first commit
This commit is contained in:
579
src/views/ChengduGamePage.vue
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579
src/views/ChengduGamePage.vue
Normal file
@@ -0,0 +1,579 @@
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<script setup lang="ts">
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import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue'
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import { useRoute, useRouter } from 'vue-router'
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import { readStoredAuth } from '../utils/auth-storage'
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const router = useRouter()
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const route = useRoute()
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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 WS_BASE_URL = import.meta.env.VITE_GAME_WS_URL ?? 'ws://127.0.0.1:8080/ws'
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const DEFAULT_MAX_PLAYERS = 4
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type SeatKey = 'top' | 'right' | 'bottom' | 'left'
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interface RoomPlayerState {
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index: number
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playerId: string
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ready: boolean
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}
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interface RoomState {
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id: string
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name: string
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ownerId: string
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maxPlayers: number
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status: string
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players: RoomPlayerState[]
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currentTurnIndex: number | null
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}
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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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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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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 candidate = auth.value?.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 = ref<RoomState>({
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id: roomId.value,
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name: roomName.value,
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ownerId: '',
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maxPlayers: DEFAULT_MAX_PLAYERS,
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status: 'waiting',
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players: [],
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currentTurnIndex: null,
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})
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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.players.length === 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(() => {
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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 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 ${player.index}` : '',
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}
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})
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})
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const roomStatusText = computed(() => {
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if (roomState.value.status === 'playing') {
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return '对局中'
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}
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if (roomState.value.status === 'finished') {
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return '已结束'
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}
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return '等待中'
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})
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function backHall(): void {
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sendLeaveRoom()
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void router.push('/hall')
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}
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function pushWsMessage(text: string): void {
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const line = `[${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 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 normalizePlayer(input: unknown, fallbackIndex: number): RoomPlayerState | null {
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const player = toRecord(input)
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if (!player) {
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return null
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}
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const playerId = toStringOrEmpty(player.playerId ?? player.player_id ?? player.user_id ?? player.id)
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if (!playerId) {
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return null
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}
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const seatIndex = toFiniteNumber(player.index ?? player.seat ?? player.position ?? player.player_index)
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return {
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index: seatIndex ?? fallbackIndex,
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playerId,
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ready: Boolean(player.ready),
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}
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}
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function extractCurrentTurnIndex(value: Record<string, unknown>): number | null {
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const keys = [
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value.currentTurnIndex,
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value.current_turn_index,
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value.currentPlayerIndex,
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value.current_player_index,
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value.turnIndex,
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value.turn_index,
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value.activePlayerIndex,
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value.active_player_index,
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]
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for (const key of keys) {
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const parsed = toFiniteNumber(key)
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if (parsed !== null) {
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return parsed
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}
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}
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return null
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}
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function normalizeRoom(input: unknown): RoomState | null {
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const room = toRecord(input)
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if (!room) {
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return null
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}
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const id = toStringOrEmpty(room.roomId ?? room.room_id ?? room.id)
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if (!id) {
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return null
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}
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const maxPlayers =
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toFiniteNumber(room.maxPlayers ?? room.max_players) ?? roomState.value.maxPlayers ?? DEFAULT_MAX_PLAYERS
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const playersRaw =
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(Array.isArray(room.players) ? room.players : null) ??
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(Array.isArray(room.playerList) ? room.playerList : null) ??
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(Array.isArray(room.player_list) ? room.player_list : null) ??
