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Continuing...

This commit is contained in:
James Ketr 2025-10-07 14:59:14 -07:00
parent 6b4e5d1e58
commit b9d7523800
3 changed files with 202 additions and 149 deletions

View File

@ -5,7 +5,6 @@ import "./PlayerList.css";
import { MediaControl, MediaAgent, Peer } from "./MediaControl";
import Box from "@mui/material/Box";
import { GlobalContext } from "./GlobalContext";
import useWebSocket from "react-use-websocket";
type Player = {
name: string;
@ -22,8 +21,8 @@ type Player = {
};
const PlayerList: React.FC = () => {
const { session, socketUrl } = useContext(GlobalContext);
const [Players, setPlayers] = useState<Player[] | null>(null);
const { session, socketUrl, lastJsonMessage, sendJsonMessage } = useContext(GlobalContext);
const [players, setPlayers] = useState<Player[] | null>(null);
const [peers, setPeers] = useState<Record<string, Peer>>({});
const sortPlayers = useCallback(
@ -55,82 +54,76 @@ const PlayerList: React.FC = () => {
);
// Use the WebSocket hook for room events with automatic reconnection
const { sendJsonMessage } = useWebSocket(socketUrl, {
share: true,
shouldReconnect: (closeEvent) => true, // Auto-reconnect on connection loss
reconnectInterval: 5000,
onMessage: (event: MessageEvent) => {
if (!session) {
return;
}
const message = JSON.parse(event.data);
const data: any = message.data;
switch (message.type) {
case "room_state": {
type RoomStateData = {
participants: Player[];
};
const room_state = data as RoomStateData;
console.log(`Players - room_state`, room_state.participants);
room_state.participants.forEach((Player) => {
Player.local = Player.session_id === session.id;
});
room_state.participants.sort(sortPlayers);
setPlayers(room_state.participants);
// Initialize peers with remote mute/video state
setPeers((prevPeers) => {
const updated: Record<string, Peer> = { ...prevPeers };
room_state.participants.forEach((Player) => {
// Only update remote peers, never overwrite local peer object
if (!Player.local && updated[Player.session_id]) {
updated[Player.session_id] = {
...updated[Player.session_id],
muted: Player.muted ?? false,
video_on: Player.video_on ?? true,
};
}
});
return updated;
});
break;
}
case "update_name": {
// Update local session name immediately
if (data && typeof data.name === "string") {
session.name = data.name;
}
break;
}
case "peer_state_update": {
// Update peer state in peers, but do not override local mute
setPeers((prevPeers) => {
const updated = { ...prevPeers };
const peerId = data.peer_id;
if (peerId && updated[peerId]) {
updated[peerId] = {
...updated[peerId],
muted: data.muted,
video_on: data.video_on,
useEffect(() => {
if (!lastJsonMessage) {
return;
}
const data: any = lastJsonMessage;
switch (data.type) {
case "players": {
type RoomStateData = {
participants: Player[];
};
const room_state = data as RoomStateData;
console.log(`Players - room_state`, room_state.participants);
room_state.participants.forEach((player) => {
player.local = player.session_id === session.id;
});
room_state.participants.sort(sortPlayers);
setPlayers(room_state.participants);
// Initialize peers with remote mute/video state
setPeers((prevPeers) => {
const updated: Record<string, Peer> = { ...prevPeers };
room_state.participants.forEach((player) => {
// Only update remote peers, never overwrite local peer object
if (!player.local && updated[player.session_id]) {
updated[player.session_id] = {
...updated[player.session_id],
muted: player.muted ?? false,
video_on: player.video_on ?? true,
};
}
return updated;
});
break;
}
default:
break;
return updated;
});
break;
}
},
});
case "update_name": {
// Update local session name immediately
if (data && typeof data.name === "string") {
session.name = data.name;
}
break;
}
case "peer_state_update": {
// Update peer state in peers, but do not override local mute
setPeers((prevPeers) => {
const updated = { ...prevPeers };
const peerId = data.peer_id;
if (peerId && updated[peerId]) {
updated[peerId] = {
...updated[peerId],
muted: data.muted,
video_on: data.video_on,
};
}
return updated;
});
break;
}
default:
break;
}
}, [lastJsonMessage, session, sortPlayers, setPeers, setPlayers]);
useEffect(() => {
if (Players !== null) {
if (players !== null) {
return;
}
sendJsonMessage({
type: "list_Players",
});
}, [Players, sendJsonMessage]);
}, [players, sendJsonMessage]);
return (
<Box sx={{ position: "relative", width: "100%" }}>
@ -144,17 +137,17 @@ const PlayerList: React.FC = () => {
>
<MediaAgent {...{ session, socketUrl, peers, setPeers }} />
<List className="PlayerSelector">
{Players?.map((Player) => (
{players?.map((player) => (
<Box
key={Player.session_id}
key={player.session_id}
sx={{ display: "flex", flexDirection: "column", alignItems: "center" }}
className={`PlayerEntry ${Player.local ? "PlayerSelf" : ""}`}
className={`PlayerEntry ${player.local ? "PlayerSelf" : ""}`}
>
<Box>
<Box style={{ display: "flex-wrap", alignItems: "center", justifyContent: "space-between" }}>
<Box style={{ display: "flex-wrap", alignItems: "center" }}>
<div className="Name">{Player.name ? Player.name : Player.session_id}</div>
{Player.protected && (
<div className="Name">{player.name ? player.name : player.session_id}</div>
{player.protected && (
<div
style={{ marginLeft: 8, fontSize: "0.8em", color: "#a00" }}
title="This name is protected with a password"
@ -162,26 +155,26 @@ const PlayerList: React.FC = () => {
🔒
</div>
)}
{Player.bot_instance_id && (
{player.bot_instance_id && (
<div style={{ marginLeft: 8, fontSize: "0.8em", color: "#00a" }} title="This is a bot">
🤖
</div>
)}
</Box>
</Box>
{Player.name && !Player.live && <div className="NoNetwork"></div>}
{player.name && !player.live && <div className="NoNetwork"></div>}
</Box>
{Player.name && Player.live && peers[Player.session_id] && (Player.local || Player.has_media !== false) ? (
{player.name && player.live && peers[player.session_id] && (player.local || player.has_media !== false) ? (
<MediaControl
className="Medium"
key={Player.session_id}
peer={peers[Player.session_id]}
isSelf={Player.local}
sendJsonMessage={Player.local ? sendJsonMessage : undefined}
remoteAudioMuted={peers[Player.session_id].muted}
remoteVideoOff={peers[Player.session_id].video_on === false}
key={player.session_id}
peer={peers[player.session_id]}
isSelf={player.local}
sendJsonMessage={player.local ? sendJsonMessage : undefined}
remoteAudioMuted={peers[player.session_id].muted}
remoteVideoOff={peers[player.session_id].video_on === false}
/>
) : Player.name && Player.live && Player.has_media === false ? (
) : player.name && player.live && player.has_media === false ? (
<div
className="Video fade-in"
style={{

