```
refactor(ChengduGamePage): replace manual WebSocket logic with composable hook - Replace manual WebSocket connection and state management with useChengduGameRoom composable - Remove unused imports and authentication related code - Simplify component by extracting room state logic into separate hook - Clean up redundant functions and variables that are now handled by the composable - Update component lifecycle to use the new composable's methods for connecting WebSocket and managing room state ```
This commit is contained in:
830
src/features/chengdu-game/useChengduGameRoom.ts
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830
src/features/chengdu-game/useChengduGameRoom.ts
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@@ -0,0 +1,830 @@
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import { computed, onBeforeUnmount, onMounted, ref, watch, type ComputedRef, type Ref } from 'vue'
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import type { RouteLocationNormalizedLoaded, Router } from 'vue-router'
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import type { AuthSession } from '../../api/authed-request'
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import { refreshAccessToken } from '../../api/auth'
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import { getUserInfo } from '../../api/user'
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import {
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DEFAULT_MAX_PLAYERS,
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activeRoomState,
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destroyActiveRoomState,
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mergeActiveRoomState,
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resetActiveRoomState,
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type GameState,
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type RoomPlayerState,
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type RoomState,
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} from '../../state/active-room'
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import { readStoredAuth, writeStoredAuth } from '../../utils/auth-storage'
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import type { StoredAuth } from '../../types/session'
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export type SeatKey = 'top' | 'right' | 'bottom' | 'left'
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interface ActionEventLike {
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type?: unknown
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status?: unknown
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requestId?: unknown
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request_id?: unknown
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roomId?: unknown
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room_id?: unknown
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payload?: unknown
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data?: unknown
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}
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export interface SeatView {
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key: SeatKey
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player: RoomPlayerState | null
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isSelf: boolean
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isTurn: boolean
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label: string
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subLabel: string
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}
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export interface ChengduGameRoomModel {
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auth: Ref<StoredAuth | null>
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roomState: typeof activeRoomState
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roomId: ComputedRef<string>
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roomName: ComputedRef<string>
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currentUserId: ComputedRef<string>
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loggedInUserName: ComputedRef<string>
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wsStatus: Ref<'disconnected' | 'connecting' | 'connected'>
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wsError: Ref<string>
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wsMessages: Ref<string[]>
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startGamePending: Ref<boolean>
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leaveRoomPending: Ref<boolean>
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canStartGame: ComputedRef<boolean>
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seatViews: ComputedRef<SeatView[]>
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connectWs: () => Promise<void>
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sendStartGame: () => void
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backHall: () => void
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}
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const WS_BASE_URL = import.meta.env.VITE_GAME_WS_URL ?? '/api/v1/ws'
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export function useChengduGameRoom(
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route: RouteLocationNormalizedLoaded,
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router: Router,
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): ChengduGameRoomModel {
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const auth = ref(readStoredAuth())
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const ws = ref<WebSocket | null>(null)
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const wsStatus = ref<'disconnected' | 'connecting' | 'connected'>('disconnected')
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const wsError = ref('')
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const wsMessages = ref<string[]>([])
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const startGamePending = ref(false)
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const lastStartRequestId = ref('')
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const leaveRoomPending = ref(false)
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const lastLeaveRoomRequestId = ref('')
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const leaveHallAfterAck = ref(false)
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const roomId = computed(() => {
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return typeof route.params.roomId === 'string' ? route.params.roomId : ''
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})
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const roomName = computed(() => {
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return typeof route.query.roomName === 'string' ? route.query.roomName : ''
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})
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const currentUserId = computed(() => {
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const user = auth.value?.user as Record<string, unknown> | undefined
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const candidate = user?.id ?? user?.userID ?? user?.user_id
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if (typeof candidate === 'string') {
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return candidate
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}
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if (typeof candidate === 'number' && Number.isFinite(candidate)) {
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return String(candidate)
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}
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return ''
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})
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const loggedInUserName = computed(() => {
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if (!auth.value?.user) {
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return ''
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}
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return auth.value.user.nickname ?? auth.value.user.username ?? ''
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})
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const roomState = activeRoomState
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const isRoomFull = computed(() => {
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return (
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roomState.value.maxPlayers > 0 &&
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roomState.value.playerCount === roomState.value.maxPlayers
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)
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})
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const canStartGame = computed(() => {
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return (
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Boolean(roomState.value.id) &&
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roomState.value.status === 'waiting' &&
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isRoomFull.value &&
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Boolean(currentUserId.value) &&
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roomState.value.ownerId === currentUserId.value
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)
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})
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const seatViews = computed<SeatView[]>(() => {
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const seats: Record<SeatKey, RoomPlayerState | null> = {
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top: null,
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right: null,
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bottom: null,
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left: null,
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}
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const players = [...roomState.value.players].sort((a, b) => a.index - b.index)
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const hasSelf = players.some((player) => player.playerId === currentUserId.value)
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if (currentUserId.value && roomState.value.id && !hasSelf) {
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players.unshift({
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index: 0,
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playerId: currentUserId.value,
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ready: false,
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})
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}
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const me = players.find((player) => player.playerId === currentUserId.value) ?? null
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const anchorIndex = me?.index ?? players[0]?.index ?? 0
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const clockwiseSeatByDelta: SeatKey[] = ['bottom', 'left', 'top', 'right']
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for (const player of players) {
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const normalizedDelta = ((player.index - anchorIndex) % 4 + 4) % 4
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const seat = clockwiseSeatByDelta[normalizedDelta] ?? 'top'
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seats[seat] = player
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}
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const turnSeat =
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roomState.value.currentTurnIndex === null
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? null
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: clockwiseSeatByDelta[
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((roomState.value.currentTurnIndex - anchorIndex) % 4 + 4) % 4
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] ?? null
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const order: SeatKey[] = ['top', 'right', 'bottom', 'left']
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return order.map((seat) => {
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const player = seats[seat]
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const isSelf = Boolean(player) && player?.playerId === currentUserId.value
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return {
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key: seat,
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player,
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isSelf,
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isTurn: turnSeat === seat,
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label: player ? (isSelf ? '你' : player.playerId) : '空位',
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subLabel: player ? `座位 ${player.index}` : '',
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}
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})
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})
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function backHall(): void {
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if (leaveRoomPending.value) {
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return
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}
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leaveHallAfterAck.value = true
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const sent = sendLeaveRoom()
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if (!sent) {
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leaveHallAfterAck.value = false
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pushWsMessage('[client] Leave room request was not sent')
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}
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}
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function pushWsMessage(text: string): void {
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const line = `[${new Date().toLocaleTimeString()}] ${text}`
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wsMessages.value.unshift(line)
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if (wsMessages.value.length > 80) {
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wsMessages.value.length = 80
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}
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}
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function logWsSend(message: unknown): void {
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console.log('[WS][client] 发送:', message)
