Files
wownerogue/src/network/queueHandler.js
T

334 lines
14 KiB
JavaScript

/**
* Queue Handler Module
* Handles game queue operations, validation, and queue management
*/
const { normalizeError } = require('../utils/errors');
class QueueHandler {
constructor({ queueManager, gameModeManager, paymentHandlers, activeGames, broadcastManager, debugManager, rateLimiter }) {
this.queueManager = queueManager;
this.gameModeManager = gameModeManager;
this.paymentHandlers = paymentHandlers;
this.activeGames = activeGames;
this.broadcastManager = broadcastManager;
this.debugManager = debugManager;
this.rateLimiter = rateLimiter;
}
/**
* Handle game queue request (typing "enter") with rate limiting
*/
async handleGameQueue(socket, getUserBySocket) {
try {
// Rate limiting for queue attempts
const rateLimitResult = await this.rateLimiter.checkLimit(socket.id, 'game:queue');
if (!rateLimitResult.allowed) {
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
`Please wait ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds before trying to join queue again.`);
return;
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`Player ${socket.id} requested to enter the dungeon`);
}
const currentUser = getUserBySocket(socket.id);
if (!currentUser) {
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Error: Could not add to queue. Please try again.');
return;
}
// Check if already waiting
const existingIndex = this.queueManager.getPlayerIndex(socket.id);
if (existingIndex !== -1) {
this.broadcastManager.sendStatusUpdate(socket.id, 'info', 'You are already in the queue!');
return;
}
// Check if already in a game
if (this.activeGames.has(socket.id)) {
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'You are already in a game!');
return;
}
// Check payment eligibility and payout address requirements
const paymentCheckResult = await this._checkPaymentEligibility(socket.id);
if (!paymentCheckResult.allowed) {
// Handle the specific reason for denial
switch (paymentCheckResult.action) {
case 'set_address':
this.broadcastManager.sendStatusUpdate(socket.id, 'payment', '⚠️ Paste your payout address first, then type confirm.');
break;
case 'make_payment':
await this.paymentHandlers.createAndShowPaymentRequest(socket);
break;
default:
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
paymentCheckResult.reason || 'Not allowed to join queue');
}
return;
}
// Record the queue attempt
await this.rateLimiter.recordAttempt(socket.id, 'game:queue');
// Add to waiting queue (in free mode or already authorized paid mode)
this.queueManager.addPlayer({
serverId: socket.id,
clientId: currentUser.clientId,
requiresConfirmation: false,
confirmed: true
});
const currentBlock = this.debugManager.getCurrentBlockHeight();
const nextBlock = currentBlock + 1;
this.broadcastManager.sendStatusUpdate(socket.id, 'queue',
`Added to queue! You will enter when block ${nextBlock} is found. Current block: ${currentBlock}`);
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`🕒 QUEUE ENTRY: Player ${socket.id} queued for block ${nextBlock}. Queue length: ${this.queueManager.getQueueLength()}`);
}
} catch (error) {
const normalized = normalizeError(error, 'Failed to join queue');
console.error('handleGameQueue error:', normalized.message);
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.message);
}
}
/**
* Handle queue cancellation
*/
handleCancelEntry(socket) {
this.queueManager.removePlayer(socket.id);
this.broadcastManager.sendStatusUpdate(socket.id, 'info', 'Removed from queue.');
}
/**
* Start games for waiting players when a new block is found
*/
startGamesForWaiting(blockHeight) {
return this.queueManager.startGamesForWaiting(blockHeight);
}
/**
* Get queue statistics
*/
getStats() {
return {
length: this.queueManager.getQueueLength(),
// Add more specific queue stats if needed
};
}
/**
* Check if early entry is allowed for the current mode
* @returns {Object} { allowed: boolean, reason: string }
*/
isEarlyEntryAllowed() {
if (!this.gameModeManager) {
return { allowed: true, reason: 'No game mode manager' };
}
const config = this.gameModeManager.configSnapshot;
const earlyEntry = config?.earlyEntry;
// Check master toggle
if (!earlyEntry?.enabled) {
return { allowed: false, reason: 'Early entry is disabled' };
}
const mode = this.gameModeManager.gameMode;
// Check mode-specific toggles
if (mode === 'FREE' && !earlyEntry.allowInFreeMode) {
return { allowed: false, reason: 'Early entry not allowed in free mode' };
}
if (mode === 'PAID_CREDITS' && !earlyEntry.allowInCreditsMode) {
return { allowed: false, reason: 'Early entry not allowed in credits mode' };
}
// PAID_SINGLE (direct payment) should NOT allow early entry - players paid for a full block
if (mode === 'PAID_SINGLE') {
return { allowed: false, reason: 'Early entry not allowed for direct payment games' };
}
return { allowed: true, reason: `Early entry allowed for ${mode}` };
}
/**
* Handle early entry request - start game immediately without waiting for next block
* Risk: Player will die if next block is found before they escape
*/
async handleEarlyEntry(socket, getUserBySocket) {
try {
// Rate limiting
const rateLimitResult = await this.rateLimiter.checkLimit(socket.id, 'game:queue');
if (!rateLimitResult.allowed) {
const msg = `Please wait ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds before trying again.`;
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'warning', msg);
