Files
soroban-abacus-flashcards/apps/web/src/socket-server.ts
Thomas Hallock 38e554e6ea refactor(arcade): remove non-productive debug logging from memory-quiz
Removed verbose console.log statements added during settings persistence debugging:
- socket-server.ts: Removed JSON.stringify logging of gameConfig flow
- RoomMemoryQuizProvider.tsx: Removed logging from mergedInitialState useMemo and setConfig
- MemoryQuizGameValidator.ts: Removed logging from validateAcceptNumber

The actual fix (playMode parameter addition) is preserved. Debug logging was only needed to identify the root cause and is no longer necessary.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-15 13:04:49 -05:00

497 lines
18 KiB
TypeScript

import type { Server as HTTPServer } from 'http'
import { Server as SocketIOServer } from 'socket.io'
import type { Server as SocketIOServerType } from 'socket.io'
import {
applyGameMove,
createArcadeSession,
deleteArcadeSession,
getArcadeSession,
getArcadeSessionByRoom,
updateSessionActivity,
updateSessionActivePlayers,
} from './lib/arcade/session-manager'
import { createRoom, getRoomById } from './lib/arcade/room-manager'
import { getRoomMembers, getUserRooms, setMemberOnline } from './lib/arcade/room-membership'
import { getRoomActivePlayers, getRoomPlayerIds } from './lib/arcade/player-manager'
import type { GameMove, GameName } from './lib/arcade/validation'
import { getValidator } from './lib/arcade/validation'
// Use globalThis to store socket.io instance to avoid module isolation issues
// This ensures the same instance is accessible across dynamic imports
declare global {
var __socketIO: SocketIOServerType | undefined
}
/**
* Get the socket.io server instance
* Returns null if not initialized
*/
export function getSocketIO(): SocketIOServerType | null {
return globalThis.__socketIO || null
}
export function initializeSocketServer(httpServer: HTTPServer) {
const io = new SocketIOServer(httpServer, {
path: '/api/socket',
cors: {
origin: process.env.NEXT_PUBLIC_URL || 'http://localhost:3000',
credentials: true,
},
})
io.on('connection', (socket) => {
console.log('🔌 Client connected:', socket.id)
let currentUserId: string | null = null
// Join arcade session room
socket.on(
'join-arcade-session',
async ({ userId, roomId }: { userId: string; roomId?: string }) => {
currentUserId = userId
socket.join(`arcade:${userId}`)
console.log(`👤 User ${userId} joined arcade room`)
// If this session is part of a room, also join the game room for multi-user sync
if (roomId) {
socket.join(`game:${roomId}`)
console.log(`🎮 User ${userId} joined game room ${roomId}`)
}
// Send current session state if exists
// For room-based games, look up shared room session
try {
let session = roomId
? await getArcadeSessionByRoom(roomId)
: await getArcadeSession(userId)
// If no session exists for this room, create one in setup phase
// This allows users to send SET_CONFIG moves before starting the game
if (!session && roomId) {
console.log('[join-arcade-session] Creating initial session for room:', roomId)
// Get the room to determine game type and config
const room = await getRoomById(roomId)
if (room) {
// Fetch all active player IDs from room members (respects isActive flag)
const roomPlayerIds = await getRoomPlayerIds(roomId)
console.log('[join-arcade-session] Room active players:', roomPlayerIds)
// Get initial state from the correct validator based on game type
console.log('[join-arcade-session] Room game name:', room.gameName)
const validator = getValidator(room.gameName as GameName)
console.log('[join-arcade-session] Got validator for:', room.gameName)
// Different games have different initial configs
let initialState: any
if (room.gameName === 'matching') {
// Access nested gameConfig: { matching: { gameType, difficulty, turnTimer } }
const matchingConfig = (room.gameConfig as any)?.matching || {}
initialState = validator.getInitialState({
difficulty: matchingConfig.difficulty || 6,
gameType: matchingConfig.gameType || 'abacus-numeral',
turnTimer: matchingConfig.turnTimer || 30,
})
} else if (room.gameName === 'memory-quiz') {
// Access nested gameConfig: { 'memory-quiz': { selectedCount, displayTime, selectedDifficulty, playMode } }
const memoryQuizConfig = (room.gameConfig as any)?.['memory-quiz'] || {}
initialState = validator.getInitialState({
selectedCount: memoryQuizConfig.selectedCount || 5,
displayTime: memoryQuizConfig.displayTime || 2.0,
selectedDifficulty: memoryQuizConfig.selectedDifficulty || 'easy',
playMode: memoryQuizConfig.playMode || 'cooperative',
})
} else {
// Fallback for other games
initialState = validator.getInitialState(room.gameConfig || {})
}
session = await createArcadeSession({
userId,
gameName: room.gameName as GameName,
gameUrl: '/arcade/room',
initialState,
activePlayers: roomPlayerIds, // Include all room members' active players
roomId: room.id,
})
console.log('[join-arcade-session] Created initial session:', {
roomId,
sessionId: session.userId,
gamePhase: (session.gameState as any).gamePhase,
