feat(game): 添加房间玩家状态同步功能
- 定义 RoomPlayerUpdatePayload 接口用于处理房间状态更新 - 在游戏动作中新增 ROOM_PLAYER_UPDATE 类型支持 - 实现游戏状态管理器中的房间玩家更新逻辑 - 重构成都麻将页面以使用新的状态管理机制 - 添加从 WebSocket 消息转换为游戏动作的功能 - 更新房间离开时的 WebSocket 消息发送逻辑 - 优化玩家手牌显示和选择逻辑 - 调整房间状态显示逻辑以匹配新状态模型 - 修复座位索引计算和庄家标识逻辑 - 更新全局样式中的图标按钮样式 - 替换大厅页面的刷新图标为 SVG 图像 - 升级 pnpm 包管理器版本 - 扩展玩家状态类型定义以支持显示名称和缺门信息
This commit is contained in:
@@ -3,7 +3,7 @@
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"packageManager": "pnpm@9.0.0",
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"packageManager": "pnpm@10.28.2",
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"scripts": {
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"dev": "vite",
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"build": "vue-tsc -b && vite build",
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src/assets/images/icons/avatar.svg
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src/assets/images/icons/avatar.svg
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@@ -0,0 +1 @@
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<?xml version="1.0" standalone="no"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><svg t="1774428253072" class="icon" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="3685" xmlns:xlink="http://www.w3.org/1999/xlink" width="200" height="200"><path d="M819.2 729.088V757.76c0 33.792-27.648 61.44-61.44 61.44H266.24c-33.792 0-61.44-27.648-61.44-61.44v-28.672c0-74.752 87.04-119.808 168.96-155.648 3.072-1.024 5.12-2.048 8.192-4.096 6.144-3.072 13.312-3.072 19.456 1.024C434.176 591.872 472.064 604.16 512 604.16c39.936 0 77.824-12.288 110.592-32.768 6.144-4.096 13.312-4.096 19.456-1.024 3.072 1.024 5.12 2.048 8.192 4.096 81.92 34.816 168.96 79.872 168.96 154.624z" fill="#FFFFFF" p-id="3686"></path><path d="M359.424 373.76a168.96 152.576 90 1 0 305.152 0 168.96 152.576 90 1 0-305.152 0Z" fill="#FFFFFF" p-id="3687"></path></svg>
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After Width: | Height: | Size: 912 B |
1
src/assets/images/icons/refresh.svg
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src/assets/images/icons/refresh.svg
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@@ -0,0 +1 @@
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<?xml version="1.0" standalone="no"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><svg t="1774424368718" class="icon" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="1633" xmlns:xlink="http://www.w3.org/1999/xlink" width="200" height="200"><path d="M864 509.12a72 72 0 0 0-72 72A269.76 269.76 0 1 1 512 311.68v141.44c0 17.6 11.84 24 26.56 14.4l298.88-199.04a19.84 19.84 0 0 0 0-35.52l-298.88-199.04C523.84 24 512 32 512 48v119.68a413.44 413.44 0 1 0 424 413.44A72 72 0 0 0 864 509.12z" fill="#ffffff" p-id="1634"></path></svg>
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After Width: | Height: | Size: 610 B |
@@ -335,6 +335,9 @@ button:disabled {
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.icon-btn {
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width: 34px;
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height: 34px;
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display: inline-flex;
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align-items: center;
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justify-content: center;
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border: 1px solid rgba(176, 216, 194, 0.35);
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border-radius: 8px;
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color: #d3efdf;
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@@ -342,6 +345,16 @@ button:disabled {
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cursor: pointer;
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}
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.icon-btn-image {
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width: 18px;
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height: 18px;
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display: block;
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}
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.icon-btn:disabled .icon-btn-image {
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opacity: 0.65;
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}
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.room-list {
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list-style: none;
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margin: 0;
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@@ -1,6 +1,25 @@
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import type {GameState, PendingClaimState} from "../types/state";
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import type {Tile} from "../types/tile.ts";
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export interface RoomPlayerUpdatePayload {
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room_id?: string
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status?: string
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player_count?: number
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player_ids?: string[]
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players?: Array<{
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Index?: number
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index?: number
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PlayerID?: string
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player_id?: string
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PlayerName?: string
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player_name?: string
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Ready?: boolean
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ready?: boolean
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MissingSuit?: string | null
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missing_suit?: string | null
