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@ -1,6 +1,6 @@
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/* ============================================================
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sockets/arena.js
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Alle Socket-Events rund um 1v1 Matchmaking, Spielfeld & Bereit-System
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Alle Socket-Events rund um 1v1 Matchmaking & 2v2 Team-Lobby
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============================================================ */
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const waitingPool = new Map(); // socketId → { socket, player }
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@ -8,37 +8,43 @@ const LEVEL_RANGE = 5;
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// 2v2 Team-Lobby
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// teams2v2: teamId → { id, players: [{socketId, player}], ready: Set<socketId> }
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const teams2v2 = new Map();
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const readyTeams = new Map(); // teamId → team (fertige Teams warten auf Matchmaking)
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const teams2v2 = new Map();
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const readyTeams = new Map(); // teamId → team (fertige Teams warten auf Matchmaking)
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const READY_TIMEOUT = 30; // Sekunden bis Match abgebrochen wird
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function generateId() {
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return `${Date.now()}_${Math.random().toString(36).slice(2, 7)}`;
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}
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/* ── 2v2 Lobby-Liste an alle schicken ── */
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/* ─────────────────────────────────────────────────
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HELPER: 2v2 Lobby-Liste an alle senden
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───────────────────────────────────────────────── */
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function broadcastLobbies(io) {
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const list = [];
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for (const [teamId, team] of teams2v2) {
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if (team.players.length < 2) {
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list.push({
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teamId,
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leader: team.players[0]?.player?.name || "?",
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leader: team.players[0]?.player?.name || "?",
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leaderLevel: team.players[0]?.player?.level || 1,
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count: team.players.length,
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count: team.players.length,
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});
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}
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}
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io.emit("2v2_lobbies", list);
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}
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/* ── 2v2 Team-Status an Teammitglieder senden ── */
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/* ─────────────────────────────────────────────────
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HELPER: 2v2 Team-Status an Teammitglieder senden
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───────────────────────────────────────────────── */
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function broadcastTeamStatus(io, teamId) {
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const team = teams2v2.get(teamId);
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if (!team) return;
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const data = {
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teamId,
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players: team.players.map(p => ({
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name: p.player.name,
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name: p.player.name,
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level: p.player.level,
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ready: team.ready.has(p.socketId),
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})),
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@ -49,7 +55,9 @@ function broadcastTeamStatus(io, teamId) {
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}
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}
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/* ── 2v2 Matchmaking ── */
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/* ─────────────────────────────────────────────────
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HELPER: 2v2 Matchmaking
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───────────────────────────────────────────────── */
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function tryMatchmaking2v2(io) {
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const readyList = Array.from(readyTeams.values());
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if (readyList.length < 2) return;
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@ -74,25 +82,64 @@ function tryMatchmaking2v2(io) {
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for (const p of allPlayers) {
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const opponents = allPlayers.filter(x => x.team !== p.team).map(x => x.player.name);
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const teammates = allPlayers.filter(x => x.team === p.team && x.socketId !== p.socketId).map(x => x.player.name);
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const teamRef = p.team === 1 ? team1 : team2;
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const slotIndex = teamRef.players.findIndex(x => x.socketId === p.socketId) + 1;
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io.to(p.socketId).emit("match_found_2v2", {
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matchId,
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myTeam: p.team,
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teammates,
