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189b027a11 | ||
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153dc74ff6 |
@@ -12,11 +12,14 @@
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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.
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## Project roadmap
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- [x] Very simple sign-up/sign-in function
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- [x] Basic sign-up/sign-in function
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- [x] Matchmaking with delegation to the game server (using a shared JWT secret)
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- [ ] Actual game logic
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- [ ] Reporting game results back to the main server
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- [ ] Game UI
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- [x] Actual game logic & game UI
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- [x] Ship placement UI and logic
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- [x] Battle UI and logic
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- [x] End of battle UI
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- [ ] Saving results on the main server, match history, rating calculation
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- [ ] Additional in-game features: chat, reactions, live connection status
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- [ ] Profile customization
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## Guidelines
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@@ -0,0 +1,261 @@
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import { useState, useRef, useEffect, useCallback } from 'react'
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import SeaBoard from './SeaBoard'
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import {
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STATE_YOUR_TURN,
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STATE_WAIT_OPPONENT_TURN,
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FIRE_RESULT_MISS,
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FIRE_RESULT_HIT,
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FIRE_RESULT_SUNK,
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} from '../game'
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/**
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* Обрабатывает потопление корабля на поле соперника:
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* находит все соединенные клетки 'damaged', помечает их как 'destroyed',
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* а все окружающие клетки (включая диагональные) — как 'miss'.
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*/
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export function applySunkShipToBoard(prevBoard, hitX, hitY) {
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const board = prevBoard.map((row) => [...row])
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board[hitY][hitX] = 'damaged'
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const shipCells = [{ x: hitX, y: hitY }]
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// Поиск поврежденных клеток корабля по горизонтали
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let cx = hitX - 1
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while (cx >= 0 && board[hitY][cx] === 'damaged') {
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shipCells.push({ x: cx, y: hitY })
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cx--
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}
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cx = hitX + 1
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while (cx < 10 && board[hitY][cx] === 'damaged') {
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shipCells.push({ x: cx, y: hitY })
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cx++
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}
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// Поиск поврежденных клеток корабля по вертикали
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let cy = hitY - 1
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while (cy >= 0 && board[cy][hitX] === 'damaged') {
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shipCells.push({ x: hitX, y: cy })
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cy--
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}
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cy = hitY + 1
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while (cy < 10 && board[cy][hitX] === 'damaged') {
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shipCells.push({ x: hitX, y: cy })
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cy++
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}
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// Помечаем все палубы потопленного корабля как 'destroyed'
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for (const c of shipCells) {
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board[c.y][c.x] = 'destroyed'
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}
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// Окружающие клетки (включая диагональные) помечаем как 'miss'
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for (const c of shipCells) {
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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const nx = c.x + dx
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const ny = c.y + dy
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if (nx >= 0 && nx < 10 && ny >= 0 && ny < 10) {
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if (board[ny][nx] !== 'destroyed') {
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board[ny][nx] = 'miss'
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}
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}
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}
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}
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}
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return board
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}
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export default function BattleScreen({
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myShips = [],
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gameState,
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connection,
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onLeave,
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}) {
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// Поле игрока (собственные корабли без скруглений)
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const [myBoard] = useState(() => {
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const b = Array.from({ length: 10 }, () => Array(10).fill('empty'))
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for (const ship of myShips) {
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for (let i = 0; i < ship.size; i++) {
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const cx = ship.orientation ? ship.x : ship.x + i
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const cy = ship.orientation ? ship.y + i : ship.y
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if (cx >= 0 && cx < 10 && cy >= 0 && cy < 10) {
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b[cy][cx] = 'ship'
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}
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}
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}
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return b
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})
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// Поле соперника (туман войны: изначально все клетки пустые)
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const [opponentBoard, setOpponentBoard] = useState(() =>
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Array.from({ length: 10 }, () => Array(10).fill('empty'))
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)
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const [aiming, setAiming] = useState(null)
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const [isFiring, setIsFiring] = useState(false)
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const [showSurrenderModal, setShowSurrenderModal] = useState(false)
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const pendingShotRef = useRef(null)
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const isMyTurn = gameState === STATE_YOUR_TURN
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// Обработка результатов выстрела от сервера
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useEffect(() => {
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if (!connection) return
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connection.onFireResult = (resultCode) => {
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const shot = pendingShotRef.current
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pendingShotRef.current = null