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}
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function logWsReceive(kind: string, payload?: unknown): void {
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const now = new Date().toLocaleTimeString()
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if (payload === undefined) {
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console.log(`[WS][${now}] 收到${kind}`)
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return
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}
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console.log(`[WS][${now}] 收到${kind}:`, payload)
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}
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function disconnectWs(): void {
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if (ws.value) {
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ws.value.close()
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ws.value = null
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}
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wsStatus.value = 'disconnected'
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}
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function toRecord(value: unknown): Record<string, unknown> | null {
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return typeof value === 'object' && value !== null ? (value as Record<string, unknown>) : null
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}
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function toStringOrEmpty(value: unknown): string {
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if (typeof value === 'string') {
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return value
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}
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if (typeof value === 'number' && Number.isFinite(value)) {
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return String(value)
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}
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return ''
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}
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function toSession(source: NonNullable<typeof auth.value>): AuthSession {
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return {
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token: source.token,
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tokenType: source.tokenType,
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refreshToken: source.refreshToken,
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expiresIn: source.expiresIn,
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}
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}
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function syncAuth(next: AuthSession): void {
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if (!auth.value) {
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return
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}
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auth.value = {
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...auth.value,
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token: next.token,
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tokenType: next.tokenType ?? auth.value.tokenType,
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refreshToken: next.refreshToken ?? auth.value.refreshToken,
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expiresIn: next.expiresIn,
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}
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writeStoredAuth(auth.value)
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}
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async function ensureCurrentUserId(): Promise<void> {
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if (currentUserId.value || !auth.value) {
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return
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}
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try {
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const userInfo = await getUserInfo(toSession(auth.value), syncAuth)
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const payload = userInfo as Record<string, unknown>
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const resolvedId = toStringOrEmpty(payload.userID ?? payload.user_id ?? payload.id)
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if (!resolvedId) {
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return
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}
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auth.value = {
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...auth.value,
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user: {
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...(auth.value.user ?? {}),
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id: resolvedId,
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},
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}
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writeStoredAuth(auth.value)
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} catch {
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wsError.value = '获取当前用户 ID 失败,部分操作可能不可用'
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}
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}
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async function ensureWsAuth(): Promise<string | null> {
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const currentAuth = auth.value
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if (!currentAuth?.token) {
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return null
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}
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if (!currentAuth.refreshToken) {
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return currentAuth.token
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}
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try {
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const refreshed = await refreshAccessToken({
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token: currentAuth.token,
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tokenType: currentAuth.tokenType,
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refreshToken: currentAuth.refreshToken,
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})
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const nextAuth = {
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...currentAuth,
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token: refreshed.token,
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tokenType: refreshed.tokenType ?? currentAuth.tokenType,
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refreshToken: refreshed.refreshToken ?? currentAuth.refreshToken,
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expiresIn: refreshed.expiresIn,
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user: refreshed.user ?? currentAuth.user,
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}
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auth.value = nextAuth
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writeStoredAuth(nextAuth)
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return nextAuth.token
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} catch {
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return currentAuth.token
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}
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}
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function toFiniteNumber(value: unknown): number | null {
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if (typeof value === 'number' && Number.isFinite(value)) {
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return value
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||||
}
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if (typeof value === 'string' && value.trim()) {
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const parsed = Number(value)
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return Number.isFinite(parsed) ? parsed : null
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||||
}
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return null
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||||
}
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||||
function toBoolean(value: unknown): boolean {
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||||
if (typeof value === 'boolean') {
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||||
return value
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||||
}
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||||
if (typeof value === 'number') {
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||||
return value !== 0
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||||
}
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if (typeof value === 'string') {
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||||
const normalized = value.trim().toLowerCase()
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||||
return normalized === '1' || normalized === 'true' || normalized === 'yes'
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||||
}
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||||
return false
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||||
}
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||||
|
||||
function normalizeScores(value: unknown): Record<string, number> {
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||||
const record = toRecord(value)
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||||
if (!record) {
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||||
return {}
|
||||
}
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||||
|
||||
const scores: Record<string, number> = {}
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||||
for (const [key, score] of Object.entries(record)) {
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||||
const parsed = toFiniteNumber(score)
|
||||
if (parsed !== null) {
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||||
scores[key] = parsed
|
||||
}
|
||||
}
|
||||
return scores
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||||
}
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||||
|
||||
function normalizePlayer(input: unknown, fallbackIndex: number): RoomPlayerState | null {
|
||||
const player = toRecord(input)
|
||||
if (!player) {
|
||||
return null
|
||||
}
|
||||
|
||||
const playerId = toStringOrEmpty(player.playerId ?? player.player_id ?? player.user_id ?? player.id)
|
||||
if (!playerId) {
|
||||
return null
|
||||
}
|
||||
|
||||
const seatIndex = toFiniteNumber(player.index ?? player.seat ?? player.position ?? player.player_index)
|
||||
return {
|
||||
index: seatIndex ?? fallbackIndex,
|
||||
playerId,
|
||||
ready: Boolean(player.ready),
|
||||
}
|
||||
}
|
||||
|
||||
function extractCurrentTurnIndex(value: Record<string, unknown>): number | null {
|
||||
const game = toRecord(value.game)
|
||||
const gameState = toRecord(game?.state)
|
||||
const keys = [
|
||||
gameState?.currentTurn,
|
||||
gameState?.current_turn,
|
||||
gameState?.currentTurnIndex,
|
||||
gameState?.current_turn_index,
|
||||
value.currentTurnIndex,
|
||||
value.current_turn_index,
|
||||
value.currentPlayerIndex,
|
||||
value.current_player_index,
|
||||
value.turnIndex,
|
||||
value.turn_index,
|
||||
value.activePlayerIndex,
|
||||
value.active_player_index,
|
||||
]
|
||||
for (const key of keys) {
|
||||
const parsed = toFiniteNumber(key)
|
||||
if (parsed !== null) {
|
||||
return parsed
|
||||
}
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
function normalizeGame(input: unknown): GameState | null {
|
||||
const game = toRecord(input)
|
||||
if (!game) {
|
||||
return null
|
||||
}
|
||||
|
||||
const rule = toRecord(game.rule)
|
||||
const rawState = toRecord(game.state)
|
||||
const playersRaw =
|
||||
(Array.isArray(rawState?.players) ? rawState?.players : null) ??
|
||||
(Array.isArray(rawState?.playerStates) ? rawState?.playerStates : null) ??
|
||||
[]
|
||||
|
||||
const normalizedPlayers = playersRaw
|
||||
.map((item, index) => normalizePlayer(item, index))
|
||||
.filter((item): item is RoomPlayerState => Boolean(item))
|
||||
|
||||
return {
|
||||
rule: rule
|
||||
? {
|
||||
name: toStringOrEmpty(rule.name),
|
||||
isBloodFlow: toBoolean(rule.isBloodFlow ?? rule.is_blood_flow),
|
||||
hasHongZhong: toBoolean(rule.hasHongZhong ?? rule.has_hong_zhong),
|
||||
}
|
||||
: null,
|
||||
state: rawState
|
||||
? {
|
||||
phase: toStringOrEmpty(rawState.phase),
|
||||
dealerIndex: toFiniteNumber(rawState.dealerIndex ?? rawState.dealer_index) ?? 0,
|
||||
currentTurn: toFiniteNumber(rawState.currentTurn ?? rawState.current_turn) ?? 0,
|
||||
needDraw: toBoolean(rawState.needDraw ?? rawState.need_draw),
|
||||
players: normalizedPlayers,
|
||||
wall: Array.isArray(rawState.wall)
|
||||
? rawState.wall.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: [],
|
||||
lastDiscardTile: toStringOrEmpty(rawState.lastDiscardTile ?? rawState.last_discard_tile) || null,
|
||||
lastDiscardBy: toStringOrEmpty(rawState.lastDiscardBy ?? rawState.last_discard_by),
|
||||
pendingClaim: toRecord(rawState.pendingClaim ?? rawState.pending_claim),
|
||||
winners: Array.isArray(rawState.winners)
|
||||
? rawState.winners.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: [],
|
||||
scores: normalizeScores(rawState.scores),
|
||||
lastDrawPlayerId: toStringOrEmpty(rawState.lastDrawPlayerID ?? rawState.last_draw_player_id),
|
||||
lastDrawFromGang: toBoolean(rawState.lastDrawFromGang ?? rawState.last_draw_from_gang),
|
||||
lastDrawIsLastTile: toBoolean(rawState.lastDrawIsLastTile ?? rawState.last_draw_is_last_tile),
|
||||
huWay: toStringOrEmpty(rawState.huWay ?? rawState.hu_way),
|
||||
}
|
||||
: null,
|
||||
}
|
||||
}
|
||||
|
||||
function normalizeRoom(input: unknown): RoomState | null {
|
||||
const source = toRecord(input)
|
||||
if (!source) {
|
||||
return null
|
||||
}
|
||||
|
||||
let room = source
|
||||
let id = toStringOrEmpty(room.roomId ?? room.room_id ?? room.id)
|
||||
if (!id) {
|
||||
const nestedRoom = toRecord(room.data)
|
||||
if (nestedRoom) {
|
||||
room = nestedRoom
|
||||
id = toStringOrEmpty(room.roomId ?? room.room_id ?? room.id)
|
||||
}
|
||||
}
|
||||
if (!id) {
|
||||
return null
|
||||
}
|
||||
|
||||
const maxPlayers =
|
||||
toFiniteNumber(room.maxPlayers ?? room.max_players) ?? roomState.value.maxPlayers ?? DEFAULT_MAX_PLAYERS
|
||||
const playersRaw =
|
||||
(Array.isArray(room.players) ? room.players : null) ??
|
||||
(Array.isArray(room.playerList) ? room.playerList : null) ??
|
||||
(Array.isArray(room.player_list) ? room.player_list : null) ??
