mirror of
https://github.com/Such-Software/wownerogue.git
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The tavern used ephemeral, room-scoped chat with no backlog, so entering it showed a blank log. Wire it to the shared global chat provider instead: - TavernManager takes a globalChatProvider (the lobby's chat provider) and publishes tavern messages to the 'global' scope, so tavern + lobby share ONE conversation that persists to Postgres and (when NOSTR_CHAT_ENABLED) fans out over relay.smirk.cash. Falls back to the old tavern-scoped ephemeral provider when none is injected. - On join, the tavern sends the recent global backlog (chat_history) to the joiner so history shows immediately. - tavern.html: render chat_history on join and accept global-scope broadcasts (not just this room's), so lobby<->tavern messages flow both ways. Tests: +3 (join sends backlog, chat routes to global scope, legacy fallback stays tavern-scoped). Suite 55 suites / 394 tests green.
1448 lines
65 KiB
JavaScript
1448 lines
65 KiB
JavaScript
/**
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* Socket Event Handlers Module
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* Handles all socket.io event processing for the Wownerogue game server
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*/
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const user = require('../db/user');
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const GameManager = require('../game/gameManager');
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const MovementManager = require('../game/movementManager');
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const QueueManager = require('./queueManager');
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const MatchQueue = require('./matchQueue');
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const MatchScheduler = require('./matchScheduler');
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const MatchManager = require('./matchManager');
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const TavernMatchBridge = require('./tavernMatchBridge');
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const PaymentHandlers = require('./paymentHandlers');
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const AddressManager = require('./addressManager');
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const SessionManager = require('./sessionManager');
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const RateLimiter = require('./rateLimiter');
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const { clientIp, stableId } = require('./rateLimitContext');
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const ConnectionHandler = require('./connectionHandler');
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const ChatHandler = require('./chatHandler');
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const QueueHandler = require('./queueHandler');
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const SpectatorManager = require('./spectatorManager');
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const TavernManager = require('./tavernManager');
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const IdentityService = require('./identityService');
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const SuspendedGameManager = require('./suspendedGameManager');
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const MemoryManager = require('../utils/memoryManager');
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const { normalizeError } = require('../utils/errors');
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class SocketHandlers {
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constructor(io, activeGames, broadcastManager, debugManager, gameModeManager = null, walletService = null) {
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this.io = io;
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this.activeGames = activeGames;
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this.broadcastManager = broadcastManager;
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this.debugManager = debugManager;
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this.gameModeManager = gameModeManager;
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this.walletService = walletService;
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this.MOVE_COOLDOWN = 100; // Minimum 100ms between moves
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// Initialize rate limiter with debug mode matching debugManager
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this.rateLimiter = new RateLimiter({
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debugMode: this.debugManager.CONSOLE_LOGGING,
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limits: {
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'payment:create': { window: 60000, max: 3 },
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'game:start': { window: 60000, max: 15 },
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'game:queue': { window: 30000, max: 5 },
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'chat:message': { window: 10000, max: 12 },
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'address:set': { window: 300000, max: 3 },
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'identity:update': { window: 10000, max: 8 },
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'connection:new': { window: 60000, max: 10 }
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}
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});
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// Initialize memory manager for cleanup
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this.memoryManager = new MemoryManager({
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debugMode: this.debugManager.CONSOLE_LOGGING,
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cleanupInterval: 300000 // 5 minutes
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});
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// Initialize game manager
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this.gameManager = new GameManager({
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activeGames: this.activeGames,
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io: this.io,
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broadcastManager: this.broadcastManager,
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debugManager: this.debugManager,
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gameModeManager: this.gameModeManager
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});
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// Legacy WAITING_PLAYERS removed; queueManager owns queue state
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// Initialize session manager first
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if (this.gameModeManager && this.gameModeManager.db) {
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this.sessionManager = new SessionManager({
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db: this.gameModeManager.db,
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debugManager: this.debugManager,
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gameModeManager: this.gameModeManager
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});
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// IDENTITY (Phase 2.1): give GameModeManager the session manager so getOrCreateUser
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// resolves through the stable anon_token identity instead of the mutable socket_id.
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this.gameModeManager.sessionManager = this.sessionManager;
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// Initialize cleanup timers
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this.sessionManager.initialize().catch(err => {
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console.error('Failed to initialize SessionManager:', err);
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});
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}
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// Initialize connection handler
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this.connectionHandler = new ConnectionHandler({
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io: this.io,
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broadcastManager: this.broadcastManager,
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debugManager: this.debugManager,
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sessionManager: this.sessionManager,
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rateLimiter: this.rateLimiter
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});
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this.queueManager = new QueueManager({
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debugManager: this.debugManager,
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broadcastManager: this.broadcastManager,
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io: this.io,
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createGameForUser: async (userObj, gameType, options) => {
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const game = await this.gameManager.createGameForUser(userObj, gameType, options);
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// Stamp the stable DB user id onto the game at creation. Suspend/restore keys
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// on this id; capturing it now (when we reliably have the session) means the
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// disconnect path never needs a fresh, failure-prone DB lookup to preserve a
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// game — so ANY game, paid or free, is reconnectable.
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try {
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const sid = userObj?.id;
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const dbUid = sid != null ? this.sessionManager?.sessions?.get(sid)?.id : null;
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if (game && dbUid != null) game.dbUserId = dbUid;
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} catch (_) {}
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return game;
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},
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getUserBySocket: (socketId) => this.connectionHandler.getUserBySocket(socketId),
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activeGames: this.activeGames,
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gameModeManager: this.gameModeManager,
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consoleLogging: this.debugManager.CONSOLE_LOGGING
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});
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this.paymentHandlers = new PaymentHandlers({
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io: this.io,
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gameModeManager: this.gameModeManager,
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walletService: this.walletService,
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debugManager: this.debugManager,
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queueManager: this.queueManager,
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broadcastManager: this.broadcastManager,
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sessionManager: this.sessionManager
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});
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this.identityService = new IdentityService({
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db: this.gameModeManager?.db,
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gameModeManager: this.gameModeManager,
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sessionManager: this.sessionManager,
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debugManager: this.debugManager
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});
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// Address / payout handling encapsulated in AddressManager
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this.addressManager = new AddressManager({
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gameModeManager: this.gameModeManager,
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broadcastManager: this.broadcastManager,
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io: this.io,
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debugManager: this.debugManager,
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onConfirmed: (socketId, accepted) => {
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if (accepted) {
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// Automatically proceed to payment creation after address confirmation
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const sock = this._getLiveSocket(socketId);
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if (sock) {
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this.paymentHandlers.createAndShowPaymentRequest(sock);
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}
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if (this.chatHandler) {
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this.chatHandler.clearAddressConfirmation(socketId);
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}
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}
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}
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});
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// Initialize chat handler with database for persistent history
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this.chatHandler = new ChatHandler({
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io: this.io,
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broadcastManager: this.broadcastManager,
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debugManager: this.debugManager,
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addressManager: this.addressManager,
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paymentHandlers: this.paymentHandlers,
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queueManager: this.queueManager,
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gameModeManager: this.gameModeManager,
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rateLimiter: this.rateLimiter,
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db: this.gameModeManager?.db
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});
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// Initialize chat history (async, non-blocking)
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this.chatHandler.initialize().catch(err => {
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console.error('Failed to initialize chat handler:', err.message);
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});
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// Initialize queue handler
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this.queueHandler = new QueueHandler({
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queueManager: this.queueManager,
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gameModeManager: this.gameModeManager,
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paymentHandlers: this.paymentHandlers,
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activeGames: this.activeGames,
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broadcastManager: this.broadcastManager,
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debugManager: this.debugManager,
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rateLimiter: this.rateLimiter
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});
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// Initialize spectator manager for live game viewing
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this.spectatorManager = new SpectatorManager({
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io: this.io,
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activeGames: this.activeGames,
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broadcastManager: this.broadcastManager,
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debugManager: this.debugManager,
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queueManager: this.queueManager // For pending games list
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});
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this.spectatorManager.initialize();
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// Wire spectator manager to game manager (for game over notifications)
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this.gameManager.setSpectatorManager(this.spectatorManager);
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// Initialize tavern manager (social hangout mode). Inert unless TAVERN_ENABLED=true.