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setIsFiring(false)
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setAiming(null)
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if (!shot) return
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const { x, y } = shot
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if (resultCode === FIRE_RESULT_MISS) {
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setOpponentBoard((prev) => {
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const next = prev.map((row) => [...row])
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next[y][x] = 'miss'
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return next
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})
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} else if (resultCode === FIRE_RESULT_HIT) {
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setOpponentBoard((prev) => {
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const next = prev.map((row) => [...row])
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next[y][x] = 'damaged'
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return next
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})
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} else if (resultCode === FIRE_RESULT_SUNK) {
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setOpponentBoard((prev) => applySunkShipToBoard(prev, x, y))
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}
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}
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return () => {
|
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connection.onFireResult = null
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}
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}, [connection])
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// Наведение курсора на клетку поля соперника (прицеливание)
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const handleCellHover = useCallback(
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(x, y) => {
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if (!isMyTurn || isFiring) return
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||||
// Не подсвечивать прицел на уже пораженных клетках
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if (opponentBoard[y][x] !== 'empty') {
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setAiming(null)
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return
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}
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setAiming({ x, y })
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},
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[isMyTurn, isFiring, opponentBoard]
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)
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const handleCellLeave = useCallback(() => {
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setAiming(null)
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}, [])
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// Клик по клетке поля соперника (выстрел)
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const handleCellClick = useCallback(
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(x, y) => {
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if (!isMyTurn || isFiring) return
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if (opponentBoard[y][x] !== 'empty') return
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setIsFiring(true)
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pendingShotRef.current = { x, y }
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connection.fire(x, y)
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},
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[isMyTurn, isFiring, opponentBoard, connection]
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)
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return (
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<div className="battle-screen-container">
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{/* Верхняя панель со статусом и кнопкой сдаться в углу */}
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<div className="battle-header">
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<div className="battle-header-left">
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<div className="battle-status-badge">
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{isMyTurn ? 'Ваш ход — выберите цель' : 'Ожидайте ход соперника'}
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</div>
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</div>
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<div className="battle-header-right">
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<button
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type="button"
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className="btn btn-secondary surrender-btn"
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onClick={() => setShowSurrenderModal(true)}
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>
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Сдаться
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</button>
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</div>
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</div>
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{/* Основная боевая область с двумя полями и стрелкой посередине */}
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<div className="battle-boards-layout">
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{/* Левая половина: собственное поле игрока */}
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<div className="battle-field-panel">
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<div className="battle-field-title">Ваш флот</div>
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<SeaBoard cells={myBoard} />
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</div>
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{/* Между половинами: голубая стрелка, показывающая направление атаки */}
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<div className="battle-turn-indicator-col">
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<div
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className={`battle-arrow ${isMyTurn ? 'arrow-right' : 'arrow-left'}`}
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title={isMyTurn ? 'Вы атакуете поле соперника' : 'Соперник атакует ваше поле'}
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>
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<svg
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width="44"
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height="44"
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viewBox="0 0 24 24"
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aria-hidden="true"
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>
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<polygon points="6,4 18,12 6,20" />
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</svg>
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</div>
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<div className="battle-arrow-text">
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{isMyTurn ? 'Атака' : 'Оборона'}
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</div>
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</div>
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{/* Правая половина: поле соперника */}
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<div className={`battle-field-panel ${isMyTurn ? 'active-target-panel' : ''}`}>
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<div className="battle-field-title">Флот соперника</div>
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<SeaBoard
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cells={opponentBoard}
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interactive={isMyTurn && !isFiring}
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aiming={isMyTurn && !isFiring ? aiming : null}
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onCellHover={handleCellHover}
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onCellLeave={handleCellLeave}
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onCellClick={handleCellClick}
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/>
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</div>
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</div>
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{/* Модальное окно заглушки "Сдаться" */}
|
||||
{showSurrenderModal && (
|
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<div className="modal-overlay">
|
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<div className="modal surrender-modal">
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<h2 className="modal-title">Сдаться</h2>
|
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<p className="surrender-desc">
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Функция «Сдаться» в данный момент находится в разработке на сервере.
