Compare commits

9 Commits
Author SHA1 Message Date
Slavasil f48094cd55 add Match model 2026-11-03 16:14:10 +03:00
Slavasil 1cadf00280 change Redis port to the standard one 2026-11-03 16:12:56 +03:00
Slavasil c198815a18 implement full game ui 2026-11-02 23:44:43 +03:00
Slavasil db89677790 update roadmap 2026-11-02 21:39:18 +03:00
Slavasil 189b027a11 implement game turn logic 2026-11-02 21:24:32 +03:00
Slavasil 153dc74ff6 minor UI changes 2026-11-02 21:24:20 +03:00
Slavasil 802968df3d implement ship placing UI 2026-11-02 14:29:23 +03:00
Slavasil 27adf47465 rewrite websocket client with @rails/actioncable 2026-11-01 10:20:43 +03:00
Slavasil 6392c2ef03 add PlaceShips message 2026-10-27 17:31:41 +03:00
29 changed files with 4304 additions and 197 deletions
+7 -4
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@@ -12,11 +12,14 @@
The repository's directory structure is simple: there are 3 directories for each part of the project: `frontend`, `game-server` and `main-server`. The documentation for `main-server` currently resides fully in `main-server/API.md`, but more files can be added in `main-server/docs`, if needed. `game-server` also has its own `README.md`, where all relevant information is contained at the moment. The docs for `main-server` and `game-server` are in Russian.
## Project roadmap
- [x] Very simple sign-up/sign-in function
- [x] Basic sign-up/sign-in function
- [x] Matchmaking with delegation to the game server (using a shared JWT secret)
- [ ] Actual game logic
- [ ] Reporting game results back to the main server
- [ ] Game UI
- [x] Actual game logic & game UI
- [x] Ship placement UI and logic
- [x] Battle UI and logic
- [x] End of battle UI
- [ ] Saving results on the main server, match history, rating calculation
- [ ] Additional in-game features: chat, reactions, live connection status
- [ ] Profile customization
## Guidelines
+7
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@@ -8,6 +8,7 @@
"name": "sea-battle-frontend",
"version": "0.1.0",
"dependencies": {
"@rails/actioncable": "^8.1.400",
"react": "^18.3.1",
"react-dom": "^18.3.1"
},
@@ -807,6 +808,12 @@
"node": "^22.20 || ^24.12 || >=25"
}
},
"node_modules/@rails/actioncable": {
"version": "8.1.400",
"resolved": "https://registry.npmjs.org/@rails/actioncable/-/actioncable-8.1.400.tgz",
"integrity": "sha512-Qffc3/I9xcpeaal12hmi9EPRV3hz9FvakUHBR7kL0jpZviWwO9dyaG8F1ltcjkHIdFxQ5QqzRyequAWHMq17xQ==",
"license": "MIT"
},
"node_modules/@rolldown/pluginutils": {
"version": "1.0.0-beta.27",
"resolved": "https://registry.npmjs.org/@rolldown/pluginutils/-/pluginutils-1.0.0-beta.27.tgz",
+1
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@@ -9,6 +9,7 @@
"preview": "vite preview"
},
"dependencies": {
"@rails/actioncable": "^8.1.400",
"react": "^18.3.1",
"react-dom": "^18.3.1"
},
+1 -1
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@@ -1,4 +1,4 @@
const API_URL = import.meta.env.VITE_API_URL || 'http://localhost:3000'
const API_URL = (typeof import.meta !== 'undefined' && import.meta.env?.VITE_API_URL) || 'http://localhost:3000'
async function request(path, { method = 'GET', body, token, formData } = {}) {
const headers = {}
+34 -2
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@@ -1,6 +1,7 @@
import { createContext, useContext, useEffect, useState, useCallback } from 'react'
import { api } from './api'
import AuthModal from './components/AuthModal'
import { connectCable, disconnectCable, CableContext } from './cable.js'
const AuthContext = createContext(null)
const AuthModalContext = createContext(null)
@@ -27,20 +28,32 @@ export function AuthProvider({ children }) {
const [user, setUser] = useState(null)
const [token, setToken] = useState(() => localStorage.getItem(TOKEN_KEY))
const [loading, setLoading] = useState(!!localStorage.getItem(TOKEN_KEY))
const [consumer, setConsumer] = useState(() => {
const savedToken = localStorage.getItem(TOKEN_KEY)
return savedToken ? connectCable(savedToken) : null
})
useEffect(() => {
if (!token) {
setUser(null)
setLoading(false)
disconnectCable()
setConsumer(null)
return
}
api
.me(token)
.then((data) => setUser(data.user))
.then((data) => {
setUser(data.user)
const c = connectCable(token)
setConsumer(c)
})
.catch(() => {
localStorage.removeItem(TOKEN_KEY)
disconnectCable()
setToken(null)
setUser(null)
setConsumer(null)
})
.finally(() => setLoading(false))
}, [token])
@@ -50,6 +63,8 @@ export function AuthProvider({ children }) {
localStorage.setItem(TOKEN_KEY, data.token)
setToken(data.token)
setUser(data.user)
const c = connectCable(data.token)
setConsumer(c)
}, [])
const register = useCallback(async (nickname, password, avatarFile) => {
@@ -57,18 +72,35 @@ export function AuthProvider({ children }) {
localStorage.setItem(TOKEN_KEY, data.token)
setToken(data.token)
setUser(data.user)
const c = connectCable(data.token)
setConsumer(c)
}, [])
const logout = useCallback(() => {
if (token) api.logout(token).catch(() => {})
disconnectCable()
localStorage.removeItem(TOKEN_KEY)
setToken(null)
setUser(null)
setConsumer(null)
}, [token])
return (
<AuthContext.Provider value={{ user, token, loading, login, register, logout }}>
<AuthContext.Provider
value={{
user,
token,
loading,
consumer,
cable: consumer,
login,
register,
logout,
}}
>
<CableContext.Provider value={{ consumer, cable: consumer }}>
{children}
</CableContext.Provider>
</AuthContext.Provider>
)
}
+102
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@@ -0,0 +1,102 @@
import { createContext, useContext, useEffect, useState, createElement } from 'react'
import { createConsumer } from '@rails/actioncable'
import { wsUrl } from './api.js'
let consumerInstance = null
let activeToken = null
/**
* Возвращает активный экземпляр ActionCable consumer, если он создан.
*
* @returns {import('@rails/actioncable').Consumer | null}
*/
export function getConsumer() {
return consumerInstance
}
/**
* Подключает (или возвращает существующий) ActionCable consumer для переданного JWT токена.
* ActionCable автоматически обрабатывает переподключения при разрывах связи.
*
* @param {string} token JWT токен пользователя
* @returns {import('@rails/actioncable').Consumer | null}
*/
export function connectCable(token) {
if (!token) return null
if (consumerInstance && activeToken === token) {
consumerInstance.connect()
return consumerInstance
}
if (consumerInstance) {
disconnectCable()
}
activeToken = token
const url = wsUrl(`/cable?token=${encodeURIComponent(token)}`)
consumerInstance = createConsumer(url)
consumerInstance.connect()
return consumerInstance
}
/**
* Отключает ActionCable consumer и закрывает соединение.
* Вызывается при выходе из профиля (logout) или истечении сессии.
*/
export function disconnectCable() {
if (consumerInstance) {
try {
consumerInstance.disconnect()
} catch {
// Игнорируем возможные ошибки при закрытии
}
consumerInstance = null
}
activeToken = null
}
export const CableContext = createContext(null)
/**
* Провайдер ActionCable для React приложения.
* Может принимать token явно или использоваться в составе дерева компонентов.
*/
export function CableProvider({ children, token }) {
const [consumer, setConsumer] = useState(() => (token ? connectCable(token) : getConsumer()))
useEffect(() => {
if (token) {
const c = connectCable(token)
setConsumer(c)
} else if (token === null) {
disconnectCable()
setConsumer(null)
}
}, [token])
return createElement(
CableContext.Provider,
{ value: { consumer, cable: consumer } },
children
)
}
/**
* Хук для доступа к ActionCable consumer из любого компонента.
* Поддерживает деструктуризацию: `const { consumer } = useCable()`, `const { cable } = useCable()`.
*/
export function useCable() {
const context = useContext(CableContext)
if (context && context.consumer !== undefined) return context
const consumer = getConsumer()
return { consumer, cable: consumer }
}
/**
* Хук для получения экземпляра consumer напрямую: `const consumer = useConsumer()`.
*/
export function useConsumer() {
const { consumer } = useCable()
return consumer
}
+261
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@@ -0,0 +1,261 @@
import { useState, useRef, useEffect, useCallback } from 'react'
import SeaBoard from './SeaBoard'
import {
STATE_YOUR_TURN,
STATE_WAIT_OPPONENT_TURN,
FIRE_RESULT_MISS,
FIRE_RESULT_HIT,
FIRE_RESULT_SUNK,
} from '../game'
/**
* Обрабатывает потопление корабля на поле соперника:
* находит все соединенные клетки 'damaged', помечает их как 'destroyed',
* а все окружающие клетки (включая диагональные) — как 'miss'.
*/
export function applySunkShipToBoard(prevBoard, hitX, hitY) {
const board = prevBoard.map((row) => [...row])
board[hitY][hitX] = 'damaged'
const shipCells = [{ x: hitX, y: hitY }]
// Поиск поврежденных клеток корабля по горизонтали
let cx = hitX - 1
while (cx >= 0 && board[hitY][cx] === 'damaged') {
shipCells.push({ x: cx, y: hitY })
cx--
}
cx = hitX + 1
while (cx < 10 && board[hitY][cx] === 'damaged') {
shipCells.push({ x: cx, y: hitY })
cx++
}
// Поиск поврежденных клеток корабля по вертикали
let cy = hitY - 1
while (cy >= 0 && board[cy][hitX] === 'damaged') {
shipCells.push({ x: hitX, y: cy })
cy--
}
cy = hitY + 1
while (cy < 10 && board[cy][hitX] === 'damaged') {
shipCells.push({ x: hitX, y: cy })
cy++
}
// Помечаем все палубы потопленного корабля как 'destroyed'
for (const c of shipCells) {
board[c.y][c.x] = 'destroyed'
}
// Окружающие клетки (включая диагональные) помечаем как 'miss'
for (const c of shipCells) {
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
const nx = c.x + dx
const ny = c.y + dy
if (nx >= 0 && nx < 10 && ny >= 0 && ny < 10) {
if (board[ny][nx] !== 'destroyed') {
board[ny][nx] = 'miss'
}
}
}
}
}
return board
}
export default function BattleScreen({
myShips = [],
gameState,
connection,
onLeave,
}) {
// Поле игрока (собственные корабли без скруглений)
const [myBoard] = useState(() => {
const b = Array.from({ length: 10 }, () => Array(10).fill('empty'))
for (const ship of myShips) {
for (let i = 0; i < ship.size; i++) {
const cx = ship.orientation ? ship.x : ship.x + i
const cy = ship.orientation ? ship.y + i : ship.y
if (cx >= 0 && cx < 10 && cy >= 0 && cy < 10) {
b[cy][cx] = 'ship'
}
}
}
return b
})
// Поле соперника (туман войны: изначально все клетки пустые)
const [opponentBoard, setOpponentBoard] = useState(() =>
Array.from({ length: 10 }, () => Array(10).fill('empty'))
)
const [aiming, setAiming] = useState(null)
const [isFiring, setIsFiring] = useState(false)
const [showSurrenderModal, setShowSurrenderModal] = useState(false)
const pendingShotRef = useRef(null)
const isMyTurn = gameState === STATE_YOUR_TURN
// Обработка результатов выстрела от сервера
useEffect(() => {
if (!connection) return
connection.onFireResult = (resultCode) => {
const shot = pendingShotRef.current
pendingShotRef.current = null
setIsFiring(false)
setAiming(null)
if (!shot) return
const { x, y } = shot
if (resultCode === FIRE_RESULT_MISS) {
setOpponentBoard((prev) => {
const next = prev.map((row) => [...row])
next[y][x] = 'miss'
return next
})
} else if (resultCode === FIRE_RESULT_HIT) {
setOpponentBoard((prev) => {
const next = prev.map((row) => [...row])
next[y][x] = 'damaged'
return next
})
} else if (resultCode === FIRE_RESULT_SUNK) {
setOpponentBoard((prev) => applySunkShipToBoard(prev, x, y))
}
}
return () => {
connection.onFireResult = null
}
}, [connection])
// Наведение курсора на клетку поля соперника (прицеливание)
const handleCellHover = useCallback(
(x, y) => {
if (!isMyTurn || isFiring) return
// Не подсвечивать прицел на уже пораженных клетках
if (opponentBoard[y][x] !== 'empty') {
setAiming(null)
return
}
setAiming({ x, y })
},
[isMyTurn, isFiring, opponentBoard]
)
const handleCellLeave = useCallback(() => {
setAiming(null)
}, [])
// Клик по клетке поля соперника (выстрел)
const handleCellClick = useCallback(
(x, y) => {
if (!isMyTurn || isFiring) return
if (opponentBoard[y][x] !== 'empty') return
setIsFiring(true)
pendingShotRef.current = { x, y }
connection.fire(x, y)
},
[isMyTurn, isFiring, opponentBoard, connection]
)
return (
<div className="battle-screen-container">
{/* Верхняя панель со статусом и кнопкой сдаться в углу */}
<div className="battle-header">
<div className="battle-header-left">
<div className="battle-status-badge">
{isMyTurn ? 'Ваш ход — выберите цель' : 'Ожидайте ход соперника'}
</div>
</div>
<div className="battle-header-right">
<button
type="button"
className="btn btn-secondary surrender-btn"
onClick={() => setShowSurrenderModal(true)}
>
Сдаться
</button>
</div>
</div>
{/* Основная боевая область с двумя полями и стрелкой посередине */}
<div className="battle-boards-layout">
{/* Левая половина: собственное поле игрока */}
<div className="battle-field-panel">
<div className="battle-field-title">Ваш флот</div>
<SeaBoard cells={myBoard} />
</div>
{/* Между половинами: голубая стрелка, показывающая направление атаки */}
<div className="battle-turn-indicator-col">
<div
className={`battle-arrow ${isMyTurn ? 'arrow-right' : 'arrow-left'}`}
title={isMyTurn ? 'Вы атакуете поле соперника' : 'Соперник атакует ваше поле'}
>
<svg
width="44"
height="44"
viewBox="0 0 24 24"
aria-hidden="true"
>
<polygon points="6,4 18,12 6,20" />
</svg>
</div>
<div className="battle-arrow-text">
{isMyTurn ? 'Атака' : 'Оборона'}
</div>
</div>
{/* Правая половина: поле соперника */}
<div className={`battle-field-panel ${isMyTurn ? 'active-target-panel' : ''}`}>
<div className="battle-field-title">Флот соперника</div>
<SeaBoard
cells={opponentBoard}
interactive={isMyTurn && !isFiring}
aiming={isMyTurn && !isFiring ? aiming : null}
onCellHover={handleCellHover}
onCellLeave={handleCellLeave}
onCellClick={handleCellClick}
/>
</div>
</div>
{/* Модальное окно заглушки "Сдаться" */}
{showSurrenderModal && (
<div className="modal-overlay">
<div className="modal surrender-modal">
<h2 className="modal-title">Сдаться</h2>
<p className="surrender-desc">
Функция «Сдаться» в данный момент находится в разработке на сервере.
</p>
<div className="surrender-actions">
<button
type="button"
className="btn btn-primary"
onClick={() => setShowSurrenderModal(false)}
>
Вернуться в бой
</button>
<button
type="button"
className="btn btn-secondary"
onClick={onLeave}
>
Выйти в меню
</button>
</div>
</div>
</div>
)}
</div>
)
}
+157 -16
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@@ -1,19 +1,89 @@
import { useEffect, useRef, useState } from 'react'
import { createGameConnection } from '../game'
import { useEffect, useRef, useState, useCallback } from 'react'
import {
createGameConnection,
STATE_PLACING_SHIPS,
STATE_OPPONENT_READY,
STATE_WAIT_OPPONENT_READY,
STATE_YOUR_TURN,
STATE_WAIT_OPPONENT_TURN,
END_CODE_VICTORY,
END_CODE_DEFEAT,
} from '../game'
import ShipPlacementScreen from './ShipPlacementScreen'
import BattleScreen from './BattleScreen'
export default function GameScreen({ session, onLeave }) {
const [status, setStatus] = useState('connecting') // 'connecting' | 'ready' | 'error'
// 'connecting' | 'placing' | 'waiting_opponent' | 'battle' | 'victory' | 'defeat' | 'error'
const [status, setStatus] = useState('connecting')
const [gameState, setGameState] = useState(STATE_PLACING_SHIPS)
const [myShips, setMyShips] = useState([])
const [isSubmitting, setIsSubmitting] = useState(false)
const [opponentReady, setOpponentReady] = useState(false)
const [error, setError] = useState(null)
const connectionRef = useRef(null)
const attemptRef = useRef(0)
useEffect(() => {
const attempt = ++attemptRef.current
let cancelled = false
const connection = createGameConnection(session)
const connInstance = createGameConnection(session)
connection.promise
.then(() => {
if (!cancelled && attempt === attemptRef.current) setStatus('ready')
connInstance.promise
.then((conn) => {
if (cancelled || attempt !== attemptRef.current) return
connectionRef.current = conn
conn.onState = (newState) => {
if (cancelled || attempt !== attemptRef.current) return
if (newState === STATE_OPPONENT_READY) {
setOpponentReady(true)
} else if (newState === STATE_WAIT_OPPONENT_READY) {
setIsSubmitting(false)
setGameState(newState)
setStatus('waiting_opponent')
} else if (
newState === STATE_YOUR_TURN ||
newState === STATE_WAIT_OPPONENT_TURN
) {
setIsSubmitting(false)
setGameState(newState)
setStatus('battle')
}
}
conn.onEnd = (code, reason) => {
if (cancelled || attempt !== attemptRef.current) return
setIsSubmitting(false)
if (code === END_CODE_VICTORY || reason === 'victory') {
setStatus('victory')
} else if (code === END_CODE_DEFEAT || reason === 'defeat') {
setStatus('defeat')
} else {
setError(reason || 'Партия завершена')
setStatus('error')
}
}
conn.onClose = () => {
if (cancelled || attempt !== attemptRef.current) return
setIsSubmitting(false)
setStatus((prev) => {
// Если игра уже закончилась победой или поражением, не перетираем статус
if (prev === 'victory' || prev === 'defeat') {
return prev
}
if (prev !== 'error') {
setError('Соединение с сервером прервано')
return 'error'
}
return prev
})
}
setStatus('placing')
})
.catch((err) => {
if (cancelled || attempt !== attemptRef.current) return
@@ -23,33 +93,104 @@ export default function GameScreen({ session, onLeave }) {
return () => {
cancelled = true
connection.cancel()
connInstance.cancel()
}
}, [session])
const handleReady = useCallback((ships) => {
if (!connectionRef.current) return
setMyShips(ships)
setIsSubmitting(true)
connectionRef.current.placeShips(ships)
}, [])
return (
<div className="page">
<main className="search-screen">
<div className="page game-page">
{status === 'connecting' && (
<>
<main className="search-screen">
<div className="search-label">Подключение к игре...</div>
<div className="bouncing-dots" aria-hidden="true">
<span />
<span />
<span />
</div>
</>
</main>
)}
{status === 'ready' && <div className="search-label">Расстановка кораблей</div>}
{status === 'placing' && (
<main className="game-screen-main">
<ShipPlacementScreen
onReady={handleReady}
isSubmitting={isSubmitting}
opponentReady={opponentReady}
/>
</main>
)}
{status === 'waiting_opponent' && (
<main className="search-screen">
<div className="search-label">Соперник расставляет корабли...</div>
<div className="bouncing-dots" aria-hidden="true">
<span />
<span />
<span />
</div>
</main>
)}
{status === 'battle' && (
<main className="game-screen-main">
<BattleScreen
myShips={myShips}
gameState={gameState}
connection={connectionRef.current}
onLeave={onLeave}
/>
</main>
)}
{status === 'victory' && (
<main className="search-screen">
<div className="end-game-title victory-title">Победа!</div>
<div className="end-game-subtitle">Все корабли соперника уничтожены</div>
<button className="btn btn-big btn-primary" onClick={onLeave}>
В главное меню
</button>
</main>
)}
{status === 'defeat' && (
<main className="search-screen">
<div className="end-game-title defeat-title">Поражение</div>
<div className="end-game-subtitle">Все ваши корабли были уничтожены</div>
<button className="btn btn-big btn-secondary" onClick={onLeave}>
В главное меню
</button>
</main>
)}
{status === 'error' && (
<>
<main className="search-screen">
<div className="search-error">{error}</div>
<button className="btn btn-big btn-secondary" onClick={onLeave}>
Назад в меню
</button>
</>
)}
</main>
)}
{/* Модальный pop-up с надписью "Загрузка...", пока сервер не ответит сменой состояния */}
{isSubmitting && (
<div className="modal-overlay">
<div className="modal loading-modal">
<h2 className="modal-title">Загрузка...</h2>
<div className="bouncing-dots" style={{ justifyContent: 'center', marginTop: 16 }}>
<span />
<span />
<span />
</div>
</div>
</div>
)}
</div>
)
}
+155
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@@ -0,0 +1,155 @@
import { ROW_LETTERS, COL_NUMBERS } from '../shipLogic'
/**
* Компонент игрового поля 10x10 с вертикальной (А-К) и горизонтальной (1-10) линейками.
