ludo-web-multiplayer/backend/handlers/roomHandler.js

50 lines
2.0 KiB
JavaScript

const { getRooms, getRoom, updateRoom, createNewRoom, deleteRoom } = require('../services/roomService');
const { sendToOnePlayerRooms, sendToOnePlayerData, sendWinner } = require('../socket/emits');
module.exports = socket => {
const req = socket.request;
const handleGetData = async () => {
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);
}
sendToOnePlayerData(socket.id, room);
if (room.winner) sendWinner(socket.id, room.winner);
};
const handleGetAllRooms = async () => {
const rooms = await getRooms();
sendToOnePlayerRooms(socket.id, rooms);
};
const handleCreateRoom = async data => {
await createNewRoom(data);
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);
};