Files
mahjong-web/src/views/chengdu/socket/parsers/roomInfoSnapshot.ts
wsy182 e96c45739e feat(game): 添加成都麻将游戏页面和大厅功能
- 实现 ChengduGamePage.vue 组件,包含完整的麻将游戏界面
- 实现 HallPage.vue 组件,支持房间列表展示、创建和加入功能
- 添加 mahjong API 接口用于房间管理操作
- 集成 store 状态管理和本地存储功能
- 实现 ChengduBottomActions 等游戏控制组件
- 添加 websocket 连接和游戏会话管理逻辑
- 实现游戏倒计时、结算等功能模块
2026-04-03 20:46:50 +08:00

275 lines
9.8 KiB
TypeScript

import {
asRecord,
normalizeMelds,
normalizePendingClaim,
normalizeTiles,
readBoolean,
readMissingSuit,
readMissingSuitWithPresence,
readNumber,
readString,
readStringArray,
tileToText,
} from '../../../../game/chengdu/messageNormalizers'
import type { RoomMetaSnapshotState } from '../../../../store/state'
import type { PendingClaimState, PlayerState } from '../../../../types/state'
interface RoomInfoSnapshotPlayerPair {
roomPlayer: RoomMetaSnapshotState['players'][number]
gamePlayer: PlayerState
}
export interface ParsedRoomInfoSnapshot {
room: Record<string, unknown> | null
gameState: Record<string, unknown> | null
playerView: Record<string, unknown> | null
roomId: string
roomPlayers: RoomInfoSnapshotPlayerPair[]
nextPlayers: Record<string, PlayerState>
status: string
phase: string
wallCount: number | null
dealerIndex: number | null
currentTurnPlayerId: string
currentTurn: number | null
needDraw: boolean
pendingClaim?: PendingClaimState
scores?: Record<string, number>
winners: string[]
currentRound: number | null
totalRounds: number | null
settlementDeadlineMs: number | null
}
interface ParseRoomInfoSnapshotOptions {
message: Record<string, unknown>
loggedInUserId: string
loggedInUserName: string
previousPlayers: Record<string, PlayerState>
}
function buildPlayerPairs(options: ParseRoomInfoSnapshotOptions, payload: Record<string, unknown>) {
const room = asRecord(payload.room)
const gameState = asRecord(payload.game_state)
const playerView = asRecord(payload.player_view)
const roomPlayers = Array.isArray(room?.players) ? room.players : []
const gamePlayers = Array.isArray(gameState?.players) ? gameState.players : []
const playerMap = new Map<string, RoomInfoSnapshotPlayerPair>()
roomPlayers.forEach((item, fallbackIndex) => {
const player = asRecord(item)
if (!player) {
return
}
const playerId = readString(player, 'player_id', 'PlayerID', 'id', 'user_id')
if (!playerId) {
return
}
const seatIndex = readNumber(player, 'index', 'Index', 'seat_index', 'seatIndex') ?? fallbackIndex
const displayName =
readString(player, 'player_name', 'PlayerName', 'display_name', 'displayName', 'nickname', 'username') ||
(playerId === options.loggedInUserId ? options.loggedInUserName : '')
const ready = readBoolean(player, 'ready', 'Ready') ?? false
const missingSuit = readMissingSuit(player)
playerMap.set(playerId, {
roomPlayer: {
index: seatIndex,
playerId,
displayName: displayName || undefined,
missingSuit,
ready,
trustee: false,
hand: [],
melds: [],
outTiles: [],
hasHu: false,
},
gamePlayer: {
playerId,
seatIndex,
displayName: displayName || undefined,
avatarURL: readString(player, 'avatar_url', 'AvatarUrl', 'avatar', 'avatarUrl') || undefined,
missingSuit,
isReady: ready,
isTrustee: false,
handTiles: [],
handCount: 0,
melds: [],
discardTiles: [],
hasHu: false,
score: 0,
},
})
})
gamePlayers.forEach((item, fallbackIndex) => {
const player = asRecord(item)
if (!player) {
return
}
const playerId = readString(player, 'player_id', 'PlayerID')
if (!playerId) {
return
}
const existing = playerMap.get(playerId)
const seatIndex =
existing?.gamePlayer.seatIndex ??
readNumber(player, 'index', 'Index', 'seat_index', 'seatIndex') ??