|
||||
[]
|
||||
const playerIdsRaw =
|
||||
(Array.isArray(room.player_ids) ? room.player_ids : null) ??
|
||||
(Array.isArray(room.playerIds) ? room.playerIds : null) ??
|
||||
[]
|
||||
|
||||
const players = playersRaw
|
||||
.map((item, index) => normalizePlayer(item, index))
|
||||
.filter((item): item is RoomPlayerState => Boolean(item))
|
||||
.sort((a, b) => a.index - b.index)
|
||||
const playersFromIds = playerIdsRaw
|
||||
.map((item, index) => ({
|
||||
index,
|
||||
playerId: toStringOrEmpty(item),
|
||||
ready: false,
|
||||
}))
|
||||
.filter((item) => Boolean(item.playerId))
|
||||
const resolvedPlayers = players.length > 0 ? players : playersFromIds
|
||||
const parsedPlayerCount = toFiniteNumber(room.player_count ?? room.playerCount)
|
||||
const game = normalizeGame(room.game)
|
||||
|
||||
return {
|
||||
id,
|
||||
name: toStringOrEmpty(room.name) || roomState.value.name,
|
||||
gameType: toStringOrEmpty(room.gameType ?? room.game_type) || roomState.value.gameType || 'chengdu',
|
||||
ownerId: toStringOrEmpty(room.ownerId ?? room.owner_id),
|
||||
maxPlayers,
|
||||
playerCount: parsedPlayerCount ?? resolvedPlayers.length,
|
||||
status: toStringOrEmpty(room.status) || roomState.value.status || 'waiting',
|
||||
createdAt: toStringOrEmpty(room.createdAt ?? room.created_at) || roomState.value.createdAt,
|
||||
updatedAt: toStringOrEmpty(room.updatedAt ?? room.updated_at) || roomState.value.updatedAt,
|
||||
game: game ?? roomState.value.game,
|
||||
players: resolvedPlayers,
|
||||
currentTurnIndex: extractCurrentTurnIndex(room),
|
||||
}
|
||||
}
|
||||
|
||||
function mergeRoomState(next: RoomState): void {
|
||||
if (roomId.value && next.id !== roomId.value) {
|
||||
return
|
||||
}
|
||||
mergeActiveRoomState(next)
|
||||
}
|
||||
|
||||
function consumeGameEvent(raw: string): void {
|
||||
let parsed: unknown = null
|
||||
try {
|
||||
parsed = JSON.parse(raw)
|
||||
} catch {
|
||||
return
|
||||
}
|
||||
|
||||
const event = toRecord(parsed) as ActionEventLike | null
|
||||
if (!event) {
|
||||
return
|
||||
}
|
||||
|
||||
const payload = toRecord(event.payload)
|
||||
const data = toRecord(event.data)
|
||||
const eventType = toStringOrEmpty(event.type)
|
||||
const eventStatus = toStringOrEmpty(event.status)
|
||||
const eventRoomId = toStringOrEmpty(event.roomId ?? event.room_id ?? payload?.roomId ?? payload?.room_id)
|
||||
const eventRequestId = toStringOrEmpty(
|
||||
event.requestId ??
|
||||
event.request_id ??
|
||||
payload?.requestId ??
|
||||
payload?.request_id ??
|
||||
data?.requestId ??
|
||||
data?.request_id,
|
||||
)
|
||||
const payloadPlayerIds = Array.isArray(payload?.player_ids)
|
||||
? payload.player_ids.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: Array.isArray(payload?.playerIds)
|
||||
? payload.playerIds.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: null
|
||||
const leaveByRequestIdMatched = Boolean(
|
||||
eventRequestId && eventRequestId === lastLeaveRoomRequestId.value,
|
||||
)
|
||||
const leaveByPlayerUpdateMatched =
|
||||
leaveRoomPending.value &&
|
||||
eventType === 'room_player_update' &&
|
||||
eventStatus === 'ok' &&
|
||||
eventRoomId === (roomState.value.id || roomId.value) &&
|
||||
Array.isArray(payloadPlayerIds) &&
|
||||
Boolean(currentUserId.value) &&
|
||||
!payloadPlayerIds.includes(currentUserId.value)
|
||||
|
||||
if (leaveByRequestIdMatched || leaveByPlayerUpdateMatched) {
|
||||
leaveRoomPending.value = false
|
||||
lastLeaveRoomRequestId.value = ''
|
||||
if (event.status === 'error') {
|
||||
leaveHallAfterAck.value = false
|
||||
wsError.value = '退出房间失败,请稍后重试'
|
||||
pushWsMessage(`[client] 退出房间失败 requestId=${eventRequestId}`)
|
||||
} else {
|
||||
if (leaveByPlayerUpdateMatched) {
|
||||
pushWsMessage('[client] 已确认退出房间 player_update')
|
||||
} else {
|
||||
pushWsMessage(`[client] 已确认退出房间 requestId=${eventRequestId}`)
|
||||
}
|
||||
if (leaveHallAfterAck.value) {
|
||||
leaveHallAfterAck.value = false
|
||||
void router.push('/hall')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const candidates: unknown[] = [event.payload, event.data]
|
||||
if (payload) {
|
||||
candidates.push(payload.room, payload.state, payload.roomState, payload.data)
|
||||
}
|
||||
if (data) {
|
||||
candidates.push(data.room, data.state, data.roomState, data.data)
|
||||
}
|
||||
candidates.push(event)
|
||||
|
||||
for (const candidate of candidates) {
|
||||
const normalized = normalizeRoom(candidate)
|
||||
if (normalized) {
|
||||
mergeRoomState(normalized)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if (
|
||||
event.status === 'error' &&
|
||||
typeof event.requestId === 'string' &&
|
||||
event.requestId === lastStartRequestId.value
|
||||
) {
|
||||
startGamePending.value = false
|
||||
}
|
||||
}
|
||||
|
||||
function createRequestId(prefix: string): string {
|
||||
return `${prefix}-${Date.now()}-${Math.random().toString(36).slice(2, 10)}`
|
||||
}
|
||||
|
||||
function sendStartGame(): void {
|
||||
if (
|
||||
!ws.value ||
|
||||
ws.value.readyState !== WebSocket.OPEN ||
|
||||
!canStartGame.value ||
|
||||
startGamePending.value
|
||||
) {
|
||||
return
|
||||
}
|
||||
|
||||
const sender = currentUserId.value
|
||||
|
||||
if (!sender) {
|
||||
return
|
||||
}
|
||||
|
||||
const requestId = createRequestId('start-game')
|
||||
lastStartRequestId.value = requestId
|
||||
startGamePending.value = true
|
||||
|
||||
const message = {
|
||||
type: 'start_game',
|
||||
sender,
|
||||
target: 'room',
|
||||
roomId: roomState.value.id || roomId.value,
|
||||
seq: Date.now(),
|
||||
requestId,
|
||||
trace_id: createRequestId('trace'),
|
||||
payload: {},
|
||||
}
|
||||
logWsSend(message)
|
||||
ws.value.send(JSON.stringify(message))
|
||||
pushWsMessage(`[client] 请求开始游戏 requestId=${requestId}`)
|
||||
}
|
||||
|
||||
function sendLeaveRoom(): boolean {
|
||||
if (!ws.value || ws.value.readyState !== WebSocket.OPEN) {
|
||||
wsError.value = 'WebSocket 未连接,无法退出房间'
|
||||
return false
|
||||
}
|
||||
|
||||
const sender = currentUserId.value
|
||||
const targetRoomId = roomState.value.id || roomId.value
|
||||
if (!sender) {
|
||||
wsError.value = '缺少当前用户 ID,无法退出房间'
|
||||
return false
|
||||
}
|
||||
if (!targetRoomId) {
|
||||
wsError.value = '缺少房间 ID,无法退出房间'
|
||||
return false
|
||||
}
|
||||
|
||||
const requestId = createRequestId('leave-room')
|
||||
leaveRoomPending.value = true
|
||||
lastLeaveRoomRequestId.value = requestId
|
||||
const message = {
|
||||
type: 'leave_room',
|
||||
