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https://github.com/randyjc/Rahoot.git
synced 2026-03-14 04:25:35 +01:00
feat(game): enhance game reconnection logic and improve reset messages
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@@ -25,8 +25,8 @@ io.on("connection", (socket) => {
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`A user connected: socketId: ${socket.id}, clientId: ${socket.handshake.auth.clientId}`
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)
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socket.on("player:reconnect", () => {
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const game = registry.getPlayerGame(socket.handshake.auth.clientId)
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socket.on("player:reconnect", ({ gameId }) => {
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const game = registry.getPlayerGame(gameId, socket.handshake.auth.clientId)
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if (game) {
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game.reconnect(socket)
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@@ -34,20 +34,19 @@ io.on("connection", (socket) => {
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return
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}
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socket.emit("game:reset")
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socket.emit("game:reset", "Game not found")
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})
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socket.on("manager:reconnect", () => {
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const game = registry.getManagerGame(socket.handshake.auth.clientId)
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socket.on("manager:reconnect", ({ gameId }) => {
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const game = registry.getManagerGame(gameId, socket.handshake.auth.clientId)
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if (game) {
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game.reconnect(socket)
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registry.reactivateGame(game.gameId)
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return
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}
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socket.emit("game:reset")
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socket.emit("game:reset", "Game expired")
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})
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socket.on("manager:auth", (password) => {
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@@ -132,17 +131,18 @@ io.on("connection", (socket) => {
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)
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socket.on("disconnect", () => {
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console.log(`user disconnected ${socket.id}`)
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console.log(`A user disconnected : ${socket.id}`)
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const managerGame = registry.getGameByManagerSocketId(socket.id)
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if (managerGame) {
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managerGame.manager.connected = false
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registry.markGameAsEmpty(managerGame)
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if (!managerGame.started) {
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console.log("Reset game (manager disconnected)")
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managerGame.abortCooldown()
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io.to(managerGame.gameId).emit("game:reset")
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io.to(managerGame.gameId).emit("game:reset", "Manager disconnected")
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registry.removeGame(managerGame.gameId)
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return
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@@ -151,7 +151,7 @@ io.on("connection", (socket) => {
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const game = registry.getGameByPlayerSocketId(socket.id)
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if (!game || game.started) {
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if (!game) {
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return
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}
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@@ -161,12 +161,19 @@ io.on("connection", (socket) => {
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return
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}
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game.players = game.players.filter((p) => p.id !== socket.id)
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if (!game.started) {
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game.players = game.players.filter((p) => p.id !== socket.id)
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io.to(game.manager.id).emit("manager:removePlayer", player.id)
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io.to(game.manager.id).emit("manager:removePlayer", player.id)
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io.to(game.gameId).emit("game:totalPlayers", game.players.length)
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console.log(`Removed player ${player.username} from game ${game.gameId}`)
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return
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}
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player.connected = false
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io.to(game.gameId).emit("game:totalPlayers", game.players.length)
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console.log(`Removed player ${player.username} from game ${game.gameId}`)
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})
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})
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@@ -1,10 +1,13 @@
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import { Answer, Player, Quizz } from "@rahoot/common/types/game"
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import { Server, Socket } from "@rahoot/common/types/game/socket"
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import { Status, STATUS, StatusDataMap } from "@rahoot/common/types/game/status"
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import Registry from "@rahoot/socket/services/registry"
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import { createInviteCode, timeToPoint } from "@rahoot/socket/utils/game"
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import sleep from "@rahoot/socket/utils/sleep"
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import { v4 as uuid } from "uuid"
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const registry = Registry.getInstance()
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class Game {
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io: Server
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@@ -12,6 +15,7 @@ class Game {
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manager: {
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id: string
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clientId: string
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connected: boolean
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}
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inviteCode: string
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started: boolean
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@@ -46,6 +50,7 @@ class Game {
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this.manager = {
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id: "",
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clientId: "",
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connected: false,
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}
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this.inviteCode = ""
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this.started = false
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@@ -72,6 +77,7 @@ class Game {
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this.manager = {
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id: socket.id,
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clientId: socket.handshake.auth.clientId,
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connected: true,
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}
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this.quizz = quizz
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@@ -109,11 +115,22 @@ class Game {
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}
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join(socket: Socket, username: string) {
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const isAlreadyConnected = this.players.find(
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(p) => p.clientId === socket.handshake.auth.clientId
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)
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if (isAlreadyConnected) {
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socket.emit("game:errorMessage", "Player already connected")
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return
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}
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socket.join(this.gameId)