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}>
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}
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/**
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* 游戏动作定义(只描述“发生了什么”)
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@@ -53,3 +72,9 @@ export type GameAction =
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action: 'peng' | 'gang' | 'hu' | 'pass'
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}
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}
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// 房间玩家更新(等待房间人数变化)
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| {
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type: 'ROOM_PLAYER_UPDATE'
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payload: RoomPlayerUpdatePayload
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}
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@@ -29,5 +29,13 @@ export function dispatchGameAction(action: GameAction) {
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case 'CLAIM_RESOLVED':
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store.clearPendingClaim()
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break
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case 'ROOM_PLAYER_UPDATE':
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store.onRoomPlayerUpdate(action.payload)
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break
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default:
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throw new Error('Invalid game action')
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}
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}
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@@ -4,6 +4,7 @@ import {
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type GameState,
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type PendingClaimState,
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} from '../types/state'
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import type { RoomPlayerUpdatePayload } from '../game/actions'
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import type { Tile } from '../types/tile'
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@@ -91,6 +92,94 @@ export const useGameStore = defineStore('game', {
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this.phase = GAME_PHASE.ACTION
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},
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onRoomPlayerUpdate(payload: RoomPlayerUpdatePayload) {
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if (typeof payload.room_id === 'string' && payload.room_id) {
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this.roomId = payload.room_id
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}
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if (typeof payload.status === 'string' && payload.status) {
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const phaseMap: Record<string, GameState['phase']> = {
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waiting: GAME_PHASE.WAITING,
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dealing: GAME_PHASE.DEALING,
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playing: GAME_PHASE.PLAYING,
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action: GAME_PHASE.ACTION,
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settlement: GAME_PHASE.SETTLEMENT,
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}
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this.phase = phaseMap[payload.status] ?? this.phase
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}
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const hasPlayerList =
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Array.isArray(payload.players) || Array.isArray(payload.player_ids)
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if (!hasPlayerList) {
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return
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}
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const nextPlayers: GameState['players'] = {}
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const players = Array.isArray(payload.players) ? payload.players : []
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const playerIds = Array.isArray(payload.player_ids) ? payload.player_ids : []
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players.forEach((raw, index) => {
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const playerId =
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(typeof raw.PlayerID === 'string' && raw.PlayerID) ||
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(typeof raw.player_id === 'string' && raw.player_id) ||
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playerIds[index]
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if (!playerId) {
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return
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}
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const previous = this.players[playerId]
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const seatRaw = raw.Index ?? raw.index ?? index
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const seatIndex =
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typeof seatRaw === 'number' && Number.isFinite(seatRaw) ? seatRaw : index
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const readyRaw = raw.Ready ?? raw.ready
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const displayNameRaw = raw.PlayerName ?? raw.player_name
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const missingSuitRaw = raw.MissingSuit ?? raw.missing_suit
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nextPlayers[playerId] = {
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playerId,