* Линейки идут слева и сверху параллельно полю и отделены небольшим отступом.
*
* Поддерживает два режима:
* 1. Режим расстановки (передаются ships, preview, onShipPointerDown)
* 2. Режим боя (передается 10x10 матрица cells, aiming, onCellHover, onCellClick)
*/
export default function SeaBoard({
ships = [],
preview = null,
onShipPointerDown,
gridRef,
className = '',
// Свойства для режима боя
cells = null,
aiming = null,
onCellHover = null,
onCellLeave = null,
onCellClick = null,
interactive = false,
}) {
return (
<div className={`sea-board-wrapper ${className}`}>
{/* Пустой угол (пересечение линеек) */}
<div className="sea-board-corner" aria-hidden="true" />
{/* Горизонтальная линейка (цифры 1..10) */}
<div className="sea-board-col-ruler" aria-hidden="true">
{COL_NUMBERS.map((num) => (
<div key={num} className="sea-ruler-cell">
{num}
</div>
))}
</div>
{/* Вертикальная линейка (буквы А..К) */}
<div className="sea-board-row-ruler" aria-hidden="true">
{ROW_LETTERS.map((letter) => (
<div key={letter} className="sea-ruler-cell">
{letter}
</div>
))}
</div>
{/* Само игровое поле 10x10 */}
<div className="sea-grid-container" ref={gridRef}>
{/* Базовая сетка 10x10 клеток */}
<div
className={`sea-grid ${interactive ? 'interactive-grid' : ''}`}
onMouseLeave={onCellLeave}
>
{cells
? Array.from({ length: 10 }).map((_, y) =>
Array.from({ length: 10 }).map((_, x) => {
const status = cells[y]?.[x] || 'empty'
const isTarget = aiming && aiming.x === x && aiming.y === y
const isAimRow = aiming && aiming.y === y
const isAimCol = aiming && aiming.x === x
const classNames = ['sea-cell']
if (status === 'ship') classNames.push('ship-cell')
else if (status === 'miss') classNames.push('miss-cell')
else if (status === 'damaged') classNames.push('damaged-ship-cell')
else if (status === 'destroyed') classNames.push('destroyed-ship-cell')
if (interactive && aiming) {
if (isTarget) classNames.push('aim-target')
else if (isAimRow) classNames.push('aim-row')
else if (isAimCol) classNames.push('aim-col')
}
return (
<div
key={`${x}-${y}`}
className={classNames.join(' ')}
onMouseEnter={() => onCellHover && onCellHover(x, y)}
onClick={() => onCellClick && onCellClick(x, y)}
/>
)
})
)
: Array.from({ length: 100 }).map((_, idx) => (
<div key={idx} className="sea-cell" />
))}
</div>
{/* Слой расставленных кораблей (в режиме расстановки) */}
{!cells && (
<div className="sea-ships-layer">
{ships.map((ship) => {
if (!ship.placed) return null
const isHorizontal = !ship.orientation
const left = 3 + ship.x * 33
const top = 3 + ship.y * 33
const width = isHorizontal ? ship.size * 30 + (ship.size - 1) * 3 : 30
const height = isHorizontal ? 30 : ship.size * 30 + (ship.size - 1) * 3
return (
<div
key={ship.id}
className={`board-ship ${ship.orientation ? 'vertical' : 'horizontal'}`}
style={{
left: `${left}px`,
top: `${top}px`,
width: `${width}px`,
height: `${height}px`,
}}
onPointerDown={(e) => {
if (onShipPointerDown) {
onShipPointerDown(e, ship)
}
}}
>
{Array.from({ length: ship.size }).map((_, segIdx) => (
<div
key={segIdx}
className="ship-segment"
data-segment={segIdx}
/>
))}
</div>
)
})}
</div>
)}
{/* Слой призрака при перетаскивании (ghost preview) */}
{!cells && preview && (
<div
className={`board-ship ghost-preview ${
preview.orientation ? 'vertical' : 'horizontal'
} ${preview.isValid ? 'ghost-valid' : 'ghost-invalid'}`}
style={{
left: `${3 + preview.x * 33}px`,
top: `${3 + preview.y * 33}px`,
width: `${
!preview.orientation ? preview.size * 30 + (preview.size - 1) * 3 : 30
}px`,
height: `${
!preview.orientation ? 30 : preview.size * 30 + (preview.size - 1) * 3
}px`,
}}
>
{Array.from({ length: preview.size }).map((_, segIdx) => (
<div key={segIdx} className="ship-segment" />
))}
</div>
)}
</div>
</div>
)
}
+4 -2
View File
@@ -1,5 +1,6 @@
import { useEffect, useRef, useState } from 'react'
import { createMatchmaking, MatchmakingError } from '../matchmaking'
import { useCable } from '../cable'
const STAGE_LABELS = {
connecting: 'Подключение...',
@@ -13,6 +14,7 @@ const ERROR_LABELS = {
}
export default function SearchScreen({ token, onMatched, onCancel }) {
const { consumer } = useCable()
const [stage, setStage] = useState('connecting') // 'connecting' | 'searching'
const [error, setError] = useState(null)
const [retryToken, setRetryToken] = useState(0)
@@ -26,7 +28,7 @@ export default function SearchScreen({ token, onMatched, onCancel }) {
setStage('connecting')
setError(null)
matchmaking = createMatchmaking(token, (status) => {
matchmaking = createMatchmaking(consumer || token, (status) => {
if (!cancelled && attempt === attemptRef.current) setStage(status)
})
@@ -43,7 +45,7 @@ export default function SearchScreen({ token, onMatched, onCancel }) {
cancelled = true
matchmaking.cancel()
}
}, [token, onMatched, retryToken])
}, [consumer, token, onMatched, retryToken])
const handleCancel = () => {
onCancel()
@@ -0,0 +1,448 @@
import { useState, useRef, useEffect, useCallback } from 'react'
import SeaBoard from './SeaBoard'
import {
createInitialShips,
canPlaceShip,
findValidRotation,
generateRandomPlacement,
} from '../shipLogic'
function ShuffleIcon({ size = 20 }) {
return (
<svg
width={size}
height={size}
viewBox="0 0 12.7 12.7"
style={{ display: 'inline-block', verticalAlign: 'middle', flexShrink: 0 }}
aria-hidden="true"
>
<path
style={{
fill: 'none',
stroke: 'currentColor',
strokeWidth: 1.2,
strokeLinecap: 'round',
strokeLinejoin: 'round',
}}
d="m 9.4816001,7.6107086 c 0,2.5748604 0,2.5748604 0,2.5748604 L 10.700616,8.9665533 Z"
/>
<path
style={{
fill: 'none',
stroke: 'currentColor',
strokeWidth: 1.17,
strokeLinecap: 'round',
}}
d="m 1.9172753,3.9133276 h 1.3938432 c 0,0 0.418658,0.043751 0.7439689,0.3929024 l 3.2927061,4.3012881 c 0,0 0.3355245,0.3407588 0.6968466,0.321765 l 1.9478831,-0.00957"
/>
<path
style={{
fill: 'none',
stroke: 'currentColor',
strokeWidth: 1.2,
strokeLinecap: 'round',
strokeLinejoin: 'round',
}}
d="m 9.4810176,5.2347575 c 0,-2.5749117 0,-2.5749117 0,-2.5749117 L 10.699942,3.878886 Z"
/>
<path
style={{
fill: 'currentColor',
strokeWidth: 1.77,
strokeLinecap: 'round',
}}
d="M 7.9405757,3.3290259 C 7.2803298,3.3554207 6.9286279,3.8253665 6.9286279,3.8253665 L 6.9047744,3.8538074 6.3276981,4.6070341 7.0497314,5.5923757 7.7745171,4.6437321 c 0.01942,-0.01041 0.2210083,-0.1184824 0.240372,-0.1394525 h 9.175e-4 v -9.175e-4 -9.173e-4 h -9.175e-4 v -9.175e-4 h 0.012844 l 1.9633434,0.011009 A 0.5871519,0.5871519 0 0 0 10.580079,3.9299557 0.5871519,0.5871519 0 0 0 9.9938292,3.3400353 L 8.0763583,3.3299434 c -0.04675,-0.00246 -0.091766,-0.00268 -0.1357826,-9.175e-4 z M 4.3432533,7.2006658 3.62122,8.1428873 C 3.4547894,8.317437 3.2641018,8.3428563 3.2569921,8.3438089 H 1.9184323 A 0.5871519,0.5871519 0 0 0 1.3285117,8.9337295 0.5871519,0.5871519 0 0 0 1.9184323,9.5190627 h 1.4211304 l 0.031193,-0.00367 c 0,0 0.6339103,-0.06015 1.1137846,-0.5752412 l 0.020184,-0.021101 0.5605621,-0.7330428 z"
/>
</svg>
)
}
export default function ShipPlacementScreen({
onReady,
isSubmitting = false,
opponentReady = false,
}) {
const [ships, setShips] = useState(createInitialShips)
const [activeDrag, setActiveDrag] = useState(null)
const shipsRef = useRef(ships)
shipsRef.current = ships
const gridRef = useRef(null)
const dragRef = useRef(null)
const allPlaced = ships.every((s) => s.placed)
const placedCount = ships.filter((s) => s.placed).length
// Очистка класса is-dragging при размонтировании
useEffect(() => {
return () => {
document.body.classList.remove('is-dragging')
}
}, [])
// Расчет сетки при перетаскивании
const computeGridCandidate = useCallback((ship, pointerPos, orientation, segIndex) => {
if (!gridRef.current) return null
const rect = gridRef.current.getBoundingClientRect()
const cellPitch = 33 // 30px ячейка + 3px gap
const pad = 3
// Вычисляем положение левого верхнего угла корабля (shipLeft, shipTop) на экране:
const shipLeft = pointerPos.x - (!orientation ? segIndex * cellPitch + 15 : 15)
const shipTop = pointerPos.y - (orientation ? segIndex * cellPitch + 15 : 15)
// Положение левого верхнего угла корабля относительно сетки:
const relX = shipLeft - (rect.left + pad)
const relY = shipTop - (rect.top + pad)
// Симметричное математическое округление к ближайшей колонке и строке сетки:
const targetX = Math.round(relX / cellPitch)
const targetY = Math.round(relY / cellPitch)
const maxX = orientation ? targetX : targetX + ship.size - 1
const maxY = orientation ? targetY + ship.size - 1 : targetY
// Проекция отображается ТОЛЬКО если корабль полностью внутри поля 10x10:
if (targetX < 0 || targetY < 0 || maxX >= 10 || maxY >= 10) {
return null
}
// Проверяем возможность размещения (нет пересечений и зазор минимум 1 клетка)
const otherPlaced = shipsRef.current.filter((s) => s.id !== ship.id && s.placed)
const isValid = canPlaceShip(ship, targetX, targetY, orientation, otherPlaced)
return {
x: targetX,
y: targetY,
orientation,
size: ship.size,
isValid,
}
}, [])
// Поворот корабля на поле при одиночном клике
const handleRotateShip = useCallback((ship) => {
const rot = findValidRotation(ship, shipsRef.current)
if (rot) {
setShips((prev) =>
prev.map((s) =>
s.id === ship.id
? {
...s,
x: rot.x,
y: rot.y,
orientation: rot.orientation,
}
: s
)
)
}
}, [])
// Начало перетаскивания или клика
const handleStartDrag = useCallback(
(e, ship, fromBoard) => {
// Только левая кнопка мыши или тач
if (e.button !== undefined && e.button !== 0) return
// Предотвращаем выделение текста на странице
e.preventDefault()
const segEl = e.target.closest('[data-segment]')
let segIndex = 0
if (segEl) {
segIndex = parseInt(segEl.getAttribute('data-segment'), 10) || 0
}
const startX = e.clientX
const startY = e.clientY
let isDragging = false
dragRef.current = {
ship,
fromBoard,
segIndex,
orientation: fromBoard ? ship.orientation : false,
startX,
startY,
currentPos: { x: startX, y: startY },
candidate: null,
}
const onPointerMove = (moveEvent) => {
const drag = dragRef.current
if (!drag) return
moveEvent.preventDefault()
const dist = Math.hypot(moveEvent.clientX - drag.startX, moveEvent.clientY - drag.startY)
if (!isDragging && dist > 5) {
isDragging = true
document.body.classList.add('is-dragging')
// Снимаем корабль с поля на время переноса
if (drag.fromBoard) {
setShips((prev) =>
prev.map((s) => (s.id === drag.ship.id ? { ...s, placed: false } : s))
)
}
}
if (isDragging) {
const currentPos = { x: moveEvent.clientX, y: moveEvent.clientY }
const candidate = computeGridCandidate(
drag.ship,
currentPos,
drag.orientation,
drag.segIndex
)
drag.currentPos = currentPos
drag.candidate = candidate
setActiveDrag({
ship: drag.ship,
orientation: drag.orientation,
currentPos,
segIndex: drag.segIndex,
candidate,
})
}
}
const onPointerUp = () => {
window.removeEventListener('pointermove', onPointerMove)
window.removeEventListener('pointerup', onPointerUp)
window.removeEventListener('keydown', onKeyDown)
document.body.classList.remove('is-dragging')
const drag = dragRef.current
dragRef.current = null
setActiveDrag(null)
if (!drag) return
if (!isDragging) {
// Одиночный клик
if (drag.fromBoard) {
handleRotateShip(drag.ship)
}
return
}
// Завершение перетаскивания
if (drag.candidate && drag.candidate.isValid) {
// Успешная установка на поле
setShips((prev) =>
prev.map((s) =>
s.id === drag.ship.id
? {
...s,
placed: true,
x: drag.candidate.x,
y: drag.candidate.y,
orientation: drag.candidate.orientation,
}
: s
)
)
} else {
// Некорректная позиция или за пределами поля -> возвращается в инвентарь
setShips((prev) =>
prev.map((s) =>
s.id === drag.ship.id
? {
...s,
placed: false,
x: 0,
y: 0,
orientation: false,
}
: s
)
)
}
}
const onKeyDown = (keyEvent) => {
if (keyEvent.code === 'Space' || keyEvent.key === 'r' || keyEvent.key === 'R') {
keyEvent.preventDefault()
const drag = dragRef.current
if (!drag) return
drag.orientation = !drag.orientation
const candidate = computeGridCandidate(
drag.ship,
drag.currentPos,
drag.orientation,
drag.segIndex
)
drag.candidate = candidate
setActiveDrag((prev) =>
prev ? { ...prev, orientation: drag.orientation, candidate } : null
)
}
}
window.addEventListener('pointermove', onPointerMove)
window.addEventListener('pointerup', onPointerUp)
window.addEventListener('keydown', onKeyDown)
},
[computeGridCandidate, handleRotateShip]
)
// Очистить сетку
const handleClear = useCallback(() => {
setShips(createInitialShips())
}, [])
// Случайная расстановка с backtracking
const handleRandom = useCallback(() => {
const placed = generateRandomPlacement()
setShips(placed)
}, [])
// 4 строчки инвентаря по возрастанию размера:
// Строка 1: 4 однопалубных (id 0..3)
// Строка 2: 3 двухпалубных (id 4..6)
// Строка 3: 2 трехпалубных (id 7..8)
// Строка 4: 1 четырехпалубный (id 9)
const inventoryRows = [
ships.filter((s) => s.size === 1),
ships.filter((s) => s.size === 2),
ships.filter((s) => s.size === 3),
ships.filter((s) => s.size === 4),
]
return (
<div className="placement-screen-layout">
<div className="placement-opponent-badge">
{opponentReady ? "Соперник готов к бою!" : "Соперник расставляет корабли..."}
</div>
<div className="placement-container">
{/* Левая половина: игровое поле 10x10 с линейками и кнопками под ним */}
<div className="placement-left">
<SeaBoard
ships={ships}
preview={activeDrag?.candidate}
onShipPointerDown={(e, ship) => handleStartDrag(e, ship, true)}
gridRef={gridRef}
/>
<div className="placement-board-actions">
<button
type="button"
className="btn btn-secondary ship-action-btn"
onClick={handleClear}
disabled={placedCount === 0 || isSubmitting}
>
Очистить поле
</button>
<button
type="button"
className="btn btn-secondary ship-action-btn ship-auto-btn"
title="Случайная расстановка (Авто)"
onClick={handleRandom}
disabled={isSubmitting}
>
<ShuffleIcon size={20} />
<span>Авто</span>
</button>
</div>
</div>
{/* Правая половина: инвентарь кораблей в 4 строки и кнопка Готово */}
<div className="placement-right">
<div className="ship-inventory">
<div className="inventory-header">
<span className="inventory-title">Корабли</span>
<span className="inventory-hint">
{allPlaced ? 'Все корабли на поле' : `Расставлено: ${placedCount} из 10`}
</span>
</div>
<div className="inventory-rows">
{inventoryRows.map((row, rowIndex) => (
<div key={rowIndex} className="inventory-row">
{row.map((ship) => {
const slotWidth = ship.size * 30 + (ship.size - 1) * 3
return (
<div
key={ship.id}
className="inventory-slot"
style={{
width: `${slotWidth}px`,
height: '30px',
}}
>
{!ship.placed && (
<div
className="board-ship horizontal in-inventory"
onPointerDown={(e) => handleStartDrag(e, ship, false)}
>
{Array.from({ length: ship.size }).map((_, segIdx) => (
<div
key={segIdx}
className="ship-segment"
data-segment={segIdx}
/>
))}
</div>
)}
</div>
)
})}
</div>
))}
</div>
</div>
{/* Подсказка по повороту кораблей */}
<div className="placement-hint">
<span className="placement-hint-icon" aria-hidden="true">💡</span>
<span className="placement-hint-text">
Корабли можно поворачивать во время перетаскивания (клавиши <strong>Пробел</strong> или <strong>R</strong>), а также одиночным нажатием после перетаскивания.
