Refactor code structure for improved readability and maintainability
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@@ -1,4 +1,4 @@
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const { getRooms, getRoom, updateRoom, createNewRoom } = require('../services/roomService');
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const { getRooms, getRoom, updateRoom, createNewRoom, deleteRoom } = require('../services/roomService');
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const { sendToOnePlayerRooms, sendToOnePlayerData, sendWinner } = require('../socket/emits');
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module.exports = socket => {
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@@ -8,6 +8,7 @@ module.exports = socket => {
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const room = await getRoom(req.session.roomId);
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// Handle the situation when the server crashes and any player reconnects after the time has expired
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// Typically, the responsibility for changing players is managed by gameHandler.js.
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if(!room) return;
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if (room.nextMoveTime <= Date.now()) {
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room.changeMovingPlayer();
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await updateRoom(room);
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@@ -26,7 +27,23 @@ module.exports = socket => {
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sendToOnePlayerRooms(socket.id, await getRooms());
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};
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const handleDeleteRoom = async roomId => {
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try {
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console.log('🗑️ Attempting to delete room:', roomId);
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const result = await deleteRoom(roomId);
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console.log('✅ Room deleted successfully:', result);
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const updatedRooms = await getRooms();
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console.log('📋 Updated room count:', updatedRooms.length);
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console.log('📤 Sending updated rooms to socket:', socket.id);
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sendToOnePlayerRooms(socket.id, updatedRooms);
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} catch (error) {
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console.error('❌ Error deleting room:', error);
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socket.emit('error:deleteRoom', 'Failed to delete room');
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}
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};
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socket.on('room:data', handleGetData);
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socket.on('room:rooms', handleGetAllRooms);
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socket.on('room:create', handleCreateRoom);
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socket.on('room:delete', handleDeleteRoom);
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};
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