sender,
|
||||
target: 'room',
|
||||
roomId: targetRoomId,
|
||||
seq: Date.now(),
|
||||
requestId,
|
||||
trace_id: createRequestId('trace'),
|
||||
payload: {},
|
||||
}
|
||||
|
||||
logWsSend(message)
|
||||
ws.value.send(JSON.stringify(message))
|
||||
pushWsMessage(`[client] 请求退出房间 requestId=${requestId}`)
|
||||
return true
|
||||
}
|
||||
|
||||
async function connectWs(): Promise<void> {
|
||||
wsError.value = ''
|
||||
const token = await ensureWsAuth()
|
||||
if (!token) {
|
||||
wsError.value = '缺少 token,无法建立 WebSocket 连接'
|
||||
return
|
||||
}
|
||||
|
||||
disconnectWs()
|
||||
wsStatus.value = 'connecting'
|
||||
|
||||
const url = buildWsUrl(token)
|
||||
const socket = new WebSocket(url)
|
||||
ws.value = socket
|
||||
|
||||
socket.onopen = () => {
|
||||
wsStatus.value = 'connected'
|
||||
pushWsMessage('WebSocket 已连接')
|
||||
}
|
||||
|
||||
socket.onmessage = (event) => {
|
||||
if (typeof event.data === 'string') {
|
||||
logWsReceive('文本消息', event.data)
|
||||
try {
|
||||
const parsed = JSON.parse(event.data)
|
||||
logWsReceive('JSON 消息', parsed)
|
||||
|
||||
pushWsMessage(`[server] ${JSON.stringify(parsed, null, 2)}`)
|
||||
} catch {
|
||||
pushWsMessage(`[server] ${event.data}`)
|
||||
}
|
||||
|
||||
consumeGameEvent(event.data)
|
||||
return
|
||||
}
|
||||
|
||||
logWsReceive('binary message')
|
||||
pushWsMessage('[binary] message received')
|
||||
}
|
||||
|
||||
socket.onerror = () => {
|
||||
wsError.value = 'WebSocket 连接异常'
|
||||
}
|
||||
|
||||
socket.onclose = () => {
|
||||
wsStatus.value = 'disconnected'
|
||||
startGamePending.value = false
|
||||
if (leaveRoomPending.value) {
|
||||
leaveRoomPending.value = false
|
||||
lastLeaveRoomRequestId.value = ''
|
||||
leaveHallAfterAck.value = false
|
||||
wsError.value = '连接已断开,未收到退出房间确认'
|
||||
pushWsMessage('[client] 连接断开,退出房间请求未确认')
|
||||
}
|
||||
pushWsMessage('WebSocket 已断开')
|
||||
}
|
||||
}
|
||||
|
||||
function buildWsUrl(token: string): string {
|
||||
const baseUrl = /^wss?:\/\//.test(WS_BASE_URL)
|
||||
? new URL(WS_BASE_URL)
|
||||
: new URL(
|
||||
WS_BASE_URL.startsWith('/') ? WS_BASE_URL : `/${WS_BASE_URL}`,
|
||||
`${window.location.protocol === 'https:' ? 'wss:' : 'ws:'}//${window.location.host}`,
|
||||
)
|
||||
|
||||
baseUrl.searchParams.set('token', token)
|
||||
return baseUrl.toString()
|
||||
}
|
||||
|
||||
watch(
|
||||
roomId,
|
||||
(nextRoomId) => {
|
||||
const currentRoom = roomState.value
|
||||
if (!nextRoomId) {
|
||||
destroyActiveRoomState()
|
||||
} else if (currentRoom.id !== nextRoomId) {
|
||||
resetActiveRoomState({
|
||||
id: nextRoomId,
|
||||
name: roomName.value,
|
||||
})
|
||||
} else if (!currentRoom.name && roomName.value) {
|
||||
roomState.value = { ...currentRoom, name: roomName.value }
|
||||
}
|
||||
startGamePending.value = false
|
||||
lastStartRequestId.value = ''
|
||||
leaveRoomPending.value = false
|
||||
lastLeaveRoomRequestId.value = ''
|
||||
leaveHallAfterAck.value = false
|
||||
},
|
||||
{ immediate: true },
|
||||
)
|
||||
|
||||
watch(roomName, (next) => {
|
||||
roomState.value = { ...roomState.value, name: next || roomState.value.name }
|
||||
})
|
||||
|
||||
watch(
|
||||
[canStartGame, wsStatus],
|
||||
([canStart, status]) => {
|
||||
if (!canStart || status !== 'connected') {
|
||||
return
|
||||
}
|
||||
sendStartGame()
|
||||
},
|
||||
{ immediate: true },
|
||||
)
|
||||
|
||||
watch(
|
||||
() => roomState.value.status,
|
||||
(status) => {
|
||||
if (status === 'playing' || status === 'finished') {
|
||||
startGamePending.value = false
|
||||
}
|
||||
},
|
||||
)
|
||||
|
||||
onMounted(async () => {
|
||||
await ensureCurrentUserId()
|
||||
void connectWs()
|
||||
})
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
disconnectWs()
|
||||
destroyActiveRoomState()
|
||||
})
|
||||
|
||||
return {
|
||||
auth,
|
||||
roomState,
|
||||
roomId,
|
||||
roomName,
|
||||
currentUserId,
|
||||
loggedInUserName,
|
||||
wsStatus,
|
||||
wsError,
|
||||
wsMessages,
|
||||
startGamePending,
|
||||
leaveRoomPending,
|
||||
canStartGame,
|
||||
seatViews,
|
||||
connectWs,
|
||||
sendStartGame,
|
||||
backHall,
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup lang="ts">
|
||||
import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue'
|
||||
<script setup lang="ts">
|
||||
import { computed, onBeforeUnmount, onMounted, ref } from 'vue'
|
||||
import { useRoute, useRouter } from 'vue-router'
|
||||
import deskImage from '../assets/images/desk/desk_01.png'
|
||||
import topBackImage from '../assets/images/tiles/top/tbgs_2.png'
|
||||
@@ -10,151 +10,31 @@ import TopPlayerCard from '../components/game/TopPlayerCard.vue'
|
||||
import RightPlayerCard from '../components/game/RightPlayerCard.vue'
|
||||
import BottomPlayerCard from '../components/game/BottomPlayerCard.vue'
|
||||
import LeftPlayerCard from '../components/game/LeftPlayerCard.vue'
|
||||
import type { AuthSession } from '../api/authed-request'
|
||||
import { refreshAccessToken } from '../api/auth'
|
||||
import { getUserInfo } from '../api/user'
|
||||
import type { SeatPlayerCardModel } from '../components/game/seat-player-card'
|
||||
import {
|
||||
DEFAULT_MAX_PLAYERS,
|
||||
activeRoomState,
|
||||
destroyActiveRoomState,
|
||||
mergeActiveRoomState,
|
||||
resetActiveRoomState,
|
||||
type GameState,
|
||||
type RoomPlayerState,
|
||||
type RoomState,
|
||||
} from '../state/active-room'
|
||||
import { readStoredAuth, writeStoredAuth } from '../utils/auth-storage'
|
||||
import { useChengduGameRoom, type SeatKey } from '../features/chengdu-game/useChengduGameRoom'
|
||||
|
||||
const router = useRouter()
|
||||
const route = useRoute()
|
||||
const router = useRouter()
|
||||
const {
|
||||
roomState,
|
||||
roomId,
|
||||
roomName,
|
||||
loggedInUserName,
|
||||
wsStatus,
|
||||
wsError,
|
||||
wsMessages,
|
||||
startGamePending,
|
||||
leaveRoomPending,
|
||||
canStartGame,
|
||||
seatViews,
|
||||
connectWs,
|
||||
sendStartGame,
|
||||
backHall,
|
||||
} = useChengduGameRoom(route, router)
|
||||
|
||||
const auth = ref(readStoredAuth())
|
||||
const ws = ref<WebSocket | null>(null)
|
||||
const wsStatus = ref<'disconnected' | 'connecting' | 'connected'>('disconnected')
|
||||
const wsError = ref('')
|
||||
const wsMessages = ref<string[]>([])
|
||||
const startGamePending = ref(false)
|
||||
const lastStartRequestId = ref('')
|
||||
const leaveRoomPending = ref(false)
|
||||
const lastLeaveRoomRequestId = ref('')
|
||||
const leaveHallAfterAck = ref(false)
|
