Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-01-30 03:01:14 +05:30
parent 274c0b98e3
commit 7a55f6c376
9 changed files with 90 additions and 6 deletions
+18 -1
View File
@@ -1,4 +1,4 @@
const { getRooms, getRoom, updateRoom, createNewRoom } = require('../services/roomService');
const { getRooms, getRoom, updateRoom, createNewRoom, deleteRoom } = require('../services/roomService');
const { sendToOnePlayerRooms, sendToOnePlayerData, sendWinner } = require('../socket/emits');
module.exports = socket => {
@@ -8,6 +8,7 @@ module.exports = socket => {
const room = await getRoom(req.session.roomId);
// Handle the situation when the server crashes and any player reconnects after the time has expired
// Typically, the responsibility for changing players is managed by gameHandler.js.
if(!room) return;
if (room.nextMoveTime <= Date.now()) {
room.changeMovingPlayer();
await updateRoom(room);
@@ -26,7 +27,23 @@ module.exports = socket => {
sendToOnePlayerRooms(socket.id, await getRooms());
};
const handleDeleteRoom = async roomId => {
try {
console.log('🗑️ Attempting to delete room:', roomId);
const result = await deleteRoom(roomId);
console.log('✅ Room deleted successfully:', result);
const updatedRooms = await getRooms();
console.log('📋 Updated room count:', updatedRooms.length);
console.log('📤 Sending updated rooms to socket:', socket.id);
sendToOnePlayerRooms(socket.id, updatedRooms);
} catch (error) {
console.error('❌ Error deleting room:', error);
socket.emit('error:deleteRoom', 'Failed to delete room');
}
};
socket.on('room:data', handleGetData);
socket.on('room:rooms', handleGetAllRooms);
socket.on('room:create', handleCreateRoom);
socket.on('room:delete', handleDeleteRoom);
};