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seatIndex,
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displayName:
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typeof displayNameRaw === 'string' && displayNameRaw
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? displayNameRaw
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: previous?.displayName,
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missingSuit:
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typeof missingSuitRaw === 'string' || missingSuitRaw === null
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? missingSuitRaw
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: previous?.missingSuit,
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handTiles: previous?.handTiles ?? [],
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melds: previous?.melds ?? [],
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discardTiles: previous?.discardTiles ?? [],
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score: previous?.score ?? 0,
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isReady:
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typeof readyRaw === 'boolean'
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? readyRaw
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: (previous?.isReady ?? false),
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}
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})
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if (players.length === 0) {
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playerIds.forEach((playerId, index) => {
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if (typeof playerId !== 'string' || !playerId) {
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return
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}
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const previous = this.players[playerId]
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nextPlayers[playerId] = {
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playerId,
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seatIndex: previous?.seatIndex ?? index,
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displayName: previous?.displayName ?? playerId,
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missingSuit: previous?.missingSuit,
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handTiles: previous?.handTiles ?? [],
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melds: previous?.melds ?? [],
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discardTiles: previous?.discardTiles ?? [],
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score: previous?.score ?? 0,
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isReady: previous?.isReady ?? false,
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}
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})
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}
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this.players = nextPlayers
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},
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// 清理操作窗口
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clearPendingClaim() {
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this.pendingClaim = undefined
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@@ -4,6 +4,8 @@ import type { MeldState } from './meldState.ts'
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export interface PlayerState {
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playerId: string
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seatIndex: number
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displayName?: string
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missingSuit?: string | null
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// 手牌(只有自己有完整数据,后端可控制)
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handTiles: Tile[]
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@@ -18,54 +18,35 @@ import BottomPlayerCard from '../components/game/BottomPlayerCard.vue'
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import LeftPlayerCard from '../components/game/LeftPlayerCard.vue'
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import type {SeatPlayerCardModel} from '../components/game/seat-player-card'
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import type {SeatKey} from '../game/seat'
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import type {GameAction} from '../game/actions'
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import {dispatchGameAction} from '../game/dispatcher'
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import {readStoredAuth} from '../utils/auth-storage'
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import type {WsStatus} from '../ws/client'
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import {wsClient} from '../ws/client'
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import {sendWsMessage} from '../ws/sender'
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import {buildWsUrl} from '../ws/url'
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import type {ActiveRoomState, RoomPlayerState} from "../store/state.ts";
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import {readActiveRoomSnapshot} from "../store/storage.ts";
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interface SeatViewModel {
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key: SeatKey
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player?: RoomPlayerState
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isSelf: boolean
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isTurn: boolean
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}
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import {useGameStore} from '../store/gameStore'
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import {useActiveRoomState} from '../store'