||||
const now = ref(Date.now())
|
||||
let clockTimer: number | null = null
|
||||
|
||||
const WS_BASE_URL = import.meta.env.VITE_GAME_WS_URL ?? '/api/v1/ws'
|
||||
|
||||
type SeatKey = 'top' | 'right' | 'bottom' | 'left'
|
||||
|
||||
interface ActionEventLike {
|
||||
type?: unknown
|
||||
status?: unknown
|
||||
requestId?: unknown
|
||||
request_id?: unknown
|
||||
roomId?: unknown
|
||||
room_id?: unknown
|
||||
payload?: unknown
|
||||
data?: unknown
|
||||
}
|
||||
|
||||
const roomId = computed(() => {
|
||||
return typeof route.params.roomId === 'string' ? route.params.roomId : ''
|
||||
})
|
||||
|
||||
const roomName = computed(() => {
|
||||
return typeof route.query.roomName === 'string' ? route.query.roomName : ''
|
||||
})
|
||||
|
||||
const currentUserId = computed(() => {
|
||||
const user = auth.value?.user as Record<string, unknown> | undefined
|
||||
const candidate = user?.id ?? user?.userID ?? user?.user_id
|
||||
if (typeof candidate === 'string') {
|
||||
return candidate
|
||||
}
|
||||
if (typeof candidate === 'number' && Number.isFinite(candidate)) {
|
||||
return String(candidate)
|
||||
}
|
||||
return ''
|
||||
})
|
||||
|
||||
const loggedInUserName = computed(() => {
|
||||
if (!auth.value?.user) {
|
||||
return ''
|
||||
}
|
||||
|
||||
return auth.value.user.nickname ?? auth.value.user.username ?? ''
|
||||
})
|
||||
|
||||
const roomState = activeRoomState
|
||||
|
||||
const isRoomFull = computed(() => {
|
||||
return (
|
||||
roomState.value.maxPlayers > 0 &&
|
||||
roomState.value.playerCount === roomState.value.maxPlayers
|
||||
)
|
||||
})
|
||||
|
||||
const canStartGame = computed(() => {
|
||||
return (
|
||||
Boolean(roomState.value.id) &&
|
||||
roomState.value.status === 'waiting' &&
|
||||
isRoomFull.value &&
|
||||
Boolean(currentUserId.value) &&
|
||||
roomState.value.ownerId === currentUserId.value
|
||||
)
|
||||
})
|
||||
|
||||
const seatViews = computed(() => {
|
||||
const seats: Record<SeatKey, RoomPlayerState | null> = {
|
||||
top: null,
|
||||
right: null,
|
||||
bottom: null,
|
||||
left: null,
|
||||
}
|
||||
|
||||
const players = [...roomState.value.players].sort((a, b) => a.index - b.index)
|
||||
const hasSelf = players.some((player) => player.playerId === currentUserId.value)
|
||||
if (currentUserId.value && roomState.value.id && !hasSelf) {
|
||||
// Fallback before WS full player list arrives: keep current player at bottom.
|
||||
players.unshift({
|
||||
index: 0,
|
||||
playerId: currentUserId.value,
|
||||
ready: false,
|
||||
})
|
||||
}
|
||||
|
||||
const me = players.find((player) => player.playerId === currentUserId.value) ?? null
|
||||
const anchorIndex = me?.index ?? players[0]?.index ?? 0
|
||||
const clockwiseSeatByDelta: SeatKey[] = ['bottom', 'left', 'top', 'right']
|
||||
|
||||
for (const player of players) {
|
||||
const normalizedDelta = ((player.index - anchorIndex) % 4 + 4) % 4
|
||||
const seat = clockwiseSeatByDelta[normalizedDelta] ?? 'top'
|
||||
seats[seat] = player
|
||||
}
|
||||
|
||||
const turnSeat =
|
||||
roomState.value.currentTurnIndex === null
|
||||
? null
|
||||
: clockwiseSeatByDelta[
|
||||
((roomState.value.currentTurnIndex - anchorIndex) % 4 + 4) % 4
|
||||
] ?? null
|
||||
|
||||
const order: SeatKey[] = ['top', 'right', 'bottom', 'left']
|
||||
return order.map((seat) => {
|
||||
const player = seats[seat]
|
||||
const isSelf = Boolean(player) && player?.playerId === currentUserId.value
|
||||
return {
|
||||
key: seat,
|
||||
player,
|
||||
isSelf,
|
||||
isTurn: turnSeat === seat,
|
||||
label: player ? (isSelf ? '你' : player.playerId) : '空位',
|
||||
subLabel: player ? `座位 ${player.index}` : '',
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
const roomStatusText = computed(() => {
|
||||
if (roomState.value.status === 'playing') {
|
||||
return '对局中'
|
||||
@@ -221,11 +101,12 @@ const wallBacks = computed<Record<SeatKey, string[]>>(() => {
|
||||
const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
const scoreMap = roomState.value.game?.state?.scores ?? {}
|
||||
const dealerIndex = roomState.value.game?.state?.dealerIndex ?? -1
|
||||
const emptyLabel = missingSuitLabel(null)
|
||||
|
||||
return seatViews.value.reduce(
|
||||
(acc, seat, index) => {
|
||||
const playerId = seat.player?.playerId ?? ''
|
||||
const score = playerId ? scoreMap[playerId] : undefined
|
||||
const playerId = seat.player?.playerId ?? ''
|
||||
const score = playerId ? scoreMap[playerId] : undefined
|
||||
|
||||
acc[seat.key] = {
|
||||
avatar: seat.isSelf ? '我' : String(index + 1),
|
||||
@@ -234,7 +115,7 @@ const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
dealer: seat.player?.index === dealerIndex,
|
||||
isTurn: seat.isTurn,
|
||||
isOnline: Boolean(seat.player),
|
||||
missingSuitLabel: missingSuitLabel(null),
|
||||
missingSuitLabel: emptyLabel,
|
||||
}
|
||||
|
||||
return acc
|
||||
@@ -247,7 +128,7 @@ const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
dealer: false,
|
||||
isTurn: false,
|
||||
isOnline: false,
|
||||
missingSuitLabel: missingSuitLabel(null),
|
||||
missingSuitLabel: emptyLabel,
|
||||
},
|
||||
right: {
|
||||
avatar: '2',
|
||||
@@ -256,7 +137,7 @@ const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
dealer: false,
|
||||
isTurn: false,
|
||||
isOnline: false,
|
||||
missingSuitLabel: missingSuitLabel(null),
|
||||
missingSuitLabel: emptyLabel,
|
||||
},
|
||||
bottom: {
|
||||
avatar: '我',
|
||||
@@ -265,7 +146,7 @@ const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
dealer: false,
|
||||
isTurn: false,
|
||||
isOnline: false,
|
||||
missingSuitLabel: missingSuitLabel(null),
|
||||
missingSuitLabel: emptyLabel,
|
||||
},
|
||||
left: {
|
||||
avatar: '4',
|
||||
@@ -274,7 +155,7 @@ const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
dealer: false,
|
||||
isTurn: false,
|
||||
isOnline: false,
|
||||
missingSuitLabel: missingSuitLabel(null),
|
||||
missingSuitLabel: emptyLabel,
|
||||
},
|
||||
},
|
||||
)
|
||||
@@ -316,626 +197,10 @@ function getBackImage(seat: SeatKey): string {
|
||||
return imageMap[seat]
|
||||
}
|
||||
|
||||
function backHall(): void {
|
||||
if (leaveRoomPending.value) {
|
||||
return
|
||||
}
|
||||
|
||||
leaveHallAfterAck.value = true
|
||||
const sent = sendLeaveRoom()
|
||||
if (!sent) {
|
||||
leaveHallAfterAck.value = false
|
||||
pushWsMessage('[client] Leave room request was not sent')
|
||||
}
|
||||
}
|
||||
|
||||
function pushWsMessage(text: string): void {
|
||||