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</p>
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<div className="surrender-actions">
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<button
|
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type="button"
|
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className="btn btn-primary"
|
||||
onClick={() => setShowSurrenderModal(false)}
|
||||
>
|
||||
Вернуться в бой
|
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</button>
|
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<button
|
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type="button"
|
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className="btn btn-secondary"
|
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onClick={onLeave}
|
||||
>
|
||||
Выйти в меню
|
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</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)
|
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}
|
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@@ -6,12 +6,17 @@ import {
|
||||
STATE_WAIT_OPPONENT_READY,
|
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STATE_YOUR_TURN,
|
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STATE_WAIT_OPPONENT_TURN,
|
||||
END_CODE_VICTORY,
|
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END_CODE_DEFEAT,
|
||||
} from '../game'
|
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import ShipPlacementScreen from './ShipPlacementScreen'
|
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import BattleScreen from './BattleScreen'
|
||||
|
||||
export default function GameScreen({ session, onLeave }) {
|
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const [status, setStatus] = useState('connecting') // 'connecting' | 'placing' | 'game' | 'error'
|
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// '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)
|
||||
@@ -34,28 +39,42 @@ export default function GameScreen({ session, onLeave }) {
|
||||
|
||||
if (newState === STATE_OPPONENT_READY) {
|
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setOpponentReady(true)
|
||||
} else if (newState === STATE_WAIT_OPPONENT_READY) {
|
||||
setIsSubmitting(false)
|
||||
setGameState(newState)
|
||||
setStatus('waiting_opponent')
|
||||
} else if (
|
||||
newState === STATE_WAIT_OPPONENT_READY ||
|
||||
newState === STATE_YOUR_TURN ||
|
||||
newState === STATE_WAIT_OPPONENT_TURN
|
||||
) {
|
||||
setIsSubmitting(false)
|
||||
setGameState(newState)
|
||||
setStatus('game')
|
||||
setStatus('battle')
|
||||
}
|
||||
}
|
||||
|
||||
conn.onEnd = (_code, reason) => {
|
||||
conn.onEnd = (code, reason) => {
|
||||
if (cancelled || attempt !== attemptRef.current) return
|
||||
setIsSubmitting(false)
|
||||
setError(reason || 'Партия завершена')
|
||||
setStatus('error')
|
||||
|
||||
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'
|
||||
@@ -80,24 +99,11 @@ export default function GameScreen({ session, onLeave }) {
|
||||
|
||||
const handleReady = useCallback((ships) => {
|
||||
if (!connectionRef.current) return
|
||||
setMyShips(ships)
|
||||
setIsSubmitting(true)
|
||||
connectionRef.current.placeShips(ships)
|
||||
}, [])
|
||||
|
||||
// Текст заглушки в зависимости от состояния игры
|
||||
const getGameStubText = () => {
|
||||
switch (gameState) {
|
||||
case STATE_WAIT_OPPONENT_READY:
|
||||
return 'Соперник расставляет корабли...'
|
||||
case STATE_YOUR_TURN:
|
||||
return 'Ваш ход'
|
||||
case STATE_WAIT_OPPONENT_TURN:
|
||||
return 'Соперник ходит'
|
||||
default:
|
||||
return ''
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="page game-page">
|
||||
{status === 'connecting' && (
|
||||
@@ -121,17 +127,45 @@ export default function GameScreen({ session, onLeave }) {
|
||||
</main>
|