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import type {PlayerState} from '../types/state'
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import type {Tile} from '../types/tile'
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const gameStore = useGameStore()
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const activeRoom = useActiveRoomState()
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const route = useRoute()
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const router = useRouter()
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const auth = ref(readStoredAuth())
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function createFallbackRoomState(): ActiveRoomState {
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const routeRoomId = typeof route.params.roomId === 'string' ? route.params.roomId : ''
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const routeRoomName = typeof route.query.roomName === 'string' ? route.query.roomName : ''
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return {
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roomId: routeRoomId,
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roomName: routeRoomName,
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gameType: 'chengdu',
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ownerId: '',
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maxPlayers: 4,
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playerCount: 0,
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status: 'waiting',
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createdAt: '',
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updatedAt: '',
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players: [],
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myHand: [],
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game: {
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state: {
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wall: [],
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scores: {},
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dealerIndex: -1,
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currentTurn: -1,
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phase: 'waiting',
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},
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},
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}
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type DisplayPlayer = PlayerState & {
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displayName?: string
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missingSuit?: string | null
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}
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const activeRoom = ref<ActiveRoomState>(readActiveRoomSnapshot() ?? createFallbackRoomState())
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interface SeatViewModel {
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key: SeatKey
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player?: DisplayPlayer
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isSelf: boolean
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isTurn: boolean
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}
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const now = ref(Date.now())
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const wsStatus = ref<WsStatus>('idle')
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@@ -97,32 +78,70 @@ const loggedInUserName = computed(() => {
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return auth.value?.user?.nickname || auth.value?.user?.username || ''
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})
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const myPlayer = computed(() => {
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return gameStore.players[loggedInUserId.value]
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})
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const myHandTiles = computed(() => {
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return myPlayer.value?.handTiles ?? []
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})
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const remainingTiles = computed(() => {
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return gameStore.remainingTiles
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})
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const gamePlayers = computed<DisplayPlayer[]>(() => {
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return Object.values(gameStore.players).sort((a, b) => a.seatIndex - b.seatIndex) as DisplayPlayer[]
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})
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const roomName = computed(() => {
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const queryRoomName = typeof route.query.roomName === 'string' ? route.query.roomName : ''
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return queryRoomName || activeRoom.value.roomName || ''
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const activeRoomName =
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activeRoom.value && activeRoom.value.roomId === gameStore.roomId
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? activeRoom.value.roomName
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: ''
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return queryRoomName || activeRoomName || `房间 ${gameStore.roomId || '--'}`
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})
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const roomState = computed(() => {
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const status = gameStore.phase === 'waiting' ? 'waiting' : gameStore.phase === 'settlement' ? 'finished' : 'playing'
