feat(games): add solo mode to room creation and AU currency betting
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Solo mode is now a toggle in the chess room creation modal, available to all users instead of admin-only. Betting lets players wager AU on games with preset amounts, async deduction on game start, and automatic payout/refund on game end. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -2,6 +2,8 @@ import { RoomManager } from "./RoomManager";
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import { GameWsClientSchema } from "./types";
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import type { PlayerInfo } from "./types";
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import { logger } from "@shared/lib/logger";
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import { economyService } from "@shared/modules/economy/economy.service";
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import { TransactionType } from "@shared/lib/constants";
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import type { Server, ServerWebSocket } from "bun";
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export interface WsConnectionData {
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@@ -58,6 +60,24 @@ export class GameServer {
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});
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this.roomManager.emitter.on("game:ended", ({ roomId, winner, reason }) => {
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const room = this.roomManager.getRoom(roomId);
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const betAmount = room?.betAmount ?? 0;
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// Handle bet payouts asynchronously — broadcast happens after settlement
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if (betAmount > 0) {
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this.settleBets(roomId, winner, betAmount).then((payout) => {
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this.publish(`room:${roomId}`, {
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type: "GAME_ENDED",
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roomId,
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winner,
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reason,
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payout,
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});
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this.publishRoomListUpdate();
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});
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return;
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}
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this.publish(`room:${roomId}`, {
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type: "GAME_ENDED",
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roomId,
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@@ -117,7 +137,11 @@ export class GameServer {
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switch (msg.type) {
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case "CREATE_ROOM": {
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const result = this.roomManager.createRoom(msg.gameType, discordId, msg.options);
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// Solo mode forces betAmount to 0
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const options = msg.options ? { ...msg.options } : {};
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if (options.soloMode) options.betAmount = 0;
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const result = this.roomManager.createRoom(msg.gameType, discordId, options);
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if (!result.ok) {
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ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
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return;
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@@ -126,6 +150,15 @@ export class GameServer {
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ws.data.rooms.add(result.roomId);
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ws.send(JSON.stringify({ type: "ROOM_CREATED", roomId: result.roomId, gameSlug: msg.gameType }));
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logger.info("web", `Room created: ${result.roomId} (${msg.gameType}) by ${discordId}`);
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// Solo mode: auto-fill and start immediately
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if (options.soloMode) {
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const fillResult = this.roomManager.fillRoom(result.roomId, discordId);
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if (!fillResult.ok) {
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ws.send(JSON.stringify({ type: "ERROR", message: fillResult.error }));
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}
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// fillRoom with betAmount=0 calls startGame internally
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}
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break;
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}
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@@ -169,6 +202,9 @@ export class GameServer {
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}
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this.replacedConnections.delete(discordId);
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// Build room options for the client
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const roomOptions = room?.betAmount ? { betAmount: room.betAmount } : undefined;
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// Respond with JOIN_RESULT
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ws.send(JSON.stringify({
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type: "JOIN_RESULT",
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@@ -178,6 +214,7 @@ export class GameServer {
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players,
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spectators,
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state,
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roomOptions,
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}));
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// Notify other room members
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@@ -190,6 +227,11 @@ export class GameServer {
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});
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logger.info("web", `${discordId} joined room ${msg.roomId} as ${result.joinedAs}`);
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// Handle async bet deduction when room is ready to start
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if (result.readyToStart && room) {
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this.deductBetsAndStart(msg.roomId, room.betAmount, room.players, ws);
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}
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break;
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}
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@@ -215,11 +257,15 @@ export class GameServer {
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ws.send(JSON.stringify({ type: "ERROR", message: "Only admins can fill a room for solo testing" }));
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return;
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}
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const result = this.roomManager.fillRoom(msg.roomId, discordId);
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if (!result.ok) {
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ws.send(JSON.stringify({ type: "ERROR", message: result.error }));
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const fillResult = this.roomManager.fillRoom(msg.roomId, discordId);
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if (!fillResult.ok) {
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ws.send(JSON.stringify({ type: "ERROR", message: fillResult.error }));
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return;
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}
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if (fillResult.readyToStart) {
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const room = this.roomManager.getRoom(msg.roomId);
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if (room) this.deductBetsAndStart(msg.roomId, room.betAmount, room.players, ws);
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}
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logger.info("web", `Admin ${discordId} filled room ${msg.roomId} for solo testing`);
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break;
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}
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@@ -241,6 +287,112 @@ export class GameServer {
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this.connections.delete(ws.data.session.discordId);
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}
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/**
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* Deduct bet amounts from all players, then start the game.