activePlayersCount: roomPlayerIds.length,
})
}
}
if (session) {
console.log('[join-arcade-session] Found session:', {
userId,
roomId,
version: session.version,
sessionUserId: session.userId,
})
socket.emit('session-state', {
gameState: session.gameState,
currentGame: session.currentGame,
gameUrl: session.gameUrl,
activePlayers: session.activePlayers,
version: session.version,
})
} else {
console.log('[join-arcade-session] No active session found for:', {
userId,
roomId,
})
socket.emit('no-active-session')
}
} catch (error) {
console.error('Error fetching session:', error)
socket.emit('session-error', { error: 'Failed to fetch session' })
}
}
)
// Handle game moves
socket.on('game-move', async (data: { userId: string; move: GameMove; roomId?: string }) => {
console.log('🎮 Game move received:', {
userId: data.userId,
moveType: data.move.type,
playerId: data.move.playerId,
timestamp: data.move.timestamp,
roomId: data.roomId,
fullMove: JSON.stringify(data.move, null, 2),
})
try {
// Special handling for START_GAME - create session if it doesn't exist
if (data.move.type === 'START_GAME') {
// For room-based games, check if room session exists
const existingSession = data.roomId
? await getArcadeSessionByRoom(data.roomId)
: await getArcadeSession(data.userId)
if (!existingSession) {
console.log('🎯 Creating new session for START_GAME')
// activePlayers must be provided in the START_GAME move data
const activePlayers = (data.move.data as any)?.activePlayers
if (!activePlayers || activePlayers.length === 0) {
console.error('❌ START_GAME move missing activePlayers')
socket.emit('move-rejected', {
error: 'START_GAME requires at least one active player',
move: data.move,
})
return
}
// Get initial state from validator (this code path is matching-game specific)
const matchingValidator = getValidator('matching')
const initialState = matchingValidator.getInitialState({
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
})
// Check if user is already in a room for this game
const userRoomIds = await getUserRooms(data.userId)
let room = null
// Look for an existing active room for this game
for (const roomId of userRoomIds) {
const existingRoom = await getRoomById(roomId)
if (
existingRoom &&
existingRoom.gameName === 'matching' &&
existingRoom.status !== 'finished'
) {
room = existingRoom
console.log('🏠 Using existing room:', room.code)
break
}
}
// If no suitable room exists, create a new one
if (!room) {
room = await createRoom({
name: 'Auto-generated Room',
createdBy: data.userId,
creatorName: 'Player',
gameName: 'matching' as GameName,
gameConfig: {
difficulty: 6,
gameType: 'abacus-numeral',
turnTimer: 30,
},
ttlMinutes: 60,
})
console.log('🏠 Created new room:', room.code)
}
// Now create the session linked to the room
await createArcadeSession({
userId: data.userId,
gameName: 'matching',
gameUrl: '/arcade/room', // Room-based sessions use /arcade/room
initialState,
activePlayers,
roomId: room.id,
})
console.log('✅ Session created successfully with room association')
// Notify all connected clients about the new session
const newSession = await getArcadeSession(data.userId)
if (newSession) {
io!.to(`arcade:${data.userId}`).emit('session-state', {
gameState: newSession.gameState,
currentGame: newSession.currentGame,
gameUrl: newSession.gameUrl,
activePlayers: newSession.activePlayers,
version: newSession.version,
})
console.log('📢 Emitted session-state to notify clients of new session')
}
}
}
// Apply game move - use roomId for room-based games to access shared session
const result = await applyGameMove(data.userId, data.move, data.roomId)
if (result.success && result.session) {
const moveAcceptedData = {
gameState: result.session.gameState,
version: result.session.version,
move: data.move,
}
// Broadcast the updated state to all devices for this user
io!.to(`arcade:${data.userId}`).emit('move-accepted', moveAcceptedData)
// If this is a room-based session, ALSO broadcast to all users in the room
if (result.session.roomId) {
io!.to(`game:${result.session.roomId}`).emit('move-accepted', moveAcceptedData)
console.log(`📢 Broadcasted move to game room ${result.session.roomId}`)
}
// Update activity timestamp
await updateSessionActivity(data.userId)
} else {
// Send rejection only to the requesting socket
socket.emit('move-rejected', {
error: result.error,
move: data.move,
versionConflict: result.versionConflict,
})
}
} catch (error) {
console.error('Error processing move:', error)
socket.emit('move-rejected', {
error: 'Server error processing move',
move: data.move,
})
}
})
// Handle session exit
socket.on('exit-arcade-session', async ({ userId }: { userId: string }) => {
console.log('🚪 User exiting arcade session:', userId)
try {
await deleteArcadeSession(userId)
io!.to(`arcade:${userId}`).emit('session-ended')
} catch (error) {
console.error('Error ending session:', error)
socket.emit('session-error', { error: 'Failed to end session' })
}
})
// Keep-alive ping
socket.on('ping-session', async ({ userId }: { userId: string }) => {
