Fix EsLint config & update packages

This commit is contained in:
Ralex
2025-09-28 12:58:51 +02:00
parent dd841c813e
commit 89c39fac52
33 changed files with 2416 additions and 1641 deletions

View File

@@ -52,6 +52,7 @@ io.on("connection", (socket) => {
socket.on("disconnect", () => {
console.log(`user disconnected ${socket.id}`)
if (gameState.manager === socket.id) {
console.log("Reset game")
io.to(gameState.room).emit("game:reset")

View File

@@ -8,22 +8,24 @@ const Manager = {
createRoom: (game, io, socket, password) => {
if (game.password !== password) {
io.to(socket.id).emit("game:errorMessage", "Bad Password")
return
}
if (game.manager || game.room) {
io.to(socket.id).emit("game:errorMessage", "Already manager")
return
}
let roomInvite = generateRoomId()
const roomInvite = generateRoomId()
game.room = roomInvite
game.manager = socket.id
socket.join(roomInvite)
io.to(socket.id).emit("manager:inviteCode", roomInvite)
console.log("New room created: " + roomInvite)
console.log(`New room created: ${roomInvite}`)
},
kickPlayer: (game, io, socket, playerId) => {
@@ -75,7 +77,7 @@ const Manager = {
return
}
game.currentQuestion++
game.currentQuestion += 1
startRound(game, io, socket)
},
@@ -101,7 +103,9 @@ const Manager = {
},
})
// eslint-disable-next-line no-param-reassign
game = deepClone(GAME_STATE_INIT)
return
}

View File

@@ -8,11 +8,13 @@ const Player = {
await inviteCodeValidator.validate(roomId)
} catch (error) {
socket.emit("game:errorMessage", error.errors[0])
return
}
if (!game.room || roomId !== game.room) {
socket.emit("game:errorMessage", "Room not found")
return
}
@@ -24,21 +26,25 @@ const Player = {
await usernameValidator.validate(player.username)
} catch (error) {
socket.emit("game:errorMessage", error.errors[0])
return
}
if (!game.room || player.room !== game.room) {
socket.emit("game:errorMessage", "Room not found")
return
}
if (game.players.find((p) => p.username === player.username)) {
socket.emit("game:errorMessage", "Username already exists")
return
}
if (game.started) {
socket.emit("game:errorMessage", "Game already started")
return
}
@@ -46,7 +52,7 @@ const Player = {
socket.join(player.room)
let playerData = {
const playerData = {
username: player.username,
room: player.room,
id: socket.id,
@@ -64,6 +70,7 @@ const Player = {
selectedAnswer: (game, io, socket, answerKey) => {
const player = game.players.find((player) => player.id === socket.id)
const question = game.questions[game.currentQuestion]
if (!player) {

View File

@@ -1,5 +1,5 @@
let cooldownTimeout
let cooldownResolve
let cooldownTimeout = null
let cooldownResolve = null
export const abortCooldown = () => {
clearInterval(cooldownTimeout)
@@ -20,10 +20,11 @@ export const cooldown = (ms, io, room) => {
clearInterval(cooldownTimeout)
resolve()
}
io.to(room).emit("game:cooldown", count)
count -= 1
}, 1000)
})
}
export const sleep = (sec) => new Promise((r) => setTimeout(r, sec * 1000))
export const sleep = (sec) => new Promise((r) => void setTimeout(r, sec * 1000))

View File

@@ -9,7 +9,7 @@ const deepClone = (obj) => {
const clonedObj = {}
for (const key in obj) {
if (obj.hasOwnProperty(key)) {
if (Object.hasOwn(obj, key)) {
clonedObj[key] = deepClone(obj[key])
}
}

View File

@@ -3,7 +3,7 @@ const generateRoomId = (length = 6) => {
const characters = "0123456789"
const charactersLength = characters.length
for (let i = 0; i < length; i++) {
for (let i = 0; i < length; i += 1) {
const randomIndex = Math.floor(Math.random() * charactersLength)
result += characters.charAt(randomIndex)
}

View File

@@ -1,9 +1,11 @@
import { cooldown, sleep } from "./cooldown.js"
export const startRound = async (game, io, socket) => {
export const startRound = async (game, io) => {
const question = game.questions[game.currentQuestion]
if (!game.started) return
if (!game.started) {
return
}
io.to(game.room).emit("game:updateQuestion", {
current: game.currentQuestion + 1,
@@ -20,7 +22,9 @@ export const startRound = async (game, io, socket) => {
await sleep(2)
if (!game.started) return
if (!game.started) {
return
}
io.to(game.room).emit("game:status", {
name: "SHOW_QUESTION",
@@ -33,7 +37,9 @@ export const startRound = async (game, io, socket) => {
await sleep(question.cooldown)
if (!game.started) return
if (!game.started) {
return
}
game.roundStartTime = Date.now()
@@ -50,31 +56,35 @@ export const startRound = async (game, io, socket) => {
await cooldown(question.time, io, game.room)
if (!game.started) return
if (!game.started) {
return
}
game.players.map(async (player) => {
let playerAnswer = await game.playersAnswer.find((p) => p.id === player.id)
const playerAnswer = await game.playersAnswer.find(
(p) => p.id === player.id,
)
let isCorrect = playerAnswer
const isCorrect = playerAnswer
? playerAnswer.answer === question.solution
: false
let points =
const points =
(isCorrect && Math.round(playerAnswer && playerAnswer.points)) || 0
player.points += points
let sortPlayers = game.players.sort((a, b) => b.points - a.points)
const sortPlayers = game.players.sort((a, b) => b.points - a.points)
let rank = sortPlayers.findIndex((p) => p.id === player.id) + 1
let aheadPlayer = sortPlayers[rank - 2]
const rank = sortPlayers.findIndex((p) => p.id === player.id) + 1
const aheadPlayer = sortPlayers[rank - 2]
io.to(player.id).emit("game:status", {
name: "SHOW_RESULT",
data: {
correct: isCorrect,
message: isCorrect ? "Nice !" : "Too bad",
points: points,
points,
myPoints: player.points,
rank,
aheadOfMe: aheadPlayer ? aheadPlayer.username : null,
@@ -82,7 +92,7 @@ export const startRound = async (game, io, socket) => {
})
})
let totalType = {}
const totalType = {}
game.playersAnswer.forEach(({ answer }) => {
totalType[answer] = (totalType[answer] || 0) + 1