</span>
</div>
<div className="placement-ready-wrapper">
<button
type="button"
className="btn btn-big ready-btn"
disabled={!allPlaced || isSubmitting}
onClick={() => onReady(ships)}
>
Готово
</button>
</div>
</div>
</div>
{/* Парящий под курсором корабль при перетаскивании */}
{activeDrag && (
<div
className={`floating-drag-ship ${activeDrag.orientation ? 'vertical' : 'horizontal'
}`}
style={{
left: `${activeDrag.currentPos.x -
(!activeDrag.orientation ? activeDrag.segIndex * 33 + 15 : 15)
}px`,
top: `${activeDrag.currentPos.y -
(activeDrag.orientation ? activeDrag.segIndex * 33 + 15 : 15)
}px`,
width: `${!activeDrag.orientation
? activeDrag.ship.size * 30 + (activeDrag.ship.size - 1) * 3
: 30
}px`,
height: `${activeDrag.orientation
? activeDrag.ship.size * 30 + (activeDrag.ship.size - 1) * 3
: 30
}px`,
}}
>
{Array.from({ length: activeDrag.ship.size }).map((_, segIdx) => (
<div key={segIdx} className="ship-segment" />
))}
</div>
)}
</div>
)
}
+73 -15
View File
@@ -6,10 +6,31 @@ export class GameConnectionError extends Error {
}
// Опкоды протокола game-server
const OP_JOIN = 1
const OP_END = 2
const OP_STATE = 3
const OP_ACK = 4
export const OP_JOIN = 1
export const OP_END = 2
export const OP_STATE = 3
export const OP_ACK = 4
export const OP_PLACE_SHIPS = 5
export const OP_FIRE = 6
export const OP_FIRE_RESULT = 7
// Коды состояний протокола game-server
export const STATE_PLACING_SHIPS = 1 // оба игрока расставляют корабли
export const STATE_OPPONENT_READY = 2 // соперник готов
export const STATE_WAIT_OPPONENT_READY = 3 // ожидайте готовности соперника
export const STATE_YOUR_TURN = 4 // ваш ход
export const STATE_WAIT_OPPONENT_TURN = 5 // ожидайте ход соперника
// Коды результатов выстрела (FIRE_RESULT)
export const FIRE_RESULT_MISS = 1 // промах
export const FIRE_RESULT_HIT = 2 // попадание
export const FIRE_RESULT_SUNK = 3 // корабль потоплен
export const FIRE_RESULT_INVALID_POSITION = 4 // неверная позиция
// Коды завершения партии (END)
export const END_CODE_TIMEOUT = -1 // join timeout
export const END_CODE_VICTORY = 1 // победа
export const END_CODE_DEFEAT = 2 // поражение
const CLOSE_REASONS = {
4000: 'Соединение заменено новым',
@@ -31,6 +52,8 @@ export function createGameConnection({ gameServerUrl, gameToken, userToken }) {
let settled = false
let lastSeq = 0
let connection = null
const promise = new Promise((resolve, reject) => {
const fail = (err) => {
if (settled) return
@@ -39,19 +62,36 @@ export function createGameConnection({ gameServerUrl, gameToken, userToken }) {
reject(err)
}
const succeed = (connection) => {
const succeed = (conn) => {
if (settled) return
settled = true
resolve(connection)
// Сокет НЕ закрываем — соединение переиспользуется для игры
ws.onerror = null
ws.onclose = (event) => {
if (connection.onClose) connection.onClose(event.code)
}
resolve(conn)
}
ws = new WebSocket(gameServerUrl)
connection = {
socket: ws,
send: sendMessage,
placeShips(ships) {
// Сортируем строго по возрастанию размера: 4x1, 3x2, 2x3, 1x4
const sorted = [...ships].sort((a, b) => a.size - b.size)
const payload = [OP_PLACE_SHIPS]
for (const s of sorted) {
payload.push(Boolean(s.orientation), Number(s.x), Number(s.y))
}
sendMessage(payload)
},
fire(x, y) {
sendMessage([OP_FIRE, Number(x), Number(y)])
},
onState: null,
onFireResult: null,
onEnd: null,
onClose: null,
onError: null,
}
ws.onopen = () => {
ws.send(JSON.stringify([OP_JOIN, gameToken, userToken]))
}
@@ -73,18 +113,34 @@ export function createGameConnection({ gameServerUrl, gameToken, userToken }) {
if (opcode === OP_STATE) {
const state = msg[2]
if (state === 1) {
succeed({ socket: ws, send: sendMessage })
if (!settled && state === STATE_PLACING_SHIPS) {
succeed(connection)
}
if (connection && typeof connection.onState === 'function') {
connection.onState(state)
}
} else if (opcode === OP_FIRE_RESULT) {
const resultCode = msg[2]
if (connection && typeof connection.onFireResult === 'function') {
connection.onFireResult(resultCode)
}
} else if (opcode === OP_END) {
const code = msg[2]
const reason = msg[3] || 'Партия завершена'
if (!settled) {
fail(new GameConnectionError(code === -1 ? 'join_timeout' : 'closed', reason))
} else if (connection && typeof connection.onEnd === 'function') {
connection.onEnd(code, reason)
}
}
}
ws.onerror = () => {
if (!settled) fail(new GameConnectionError('connection', 'Сетевая ошибка'))
ws.onerror = (err) => {
if (!settled) {
fail(new GameConnectionError('connection', 'Сетевая ошибка'))
} else if (connection && typeof connection.onError === 'function') {
connection.onError(err)
}
}
ws.onclose = (event) => {
@@ -93,6 +149,8 @@ export function createGameConnection({ gameServerUrl, gameToken, userToken }) {
CLOSE_REASONS[event.code] ||
(event.code === 1000 ? 'Соединение закрыто' : 'Соединение прервано')
fail(new GameConnectionError('closed', message))
} else if (connection && typeof connection.onClose === 'function') {
connection.onClose(event.code)
}
}
})
+201 -81
View File
@@ -1,6 +1,4 @@
import { wsUrl } from './api'
const CHANNEL_IDENTIFIER = JSON.stringify({ channel: 'MatchmakingChannel' })
import { getConsumer, connectCable } from './cable.js'
export class MatchmakingError extends Error {
constructor(code, message) {
@@ -9,75 +7,193 @@ export class MatchmakingError extends Error {
}
}
// Текущая активная сессия матчмейкинга на уровне модуля
let activeSession = null
/**
* Подключается к main-server по WebSocket (Action Cable) и инициирует
* поиск соперника. Возвращает объект с promise (резолвится при событии
* `matched`) и функцией отмены `cancel()`.
* Инициирует поиск соперника через ActionCable MatchmakingChannel.
* Возвращает объект с promise (резолвится при событии `matched`)
* и функцией отмены `cancel()`.
*
* @param {string} token JWT пользователя
* @param {(status: 'connecting' | 'searching') => void} onStatus
* Соединение WebSocket НЕ закрывается: при завершении или отмене
* отменяется только подписка на канал (MatchmakingChannel),
* а сокет остается открытым и доступным для всего приложения.
*
* Если отмена происходит до подтверждения подписки сервером (например,
* при двойном монтировании в React StrictMode или быстром уходе со страницы),
* отписка откладывается до прихода `confirm_subscription`, чтобы не создавать
* гонку непарных subscribe/unsubscribe на сервере. При немедленном повторном
* монтировании уже начатая подписка переиспользуется.
*
* @param {import('@rails/actioncable').Consumer | string} [consumerOrToken]
* Экземпляр ActionCable consumer или JWT токен пользователя
* @param {(status: 'connecting' | 'searching') => void} [onStatus]
* @returns {{ promise: Promise<{ matchId: string, gameToken: string, gameServerUrl: string, players: [number, number] }>, cancel: () => void }}
*/
export function createMatchmaking(token, onStatus) {
let ws = null
let settled = false
export function createMatchmaking(consumerOrToken, onStatus) {
let consumer = null
let statusCallback = onStatus
const send = (payload) => {
if (ws && ws.readyState === WebSocket.OPEN) {
ws.send(JSON.stringify(payload))
if (typeof consumerOrToken === 'function') {
statusCallback = consumerOrToken
consumer = getConsumer()
} else if (consumerOrToken && typeof consumerOrToken.subscriptions === 'object') {
consumer = consumerOrToken
} else if (typeof consumerOrToken === 'string') {
consumer = getConsumer() || connectCable(consumerOrToken)
} else {
consumer = getConsumer()
}
if (!consumer) {
return {
promise: Promise.reject(new MatchmakingError('connection', 'Нет подключения к серверу')),
cancel: () => {},
}
}
const promise = new Promise((resolve, reject) => {
const fail = (err) => {
if (settled) return
settled = true
cleanup()
reject(err)
// Если уже существует активная сессия подписки (например, от предыдущего быстрого mount в StrictMode)
if (activeSession && activeSession.consumer === consumer && !activeSession.settled) {
activeSession.cancelled = false
activeSession.statusCallback = statusCallback
// Если подписка уже успела подтвердиться ранее
if (activeSession.isSubscribed) {
statusCallback?.('searching')
if (!activeSession.started) {
activeSession.subscription.perform('start')
activeSession.started = true
}
} else {
statusCallback?.('connecting')
}
const succeed = (match) => {
if (settled) return
settled = true
return {
promise: activeSession.promise,
cancel: activeSession.cancel,
}
}
const session = {
consumer,
statusCallback,
isSubscribed: false,
cancelled: false,
settled: false,
started: false,
subscription: null,
connectTimeoutId: null,
disconnectTimeoutId: null,
promise: null,
cancel: null,
}
activeSession = session
session.promise = new Promise((resolve, reject) => {
function cleanup() {
if (session.connectTimeoutId) {
clearTimeout(session.connectTimeoutId)
session.connectTimeoutId = null
}
if (session.disconnectTimeoutId) {
clearTimeout(session.disconnectTimeoutId)
session.disconnectTimeoutId = null
}
if (activeSession === session) {
activeSession = null
}
if (session.subscription) {
try {
session.subscription.unsubscribe()
} catch {
// ignore
}
session.subscription = null
}
}
function succeed(match) {
if (session.settled) return
session.settled = true
cleanup()
resolve(match)
}
onStatus('connecting')
ws = new WebSocket(wsUrl(`/cable?token=${encodeURIComponent(token)}`))
let subscribed = false
ws.onopen = () => {
send({ command: 'subscribe', identifier: CHANNEL_IDENTIFIER })
function fail(err) {
if (session.settled) return
session.settled = true
cleanup()
reject(err)
}
ws.onmessage = (event) => {
let msg
session.statusCallback?.('connecting')
// Защита от «зависшего» подключения / подписки
session.connectTimeoutId = setTimeout(() => {
if (!session.settled && !session.started) {
fail(new MatchmakingError('connection', 'Не удалось подключиться к серверу'))
}
}, 10000)
try {
msg = JSON.parse(event.data)
session.subscription = consumer.subscriptions.create(
{ channel: 'MatchmakingChannel' },
{
connected() {
session.isSubscribed = true
// Если поиск был отменен ДО подтверждения подписки (отложенная отписка)
if (session.cancelled) {
try {
this.perform('stop')
} catch {
// ignore
}
cleanup()
return
}
if (msg.type === 'confirm_subscription') {
subscribed = true
onStatus('searching')
send({
command: 'message',
identifier: CHANNEL_IDENTIFIER,
data: JSON.stringify({ action: 'start' }),
})
return
if (session.settled) return
if (session.connectTimeoutId) {
clearTimeout(session.connectTimeoutId)
session.connectTimeoutId = null
}
if (session.disconnectTimeoutId) {
clearTimeout(session.disconnectTimeoutId)
session.disconnectTimeoutId = null
}
if (msg.type === 'reject_subscription') {
session.statusCallback?.('searching')
this.perform('start')
session.started = true
},
rejected() {
fail(new MatchmakingError('rejected', 'Не удалось подписаться на поиск соперника'))
return
},
disconnected(data) {
session.isSubscribed = false
if (session.settled) return
// Если ActionCable пытается восстановить связь
if (data?.willAttemptReconnect) {
session.statusCallback?.('connecting')
if (!session.disconnectTimeoutId) {
session.disconnectTimeoutId = setTimeout(() => {
if (!session.settled) {
fail(new MatchmakingError('connection', 'Соединение прервано'))
}
}, 10000)
}
} else {
fail(new MatchmakingError('connection', 'Соединение прервано'))
}
},
if (msg.type === 'ping' || msg.type === 'welcome') return
const message = msg.message
received(message) {
if (session.settled || session.cancelled) return
if (!message || typeof message !== 'object') return
if (message.type === 'matched') {
@@ -90,47 +206,51 @@ export function createMatchmaking(token, onStatus) {
} else if (message.type === 'timeout') {
fail(new MatchmakingError('timeout', 'Соперник не найден'))
}
},
}
ws.onerror = () => {
if (!settled) fail(new MatchmakingError('connection', 'Сетевая ошибка'))
)
} catch (err) {
fail(new MatchmakingError('connection', err.message || 'Ошибка подключения'))
}
ws.onclose = (event) => {
if (!settled) {
const err = new MatchmakingError('connection', 'Соединение прервано')
err.closeCode = event.code
fail(err)
}
}
// Подписка не подтверждена — защита от «зависшего» соединения
setTimeout(() => {
if (!settled && !subscribed) {
fail(new MatchmakingError('connection', 'Не удалось подключиться к серверу'))
}
}, 10000)
})
function cleanup() {
if (ws) {
ws.onopen = ws.onmessage = ws.onerror = ws.onclose = null
ws.close()
ws = null
session.cancel = function cancel() {
if (session.settled) return
session.cancelled = true
if (session.connectTimeoutId) {
clearTimeout(session.connectTimeoutId)
session.connectTimeoutId = null
}
if (session.disconnectTimeoutId) {
clearTimeout(session.disconnectTimeoutId)
session.disconnectTimeoutId = null
}
/** Явная отмена поиска: команда `stop` + закрытие сокета. */
function cancel() {
if (settled) return
settled = true
send({
command: 'message',
identifier: CHANNEL_IDENTIFIER,
data: JSON.stringify({ action: 'stop' }),
})
cleanup()
// Если сервер уже подтвердил подписку — сразу отправляем stop и отписываемся
if (session.isSubscribed && session.subscription) {
try {
if (session.started) {
session.subscription.perform('stop')
}
} catch {
// ignore
}
try {
session.subscription.unsubscribe()
} catch {
// ignore
}
session.subscription = null
if (activeSession === session) {
activeSession = null
}
}
// Если подписка ещё не подтверждена (isSubscribed === false),
// мы НЕ шлем немедленный unsubscribe, предотвращая гонку на сервере.
// Как только сервер пришлет подтверждение, сработает connected()
// и выполнит отложенный unsubscribe.
}
return { promise, cancel }
return { promise: session.promise, cancel: session.cancel }
}
+226
View File
@@ -0,0 +1,226 @@
// Размеры 10 кораблей по возрастанию размера:
// 4 однопалубных, 3 двухпалубных, 2 трехпалубных, 1 четырехпалубный
export const SHIP_CONFIGS = [
{ id: 0, size: 1 },
{ id: 1, size: 1 },
{ id: 2, size: 1 },
{ id: 3, size: 1 },
{ id: 4, size: 2 },
{ id: 5, size: 2 },
{ id: 6, size: 2 },
{ id: 7, size: 3 },
{ id: 8, size: 3 },
{ id: 9, size: 4 },
]
export const ROW_LETTERS = ['А', 'Б', 'В', 'Г', 'Д', 'Е', 'Ж', 'З', 'И', 'К']
export const COL_NUMBERS = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
/**
* Создает начальное состояние кораблей (все в инвентаре, горизонтальные).
*/
export function createInitialShips() {
return SHIP_CONFIGS.map((cfg) => ({
id: cfg.id,
size: cfg.size,
placed: false,
x: 0,
y: 0,
orientation: false, // false = горизонтально, true = вертикально
}))
}
/**
* Возвращает массив клеток { x, y }, занимаемых кораблем.
*/
export function getShipCells(ship) {
const cells = []
for (let i = 0; i < ship.size; i++) {
cells.push({
x: ship.orientation ? ship.x : ship.x + i,
y: ship.orientation ? ship.y + i : ship.y,
})
}
return cells
}
/**
* Проверяет, соприкасаются ли или перекрываются ли два корабля.
* Корабли не должны соприкасаться сторонами или углами (зазор минимум 1 клетка).
*/
export function shipsCollideOrTouch(s1, s2) {
const cells1 = getShipCells(s1)
const cells2 = getShipCells(s2)
for (const c1 of cells1) {
for (const c2 of cells2) {
if (Math.abs(c1.x - c2.x) <= 1 && Math.abs(c1.y - c2.y) <= 1) {
return true
}
}
}
return false
}
/**
* Проверяет, можно ли поставить корабль в позицию (x, y) с заданной ориентацией
* среди массива уже расставленных кораблей placedShips.
*/
export function canPlaceShip(ship, x, y, orientation, placedShips) {
const maxX = orientation ? x : x + ship.size - 1
const maxY = orientation ? y + ship.size - 1 : y
if (x < 0 || maxX >= 10 || y < 0 || maxY >= 10) {
return false
}
const testShip = { ...ship, x, y, orientation }
for (const other of placedShips) {
if (other.id === ship.id || !other.placed) continue
if (shipsCollideOrTouch(testShip, other)) {
return false
}
}
return true
}
/**
* Вычисляет список позиций-кандидатов для поворота корабля:
* При повороте корабль размера s, стоящий горизонтально в позиции (x, y),
* должен попытаться встать во все позиции, имеющие общую точку с позицией до поворота:
* (x + dx, y + dy), dx = 0...s-1, dy = -s+1...0.
* И аналогично для вертикального корабля:
* (x + dx, y + dy), dy = 0...s-1, dx = -s+1...0.
*
* Кандидаты сортируются: сначала без смещения (dx=0, dy=0),
* затем по возрастанию расстояния/сдвига от исходной клетки.
*/
export function getRotationCandidates(ship) {
const { size, orientation, x, y } = ship
const candidates = []
if (!orientation) {
// Текущий: горизонтальный -> поворачивается в вертикальный (orientation: true)
for (let dx = 0; dx < size; dx++) {
for (let dy = -size + 1; dy <= 0; dy++) {
candidates.push({
x: x + dx,
y: y + dy,
orientation: true,
dist: dx * dx + dy * dy,
absDist: Math.abs(dx) + Math.abs(dy),
dx,
dy,
})
}
}
} else {
// Текущий: вертикальный -> поворачивается в горизонтальный (orientation: false)
for (let dy = 0; dy < size; dy++) {
for (let dx = -size + 1; dx <= 0; dx++) {
candidates.push({
x: x + dx,
y: y + dy,
orientation: false,
dist: dx * dx + dy * dy,
absDist: Math.abs(dx) + Math.abs(dy),
dx,
dy,
})
}
}
}
// Приоритет: сначала dx=0, dy=0, затем по минимальному расстоянию
candidates.sort((a, b) => {
if (a.dist !== b.dist) return a.dist - b.dist
if (a.absDist !== b.absDist) return a.absDist - b.absDist
if (a.dx !== b.dx) return a.dx - b.dx
return a.dy - b.dy
})
return candidates
}
/**
* Находит первую подходящую позицию для поворота корабля.
* Если ни одна позиция не подходит — возвращает null (корабль не поворачивается).