View File

@ -26,7 +26,16 @@ const router = express.Router();
// normalizeIncoming imported from './games/utils'
import { initGameDB } from "./games/store";
import { addActivity, addChatMessage, getNextPlayerSession } from "./games/helpers";
import {
addActivity,
addChatMessage,
getNextPlayerSession,
clearPlayer,
canGiveBuilding,
setForRoadPlacement,
setForCityPlacement,
setForSettlementPlacement,
} from "./games/helpers";
import type { GameDB } from "./games/store";
let gameDB: GameDB | undefined;
@ -767,24 +776,6 @@ const loadGame = async (id: string) => {
return game;
};
const clearPlayer = (player: any) => {
const color = player.color;
for (let key in player) {
delete player[key];
}
Object.assign(player, newPlayer(color));
};
const canGiveBuilding = (game: any): string | undefined => {
if (!game.turn.roll) {
return `Admin cannot give a building until the dice have been rolled.`;
}
if (game.turn.actions && game.turn.actions.length !== 0) {
return `Admin cannot give a building while other actions in play: ${game.turn.actions.join(", ")}.`;
}
return undefined;
};
const adminCommands = (game: any, action: string, value: string, query: any): any => {
let color: string | undefined, parts: RegExpMatchArray | null, session: any, corners: any, corner: any, error: any;
void color;
@ -1317,7 +1308,6 @@ const setPlayerColor = (game: any, session: any, color: string): string | undefi
sendUpdateToPlayers(game, update);
return undefined;
};
const processCorner = (game: Game, color: string, cornerIndex: number, placedCorner: CornerPlacement): number => {
/* If this corner is allocated and isn't assigned to the walking color, skip it */
@ -1804,21 +1794,7 @@ const offerToString = (offer: any): string => {
);
};
const setForRoadPlacement = (game: Game, limits: any): void => {
game.turn.actions = ["place-road"];
game.turn.limits = { roads: limits };
};
const setForCityPlacement = (game: Game, limits: any): void => {
game.turn.actions = ["place-city"];
game.turn.limits = { corners: limits };
};
const setForSettlementPlacement = (game: Game, limits: number[] | undefined, _extra?: any): void => {
// limits: array of valid corner indices
game.turn.actions = ["place-settlement"];
game.turn.limits = { corners: limits };
};
router.put("/:id/:action/:value?", async (req, res) => {
const { action, id } = req.params,