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// Load the designed tavern room (imported .tmx); fall back to the procedural map if absent.
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let tavernRoomData = null;
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const tavernRoomUrl = 'assets/kenney/tavern_room.json';
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try {
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const roomPath = require('path').join(__dirname, '../../html', tavernRoomUrl);
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tavernRoomData = JSON.parse(require('fs').readFileSync(roomPath, 'utf8'));
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} catch (e) {
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if (this.debugManager.CONSOLE_LOGGING) console.log('Tavern room JSON not found; using default map:', e.message);
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}
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this.tavernManager = new TavernManager({
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io: this.io,
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debugManager: this.debugManager,
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roomData: tavernRoomData,
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roomUrl: tavernRoomData ? tavernRoomUrl : null,
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entitlementProvider: async (socket) => this._entitlementsForSocket(socket),
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// Share the lobby's global chat provider so the tavern joins one global chat with
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// persistent history (and nostr fan-out when enabled), instead of ephemeral room chat.
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globalChatProvider: this.chatHandler.chatProvider
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});
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this.tavernManager.initialize();
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// Initialize match mode queue, scheduler, and manager. Inert unless MATCH_ENABLED=true.
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this.matchQueue = new MatchQueue({
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db: this.gameModeManager?.db || null,
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gameModeManager: this.gameModeManager,
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debugManager: this.debugManager
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});
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this.matchManager = new MatchManager({
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io: this.io,
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db: this.gameModeManager?.db || null,
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debugManager: this.debugManager,
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identityService: this.identityService,
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gameModeManager: this.gameModeManager
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});
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this.matchScheduler = new MatchScheduler({
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matchQueue: this.matchQueue,
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matchManager: this.matchManager,
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debugManager: this.debugManager
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});
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this.matchQueue.initialize().then(() => {
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this.matchManager.initialize?.();
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this.tavernMatchBridge = new TavernMatchBridge({
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matchManager: this.matchManager,
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tavernManager: this.tavernManager,
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io: this.io,
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debugManager: this.debugManager
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});
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this.tavernMatchBridge.initialize();
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}).catch(err => console.error('[SocketHandlers] Match queue init failed:', err));
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// Initialize suspended game manager for reconnection support
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this.suspendedGameManager = new SuspendedGameManager({
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debugManager: this.debugManager,
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activeGames: this.activeGames,
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cleanupTimeoutMs: 300000 // 5 minutes to reconnect before game is lost
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});
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// Movement manager abstraction (owns its own move-cooldown state)
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this.movementManager = new MovementManager({
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activeGames: this.activeGames,
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io: this.io,
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debugManager: this.debugManager,
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moveCooldown: this.MOVE_COOLDOWN,
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postMoveHook: ({ socketId, game, moveResult }) => this.afterPlayerMove(socketId, game, moveResult),
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spectatorManager: this.spectatorManager // Pass for spectator broadcasts
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});
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// Register memory cleanup functions
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this._registerMemoryCleanups();
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}
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/**
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* Register memory cleanup functions to prevent memory leaks
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*/
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_registerMemoryCleanups() {
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// (mempool-notification dedup + TTL eviction lives in PaymentHandlers, which owns
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// the actual dedup set; the old SocketHandlers copy here was unused and is removed.)
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// Let other components register their cleanups
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if (this.rateLimiter) {
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this.memoryManager.registerCleanup(
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'rateLimiterCleanup',
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() => { this.rateLimiter.cleanup(); return 0; },
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60000
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);
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}
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}
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/**
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* Called after a successful player move (before update is emitted) via MovementManager postMoveHook.
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* Handles monster chasing logic and immediate game over if monster catches player.
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*/
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afterPlayerMove(socketId, game, moveResult) {
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// Check if player walked into monster (death by walking into monster)
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if (moveResult && moveResult.event === 'monster_caught') {
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const fakeSocket = { id: socketId };
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this.handleGameOver(fakeSocket, game, 'lost', 'monster', 'You walked into the monster!', 0);
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return;
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}
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// If player escaped, handle via game manager
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if (moveResult && moveResult.event === 'escaped') {
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const fakeSocket = { id: socketId };
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this.handleGameOver(fakeSocket, game, 'won', 'escaped', 'You escaped the dungeon!', 0);
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return;
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}
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let monsterResult = null;
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// Move monster one step toward player each player action
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if (game && typeof game.moveMonster === 'function') {
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try {
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monsterResult = game.moveMonster();
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} catch (e) {
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console.error('Monster move error:', e);
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}
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}
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// If the monster caught the player after moving, end the game immediately
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if (monsterResult && monsterResult.event === 'monster_caught') {
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const fakeSocket = { id: socketId };
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this.handleGameOver(fakeSocket, game, 'lost', 'monster', 'You were caught by the monster!', 0);
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return;
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}
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// Re-emit state if treasure collected without auto game_update (fallback)
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if (moveResult && moveResult.event === 'treasure_found') {
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this.movementManager.emitGameUpdate(socketId);
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}
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}
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/**
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* Initialize socket event handlers for a new connection
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*/
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async handleConnection(socket) {
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const connectionResult = await this.connectionHandler.handleConnection(socket);
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if (!connectionResult) return; // Connection was rejected or failed
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const { sessionInfo } = connectionResult;
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const dbUserId = sessionInfo?.user?.id;
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// Check for suspended game to restore (must happen BEFORE queue restoration)
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let restoredGame = null;
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if (sessionInfo && sessionInfo.resumed && dbUserId && this.suspendedGameManager) {
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if (this.suspendedGameManager.hasSuspendedGame(dbUserId)) {
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const memUser = this.connectionHandler.getUserBySocket(socket.id);
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const restored = this.suspendedGameManager.restoreGame(dbUserId, socket.id, memUser);
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if (restored) {
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restoredGame = restored.game;
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const suspendedState = restored.suspendedState;
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// G1/C3: resume the block-timeout clock from the ORIGINAL entry block,
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// not the reconnect height. suspendedGameManager persists the entry block
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// and hands it back here; restore it onto the in-memory user so
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// checkGamesTimeout continues counting from where it left off. If it's
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// missing, leave blockRec unset — checkGamesTimeout records the first
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// observed height rather than treating the game as instant-death.