*/
export function findValidRotation(ship, allShips) {
const candidates = getRotationCandidates(ship)
const otherPlacedShips = allShips.filter((s) => s.id !== ship.id && s.placed)
for (const cand of candidates) {
if (canPlaceShip(ship, cand.x, cand.y, cand.orientation, otherPlacedShips)) {
return {
x: cand.x,
y: cand.y,
orientation: cand.orientation,
}
}
}
return null
}
/**
* Генерирует случайную валидную расстановку всех 10 кораблей с помощью алгоритма с backtracking.
*/
export function generateRandomPlacement() {
// Начинаем с самых больших кораблей (размер 4, 3, 3, 2, 2, 2, 1, 1, 1, 1)
const sortedConfig = [...SHIP_CONFIGS].sort((a, b) => b.size - a.size)
const placed = []
function backtrack(index) {
if (index === sortedConfig.length) {
return true
}
const cfg = sortedConfig[index]
const candidates = []
for (let x = 0; x < 10; x++) {
for (let y = 0; y < 10; y++) {
for (const orientation of [false, true]) {
const testShip = { id: cfg.id, size: cfg.size, x, y, orientation, placed: true }
if (canPlaceShip(testShip, x, y, orientation, placed)) {
candidates.push({ x, y, orientation })
}
}
}
}
// Случайное перемешивание кандидатов (Fisher-Yates)
for (let i = candidates.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1))
;[candidates[i], candidates[j]] = [candidates[j], candidates[i]]
}
for (const cand of candidates) {
const newShip = {
id: cfg.id,
size: cfg.size,
placed: true,
x: cand.x,
y: cand.y,
orientation: cand.orientation,
}
placed.push(newShip)
if (backtrack(index + 1)) {
return true
}
placed.pop()
}
return false
}
backtrack(0)
// Возвращаем в исходном порядке по id 0..9
placed.sort((a, b) => a.id - b.id)
return placed
}
+617
View File
@@ -510,3 +510,620 @@ input:not([type]), input[type="text"] {
height: 58px;
}
}
/* Экран расстановки кораблей */
.game-screen-main {
flex: 1;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 30px 20px 40px;
}
body.is-dragging,
body.is-dragging * {
user-select: none !important;
-webkit-user-select: none !important;
cursor: grabbing !important;
}
.placement-screen-layout {
display: flex;
flex-direction: column;
align-items: center;
width: 100%;
max-width: 900px;
user-select: none;
-webkit-user-select: none;
}
.placement-opponent-badge {
background: var(--primary-soft);
color: var(--primary-darker);
font-family: 'Comfortaa';
font-size: 15px;
font-weight: 700;
padding: 8px 18px;
border-radius: 20px;
margin-bottom: 20px;
box-shadow: 0 2px 8px rgba(47, 128, 237, 0.15);
animation: badge-pulse 2s infinite ease-in-out;
}
@keyframes badge-pulse {
0%, 100% {
transform: scale(1);
}
50% {
transform: scale(1.03);
}
}
.placement-container {
display: flex;
flex-direction: row;
justify-content: center;
align-items: flex-start;
gap: 50px;
width: 100%;
}
.placement-left {
display: flex;
flex-direction: column;
align-items: center;
}
.placement-right {
display: flex;
flex-direction: column;
justify-content: space-between;
min-height: 400px;
min-width: 300px;
}
/* Игровое поле с линейками */
.sea-board-wrapper {
display: inline-grid;
grid-template-columns: auto auto;
grid-template-rows: auto auto;
user-select: none;
}
.sea-board-corner {
grid-column: 1;
grid-row: 1;
width: 28px;
height: 28px;
margin-right: 8px;
margin-bottom: 8px;
}
.sea-board-col-ruler {
grid-column: 2;
grid-row: 1;
display: flex;
gap: 3px;
padding: 0 3px;
margin-bottom: 8px; /* небольшой отступ от самого поля */
}
.sea-board-row-ruler {
grid-column: 1;
grid-row: 2;
display: flex;
flex-direction: column;
gap: 3px;
padding: 3px 0;
margin-right: 8px; /* небольшой отступ от самого поля */
}
.sea-ruler-cell {
width: 30px;
height: 30px;
display: flex;
align-items: center;
justify-content: center;
font-family: 'Comfortaa', sans-serif;
font-size: 15px;
font-weight: 700;
color: var(--text-soft);
}
.sea-grid-container {
grid-column: 2;
grid-row: 2;
position: relative;
width: 333px;
height: 333px;
box-shadow: 0 8px 24px rgba(30, 58, 95, 0.08);
border-radius: 4px;
overflow: visible;
}
.sea-ships-layer {
position: absolute;
inset: 0;
pointer-events: auto;
}
/* Корабли */
.board-ship {
position: absolute;
display: flex;
gap: 3px;
z-index: 2;
cursor: grab;
touch-action: none;
transition: transform 0.08s ease;
}
.board-ship:active {
cursor: grabbing;
}
.board-ship.horizontal {
flex-direction: row;
}
.board-ship.vertical {
flex-direction: column;
}
.ship-segment {
width: 30px;
height: 30px;
background-color: var(--ship);
border-radius: 4px;
flex-shrink: 0;
box-sizing: border-box;
}
/* Закругление концов корабля */
.board-ship.horizontal .ship-segment:first-child {
border-top-left-radius: 8px;
border-bottom-left-radius: 8px;
}
.board-ship.horizontal .ship-segment:last-child {
border-top-right-radius: 8px;
border-bottom-right-radius: 8px;
}
.board-ship.vertical .ship-segment:first-child {
border-top-left-radius: 8px;
border-top-right-radius: 8px;
}
.board-ship.vertical .ship-segment:last-child {
border-bottom-left-radius: 8px;
border-bottom-right-radius: 8px;
}
/* Корабль в инвентаре */
.board-ship.in-inventory {
position: relative;
left: 0 !important;
top: 0 !important;
cursor: grab;
}
.board-ship.in-inventory:hover .ship-segment {
filter: brightness(1.15);
}
/* Призрак при переносе на сетке */
.ghost-preview {
pointer-events: none;
z-index: 3;
}
.ghost-valid .ship-segment {
background-color: rgba(47, 128, 237, 0.6);
outline: 2px solid var(--primary);
outline-offset: -2px;
}
.ghost-invalid .ship-segment {
background-color: rgba(224, 72, 62, 0.65);
outline: 2px solid var(--danger);
outline-offset: -2px;
}
/* Парящий под курсором корабль */
.floating-drag-ship {
position: fixed;
display: flex;
gap: 3px;
pointer-events: none;
z-index: 9999;
opacity: 0.92;
filter: drop-shadow(0 8px 18px rgba(29, 58, 95, 0.35));
transform: scale(1.04);
}
.floating-drag-ship.horizontal {
flex-direction: row;
}
.floating-drag-ship.vertical {
flex-direction: column;
}
.floating-drag-ship .ship-segment {
background-color: var(--ship);
}
.floating-drag-ship.horizontal .ship-segment:first-child {
border-top-left-radius: 8px;
border-bottom-left-radius: 8px;
}
.floating-drag-ship.horizontal .ship-segment:last-child {
border-top-right-radius: 8px;
border-bottom-right-radius: 8px;
}
.floating-drag-ship.vertical .ship-segment:first-child {
border-top-left-radius: 8px;
border-top-right-radius: 8px;
}
.floating-drag-ship.vertical .ship-segment:last-child {
border-bottom-left-radius: 8px;
border-bottom-right-radius: 8px;
}
/* Кнопки под полем */
.placement-board-actions {
display: flex;
gap: 12px;
margin-top: 18px;
width: 100%;
justify-content: center;
}
.ship-action-btn {
padding: 10px 18px;
font-size: 15px;
display: inline-flex;
align-items: center;
justify-content: center;
gap: 8px;
border-radius: 12px;
}
.ship-auto-btn {
color: var(--primary);
}
/* Инвентарь */
.ship-inventory {
background: rgba(255, 255, 255, 0.65);
backdrop-filter: blur(8px);
border: 1px solid rgba(47, 128, 237, 0.15);
border-radius: 18px;
padding: 18px 22px;
box-shadow: 0 8px 24px rgba(30, 58, 95, 0.05);
}
.inventory-header {
display: flex;
justify-content: space-between;
align-items: baseline;
margin-bottom: 16px;
}
.inventory-title {
font-family: 'Comfortaa', sans-serif;
font-weight: 700;
font-size: 19px;
color: var(--text);
}
.inventory-hint {
font-size: 13px;
font-weight: 600;
color: var(--text-soft);
}
.inventory-rows {
display: flex;
flex-direction: column;
gap: 14px;
}
.inventory-row {
display: flex;
align-items: center;
gap: 12px;
min-height: 30px;
}
.inventory-slot {
display: flex;
align-items: center;
justify-content: center;
height: 30px;
background: transparent;
}
/* Текстовая подсказка */
.placement-hint {
display: flex;
align-items: flex-start;
gap: 10px;
background: rgba(255, 255, 255, 0.65);
border: 1px solid rgba(47, 128, 237, 0.2);
border-radius: 14px;
padding: 12px 14px;
margin-top: 14px;
box-shadow: 0 4px 14px rgba(30, 58, 95, 0.04);
backdrop-filter: blur(8px);
}
.placement-hint-icon {
font-size: 18px;
line-height: 1.2;
flex-shrink: 0;
}
.placement-hint-text {
font-size: 14px;
line-height: 1.4;
color: var(--text-soft);
}
.placement-hint-text strong {
color: var(--primary-darker);
font-weight: 700;
}
/* Кнопка Готово */
.placement-ready-wrapper {
margin-top: 24px;
display: flex;
justify-content: flex-end;
}
.ready-btn {
min-width: 170px;
font-size: 20px;
padding: 14px 28px;
}
.loading-modal {
text-align: center;
align-items: center;
}
@media (max-width: 780px) {
.placement-container {
flex-direction: column;
align-items: center;
gap: 28px;
}
.placement-right {
min-width: auto;
width: 100%;
max-width: 360px;
}
.placement-ready-wrapper {
justify-content: center;
}
}
/* ==========================================================================
Боевой экран (Battle Screen)
========================================================================== */
.battle-screen-container {
display: flex;
flex-direction: column;
align-items: center;
width: 100%;
max-width: 920px;
user-select: none;
}
.battle-header {
width: 100%;
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 24px;
}
.battle-status-badge {
background: var(--primary-soft);
color: var(--primary-darker);
font-family: 'Comfortaa', sans-serif;
font-size: 16px;
font-weight: 700;
padding: 8px 20px;
border-radius: 20px;
box-shadow: 0 2px 8px rgba(47, 128, 237, 0.12);
}
.surrender-btn {
font-size: 14px;
padding: 8px 18px;
border-radius: 12px;
}
.battle-boards-layout {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
gap: 28px;
width: 100%;
}
.battle-field-panel {
display: flex;
flex-direction: column;
align-items: center;
}
.battle-field-title {
font-family: 'Comfortaa', sans-serif;
font-weight: 700;
font-size: 19px;
color: var(--text);
margin-bottom: 12px;
}
/* Стрелка между полями */
.battle-turn-indicator-col {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 8px;
min-width: 60px;
}
.battle-arrow {
color: var(--primary);
display: flex;
align-items: center;
justify-content: center;
transition: transform 0.3s cubic-bezier(0.34, 1.56, 0.64, 1);
filter: drop-shadow(0 2px 6px rgba(47, 128, 237, 0.3));
}
.battle-arrow.arrow-right {
transform: scaleX(1);
animation: arrow-nudge-right 1.6s infinite ease-in-out;
}
.battle-arrow.arrow-left {
transform: scaleX(-1);
animation: arrow-nudge-left 1.6s infinite ease-in-out;
}
@keyframes arrow-nudge-right {
0%, 100% {
transform: scaleX(1) translateX(0);
}
50% {
transform: scaleX(1) translateX(6px);
}
}
@keyframes arrow-nudge-left {
0%, 100% {
transform: scaleX(-1) translateX(0);
}
50% {
transform: scaleX(-1) translateX(6px);
}
}
.battle-arrow-text {
font-family: 'Comfortaa', sans-serif;
font-size: 13px;
font-weight: 700;
color: var(--text-soft);
text-transform: uppercase;
letter-spacing: 0.5px;
}
/* Прицеливание на интерактивном поле соперника */
.interactive-grid .sea-cell:not(.miss-cell):not(.damaged-ship-cell):not(.destroyed-ship-cell) {
cursor: crosshair;
}
/* Подсветка строки и столбца более тёмным цветом */
.sea-cell.aim-row,
.sea-cell.aim-col {
background-color: #d7e8fa !important;
}
/* Медленно мигающая клетка на пересечении прицела */
.sea-cell.aim-target {
position: relative;
z-index: 2;
cursor: crosshair;
animation: target-slow-blink 1.4s infinite ease-in-out;
}
@keyframes target-slow-blink {
0%, 100% {
background-color: #82b3f4;
box-shadow: inset 0 0 0 2px var(--primary);
}
50% {
background-color: #2f80ed;
box-shadow: inset 0 0 0 3px #134c9c;
}
}
/* Модальное окно "Сдаться" */
.surrender-modal {
text-align: center;
max-width: 400px;
}
.surrender-desc {
font-size: 15px;
line-height: 1.5;
color: var(--text-soft);
margin: 12px 0 24px;
}
.surrender-actions {
display: flex;
gap: 12px;
justify-content: center;
}
/* Экраны Победы / Поражения */
.end-game-title {
font-family: 'Comfortaa', sans-serif;
font-size: clamp(40px, 8vw, 68px);
font-weight: 800;
margin-bottom: 12px;
}
.victory-title {
color: var(--primary);
text-shadow: 0 4px 12px rgba(47, 128, 237, 0.25);
}
.defeat-title {
color: var(--danger);
text-shadow: 0 4px 12px rgba(224, 72, 62, 0.25);
}
.end-game-subtitle {
font-size: 18px;
font-weight: 600;
color: var(--text-soft);
margin-bottom: 32px;
text-align: center;
}
@media (max-width: 860px) {
.battle-boards-layout {
flex-direction: column;
gap: 20px;
}
.battle-turn-indicator-col {
flex-direction: row;
gap: 12px;
}
.battle-arrow.arrow-left {
transform: rotate(90deg) !important;
}
.battle-arrow.arrow-right {
transform: rotate(-90deg) !important;
}
}
+104 -12
View File
@@ -28,11 +28,14 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
Все сообщения — JSON-массивы, первый элемент — числовой опкод.
| Опкод | Направление | Название | Формат |
|-------|-------------|----------|--------|
|-------|-------------|-------------|--------|
| 1 | C -> S | JOIN | `[1, "<game_token>", "<user_token>"]` |
| 2 | S -> C | END | `[2, <seq>, <code>, "<reason>"]` |
| 3 | S -> C | STATE | `[3, <seq>, <state_code>]` |
| 4 | C <-> S | ACK | `[4, <seq>]` |
| 5 | C -> S | PLACE_SHIPS | `[5, ship0_orientation, ship0_x, ship0_y, ...]` |
| 6 | C -> S | FIRE | `[6, <x>, <y>]` |
| 7 | S -> C | FIRE_RESULT | `[7, <seq>, <result_code>]` |
### JOIN (1)
@@ -66,11 +69,15 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
Партия завершена. Формат: `[2, <seq>, <code>, "<reason>"]`.
Коды завершения:
Коды завершения (отсылаются с точки зрения получателя):
| Код | Причина |
|-----|---------|
| -1 | `join timeout exceeded` — второй игрок не присоединился вовремя |
| Код | Причина | Описание |
|-----|---------|----------|
| -1 | `join timeout exceeded` | второй игрок не присоединился вовремя |
| 1 | `victory` | победа (все корабли соперника уничтожены) |
| 2 | `defeat` | поражение (все корабли игрока уничтожены) |
После отправки сообщения END сервер сразу закрывает WebSocket-соединение с кодом 1000 (нормальное завершение). Сохранённое сообщение END хранится в реестре завершённых партий и автоматически воспроизводится игроку при повторном подключении перед закрытием соединения.
### STATE (3)
@@ -85,12 +92,19 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
| 4 | ваш ход |
| 5 | ожидайте ход соперника |
Сейчас рассылается только состояние `1` — при старте партии (когда оба
игрока впервые присоединились).
Смена состояний:
- Состояние `1` рассылается обоим игрокам при старте партии (когда оба игрока впервые присоединились).
- При получении расстановки кораблей от одного из игроков партия переходит в состояние ожидания соперника:
игрок, сдавший корабли, получает состояние `3` («ожидайте готовности соперника»), а его противник — состояние `2` («соперник готов»).
- Когда расстановку сдаёт второй игрок, игра переходит в фазу ходов: игрок, завершивший расстановку первым,
получает состояние `4` («ваш ход»), а второй игрок — состояние `5` («ожидайте ход соперника»).
- При промахе ход переходит к противнику: стрелявший игрок получает состояние `5` («ожидайте ход соперника»), а противник — состояние `4` («ваш ход»).
- При попадании или потоплении корабля ход остаётся у текущего стрелка (состояние матча не изменяется).
- При уничтожении всех кораблей одного из игроков игра завершается победой: партия не переходит в новые состояния STATE — вместо этого обоим игрокам рассылается сообщение END (победителю — с кодом 1 victory, проигравшему — с кодом 2 defeat), после чего соединение сразу закрывается.
### ACK (4)
Каждое изменяющее состояние сообщение S->C (END, STATE) несёт `seq` —
Каждое изменяющее состояние сообщение S->C (END, STATE, FIRE_RESULT) несёт `seq` —
монотонно возрастающий номер в рамках пары (партия, игрок). Клиент
подтверждает доставку сообщением `[4, <seq>]`; ACK кумулятивен
(подтверждает все сообщения с `seq` <= указанного).
@@ -103,6 +117,84 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
Направление S->C зарезервировано для подтверждения будущих сообщений
клиента (у которых пока нет номеров).
### PLACE_SHIPS (5)
Сообщение расстановки кораблей от клиента серверу. Принимается только от игрока,
от которого ожидается расстановка в текущем состоянии партии (`StatePlacingShips` для
обоих игроков; `StatePlayer1Ready` — только для игрока 2; `StatePlayer2Ready` — только
для игрока 1). Повторные сообщения от уже расставившегося игрока или сообщения в фазе
ходов отклоняются.
Формат сообщения:
```json
[5, ship0_orientation, ship0_x, ship0_y, ship1_orientation, ship1_x, ship1_y, ..., ship9_orientation, ship9_x, ship9_y]
```
Сообщение содержит ровно 30 аргументов — по 3 аргумента на каждый из 10 кораблей
в порядке возрастания размера:
- 4 однопалубных корабля (размер 1, индексы 0..3)
- 3 двухпалубных корабля (размер 2, индексы 4..6)
- 2 трёхпалубных корабля (размер 3, индексы 7..8)
- 1 четырёхпалубный корабль (размер 4, индекс 9)
Каждый корабль описывается 3-кортежем `(orientation, x, y)`:
- `orientation` (boolean): `false` — горизонтальная ориентация (корабль продолжается
вправо по оси X от начальной клетки `(x, y)`: клетки `(x + i, y)` для `i = 0..size-1`),
`true` — вертикальная ориентация (корабль продолжается вниз по оси Y от начальной
клетки `(x, y)`: клетки `(x, y + i)` для `i = 0..size-1`). Для однопалубных кораблей
допустимо любое булево значение.
- `x` (integer): координата X начала корабля (`0 <= x <= 9`).
- `y` (integer): координата Y начала корабля (`0 <= y <= 9`).
Правила валидации расстановки:
1. Количество кораблей строго 10, размеры строго соответствуют схеме 4x1, 3x2, 2x3, 1x4.
2. Все клетки каждого корабля должны лежать строго в пределах игрового поля 10x10
(`0 <= x < 10` и `0 <= y < 10`).