const line = `[${new Date().toLocaleTimeString()}] ${text}`
|
||||
wsMessages.value.unshift(line)
|
||||
if (wsMessages.value.length > 80) {
|
||||
wsMessages.value.length = 80
|
||||
}
|
||||
}
|
||||
|
||||
function logWsSend(message: unknown): void {
|
||||
console.log('[WS][client] 发送:', message)
|
||||
}
|
||||
|
||||
function logWsReceive(kind: string, payload?: unknown): void {
|
||||
const now = new Date().toLocaleTimeString()
|
||||
if (payload === undefined) {
|
||||
console.log(`[WS][${now}] 收到${kind}`)
|
||||
return
|
||||
}
|
||||
console.log(`[WS][${now}] 收到${kind}:`, payload)
|
||||
}
|
||||
|
||||
function disconnectWs(): void {
|
||||
if (ws.value) {
|
||||
ws.value.close()
|
||||
ws.value = null
|
||||
}
|
||||
wsStatus.value = 'disconnected'
|
||||
}
|
||||
|
||||
function toRecord(value: unknown): Record<string, unknown> | null {
|
||||
return typeof value === 'object' && value !== null ? (value as Record<string, unknown>) : null
|
||||
}
|
||||
|
||||
function toStringOrEmpty(value: unknown): string {
|
||||
if (typeof value === 'string') {
|
||||
return value
|
||||
}
|
||||
if (typeof value === 'number' && Number.isFinite(value)) {
|
||||
return String(value)
|
||||
}
|
||||
return ''
|
||||
}
|
||||
|
||||
function toSession(source: NonNullable<typeof auth.value>): AuthSession {
|
||||
return {
|
||||
token: source.token,
|
||||
tokenType: source.tokenType,
|
||||
refreshToken: source.refreshToken,
|
||||
expiresIn: source.expiresIn,
|
||||
}
|
||||
}
|
||||
|
||||
function syncAuth(next: AuthSession): void {
|
||||
if (!auth.value) {
|
||||
return
|
||||
}
|
||||
|
||||
auth.value = {
|
||||
...auth.value,
|
||||
token: next.token,
|
||||
tokenType: next.tokenType ?? auth.value.tokenType,
|
||||
refreshToken: next.refreshToken ?? auth.value.refreshToken,
|
||||
expiresIn: next.expiresIn,
|
||||
}
|
||||
writeStoredAuth(auth.value)
|
||||
}
|
||||
|
||||
async function ensureCurrentUserId(): Promise<void> {
|
||||
if (currentUserId.value || !auth.value) {
|
||||
return
|
||||
}
|
||||
|
||||
try {
|
||||
const userInfo = await getUserInfo(toSession(auth.value), syncAuth)
|
||||
const payload = userInfo as Record<string, unknown>
|
||||
const resolvedId = toStringOrEmpty(payload.userID ?? payload.user_id ?? payload.id)
|
||||
if (!resolvedId) {
|
||||
return
|
||||
}
|
||||
|
||||
auth.value = {
|
||||
...auth.value,
|
||||
user: {
|
||||
...(auth.value.user ?? {}),
|
||||
id: resolvedId,
|
||||
},
|
||||
}
|
||||
writeStoredAuth(auth.value)
|
||||
} catch {
|
||||
wsError.value = '获取当前用户 ID 失败,部分操作可能不可用'
|
||||
}
|
||||
}
|
||||
|
||||
async function ensureWsAuth(): Promise<string | null> {
|
||||
const currentAuth = auth.value
|
||||
if (!currentAuth?.token) {
|
||||
return null
|
||||
}
|
||||
|
||||
if (!currentAuth.refreshToken) {
|
||||
return currentAuth.token
|
||||
}
|
||||
|
||||
try {
|
||||
const refreshed = await refreshAccessToken({
|
||||
token: currentAuth.token,
|
||||
tokenType: currentAuth.tokenType,
|
||||
refreshToken: currentAuth.refreshToken,
|
||||
})
|
||||
|
||||
const nextAuth = {
|
||||
...currentAuth,
|
||||
token: refreshed.token,
|
||||
tokenType: refreshed.tokenType ?? currentAuth.tokenType,
|
||||
refreshToken: refreshed.refreshToken ?? currentAuth.refreshToken,
|
||||
expiresIn: refreshed.expiresIn,
|
||||
user: refreshed.user ?? currentAuth.user,
|
||||
}
|
||||
|
||||
auth.value = nextAuth
|
||||
writeStoredAuth(nextAuth)
|
||||
return nextAuth.token
|
||||
} catch {
|
||||
return currentAuth.token
|
||||
}
|
||||
}
|
||||
|
||||
function toFiniteNumber(value: unknown): number | null {
|
||||
if (typeof value === 'number' && Number.isFinite(value)) {
|
||||
return value
|
||||
}
|
||||
if (typeof value === 'string' && value.trim()) {
|
||||
const parsed = Number(value)
|
||||
return Number.isFinite(parsed) ? parsed : null
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
function toBoolean(value: unknown): boolean {
|
||||
if (typeof value === 'boolean') {
|
||||
return value
|
||||
}
|
||||
if (typeof value === 'number') {
|
||||
return value !== 0
|
||||
}
|
||||
if (typeof value === 'string') {
|
||||
const normalized = value.trim().toLowerCase()
|
||||
return normalized === '1' || normalized === 'true' || normalized === 'yes'
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
function normalizeScores(value: unknown): Record<string, number> {
|
||||
const record = toRecord(value)
|
||||
if (!record) {
|
||||
return {}
|
||||
}
|
||||
|
||||
const scores: Record<string, number> = {}
|
||||
for (const [key, score] of Object.entries(record)) {
|
||||
const parsed = toFiniteNumber(score)
|
||||
if (parsed !== null) {
|
||||
scores[key] = parsed
|
||||
}
|
||||
}
|
||||
return scores
|
||||
}
|
||||
|
||||
function normalizePlayer(input: unknown, fallbackIndex: number): RoomPlayerState | null {
|
||||
const player = toRecord(input)
|
||||
if (!player) {
|
||||
return null
|
||||
}
|
||||
|
||||
const playerId = toStringOrEmpty(player.playerId ?? player.player_id ?? player.user_id ?? player.id)
|
||||
if (!playerId) {
|
||||
return null
|
||||
}
|
||||
|
||||
const seatIndex = toFiniteNumber(player.index ?? player.seat ?? player.position ?? player.player_index)
|
||||
return {
|
||||
index: seatIndex ?? fallbackIndex,
|
||||
playerId,
|
||||
ready: Boolean(player.ready),
|
||||
}
|
||||
}
|
||||
|
||||
function extractCurrentTurnIndex(value: Record<string, unknown>): number | null {
|
||||
const game = toRecord(value.game)
|
||||
const gameState = toRecord(game?.state)
|
||||
const keys = [
|
||||
gameState?.currentTurn,
|
||||
gameState?.current_turn,
|
||||
gameState?.currentTurnIndex,
|
||||
gameState?.current_turn_index,
|
||||
value.currentTurnIndex,
|
||||
value.current_turn_index,
|
||||
value.currentPlayerIndex,
|
||||
value.current_player_index,
|
||||
value.turnIndex,
|
||||
value.turn_index,
|
||||
value.activePlayerIndex,
|
||||
value.active_player_index,
|
||||
]
|
||||
for (const key of keys) {
|
||||
const parsed = toFiniteNumber(key)
|
||||
if (parsed !== null) {
|
||||
return parsed
|
||||
}
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
function normalizeGame(input: unknown): GameState | null {
|
||||
const game = toRecord(input)
|
||||
if (!game) {
|
||||
return null
|
||||
}
|
||||
|
||||
const rule = toRecord(game.rule)
|
||||
const rawState = toRecord(game.state)
|
||||
const playersRaw =
|
||||
(Array.isArray(rawState?.players) ? rawState?.players : null) ??
|
||||
(Array.isArray(rawState?.playerStates) ? rawState?.playerStates : null) ??