||||
)}
|
||||
|
||||
{status === 'game' && (
|
||||
{status === 'waiting_opponent' && (
|
||||
<main className="search-screen">
|
||||
<div className="search-label">{getGameStubText()}</div>
|
||||
{(gameState === STATE_WAIT_OPPONENT_READY ||
|
||||
gameState === STATE_WAIT_OPPONENT_TURN) && (
|
||||
<div className="bouncing-dots" aria-hidden="true">
|
||||
<span />
|
||||
<span />
|
||||
<span />
|
||||
</div>
|
||||
)}
|
||||
<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>
|
||||
)}
|
||||
|
||||
|
||||
@@ -3,6 +3,10 @@ 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 = [],
|
||||
@@ -10,6 +14,13 @@ export default function SeaBoard({
|
||||
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}`}>
|
||||
@@ -37,52 +48,87 @@ export default function SeaBoard({
|
||||
{/* Само игровое поле 10x10 */}
|
||||
<div className="sea-grid-container" ref={gridRef}>
|
||||
{/* Базовая сетка 10x10 клеток */}
|
||||
<div className="sea-grid">
|
||||
{Array.from({ length: 100 }).map((_, idx) => (
|
||||
<div key={idx} className="sea-cell" />
|
||||
))}
|
||||
</div>
|
||||
<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
|
||||
|
||||
{/* Слой расставленных кораблей */}
|
||||
<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
|
||||
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')
|
||||
|
||||
return (
|
||||
<div
|
||||
key={ship.id}
|
||||
className={`board-ship ${ship.orientation ? 'vertical' : 'horizontal'}`}
|
||||
style={{
|
||||
left: `${left}px`,
|
||||
top: `${top}px`,
|
||||
width: `${width}px`,
|
||||
height: `${height}px`,
|
||||
}}
|
||||
onPointerDown={(e) => {
|
||||
if (onShipPointerDown) {
|
||||
onShipPointerDown(e, ship)
|
||||
if (interactive && aiming) {
|
||||
if (isTarget) classNames.push('aim-target')
|
||||
else if (isAimRow) classNames.push('aim-row')
|
||||
else if (isAimCol) classNames.push('aim-col')
|
||||
}
|
||||
}}
|
||||
>
|
||||
{Array.from({ length: ship.size }).map((_, segIdx) => (
|
||||
<div
|
||||
key={segIdx}
|
||||
className="ship-segment"
|
||||
data-segment={segIdx}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
|
||||
return (
|
||||
<div
|
||||
key={`${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) */}
|
||||
{preview && (
|
||||
{!cells && preview && (
|
||||
<div
|
||||
className={`board-ship ghost-preview ${
|
||||
preview.orientation ? 'vertical' : 'horizontal'
|
||||
|
||||
@@ -128,11 +128,11 @@ export default function ShipPlacementScreen({
|
||||
prev.map((s) =>
|
||||
s.id === ship.id
|
||||
? {
|
||||
...s,
|
||||
x: rot.x,
|
||||
y: rot.y,
|
||||
orientation: rot.orientation,
|
||||
}
|
||||
...s,
|
||||
x: rot.x,
|
||||
y: rot.y,
|
||||
orientation: rot.orientation,
|
||||
}
|
||||
: s
|
||||
)
|
||||
)
|
||||
@@ -235,12 +235,12 @@ export default function ShipPlacementScreen({
|
||||
prev.map((s) =>
|
||||
s.id === drag.ship.id
|
||||
? {
|
||||
...s,
|
||||
placed: true,
|
||||
x: drag.candidate.x,
|
||||
y: drag.candidate.y,
|
||||
orientation: drag.candidate.orientation,
|
||||
}
|
||||
...s,
|
||||
placed: true,
|
||||
x: drag.candidate.x,
|
||||
y: drag.candidate.y,
|
||||
orientation: drag.candidate.orientation,
|
||||
}
|
||||
: s
|
||||
)
|
||||
)
|
||||
@@ -250,12 +250,12 @@ export default function ShipPlacementScreen({
|
||||
prev.map((s) =>
|
||||
s.id === drag.ship.id
|
||||
? {
|
||||
...s,
|
||||
placed: false,
|
||||
x: 0,
|
||||
y: 0,
|
||||
orientation: false,
|
||||
}
|
||||
...s,
|
||||
placed: false,
|
||||
x: 0,
|
||||
y: 0,
|
||||
orientation: false,
|
||||
}
|
||||
: s
|
||||
)
|
||||
)
|
||||
@@ -313,11 +313,9 @@ export default function ShipPlacementScreen({
|
||||
|
||||
return (
|
||||
<div className="placement-screen-layout">
|
||||
{opponentReady && (
|
||||
<div className="placement-opponent-badge">
|
||||
Соперник готов к бою!