3. Корабли не должны перекрываться и не должны соприкасаться сторонами или углами:
между любыми двумя различными кораблями во всех направлениях (включая диагонали)
всегда должен оставаться зазор минимум в 1 клетку.
При получении валидного сообщения сервер сохраняет расстановку в структуре матча
(в виде сетки 10x10 с идентификаторами кораблей и списка кораблей) и переводит партию
в следующее состояние:
- Если первым расстановку завершил игрок 1:
`StatePlacingShips` (1) -> `StatePlayer1Ready` (2) -> `StatePlayer1Turn` (4).
- Если первым расстановку завершил игрок 2:
`StatePlacingShips` (1) -> `StatePlayer2Ready` (3) -> `StatePlayer2Turn` (5).
### FIRE (6)
Сообщение выстрела от клиента к серверу. Содержит координаты клетки на поле соперника:
```json
[6, x, y]
```
- `x` (integer): координата X (колонка, `0 <= x <= 9`).
- `y` (integer): координата Y (строка, `0 <= y <= 9`).
Обработка сообщения сервером:
- Сообщение принимается только от игрока, чей сейчас ход (`StateYourTurn` / серверное состояние `StatePlayer1Turn` или `StatePlayer2Turn`). Сообщения от игрока не в свой ход, во время фазы расстановки или после завершения партии игнорируются без ответа.
- Если координаты выходят за границы игрового поля (`x < 0` или `x >= 10`, `y < 0` или `y >= 10`) либо клетка уже была поражена ранее (выстрелом, попаданием или окаймлением потопленного корабля), сервер возвращает стрелявшему игроку результат `4` (`неверная позиция`). Право хода остаётся у текущего игрока.
- Если выстрел произведён в валидную ещё не поражённую клетку:
- При промахе (клетка с водой) клетка помечается поражённой, игроку отправляется результат `1` (`промах`), а ход переходит противнику (рассылается `STATE` 5 и 4).
- При попадании в корабль, если корабль ещё не уничтожен полностью, клетка помечается поражённой, игроку отправляется результат `2` (`простое попадание`). Стрелявший игрок продолжает свой ход.
- Если корабль уничтожен полностью, все клетки корабля и все соседние с ним клетки (включая диагональные) помечаются поражёнными, а игроку отправляется результат `3` (`корабль потоплен`). Если после этого у противника не осталось непотопленных кораблей, партия завершается: сервер отправляет обоим игрокам сообщение END (`1` victory победителю и `2` defeat проигравшему) и сразу закрывает соединения. Если у противника ещё остались корабли, стрелявший игрок продолжает ход.
### FIRE_RESULT (7)
Результат выстрела, отправляемый сервером стрелявшему игроку в ответ на выстрел. Содержит порядковый номер сообщения `seq` для подтверждения через ACK и числовой код результата:
```json
[7, <seq>, <result_code>]
```
Коды результатов выстрела:
| Код | Результат | Описание |
|-----|-----------|----------|
| 1 | `miss` (промах) | Выстрел в пустую клетку поля соперника. Клетка помечается как поражённая, ход переходит сопернику. |
| 2 | `hit` (простое попадание) | Попадание в палубу корабля соперника, но корабль ещё имеет уцелевшие палубы. Клетка помечается как поражённая, право хода остаётся у стрелявшего игрока. |
| 3 | `sunk` (корабль потоплен) | Корабль полностью уничтожен последним выстрелом. Все палубы корабля и все окружающие его клетки (включая диагональные) помечаются как поражённые. Если все корабли соперника уничтожены, партия завершается победой (рассылается сообщение END и соединение сразу закрывается). В противном случае право хода остаётся у стрелявшего игрока. |
| 4 | `invalid_position` (неверная позиция) | Координаты выходят за пределы поля `10x10` либо указанная клетка уже была поражена ранее. Право хода остаётся у игрока. |
## Коды закрытия соединения
| Код | Значение |
@@ -166,13 +258,13 @@ internal/ws/ — websocket-эндпоинт: апгрейд, JOIN,
go test -race ./...
```
Покрыты: валидация токенов, разбор/сборка сообщений, сценарии менеджера
(ожидание, старт, таймаут, повторный вход, замена соединения, ACK) и
сквозные интеграционные тесты через настоящий websocket.
Покрыты: валидация токенов, разбор/сборка сообщений (включая расстановку кораблей),
сценарии менеджера (ожидание, старт, таймаут, повторный вход, замена соединения, ACK,
расстановка кораблей с переходами состояний) и сквозные интеграционные тесты через настоящий websocket.
## TODO (следующие этапы)
- игровая логика (расстановка кораблей, ходы) и остальные состояния;
- игровая логика стрельбы/ходов (расстановка кораблей и переходы к фазе ходов уже реализованы);
- завершение партии по итогам игры с персонифицированными кодами
победы/поражения;
- репорт итогов партии на main-server (реестр завершённых партий уже
+307 -4
View File
@@ -19,8 +19,33 @@ import (
var (
ErrMatchFinished = errors.New("match already finished")
ErrInvalidSeq = errors.New("invalid seq")
ErrMatchNotStarted = errors.New("match not started")
ErrUnexpectedState = errors.New("unexpected state for placing ships")
ErrShipsAlreadyPlaced = errors.New("ships already placed")
ErrInvalidSlot = errors.New("invalid slot index")
ErrNotYourTurn = errors.New("not your turn")
)
// BoardSize is the width and height of the Sea Battle board.
const BoardSize = protocol.BoardSize
// Board represents a 10x10 Sea Battle grid.
// 0 indicates water/empty cell.
// 1..10 indicates a ship (ship index 0..9 + 1).
type Board [BoardSize][BoardSize]int8
// NewBoard constructs a Board from validated ships.
func NewBoard(ships []protocol.Ship) Board {
var b Board
for i, ship := range ships {
id := int8(i + 1)
for _, cell := range ship.Cells() {
b[cell.Y][cell.X] = id
}
}
return b
}
// Server-side match states.
const (
StatePlacingShips = 1
@@ -74,6 +99,12 @@ type PlayerSlot struct {
unacked []queuedMessage
lastState int // last state sent to this player, 0 if none
everConnected bool // true after the first successful join
ships []protocol.Ship
board Board
shipsPlaced bool
struck [BoardSize][BoardSize]bool
shipsRemaining int
}
// Match is the state of a single game of sea battle.
@@ -105,6 +136,49 @@ func (m *Match) State() int {
return m.state
}
// Ships returns a copy of the ships placed by the player in slotIdx,
// or nil if ships have not been placed yet.
func (m *Match) Ships(slotIdx int) []protocol.Ship {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) || !m.slots[slotIdx].shipsPlaced {
return nil
}
res := make([]protocol.Ship, len(m.slots[slotIdx].ships))
copy(res, m.slots[slotIdx].ships)
return res
}
// Board returns the board of the player in slotIdx and whether ships have been placed.
func (m *Match) Board(slotIdx int) (Board, bool) {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) {
return Board{}, false
}
return m.slots[slotIdx].board, m.slots[slotIdx].shipsPlaced
}
// Struck returns a copy of the struck grid for the player in slotIdx.
func (m *Match) Struck(slotIdx int) ([BoardSize][BoardSize]bool, bool) {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) {
return [BoardSize][BoardSize]bool{}, false
}
return m.slots[slotIdx].struck, true
}
// ShipsRemaining returns the number of unsunk ships for the player in slotIdx.
func (m *Match) ShipsRemaining(slotIdx int) int {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) {
return -1
}
return m.slots[slotIdx].shipsRemaining
}
func (m *Match) slotIndex(userID int64) int {
switch userID {
case m.playerIDs[0]:
@@ -291,6 +365,172 @@ func (m *Manager) Ack(match *Match, idx int, seq int64) error {
return nil
}
// PlaceShips validates and stores the player's ship placement, advancing to the next match state.
// The state order depends on which player completed the placement first:
// - If Player 1 is first: StatePlacingShips -> StatePlayer1Ready -> StatePlayer1Turn
// - If Player 2 is first: StatePlacingShips -> StatePlayer2Ready -> StatePlayer2Turn
func (m *Manager) PlaceShips(ctx context.Context, match *Match, slotIdx int, ships []protocol.Ship) error {
if err := protocol.ValidateShips(ships); err != nil {
return err
}
match.mu.Lock()
defer match.mu.Unlock()
if match.ended {
return ErrMatchFinished
}
if !match.started {
return ErrMatchNotStarted
}
if slotIdx < 0 || slotIdx >= len(match.slots) {
return ErrInvalidSlot
}
slot := match.slots[slotIdx]
if slot.shipsPlaced {
return ErrShipsAlreadyPlaced
}
var nextState int
switch match.state {
case StatePlacingShips:
if slotIdx == 0 {
nextState = StatePlayer1Ready
} else {
nextState = StatePlayer2Ready
}
case StatePlayer1Ready:
if slotIdx != 1 {
return ErrUnexpectedState
}
nextState = StatePlayer1Turn
case StatePlayer2Ready:
if slotIdx != 0 {
return ErrUnexpectedState
}
nextState = StatePlayer2Turn
default:
return ErrUnexpectedState
}
slot.ships = make([]protocol.Ship, len(ships))
copy(slot.ships, ships)
slot.board = NewBoard(ships)
slot.shipsPlaced = true
slot.shipsRemaining = len(ships)
slot.struck = [BoardSize][BoardSize]bool{}
m.setStateLocked(ctx, match, nextState)
return nil
}
// Fire processes a shot from the player at slotIdx towards opponent's board (1 - slotIdx).
// If the player does not have the right of turn, the message is ignored and ErrNotYourTurn is returned.
// If the position is out of bounds or already struck, FireResultInvalidPosition is sent to the shooter.
// Otherwise:
// - Miss: marks cell as struck, sends FireResultMiss to shooter, turn passes to opponent.
// - Hit: marks cell as struck, sends FireResultHit to shooter, turn does not pass.
// - Sunk: marks ship and all surrounding cells (including diagonals) as struck, sends FireResultSunk to shooter.
// If all opponent ships are destroyed, match finishes: END messages (victory/defeat) are sent to both players,
// and connections are closed immediately.
// Otherwise, turn does not pass.
func (m *Manager) Fire(ctx context.Context, match *Match, slotIdx int, x, y int) (int, error) {
res, won, matchID, err := m.fireLocked(ctx, match, slotIdx, x, y)
if won {
// TODO: Report match result to main-server once endpoint is ready.
m.finishGame(matchID, slotIdx)
}
return res, err
}
func (m *Manager) fireLocked(ctx context.Context, match *Match, slotIdx int, x, y int) (res int, won bool, matchID string, err error) {
match.mu.Lock()
defer match.mu.Unlock()
if match.ended {
return 0, false, "", ErrMatchFinished
}
if !match.started {
return 0, false, "", ErrMatchNotStarted
}
if slotIdx < 0 || slotIdx >= len(match.slots) {
return 0, false, "", ErrInvalidSlot
}
var isTurn bool
switch match.state {
case StatePlayer1Turn:
isTurn = (slotIdx == 0)
case StatePlayer2Turn:
isTurn = (slotIdx == 1)
}
if !isTurn {
return 0, false, "", ErrNotYourTurn
}
shooter := match.slots[slotIdx]
target := match.slots[1-slotIdx]
if x < 0 || x >= BoardSize || y < 0 || y >= BoardSize || target.struck[y][x] {
m.queueFireResultLocked(ctx, shooter, protocol.FireResultInvalidPosition)
return protocol.FireResultInvalidPosition, false, "", nil
}
shipID := target.board[y][x]
if shipID == 0 {
target.struck[y][x] = true
m.queueFireResultLocked(ctx, shooter, protocol.FireResultMiss)
var nextState int
if slotIdx == 0 {
nextState = StatePlayer2Turn
} else {
nextState = StatePlayer1Turn
}
m.setStateLocked(ctx, match, nextState)
return protocol.FireResultMiss, false, "", nil
}
target.struck[y][x] = true
shipIdx := int(shipID - 1)
ship := target.ships[shipIdx]
sunk := true
for _, c := range ship.Cells() {
if !target.struck[c.Y][c.X] {
sunk = false
break
}
}
if !sunk {
m.queueFireResultLocked(ctx, shooter, protocol.FireResultHit)
return protocol.FireResultHit, false, "", nil
}
for _, c := range ship.Cells() {
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
nx, ny := c.X+dx, c.Y+dy
if nx >= 0 && nx < BoardSize && ny >= 0 && ny < BoardSize {
target.struck[ny][nx] = true
}
}
}
}
target.shipsRemaining--
m.queueFireResultLocked(ctx, shooter, protocol.FireResultSunk)
if target.shipsRemaining == 0 {
match.state = 0
return protocol.FireResultSunk, true, match.ID, nil
}
return protocol.FireResultSunk, false, "", nil
}
// SetState moves the match into a new server-side state and notifies both players.
func (m *Manager) SetState(ctx context.Context, match *Match, state int) {
match.mu.Lock()
@@ -324,6 +564,18 @@ func (m *Manager) queueStateLocked(ctx context.Context, slot *PlayerSlot, state
}
}
// queueFireResultLocked appends a FIRE_RESULT message to the player's unacknowledged
// queue and sends it right away if the player is connected.
// match.mu must be held.
func (m *Manager) queueFireResultLocked(ctx context.Context, slot *PlayerSlot, result int) {
slot.seq++
data := protocol.BuildFireResult(slot.seq, result)
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
if slot.conn != nil {
_ = slot.conn.Send(ctx, data)
}
}
// replayLocked re-sends everything the connected player has not
// acknowledged yet; if there is nothing pending, the current state is sent
// anew so a reconnected client can catch up.
@@ -374,10 +626,25 @@ func (m *Manager) onJoinTimeout(matchID string) {
m.finishMatchLocked(match, protocol.EndCodeJoinTimeout, "join timeout exceeded")
}
type playerEnd struct {
code int
reason string
}
// finishMatchLocked tears down a match, removes it from m.matches, records it in m.finished,
// and sends END notifications to connected players. Both m.mu and match.mu must be held
// and sends identical END notifications to all players. Both m.mu and match.mu must be held
// upon entry; both are unlocked by this function.
func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
m.finishMatchWithEndsLocked(match, [2]playerEnd{
{code: code, reason: reason},
{code: code, reason: reason},
})
}
// finishMatchWithEndsLocked tears down a match, removes it from m.matches, records it in m.finished,
// and sends per-player END notifications to connected players. Both m.mu and match.mu must be held
// upon entry; both are unlocked by this function.
func (m *Manager) finishMatchWithEndsLocked(match *Match, endsPerSlot [2]playerEnd) {
match.ended = true
if match.joinTimer != nil {
match.joinTimer.Stop()
@@ -390,9 +657,10 @@ func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
data []byte
}
var notify []notification
for _, slot := range match.slots {
for i, slot := range match.slots {
slot.seq++
data := protocol.BuildEnd(slot.seq, code, reason)
end := endsPerSlot[i]
data := protocol.BuildEnd(slot.seq, end.code, end.reason)
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
ends[slot.UserID] = data
if slot.conn != nil {
@@ -420,8 +688,43 @@ func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
// Network I/O happens outside of any lock.
for _, n := range notify {
_ = n.conn.Send(context.Background(), n.data)
_ = n.conn.Close(protocol.CloseCodeNormal, "match ended")
}
var wg sync.WaitGroup
for _, n := range notify {
wg.Add(1)
go func(c Sender) {
defer wg.Done()
_ = c.Close(protocol.CloseCodeNormal, "match ended")
}(n.conn)
}
wg.Wait()
}
// finishGame completes a match due to all opponent ships being sunk.
// winnerSlot is the slot index of the winning player (0 or 1).
func (m *Manager) finishGame(matchID string, winnerSlot int) {
m.mu.Lock()
match, ok := m.matches[matchID]
if !ok {
m.mu.Unlock()
return
}
match.mu.Lock()
if match.ended {
match.mu.Unlock()
m.mu.Unlock()
return
}
endsPerSlot := [2]playerEnd{
{code: protocol.EndCodeVictory, reason: "victory"},
{code: protocol.EndCodeDefeat, reason: "defeat"},
}
if winnerSlot == 1 {
endsPerSlot[0], endsPerSlot[1] = endsPerSlot[1], endsPerSlot[0]
}
m.finishMatchWithEndsLocked(match, endsPerSlot)
}
// Shutdown closes all active player connections across all matches with code 1001 (going away)
+530
View File
@@ -454,3 +454,533 @@ func mustMatch(t *testing.T, m *Manager, id string) *Match {
}
return match
}
func validTestShips() []protocol.Ship {
return []protocol.Ship{
// 4 size 1
{Orientation: protocol.OrientationHorizontal, X: 9, Y: 4, Size: 1},
{Orientation: protocol.OrientationVertical, X: 7, Y: 4, Size: 1},
{Orientation: protocol.OrientationHorizontal, X: 5, Y: 4, Size: 1},
{Orientation: protocol.OrientationHorizontal, X: 3, Y: 4, Size: 1},
// 3 size 2
{Orientation: protocol.OrientationHorizontal, X: 0, Y: 4, Size: 2},
{Orientation: protocol.OrientationHorizontal, X: 7, Y: 2, Size: 2},
{Orientation: protocol.OrientationHorizontal, X: 4, Y: 2, Size: 2},
// 2 size 3
{Orientation: protocol.OrientationHorizontal, X: 0, Y: 2, Size: 3},
{Orientation: protocol.OrientationHorizontal, X: 5, Y: 0, Size: 3},
// 1 size 4
{Orientation: protocol.OrientationHorizontal, X: 0, Y: 0, Size: 4},
}
}
func TestPlaceShipsP1First(t *testing.T) {
m := NewManager(time.Minute)
gc := claims(time.Now().Add(time.Hour))
c1, c2 := &fakeConn{}, &fakeConn{}
match, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
if err != nil {
t.Fatalf("join p1: %v", err)
}
if _, _, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
t.Fatalf("join p2: %v", err)
}
if match.State() != StatePlacingShips {
t.Fatalf("state = %d, want StatePlacingShips", match.State())
}
ships := validTestShips()
// Player 1 places ships first
if err := m.PlaceShips(context.Background(), match, 0, ships); err != nil {
t.Fatalf("p1 place ships: %v", err)
}
if match.State() != StatePlayer1Ready {
t.Fatalf("state = %d, want StatePlayer1Ready (2)", match.State())
}
// Verify stored ships and board for p1
p1Ships := match.Ships(0)
if len(p1Ships) != len(ships) {
t.Fatalf("got %d ships, want %d", len(p1Ships), len(ships))
}
p1Board, placed := match.Board(0)
if !placed {
t.Fatal("expected p1 board placed to be true")
}
// Check that ship 9 (size 4 at 0,0 horizontal) is in p1 board with id 10
for x := 0; x < 4; x++ {
if p1Board[0][x] != 10 {
t.Fatalf("p1Board[0][%d] = %d, want 10", x, p1Board[0][x])
}
}
// Verify states delivered to p1 and p2
p1Msgs, p2Msgs := c1.messages(), c2.messages()
if v := parseMsg(t, p1Msgs[len(p1Msgs)-1]); v[2] != float64(protocol.StateWaitOpponentReady) {
t.Fatalf("p1 got state %v, want StateWaitOpponentReady (3)", v)
}
if v := parseMsg(t, p2Msgs[len(p2Msgs)-1]); v[2] != float64(protocol.StateOpponentReady) {
t.Fatalf("p2 got state %v, want StateOpponentReady (2)", v)
}
// Player 1 cannot place ships again
if err := m.PlaceShips(context.Background(), match, 0, ships); err == nil {
t.Fatal("expected error when player 1 places ships again")
}
// Player 2 places ships
if err := m.PlaceShips(context.Background(), match, 1, ships); err != nil {
t.Fatalf("p2 place ships: %v", err)
}
if match.State() != StatePlayer1Turn {
t.Fatalf("state = %d, want StatePlayer1Turn (4)", match.State())
}
// Verify states delivered to p1 and p2 after game starts
p1Msgs, p2Msgs = c1.messages(), c2.messages()
if v := parseMsg(t, p1Msgs[len(p1Msgs)-1]); v[2] != float64(protocol.StateYourTurn) {
t.Fatalf("p1 got state %v, want StateYourTurn (4)", v)
}
if v := parseMsg(t, p2Msgs[len(p2Msgs)-1]); v[2] != float64(protocol.StateWaitOpponentTurn) {
t.Fatalf("p2 got state %v, want StateWaitOpponentTurn (5)", v)
}
// Subsequent PlaceShips calls are rejected
if err := m.PlaceShips(context.Background(), match, 1, ships); err == nil {
t.Fatal("expected error when match is in turn phase")
}
}
func TestPlaceShipsP2First(t *testing.T) {
m := NewManager(time.Minute)
gc := claims(time.Now().Add(time.Hour))
c1, c2 := &fakeConn{}, &fakeConn{}
match, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
if err != nil {
t.Fatalf("join p1: %v", err)
}
if _, _, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
t.Fatalf("join p2: %v", err)
}
ships := validTestShips()
// Player 2 places ships first
if err := m.PlaceShips(context.Background(), match, 1, ships); err != nil {
t.Fatalf("p2 place ships: %v", err)
}
if match.State() != StatePlayer2Ready {
t.Fatalf("state = %d, want StatePlayer2Ready (3)", match.State())
}
// Verify states delivered to p1 and p2
p1Msgs, p2Msgs := c1.messages(), c2.messages()
if v := parseMsg(t, p1Msgs[len(p1Msgs)-1]); v[2] != float64(protocol.StateOpponentReady) {
t.Fatalf("p1 got state %v, want StateOpponentReady (2)", v)
}
if v := parseMsg(t, p2Msgs[len(p2Msgs)-1]); v[2] != float64(protocol.StateWaitOpponentReady) {
t.Fatalf("p2 got state %v, want StateWaitOpponentReady (3)", v)
}
// Player 1 places ships
if err := m.PlaceShips(context.Background(), match, 0, ships); err != nil {
t.Fatalf("p1 place ships: %v", err)
}
if match.State() != StatePlayer2Turn {
t.Fatalf("state = %d, want StatePlayer2Turn (5)", match.State())
}
// Player 2 finished first, so Player 2 gets first turn!