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opponents,
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mySlot: `team${p.team}_player${team1.players.indexOf(p) >= 0 ? team1.players.findIndex(x=>x.socketId===p.socketId)+1 : team2.players.findIndex(x=>x.socketId===p.socketId)+1}`,
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mySlot: `team${p.team}_player${slotIndex}`,
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});
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}
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console.log(`[2v2] Match: Team1(${team1.players.map(p=>p.player.name)}) vs Team2(${team2.players.map(p=>p.player.name)}) | ${matchId}`);
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console.log(
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`[2v2] Match: Team1(${team1.players.map(p => p.player.name)})` +
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` vs Team2(${team2.players.map(p => p.player.name)}) | ${matchId}`
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);
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}
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// Werden beim ersten Event lazy initialisiert (auf io gespeichert)
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// io._arenaRooms → matchId → { sockets, names }
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// io._arenaReady → matchId → Set of ready slots
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// io._arenaTimers → matchId → intervalId
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/* ─────────────────────────────────────────────────
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HELPER: 1v1 Matchmaking
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───────────────────────────────────────────────── */
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function tryMatchmaking(io, newSocketId) {
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const challenger = waitingPool.get(newSocketId);
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if (!challenger) return;
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const READY_TIMEOUT = 30; // Sekunden bis Match abgebrochen wird
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for (const [id, entry] of waitingPool) {
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if (id === newSocketId) continue;
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const levelDiff = Math.abs(entry.player.level - challenger.player.level);
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if (levelDiff <= LEVEL_RANGE) {
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waitingPool.delete(newSocketId);
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waitingPool.delete(id);
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const matchId = `match_${Date.now()}_${Math.random().toString(36).slice(2, 7)}`;
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challenger.socket.emit("match_found", {
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matchId,
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opponent: entry.player,
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mySlot: "player1",
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});
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entry.socket.emit("match_found", {
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matchId,
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opponent: challenger.player,
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mySlot: "player2",
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});
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console.log(
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`[1v1] Match: ${challenger.player.name} (Lvl ${challenger.player.level})` +
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` vs ${entry.player.name} (Lvl ${entry.player.level}) | ${matchId}`
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);
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return;
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}
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}
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}
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/* ─────────────────────────────────────────────────
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HELPER: Bereit-Timer (1v1)
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───────────────────────────────────────────────── */
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function startReadyTimer(io, matchId) {
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if (!io._arenaTimers) io._arenaTimers = new Map();
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if (io._arenaTimers.has(matchId)) return;
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@ -109,7 +156,7 @@ function startReadyTimer(io, matchId) {
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io._arenaTimers.delete(matchId);
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console.log(`[1v1] Match ${matchId} abgebrochen – Zeit abgelaufen.`);
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io.to("arena_" + matchId).emit("match_cancelled", {
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reason: "timeout",
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reason: "timeout",
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message: "Zeit abgelaufen – Match wird abgebrochen.",
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});
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}
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@ -128,41 +175,37 @@ function stopReadyTimer(io, matchId) {
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}
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}
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function tryMatchmaking(io, newSocketId) {
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const challenger = waitingPool.get(newSocketId);
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if (!challenger) return;
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/* ─────────────────────────────────────────────────
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HELPER: Spieler aus allen 2v2-Teams entfernen
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───────────────────────────────────────────────── */
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function leaveAllTeams(socketId, io) {
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for (const [teamId, team] of teams2v2) {
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const idx = team.players.findIndex(p => p.socketId === socketId);