View File

@ -1,5 +1,8 @@
export const addActivity = (game: any, session: any, message: string): void => {
import type { Game, Session, Player } from "./types";
export const addActivity = (game: Game, session: Session | null, message: string): void => {
let date = Date.now();
if (!game.activities) game.activities = [] as any[];
if (game.activities.length && game.activities[game.activities.length - 1].date === date) {
date++;
}
@ -9,9 +12,10 @@ export const addActivity = (game: any, session: any, message: string): void => {
}
};
export const addChatMessage = (game: any, session: any, message: string, isNormalChat?: boolean) => {
export const addChatMessage = (game: Game, session: Session | null, message: string, isNormalChat?: boolean) => {
let now = Date.now();
let lastTime = 0;
if (!game.chat) game.chat = [] as any[];
if (game.chat.length) {
lastTime = game.chat[game.chat.length - 1].date;
}
@ -38,71 +42,151 @@ export const addChatMessage = (game: any, session: any, message: string, isNorma
}
};
export const getColorFromName = (game: any, name: string): string => {
export const getColorFromName = (game: Game, name: string): string => {
for (let id in game.sessions) {
if (game.sessions[id].name === name) {
return game.sessions[id].color;
const s = game.sessions[id];
if (s && s.name === name) {
return s.color || "";
}
}
return "";
};
export const getLastPlayerName = (game: any): string => {
let index = game.playerOrder.length - 1;
export const getLastPlayerName = (game: Game): string => {
const index = (game.playerOrder || []).length - 1;
const color = (game.playerOrder || [])[index];
if (!color) return "";
for (let id in game.sessions) {
if (game.sessions[id].color === game.playerOrder[index]) {
return game.sessions[id].name;
const s = game.sessions[id];
if (s && s.color === color) {
return s.name || "";
}
}
return "";
};
export const getFirstPlayerName = (game: any): string => {
let index = 0;
export const getFirstPlayerName = (game: Game): string => {
const color = (game.playerOrder || [])[0];
if (!color) return "";
for (let id in game.sessions) {
if (game.sessions[id].color === game.playerOrder[index]) {
return game.sessions[id].name;
const s = game.sessions[id];
if (s && s.color === color) {
return s.name || "";
}
}
return "";
};
export const getNextPlayerSession = (game: any, name: string): any => {
let color;
export const getNextPlayerSession = (game: Game, name: string): Session | undefined => {
let color: string | undefined;
for (let id in game.sessions) {
if (game.sessions[id].name === name) {
color = game.sessions[id].color;
const s = game.sessions[id];
if (s && s.name === name) {
color = s.color;
break;
}
}
if (!color) return undefined;
let index = game.playerOrder.indexOf(color);
index = (index + 1) % game.playerOrder.length;
color = game.playerOrder[index];
const order = game.playerOrder || [];
let index = order.indexOf(color);
if (index === -1) return undefined;
index = (index + 1) % order.length;
const nextColor = order[index];
for (let id in game.sessions) {
if (game.sessions[id].color === color) {
return game.sessions[id];
const s = game.sessions[id];
if (s && s.color === nextColor) {
return s;
}
}
console.error(`getNextPlayerSession -- no player found!`);
console.log(game.players);
return undefined;
};
export const getPrevPlayerSession = (game: any, name: string): any => {
let color;
export const getPrevPlayerSession = (game: Game, name: string): Session | undefined => {
let color: string | undefined;
for (let id in game.sessions) {
if (game.sessions[id].name === name) {
color = game.sessions[id].color;
const s = game.sessions[id];
if (s && s.name === name) {
color = s.color;
break;
}
}
let index = game.playerOrder.indexOf(color);
index = (index - 1) % game.playerOrder.length;
if (!color) return undefined;
const order = game.playerOrder || [];
let index = order.indexOf(color);
if (index === -1) return undefined;
index = (index - 1 + order.length) % order.length;
const prevColor = order[index];
for (let id in game.sessions) {
if (game.sessions[id].color === game.playerOrder[index]) {
return game.sessions[id];
const s = game.sessions[id];
if (s && s.color === prevColor) {
return s;
}
}
console.error(`getNextPlayerSession -- no player found!`);
console.error(`getPrevPlayerSession -- no player found!`);
console.log(game.players);
return undefined;
};
export const clearPlayer = (player: Player) => {
const color = player.color;
for (let key in player) {
// delete all runtime fields
// eslint-disable-next-line @typescript-eslint/no-dynamic-delete
delete (player as any)[key];
}
// Inline minimal newPlayer factory to avoid circular import at runtime
const base = {
roads: 15,
cities: 4,
settlements: 5,
points: 0,
status: "Not active",
lastActive: 0,
resources: 0,
order: 0,
stone: 0,
wheat: 0,
sheep: 0,
wood: 0,
brick: 0,
army: 0,
development: [],
color: color,
name: "",
totalTime: 0,
turnStart: 0,
ports: 0,
developmentCards: 0,
} as Player;
Object.assign(player, base);
};
export const canGiveBuilding = (game: Game): string | undefined => {
if (!game.turn.roll) {
return `Admin cannot give a building until the dice have been rolled.`;
}
if (game.turn.actions && game.turn.actions.length !== 0) {
return `Admin cannot give a building while other actions in play: ${game.turn.actions.join(", ")}.`;
}
return undefined;
};
export const setForRoadPlacement = (game: Game, limits: any): void => {
game.turn.actions = ["place-road"];
game.turn.limits = { roads: limits };
};
export const setForCityPlacement = (game: Game, limits: any): void => {
game.turn.actions = ["place-city"];
game.turn.limits = { corners: limits };
};
export const setForSettlementPlacement = (game: Game, limits: number[] | undefined, _extra?: any): void => {
game.turn.actions = ["place-settlement"];
game.turn.limits = { corners: limits };
};