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[]
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const players = playersRaw
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.map((item, index) => normalizePlayer(item, index))
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.filter((item): item is RoomPlayerState => Boolean(item))
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.sort((a, b) => a.index - b.index)
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return {
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id,
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name: toStringOrEmpty(room.name) || roomState.value.name,
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ownerId: toStringOrEmpty(room.ownerId ?? room.owner_id),
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maxPlayers,
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status: toStringOrEmpty(room.status) || roomState.value.status || 'waiting',
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players,
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currentTurnIndex: extractCurrentTurnIndex(room),
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}
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}
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function mergeRoomState(next: RoomState): void {
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if (roomId.value && next.id !== roomId.value) {
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return
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}
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roomState.value = {
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...roomState.value,
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...next,
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players: next.players.length > 0 ? next.players : roomState.value.players,
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currentTurnIndex:
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next.currentTurnIndex !== null ? next.currentTurnIndex : roomState.value.currentTurnIndex,
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}
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}
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function consumeGameEvent(raw: string): void {
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let parsed: unknown = null
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try {
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parsed = JSON.parse(raw)
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} catch {
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return
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}
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const event = toRecord(parsed) as ActionEventLike | null
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if (!event) {
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return
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}
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const candidates: unknown[] = [event, event.payload, event.data]
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const payload = toRecord(event.payload)
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if (payload) {
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candidates.push(payload.room, payload.state, payload.roomState)
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}
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for (const candidate of candidates) {
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const normalized = normalizeRoom(candidate)
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if (normalized) {
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mergeRoomState(normalized)
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break
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}
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}
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if (
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event.status === 'error' &&
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typeof event.requestId === 'string' &&
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event.requestId === lastStartRequestId.value
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) {
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startGamePending.value = false
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}
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}
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function createRequestId(prefix: string): string {
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return `${prefix}-${Date.now()}-${Math.random().toString(36).slice(2, 10)}`
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}
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function sendStartGame(): void {
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if (!ws.value || ws.value.readyState !== WebSocket.OPEN || !canStartGame.value || startGamePending.value) {
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return
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}
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const sender = currentUserId.value
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if (!sender) {
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return
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}
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const requestId = createRequestId('start-game')
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lastStartRequestId.value = requestId
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startGamePending.value = true
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const message = {
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type: 'start_game',
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sender,
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target: 'room',
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roomId: roomState.value.id || roomId.value,
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seq: Date.now(),
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requestId,
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trace_id: createRequestId('trace'),
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payload: {},
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}
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logWsSend(message)
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ws.value.send(JSON.stringify(message))
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pushWsMessage(`[client] 请求开始游戏 requestId=${requestId}`)
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}
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function sendLeaveRoom(): void {
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if (!ws.value || ws.value.readyState !== WebSocket.OPEN) {
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return
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}
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const sender = currentUserId.value
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const targetRoomId = roomState.value.id || roomId.value
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if (!sender || !targetRoomId) {
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return
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}
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const requestId = createRequestId('leave-room')