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const entryBlock = (restored.blockRec ?? suspendedState?.blockRec ?? null);
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if (memUser && entryBlock != null) {
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memUser.blockRec = entryBlock;
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}
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if (this.debugManager.CONSOLE_LOGGING) {
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console.log(`🔄 [handleConnection] Restored game ${restoredGame.id} for user ${dbUserId}`);
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}
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// Re-emit the game state to the reconnecting client
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const gameState = restoredGame.getState();
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gameState.restored = true;
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gameState.restoredMessage = 'Game restored! Continue playing.';
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// Include provably fair commitment
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if (restoredGame.getProofCommitment) {
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gameState.proof = restoredGame.getProofCommitment();
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}
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// Send game_start to resume the game on client
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socket.emit('game_start', gameState);
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// Also send a status message
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this.broadcastManager.sendStatusUpdate(socket.id, 'info',
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'Welcome back! Your game has been restored.');
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// Restore payment monitoring if it was active
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if (suspendedState.paymentMonitoringActive && this.paymentHandlers) {
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this._restorePaymentMonitoring(socket, dbUserId);
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}
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}
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}
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}
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// Restore queue status if session resumed (only if no game was restored)
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if (!restoredGame && sessionInfo && sessionInfo.resumed && sessionInfo.user && this.queueManager) {
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const wasUpdated = this.queueManager.updateSocketId(sessionInfo.user.id, socket.id);
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if (wasUpdated) {
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const position = this.queueManager.getQueuePosition(socket.id);
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if (position !== -1) {
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this.broadcastManager.sendStatusUpdate(socket.id, 'queue',
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`Welcome back! You are still in the queue at position ${position}.`);
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socket.emit('queue_joined', {
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position: position,
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message: `Welcome back! You are still in queue.`,
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currentBlock: this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : null,
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nextBlock: (this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : 0) + 1
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});
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// Check for pending payment and restore monitoring
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this._restorePaymentMonitoring(socket, dbUserId);
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}
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}
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}
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// Send game mode info to client
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if (this.gameModeManager) {
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socket.emit('game_mode_info', this.gameModeManager.getGameModeInfo());
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}
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this._emitIdentity(socket).catch(err => {
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if (this.debugManager?.CONSOLE_LOGGING) console.warn('Failed to send identity snapshot:', err.message);
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});
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// Send chat history to new user
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if (this.chatHandler && typeof this.chatHandler.sendChatHistoryToUser === 'function') {
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this.chatHandler.sendChatHistoryToUser(socket.id).catch(err => {
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console.error('Failed to send chat history:', err.message);
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});
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}
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// Join the lobby room for game list broadcasts
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if (this.spectatorManager) {
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this.spectatorManager.joinLobby(socket.id);
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// Send initial game list
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const gameList = this.spectatorManager.getActiveGamesList({ page: 1, pageSize: 20 });
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socket.emit('active_games', gameList);
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}
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// Register event handlers
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socket.on('chat message', (msg) => this.chatHandler.handleChatMessage(socket, msg, {
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handleGameQueue: (socket) => this.queueHandler.handleGameQueue(socket, (socketId) => this.connectionHandler.getUserBySocket(socketId)),
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handleCancelEntry: (socket) => this.queueHandler.handleCancelEntry(socket),
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handleStatsRequest: (socket) => this.handleStatsRequest(socket)
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}));
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socket.on('player_move', (moveData) => this.movementManager.handleMove(socket.id, moveData));
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socket.on('disconnect', () => this.handleDisconnect(socket));
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socket.on('debug_ping', (data) => this.handleDebugPing(socket, data));
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socket.on('register_client', async (data) => {
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this.connectionHandler.handleRegisterClient(socket, data);
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// Re-send game mode info after client registers handlers (fixes race condition)
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if (this.gameModeManager) {
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socket.emit('game_mode_info', this.gameModeManager.getGameModeInfo());
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}
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// Re-send credits_update (same race condition — event may arrive before handlers register)
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if (this.sessionManager) {
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try {
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const sessionUser = await this.sessionManager.getBySocket(socket.id);
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if (sessionUser) {
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socket.emit('credits_update', {
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balance: sessionUser.credits || 0,
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totalCreditsPurchased: sessionUser.total_credits_purchased || 0,
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creditsPerGame: this.gameModeManager?.creditsPerGameCost || 1
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});
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}
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} catch (e) { /* ignore — credits will update on next action */ }
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}
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this._emitIdentity(socket).catch(err => {
|
|
if (this.debugManager?.CONSOLE_LOGGING) console.warn('Failed to re-send identity snapshot:', err.message);
|
|
});
|
|
});
|
|
socket.on('auto_start', (data) => this.handleAutoStart(socket, (data && typeof data === 'object') ? data : {})); // New handler for start button
|
|
socket.on('play_free', (data) => this.handleAutoStart(socket, { ...((data && typeof data === 'object') ? data : {}), free: true })); // Explicit free-play choice
|
|
socket.on('join_queue', () => this.handleJoinQueue(socket)); // Queue instead of auto-start
|
|
socket.on('early_entry', () => this.handleEarlyEntry(socket)); // Early entry without waiting for block
|
|
socket.on('address:prompt', () => this.handleAddressPrompt(socket));
|
|
|
|
// Payment system handlers
|
|
socket.on('request_payment', (data) => this.paymentHandlers.handlePaymentRequest(socket, data));
|
|
socket.on('check_payment_status', (data) => this.handleCheckPaymentStatus(socket, data));
|
|
socket.on('get_user_credits', () => this.handleGetUserCredits(socket));
|
|
socket.on('address:update', (data) => this.handleAddressUpdate(socket, data));
|
|
socket.on('identity:get', () => this.handleIdentityGet(socket));
|
|
socket.on('identity:update', (data) => this.handleIdentityUpdate(socket, data));
|
|
|
|
// Spectator handlers
|
|
socket.on('get_active_games', (options) => this.handleGetActiveGames(socket, options));
|
|
socket.on('spectate_game', (data) => this.handleSpectateGame(socket, data));
|
|
socket.on('leave_spectate', () => this.handleLeaveSpectate(socket));
|
|
|
|
// Tavern handlers (social hangout mode; refused server-side unless enabled)
|
|
socket.on('tavern_join', (data) => {
|
|
Promise.resolve(this.tavernManager.join(socket, data)).catch(err => {
|
|
console.error('Tavern join failed:', err.message);
|
|
socket.emit('tavern_error', { message: 'Could not enter the tavern.' });
|
|
});
|
|
});
|
|
socket.on('tavern_move', (data) => this.tavernManager.move(socket, data));
|
|
socket.on('tavern_chat', (data) => this.tavernManager.chat(socket, data));
|
|
socket.on('tavern_leave', () => this.tavernManager.leave(socket));
|
|
// Match mode handlers. Every match listener is wrapped so a match-layer fault can
|
|
// never crash the connection or leak a stack to the client — it logs and emits a
|
|
// benign 'match_error' instead (C5). Identity is always resolved from the CONNECTION,
|
|
// never from the client payload.
|
|
socket.on('match_queue', (data) => this._handleMatchQueue(socket, data));
|
|
socket.on('match_move', (data) => {
|
|
try {
|
|
this.matchManager.move(socket, data);
|
|
} catch (err) {
|
|
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_move error:', err.message);
|
|
socket.emit('match_error', { message: 'Move could not be processed.' });
|
|
}
|
|
});
|
|
socket.on('match_leave', () => {
|
|
try {
|
|
this.matchManager.leave(socket);
|
|
} catch (err) {
|
|
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_leave error:', err.message);
|
|
socket.emit('match_error', { message: 'Could not leave the match.' });
|
|
}
|
|
});
|
|
socket.on('match_reconnect', (data) => this._handleMatchReconnect(socket, data));
|
|
// Tavern match spectator bridge
|
|
socket.on('tavern_match_list', () => {
|
|
const list = this.tavernMatchBridge ? this.tavernMatchBridge.getActiveMatches() : [];
|
|
socket.emit('tavern_match_list', list);
|
|
});
|
|
|
|
|
|
}
|
|
|
|
/**
|
|
* Handle immediate start button (auto_start)
|
|
* Applies payment eligibility + payout address gating (for payout-eligible modes)
|
|
* If eligible, starts game immediately (bypassing block queue) and processes game start (credit deduction / payment linkage)
|
|
*/
|
|
async handleAutoStart(socket, opts = {}) {
|
|
try {
|
|
// The player explicitly chose FREE play (Pleb board, no payment/payout). Only
|
|
// honoured when the instance allows free play; otherwise fall through to paid.