p1Msgs, p2Msgs = c1.messages(), c2.messages()
if v := parseMsg(t, p1Msgs[len(p1Msgs)-1]); v[2] != float64(protocol.StateWaitOpponentTurn) {
t.Fatalf("p1 got state %v, want StateWaitOpponentTurn (5)", v)
}
if v := parseMsg(t, p2Msgs[len(p2Msgs)-1]); v[2] != float64(protocol.StateYourTurn) {
t.Fatalf("p2 got state %v, want StateYourTurn (4)", v)
}
}
func TestPlaceShipsValidationFailure(t *testing.T) {
m := NewManager(time.Minute)
gc := claims(time.Now().Add(time.Hour))
c1, c2 := &fakeConn{}, &fakeConn{}
match, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
if err != nil {
t.Fatalf("join p1: %v", err)
}
if _, _, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
t.Fatalf("join p2: %v", err)
}
invalidShips := validTestShips()
invalidShips[0].X = invalidShips[1].X // overlapping ships
if err := m.PlaceShips(context.Background(), match, 0, invalidShips); err == nil {
t.Fatal("expected validation error")
}
if match.State() != StatePlacingShips {
t.Fatalf("state changed to %d on error, want StatePlacingShips", match.State())
}
if match.Ships(0) != nil {
t.Fatal("expected nil ships for p1 after failed placement")
}
}
func TestPlaceShipsBeforeMatchStarts(t *testing.T) {
m := NewManager(time.Minute)
gc := claims(time.Now().Add(time.Hour))
c1 := &fakeConn{}
match, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
if err != nil {
t.Fatalf("join p1: %v", err)
}
if err := m.PlaceShips(context.Background(), match, 0, validTestShips()); err != ErrMatchNotStarted {
t.Fatalf("got err = %v, want ErrMatchNotStarted", err)
}
}
func setupStartedGame(t *testing.T) (*Manager, *Match, *fakeConn, *fakeConn) {
t.Helper()
m := NewManager(time.Minute)
gc := claims(time.Now().Add(time.Hour))
c1, c2 := &fakeConn{}, &fakeConn{}
match, _, err := m.Join(context.Background(), c1, gc, gc.Player1ID)
if err != nil {
t.Fatalf("join p1: %v", err)
}
if _, _, err := m.Join(context.Background(), c2, gc, gc.Player2ID); err != nil {
t.Fatalf("join p2: %v", err)
}
ships := validTestShips()
if err := m.PlaceShips(context.Background(), match, 0, ships); err != nil {
t.Fatalf("p1 place ships: %v", err)
}
if err := m.PlaceShips(context.Background(), match, 1, ships); err != nil {
t.Fatalf("p2 place ships: %v", err)
}
if match.State() != StatePlayer1Turn {
t.Fatalf("state = %d, want StatePlayer1Turn", match.State())
}
return m, match, c1, c2
}
func TestFireMissTransitionsTurn(t *testing.T) {
m, match, c1, c2 := setupStartedGame(t)
// In validTestShips, cell (9, 9) has no ships.
res, err := m.Fire(context.Background(), match, 0, 9, 9)
if err != nil {
t.Fatalf("Fire: %v", err)
}
if res != protocol.FireResultMiss {
t.Fatalf("res = %d, want FireResultMiss", res)
}
// Shooter receives FIRE_RESULT with miss (1)
c1Msgs := c1.messages()
// c1 got: [STATE 1], [STATE 3], [STATE 4], [FIRE_RESULT 1], [STATE 5]
fireMsg := parseMsg(t, c1Msgs[len(c1Msgs)-2])
if fireMsg[0] != float64(protocol.OpFireResult) || fireMsg[2] != float64(protocol.FireResultMiss) {
t.Fatalf("unexpected fireMsg: %v", fireMsg)
}
// Turn transitions to Player 2
if match.State() != StatePlayer2Turn {
t.Fatalf("state = %d, want StatePlayer2Turn", match.State())
}
c1Last := parseMsg(t, c1Msgs[len(c1Msgs)-1])
if c1Last[0] != float64(protocol.OpState) || c1Last[2] != float64(protocol.StateWaitOpponentTurn) {
t.Fatalf("c1 last state = %v, want StateWaitOpponentTurn", c1Last)
}
c2Msgs := c2.messages()
c2Last := parseMsg(t, c2Msgs[len(c2Msgs)-1])
if c2Last[0] != float64(protocol.OpState) || c2Last[2] != float64(protocol.StateYourTurn) {
t.Fatalf("c2 last state = %v, want StateYourTurn", c2Last)
}
// Target board cell (9, 9) marked struck
struck, ok := match.Struck(1)
if !ok || !struck[9][9] {
t.Fatalf("expected p2 cell (9, 9) to be struck")
}
}
func TestFireHitKeepsTurn(t *testing.T) {
m, match, c1, c2 := setupStartedGame(t)
// Ship 9 is 4 cells horizontally at (0, 0), (1, 0), (2, 0), (3, 0)
res, err := m.Fire(context.Background(), match, 0, 0, 0)
if err != nil {
t.Fatalf("Fire: %v", err)
}
if res != protocol.FireResultHit {
t.Fatalf("res = %d, want FireResultHit", res)
}
c1Msgs := c1.messages()
fireMsg := parseMsg(t, c1Msgs[len(c1Msgs)-1])
if fireMsg[0] != float64(protocol.OpFireResult) || fireMsg[2] != float64(protocol.FireResultHit) {
t.Fatalf("unexpected fireMsg: %v", fireMsg)
}
// Turn stays with Player 1
if match.State() != StatePlayer1Turn {
t.Fatalf("state = %d, want StatePlayer1Turn", match.State())
}
// Player 2 should not have received any new messages
c2Msgs := c2.messages()
// c2 messages before: [STATE 1], [STATE 2], [STATE 5]
if len(c2Msgs) != 3 {
t.Fatalf("p2 received unexpected message: %d messages", len(c2Msgs))
}
}
func TestFireSunkMarksSurroundings(t *testing.T) {
m, match, c1, _ := setupStartedGame(t)
// Ship 0 is 1 cell at (9, 4)
res, err := m.Fire(context.Background(), match, 0, 9, 4)
if err != nil {
t.Fatalf("Fire: %v", err)
}
if res != protocol.FireResultSunk {
t.Fatalf("res = %d, want FireResultSunk", res)
}
c1Msgs := c1.messages()
fireMsg := parseMsg(t, c1Msgs[len(c1Msgs)-1])
if fireMsg[0] != float64(protocol.OpFireResult) || fireMsg[2] != float64(protocol.FireResultSunk) {
t.Fatalf("unexpected fireMsg: %v", fireMsg)
}
if match.ShipsRemaining(1) != 9 {
t.Fatalf("shipsRemaining = %d, want 9", match.ShipsRemaining(1))
}
// Check that (9, 4) and surrounding cells (8,3), (8,4), (8,5), (9,3), (9,5) are struck
struck, _ := match.Struck(1)
expectedCells := [][2]int{
{9, 4},
{8, 3}, {8, 4}, {8, 5},
{9, 3}, {9, 5},
}
for _, pt := range expectedCells {
if !struck[pt[1]][pt[0]] {
t.Fatalf("expected cell (%d, %d) to be struck", pt[0], pt[1])
}
}
// Turn stays with Player 1 because hit/sunk does not pass turn unless game over
if match.State() != StatePlayer1Turn {
t.Fatalf("state = %d, want StatePlayer1Turn", match.State())
}
}
func TestFireInvalidPosition(t *testing.T) {
m, match, c1, _ := setupStartedGame(t)
t.Run("out of bounds negative", func(t *testing.T) {
res, err := m.Fire(context.Background(), match, 0, -1, 5)
if err != nil {
t.Fatalf("Fire: %v", err)
}
if res != protocol.FireResultInvalidPosition {
t.Fatalf("res = %d, want FireResultInvalidPosition", res)
}
msgs := c1.messages()
msg := parseMsg(t, msgs[len(msgs)-1])
if msg[0] != float64(protocol.OpFireResult) || msg[2] != float64(protocol.FireResultInvalidPosition) {
t.Fatalf("unexpected msg: %v", msg)
}
})
t.Run("out of bounds over 9", func(t *testing.T) {
res, err := m.Fire(context.Background(), match, 0, 10, 0)
if err != nil {
t.Fatalf("Fire: %v", err)
}
if res != protocol.FireResultInvalidPosition {
t.Fatalf("res = %d, want FireResultInvalidPosition", res)
}
})
t.Run("already struck cell", func(t *testing.T) {
// First shoot (9, 4) - sinks single ship
res, err := m.Fire(context.Background(), match, 0, 9, 4)
if err != nil || res != protocol.FireResultSunk {
t.Fatalf("initial fire: res=%d, err=%v", res, err)
}
// Shooting (9, 4) again returns InvalidPosition
res, err = m.Fire(context.Background(), match, 0, 9, 4)
if err != nil {
t.Fatalf("repeat fire: %v", err)
}
if res != protocol.FireResultInvalidPosition {
t.Fatalf("res = %d, want FireResultInvalidPosition", res)
}
// Shooting diagonal neighbor (8, 5) which was marked struck due to sunk ship also returns InvalidPosition
res, err = m.Fire(context.Background(), match, 0, 8, 5)
if err != nil {
t.Fatalf("halo fire: %v", err)
}
if res != protocol.FireResultInvalidPosition {
t.Fatalf("res = %d, want FireResultInvalidPosition", res)
}
})
}
func TestFireIgnoredWhenNotYourTurn(t *testing.T) {
m, match, c1, c2 := setupStartedGame(t)
// It's player 1's turn, player 2 tries to shoot
c2CountBefore := len(c2.messages())
res, err := m.Fire(context.Background(), match, 1, 0, 0)
if err != ErrNotYourTurn {
t.Fatalf("p2 fire: got err = %v, want ErrNotYourTurn", err)
}
if res != 0 {
t.Fatalf("res = %d, want 0", res)
}
if len(c2.messages()) != c2CountBefore {
t.Fatal("expected no messages sent to p2 on ignored fire")
}
// Match state unchanged
if match.State() != StatePlayer1Turn {
t.Fatalf("state = %d, want StatePlayer1Turn", match.State())
}
_ = c1
}
func TestFireWinCondition(t *testing.T) {
m, match, c1, c2 := setupStartedGame(t)
gc := claims(time.Now().Add(time.Hour))
// Player 1 destroys all 10 ships of Player 2
ships := validTestShips()
for i, ship := range ships {
cells := ship.Cells()
for j, c := range cells {
res, err := m.Fire(context.Background(), match, 0, c.X, c.Y)
if err != nil {
t.Fatalf("ship %d cell %d fire: %v", i, j, err)
}
if j < len(cells)-1 {
if res != protocol.FireResultHit {
t.Fatalf("ship %d cell %d: res = %d, want Hit", i, j, res)
}
} else {
if res != protocol.FireResultSunk {
t.Fatalf("ship %d cell %d: res = %d, want Sunk", i, j, res)
}
}
}
}
// Match should be removed from m.matches (preventing memory leak)
if m.GetMatch(match.ID) != nil {
t.Fatal("expected match to be removed from m.matches")
}
// Check END messages sent to both players
c1Msgs := c1.messages()
// c1 receives FIRE_RESULT (sunk) followed by END (victory)
c1End := parseMsg(t, c1Msgs[len(c1Msgs)-1])
if c1End[0] != float64(protocol.OpEnd) || c1End[2] != float64(protocol.EndCodeVictory) || c1End[3] != "victory" {
t.Fatalf("p1 got %v, want END with EndCodeVictory (1) 'victory'", c1End)
}
c2Msgs := c2.messages()
c2End := parseMsg(t, c2Msgs[len(c2Msgs)-1])
if c2End[0] != float64(protocol.OpEnd) || c2End[2] != float64(protocol.EndCodeDefeat) || c2End[3] != "defeat" {
t.Fatalf("p2 got %v, want END with EndCodeDefeat (2) 'defeat'", c2End)
}
// Connections must be closed immediately with CloseCodeNormal
if closed, code := c1.isClosed(); !closed || code != protocol.CloseCodeNormal {
t.Fatalf("c1 closed=%v code=%d, want closed with %d", closed, code, protocol.CloseCodeNormal)
}
if closed, code := c2.isClosed(); !closed || code != protocol.CloseCodeNormal {
t.Fatalf("c2 closed=%v code=%d, want closed with %d", closed, code, protocol.CloseCodeNormal)
}
// Late reconnects get the respective END messages replayed
c1Rejoin := &fakeConn{}
_, _, err := m.Join(context.Background(), c1Rejoin, gc, gc.Player1ID)
if err != ErrMatchFinished {
t.Fatalf("rejoin p1: got err = %v, want ErrMatchFinished", err)
}
msgs := c1Rejoin.messages()
if len(msgs) != 1 {
t.Fatalf("p1 got %d replay messages, want 1", len(msgs))
}
if v := parseMsg(t, msgs[0]); v[0] != float64(protocol.OpEnd) || v[2] != float64(protocol.EndCodeVictory) {
t.Fatalf("p1 replayed msg = %v, want END victory", v)
}
c2Rejoin := &fakeConn{}
_, _, err = m.Join(context.Background(), c2Rejoin, gc, gc.Player2ID)
if err != ErrMatchFinished {
t.Fatalf("rejoin p2: got err = %v, want ErrMatchFinished", err)
}
msgs = c2Rejoin.messages()
if len(msgs) != 1 {
t.Fatalf("p2 got %d replay messages, want 1", len(msgs))
}
if v := parseMsg(t, msgs[0]); v[0] != float64(protocol.OpEnd) || v[2] != float64(protocol.EndCodeDefeat) {
t.Fatalf("p2 replayed msg = %v, want END defeat", v)
}
}
func TestFireAckAndReplay(t *testing.T) {
m, match, _, _ := setupStartedGame(t)
// In setupStartedGame, c1 received 3 STATE messages (seq 1, 2, 3)
// Player 1 fires: generates FIRE_RESULT with seq 4
res, err := m.Fire(context.Background(), match, 0, 0, 0)
if err != nil || res != protocol.FireResultHit {
t.Fatalf("fire: res=%d, err=%v", res, err)
}
// Ack seq 4
if err := m.Ack(match, 0, 4); err != nil {
t.Fatalf("ack: %v", err)
}
// Player 1 fires again at (1, 0): generates FIRE_RESULT with seq 5
res, err = m.Fire(context.Background(), match, 0, 1, 0)
if err != nil || res != protocol.FireResultHit {
t.Fatalf("fire 2: res=%d, err=%v", res, err)
}
// Reconnect player 1 without ACKing seq 5
fresh := &fakeConn{}
gc := claims(time.Now().Add(time.Hour))
if _, _, err := m.Join(context.Background(), fresh, gc, gc.Player1ID); err != nil {
t.Fatalf("rejoin: %v", err)
}
freshMsgs := fresh.messages()
if len(freshMsgs) != 1 {
t.Fatalf("rejoined player got %d messages, want 1", len(freshMsgs))
}
v := parseMsg(t, freshMsgs[0])
// Should be replayed FIRE_RESULT [7, 5, 2]
if v[0] != float64(protocol.OpFireResult) || v[1] != float64(5) || v[2] != float64(protocol.FireResultHit) {
t.Fatalf("replayed msg = %v, want [7, 5, 2]", v)
}
}
+202 -1
View File
@@ -11,8 +11,11 @@
// 2 S->C END [2, <seq>, <code>, "<reason>"]
// 3 S->C STATE [3, <seq>, <state_code>]
// 4 C<->S ACK [4, <seq>]
// 5 C->S PLACE_SHIPS [5, ship0_orientation, ship0_x, ship0_y, ...]
// 6 C->S FIRE [6, <x>, <y>]
// 7 S->C FIRE_RESULT [7, <seq>, <result_code>]
//
// Every state-changing server->client message (END, STATE) carries a
// Every state-changing server->client message (END, STATE, FIRE_RESULT) carries a
// per-player monotonically increasing sequence number. The client confirms
// delivery with an ACK message containing the sequence number of the last
// received message (ACK is cumulative). Unacknowledged messages are kept in
@@ -34,8 +37,52 @@ const (
OpEnd = 2 // S->C: match ended
OpState = 3 // S->C: game state transition
OpAck = 4 // C<->S: delivery acknowledgement
OpPlaceShips = 5 // C->S: ship placement
OpFire = 6 // C->S: fire shot
OpFireResult = 7 // S->C: shot result
)
// Board and ship configuration constants.
const (
BoardSize = 10
ShipCount = 10
ShipArgs = 30 // 10 ships * 3 args each
OrientationHorizontal = false
OrientationVertical = true
)
// ShipSizes defines the expected sizes of the 10 ships in order:
// 4 ships of size 1, 3 ships of size 2, 2 ships of size 3, 1 ship of size 4.
var ShipSizes = [ShipCount]int{1, 1, 1, 1, 2, 2, 2, 3, 3, 4}
// Cell represents coordinates on the 10x10 board.
type Cell struct {
X int
Y int
}
// Ship represents a single ship placement on the board.
type Ship struct {
Orientation bool // false: horizontal, true: vertical
X int // column (0-9)
Y int // row (0-9)
Size int // length (1-4)
}
// Cells returns all board cells occupied by the ship.
func (s Ship) Cells() []Cell {
cells := make([]Cell, s.Size)
for i := 0; i < s.Size; i++ {
if s.Orientation {
cells[i] = Cell{X: s.X, Y: s.Y + i}
} else {
cells[i] = Cell{X: s.X + i, Y: s.Y}
}
}
return cells
}
// Game state codes. States are always sent from the receiver's point of
// view: a player never learns whether they are "player 1" or "player 2".
const (
@@ -46,9 +93,19 @@ const (
StateWaitOpponentTurn = 5 // wait for the opponent's move
)
// Shot result codes for FIRE_RESULT (OpFireResult).
const (
FireResultMiss = 1 // miss (промах)
FireResultHit = 2 // hit (простое попадание)
FireResultSunk = 3 // ship sunk (корабль потоплен)
FireResultInvalidPosition = 4 // invalid position (неверная позиция)
)
// Match end codes.
const (
EndCodeJoinTimeout = -1 // the second player never joined
EndCodeVictory = 1 // you won (all opponent ships sunk)
EndCodeDefeat = 2 // you lost (all your ships sunk)
)
// WebSocket close codes used by the server (application range 4000+ and RFC 6455 codes).