fallbackIndex
const displayName =
existing?.gamePlayer.displayName || (playerId === options.loggedInUserId ? options.loggedInUserName : '')
const missingSuit = readMissingSuitWithPresence(player)
const handCount = readNumber(player, 'hand_count', 'handCount') ?? 0
const outTiles = normalizeTiles(player.out_tiles ?? player.outTiles)
const melds = normalizeMelds(player.melds ?? player.exposed_melds ?? player.exposedMelds ?? player.claims)
const hasHu = Boolean(player.has_hu ?? player.hasHu)
playerMap.set(playerId, {
roomPlayer: {
index: seatIndex,
playerId,
displayName: displayName || undefined,
missingSuit: missingSuit.present ? missingSuit.value : (existing?.gamePlayer.missingSuit ?? null),
ready: existing?.roomPlayer.ready ?? false,
trustee: existing?.roomPlayer.trustee ?? false,
hand: Array.from({ length: handCount }, () => ''),
melds: melds.map((meld) => meld.type),
outTiles: outTiles.map((tile) => tileToText(tile)),
hasHu,
},
gamePlayer: {
playerId,
seatIndex,
displayName: displayName || undefined,
avatarURL: existing?.gamePlayer.avatarURL,
missingSuit: missingSuit.present ? missingSuit.value : (existing?.gamePlayer.missingSuit ?? null),
isReady: existing?.gamePlayer.isReady ?? false,
isTrustee: existing?.gamePlayer.isTrustee ?? false,
handTiles: existing?.gamePlayer.handTiles ?? [],
handCount,
melds: melds.length > 0 ? melds : existing?.gamePlayer.melds ?? [],
discardTiles: outTiles,
hasHu,
score: existing?.gamePlayer.score ?? 0,
},
})
})
const privateHandTiles = normalizeTiles(playerView?.hand)
const privateHand = privateHandTiles.map((tile) => tileToText(tile))
if (options.loggedInUserId && playerMap.has(options.loggedInUserId)) {
const current = playerMap.get(options.loggedInUserId)
if (current) {
const selfMissingSuit = readMissingSuitWithPresence(playerView)
current.roomPlayer.hand = privateHand
if (selfMissingSuit.present) {
current.roomPlayer.missingSuit = selfMissingSuit.value
}
current.gamePlayer.handTiles = privateHandTiles
current.gamePlayer.handCount = privateHandTiles.length
if (selfMissingSuit.present) {
current.gamePlayer.missingSuit = selfMissingSuit.value
}
}
}
return {
room,
gameState,
playerView,
roomPlayers: Array.from(playerMap.values()).sort((a, b) => a.gamePlayer.seatIndex - b.gamePlayer.seatIndex),
}
}
export function parseRoomInfoSnapshot(
options: ParseRoomInfoSnapshotOptions,
): ParsedRoomInfoSnapshot | null {
const payload = asRecord(options.message.payload) ?? options.message
const { room, gameState, playerView, roomPlayers } = buildPlayerPairs(options, payload)
const roomId =
readString(room ?? {}, 'room_id', 'roomId') ||
readString(gameState ?? {}, 'room_id', 'roomId') ||
readString(playerView ?? {}, 'room_id', 'roomId') ||
readString(payload, 'room_id', 'roomId') ||
readString(options.message, 'roomId')
if (!roomId) {
return null
}
const nextPlayers: Record<string, PlayerState> = {}
roomPlayers.forEach(({ gamePlayer }) => {
const previous = options.previousPlayers[gamePlayer.playerId]
const score =
gameState?.scores && typeof gameState.scores === 'object'
? (gameState.scores as Record<string, unknown>)[gamePlayer.playerId]
: undefined
nextPlayers[gamePlayer.playerId] = {
playerId: gamePlayer.playerId,
seatIndex: gamePlayer.seatIndex,
displayName: gamePlayer.displayName ?? previous?.displayName,
avatarURL: gamePlayer.avatarURL ?? previous?.avatarURL,
missingSuit:
typeof gamePlayer.missingSuit === 'undefined' ? (previous?.missingSuit ?? null) : gamePlayer.missingSuit,
isTrustee: previous?.isTrustee ?? gamePlayer.isTrustee,
handTiles: gamePlayer.handTiles.length > 0 ? gamePlayer.handTiles : previous?.handTiles ?? [],
handCount:
gamePlayer.handCount > 0
? gamePlayer.handCount
: gamePlayer.handTiles.length > 0
? gamePlayer.handTiles.length
: (previous?.handCount ?? 0),
melds: gamePlayer.melds.length > 0 ? gamePlayer.melds : previous?.melds ?? [],
discardTiles: gamePlayer.discardTiles.length > 0 ? gamePlayer.discardTiles : previous?.discardTiles ?? [],
hasHu: gamePlayer.hasHu || previous?.hasHu || false,
score: typeof score === 'number' ? score : previous?.score ?? gamePlayer.score ?? 0,
isReady: gamePlayer.isReady,
}
})
const status =
readString(gameState ?? {}, 'status') ||
readString(room ?? {}, 'status') ||
readString(gameState ?? {}, 'phase') ||
'waiting'
const phase = readString(gameState ?? {}, 'phase') || readString(room ?? {}, 'status') || 'waiting'
const wallCount = readNumber(gameState ?? {}, 'wall_count', 'wallCount')
const dealerIndex = readNumber(gameState ?? {}, 'dealer_index', 'dealerIndex')
const currentTurnSeat = readNumber(gameState ?? {}, 'current_turn', 'currentTurn')
const currentTurnPlayerId = readString(gameState ?? {}, 'current_turn_player', 'currentTurnPlayer') || ''
const currentTurn =
currentTurnSeat ??
(currentTurnPlayerId && nextPlayers[currentTurnPlayerId] ? nextPlayers[currentTurnPlayerId].seatIndex : null)
return {
room,
gameState,
playerView,
roomId,
roomPlayers,
nextPlayers,
status,
phase,
wallCount,
dealerIndex,
currentTurnPlayerId,
currentTurn,
needDraw: readBoolean(gameState ?? {}, 'need_draw', 'needDraw') ?? false,
pendingClaim: normalizePendingClaim(gameState, options.loggedInUserId),
scores: asRecord(gameState?.scores)
? (Object.fromEntries(
Object.entries(asRecord(gameState?.scores) ?? {}).filter(([, value]) => typeof value === 'number'),
) as Record<string, number>)
: undefined,
winners: readStringArray(gameState ?? {}, 'winners'),
currentRound: readNumber(gameState ?? {}, 'current_round', 'currentRound'),
totalRounds: readNumber(gameState ?? {}, 'total_rounds', 'totalRounds'),
settlementDeadlineMs: readNumber(gameState ?? {}, 'settlement_deadline_ms', 'settlementDeadlineMs'),
}
}