|
|
const wantsFree = opts.free === true && this.gameModeManager?.freePlayEnabled;
|
|
|
|
// C7: optional client-supplied entropy for provably-fair seed derivation. Must be
|
|
// hex (≤64 chars); anything malformed is silently ignored (falls back to ''). This
|
|
// is purely additive — existing clients that send no seed are unaffected.
|
|
const clientSeed = (typeof opts.clientSeed === 'string' && /^[a-fA-F0-9]{0,64}$/.test(opts.clientSeed))
|
|
? opts.clientSeed
|
|
: undefined;
|
|
|
|
// Rate limiting for game starts — keyed on stable identity + IP so reconnecting
|
|
// (new socket.id) can't reset the limit.
|
|
const rlId = stableId(socket, this.sessionManager);
|
|
const rlIp = clientIp(socket);
|
|
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'game:start', rlIp);
|
|
if (!rateLimitResult.allowed) {
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
|
|
`Please wait ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds before starting another game. (${rateLimitResult.remaining} attempts remaining)`);
|
|
return;
|
|
}
|
|
|
|
const existingGame = this.activeGames.get(socket.id);
|
|
if (existingGame) {
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'info', 'You are already in a game!');
|
|
return;
|
|
}
|
|
|
|
const memUser = this.connectionHandler.getUserBySocket(socket.id);
|
|
if (!memUser) {
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Could not start game (user not found). Please reconnect.');
|
|
return;
|
|
}
|
|
|
|
let canStart = { allowed: true, reason: 'Free mode' };
|
|
// Free play skips all payment/credits/payout-address gating below.
|
|
if (this.gameModeManager && !wantsFree) {
|
|
// Payout address gating for modes that can payout
|
|
const payoutEligible = (this.gameModeManager.gameMode === 'PAID_SINGLE') || (this.gameModeManager.gameMode === 'PAID_CREDITS' && this.gameModeManager.creditsPayoutEnabled);
|
|
if (payoutEligible) {
|
|
try {
|
|
// Always do fresh DB lookup for payout address (cache may be stale after address update)
|
|
const dbUser = await this.gameModeManager.getOrCreateUser(socket.id);
|
|
if (!dbUser.payout_address) {
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'payment', '⚠️ Use the "Manage Payout Address" button or paste your payout address here and type confirm. Payment request will appear automatically.');
|
|
return;
|
|
}
|
|
} catch (e) {
|
|
console.error('Payout address pre-check failed:', e.message);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Address check failed, try again.');
|
|
return;
|
|
}
|
|
}
|
|
|
|
try {
|
|
canStart = await this.gameModeManager.canUserStartGame(socket.id);
|
|
} catch (e) {
|
|
console.error('Eligibility check failed:', e.message);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Eligibility check failed.');
|
|
return;
|
|
}
|
|
|
|
if (!canStart.allowed) {
|
|
// Trigger payment request automatically for any payment-related action
|
|
if (canStart.action === 'make_payment' || canStart.action === 'purchase_credits' || canStart.action === 'choose_payment') {
|
|
await this.paymentHandlers.createAndShowPaymentRequest(socket);
|
|
return;
|
|
}
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', canStart.reason || 'Not allowed to start');
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Record the game start attempt (same stable id + IP as the check above)
|
|
await this.rateLimiter.recordAttempt(rlId, 'game:start', rlIp);
|
|
|
|
// Create game immediately
|
|
const blockHeight = this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : null;
|
|
memUser.blockRec = blockHeight; // keep legacy timeout logic consistent
|
|
const game = await this.gameManager.createGameForUser(memUser, 'standard');
|
|
const state = game.getState();
|
|
state.blockHeight = blockHeight;
|
|
|
|
// Include provably fair commitment
|
|
if (game.getProofCommitment) {
|
|
state.proof = game.getProofCommitment();
|
|
}
|
|
|
|
// Process start (free / credits deduction / payment link)
|
|
if (this.gameModeManager) {
|
|
const startRes = await this.gameModeManager.processGameStart(socket.id, game.id, { forceFree: wantsFree, clientSeed });
|
|
if (!startRes.success) {
|
|
// Abort game
|
|
this.activeGames.delete(socket.id);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', startRes.reason || 'Failed to start game.');
|
|
return;
|
|
}
|
|
// Emit credits_update if credits were spent
|
|
if (startRes.creditsRemaining !== undefined) {
|
|
this.io.to(socket.id).emit('credits_update', {
|
|
balance: startRes.creditsRemaining,
|
|
totalCreditsPurchased: startRes.totalCreditsPurchased || 0
|
|
});
|
|
}
|
|
}
|
|
|
|
this.io.to(socket.id).emit('game_start', state);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'success', 'Game started! Escape before the next block!');
|
|
} catch (err) {
|
|
console.error('handleAutoStart error:', err);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Unexpected error starting game.');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle join_queue request — adds player to block queue instead of starting immediately
|
|
*/
|
|
async handleJoinQueue(socket) {
|
|
try {
|
|
await this.queueHandler.handleGameQueue(
|
|
socket,
|
|
this.connectionHandler.getUserBySocket.bind(this.connectionHandler)
|
|
);
|
|
// queueHandler already emits queue status and adds to queue
|
|
// Client receives queue_joined event from broadcastManager
|
|
const pos = this.queueManager.getPlayerIndex(socket.id);
|
|
if (pos !== -1) {
|
|
const currentBlock = this.debugManager.getCurrentBlockHeight ? this.debugManager.getCurrentBlockHeight() : 0;
|
|
socket.emit('queue_joined', {
|
|
position: pos + 1,
|
|
currentBlock: currentBlock,
|
|
nextBlock: currentBlock + 1
|
|
});
|
|
}
|
|
} catch (err) {
|
|
console.error('handleJoinQueue error:', err);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Failed to join queue.');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle early entry request - start game immediately without waiting for block
|
|
* Only available for free mode and credits mode (not direct payment mode)
|
|
*/
|
|
async handleEarlyEntry(socket) {
|
|
try {
|
|
const result = await this.queueHandler.handleEarlyEntry(
|
|
socket,
|
|
this.connectionHandler.getUserBySocket.bind(this.connectionHandler)
|
|
);
|
|
|
|
if (result.success) {
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log(`⚡ Early entry successful for ${socket.id}`);
|
|
}
|
|
}
|
|
} catch (err) {
|
|
console.error('handleEarlyEntry error:', err);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Unexpected error with early entry.');
|
|
}
|
|
}
|
|
|
|
async handleAddressPrompt(socket) {
|
|
try {
|
|
if (this.chatHandler && typeof this.chatHandler.promptAddress === 'function') {
|
|
await this.chatHandler.promptAddress(socket);
|
|
return;
|
|
}
|
|
|
|
let existingAddress = null;
|
|
if (this.gameModeManager) {
|
|
try {
|
|
const userRow = await this.gameModeManager.getOrCreateUser(socket.id);
|
|
existingAddress = userRow?.payout_address || null;
|
|
} catch (err) {
|
|
if (this.debugManager?.CONSOLE_LOGGING) {
|
|
console.warn('Address prompt lookup failed:', err.message);
|
|
}
|
|
}
|
|
}
|
|
|
|
this.io.to(socket.id).emit('address_prompt', {
|
|
existingAddress,
|
|
message: existingAddress ? 'Update your payout address anytime.' : 'Add a payout address to receive rewards.'