@@ -103,6 +160,98 @@ func ParseAck(args []json.RawMessage) (seq int64, err error) {
return seq, nil
}
// ParsePlaceShips extracts the 10 ships from PLACE_SHIPS arguments.
// args must contain 30 elements: (orientation, x, y) for each of the 10 ships.
// The ships correspond to increasing sizes: 4 size 1, 3 size 2, 2 size 3, 1 size 4.
func ParsePlaceShips(args []json.RawMessage) ([]Ship, error) {
if len(args) != ShipArgs {
return nil, fmt.Errorf("PLACE_SHIPS expects %d arguments, got %d", ShipArgs, len(args))
}
ships := make([]Ship, ShipCount)
for i := 0; i < ShipCount; i++ {
base := i * 3
var orientation bool
if err := json.Unmarshal(args[base], &orientation); err != nil {
return nil, fmt.Errorf("ship %d orientation is not a boolean: %w", i, err)
}
var x int
if err := json.Unmarshal(args[base+1], &x); err != nil {
return nil, fmt.Errorf("ship %d x is not an integer: %w", i, err)
}
var y int
if err := json.Unmarshal(args[base+2], &y); err != nil {
return nil, fmt.Errorf("ship %d y is not an integer: %w", i, err)
}
ships[i] = Ship{
Orientation: orientation,
X: x,
Y: y,
Size: ShipSizes[i],
}
}
return ships, nil
}
// ValidateShips validates the ship placement on the 10x10 board:
// - exactly 10 ships with sizes [1, 1, 1, 1, 2, 2, 2, 3, 3, 4]
// - all ship cells are within bounds (0 <= x < 10, 0 <= y < 10)
// - no ships overlap or touch each other in any direction (including diagonals),
// ensuring a gap of at least 1 cell between any two ships.
func ValidateShips(ships []Ship) error {
if len(ships) != ShipCount {
return fmt.Errorf("expected %d ships, got %d", ShipCount, len(ships))
}
var grid [BoardSize][BoardSize]int
for y := 0; y < BoardSize; y++ {
for x := 0; x < BoardSize; x++ {
grid[y][x] = -1
}
}
for i, ship := range ships {
expectedSize := ShipSizes[i]
if ship.Size != expectedSize {
return fmt.Errorf("ship %d: expected size %d, got %d", i, expectedSize, ship.Size)
}
cells := ship.Cells()
// 1. Bounds check
for _, c := range cells {
if c.X < 0 || c.X >= BoardSize || c.Y < 0 || c.Y >= BoardSize {
return fmt.Errorf("ship %d out of bounds at (%d, %d)", i, c.X, c.Y)
}
}
// 2. Collision / gap check against already placed ships
for _, c := range cells {
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
nx, ny := c.X+dx, c.Y+dy
if nx >= 0 && nx < BoardSize && ny >= 0 && ny < BoardSize {
if other := grid[ny][nx]; other != -1 {
return fmt.Errorf("ship %d at (%d, %d) touches or overlaps with ship %d at (%d, %d)", i, c.X, c.Y, other, nx, ny)
}
}
}
}
}
// 3. Place ship on the grid
for _, c := range cells {
grid[c.Y][c.X] = i
}
}
return nil
}
func build(v []any) []byte {
data, err := json.Marshal(v)
if err != nil {
@@ -127,3 +276,55 @@ func BuildState(seq int64, state int) []byte {
func BuildAck(seq int64) []byte {
return build([]any{OpAck, seq})
}
// BuildPlaceShips builds a PLACE_SHIPS message from a slice of ships:
// [5, ship0_orientation, ship0_x, ship0_y, ship1_orientation, ship1_x, ship1_y, ...]
func BuildPlaceShips(ships []Ship) []byte {
v := make([]any, 1+len(ships)*3)
v[0] = OpPlaceShips
for i, s := range ships {
v[1+i*3] = s.Orientation
v[1+i*3+1] = s.X
v[1+i*3+2] = s.Y
}
return build(v)
}
// ParseFire extracts the x and y coordinates from FIRE arguments.
func ParseFire(args []json.RawMessage) (x, y int, err error) {
if len(args) != 2 {
return 0, 0, fmt.Errorf("FIRE expects 2 arguments, got %d", len(args))
}
if err := json.Unmarshal(args[0], &x); err != nil {
return 0, 0, fmt.Errorf("x coordinate is not an integer: %w", err)
}
if err := json.Unmarshal(args[1], &y); err != nil {
return 0, 0, fmt.Errorf("y coordinate is not an integer: %w", err)
}
return x, y, nil
}
// BuildFire builds a FIRE message: [6, x, y].
func BuildFire(x, y int) []byte {
return build([]any{OpFire, x, y})
}
// ParseFireResult extracts seq and result code from FIRE_RESULT arguments.
func ParseFireResult(args []json.RawMessage) (seq int64, result int, err error) {
if len(args) != 2 {
return 0, 0, fmt.Errorf("FIRE_RESULT expects 2 arguments, got %d", len(args))
}
if err := json.Unmarshal(args[0], &seq); err != nil {
return 0, 0, fmt.Errorf("seq is not a number: %w", err)
}
if err := json.Unmarshal(args[1], &result); err != nil {
return 0, 0, fmt.Errorf("result is not a number: %w", err)
}
return seq, result, nil
}
// BuildFireResult builds a FIRE_RESULT message: [7, seq, result].
func BuildFireResult(seq int64, result int) []byte {
return build([]any{OpFireResult, seq, result})
}
@@ -69,3 +69,283 @@ func TestParseAck(t *testing.T) {
t.Fatalf("seq = %d, want 12", seq)
}
}
func validTestShips() []Ship {
return []Ship{
// 4 size 1
{Orientation: OrientationHorizontal, X: 9, Y: 4, Size: 1},
{Orientation: OrientationVertical, X: 7, Y: 4, Size: 1},
{Orientation: OrientationHorizontal, X: 5, Y: 4, Size: 1},
{Orientation: OrientationHorizontal, X: 3, Y: 4, Size: 1},
// 3 size 2
{Orientation: OrientationHorizontal, X: 0, Y: 4, Size: 2},
{Orientation: OrientationHorizontal, X: 7, Y: 2, Size: 2},
{Orientation: OrientationHorizontal, X: 4, Y: 2, Size: 2},
// 2 size 3
{Orientation: OrientationHorizontal, X: 0, Y: 2, Size: 3},
{Orientation: OrientationHorizontal, X: 5, Y: 0, Size: 3},
// 1 size 4
{Orientation: OrientationHorizontal, X: 0, Y: 0, Size: 4},
}
}
func TestPlaceShipsRoundtrip(t *testing.T) {
ships := validTestShips()
data := BuildPlaceShips(ships)
opcode, args, err := ParseMessage(data)
if err != nil {
t.Fatalf("ParseMessage: %v", err)
}
if opcode != OpPlaceShips {
t.Fatalf("opcode = %d, want %d", opcode, OpPlaceShips)
}
parsed, err := ParsePlaceShips(args)
if err != nil {
t.Fatalf("ParsePlaceShips: %v", err)
}
if len(parsed) != len(ships) {
t.Fatalf("got %d ships, want %d", len(parsed), len(ships))
}
for i := range ships {
if parsed[i] != ships[i] {
t.Fatalf("ship %d = %+v, want %+v", i, parsed[i], ships[i])
}
}
if err := ValidateShips(parsed); err != nil {
t.Fatalf("ValidateShips: %v", err)
}
}
func TestParsePlaceShipsErrors(t *testing.T) {
t.Run("wrong argument count", func(t *testing.T) {
args := make([]json.RawMessage, 29)
for i := range args {
args[i] = json.RawMessage(`0`)
}
if _, err := ParsePlaceShips(args); err == nil {
t.Fatal("expected error for 29 arguments")
}
})
t.Run("orientation not boolean", func(t *testing.T) {
ships := validTestShips()
raw := make([]any, 31)
raw[0] = OpPlaceShips
for i, s := range ships {
raw[1+i*3] = s.Orientation
raw[1+i*3+1] = s.X
raw[1+i*3+2] = s.Y
}
raw[1] = "invalid_orientation" // string instead of bool
data, _ := json.Marshal(raw)
_, args, _ := ParseMessage(data)
if _, err := ParsePlaceShips(args); err == nil {
t.Fatal("expected error for non-boolean orientation")
}
})
t.Run("x not integer", func(t *testing.T) {
ships := validTestShips()
raw := make([]any, 31)
raw[0] = OpPlaceShips
for i, s := range ships {
raw[1+i*3] = s.Orientation
raw[1+i*3+1] = s.X
raw[1+i*3+2] = s.Y
}
raw[2] = 1.5 // float instead of integer
data, _ := json.Marshal(raw)
_, args, _ := ParseMessage(data)
if _, err := ParsePlaceShips(args); err == nil {
t.Fatal("expected error for float x")
}
})
t.Run("y not integer", func(t *testing.T) {
ships := validTestShips()
raw := make([]any, 31)
raw[0] = OpPlaceShips
for i, s := range ships {
raw[1+i*3] = s.Orientation
raw[1+i*3+1] = s.X
raw[1+i*3+2] = s.Y
}
raw[3] = "zero" // string instead of integer
data, _ := json.Marshal(raw)
_, args, _ := ParseMessage(data)
if _, err := ParsePlaceShips(args); err == nil {
t.Fatal("expected error for string y")
}
})
}
func TestValidateShips(t *testing.T) {
t.Run("valid placement passes", func(t *testing.T) {
ships := validTestShips()
if err := ValidateShips(ships); err != nil {
t.Fatalf("unexpected validation error: %v", err)
}
})
t.Run("wrong ship count", func(t *testing.T) {
ships := validTestShips()[:9]
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for 9 ships")
}
})
t.Run("wrong ship size", func(t *testing.T) {
ships := validTestShips()
ships[0].Size = 2 // ship 0 must have size 1
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for wrong ship size")
}
})
t.Run("negative coordinate", func(t *testing.T) {
ships := validTestShips()
ships[0].X = -1
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for negative X")
}
})
t.Run("out of bounds horizontal", func(t *testing.T) {
ships := validTestShips()
// Ship 9 has size 4; at X=7, cells are 7, 8, 9, 10
ships[9].X = 7
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for horizontal ship sticking out of bounds")
}
})
t.Run("out of bounds vertical", func(t *testing.T) {
ships := validTestShips()
// Ship 9 has size 4, vertical at Y=7: cells are 7, 8, 9, 10
ships[9].Orientation = OrientationVertical
ships[9].Y = 7
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for vertical ship sticking out of bounds")
}
})
t.Run("overlapping ships", func(t *testing.T) {
ships := validTestShips()
// Place ship 0 at exact same cell as ship 1
ships[0].X = ships[1].X
ships[0].Y = ships[1].Y
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for overlapping ships")
}
})
t.Run("orthogonal touching", func(t *testing.T) {
ships := validTestShips()
// Ship 0 is at (9, 4), place ship 1 at (9, 5) -> touches orthogonally
ships[1].X = 9
ships[1].Y = 5
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for orthogonally touching ships")
}
})
t.Run("diagonal touching", func(t *testing.T) {
ships := validTestShips()
// Ship 0 is at (9, 4), place ship 1 at (8, 5) -> touches diagonally
ships[1].X = 8
ships[1].Y = 5
if err := ValidateShips(ships); err == nil {
t.Fatal("expected error for diagonally touching ships")
}
})
}
func TestFireRoundtrip(t *testing.T) {
data := BuildFire(3, 7)
opcode, args, err := ParseMessage(data)
if err != nil {
t.Fatalf("ParseMessage: %v", err)
}
if opcode != OpFire {
t.Fatalf("opcode = %d, want %d", opcode, OpFire)
}
x, y, err := ParseFire(args)
if err != nil {
t.Fatalf("ParseFire: %v", err)
}
if x != 3 || y != 7 {
t.Fatalf("got (%d, %d), want (3, 7)", x, y)
}
}
func TestParseFireErrors(t *testing.T) {
t.Run("wrong argument count", func(t *testing.T) {
_, args, _ := ParseMessage([]byte(`[6, 1]`))
if _, _, err := ParseFire(args); err == nil {
t.Fatal("expected error for 1 argument")
}
_, args3, _ := ParseMessage([]byte(`[6, 1, 2, 3]`))
if _, _, err := ParseFire(args3); err == nil {
t.Fatal("expected error for 3 arguments")
}
})
t.Run("x not integer", func(t *testing.T) {
_, args, _ := ParseMessage([]byte(`[6, "a", 2]`))
if _, _, err := ParseFire(args); err == nil {
t.Fatal("expected error for string x")
}
})
t.Run("y not integer", func(t *testing.T) {
_, args, _ := ParseMessage([]byte(`[6, 1, true]`))
if _, _, err := ParseFire(args); err == nil {
t.Fatal("expected error for bool y")
}
})
}
func TestFireResultRoundtrip(t *testing.T) {
data := BuildFireResult(5, FireResultSunk)
opcode, args, err := ParseMessage(data)
if err != nil {
t.Fatalf("ParseMessage: %v", err)
}
if opcode != OpFireResult {
t.Fatalf("opcode = %d, want %d", opcode, OpFireResult)
}
seq, result, err := ParseFireResult(args)
if err != nil {
t.Fatalf("ParseFireResult: %v", err)
}
if seq != 5 || result != FireResultSunk {
t.Fatalf("got seq=%d, result=%d, want seq=5, result=%d", seq, result, FireResultSunk)
}
}
func TestParseFireResultErrors(t *testing.T) {
t.Run("wrong argument count", func(t *testing.T) {
_, args, _ := ParseMessage([]byte(`[7, 1]`))
if _, _, err := ParseFireResult(args); err == nil {
t.Fatal("expected error for 1 argument")
}
})
t.Run("seq not int64", func(t *testing.T) {
_, args, _ := ParseMessage([]byte(`[7, "str", 1]`))
if _, _, err := ParseFireResult(args); err == nil {
t.Fatal("expected error for string seq")
}
})
t.Run("result not int", func(t *testing.T) {
_, args, _ := ParseMessage([]byte(`[7, 1, "hit"]`))
if _, _, err := ParseFireResult(args); err == nil {
t.Fatal("expected error for string result")
}
})
}
+24
View File
@@ -277,6 +277,30 @@ func (h *Handler) ServeHTTP(w http.ResponseWriter, r *http.Request) {
h.log.Debug("invalid ACK seq", "match", match.ID, "user", uc.UserID, "seq", seq, "err", err)
continue
}
case protocol.OpPlaceShips:
ships, err := protocol.ParsePlaceShips(args)
if err != nil {
h.log.Debug("malformed PlaceShips", "match", match.ID, "user", uc.UserID, "err", err)
continue
}
if err := protocol.ValidateShips(ships); err != nil {
h.log.Debug("invalid ship placement", "match", match.ID, "user", uc.UserID, "err", err)
continue
}
if err := h.Manager.PlaceShips(ctx, match, slotIdx, ships); err != nil {
h.log.Debug("place ships rejected", "match", match.ID, "user", uc.UserID, "err", err)
continue
}
case protocol.OpFire:
x, y, err := protocol.ParseFire(args)
if err != nil {
h.log.Debug("malformed Fire", "match", match.ID, "user", uc.UserID, "err", err)
continue
}
if _, err := h.Manager.Fire(ctx, match, slotIdx, x, y); err != nil {
h.log.Debug("fire rejected or ignored", "match", match.ID, "user", uc.UserID, "err", err)
continue
}
default:
// Unknown opcodes are ignored for forward compatibility.