return { success: false, reason: 'rate_limited' };
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`⚡ Player ${socket.id} requested early entry`);
}
// Check if early entry is allowed
const earlyEntryCheck = this.isEarlyEntryAllowed();
if (!earlyEntryCheck.allowed) {
socket.emit('early_entry_error', { message: earlyEntryCheck.reason });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', earlyEntryCheck.reason);
return { success: false, reason: earlyEntryCheck.reason };
}
const currentUser = getUserBySocket(socket.id);
if (!currentUser) {
const msg = 'Error: Could not start game. Please try again.';
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', msg);
return { success: false, reason: 'user_not_found' };
}
// Check if already in queue
if (this.queueManager.isPlayerQueued(socket.id)) {
const msg = 'You are already in the queue! Use early entry only when not queued.';
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'info', msg);
return { success: false, reason: 'already_queued' };
}
// Check if already in a game
if (this.activeGames.has(socket.id)) {
const msg = 'You are already in a game!';
socket.emit('early_entry_error', { message: msg });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', msg);
return { success: false, reason: 'already_in_game' };
}
// Check payment eligibility
const paymentCheckResult = await this._checkPaymentEligibility(socket.id);
if (!paymentCheckResult.allowed) {
switch (paymentCheckResult.action) {
case 'set_address':
this.broadcastManager.sendStatusUpdate(socket.id, 'payment', '⚠️ Paste your payout address first, then type confirm.');
break;
case 'make_payment':
await this.paymentHandlers.createAndShowPaymentRequest(socket);
break;
default:
this.broadcastManager.sendStatusUpdate(socket.id, 'error',
paymentCheckResult.reason || 'Not allowed to start game');
}
return { success: false, reason: paymentCheckResult.reason };
}
// Record the attempt
await this.rateLimiter.recordAttempt(socket.id, 'game:queue');
// Start the game immediately
const currentBlock = this.debugManager.getCurrentBlockHeight();
// For early entry, the player's blockRec is set to current block
// This means they will die when the NEXT block is found (currentBlock + 1)
const result = await this.queueManager.startEarlyGame(socket.id, currentUser, currentBlock);
if (result.success) {
// Emit early entry success event
socket.emit('early_entry_success', { blockHeight: currentBlock });
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
`⚡ Early entry! Game started on block ${currentBlock}. Escape before block ${currentBlock + 1}!`);
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`⚡ EARLY ENTRY: Player ${socket.id} started on block ${currentBlock}`);
}
return { success: true, blockHeight: currentBlock };
} else {
// Emit early entry error event
socket.emit('early_entry_error', { message: result.reason || 'Failed to start early game' });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', result.reason || 'Failed to start early game');
return { success: false, reason: result.reason };
}
} catch (error) {
const normalized = normalizeError(error, 'Failed to start early game');
console.error('handleEarlyEntry error:', normalized.message);
socket.emit('early_entry_error', { message: normalized.message });
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.message);
return { success: false, reason: normalized.message };
}
}
// Private helper methods
/**
* Check payment eligibility and payout address requirements
* @param {string} socketId - Socket ID
* @returns {Object} { allowed: boolean, action?: string, reason?: string }
*/
async _checkPaymentEligibility(socketId) {
if (!this.gameModeManager) {
return { allowed: true, reason: 'Free mode' };
}
try {
// Check payout address requirement for payout-eligible modes
const payoutEligible = (this.gameModeManager.gameMode === 'PAID_SINGLE') ||
(this.gameModeManager.gameMode === 'PAID_CREDITS' && this.gameModeManager.creditsPayoutEnabled);
if (payoutEligible) {
const user = await this.gameModeManager.getOrCreateUser(socketId);
if (!user.payout_address) {
return {
allowed: false,
action: 'set_address',
reason: 'Payout address required'
};
}
}
// Check general payment eligibility
const eligibility = await this.gameModeManager.canUserStartGame(socketId);
if (!eligibility.allowed) {
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`❌ Payment required for ${socketId}: ${eligibility.reason}`);
}
return {
allowed: false,
action: eligibility.action === 'purchase_credits' ? 'make_payment' : 'make_payment',
reason: eligibility.reason
};
}
if (this.debugManager.CONSOLE_LOGGING) {
console.log(`✅ Payment validated for ${socketId}: ${eligibility.reason}`);
}
return { allowed: true, reason: eligibility.reason };
} catch (error) {
console.error('Error checking payment eligibility:', error);
// In paid mode, don't add to queue if payment check fails
if (this.gameModeManager.gameMode !== 'FREE') {
return {
allowed: false,
reason: 'Payment system error. Please try again or contact support.'
};
}
// Only in FREE mode, continue to queue on payment system errors
if (this.debugManager.CONSOLE_LOGGING) {
console.log('Payment system unavailable, allowing free mode queue entry');
}
this.broadcastManager.sendStatusUpdate(socketId, 'warning', 'Payment system unavailable. Playing in FREE mode.');
return { allowed: true, reason: 'Free mode fallback' };
}
}
}
module.exports = QueueHandler;