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const message = {
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type: 'leave_room',
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sender,
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target: 'room',
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roomId: targetRoomId,
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seq: Date.now(),
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requestId,
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trace_id: createRequestId('trace'),
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payload: {},
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}
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logWsSend(message)
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ws.value.send(JSON.stringify(message))
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pushWsMessage(`[client] 请求退出房间 requestId=${requestId}`)
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}
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function connectWs(): void {
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wsError.value = ''
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const token = auth.value?.token
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if (!token) {
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wsError.value = '缺少 token,无法建立 WebSocket 连接'
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return
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}
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disconnectWs()
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wsStatus.value = 'connecting'
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const url = `${WS_BASE_URL}?token=${encodeURIComponent(token)}`
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const socket = new WebSocket(url)
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ws.value = socket
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socket.onopen = () => {
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wsStatus.value = 'connected'
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pushWsMessage('WebSocket 已连接')
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}
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socket.onmessage = (event) => {
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if (typeof event.data === 'string') {
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logWsReceive('文本消息', event.data)
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try {
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const parsed = JSON.parse(event.data)
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logWsReceive('JSON消息', parsed)
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pushWsMessage(`[server] ${JSON.stringify(parsed, null, 2)}`)
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} catch {
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pushWsMessage(`[server] ${event.data}`)
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}
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consumeGameEvent(event.data)
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return
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}
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logWsReceive('二进制消息')
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pushWsMessage('[binary] 收到二进制消息')
|
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}
|
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|
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socket.onerror = () => {
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wsError.value = 'WebSocket 连接异常'
|
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}
|
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|
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socket.onclose = () => {
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wsStatus.value = 'disconnected'
|
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startGamePending.value = false
|
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pushWsMessage('WebSocket 已断开')
|
||||
}
|
||||
}
|
||||
|
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watch(
|
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roomId,
|
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(nextRoomId) => {
|
||||
roomState.value = {
|
||||
id: nextRoomId,
|
||||
name: roomName.value,
|
||||
ownerId: '',
|
||||
maxPlayers: DEFAULT_MAX_PLAYERS,
|
||||
status: 'waiting',
|
||||
players: [],
|
||||
currentTurnIndex: null,
|
||||
}
|
||||
startGamePending.value = false
|
||||
lastStartRequestId.value = ''
|
||||
},
|
||||
{ immediate: true },
|
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)
|
||||
|
||||
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(() => {
|
||||
connectWs()
|
||||
})
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
disconnectWs()
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<section class="hall-page game-page">
|
||||
<header class="hall-header game-header">
|
||||
<div>
|
||||
<h1>成都麻将对局</h1>
|
||||
<p v-if="loggedInUserName" class="sub-title">玩家:{{ loggedInUserName }}</p>
|
||||
</div>
|
||||
<div class="header-actions">
|
||||
<button class="ghost-btn" type="button" @click="backHall">返回大厅</button>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<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">
|
||||
<em>房间名:</em>
|
||||
<strong>{{ roomState.name || roomName || '未命名房间' }}</strong>
|
||||
</span>
|
||||
<span class="room-brief-item room-brief-id">
|
||||
<em>room_id:</em>
|
||||
<strong>{{ roomId || '未选择房间' }}</strong>
|
||||
</span>
|
||||
<span class="room-brief-item">
|
||||
<em>状态:</em>
|
||||
<strong>{{ roomStatusText }}</strong>
|
||||
</span>
|
||||
<span class="room-brief-item">
|
||||
<em>人数:</em>
|
||||
<strong>{{ roomState.players.length }}/{{ roomState.maxPlayers }}</strong>
|
||||
</span>
|
||||
<button
|
||||
class="ghost-btn ws-reconnect"
|
||||
type="button"
|
||||
:disabled="!canStartGame || startGamePending"
|
||||
@click="sendStartGame"
|
||||
>
|
||||
{{ startGamePending ? '开局请求中...' : '开始游戏' }}
|
||||
</button>
|
||||
</div>
|
||||
<div class="mahjong-table game-mahjong-table" :class="{ active: Boolean(roomId) }">
|
||||
<div
|
||||
v-for="seat in seatViews"
|
||||
:key="seat.key"
|
||||
class="seat"
|
||||
:class="[
|
||||
`seat-${seat.key}`,
|
||||
{ occupied: Boolean(seat.player), 'seat-me': seat.isSelf, 'seat-turn': seat.isTurn },
|
||||
]"
|
||||
>
|
||||
<strong>{{ seat.label }}</strong>
|
||||
<small v-if="seat.subLabel">{{ seat.subLabel }}</small>
|
||||
<span v-if="seat.isTurn" class="turn-indicator">出牌中</span>
|
||||
</div>
|
||||
<div class="table-center">
|
||||
<p>Chengdu Mahjong</p>
|
||||
<p>{{ roomState.id || roomId || 'Waiting...' }}</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<section class="ws-panel">
|
||||
<div class="ws-panel-head">
|
||||
<strong>实时消息</strong>
|
||||
<div class="ws-actions">
|
||||
<span class="ws-state" :class="`is-${wsStatus}`">{{ wsStatus }}</span>
|
||||
<button class="ghost-btn ws-reconnect" type="button" @click="connectWs">重连</button>
|
||||
</div>
|
||||
</div>
|
||||
<p v-if="wsError" class="message error">{{ wsError }}</p>
|
||||
<div class="ws-log">
|
||||
<p v-if="wsMessages.length === 0" class="ws-empty">等待服务器消息...</p>
|
||||
<p v-for="(line, idx) in wsMessages" :key="idx" class="ws-line">{{ line }}</p>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
</section>
|
||||
</template>
|
||||
Reference in New Issue
Block a user