feat(games): implement RoomManager with room lifecycle and tests
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
168
api/src/games/RoomManager.ts
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168
api/src/games/RoomManager.ts
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import { gameRegistry } from "@shared/games/registry";
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import type { Room, RoomSummary } from "./types";
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type ActionResult =
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| { ok: true; state: unknown; gameOver: { winner: string | null; reason: string } | null }
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| { ok: false; error: string };
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type CreateResult = { ok: true; roomId: string } | { ok: false; error: string };
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type JoinResult = { ok: true; started: boolean } | { ok: false; error: string };
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export class RoomManager {
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private rooms = new Map<string, Room>();
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private cleanupTimers = new Map<string, Timer>();
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createRoom(gameSlug: string, hostId: string): CreateResult {
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const plugin = gameRegistry.get(gameSlug);
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if (!plugin) return { ok: false, error: `Unknown game type: ${gameSlug}` };
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const id = crypto.randomUUID();
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const room: Room = {
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id,
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gameSlug,
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host: hostId,
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players: [hostId],
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spectators: new Set(),
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state: null,
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status: "waiting",
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createdAt: Date.now(),
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};
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this.rooms.set(id, room);
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this.scheduleCleanup(id, 60_000);
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return { ok: true, roomId: id };
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}
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joinRoom(roomId: string, playerId: string, as: "player" | "spectator"): JoinResult {
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const room = this.rooms.get(roomId);
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if (!room) return { ok: false, error: "Room not found" };
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if (as === "spectator") {
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room.spectators.add(playerId);
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return { ok: true, started: false };
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}
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if (room.status !== "waiting") return { ok: false, error: "Game already started" };
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const plugin = gameRegistry.get(room.gameSlug)!;
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if (room.players.length >= plugin.maxPlayers) return { ok: false, error: "Room is full" };
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if (room.players.includes(playerId)) return { ok: false, error: "Already in room" };
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room.players.push(playerId);
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if (room.players.length >= plugin.maxPlayers) {
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room.state = plugin.createInitialState(room.players);
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room.status = "playing";
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this.clearCleanup(roomId);
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return { ok: true, started: true };
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}
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return { ok: true, started: false };
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}
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handleAction(roomId: string, playerId: string, action: unknown): ActionResult {
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const room = this.rooms.get(roomId);
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if (!room) return { ok: false, error: "Room not found" };
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if (room.status !== "playing") return { ok: false, error: "Game is not in progress" };
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if (!room.players.includes(playerId)) return { ok: false, error: "You are not a player in this game" };
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const plugin = gameRegistry.get(room.gameSlug)!;
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const result = plugin.handleAction(room.state, action, playerId);
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if (!result.ok) return result;
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room.state = result.state;
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const gameOver = plugin.isGameOver?.(room.state) ?? null;
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if (gameOver) {
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room.status = "finished";
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this.scheduleCleanup(roomId, 60_000);
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}
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return { ok: true, state: room.state, gameOver };
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}
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leaveRoom(roomId: string, playerId: string): void {
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const room = this.rooms.get(roomId);
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if (!room) return;
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if (room.spectators.has(playerId)) {
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room.spectators.delete(playerId);
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return;
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}
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const playerIdx = room.players.indexOf(playerId);
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if (playerIdx === -1) return;
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room.players.splice(playerIdx, 1);
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if (room.status === "playing") {
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const plugin = gameRegistry.get(room.gameSlug)!;
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if (plugin.onPlayerDisconnect) {
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room.state = plugin.onPlayerDisconnect(room.state, playerId);
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const gameOver = plugin.isGameOver?.(room.state) ?? null;
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if (gameOver) {
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room.status = "finished";
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this.scheduleCleanup(roomId, 60_000);
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}
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}
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}
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if (room.players.length === 0 && room.status === "waiting") {
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this.deleteRoom(roomId);
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}
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}
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getRoom(roomId: string): Room | undefined {
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return this.rooms.get(roomId);
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}
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listRooms(gameSlug?: string): RoomSummary[] {
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const summaries: RoomSummary[] = [];
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for (const room of this.rooms.values()) {
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if (gameSlug && room.gameSlug !== gameSlug) continue;
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const plugin = gameRegistry.get(room.gameSlug);
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summaries.push({
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id: room.id,
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gameSlug: room.gameSlug,
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gameName: plugin?.name ?? room.gameSlug,
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host: room.host,
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playerCount: room.players.length,
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maxPlayers: plugin?.maxPlayers ?? 0,
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spectatorCount: room.spectators.size,
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status: room.status,
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});
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}
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return summaries;
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}
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getPlayerView(roomId: string, playerId: string): unknown {
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const room = this.rooms.get(roomId);
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if (!room || !room.state) return null;
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const plugin = gameRegistry.get(room.gameSlug)!;
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return plugin.getPlayerView(room.state, playerId);
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}
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getSpectatorView(roomId: string): unknown {
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const room = this.rooms.get(roomId);
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if (!room || !room.state) return null;
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const plugin = gameRegistry.get(room.gameSlug)!;
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return plugin.getSpectatorView(room.state);
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}
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private scheduleCleanup(roomId: string, ms: number): void {
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this.clearCleanup(roomId);
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const timer = setTimeout(() => this.deleteRoom(roomId), ms);
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this.cleanupTimers.set(roomId, timer);
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}
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private clearCleanup(roomId: string): void {
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const existing = this.cleanupTimers.get(roomId);
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if (existing) {
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clearTimeout(existing);
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this.cleanupTimers.delete(roomId);
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}
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}
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private deleteRoom(roomId: string): void {
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this.clearCleanup(roomId);
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this.rooms.delete(roomId);
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}
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}
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