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if (idx === -1) continue;
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for (const [id, entry] of waitingPool) {
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if (id === newSocketId) continue;
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const playerName = team.players[idx].player.name;
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team.players.splice(idx, 1);
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team.ready.delete(socketId);
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readyTeams.delete(teamId);
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const levelDiff = Math.abs(entry.player.level - challenger.player.level);
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if (levelDiff <= LEVEL_RANGE) {
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waitingPool.delete(newSocketId);
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waitingPool.delete(id);
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const matchId = `match_${Date.now()}_${Math.random().toString(36).slice(2, 7)}`;
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challenger.socket.emit("match_found", {
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matchId,
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opponent: entry.player,
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mySlot: "player1",
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});
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entry.socket.emit("match_found", {
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matchId,
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opponent: challenger.player,
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mySlot: "player2",
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});
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console.log(
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`[1v1] Match: ${challenger.player.name} (Lvl ${challenger.player.level})` +
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` vs ${entry.player.name} (Lvl ${entry.player.level}) | ${matchId}`
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);
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return;
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if (team.players.length === 0) {
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teams2v2.delete(teamId);
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console.log(`[2v2] Team ${teamId} aufgelöst.`);
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} else {
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broadcastTeamStatus(io, teamId);
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for (const p of team.players) {
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io.to(p.socketId).emit("2v2_partner_left", { name: playerName });
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}
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console.log(`[2v2] ${playerName} hat Team ${teamId} verlassen.`);
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}
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broadcastLobbies(io);
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break;
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}
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}
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/* ═══════════════════════════════════════════════════════════
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HAUPT-HANDLER – wird einmal pro Socket-Verbindung gerufen
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═══════════════════════════════════════════════════════════ */
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function registerArenaHandlers(io, socket) {
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/* ── 1v1: Queue beitreten ── */
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@ -176,7 +219,6 @@ function registerArenaHandlers(io, socket) {
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};
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waitingPool.set(socket.id, { socket, player });
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socket.emit("queue_status", {
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status: "waiting",
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poolSize: waitingPool.size,
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@ -195,9 +237,70 @@ function registerArenaHandlers(io, socket) {
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}
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});
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/* ══════════════════════════════════════════
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/* ── 1v1: Spielfeld betreten ── */
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socket.on("arena_join", (data) => {
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const { matchId, slot } = data;
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if (!matchId || !slot) return;
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if (!io._arenaRooms) io._arenaRooms = new Map();
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if (!io._arenaRooms.has(matchId)) {
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io._arenaRooms.set(matchId, { sockets: {}, names: {} });
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}
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const room = io._arenaRooms.get(matchId);
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room.sockets[slot] = socket.id;
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room.names[slot] = socket.user || "Spieler";
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socket.join("arena_" + matchId);
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const otherSlot = slot === "player1" ? "player2" : "player1";
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if (room.sockets[otherSlot]) {
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io.to("arena_" + matchId).emit("arena_ready", {
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player1: room.names["player1"] || "Spieler 1",
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player2: room.names["player2"] || "Spieler 2",
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});
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console.log(`[Arena] Match ${matchId} bereit: ${room.names["player1"]} vs ${room.names["player2"]}`);
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startReadyTimer(io, matchId);
