dok/sockets/arena.js
2026-03-18 11:45:10 +00:00

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/* ============================================================
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 };