h.log.Debug("unknown opcode", "match", match.ID, "user", uc.UserID, "opcode", opcode)
+273 -4
View File
@@ -6,6 +6,7 @@ import (
"log/slog"
"net/http/httptest"
"strings"
"sync"
"testing"
"time"
@@ -14,6 +15,7 @@ import (
"github.com/ruby-sea-battle/game-server/internal/auth"
"github.com/ruby-sea-battle/game-server/internal/game"
"github.com/ruby-sea-battle/game-server/internal/protocol"
"github.com/ruby-sea-battle/game-server/internal/ws"
)
@@ -55,10 +57,16 @@ func userToken(t *testing.T, userID int64) string {
func startServerWithManager(t *testing.T, joinTimeout time.Duration) (string, *game.Manager) {
t.Helper()
manager := game.NewManager(joinTimeout)
log := slog.New(slog.NewTextHandler(testWriter{t}, nil))
tw := &testWriter{t: t}
log := slog.New(slog.NewTextHandler(tw, nil))
handler := ws.NewHandler(manager, secret, publicAddr, []string{"*"}, log)
srv := httptest.NewServer(handler)
t.Cleanup(srv.Close)
t.Cleanup(func() {
srv.Close()
tw.mu.Lock()
tw.done = true
tw.mu.Unlock()
})
return "ws" + strings.TrimPrefix(srv.URL, "http"), manager
}
@@ -67,10 +75,18 @@ func startServer(t *testing.T, joinTimeout time.Duration) (url string) {
return u
}
type testWriter struct{ t *testing.T }
type testWriter struct {
mu sync.Mutex
t *testing.T
done bool
}
func (w testWriter) Write(p []byte) (int, error) {
func (w *testWriter) Write(p []byte) (int, error) {
w.mu.Lock()
defer w.mu.Unlock()
if !w.done {
w.t.Log(strings.TrimSpace(string(p)))
}
return len(p), nil
}
@@ -317,3 +333,256 @@ func TestManagerShutdownClosesConnectionsGoingAway(t *testing.T) {
}
}
}
func validTestShips() []protocol.Ship {
return []protocol.Ship{
// 4 size 1
{Orientation: protocol.OrientationHorizontal, X: 9, Y: 4, Size: 1},
{Orientation: protocol.OrientationVertical, X: 7, Y: 4, Size: 1},
{Orientation: protocol.OrientationHorizontal, X: 5, Y: 4, Size: 1},
{Orientation: protocol.OrientationHorizontal, X: 3, Y: 4, Size: 1},
// 3 size 2
{Orientation: protocol.OrientationHorizontal, X: 0, Y: 4, Size: 2},
{Orientation: protocol.OrientationHorizontal, X: 7, Y: 2, Size: 2},
{Orientation: protocol.OrientationHorizontal, X: 4, Y: 2, Size: 2},
// 2 size 3
{Orientation: protocol.OrientationHorizontal, X: 0, Y: 2, Size: 3},
{Orientation: protocol.OrientationHorizontal, X: 5, Y: 0, Size: 3},
// 1 size 4
{Orientation: protocol.OrientationHorizontal, X: 0, Y: 0, Size: 4},
}
}
func TestPlaceShipsOverWebSocket(t *testing.T) {
url, mgr := startServerWithManager(t, time.Minute)
exp := time.Now().Add(time.Hour)
gt := gameToken(t, "m-ws-placeships", 1, 2, publicAddr, exp)
c1, c2 := dial(t, url), dial(t, url)
join(t, c1, gt, userToken(t, 1))
join(t, c2, gt, userToken(t, 2))
// Both receive StatePlacingShips (seq 1)
v1 := readMsg(t, c1)
if v1[0] != float64(protocol.OpState) || v1[1] != float64(1) || v1[2] != float64(protocol.StatePlacingShips) {
t.Fatalf("c1 unexpected initial state: %v", v1)
}
v2 := readMsg(t, c2)
if v2[0] != float64(protocol.OpState) || v2[1] != float64(1) || v2[2] != float64(protocol.StatePlacingShips) {
t.Fatalf("c2 unexpected initial state: %v", v2)
}
// ACK seq 1
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(1))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(1))
// Player 1 sends PlaceShips
ships := validTestShips()
placeMsg := protocol.BuildPlaceShips(ships)
if err := c1.Write(context.Background(), websocket.MessageText, placeMsg); err != nil {
t.Fatalf("write PlaceShips c1: %v", err)
}
// c1 gets StateWaitOpponentReady (3), c2 gets StateOpponentReady (2)
v1 = readMsg(t, c1)
if v1[0] != float64(protocol.OpState) || v1[1] != float64(2) || v1[2] != float64(protocol.StateWaitOpponentReady) {
t.Fatalf("c1 got %v, want StateWaitOpponentReady (3)", v1)
}
v2 = readMsg(t, c2)
if v2[0] != float64(protocol.OpState) || v2[1] != float64(2) || v2[2] != float64(protocol.StateOpponentReady) {
t.Fatalf("c2 got %v, want StateOpponentReady (2)", v2)
}
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(2))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(2))
// Player 2 sends PlaceShips
if err := c2.Write(context.Background(), websocket.MessageText, placeMsg); err != nil {
t.Fatalf("write PlaceShips c2: %v", err)
}
// Game starts: Player 1 was first, so c1 gets StateYourTurn (4), c2 gets StateWaitOpponentTurn (5)
v1 = readMsg(t, c1)
if v1[0] != float64(protocol.OpState) || v1[1] != float64(3) || v1[2] != float64(protocol.StateYourTurn) {
t.Fatalf("c1 got %v, want StateYourTurn (4)", v1)
}
v2 = readMsg(t, c2)
if v2[0] != float64(protocol.OpState) || v2[1] != float64(3) || v2[2] != float64(protocol.StateWaitOpponentTurn) {
t.Fatalf("c2 got %v, want StateWaitOpponentTurn (5)", v2)
}
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(3))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(3))
// Check that the match on the server has the placements stored
match := mgr.GetMatch("m-ws-placeships")
if match == nil {
t.Fatal("match not found on manager")
}
if len(match.Ships(0)) != 10 || len(match.Ships(1)) != 10 {
t.Fatalf("ships not stored on match: p1=%d, p2=%d", len(match.Ships(0)), len(match.Ships(1)))
}
if _, ok := match.Board(0); !ok {
t.Fatal("p1 board not placed")
}
if _, ok := match.Board(1); !ok {
t.Fatal("p2 board not placed")
}
}
func TestFireOverWebSocket(t *testing.T) {
url, _ := startServerWithManager(t, time.Minute)
exp := time.Now().Add(time.Hour)
gt := gameToken(t, "m-ws-fire", 1, 2, publicAddr, exp)
c1, c2 := dial(t, url), dial(t, url)
join(t, c1, gt, userToken(t, 1))
join(t, c2, gt, userToken(t, 2))
// Initial StatePlacingShips (seq 1)
readMsg(t, c1)
readMsg(t, c2)
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(1))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(1))
// Both place ships
ships := validTestShips()
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildPlaceShips(ships))
readMsg(t, c1) // seq 2: StateWaitOpponentReady
readMsg(t, c2) // seq 2: StateOpponentReady
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(2))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(2))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildPlaceShips(ships))
readMsg(t, c1) // seq 3: StateYourTurn (p1 starts)
readMsg(t, c2) // seq 3: StateWaitOpponentTurn
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(3))
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(3))
// 1. Player 1 sends invalid position (-1, 0)
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildFire(-1, 0))
v1 := readMsg(t, c1)
// [7, 4, 4]
if v1[0] != float64(protocol.OpFireResult) || v1[1] != float64(4) || v1[2] != float64(protocol.FireResultInvalidPosition) {
t.Fatalf("c1 invalid position result = %v, want [7, 4, 4]", v1)
}
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(4))
// 2. Player 1 hits ship at (0, 0)
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildFire(0, 0))
v1 = readMsg(t, c1)
// [7, 5, 2]
if v1[0] != float64(protocol.OpFireResult) || v1[1] != float64(5) || v1[2] != float64(protocol.FireResultHit) {
t.Fatalf("c1 hit result = %v, want [7, 5, 2]", v1)
}
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(5))
// 3. Player 1 misses at (9, 9)
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildFire(9, 9))
v1Fire := readMsg(t, c1)
// [7, 6, 1]
if v1Fire[0] != float64(protocol.OpFireResult) || v1Fire[1] != float64(6) || v1Fire[2] != float64(protocol.FireResultMiss) {
t.Fatalf("c1 miss result = %v, want [7, 6, 1]", v1Fire)
}
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(6))
// Turn transitions: c1 gets StateWaitOpponentTurn (5) with seq 7
v1State := readMsg(t, c1)
if v1State[0] != float64(protocol.OpState) || v1State[1] != float64(7) || v1State[2] != float64(protocol.StateWaitOpponentTurn) {
t.Fatalf("c1 state after miss = %v, want [3, 7, 5]", v1State)
}
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildAck(7))
// c2 gets StateYourTurn (4) with seq 4
v2State := readMsg(t, c2)
if v2State[0] != float64(protocol.OpState) || v2State[1] != float64(4) || v2State[2] != float64(protocol.StateYourTurn) {
t.Fatalf("c2 state after miss = %v, want [3, 4, 4]", v2State)
}
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildAck(4))
// 4. Player 1 tries to fire while it's Player 2's turn -> ignored
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildFire(5, 5))
// 5. Player 2 fires at (9, 4) -> single ship sunk
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildFire(9, 4))
v2Fire := readMsg(t, c2)
if v2Fire[0] != float64(protocol.OpFireResult) || v2Fire[1] != float64(5) || v2Fire[2] != float64(protocol.FireResultSunk) {
t.Fatalf("c2 sunk result = %v, want [7, 5, 3]", v2Fire)
}
}
func TestFireWinOverWebSocket(t *testing.T) {
url, _ := startServerWithManager(t, time.Minute)
exp := time.Now().Add(time.Hour)
gt := gameToken(t, "m-ws-fire-win", 1, 2, publicAddr, exp)
c1, c2 := dial(t, url), dial(t, url)
join(t, c1, gt, userToken(t, 1))
join(t, c2, gt, userToken(t, 2))
// Initial StatePlacingShips
readMsg(t, c1)
readMsg(t, c2)
// Both place ships
ships := validTestShips()
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildPlaceShips(ships))
readMsg(t, c1)
readMsg(t, c2)
_ = c2.Write(context.Background(), websocket.MessageText, protocol.BuildPlaceShips(ships))
readMsg(t, c1) // StateYourTurn
readMsg(t, c2) // StateWaitOpponentTurn
// Player 1 destroys all 10 ships of Player 2
for i, ship := range ships {
cells := ship.Cells()
for j, c := range cells {
_ = c1.Write(context.Background(), websocket.MessageText, protocol.BuildFire(c.X, c.Y))
v := readMsg(t, c1)
if j < len(cells)-1 {
if v[0] != float64(protocol.OpFireResult) || v[2] != float64(protocol.FireResultHit) {
t.Fatalf("ship %d cell %d: want Hit, got %v", i, j, v)
}
} else {
if v[0] != float64(protocol.OpFireResult) || v[2] != float64(protocol.FireResultSunk) {
t.Fatalf("ship %d cell %d: want Sunk, got %v", i, j, v)
}
}
}
}
// Player 1 receives END victory
v1End := readMsg(t, c1)
if v1End[0] != float64(protocol.OpEnd) || v1End[2] != float64(protocol.EndCodeVictory) || v1End[3] != "victory" {
t.Fatalf("c1 want END victory, got %v", v1End)
}
// Player 2 receives END defeat
v2End := readMsg(t, c2)
if v2End[0] != float64(protocol.OpEnd) || v2End[2] != float64(protocol.EndCodeDefeat) || v2End[3] != "defeat" {
t.Fatalf("c2 want END defeat, got %v", v2End)
}
// Connections should be closed with 1000
ctx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
defer cancel()
_, _, err1 := c1.Read(ctx)
if err1 == nil {
t.Fatal("expected c1 connection to be closed")
}
_, _, err2 := c2.Read(ctx)
if err2 == nil {
t.Fatal("expected c2 connection to be closed")
}
// Late reconnect gets END replayed and connection closed
c1Late := dial(t, url)
join(t, c1Late, gt, userToken(t, 1))
lateEnd := readMsg(t, c1Late)
if lateEnd[0] != float64(protocol.OpEnd) || lateEnd[2] != float64(protocol.EndCodeVictory) {
t.Fatalf("late join want END victory, got %v", lateEnd)
}
}
+43
View File
@@ -0,0 +1,43 @@
class Match < ApplicationRecord
belongs_to :player1, class_name: "User"
belongs_to :player2, class_name: "User"
enum :status, {
ongoing: 0,
player1_won: 1,
player2_won: 2,
draw: 3,
abandoned: 4
}
before_validation :assign_uuid, on: :create
validates :uuid, presence: true, uniqueness: true
validates :status, presence: true
validates :game_server, presence: true
validates :started_at, presence: true
validates :duration_seconds, numericality: { only_integer: true, greater_than_or_equal_to: 0 }, allow_nil: true
validates :player1_rating_before, :player2_rating_before,
presence: true, numericality: { only_integer: true }
validates :player1_rating_change, :player2_rating_change,
presence: true, numericality: { only_integer: true }
validate :players_must_differ
scope :finished, -> { where.not(finished_at: nil) }
scope :for_user, ->(user_or_id) {
id = user_or_id.is_a?(User) ? user_or_id.id : user_or_id
where(player1_id: id).or(where(player2_id: id))
}
private
def assign_uuid
self.uuid ||= SecureRandom.uuid
end
def players_must_differ
if player1_id.present? && player1_id == player2_id
errors.add(:player2, "must differ from player1")
end
end
end
+9
View File
@@ -2,6 +2,8 @@ class User < ApplicationRecord
has_secure_password validations: false
has_many :sessions, dependent: :destroy
has_many :matches_as_player1, class_name: "Match", foreign_key: :player1_id, dependent: :restrict_with_exception, inverse_of: :player1
has_many :matches_as_player2, class_name: "Match", foreign_key: :player2_id, dependent: :restrict_with_exception, inverse_of: :player2
has_one_attached :avatar
normalizes :nickname, with: ->(n) { n.strip }
@@ -11,6 +13,13 @@ class User < ApplicationRecord
validates :password, presence: true, length: { minimum: 6 }, if: -> { new_record? || password_digest_changed? }
validate :avatar_content_type, if: -> { avatar.attached? }
# All matches of this user that have finished, newest first.
def finished_matches
Match.where("player1_id = :id OR player2_id = :id", id: id)
.where.not(finished_at: nil)
.order(finished_at: :desc)
end
private
def avatar_content_type
unless avatar.blob.content_type.in?(%w[image/png image/jpeg image/gif image/webp])
+1 -1
View File
@@ -3,7 +3,7 @@
# Production: set REDIS_URL env variable, e.g. redis://redis.example.com:6379/0
# Use an isolated Redis logical database in tests to avoid clobbering dev data.
url = ENV.fetch("REDIS_URL", "redis://localhost:6380/0")
url = ENV.fetch("REDIS_URL", "redis://localhost:6379/0")
url = url.sub(%r{/\d+$}, "/15") if Rails.env.test?
RedisConnection = ConnectionPool.new(size: 5, timeout: 5) do
@@ -0,0 +1,24 @@
class CreateMatches < ActiveRecord::Migration[8.1]
def change
create_table :matches do |t|
t.string :uuid, null: false
t.references :player1, null: false, foreign_key: { to_table: :users }
t.references :player2, null: false, foreign_key: { to_table: :users }
t.integer :status, null: false, default: 0
t.text :game_server, null: false
t.datetime :started_at, null: false
t.datetime :finished_at
t.integer :duration_seconds
t.integer :player1_rating_before, null: false
t.integer :player2_rating_before, null: false
t.integer :player1_rating_change, null: false, default: 0
t.integer :player2_rating_change, null: false, default: 0
t.timestamps
end
add_index :matches, :uuid, unique: true
add_index :matches, [ :player1_id, :finished_at ]
add_index :matches, [ :player2_id, :finished_at ]
end
end
+25 -1
View File
@@ -10,7 +10,7 @@
#
# It's strongly recommended that you check this file into your version control system.
ActiveRecord::Schema[8.1].define(version: 2026_10_05_000000) do
ActiveRecord::Schema[8.1].define(version: 2026_11_03_000000) do
create_table "active_storage_attachments", force: :cascade do |t|
t.bigint "blob_id", null: false
t.datetime "created_at", null: false
@@ -39,6 +39,28 @@ ActiveRecord::Schema[8.1].define(version: 2026_10_05_000000) do
t.index ["blob_id", "variation_digest"], name: "index_active_storage_variant_records_uniqueness", unique: true
end
create_table "matches", force: :cascade do |t|
t.datetime "created_at", null: false
t.integer "duration_seconds"
t.datetime "finished_at"
t.text "game_server", null: false
t.integer "player1_id", null: false
t.integer "player1_rating_before", null: false
t.integer "player1_rating_change", default: 0, null: false
t.integer "player2_id", null: false
t.integer "player2_rating_before", null: false
t.integer "player2_rating_change", default: 0, null: false
t.datetime "started_at", null: false
t.integer "status", default: 0, null: false
t.datetime "updated_at", null: false
t.string "uuid", null: false
t.index ["player1_id", "finished_at"], name: "index_matches_on_player1_id_and_finished_at"
t.index ["player1_id"], name: "index_matches_on_player1_id"
t.index ["player2_id", "finished_at"], name: "index_matches_on_player2_id_and_finished_at"
t.index ["player2_id"], name: "index_matches_on_player2_id"
t.index ["uuid"], name: "index_matches_on_uuid", unique: true
end
create_table "sessions", force: :cascade do |t|
t.datetime "created_at", null: false
t.string "ip_address"
@@ -59,5 +81,7 @@ ActiveRecord::Schema[8.1].define(version: 2026_10_05_000000) do
add_foreign_key "active_storage_attachments", "active_storage_blobs", column: "blob_id"
add_foreign_key "active_storage_variant_records", "active_storage_blobs", column: "blob_id"
add_foreign_key "matches", "users", column: "player1_id"
add_foreign_key "matches", "users", column: "player2_id"
add_foreign_key "sessions", "users"
end
+106
View File
@@ -0,0 +1,106 @@
require "rails_helper"
RSpec.describe Match, type: :model do
let(:player1) { User.create!(nickname: "player_one", password: "secret123") }
let(:player2) { User.create!(nickname: "player_two", password: "secret123") }
let(:valid_attributes) do
{
player1: player1,
player2: player2,
status: :ongoing,
game_server: "ws://game-server:8080/ws",
started_at: Time.current,
player1_rating_before: 100,
player2_rating_before: 100,
player1_rating_change: 0,
player2_rating_change: 0
}
end
it "is valid with valid attributes" do
expect(Match.new(valid_attributes)).to be_valid
end
it "generates a uuid automatically" do
match = Match.create!(valid_attributes)
expect(match.uuid).to match(/\A[0-9a-f-]{36}\z/)
end
it "belongs to two players" do
match = Match.create!(valid_attributes)
expect(match.player1).to eq(player1)
expect(match.player2).to eq(player2)
end
it "does not allow the same player on both sides" do
match = Match.new(valid_attributes.merge(player2: player1))
expect(match).not_to be_valid
expect(match.errors[:player2]).to be_present
end
it "requires a game_server" do
expect(Match.new(valid_attributes.merge(game_server: nil))).not_to be_valid
end
it "requires started_at" do
expect(Match.new(valid_attributes.merge(started_at: nil))).not_to be_valid
end
it "allows finished_at and duration_seconds to be nil" do
expect(Match.new(valid_attributes)).to be_valid
end
it "rejects negative duration_seconds" do
match = Match.new(valid_attributes.merge(duration_seconds: -1))
expect(match).not_to be_valid
end
it "rejects nil rating changes" do
match = Match.new(valid_attributes.merge(player1_rating_change: nil))
expect(match).not_to be_valid
end
it "allows zero rating changes" do
match = Match.new(valid_attributes.merge(player1_rating_change: 0, player2_rating_change: 0))
expect(match).to be_valid
end
describe "statuses" do
it "defines all statuses" do
expect(Match.statuses.keys).to contain_exactly(
"ongoing", "player1_won", "player2_won", "draw", "abandoned"
)
end
it "defaults to ongoing" do
match = Match.create!(valid_attributes)
expect(match.status).to eq("ongoing")
end
it "supports transitions to final statuses" do
match = Match.create!(valid_attributes)
match.player1_won!
expect(match.reload.status).to eq("player1_won")
end
end
describe ".finished" do
it "returns only matches with finished_at set" do
finished = Match.create!(valid_attributes.merge(finished_at: Time.current))
Match.create!(valid_attributes)
expect(Match.finished).to contain_exactly(finished)
end
end
describe ".for_user" do
it "returns matches where the user is either player" do
other = User.create!(nickname: "player_three", password: "secret123")
m1 = Match.create!(valid_attributes)
m2 = Match.create!(valid_attributes.merge(player1: player2, player2: player1))
Match.create!(valid_attributes.merge(player1: player2, player2: other))
expect(Match.for_user(player1)).to contain_exactly(m1, m2)
end
end
end
+29
View File
@@ -97,4 +97,33 @@ RSpec.describe User, type: :model do
expect(user.update(nickname: "new_nickname")).to be true
end
end
describe "#finished_matches" do
let(:user) { User.create!(valid_attributes) }
let(:opponent) { User.create!(nickname: "opponent", password: "secret123") }
let(:outsider) { User.create!(nickname: "outsider", password: "secret123") }
def build_match(attrs)
Match.create!({
player1: user,
player2: opponent,
status: :ongoing,
game_server: "ws://game-server:8080/ws",
started_at: Time.current,
player1_rating_before: 100,
player2_rating_before: 100,
player1_rating_change: 0,
player2_rating_change: 0
}.merge(attrs))
end
it "returns only finished matches of the user ordered by finished_at desc" do
older = build_match(status: :player1_won, finished_at: 2.days.ago)
newer = build_match(player1: opponent, player2: user, status: :player2_won, finished_at: 1.day.ago)
build_match(status: :ongoing, finished_at: nil)
build_match(player1: opponent, player2: outsider, status: :player1_won, finished_at: Time.current)
expect(user.finished_matches.to_a).to eq([ newer, older ])
end
end
end