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} else {
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socket.to("arena_" + matchId).emit("arena_opponent_joined", {
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name: room.names[slot],
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slot,
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});
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}
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});
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/* ── 1v1: Bereit-System ── */
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socket.on("player_ready", (data) => {
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const { matchId, slot } = data;
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if (!matchId || !slot) return;
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if (!io._arenaReady) io._arenaReady = new Map();
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if (!io._arenaReady.has(matchId)) io._arenaReady.set(matchId, new Set());
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const readySet = io._arenaReady.get(matchId);
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readySet.add(slot);
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io.to("arena_" + matchId).emit("ready_status", {
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readyCount: readySet.size,
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readySlots: Array.from(readySet),
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});
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console.log(`[1v1] ${slot} bereit in ${matchId} (${readySet.size}/2)`);
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if (readySet.size >= 2) {
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stopReadyTimer(io, matchId);
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io._arenaReady.delete(matchId);
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}
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});
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/* ── 1v1: Aufgeben ── */
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socket.on("player_surrender", (data) => {
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const { matchId, slot } = data;
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console.log(`[1v1] ${slot} hat aufgegeben in Match ${matchId}`);
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io.to("arena_" + matchId).emit("player_surrendered", { slot });
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});
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/* ════════════════════════════════════════════
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2v2 TEAM LOBBY
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══════════════════════════════════════════ */
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════════════════════════════════════════════ */
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/* ── Lobby-Liste anfordern ── */
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socket.on("get_2v2_lobbies", () => {
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@ -206,9 +309,9 @@ function registerArenaHandlers(io, socket) {
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if (team.players.length < 2) {
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list.push({
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teamId,
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leader: team.players[0]?.player?.name || "?",
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leader: team.players[0]?.player?.name || "?",
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leaderLevel: team.players[0]?.player?.level || 1,
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count: team.players.length,
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count: team.players.length,
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});
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}
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}
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@ -217,16 +320,19 @@ function registerArenaHandlers(io, socket) {
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/* ── Neues Team erstellen ── */
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socket.on("create_2v2_team", (playerData) => {
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// Erst aus alten Teams entfernen
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leaveAllTeams(socket.id, io);
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const player = { id: playerData.id, name: playerData.name, level: Number(playerData.level) || 1 };
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const player = {
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id: playerData.id,
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name: playerData.name,
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level: Number(playerData.level) || 1,
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};
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const teamId = `team_${generateId()}`;
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teams2v2.set(teamId, {
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id: teamId,
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id: teamId,
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players: [{ socketId: socket.id, player }],
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ready: new Set(),
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ready: new Set(),
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});
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socket.emit("2v2_team_joined", { teamId, isLeader: true });
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@ -246,12 +352,16 @@ function registerArenaHandlers(io, socket) {
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leaveAllTeams(socket.id, io);
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const player = { id: playerData.id, name: playerData.name, level: Number(playerData.level) || 1 };
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const player = {
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id: playerData.id,
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name: playerData.name,
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level: Number(playerData.level) || 1,
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};
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team.players.push({ socketId: socket.id, player });
