game creation
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}
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}
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} |