mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-19 07:08:33 +02:00
add early entry and help screens for new users
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@@ -120,6 +120,147 @@ class QueueHandler {
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};
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}
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/**
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* Check if early entry is allowed for the current mode
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* @returns {Object} { allowed: boolean, reason: string }
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*/
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isEarlyEntryAllowed() {
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if (!this.gameModeManager) {
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return { allowed: true, reason: 'No game mode manager' };
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}
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const config = this.gameModeManager.configSnapshot;
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const earlyEntry = config?.earlyEntry;
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// Check master toggle
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if (!earlyEntry?.enabled) {
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return { allowed: false, reason: 'Early entry is disabled' };
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}
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const mode = this.gameModeManager.gameMode;
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// Check mode-specific toggles
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if (mode === 'FREE' && !earlyEntry.allowInFreeMode) {
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return { allowed: false, reason: 'Early entry not allowed in free mode' };
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}
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if (mode === 'PAID_CREDITS' && !earlyEntry.allowInCreditsMode) {
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return { allowed: false, reason: 'Early entry not allowed in credits mode' };
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}
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// PAID_SINGLE (direct payment) should NOT allow early entry - players paid for a full block
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if (mode === 'PAID_SINGLE') {
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return { allowed: false, reason: 'Early entry not allowed for direct payment games' };
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}
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return { allowed: true, reason: `Early entry allowed for ${mode}` };
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}
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/**
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* Handle early entry request - start game immediately without waiting for next block
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* Risk: Player will die if next block is found before they escape
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*/
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async handleEarlyEntry(socket, getUserBySocket) {
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try {
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// Rate limiting
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const rateLimitResult = await this.rateLimiter.checkLimit(socket.id, 'game:queue');
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if (!rateLimitResult.allowed) {
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const msg = `Please wait ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds before trying again.`;
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socket.emit('early_entry_error', { message: msg });
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this.broadcastManager.sendStatusUpdate(socket.id, 'warning', msg);
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return { success: false, reason: 'rate_limited' };
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}
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if (this.debugManager.CONSOLE_LOGGING) {
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console.log(`⚡ Player ${socket.id} requested early entry`);
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}
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// Check if early entry is allowed
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const earlyEntryCheck = this.isEarlyEntryAllowed();
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if (!earlyEntryCheck.allowed) {
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socket.emit('early_entry_error', { message: earlyEntryCheck.reason });
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this.broadcastManager.sendStatusUpdate(socket.id, 'error', earlyEntryCheck.reason);
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return { success: false, reason: earlyEntryCheck.reason };
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}
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const currentUser = getUserBySocket(socket.id);
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if (!currentUser) {
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const msg = 'Error: Could not start game. Please try again.';
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socket.emit('early_entry_error', { message: msg });
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this.broadcastManager.sendStatusUpdate(socket.id, 'error', msg);
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return { success: false, reason: 'user_not_found' };
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}
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// Check if already in queue
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if (this.queueManager.isPlayerQueued(socket.id)) {
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const msg = 'You are already in the queue! Use early entry only when not queued.';
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socket.emit('early_entry_error', { message: msg });
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this.broadcastManager.sendStatusUpdate(socket.id, 'info', msg);
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return { success: false, reason: 'already_queued' };
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}
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// Check if already in a game
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if (this.activeGames.has(socket.id)) {
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const msg = 'You are already in a game!';
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socket.emit('early_entry_error', { message: msg });
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this.broadcastManager.sendStatusUpdate(socket.id, 'error', msg);
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return { success: false, reason: 'already_in_game' };
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}
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// Check payment eligibility
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const paymentCheckResult = await this._checkPaymentEligibility(socket.id);
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if (!paymentCheckResult.allowed) {
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switch (paymentCheckResult.action) {
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case 'set_address':
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this.broadcastManager.sendStatusUpdate(socket.id, 'payment', '⚠️ Paste your payout address first, then type confirm.');
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break;
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case 'make_payment':
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await this.paymentHandlers.createAndShowPaymentRequest(socket);
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break;
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default:
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this.broadcastManager.sendStatusUpdate(socket.id, 'error',
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paymentCheckResult.reason || 'Not allowed to start game');
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}
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return { success: false, reason: paymentCheckResult.reason };
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}
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// Record the attempt
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await this.rateLimiter.recordAttempt(socket.id, 'game:queue');
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// Start the game immediately
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const currentBlock = this.debugManager.getCurrentBlockHeight();
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// For early entry, the player's blockRec is set to current block
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// This means they will die when the NEXT block is found (currentBlock + 1)
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const result = await this.queueManager.startEarlyGame(socket.id, currentUser, currentBlock);
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if (result.success) {
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// Emit early entry success event
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socket.emit('early_entry_success', { blockHeight: currentBlock });
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this.broadcastManager.sendStatusUpdate(socket.id, 'info',
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`⚡ Early entry! Game started on block ${currentBlock}. Escape before block ${currentBlock + 1}!`);
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if (this.debugManager.CONSOLE_LOGGING) {
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console.log(`⚡ EARLY ENTRY: Player ${socket.id} started on block ${currentBlock}`);
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}
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return { success: true, blockHeight: currentBlock };
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} else {
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// Emit early entry error event
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socket.emit('early_entry_error', { message: result.reason || 'Failed to start early game' });
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this.broadcastManager.sendStatusUpdate(socket.id, 'error', result.reason || 'Failed to start early game');
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return { success: false, reason: result.reason };
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}
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} catch (error) {
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const normalized = normalizeError(error, 'Failed to start early game');
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console.error('handleEarlyEntry error:', normalized.message);
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socket.emit('early_entry_error', { message: normalized.message });
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this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.message);
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return { success: false, reason: normalized.message };
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}
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}
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// Private helper methods
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/**
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