|
|
});
|
|
} catch (error) {
|
|
const normalized = normalizeError(error, 'Unable to open address manager');
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.safeMessage || 'Address manager unavailable.');
|
|
}
|
|
}
|
|
|
|
async handleAddressUpdate(socket, data) {
|
|
try {
|
|
const address = typeof data?.address === 'string' ? data.address.trim() : '';
|
|
if (!address) {
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'warning', 'Please enter a payout address before saving.');
|
|
this.io.to(socket.id).emit('address_update_error', { message: 'Please enter a payout address before saving.' });
|
|
return;
|
|
}
|
|
|
|
const rlId = stableId(socket, this.sessionManager);
|
|
const rlIp = clientIp(socket);
|
|
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'address:set', rlIp);
|
|
if (!rateLimitResult.allowed) {
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'warning',
|
|
`Address changes are rate limited. Try again in ${Math.ceil(rateLimitResult.retryAfter / 1000)} seconds.`);
|
|
this.io.to(socket.id).emit('address_update_error', { message: 'Address changes are temporarily rate limited.' });
|
|
return;
|
|
}
|
|
|
|
await this.rateLimiter.recordAttempt(rlId, 'address:set', rlIp);
|
|
|
|
await this.addressManager.saveAddress(socket.id, address);
|
|
} catch (err) {
|
|
const normalized = normalizeError?.(err, 'Failed to update payout address') || err;
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', normalized.safeMessage || 'Failed to update payout address.');
|
|
this.io.to(socket.id).emit('address_update_error', { message: normalized.safeMessage || 'Failed to update payout address.' });
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Resolve the stable match session/identity for a connection. Identity is derived ONLY
|
|
* from the CONNECTION (the session cache, then a DB lookup by socket) — never from any
|
|
* client-supplied payload — so a client can't act on another user's behalf (C5). Mirrors
|
|
* how other handlers resolve identity via sessionManager.
|
|
* @returns {Promise<{userId:number, socketId:string, sessionToken:(string|null), user:Object}|null>}
|
|
*/
|
|
async _resolveMatchSession(socket) {
|
|
if (!this.sessionManager || !socket) return null;
|
|
let sessionUser = null;
|
|
try {
|
|
sessionUser = this.sessionManager.sessions?.get(socket.id) || null;
|
|
} catch (_) { sessionUser = null; }
|
|
if (!sessionUser) {
|
|
try { sessionUser = await this.sessionManager.getBySocket(socket.id); } catch (_) { sessionUser = null; }
|
|
}
|
|
if (!sessionUser || sessionUser.id == null) return null;
|
|
return {
|
|
userId: sessionUser.id,
|
|
socketId: socket.id,
|
|
sessionToken: sessionUser.anon_token || null,
|
|
user: sessionUser
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Handle a match-mode queue join/leave (C5/S4). The economy comes from the payload but
|
|
* the IDENTITY is resolved from the connection, never from data. Never throws: any fault
|
|
* is logged and reported to the client via 'match_error'. If match mode is disabled /
|
|
* the queue is absent, respond benignly and return.
|
|
* @param {Object} socket
|
|
* @param {{action?:('join'|'leave'), economy?:string}} data
|
|
*/
|
|
async _handleMatchQueue(socket, data = {}) {
|
|
try {
|
|
// Match disabled or queue not wired → benign no-op.
|
|
if (!this.matchQueue || (typeof this.matchQueue.isEnabled === 'function' && !this.matchQueue.isEnabled())) {
|
|
return;
|
|
}
|
|
|
|
const session = await this._resolveMatchSession(socket);
|
|
if (!session) {
|
|
socket.emit('match_error', { message: 'Please reconnect before joining a match.' });
|
|
return;
|
|
}
|
|
|
|
const economy = (data && typeof data.economy === 'string') ? data.economy : undefined;
|
|
const action = (data && data.action === 'leave') ? 'leave' : 'join';
|
|
|
|
// Carry economy on the session too, so a leave(session) that keys on economy and
|
|
// an enqueue(session,{economy}) that keys on the explicit arg both stay correct.
|
|
const matchSession = { ...session, economy };
|
|
|
|
if (action === 'leave') {
|
|
await this.matchQueue.leave(matchSession);
|
|
} else {
|
|
await this.matchQueue.enqueue(matchSession, { economy });
|
|
}
|
|
} catch (err) {
|
|
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] _handleMatchQueue error:', err.message);
|
|
socket.emit('match_error', { message: 'Could not update the match queue. Please try again.' });
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle a match-mode reconnect (C5). Resolves identity from the connection and hands the
|
|
* live socket + session to the match manager. Same never-throw discipline as the other
|
|
* match listeners; benign no-op when match mode is disabled.
|
|
*/
|
|
async _handleMatchReconnect(socket, data = {}) {
|
|
try {
|
|
if (!this.matchManager || this.matchManager.enabled === false) {
|
|
return;
|
|
}
|
|
const session = await this._resolveMatchSession(socket);
|
|
if (!session) return;
|
|
await this.matchManager.handleReconnect(socket, session);
|
|
} catch (err) {
|
|
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match_reconnect error:', err.message);
|
|
socket.emit('match_error', { message: 'Could not rejoin the match.' });
|
|
}
|
|
}
|
|
|
|
/** Return the active socket instance by id (io.sockets.sockets Map) */
|
|
_getLiveSocket(socketId) {
|
|
try {
|
|
return this.io.sockets.sockets.get(socketId) || null;
|
|
} catch(_) { return null; }
|
|
}
|
|
|
|
/**
|
|
* Handle game entry request (legacy method - now delegates to queue)
|
|
*/
|
|
handleGameEntry(socket) {
|
|
return this.handleGameQueue(socket);
|
|
}
|
|
|
|
/**
|
|
* Handle game queue request (delegates to QueueHandler)
|
|
*/
|
|
async handleGameQueue(socket) {
|
|
return this.queueHandler.handleGameQueue(socket, (socketId) => this.connectionHandler.getUserBySocket(socketId));
|
|
}
|
|
|
|
/**
|
|
* Handle queue cancellation (delegates to QueueHandler)
|
|
*/
|
|
handleCancelEntry(socket) {
|
|
return this.queueHandler.handleCancelEntry(socket);
|
|
}
|
|
|
|
/**
|
|
* Handle stats request
|
|
*/
|
|
async handleStatsRequest(socket) {
|
|
try {
|
|
const stats = {
|
|
rateLimiter: this.rateLimiter.getStats(),
|
|
memoryManager: this.memoryManager.getStats(),
|
|
connections: this.connectionHandler.getStats(),
|
|
chat: this.chatHandler.getStats(),
|
|
activeGames: this.activeGames.size,
|
|
queueLength: this.queueManager.getQueueLength()
|
|
};
|
|
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
|
|
`Server Stats: ${stats.activeGames} active games, ${stats.queueLength} in queue, ${stats.connections.clientSocketMappings} connections`);
|
|
} catch (error) {
|
|
console.error('handleStatsRequest error:', error);
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'error', 'Failed to get stats.');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle game over scenarios (delegates to GameManager)
|
|
*/
|
|
async handleGameOver(socket, game, status, reason, message, score = 0) {
|
|
return this.gameManager.handleGameOver(socket, game, status, reason, message, score);
|
|
}
|
|
|
|
/**
|
|
* Handle client disconnection with proper cleanup
|
|
* Preserves game state for reconnection when user has a valid session
|
|
*/
|
|
handleDisconnect(socket) {
|
|
// Use connection handler for main disconnect logic
|
|
this.connectionHandler.handleDisconnect(socket, async (socket) => {
|
|
const socketId = socket.id;
|
|
|
|
const activeGame = this.activeGames.get(socketId);
|
|
|
|
// Resolve the stable DB user id that suspend/restore keys on. Preference order:
|
|
// 1. the id stamped on the game at creation (always present for any game
|
|
// started with a session) — no lookup, can't fail,
|
|
// 2. the in-memory session cache,
|
|
// 3. a DB lookup as a last resort.