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const wall = Array.from({length: remainingTiles.value}, (_, index) => `wall-${index}`)
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const maxPlayers =
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activeRoom.value && activeRoom.value.roomId === gameStore.roomId
|
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? activeRoom.value.maxPlayers
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: 4
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return {
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...activeRoom.value,
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name: activeRoom.value.roomName,
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roomId: gameStore.roomId,
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name: roomName.value,
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playerCount: gamePlayers.value.length,
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maxPlayers,
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status,
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game: {
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state: {
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wall,
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dealerIndex: gameStore.dealerIndex,
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currentTurn: gameStore.currentTurn,
|
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phase: gameStore.phase,
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},
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},
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}
|
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})
|
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|
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const seatViews = computed<SeatViewModel[]>(() => {
|
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const players = roomState.value.players ?? []
|
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const players = gamePlayers.value
|
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const tableOrder: SeatKey[] = ['bottom', 'right', 'top', 'left']
|
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const selfIndex = players.findIndex((player) => player.playerId === loggedInUserId.value)
|
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const currentTurn = roomState.value.game?.state?.currentTurn
|
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const selfSeatIndex = myPlayer.value?.seatIndex ?? players.find((player) => player.playerId === loggedInUserId.value)?.seatIndex ?? 0
|
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const currentTurn = gameStore.currentTurn
|
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|
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return players.slice(0, 4).map((player, index) => {
|
||||
const relativeIndex = selfIndex >= 0 ? (index - selfIndex + 4) % 4 : index
|
||||
return players.slice(0, 4).map((player) => {
|
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const relativeIndex = (player.seatIndex - selfSeatIndex + 4) % 4
|
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const seatKey = tableOrder[relativeIndex] ?? 'top'
|
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return {
|
||||
key: seatKey,
|
||||
player,
|
||||
isSelf: player.playerId === loggedInUserId.value,
|
||||
isTurn: typeof currentTurn === 'number' && player.index === currentTurn,
|
||||
isTurn: player.seatIndex === currentTurn,
|
||||
}
|
||||
})
|
||||
})
|
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@@ -130,14 +149,14 @@ const seatViews = computed<SeatViewModel[]>(() => {
|
||||
const rightMessages = computed(() => wsMessages.value.slice(-16).reverse())
|
||||
|
||||
const currentPhaseText = computed(() => {
|
||||
const phase = roomState.value.game?.state?.phase
|
||||
const map: Record<string, string> = {
|
||||
waiting: '等待中',
|
||||
dealing: '发牌中',
|
||||
playing: '对局中',
|
||||
finished: '已结束',
|
||||
action: '操作中',
|
||||
settlement: '已结算',
|
||||
}
|
||||
return phase ? (map[phase] ?? phase) : '等待中'
|
||||
return map[gameStore.phase] ?? gameStore.phase
|
||||
})
|
||||
|
||||
const roomStatusText = computed(() => {
|
||||
@@ -172,7 +191,7 @@ const formattedClock = computed(() => {
|
||||
})
|
||||
|
||||
const wallBacks = computed<Record<SeatKey, string[]>>(() => {
|
||||
const wallSize = roomState.value.game?.state?.wall?.length ?? 0
|
||||
const wallSize = remainingTiles.value
|
||||
const perSide = Math.max(6, Math.ceil((wallSize || 48) / 4 / 2))
|
||||
|
||||
return {
|
||||
@@ -207,11 +226,11 @@ const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
|
||||
continue
|
||||
}
|
||||
|
||||
const displayName = seat.player.displayName || `玩家${seat.player.index + 1}`
|
||||
const displayName = seat.player.displayName || `玩家${seat.player.seatIndex + 1}`
|
||||
result[seat.key] = {
|
||||
avatar: seat.isSelf ? '我' : String(index + 1),
|
||||
name: seat.isSelf ? '你自己' : displayName,
|
||||
dealer: seat.player.index === dealerIndex,
|
||||
dealer: seat.player.seatIndex === dealerIndex,
|
||||
isTurn: seat.isTurn,
|
||||
missingSuitLabel: missingSuitLabel(seat.player.missingSuit),
|
||||
}
|
||||
@@ -295,6 +314,69 @@ function selectTile(tile: string): void {
|
||||
selectedTile.value = selectedTile.value === tile ? null : tile
|
||||
}
|
||||
|
||||
function formatTile(tile: Tile): string {
|
||||
return `${tile.suit}${tile.value}`
|
||||
}
|
||||
|
||||
function toGameAction(message: unknown): GameAction | null {
|
||||
if (!message || typeof message !== 'object') {
|
||||
return null
|
||||
}
|
||||
|
||||
const source = message as Record<string, unknown>
|
||||
if (typeof source.type !== 'string') {
|
||||
return null
|
||||
}
|
||||
|
||||
const type = source.type.replace(/[-\s]/g, '_').toUpperCase()
|
||||
const payload = source.payload
|
||||
|
||||
switch (type) {
|
||||