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* If any player can't afford the bet, refund already-deducted players
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* and remove the failing player from the room.
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*/
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private async deductBetsAndStart(
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roomId: string,
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betAmount: number,
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playerIds: string[],
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triggeringWs: ServerWebSocket<WsConnectionData>,
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): Promise<void> {
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const room = this.roomManager.getRoom(roomId);
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if (!room || room.betsPending) return;
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room.betsPending = true;
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const uniquePlayers = [...new Set(playerIds)];
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const deducted: string[] = [];
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try {
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for (const pid of uniquePlayers) {
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await economyService.modifyUserBalance(
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pid,
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-BigInt(betAmount),
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TransactionType.GAME_BET,
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`Chess wager (room ${roomId.slice(0, 8)})`,
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);
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deducted.push(pid);
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}
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// All deductions succeeded — start the game
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const startResult = this.roomManager.startGame(roomId);
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if (!startResult.ok) {
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// Shouldn't happen, but refund if it does
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await this.refundPlayers(deducted, betAmount, roomId);
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}
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} catch (err) {
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// Refund anyone already deducted
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await this.refundPlayers(deducted, betAmount, roomId);
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// Find the player who couldn't afford the bet
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const failedPlayer = uniquePlayers.find(p => !deducted.includes(p));
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if (failedPlayer) {
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this.roomManager.removePlayer(roomId, failedPlayer);
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this.sendToPlayer(failedPlayer, {
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type: "ERROR",
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message: "Insufficient funds for the bet. You have been removed from the room.",
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});
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this.publish(`room:${roomId}`, {
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type: "PLAYER_LEFT",
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roomId,
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playerId: failedPlayer,
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});
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}
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logger.warn("web", `Bet deduction failed for room ${roomId}: ${err}`);
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} finally {
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if (room) room.betsPending = false;
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}
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}
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/** Pay out winnings or refund bets on game end. */
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private async settleBets(
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roomId: string,
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winner: string | null,
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betAmount: number,
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): Promise<{ amount: number; refunded?: boolean }> {
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const room = this.roomManager.getRoom(roomId);
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const uniquePlayers = [...new Set(room?.players ?? [])];
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const pot = betAmount * uniquePlayers.length;
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try {
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if (winner) {
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// Winner takes the pot
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await economyService.modifyUserBalance(
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winner,
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BigInt(pot),
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TransactionType.GAME_WIN,
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`Chess wager won (room ${roomId.slice(0, 8)})`,
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);
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return { amount: pot };
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} else {
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// Draw — refund all players
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await this.refundPlayers(uniquePlayers, betAmount, roomId);
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return { amount: betAmount, refunded: true };
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}
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} catch (err) {
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logger.error("web", `Bet settlement failed for room ${roomId}: ${err}`);
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return { amount: 0 };
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}
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}
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private async refundPlayers(playerIds: string[], betAmount: number, roomId: string): Promise<void> {
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for (const pid of playerIds) {
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try {
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await economyService.modifyUserBalance(
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pid,
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BigInt(betAmount),
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TransactionType.GAME_WIN,
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`Chess wager refund (room ${roomId.slice(0, 8)})`,
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);
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} catch (err) {
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logger.error("web", `Failed to refund ${pid} for room ${roomId}: ${err}`);
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}
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}
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}
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private publish(channel: string, message: unknown): void {
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this.bunServer?.publish(channel, JSON.stringify(message));
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}
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@@ -14,8 +14,9 @@ type ActionResult =
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type CreateResult = { ok: true; roomId: string } | { ok: false; error: string };
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type JoinResult =
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| { ok: true; joinedAs: "player" | "spectator"; started: boolean }
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| { ok: true; joinedAs: "player" | "spectator"; started: boolean; readyToStart?: boolean }
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| { ok: false; error: string };
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type FillResult = { ok: true; readyToStart?: boolean } | { ok: false; error: string };
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type RoomEvents = {
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"room:created": { roomId: string; gameSlug: string; hostId: string };
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@@ -38,6 +39,7 @@ export class RoomManager {
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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 betAmount = typeof options?.betAmount === "number" && options.betAmount > 0 ? options.betAmount : 0;
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const room: Room = {
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id,
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gameSlug,
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@@ -48,6 +50,7 @@ export class RoomManager {
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status: "waiting",
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createdAt: Date.now(),
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options,
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betAmount,
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};
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this.rooms.set(id, room);
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@@ -86,17 +89,12 @@ export class RoomManager {
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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, room.options);
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room.status = "playing";
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this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
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const spectatorView = plugin.getSpectatorView(room.state);
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const playerViews = new Map<string, unknown>();
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for (const pid of room.players) {
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playerViews.set(pid, plugin.getPlayerView(room.state, pid));
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// Defer start when bets are involved — GameServer handles async deduction first
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if (room.betAmount > 0) {
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this.emitter.emit("room:list:changed");
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return { ok: true, joinedAs: "player", started: false, readyToStart: true };
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}
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this.emitter.emit("game:started", { roomId, spectatorView, playerViews });
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this.emitter.emit("room:list:changed");
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this.startGame(roomId);
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return { ok: true, joinedAs: "player", started: true };
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}
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@@ -175,7 +173,7 @@ export class RoomManager {
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* (e.g. ["alice", "alice"]). Plugin authors should be aware that
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* solo-test mode produces non-unique player arrays.