|
|
// Every game — paid or free — is preserved and reconnectable as long as a stable
|
|
// id resolves, which it does whenever a session was ever established.
|
|
let dbUserId = activeGame?.dbUserId || null;
|
|
if (!dbUserId && this.sessionManager) {
|
|
try { dbUserId = this.sessionManager.sessions?.get(socketId)?.id || null; } catch (_) {}
|
|
if (!dbUserId) {
|
|
try { const u = await this.sessionManager.getBySocket(socketId); dbUserId = u?.id || null; } catch (_) {}
|
|
}
|
|
}
|
|
|
|
if (activeGame && dbUserId && this.suspendedGameManager) {
|
|
// Suspend the game so it can be restored on reconnect (keyed by dbUserId).
|
|
const suspended = this.suspendedGameManager.suspendGame(dbUserId, socketId, activeGame, {
|
|
paymentMonitoringActive: this.paymentHandlers?.hasActiveMonitoring?.(socketId) || false
|
|
});
|
|
this.activeGames.delete(socketId);
|
|
if (suspended) {
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log(`[SocketHandlers] Game suspended for user ${dbUserId} (socket: ${socketId})`);
|
|
}
|
|
} else {
|
|
console.error(`[SocketHandlers] suspendGame returned false for user ${dbUserId} (socket ${socketId}); game ${activeGame.id || 'unknown'} not restorable.`);
|
|
}
|
|
} else {
|
|
if (activeGame) {
|
|
// Reachable only when no stable identity resolved at all — i.e. a session
|
|
// was never established (e.g. DB unavailable at connect), so there is
|
|
// genuinely no id to restore the game under. Record it for auditing.
|
|
console.error(`[SocketHandlers] Active game dropped without suspension — no stable user id `
|
|
+ `(socket=${socketId}, mode=${activeGame.paymentMode || activeGame.gameMode || 'unknown'}, `
|
|
+ `gameId=${activeGame.id || 'unknown'}). Cannot restore a game without a session identity.`);
|
|
}
|
|
this.activeGames.delete(socketId);
|
|
}
|
|
|
|
// Clean up payment monitoring (but remember it was active for restoration)
|
|
if (this.paymentHandlers && typeof this.paymentHandlers.stopMonitoringForSocket === 'function') {
|
|
this.paymentHandlers.stopMonitoringForSocket(socketId);
|
|
}
|
|
|
|
// NOTE: Do NOT call walletService.cleanupUserPayments() here.
|
|
// addressToUser entries must persist so checkPaymentStatus() can query the wallet
|
|
// RPC after session resumption. They get cleaned up when payments are confirmed or expired.
|
|
|
|
// Preserve queue entry for users with session/payment
|
|
// The queue entry's socketId will be updated on reconnection
|
|
if (this.queueManager && typeof this.queueManager.removePlayer === 'function') {
|
|
if (this.queueManager.isValuableEntry && !this.queueManager.isValuableEntry(socketId)) {
|
|
this.queueManager.removePlayer(socketId);
|
|
} else if (this.debugManager.CONSOLE_LOGGING && this.queueManager.isValuableEntry && this.queueManager.isValuableEntry(socketId)) {
|
|
console.log(`[SocketHandlers] Preserving queue entry for ${socketId} (user has session/payment)`);
|
|
} else if (!this.queueManager.isValuableEntry) {
|
|
// Fallback for safety if method not found
|
|
this.queueManager.removePlayer(socketId);
|
|
}
|
|
}
|
|
|
|
// Clear any pending address confirmations
|
|
if (this.chatHandler) {
|
|
this.chatHandler.clearAddressConfirmation(socketId);
|
|
}
|
|
|
|
// Clean up spectator state
|
|
if (this.spectatorManager) {
|
|
this.spectatorManager.handleDisconnect(socketId);
|
|
}
|
|
|
|
// Clean up tavern presence
|
|
if (this.tavernManager) {
|
|
this.tavernManager.handleDisconnect(socketId);
|
|
}
|
|
|
|
// Clean up match presence (starts the AFK grace timer). New signature takes the
|
|
// live socket (C5). Guarded so a match-layer fault can't abort disconnect cleanup.
|
|
if (this.matchManager) {
|
|
try {
|
|
this.matchManager.handleDisconnect(socket);
|
|
} catch (err) {
|
|
if (this.debugManager?.CONSOLE_LOGGING) console.error('[SocketHandlers] match handleDisconnect error:', err.message);
|
|
}
|
|
}
|
|
|
|
// Evict the cached session row LAST (after the suspend logic above read it),
|
|
// so the sessions map doesn't grow unbounded with every socket ever seen.
|
|
if (this.sessionManager?.removeSocket) {
|
|
this.sessionManager.removeSocket(socketId);
|
|
}
|
|
});
|
|
}
|
|
|
|
async _emitIdentity(socket, extra = {}) {
|
|
if (!this.identityService || !socket) return null;
|
|
const snapshot = await this.identityService.identityForSocket(socket);
|
|
socket.emit('identity_update', { ...snapshot, ...extra });
|
|
return snapshot;
|
|
}
|
|
|
|
async _entitlementsForSocket(socket) {
|
|
if (!this.identityService || !socket) return { premium: false, level: 'free', packs: {}, totalCreditsPurchased: 0 };
|
|
return this.identityService.entitlementsForSocket(socket);
|
|
}
|
|
|
|
async handleIdentityGet(socket) {
|
|
try {
|
|
await this._emitIdentity(socket);
|
|
} catch (err) {
|
|
socket.emit('identity_error', { message: 'Could not load character identity.' });
|
|
}
|
|
}
|
|
|
|
async handleIdentityUpdate(socket, data = {}) {
|
|
try {
|
|
const rlId = stableId(socket, this.sessionManager);
|
|
const rlIp = clientIp(socket);
|
|
const rateLimitResult = await this.rateLimiter.checkLimit(rlId, 'identity:update', rlIp);
|
|
if (!rateLimitResult.allowed) {
|
|
socket.emit('identity_error', { message: 'Character changes are temporarily rate limited.' });
|
|
return;
|
|
}
|
|
await this.rateLimiter.recordAttempt(rlId, 'identity:update', rlIp);
|
|
|
|
const input = data && data.appearance ? data.appearance : data;
|
|
const snapshot = await this.identityService.saveAppearanceForSocket(socket, input);
|
|
socket.emit('identity_update', { ...snapshot, saved: true });
|
|
} catch (err) {
|
|
const normalized = normalizeError(err, 'Failed to update character identity');
|
|
socket.emit('identity_error', { message: normalized.safeMessage || 'Could not save character identity.' });
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle debug ping
|
|
*/
|
|
handleDebugPing(socket, data) {
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log(`Debug ping received from ${socket.client.id}`);
|
|
}
|
|
socket.emit('debug_pong', {
|
|
message: "Hello from server!",
|
|
clientTime: data.time,
|
|
serverTime: Date.now(),
|
|
socketId: socket.client.id
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Restore payment monitoring for a reconnecting user.
|
|
* Queries DB for pending payments and restarts monitoring if found.