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const playerData = {
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id: socket.id,
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clientId: socket.handshake.auth.clientId,
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connected: true,
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username,
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points: 0,
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}
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@@ -151,49 +168,64 @@ class Game {
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const { clientId } = socket.handshake.auth
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const isManager = this.manager.clientId === clientId
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if (!isManager) {
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const player = this.players.find((p) => p.clientId === clientId)
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if (isManager) {
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this.reconnectManager(socket)
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} else {
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this.reconnectPlayer(socket)
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}
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}
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if (!player) {
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return false
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}
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private reconnectManager(socket: Socket) {
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if (this.manager.connected) {
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socket.emit("game:reset", "Manager already connected")
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return
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}
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socket.join(this.gameId)
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this.manager.id = socket.id
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this.manager.connected = true
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const commonData = {
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const status = this.managerStatus ||
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this.lastBroadcastStatus || {
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name: STATUS.WAIT,
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data: { text: "Waiting for players" },
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}
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socket.emit("manager:successReconnect", {
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gameId: this.gameId,
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started: this.started,
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currentQuestion: {
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current: this.round.currentQuestion,
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total: this.quizz.questions.length,
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},
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status,
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players: this.players,
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})
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socket.emit("game:totalPlayers", this.players.length)
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registry.reactivateGame(this.gameId)
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console.log(`Manager reconnected to game ${this.inviteCode}`)
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}
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private reconnectPlayer(socket: Socket) {
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const { clientId } = socket.handshake.auth
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const player = this.players.find((p) => p.clientId === clientId)
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if (!player) {
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return
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}
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if (isManager) {
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this.manager.id = socket.id
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if (player.connected) {
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socket.emit("game:reset", "Player already connected")
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const status = this.managerStatus ||
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this.lastBroadcastStatus || {
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name: STATUS.WAIT,
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data: { text: "Waiting for players" },
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}
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socket.emit("manager:successReconnect", {
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...commonData,
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status,
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players: this.players,
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})
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socket.emit("game:totalPlayers", this.players.length)
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console.log(`Manager reconnected to game ${this.inviteCode}`)
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return true
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return
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}
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const player = this.players.find((p) => p.clientId === clientId)!
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socket.join(this.gameId)
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const oldSocketId = player.id
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player.id = socket.id
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player.connected = true
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const status = this.playerStatus.get(oldSocketId) ||
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this.lastBroadcastStatus || {
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@@ -208,7 +240,11 @@ class Game {
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}
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socket.emit("player:successReconnect", {
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...commonData,
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gameId: this.gameId,
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currentQuestion: {
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current: this.round.currentQuestion,
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total: this.quizz.questions.length,
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},
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status,
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player: {
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username: player.username,
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@@ -219,8 +255,6 @@ class Game {
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console.log(
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`Player ${player.username} reconnected to game ${this.inviteCode}`
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)
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return true
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}
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startCooldown(seconds: number): Promise<void> {
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@@ -37,14 +37,17 @@ class Registry {
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return this.games.find((g) => g.inviteCode === inviteCode)
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}
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getPlayerGame(clientId: string): Game | undefined {
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return this.games.find((g) =>
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g.players.some((p) => p.clientId === clientId)
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getPlayerGame(gameId: string, clientId: string): Game | undefined {
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return this.games.find(
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(g) =>
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g.gameId === gameId && g.players.some((p) => p.clientId === clientId)
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)
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}
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getManagerGame(clientId: string): Game | undefined {
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return this.games.find((g) => g.manager.clientId === clientId)
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getManagerGame(gmageId: string, clientId: string): Game | undefined {
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return this.games.find(
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(g) => g.gameId === gmageId && g.manager.clientId === clientId
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)
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}
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getGameByManagerSocketId(socketId: string): Game | undefined {
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