Files
ruby-sea-battle/frontend/src/components/GameScreen.jsx
T
2026-11-02 14:29:23 +03:00

163 lines
4.9 KiB
React

import { useEffect, useRef, useState, useCallback } from 'react'
import {
createGameConnection,
STATE_PLACING_SHIPS,
STATE_OPPONENT_READY,
STATE_WAIT_OPPONENT_READY,
STATE_YOUR_TURN,
STATE_WAIT_OPPONENT_TURN,
} from '../game'
import ShipPlacementScreen from './ShipPlacementScreen'
export default function GameScreen({ session, onLeave }) {
const [status, setStatus] = useState('connecting') // 'connecting' | 'placing' | 'game' | 'error'
const [gameState, setGameState] = useState(STATE_PLACING_SHIPS)
const [isSubmitting, setIsSubmitting] = useState(false)
const [opponentReady, setOpponentReady] = useState(false)
const [error, setError] = useState(null)
const connectionRef = useRef(null)
const attemptRef = useRef(0)
useEffect(() => {
const attempt = ++attemptRef.current
let cancelled = false
const connInstance = createGameConnection(session)
connInstance.promise
.then((conn) => {
if (cancelled || attempt !== attemptRef.current) return
connectionRef.current = conn
conn.onState = (newState) => {
if (cancelled || attempt !== attemptRef.current) return
if (newState === STATE_OPPONENT_READY) {
setOpponentReady(true)
} else if (
newState === STATE_WAIT_OPPONENT_READY ||
newState === STATE_YOUR_TURN ||
newState === STATE_WAIT_OPPONENT_TURN
) {
setIsSubmitting(false)
setGameState(newState)
setStatus('game')
}
}
conn.onEnd = (_code, reason) => {
if (cancelled || attempt !== attemptRef.current) return
setIsSubmitting(false)
setError(reason || 'Партия завершена')
setStatus('error')
}
conn.onClose = () => {
if (cancelled || attempt !== attemptRef.current) return
setIsSubmitting(false)
setStatus((prev) => {
if (prev !== 'error') {
setError('Соединение с сервером прервано')
return 'error'
}
return prev
})
}
setStatus('placing')
})
.catch((err) => {
if (cancelled || attempt !== attemptRef.current) return
setError(err.message || 'Не удалось подключиться к игре')
setStatus('error')
})
return () => {
cancelled = true
connInstance.cancel()
}
}, [session])
const handleReady = useCallback((ships) => {
if (!connectionRef.current) return
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' && (
<main className="search-screen">
<div className="search-label">Подключение к игре...</div>
<div className="bouncing-dots" aria-hidden="true">
<span />
<span />
<span />
</div>
</main>
)}
{status === 'placing' && (
<main className="game-screen-main">
<ShipPlacementScreen
onReady={handleReady}
isSubmitting={isSubmitting}
opponentReady={opponentReady}
/>
</main>
)}
{status === 'game' && (
<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>
)}
</main>
)}
{status === 'error' && (
<main className="search-screen">
<div className="search-error">{error}</div>
<button className="btn btn-big btn-secondary" onClick={onLeave}>
Назад в меню
</button>
</main>
)}
{/* Модальный pop-up с надписью "Загрузка...", пока сервер не ответит сменой состояния */}
{isSubmitting && (
<div className="modal-overlay">
<div className="modal loading-modal">
<h2 className="modal-title">Загрузка...</h2>
<div className="bouncing-dots" style={{ justifyContent: 'center', marginTop: 16 }}>
<span />
<span />
<span />
</div>
</div>
</div>
)}
</div>
)
}