|
||||
[]
|
||||
|
||||
const normalizedPlayers = playersRaw
|
||||
.map((item, index) => normalizePlayer(item, index))
|
||||
.filter((item): item is RoomPlayerState => Boolean(item))
|
||||
|
||||
return {
|
||||
rule: rule
|
||||
? {
|
||||
name: toStringOrEmpty(rule.name),
|
||||
isBloodFlow: toBoolean(rule.isBloodFlow ?? rule.is_blood_flow),
|
||||
hasHongZhong: toBoolean(rule.hasHongZhong ?? rule.has_hong_zhong),
|
||||
}
|
||||
: null,
|
||||
state: rawState
|
||||
? {
|
||||
phase: toStringOrEmpty(rawState.phase),
|
||||
dealerIndex: toFiniteNumber(rawState.dealerIndex ?? rawState.dealer_index) ?? 0,
|
||||
currentTurn: toFiniteNumber(rawState.currentTurn ?? rawState.current_turn) ?? 0,
|
||||
needDraw: toBoolean(rawState.needDraw ?? rawState.need_draw),
|
||||
players: normalizedPlayers,
|
||||
wall: Array.isArray(rawState.wall) ? rawState.wall.map((item) => toStringOrEmpty(item)).filter(Boolean) : [],
|
||||
lastDiscardTile: toStringOrEmpty(rawState.lastDiscardTile ?? rawState.last_discard_tile) || null,
|
||||
lastDiscardBy: toStringOrEmpty(rawState.lastDiscardBy ?? rawState.last_discard_by),
|
||||
pendingClaim: toRecord(rawState.pendingClaim ?? rawState.pending_claim),
|
||||
winners: Array.isArray(rawState.winners)
|
||||
? rawState.winners.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: [],
|
||||
scores: normalizeScores(rawState.scores),
|
||||
lastDrawPlayerId: toStringOrEmpty(rawState.lastDrawPlayerID ?? rawState.last_draw_player_id),
|
||||
lastDrawFromGang: toBoolean(rawState.lastDrawFromGang ?? rawState.last_draw_from_gang),
|
||||
lastDrawIsLastTile: toBoolean(rawState.lastDrawIsLastTile ?? rawState.last_draw_is_last_tile),
|
||||
huWay: toStringOrEmpty(rawState.huWay ?? rawState.hu_way),
|
||||
}
|
||||
: null,
|
||||
}
|
||||
}
|
||||
|
||||
function normalizeRoom(input: unknown): RoomState | null {
|
||||
const source = toRecord(input)
|
||||
if (!source) {
|
||||
return null
|
||||
}
|
||||
|
||||
let room = source
|
||||
let id = toStringOrEmpty(room.roomId ?? room.room_id ?? room.id)
|
||||
if (!id) {
|
||||
const nestedRoom = toRecord(room.data)
|
||||
if (nestedRoom) {
|
||||
room = nestedRoom
|
||||
id = toStringOrEmpty(room.roomId ?? room.room_id ?? room.id)
|
||||
}
|
||||
}
|
||||
if (!id) {
|
||||
return null
|
||||
}
|
||||
|
||||
const maxPlayers =
|
||||
toFiniteNumber(room.maxPlayers ?? room.max_players) ?? roomState.value.maxPlayers ?? DEFAULT_MAX_PLAYERS
|
||||
const playersRaw =
|
||||
(Array.isArray(room.players) ? room.players : null) ??
|
||||
(Array.isArray(room.playerList) ? room.playerList : null) ??
|
||||
(Array.isArray(room.player_list) ? room.player_list : null) ??
|
||||
[]
|
||||
const playerIdsRaw =
|
||||
(Array.isArray(room.player_ids) ? room.player_ids : null) ??
|
||||
(Array.isArray(room.playerIds) ? room.playerIds : null) ??
|
||||
[]
|
||||
|
||||
const players = playersRaw
|
||||
.map((item, index) => normalizePlayer(item, index))
|
||||
.filter((item): item is RoomPlayerState => Boolean(item))
|
||||
.sort((a, b) => a.index - b.index)
|
||||
const playersFromIds = playerIdsRaw
|
||||
.map((item, index) => ({
|
||||
index,
|
||||
playerId: toStringOrEmpty(item),
|
||||
ready: false,
|
||||
}))
|
||||
.filter((item) => Boolean(item.playerId))
|
||||
const resolvedPlayers = players.length > 0 ? players : playersFromIds
|
||||
const parsedPlayerCount = toFiniteNumber(room.player_count ?? room.playerCount)
|
||||
const game = normalizeGame(room.game)
|
||||
|
||||
return {
|
||||
id,
|
||||
name: toStringOrEmpty(room.name) || roomState.value.name,
|
||||
gameType: toStringOrEmpty(room.gameType ?? room.game_type) || roomState.value.gameType || 'chengdu',
|
||||
ownerId: toStringOrEmpty(room.ownerId ?? room.owner_id),
|
||||
maxPlayers,
|
||||
playerCount: parsedPlayerCount ?? resolvedPlayers.length,
|
||||
status: toStringOrEmpty(room.status) || roomState.value.status || 'waiting',
|
||||
createdAt: toStringOrEmpty(room.createdAt ?? room.created_at) || roomState.value.createdAt,
|
||||
updatedAt: toStringOrEmpty(room.updatedAt ?? room.updated_at) || roomState.value.updatedAt,
|
||||
game: game ?? roomState.value.game,
|
||||
players: resolvedPlayers,
|
||||
currentTurnIndex: extractCurrentTurnIndex(room),
|
||||
}
|
||||
}
|
||||
|
||||
function mergeRoomState(next: RoomState): void {
|
||||
if (roomId.value && next.id !== roomId.value) {
|
||||
return
|
||||
}
|
||||
mergeActiveRoomState(next)
|
||||
}
|
||||
|
||||
function consumeGameEvent(raw: string): void {
|
||||
let parsed: unknown = null
|
||||
try {
|
||||
parsed = JSON.parse(raw)
|
||||
} catch {
|
||||
return
|
||||
}
|
||||
|
||||
const event = toRecord(parsed) as ActionEventLike | null
|
||||
if (!event) {
|
||||
return
|
||||
}
|
||||
|
||||
const payload = toRecord(event.payload)
|
||||
const data = toRecord(event.data)
|
||||
const eventType = toStringOrEmpty(event.type)
|
||||
const eventStatus = toStringOrEmpty(event.status)
|
||||
const eventRoomId = toStringOrEmpty(event.roomId ?? event.room_id ?? payload?.roomId ?? payload?.room_id)
|
||||
const eventRequestId = toStringOrEmpty(
|
||||
event.requestId ?? event.request_id ?? payload?.requestId ?? payload?.request_id ?? data?.requestId ?? data?.request_id,
|
||||
)
|
||||
const payloadPlayerIds = Array.isArray(payload?.player_ids)
|
||||
? payload.player_ids.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: Array.isArray(payload?.playerIds)
|
||||
? payload.playerIds.map((item) => toStringOrEmpty(item)).filter(Boolean)
|
||||
: null
|
||||
const leaveByRequestIdMatched = Boolean(eventRequestId && eventRequestId === lastLeaveRoomRequestId.value)
|
||||
const leaveByPlayerUpdateMatched =
|
||||
leaveRoomPending.value &&
|
||||
eventType === 'room_player_update' &&
|
||||
eventStatus === 'ok' &&
|
||||
eventRoomId === (roomState.value.id || roomId.value) &&
|
||||
Array.isArray(payloadPlayerIds) &&
|
||||
Boolean(currentUserId.value) &&
|
||||
!payloadPlayerIds.includes(currentUserId.value)
|
||||
|
||||
if (leaveByRequestIdMatched || leaveByPlayerUpdateMatched) {
|
||||
leaveRoomPending.value = false
|
||||
lastLeaveRoomRequestId.value = ''
|
||||
if (event.status === 'error') {
|
||||
leaveHallAfterAck.value = false
|
||||
wsError.value = '退出房间失败,请稍后重试'
|
||||
pushWsMessage(`[client] 退出房间失败 requestId=${eventRequestId}`)
|
||||
} else {
|
||||
if (leaveByPlayerUpdateMatched) {
|
||||
pushWsMessage('[client] 已确认退出房间 player_update')
|
||||
} else {
|
||||
pushWsMessage(`[client] 已确认退出房间 requestId=${eventRequestId}`)
|
||||
}
|
||||
if (leaveHallAfterAck.value) {
|
||||
leaveHallAfterAck.value = false
|
||||
void router.push('/hall')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const candidates: unknown[] = [event.payload, event.data]
|
||||
if (payload) {
|
||||
candidates.push(payload.room, payload.state, payload.roomState, payload.data)
|
||||
}
|
||||
if (data) {
|
||||