try {
await updateSessionActivity(userId)
socket.emit('pong-session')
} catch (error) {
console.error('Error updating activity:', error)
}
})
// Room: Join
socket.on('join-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🏠 User ${userId} joining room ${roomId}`)
try {
// Join the socket room
socket.join(`room:${roomId}`)
// Mark member as online
await setMemberOnline(roomId, userId, true)
// Get room data
const members = await getRoomMembers(roomId)
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object for JSON serialization
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Update session's activePlayers if game hasn't started yet
// This ensures new members' players are included in the session
const roomPlayerIds = await getRoomPlayerIds(roomId)
const sessionUpdated = await updateSessionActivePlayers(roomId, roomPlayerIds)
if (sessionUpdated) {
console.log(`🎮 Updated session activePlayers for room ${roomId}:`, {
playerCount: roomPlayerIds.length,
})
// Broadcast updated session state to all users in the game room
const updatedSession = await getArcadeSessionByRoom(roomId)
if (updatedSession) {
io!.to(`game:${roomId}`).emit('session-state', {
gameState: updatedSession.gameState,
currentGame: updatedSession.currentGame,
gameUrl: updatedSession.gameUrl,
activePlayers: updatedSession.activePlayers,
version: updatedSession.version,
})
console.log(`📢 Broadcasted updated session state to game room ${roomId}`)
}
}
// Send current room state to the joining user
socket.emit('room-joined', {
roomId,
members,
memberPlayers: memberPlayersObj,
})
// Notify all other members in the room
socket.to(`room:${roomId}`).emit('member-joined', {
roomId,
userId,
members,
memberPlayers: memberPlayersObj,
})
console.log(`✅ User ${userId} joined room ${roomId}`)
} catch (error) {
console.error('Error joining room:', error)
socket.emit('room-error', { error: 'Failed to join room' })
}
})
// User Channel: Join (for moderation events)
socket.on('join-user-channel', async ({ userId }: { userId: string }) => {
console.log(`👤 User ${userId} joining user-specific channel`)
try {
// Join user-specific channel for moderation notifications
socket.join(`user:${userId}`)
console.log(`✅ User ${userId} joined user channel`)
} catch (error) {
console.error('Error joining user channel:', error)
}
})
// Room: Leave
socket.on('leave-room', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🚪 User ${userId} leaving room ${roomId}`)
try {
// Leave the socket room
socket.leave(`room:${roomId}`)
// Mark member as offline
await setMemberOnline(roomId, userId, false)
// Get updated members
const members = await getRoomMembers(roomId)
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Notify remaining members
io!.to(`room:${roomId}`).emit('member-left', {
roomId,
userId,
members,
memberPlayers: memberPlayersObj,
})
console.log(`✅ User ${userId} left room ${roomId}`)
} catch (error) {
console.error('Error leaving room:', error)
}
})
// Room: Players updated
socket.on('players-updated', async ({ roomId, userId }: { roomId: string; userId: string }) => {
console.log(`🎯 Players updated for user ${userId} in room ${roomId}`)
try {
// Get updated player data
const memberPlayers = await getRoomActivePlayers(roomId)
// Convert memberPlayers Map to object
const memberPlayersObj: Record<string, any[]> = {}
for (const [uid, players] of memberPlayers.entries()) {
memberPlayersObj[uid] = players
}
// Update session's activePlayers if game hasn't started yet
const roomPlayerIds = await getRoomPlayerIds(roomId)
const sessionUpdated = await updateSessionActivePlayers(roomId, roomPlayerIds)
if (sessionUpdated) {
console.log(`🎮 Updated session activePlayers after player toggle:`, {
roomId,
playerCount: roomPlayerIds.length,
})
// Broadcast updated session state to all users in the game room
const updatedSession = await getArcadeSessionByRoom(roomId)
if (updatedSession) {
io!.to(`game:${roomId}`).emit('session-state', {
gameState: updatedSession.gameState,
currentGame: updatedSession.currentGame,
gameUrl: updatedSession.gameUrl,
activePlayers: updatedSession.activePlayers,
version: updatedSession.version,
})
console.log(`📢 Broadcasted updated session state to game room ${roomId}`)
}
}
// Broadcast to all members in the room (including sender)
io!.to(`room:${roomId}`).emit('room-players-updated', {
roomId,
memberPlayers: memberPlayersObj,
})
console.log(`✅ Broadcasted player updates for room ${roomId}`)
} catch (error) {
console.error('Error updating room players:', error)
socket.emit('room-error', { error: 'Failed to update players' })
}
})
socket.on('disconnect', () => {
console.log('🔌 Client disconnected:', socket.id)
if (currentUserId) {
// Don't delete session on disconnect - it persists across devices
console.log(`👤 User ${currentUserId} disconnected but session persists`)
}
})
})
// Store in globalThis to make accessible across module boundaries
globalThis.__socketIO = io
console.log('✅ Socket.IO initialized on /api/socket')
return io
}