/* ============================================================ sockets/arena.js Alle Socket-Events rund um 1v1 Matchmaking, Spielfeld & Bereit-System ============================================================ */ const waitingPool = new Map(); // socketId → { socket, player } const LEVEL_RANGE = 5; // Werden beim ersten Event lazy initialisiert (auf io gespeichert) // io._arenaRooms → matchId → { sockets, names } // io._arenaReady → matchId → Set of ready slots // io._arenaTimers → matchId → intervalId const READY_TIMEOUT = 30; // Sekunden bis Match abgebrochen wird 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 };