candidates.push(data.room, data.state, data.roomState, data.data)
|
||||
}
|
||||
candidates.push(event)
|
||||
|
||||
for (const candidate of candidates) {
|
||||
const normalized = normalizeRoom(candidate)
|
||||
if (normalized) {
|
||||
mergeRoomState(normalized)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if (
|
||||
event.status === 'error' &&
|
||||
typeof event.requestId === 'string' &&
|
||||
event.requestId === lastStartRequestId.value
|
||||
) {
|
||||
startGamePending.value = false
|
||||
}
|
||||
}
|
||||
|
||||
function createRequestId(prefix: string): string {
|
||||
return `${prefix}-${Date.now()}-${Math.random().toString(36).slice(2, 10)}`
|
||||
}
|
||||
|
||||
function sendStartGame(): void {
|
||||
if (!ws.value || ws.value.readyState !== WebSocket.OPEN || !canStartGame.value || startGamePending.value) {
|
||||
return
|
||||
}
|
||||
|
||||
const sender = currentUserId.value
|
||||
|
||||
if (!sender) {
|
||||
return
|
||||
}
|
||||
|
||||
const requestId = createRequestId('start-game')
|
||||
lastStartRequestId.value = requestId
|
||||
startGamePending.value = true
|
||||
|
||||
const message = {
|
||||
type: 'start_game',
|
||||
sender,
|
||||
target: 'room',
|
||||
roomId: roomState.value.id || roomId.value,
|
||||
seq: Date.now(),
|
||||
requestId,
|
||||
trace_id: createRequestId('trace'),
|
||||
payload: {},
|
||||
}
|
||||
logWsSend(message)
|
||||
ws.value.send(JSON.stringify(message))
|
||||
pushWsMessage(`[client] 请求开始游戏 requestId=${requestId}`)
|
||||
}
|
||||
|
||||
function sendLeaveRoom(): boolean {
|
||||
if (!ws.value || ws.value.readyState !== WebSocket.OPEN) {
|
||||
wsError.value = 'WebSocket 未连接,无法退出房间'
|
||||
return false
|
||||
}
|
||||
|
||||
const sender = currentUserId.value
|
||||
const targetRoomId = roomState.value.id || roomId.value
|
||||
if (!sender) {
|
||||
wsError.value = '缺少当前用户 ID,无法退出房间'
|
||||
return false
|
||||
}
|
||||
if (!targetRoomId) {
|
||||
wsError.value = '缺少房间 ID,无法退出房间'
|
||||
return false
|
||||
}
|
||||
|
||||
const requestId = createRequestId('leave-room')
|
||||
leaveRoomPending.value = true
|
||||
lastLeaveRoomRequestId.value = requestId
|
||||
const message = {
|
||||
type: 'leave_room',
|
||||
sender,
|
||||
target: 'room',
|
||||
roomId: targetRoomId,
|
||||
seq: Date.now(),
|
||||
requestId,
|
||||
trace_id: createRequestId('trace'),
|
||||
payload: {},
|
||||
}
|
||||
|
||||
logWsSend(message)
|
||||
ws.value.send(JSON.stringify(message))
|
||||
pushWsMessage(`[client] 请求退出房间 requestId=${requestId}`)
|
||||
return true
|
||||
}
|
||||
|
||||
async function connectWs(): Promise<void> {
|
||||
wsError.value = ''
|
||||
const token = await ensureWsAuth()
|
||||
if (!token) {
|
||||
wsError.value = '缺少 token,无法建立 WebSocket 连接'
|
||||
return
|
||||
}
|
||||
|
||||
disconnectWs()
|
||||
wsStatus.value = 'connecting'
|
||||
|
||||
const url = buildWsUrl(token)
|
||||
const socket = new WebSocket(url)
|
||||
ws.value = socket
|
||||
|
||||
socket.onopen = () => {
|
||||
wsStatus.value = 'connected'
|
||||
pushWsMessage('WebSocket 已连接')
|
||||
}
|
||||
|
||||
socket.onmessage = (event) => {
|
||||
if (typeof event.data === 'string') {
|
||||
logWsReceive('文本消息', event.data)
|
||||
try {
|
||||
const parsed = JSON.parse(event.data)
|
||||
logWsReceive('JSON 消息', parsed)
|
||||
|
||||
pushWsMessage(`[server] ${JSON.stringify(parsed, null, 2)}`)
|
||||
} catch {
|
||||
pushWsMessage(`[server] ${event.data}`)
|
||||
}
|
||||
|
||||
consumeGameEvent(event.data)
|
||||
return
|
||||
}
|
||||
|
||||
logWsReceive('binary message')
|
||||
pushWsMessage('[binary] message received')
|
||||
}
|
||||
|
||||
socket.onerror = () => {
|
||||
wsError.value = 'WebSocket 连接异常'
|
||||
}
|
||||
|
||||
socket.onclose = () => {
|
||||
wsStatus.value = 'disconnected'
|
||||
startGamePending.value = false
|
||||
if (leaveRoomPending.value) {
|
||||
leaveRoomPending.value = false
|
||||
lastLeaveRoomRequestId.value = ''
|
||||
leaveHallAfterAck.value = false
|
||||
wsError.value = '连接已断开,未收到退出房间确认'
|
||||
pushWsMessage('[client] 连接断开,退出房间请求未确认')
|
||||
}
|
||||
pushWsMessage('WebSocket 已断开')
|
||||
}
|
||||
}
|
||||
|
||||
function buildWsUrl(token: string): string {
|
||||
const baseUrl = /^wss?:\/\//.test(WS_BASE_URL)
|
||||
? new URL(WS_BASE_URL)
|
||||
: new URL(
|
||||
WS_BASE_URL.startsWith('/') ? WS_BASE_URL : `/${WS_BASE_URL}`,
|
||||
`${window.location.protocol === 'https:' ? 'wss:' : 'ws:'}//${window.location.host}`,
|
||||
)
|
||||
|
||||
baseUrl.searchParams.set('token', token)
|
||||
return baseUrl.toString()
|
||||
}
|
||||
|
||||
watch(
|
||||
roomId,
|
||||
(nextRoomId) => {
|
||||
const currentRoom = roomState.value
|
||||
if (!nextRoomId) {
|
||||
destroyActiveRoomState()
|
||||
} else if (currentRoom.id !== nextRoomId) {
|
||||
resetActiveRoomState({
|
||||
id: nextRoomId,
|
||||
name: roomName.value,
|
||||
})
|
||||
} else if (!currentRoom.name && roomName.value) {
|
||||
roomState.value = { ...currentRoom, name: roomName.value }
|
||||
}
|
||||
startGamePending.value = false
|
||||
lastStartRequestId.value = ''
|
||||
leaveRoomPending.value = false
|
||||
lastLeaveRoomRequestId.value = ''
|
||||
leaveHallAfterAck.value = false
|
||||
},
|
||||
{ immediate: true },
|
||||
)
|
||||
|
||||
watch(roomName, (next) => {
|
||||
roomState.value = { ...roomState.value, name: next || roomState.value.name }
|
||||
})
|
||||
|
||||
watch(
|
||||
[canStartGame, wsStatus],
|
||||
([canStart, status]) => {
|
||||
if (!canStart || status !== 'connected') {
|
||||
return
|
||||
}
|
||||
sendStartGame()
|
||||
},
|
||||
{ immediate: true },
|
||||
)
|
||||
|
||||
watch(
|
||||
() => roomState.value.status,
|
||||
(status) => {
|
||||
if (status === 'playing' || status === 'finished') {
|
||||
startGamePending.value = false
|
||||
}
|
||||
},
|
||||
)
|
||||
|
||||
onMounted(async () => {
|
||||
onMounted(() => {
|
||||
clockTimer = window.setInterval(() => {
|
||||
now.value = Date.now()
|
||||
}, 1000)
|
||||
await ensureCurrentUserId()
|
||||
connectWs()
|
||||
})
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
@@ -943,8 +208,6 @@ onBeforeUnmount(() => {
|
||||
window.clearInterval(clockTimer)
|
||||
clockTimer = null
|
||||
}
|
||||
disconnectWs()
|
||||
destroyActiveRoomState()
|
||||
})
|
||||
</script>
|
||||
|
||||
@@ -978,7 +241,7 @@ onBeforeUnmount(() => {
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<section class="table-panel game-table-panel">
|
||||
<section class="table-panel game-table-panel">
|
||||
<div class="room-brief">
|
||||
<span class="room-brief-title">当前房间</span>
|
||||
<span class="room-brief-item">
|
||||
@@ -1006,7 +269,7 @@ onBeforeUnmount(() => {
|
||||
{{ startGamePending ? '开局请求中...' : '开始游戏' }}
|
||||
</button>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
<section class="table-shell">
|
||||
<img class="table-desk" :src="deskImage" alt="" />
|
||||
|
||||
Reference in New Issue
Block a user