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*/
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fillRoom(roomId: string, adminId: string): { ok: true } | { ok: false; error: string } {
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fillRoom(roomId: string, adminId: string): FillResult {
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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 !== "waiting") return { ok: false, error: "Game is not in waiting state" };
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@@ -186,6 +184,23 @@ export class RoomManager {
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room.players.push(adminId);
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}
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// Defer start when bets are involved
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if (room.betAmount > 0) {
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this.emitter.emit("room:list:changed");
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return { ok: true, readyToStart: true };
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}
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this.startGame(roomId);
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return { ok: true };
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}
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/** Initialize game state and transition room to playing. */
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startGame(roomId: string): { ok: true } | { ok: false; error: string } {
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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 !== "waiting") return { ok: false, error: "Game is not in waiting state" };
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const plugin = gameRegistry.get(room.gameSlug)!;
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room.state = plugin.createInitialState(room.players, room.options);
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room.status = "playing";
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this.scheduleCleanup(roomId, ROOM_CONFIG.PLAYING_MAX_MS);
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@@ -200,6 +215,15 @@ export class RoomManager {
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return { ok: true };
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}
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/** Remove a player from a waiting room (used when bet deduction fails). */
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removePlayer(roomId: string, playerId: string): void {
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const room = this.rooms.get(roomId);
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if (!room || room.status !== "waiting") return;
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const idx = room.players.indexOf(playerId);
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if (idx !== -1) room.players.splice(idx, 1);
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this.emitter.emit("room:list:changed");
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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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@@ -218,6 +242,7 @@ export class RoomManager {
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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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betAmount: room.betAmount,
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});
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}
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return summaries;
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@@ -10,6 +10,9 @@ export interface Room {
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status: "waiting" | "playing" | "finished";
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createdAt: number;
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options?: Record<string, unknown>;
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betAmount: number;
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/** Guard against double bet-deduction when two joins race */
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betsPending?: boolean;
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}
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export interface RoomSummary {
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@@ -21,6 +24,7 @@ export interface RoomSummary {
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maxPlayers: number;
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spectatorCount: number;
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status: "waiting" | "playing" | "finished";
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betAmount: number;
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}
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export interface PlayerInfo {
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@@ -51,8 +55,8 @@ export type GameWsServerMessage =
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| { type: "PLAYER_JOINED"; roomId: string; player: PlayerInfo; joinedAs: "player" | "spectator" }
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| { type: "PLAYER_LEFT"; roomId: string; playerId: string }
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| { type: "GAME_STARTED"; roomId: string; state: unknown }
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| { type: "GAME_ENDED"; roomId: string; winner: string | null; reason: string }
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| { type: "GAME_ENDED"; roomId: string; winner: string | null; reason: string; payout?: { amount: number; refunded?: boolean } }
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| { type: "ROOM_CREATED"; roomId: string; gameSlug: string }
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| { type: "JOIN_RESULT"; roomId: string; joinedAs: "player" | "spectator"; roomStatus: "waiting" | "playing" | "finished"; players: PlayerInfo[]; spectators: PlayerInfo[]; state?: unknown }
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| { type: "JOIN_RESULT"; roomId: string; joinedAs: "player" | "spectator"; roomStatus: "waiting" | "playing" | "finished"; players: PlayerInfo[]; spectators: PlayerInfo[]; state?: unknown; roomOptions?: { betAmount?: number } }
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| { type: "SESSION_REPLACED"; roomId: string }
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| { type: "ERROR"; message: string };
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