Files
lifegame/server/rooms.js
T
Kevin d40bc09867 Phase 1: reducer, SQLite, rooms & invite links
Turns the Phase 0 deployment shell into a playable async multiplayer game:

- shared/game.js + shared/board.js: pure reducer (reduce(state, action) ->
  newState) over a small branching board subset mirroring the sketched
  design (Career/Education fork, Relationship/Investment fork, High-Risk/Safe
  fork, race to Finish). Dice randomness is generated server-side and shipped
  inside the ROLL action payload, so the reducer itself stays fully pure and
  is identically importable by both server and browser.
- server/db.js: SQLite (better-sqlite3) schema for games/players/tokens,
  config and state stored as JSON. tokens covers both room invite links and
  per-player reconnect secrets.
- server/rooms.js: in-memory room registry that is the only place the shared
  reducer is invoked server-side — validates intents, applies actions,
  persists, and broadcasts to every socket in the room.
- server/index.js: REST endpoints to create/join/inspect a game, and a
  room-aware /ws that authenticates via a first {type:'AUTH'} message rather
  than a URL query param (keeps session tokens out of access/proxy logs).
- public/client.js + public/index.html: NetworkTransport wrapping the
  WebSocket, localStorage-backed session persistence so a reload resumes as
  the same player, and a lobby/waiting-room/game-view UI.
- Dockerfile: adds python3/make/g++ so better-sqlite3's node-gyp fallback
  builds on Alpine when a prebuilt binary isn't available for the exact
  Node/musl combo.

Verified: shared/game.test.js (node --test) covers the full rules engine;
a scripted two-client run over real HTTP+WS confirms both clients converge
on identical state through create/join/start/play-to-finish; a server
restart mid-game preserves state and reconnect resumes the same player
without creating a duplicate.
2026-07-21 17:10:56 -07:00

79 lines
2.7 KiB
JavaScript

/**
* In-memory room registry, SQLite as the durable backing store. Every
* authoritative state change flows through applyAndBroadcast(), which is the
* only place the shared reducer is invoked server-side.
*/
import crypto from 'node:crypto';
import { reduce, getLegalIntents } from '../shared/game.js';
import * as db from './db.js';
export class RoomError extends Error {}
const rooms = new Map(); // gameId -> { gameId, state, sockets: Set<WebSocket> }
export function loadOrCreateRoom(gameId) {
const existing = rooms.get(gameId);
if (existing) return existing;
const row = db.getGameById(gameId);
if (!row) throw new RoomError(`Game not found: ${gameId}`);
const room = { gameId, state: row.state, sockets: new Set() };
rooms.set(gameId, room);
return room;
}
export function attachSocket(room, ws, playerId) {
ws.playerId = playerId;
room.sockets.add(ws);
send(ws, { type: 'state', gameId: room.gameId, state: room.state, lastAction: null });
ws.on('close', () => room.sockets.delete(ws));
}
/** Apply an already-constructed action through the shared reducer, persist,
* and broadcast the result to every socket in the room. Throws if the
* reducer rejects the action. */
export function applyAndBroadcast(room, action) {
const newState = reduce(room.state, action);
room.state = newState;
db.updateGameState(room.gameId, newState, newState.status);
broadcast(room, { type: 'state', gameId: room.gameId, state: newState, lastAction: action });
return newState;
}
/** Validate + resolve a client intent into a real action, then apply it.
* Sends an {type:'error'} back to the originating socket on rejection. */
export function handleIntent(room, ws, playerId, intent) {
try {
const action = buildAction(room.state, playerId, intent);
applyAndBroadcast(room, action);
} catch (err) {
send(ws, { type: 'error', message: err.message });
}
}
function buildAction(state, playerId, intent) {
const legal = getLegalIntents(state, playerId);
if (!legal.includes(intent.type)) {
throw new Error(`Not allowed: ${intent.type}`);
}
switch (intent.type) {
case 'REQUEST_START':
return { type: 'START_GAME' };
case 'REQUEST_ROLL':
return { type: 'ROLL', playerId, value: 1 + crypto.randomInt(state.config.diceSides) };
case 'REQUEST_CHOOSE':
if (typeof intent.spaceId !== 'string') throw new Error('spaceId is required');
return { type: 'CHOOSE', playerId, spaceId: intent.spaceId };
default:
throw new Error(`Unknown intent: ${intent.type}`);
}
}
function broadcast(room, payload) {
for (const ws of room.sockets) send(ws, payload);
}
function send(ws, payload) {
if (ws.readyState === ws.OPEN) ws.send(JSON.stringify(payload));
}