|
|
* @param {Object} socket - The socket connection
|
|
* @param {number} dbUserId - The DB user ID
|
|
*/
|
|
async _restorePaymentMonitoring(socket, dbUserId) {
|
|
if (!dbUserId || !this.paymentHandlers || !this.gameModeManager) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
// Query for pending (unpaid) payment requests for this user
|
|
const pendingResult = await this.gameModeManager.db.query(`
|
|
SELECT id, subaddress, expected_amount, payment_type, description, expires_at, address_index
|
|
FROM payments
|
|
WHERE user_id = $1
|
|
AND status = 'pending'
|
|
AND expires_at > NOW()
|
|
ORDER BY created_at DESC
|
|
LIMIT 1
|
|
`, [dbUserId]);
|
|
|
|
if (pendingResult.rows.length === 0) {
|
|
// No pending payment to restore
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log(`[RestorePayment] No pending payment for user ${dbUserId}`);
|
|
}
|
|
return;
|
|
}
|
|
|
|
const payment = pendingResult.rows[0];
|
|
const cryptoType = this.gameModeManager.cryptoType;
|
|
const formattedAmount = this.gameModeManager.formatAtomicHuman
|
|
? this.gameModeManager.formatAtomicHuman(payment.expected_amount, 3)
|
|
: payment.expected_amount;
|
|
|
|
// Generate QR code
|
|
let qrDataUrl = null;
|
|
try {
|
|
const { generatePaymentQR } = require('../payments/qrService');
|
|
qrDataUrl = await generatePaymentQR(
|
|
payment.subaddress,
|
|
payment.expected_amount,
|
|
cryptoType,
|
|
payment.description || 'Restored payment',
|
|
this.gameModeManager.currencyDecimals
|
|
);
|
|
} catch (qrErr) {
|
|
console.warn('QR generation failed during restore:', qrErr.message);
|
|
}
|
|
|
|
// Re-emit payment_created to the client
|
|
socket.emit('payment_created', {
|
|
paymentId: payment.id,
|
|
address: payment.subaddress,
|
|
amount: payment.expected_amount,
|
|
amountFormatted: formattedAmount,
|
|
humanAmount: formattedAmount,
|
|
paymentType: payment.payment_type,
|
|
cryptoType: cryptoType,
|
|
description: payment.description,
|
|
expiresAt: payment.expires_at,
|
|
qr: qrDataUrl,
|
|
restored: true
|
|
});
|
|
|
|
// Get current user object for queue operations
|
|
const currentUser = this.connectionHandler.getUserBySocket(socket.id) || { serverId: socket.id };
|
|
|
|
// Create a mock paymentRequest object for _monitorAddress
|
|
const paymentRequest = {
|
|
id: payment.id,
|
|
address: payment.subaddress,
|
|
amount: payment.expected_amount,
|
|
amountFormatted: formattedAmount,
|
|
package: null
|
|
};
|
|
|
|
// Re-register address in wallet service so checkPaymentStatus() can query the wallet RPC.
|
|
// This is essential after server restart or if the entry was lost during disconnect.
|
|
if (this.walletService && payment.subaddress) {
|
|
this.walletService.addressToUser.set(payment.subaddress, {
|
|
userId: String(dbUserId),
|
|
socketId: socket.id,
|
|
amount: Number(payment.expected_amount),
|
|
addressIndex: payment.address_index ?? 0,
|
|
accountIndex: 0,
|
|
detected: false,
|
|
confirmed: false,
|
|
status: 'pending'
|
|
});
|
|
}
|
|
|
|
// Restart payment monitoring
|
|
// First stop any existing monitoring (unlikely but safe)
|
|
this.paymentHandlers.stopMonitoringForSocket(socket.id);
|
|
|
|
// Restart monitoring via paymentHandlers internal method
|
|
if (typeof this.paymentHandlers._monitorAddress === 'function') {
|
|
this.paymentHandlers._monitorAddress(
|
|
socket,
|
|
paymentRequest,
|
|
payment.expected_amount,
|
|
cryptoType,
|
|
currentUser,
|
|
payment.payment_type
|
|
);
|
|
}
|
|
|
|
// Send status update
|
|
this.broadcastManager.sendStatusUpdate(
|
|
socket.id,
|
|
'payment',
|
|
`🔁 Restored pending payment request.\n\nAmount: ${formattedAmount} ${cryptoType}\nAddress: ${payment.subaddress}`
|
|
);
|
|
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log(`💳 [RestorePayment] Restored monitoring for user ${dbUserId}, payment ${payment.id}`);
|
|
}
|
|
} catch (error) {
|
|
console.error(`[RestorePayment] Error restoring payment for user ${dbUserId}:`, error.message);
|
|
}
|
|
}
|
|
|
|
// Helper methods
|
|
|
|
/**
|
|
* Get user by socket ID with fallback mapping (delegates to connection handler)
|
|
*/
|
|
getUserBySocket(socketId) {
|
|
return this.connectionHandler.getUserBySocket(socketId);
|
|
}
|
|
|
|
// Helper methods (delegated to other managers)
|
|
|
|
/**
|
|
* Create a new game for a user (delegates to GameManager)
|
|
*/
|
|
createGameForUser(user, gameType = 'standard', options = {}) {
|
|
return this.gameManager.createGameForUser(user, gameType, options);
|
|
}
|
|
|
|
/**
|
|
* Check if monster caught player (delegates to GameManager)
|
|
*/
|
|
checkMonsterKill(player, monster) {
|
|
return this.gameManager.checkMonsterKill(player, monster);
|
|
}
|
|
|
|
/**
|
|
* Log game update debug information (delegates to GameManager)
|
|
*/
|
|
logGameUpdate(socketId, gameState) {
|
|
return this.gameManager.logGameUpdate(socketId, gameState);
|
|
}
|
|
|
|
// Queue management methods (delegates to QueueHandler)
|
|
|
|
/**
|
|
* Start games for waiting players when a new block is found
|
|
*/
|
|
async startGamesForWaiting(blockHeight) {
|
|
// Start queued single-player games first and capture the result to return.
|
|
const result = await this.queueHandler.startGamesForWaiting(blockHeight);
|
|
// Then drain match-mode queues on the same block, fire-and-forget so a match-layer
|
|
// error can never block or fail single-player block processing (MP-C3).
|
|
if (this.matchScheduler) {
|
|
this.matchScheduler.onBlock(blockHeight).catch(err => {
|
|
if (this.debugManager.CONSOLE_LOGGING) console.error('[SocketHandlers] Match scheduler block error:', err);
|
|
});
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Check for game timeouts based on block height
|
|
*/
|
|
async checkGamesTimeout(currentHeight) {
|
|
// Snapshot the entries first: handleGameOver mutates activeGames (it deletes the
|
|
// entry), so iterating the live Map could skip games. Process sequentially and
|
|
// await each game-over rather than firing them all off concurrently on one tick.
|
|
// Anti-instant-death guard ONLY (default 2s, set 0 to disable). Random block timing
|
|
// is the game's core mechanic and is deliberately preserved — this is not a fairness
|
|
// floor. It only avoids the degenerate case where a block lands in the same instant
|
|
// the game starts and the player dies before the dungeon even renders / before their
|
|
// first move is possible (100ms move cooldown).
|
|
const graceMs = (() => { const v = parseInt(process.env.GAME_START_GRACE_MS, 10); return Number.isFinite(v) ? v : 2000; })();
|
|
const now = Date.now();
|
|
const snapshot = Array.from(this.activeGames.entries());
|
|
for (const [socketId, game] of snapshot) {
|
|
// G3: the snapshot can go stale while we await a previous game-over. If this game
|
|
// was concurrently won or otherwise ended (removed from activeGames on another
|
|
// async path), never re-end it here as a loss/timeout.