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socket.emit("2v2_team_joined", { teamId, isLeader: false });
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broadcastTeamStatus(io, teamId);
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broadcastLobbies(io); // Team aus offener Liste entfernen
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broadcastLobbies(io);
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console.log(`[2v2] ${player.name} hat Team ${teamId} beigetreten`);
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});
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@ -268,10 +378,8 @@ function registerArenaHandlers(io, socket) {
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team.ready.add(socket.id);
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broadcastTeamStatus(io, teamId);
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console.log(`[2v2] Bereit in Team ${teamId}: ${team.ready.size}/2`);
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// Beide bereit → Team in Matchmaking-Pool
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if (team.ready.size >= 2) {
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readyTeams.set(teamId, team);
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for (const p of team.players) {
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@ -282,72 +390,6 @@ function registerArenaHandlers(io, socket) {
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}
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});
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/* ── Spielfeld: Spieler betritt Arena-Room ── */
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socket.on("arena_join", (data) => {
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const { matchId, slot } = data;
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if (!matchId || !slot) return;
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if (!io._arenaRooms) io._arenaRooms = new Map();
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if (!io._arenaRooms.has(matchId)) {
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io._arenaRooms.set(matchId, { sockets: {}, names: {} });
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}
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const room = io._arenaRooms.get(matchId);
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room.sockets[slot] = socket.id;
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room.names[slot] = socket.user || "Spieler";
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socket.join("arena_" + matchId);
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const otherSlot = slot === "player1" ? "player2" : "player1";
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if (room.sockets[otherSlot]) {
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io.to("arena_" + matchId).emit("arena_ready", {
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player1: room.names["player1"] || "Spieler 1",
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player2: room.names["player2"] || "Spieler 2",
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});
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console.log(`[Arena] Match ${matchId} bereit: ${room.names["player1"]} vs ${room.names["player2"]}`);
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startReadyTimer(io, matchId);
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} else {
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socket.to("arena_" + matchId).emit("arena_opponent_joined", {
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name: room.names[slot],
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slot,
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});
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}
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});
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/* ── Bereit-System ── */
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socket.on("player_ready", (data) => {
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const { matchId, slot } = data;
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if (!matchId || !slot) return;
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if (!io._arenaReady) io._arenaReady = new Map();
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if (!io._arenaReady.has(matchId)) {
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io._arenaReady.set(matchId, new Set());
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}
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const readySet = io._arenaReady.get(matchId);
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readySet.add(slot);
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io.to("arena_" + matchId).emit("ready_status", {
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readyCount: readySet.size,
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readySlots: Array.from(readySet),
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});
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console.log(`[1v1] ${slot} bereit in ${matchId} (${readySet.size}/2)`);
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if (readySet.size >= 2) {
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stopReadyTimer(io, matchId);
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io._arenaReady.delete(matchId);
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}
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});
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/* ── Aufgeben ── */
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socket.on("player_surrender", (data) => {
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const { matchId, slot } = data;
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console.log(`[1v1] ${slot} hat aufgegeben in Match ${matchId}`);
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io.to("arena_" + matchId).emit("player_surrendered", { slot });
|
||||
});
|
||||
|
||||
/* ── Disconnect ── */
|
||||
socket.on("disconnect", () => {
|
||||
if (waitingPool.delete(socket.id)) {
|
||||
@ -357,216 +399,4 @@ function registerArenaHandlers(io, socket) {
|
||||
});
|
||||
}
|
||||
|
||||
/* ── Hilfsfunktion: Spieler aus allen 2v2-Teams entfernen ── */
|
||||
function leaveAllTeams(socketId, io) {
|
||||
for (const [teamId, team] of teams2v2) {
|
||||
const idx = team.players.findIndex(p => p.socketId === socketId);
|
||||
if (idx === -1) continue;
|
||||
|
||||
const playerName = team.players[idx].player.name;
|
||||
team.players.splice(idx, 1);
|
||||
team.ready.delete(socketId);
|