case 'GAME_INIT':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'GAME_INIT', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'GAME_START':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'GAME_START', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'DRAW_TILE':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'DRAW_TILE', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'PLAY_TILE':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'PLAY_TILE', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'PENDING_CLAIM':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'PENDING_CLAIM', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'CLAIM_RESOLVED':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'CLAIM_RESOLVED', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'ROOM_PLAYER_UPDATE':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'ROOM_PLAYER_UPDATE', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
case 'ROOM_MEMBER_JOINED':
|
||||
if (payload && typeof payload === 'object') {
|
||||
return {type: 'ROOM_PLAYER_UPDATE', payload: payload as GameAction['payload']}
|
||||
}
|
||||
return null
|
||||
default:
|
||||
return null
|
||||
}
|
||||
}
|
||||
|
||||
function ensureWsConnected(): void {
|
||||
const token = auth.value?.token
|
||||
if (!token) {
|
||||
@@ -319,6 +401,14 @@ function reconnectWs(): void {
|
||||
|
||||
function backHall(): void {
|
||||
leaveRoomPending.value = true
|
||||
const roomId = gameStore.roomId
|
||||
sendWsMessage({
|
||||
type: 'leave_room',
|
||||
roomId,
|
||||
payload: {
|
||||
room_id: roomId,
|
||||
},
|
||||
})
|
||||
wsClient.close()
|
||||
void router.push('/hall').finally(() => {
|
||||
leaveRoomPending.value = false
|
||||
@@ -349,20 +439,54 @@ function handleGlobalEsc(event: KeyboardEvent): void {
|
||||
}
|
||||
}
|
||||
|
||||
function hydrateFromActiveRoom(routeRoomId: string): void {
|
||||
const room = activeRoom.value
|
||||
if (!room) {
|
||||
return
|
||||
}
|
||||
|
||||
const targetRoomId = routeRoomId || room.roomId
|
||||
if (!targetRoomId || room.roomId !== targetRoomId) {
|
||||
return
|
||||
}
|
||||
|
||||
gameStore.roomId = room.roomId
|
||||
|
||||
const phaseMap: Record<string, typeof gameStore.phase> = {
|
||||
waiting: 'waiting',
|
||||
playing: 'playing',
|
||||
finished: 'settlement',
|
||||
}
|
||||
gameStore.phase = phaseMap[room.status] ?? gameStore.phase
|
||||
|
||||
const nextPlayers: Record<string, PlayerState> = {}
|
||||
for (const player of room.players) {
|
||||
if (!player.playerId) {
|
||||
continue
|
||||
}
|
||||
|
||||
const previous = gameStore.players[player.playerId]
|
||||
nextPlayers[player.playerId] = {
|
||||
playerId: player.playerId,
|
||||
seatIndex: player.index,
|
||||
displayName: player.displayName || player.playerId,
|
||||
missingSuit: player.missingSuit ?? previous?.missingSuit,
|
||||
isReady: player.ready,
|
||||
handTiles: previous?.handTiles ?? [],
|
||||
melds: previous?.melds ?? [],
|
||||
discardTiles: previous?.discardTiles ?? [],
|
||||
score: previous?.score ?? 0,
|
||||
}
|
||||
}
|
||||
gameStore.players = nextPlayers
|
||||
}
|
||||
|
||||
|
||||
onMounted(() => {
|
||||
const routeRoomId = typeof route.params.roomId === 'string' ? route.params.roomId : ''
|
||||
if (routeRoomId && activeRoom.value.roomId !== routeRoomId) {
|
||||
activeRoom.value = {
|
||||
...activeRoom.value,
|
||||
roomId: routeRoomId,
|
||||
}
|
||||
}
|
||||
if (!activeRoom.value.roomName && typeof route.query.roomName === 'string') {
|
||||
activeRoom.value = {
|
||||
...activeRoom.value,
|
||||
roomName: route.query.roomName,
|
||||
}
|
||||
hydrateFromActiveRoom(routeRoomId)
|
||||
if (routeRoomId) {
|
||||
gameStore.roomId = routeRoomId
|
||||
}
|
||||
|
||||
const handler = (status: WsStatus) => {
|
||||
@@ -372,6 +496,10 @@ onMounted(() => {
|
||||
wsClient.onMessage((msg: unknown) => {
|
||||
const text = typeof msg === 'string' ? msg : JSON.stringify(msg)
|
||||
wsMessages.value.push(`[server] ${text}`)
|
||||
const gameAction = toGameAction(msg)
|
||||
if (gameAction) {
|
||||
dispatchGameAction(gameAction)
|
||||
}
|
||||
})
|
||||
wsClient.onError((message: string) => {
|
||||
wsError.value = message
|
||||
@@ -511,16 +639,16 @@ onBeforeUnmount(() => {
|
||||
|
||||
<div class="bottom-control-panel">
|
||||
|
||||
<div class="player-hand" v-if="roomState.myHand.length > 0">
|
||||
<div class="player-hand" v-if="myHandTiles.length > 0">
|
||||
<button
|
||||
v-for="(tile, index) in roomState.myHand"
|
||||
:key="`${tile}-${index}`"
|
||||
v-for="tile in myHandTiles"
|
||||
:key="tile.id"
|
||||
class="tile-chip"
|
||||
:class="{ selected: selectedTile === tile }"
|
||||
:class="{ selected: selectedTile === formatTile(tile) }"
|
||||
type="button"
|
||||
@click="selectTile(tile)"
|
||||
@click="selectTile(formatTile(tile))"
|
||||
>
|
||||
{{ tile }}
|
||||
{{ formatTile(tile) }}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -4,6 +4,7 @@ import { useRouter } from 'vue-router'
|
||||
import { AuthExpiredError, type AuthSession } from '../api/authed-request'
|
||||
import { createRoom, joinRoom, listRooms, type RoomItem } from '../api/mahjong'
|
||||
import { getUserInfo, type UserInfo } from '../api/user'
|
||||
import refreshIcon from '../assets/images/icons/refresh.svg'
|
||||
import { setActiveRoom } from '../store'
|
||||
import type { RoomPlayerState } from '../store/state'
|
||||
import type { StoredAuth } from '../types/session'
|
||||
@@ -424,7 +425,9 @@ onMounted(async () => {
|
||||
<article class="panel room-list-panel">
|
||||
<div class="room-panel-header">
|
||||
<h2>房间列表</h2>
|
||||
<button class="icon-btn" type="button" :disabled="roomLoading" @click="refreshRooms">🔄</button>
|
||||
<button class="icon-btn" type="button" :disabled="roomLoading" @click="refreshRooms">
|
||||
<img class="icon-btn-image" :src="refreshIcon" alt="刷新房间列表" />
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div v-if="roomLoading" class="empty-state">正在加载房间...</div>
|
||||
|
||||
Reference in New Issue
Block a user