|
||||
</div>
|
||||
)}
|
||||
<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 */}
|
||||
@@ -421,28 +419,23 @@ export default function ShipPlacementScreen({
|
||||
{/* Парящий под курсором корабль при перетаскивании */}
|
||||
{activeDrag && (
|
||||
<div
|
||||
className={`floating-drag-ship ${
|
||||
activeDrag.orientation ? 'vertical' : 'horizontal'
|
||||
}`}
|
||||
className={`floating-drag-ship ${activeDrag.orientation ? 'vertical' : 'horizontal'
|
||||
}`}
|
||||
style={{
|
||||
left: `${
|
||||
activeDrag.currentPos.x -
|
||||
left: `${activeDrag.currentPos.x -
|
||||
(!activeDrag.orientation ? activeDrag.segIndex * 33 + 15 : 15)
|
||||
}px`,
|
||||
top: `${
|
||||
activeDrag.currentPos.y -
|
||||
}px`,
|
||||
top: `${activeDrag.currentPos.y -
|
||||
(activeDrag.orientation ? activeDrag.segIndex * 33 + 15 : 15)
|
||||
}px`,
|
||||
width: `${
|
||||
!activeDrag.orientation
|
||||
}px`,
|
||||
width: `${!activeDrag.orientation
|
||||
? activeDrag.ship.size * 30 + (activeDrag.ship.size - 1) * 3
|
||||
: 30
|
||||
}px`,
|
||||
height: `${
|
||||
activeDrag.orientation
|
||||
}px`,
|
||||
height: `${activeDrag.orientation
|
||||
? activeDrag.ship.size * 30 + (activeDrag.ship.size - 1) * 3
|
||||
: 30
|
||||
}px`,
|
||||
}px`,
|
||||
}}
|
||||
>
|
||||
{Array.from({ length: activeDrag.ship.size }).map((_, segIdx) => (
|
||||
|
||||
@@ -11,6 +11,8 @@ 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
|
||||
@@ -19,6 +21,17 @@ export const STATE_WAIT_OPPONENT_READY = 3 // ожидайте готовнос
|
||||
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',
|
||||
4001: 'Ожидалось сообщение JOIN',
|
||||
@@ -69,7 +82,11 @@ export function createGameConnection({ gameServerUrl, gameToken, userToken }) {
|
||||
}
|
||||
sendMessage(payload)
|
||||
},
|
||||
fire(x, y) {
|
||||
sendMessage([OP_FIRE, Number(x), Number(y)])
|
||||
},
|
||||
onState: null,
|
||||
onFireResult: null,
|
||||
onEnd: null,
|
||||
onClose: null,
|
||||
onError: null,
|
||||
@@ -102,6 +119,11 @@ export function createGameConnection({ gameServerUrl, gameToken, userToken }) {
|
||||
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'
|
||||
|
||||
@@ -915,3 +915,215 @@ body.is-dragging * {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
+47
-5
@@ -34,6 +34,8 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
|
||||
| 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)
|
||||
|
||||
@@ -67,11 +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)
|
||||
|
||||
@@ -92,10 +98,13 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
|
||||
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).
|
||||
@@ -153,6 +162,39 @@ JWT_SECRET=... PUBLIC_ADDR=ws://localhost:8081/ws ./server
|
||||
- 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 |
|
||||
|
||||
@@ -23,6 +23,7 @@ var (
|
||||
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.
|
||||
@@ -99,9 +100,11 @@ type PlayerSlot struct {
|
||||
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
|
||||
ships []protocol.Ship
|
||||
board Board
|
||||
shipsPlaced bool
|
||||
struck [BoardSize][BoardSize]bool
|
||||
shipsRemaining int
|
||||
}
|
||||
|
||||
// Match is the state of a single game of sea battle.
|
||||
@@ -156,6 +159,26 @@ func (m *Match) Board(slotIdx int) (Board, bool) {
|
||||
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]:
|
||||
@@ -395,11 +418,119 @@ func (m *Manager) PlaceShips(ctx context.Context, match *Match, slotIdx int, shi
|
||||
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()
|
||||
@@ -433,6 +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.
|
||||
@@ -483,10 +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()
|
||||
@@ -499,9 +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 {
|
||||
@@ -529,8 +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)
|
||||
|
||||
@@ -644,3 +644,343 @@ func TestPlaceShipsBeforeMatchStarts(t *testing.T) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -12,8 +12,10 @@
|
||||
// 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
|
||||
@@ -36,6 +38,8 @@ const (
|
||||
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.
|
||||
@@ -89,9 +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).
|
||||
@@ -275,3 +289,42 @@ func BuildPlaceShips(ships []Ship) []byte {
|
||||
}
|
||||
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})
|
||||
}
|
||||
|
||||
|
||||
@@ -262,3 +262,90 @@ func TestValidateShips(t *testing.T) {
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
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")
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
@@ -291,6 +291,16 @@ func (h *Handler) ServeHTTP(w http.ResponseWriter, r *http.Request) {
|
||||
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)
|
||||
|
||||
@@ -429,3 +429,160 @@ func TestPlaceShipsOverWebSocket(t *testing.T) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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])
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user