|
|
if (!this.activeGames.has(socketId)) continue;
|
|
|
|
const user = this.connectionHandler.getUserBySocket(socketId);
|
|
if (!user) continue;
|
|
|
|
// G1/C3: only end when the entry block is DEFINED and a later block has arrived.
|
|
// If we've never recorded an entry block for this player, record the current
|
|
// height as the first observation instead of treating a missing value as either
|
|
// immortal (never times out) or instant-death (times out on the first tick).
|
|
if (user.blockRec == null) {
|
|
user.blockRec = currentHeight;
|
|
continue;
|
|
}
|
|
|
|
const elapsedMs = now - (game.startedAt || now);
|
|
if (currentHeight > user.blockRec && elapsedMs >= graceMs) {
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log(`💀 GAME TIMEOUT for player ${socketId}: entered on block ${user.blockRec}, died on block ${currentHeight}`);
|
|
}
|
|
game.gameState = 'lost';
|
|
const fakeSocket = { id: socketId };
|
|
try {
|
|
await this.handleGameOver(fakeSocket, game, 'lost', 'timeout', 'You didn\'t escape before the block time limit!');
|
|
} catch (e) {
|
|
console.error(`checkGamesTimeout: handleGameOver failed for ${socketId}:`, e.message);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Payment system handlers (placeholder for compatibility)
|
|
async handleCheckPaymentStatus(socket, data) {
|
|
if (this.paymentHandlers && typeof this.paymentHandlers.handleCheckPaymentStatus === 'function') {
|
|
return this.paymentHandlers.handleCheckPaymentStatus(socket, data);
|
|
}
|
|
}
|
|
|
|
async handleGetUserCredits(socket) {
|
|
if (this.paymentHandlers && typeof this.paymentHandlers.handleGetUserCredits === 'function') {
|
|
return this.paymentHandlers.handleGetUserCredits(socket);
|
|
}
|
|
}
|
|
|
|
// ====== SPECTATOR HANDLERS ======
|
|
|
|
/**
|
|
* Handle request for active games list
|
|
*/
|
|
handleGetActiveGames(socket, options = {}) {
|
|
try {
|
|
const gameList = this.spectatorManager.getActiveGamesList(options);
|
|
socket.emit('active_games', gameList);
|
|
} catch (err) {
|
|
console.error('handleGetActiveGames error:', err);
|
|
socket.emit('error', { message: 'Failed to get games list' });
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle request to spectate a specific game
|
|
*/
|
|
handleSpectateGame(socket, data) {
|
|
try {
|
|
if (!data || !data.gameId) {
|
|
socket.emit('spectate_error', { message: 'Game ID is required' });
|
|
return;
|
|
}
|
|
|
|
// Check if user is currently in a game (can't spectate while playing)
|
|
if (this.activeGames.has(socket.id)) {
|
|
socket.emit('spectate_error', { message: 'Cannot spectate while in a game' });
|
|
return;
|
|
}
|
|
|
|
// Leave lobby when starting to spectate
|
|
this.spectatorManager.leaveLobby(socket.id);
|
|
|
|
const result = this.spectatorManager.addSpectator(socket.id, data.gameId);
|
|
|
|
if (result.success) {
|
|
socket.emit('spectate_start', {
|
|
gameId: result.gameId,
|
|
playerId: result.playerSocketId?.substring(0, 6),
|
|
initialState: result.initialState,
|
|
spectatorCount: result.spectatorCount
|
|
});
|
|
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'info',
|
|
`👁️ Now spectating game by player ${result.playerSocketId?.substring(0, 6)}`);
|
|
} else {
|
|
socket.emit('spectate_error', { message: result.reason });
|
|
// Rejoin lobby if spectating failed
|
|
this.spectatorManager.joinLobby(socket.id);
|
|
}
|
|
} catch (err) {
|
|
console.error('handleSpectateGame error:', err);
|
|
socket.emit('spectate_error', { message: 'Failed to join game as spectator' });
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle request to leave spectating
|
|
*/
|
|
handleLeaveSpectate(socket) {
|
|
try {
|
|
const wasSpectating = this.spectatorManager.removeSpectator(socket.id);
|
|
|
|
if (wasSpectating) {
|
|
socket.emit('spectate_ended', { reason: 'user_left' });
|
|
this.broadcastManager.sendStatusUpdate(socket.id, 'info', '👁️ Left spectator mode');
|
|
}
|
|
|
|
// Rejoin lobby
|
|
this.spectatorManager.joinLobby(socket.id);
|
|
|
|
// Send updated games list
|
|
const gameList = this.spectatorManager.getActiveGamesList({ page: 1, pageSize: 20 });
|
|
socket.emit('active_games', gameList);
|
|
} catch (err) {
|
|
console.error('handleLeaveSpectate error:', err);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get comprehensive statistics
|
|
*/
|
|
getStats() {
|
|
return {
|
|
activeGames: this.activeGames.size,
|
|
rateLimiter: this.rateLimiter.getStats(),
|
|
memoryManager: this.memoryManager.getStats(),
|
|
connections: this.connectionHandler.getStats(),
|
|
chat: this.chatHandler.getStats(),
|
|
games: this.gameManager.getStats(),
|
|
queue: this.queueHandler.getStats(),
|
|
spectators: this.spectatorManager ? this.spectatorManager.getStats() : null,
|
|
tavern: this.tavernManager ? this.tavernManager.getStats() : null
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Shutdown method to clean up all resources and prevent memory leaks
|
|
*/
|
|
async shutdown() {
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log('🛑 SocketHandlers shutting down...');
|
|
}
|
|
|
|
// Shutdown components in reverse order of initialization
|
|
if (this.tavernManager) {
|
|
this.tavernManager.shutdown();
|
|
}
|
|
if (this.matchManager) {
|
|
this.matchManager.shutdown();
|
|
}
|
|
if (this.matchQueue) {
|
|
this.matchQueue.shutdown().catch(() => {});
|
|
}
|
|
if (this.matchScheduler) {
|
|
this.matchScheduler.shutdown();
|
|
}
|
|
|
|
if (this.spectatorManager) {
|
|
this.spectatorManager.shutdown();
|
|
}
|
|
|
|
if (this.chatHandler) {
|
|
this.chatHandler.shutdown();
|
|
}
|
|
|
|
if (this.connectionHandler) {
|
|
this.connectionHandler.shutdown();
|
|
}
|
|
|
|
if (this.rateLimiter) {
|
|
this.rateLimiter.shutdown();
|
|
}
|
|
|
|
if (this.memoryManager) {
|
|
// Force final cleanup before shutdown
|
|
await this.memoryManager.forceCleanup();
|
|
this.memoryManager.shutdown();
|
|
}
|
|
|
|
// Dispose components whose timers/maps would otherwise leak on shutdown.
|
|
if (this.sessionManager?.dispose) this.sessionManager.dispose();
|
|
if (this.suspendedGameManager?.cleanup) this.suspendedGameManager.cleanup();
|
|
if (this.paymentHandlers?.dispose) this.paymentHandlers.dispose();
|
|
|
|
// Clear remaining data structures
|
|
this.activeGames.clear();
|
|
|
|
if (this.debugManager.CONSOLE_LOGGING) {
|
|
console.log('✅ SocketHandlers shutdown complete');
|
|
}
|
|
}
|
|
}
|
|
|
|
module.exports = SocketHandlers;
|