||||
readyTeams.delete(teamId);
|
||||
|
||||
if (team.players.length === 0) {
|
||||
teams2v2.delete(teamId);
|
||||
console.log(`[2v2] Team ${teamId} aufgelöst.`);
|
||||
} else {
|
||||
// Verbleibenden Spieler informieren
|
||||
broadcastTeamStatus(io, teamId);
|
||||
for (const p of team.players) {
|
||||
io.to(p.socketId).emit("2v2_partner_left", { name: playerName });
|
||||
}
|
||||
console.log(`[2v2] ${playerName} hat Team ${teamId} verlassen.`);
|
||||
}
|
||||
broadcastLobbies(io);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = { registerArenaHandlers };
|
||||
|
||||
function startReadyTimer(io, matchId) {
|
||||
if (!io._arenaTimers) io._arenaTimers = new Map();
|
||||
if (io._arenaTimers.has(matchId)) return; // läuft bereits
|
||||
|
||||
let remaining = READY_TIMEOUT;
|
||||
|
||||
// Sofort ersten Tick senden
|
||||
io.to("arena_" + matchId).emit("ready_timer", { remaining });
|
||||
|
||||
const interval = setInterval(() => {
|
||||
remaining--;
|
||||
io.to("arena_" + matchId).emit("ready_timer", { remaining });
|
||||
|
||||
if (remaining <= 0) {
|
||||
clearInterval(interval);
|
||||
io._arenaTimers.delete(matchId);
|
||||
|
||||
// Match abbrechen – Funktion noch offen
|
||||
console.log(`[1v1] Match ${matchId} abgebrochen – Zeit abgelaufen.`);
|
||||
io.to("arena_" + matchId).emit("match_cancelled", {
|
||||
reason: "timeout",
|
||||
message: "Zeit abgelaufen – Match wird abgebrochen.",
|
||||
});
|
||||
}
|
||||
}, 1000);
|
||||
|
||||
io._arenaTimers.set(matchId, interval);
|
||||
}
|
||||
|
||||
function stopReadyTimer(io, matchId) {
|
||||
if (!io._arenaTimers) return;
|
||||
const interval = io._arenaTimers.get(matchId);
|
||||
if (interval) {
|
||||
clearInterval(interval);
|
||||
io._arenaTimers.delete(matchId);
|
||||
console.log(`[1v1] Timer für Match ${matchId} gestoppt (beide bereit).`);
|
||||
}
|
||||
}
|
||||
|
||||
function tryMatchmaking(io, newSocketId) {
|
||||
const challenger = waitingPool.get(newSocketId);
|
||||
if (!challenger) return;
|
||||
|
||||
for (const [id, entry] of waitingPool) {
|
||||
if (id === newSocketId) continue;
|
||||
|
||||
const levelDiff = Math.abs(entry.player.level - challenger.player.level);
|
||||
if (levelDiff <= LEVEL_RANGE) {
|
||||
waitingPool.delete(newSocketId);
|
||||
waitingPool.delete(id);
|
||||
|
||||
const matchId = `match_${Date.now()}_${Math.random().toString(36).slice(2, 7)}`;
|
||||
|
||||
challenger.socket.emit("match_found", {
|
||||
matchId,
|
||||
opponent: entry.player,
|
||||
mySlot: "player1",
|
||||
});
|
||||
|
||||
entry.socket.emit("match_found", {
|
||||
matchId,
|
||||
opponent: challenger.player,
|
||||
mySlot: "player2",
|
||||
});
|
||||
|
||||
console.log(
|
||||
`[1v1] Match: ${challenger.player.name} (Lvl ${challenger.player.level})` +
|
||||
` vs ${entry.player.name} (Lvl ${entry.player.level}) | ${matchId}`
|
||||
);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function registerArenaHandlers(io, socket) {
|
||||
|
||||
/* ── Queue beitreten ── */
|
||||
socket.on("join_1v1", (playerData) => {
|
||||
if (waitingPool.has(socket.id)) return;
|
||||
|
||||
const player = {
|
||||
id: playerData.id,
|
||||
name: playerData.name,
|
||||
level: Number(playerData.level) || 1,
|
||||
};
|
||||
|
||||
waitingPool.set(socket.id, { socket, player });
|
||||
|
||||
socket.emit("queue_status", {
|
||||
status: "waiting",
|
||||
poolSize: waitingPool.size,
|
||||
message: `Suche Gegner (Level ${player.level - LEVEL_RANGE}–${player.level + LEVEL_RANGE})…`,
|
||||
});
|
||||
|
||||
console.log(`[1v1] ${player.name} (Lvl ${player.level}) im Pool. Größe: ${waitingPool.size}`);
|
||||
tryMatchmaking(io, socket.id);
|
||||
});
|
||||
|
||||
/* ── Queue verlassen ── */
|
||||
socket.on("leave_1v1", () => {
|
||||
if (waitingPool.delete(socket.id)) {
|
||||
socket.emit("queue_status", { status: "left" });
|
||||
console.log(`[1v1] ${socket.id} hat Pool verlassen.`);
|
||||
}
|
||||
});
|
||||
|
||||
/* ── Spielfeld: Spieler betritt Arena-Room ── */
|
||||
socket.on("arena_join", (data) => {
|
||||
const { matchId, slot } = data;
|
||||
if (!matchId || !slot) return;
|
||||
|
||||
if (!io._arenaRooms) io._arenaRooms = new Map();
|
||||
if (!io._arenaRooms.has(matchId)) {
|
||||
io._arenaRooms.set(matchId, { sockets: {}, names: {} });
|
||||
}
|
||||
|
||||
const room = io._arenaRooms.get(matchId);
|
||||
room.sockets[slot] = socket.id;
|
||||
room.names[slot] = socket.user || "Spieler";
|
||||
|
||||
socket.join("arena_" + matchId);
|
||||
|
||||
const otherSlot = slot === "player1" ? "player2" : "player1";
|
||||
|
||||
if (room.sockets[otherSlot]) {
|
||||
io.to("arena_" + matchId).emit("arena_ready", {
|
||||
player1: room.names["player1"] || "Spieler 1",
|
||||
player2: room.names["player2"] || "Spieler 2",
|
||||
});
|
||||
console.log(`[Arena] Match ${matchId} bereit: ${room.names["player1"]} vs ${room.names["player2"]}`);
|
||||
|
||||
// 30-Sekunden Bereit-Timer starten
|
||||
startReadyTimer(io, matchId);
|
||||
} else {
|
||||
socket.to("arena_" + matchId).emit("arena_opponent_joined", {
|
||||
name: room.names[slot],
|
||||
slot,
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
/* ── Bereit-System ── */
|
||||
socket.on("player_ready", (data) => {
|
||||
const { matchId, slot } = data;
|
||||
if (!matchId || !slot) return;
|
||||
|
||||
if (!io._arenaReady) io._arenaReady = new Map();
|
||||
if (!io._arenaReady.has(matchId)) {
|
||||
io._arenaReady.set(matchId, new Set());
|
||||
}
|
||||
|
||||
const readySet = io._arenaReady.get(matchId);
|
||||
readySet.add(slot);
|
||||
|
||||
io.to("arena_" + matchId).emit("ready_status", {
|
||||
readyCount: readySet.size,
|
||||
readySlots: Array.from(readySet),
|
||||
});
|
||||
|
||||
console.log(`[1v1] ${slot} bereit in ${matchId} (${readySet.size}/2)`);
|
||||
|
||||
if (readySet.size >= 2) {
|
||||
stopReadyTimer(io, matchId);
|
||||
io._arenaReady.delete(matchId);
|
||||
}
|
||||
});
|
||||
|
||||
/* ── Aufgeben ── */
|
||||
socket.on("player_surrender", (data) => {
|
||||
const { matchId, slot } = data;
|
||||
console.log(`[1v1] ${slot} hat aufgegeben in Match ${matchId}`);
|
||||
// Aufgabe-Logik kommt hier rein
|
||||
io.to("arena_" + matchId).emit("player_surrendered", { slot });
|
||||
});
|
||||
|
||||
/* ── Disconnect: aus Pool entfernen ── */
|
||||
socket.on("disconnect", () => {
|
||||
if (waitingPool.delete(socket.id)) {
|
||||
console.log(`[1v1] ${socket.id} disconnected – aus Pool entfernt.`);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
module.exports = { registerArenaHandlers };
|
||||
|
||||
Loading…
Reference in New Issue
Block a user