/**
* createGameOutputAdapter
* ゲーム系ユースケースから利用する送信関数群を生成する
*/
import { Server } from "socket.io";
import { contracts as protocol, domain as domainNs } from "@repo/shared";
import type {
BombPlacedAckPayload,
BombPlacedPayload,
domain,
GameStartPayload,
GameResultPayload,
HurricaneHitPayload,
PlayerHitPayload,
PongPayload,
CurrentPlayersPayload,
RemovePlayerPayload,
} from "@repo/shared";
import type {
BombPlacementOutputPort,
PlayerHitOutputPort,
GameOutputPort,
} from "@server/domains/game/application/ports/gameUseCasePorts";
import { createRealtimeRoomSyncStateStore } from "@server/network/adapters/realtimeRoomSyncState";
import { createEmitToRoom } from "@server/network/adapters/socketEmitters";
import type { CommonHandlerContext } from "../CommonHandler";
import { resolveViewerAoiCell } from "./aoi/aoiVisibility";
import type { RuntimeResolverDeps } from "./runtime/gameRuntimeResolvers";
import { createBombSyncService } from "./services/bombSyncService";
import { createHurricaneSyncService } from "./services/hurricaneSyncService";
import { createPlayerSyncService } from "./services/playerSyncService";
type RoomId = domain.room.Room["roomId"];
type SocketId = string;
type ReliableRoomEvent =
| typeof protocol.SocketEvents.UPDATE_PLAYERS
| typeof protocol.SocketEvents.UPDATE_MAP_CELLS
| typeof protocol.SocketEvents.CURRENT_HURRICANES
| typeof protocol.SocketEvents.UPDATE_HURRICANES
| typeof protocol.SocketEvents.GAME_END
| typeof protocol.SocketEvents.GAME_RESULT
| typeof protocol.SocketEvents.GAME_START
| typeof protocol.SocketEvents.HURRICANE_HIT;
/** ゲーム出力アダプターのインターフェース */
export type GameOutputAdapter = Omit<
GameOutputPort,
"publishPlayerRemovedToRoom"
> &
BombPlacementOutputPort &
PlayerHitOutputPort;
/** ゲーム切断時の出力アダプターのインターフェース */
export type GameDisconnectOutputAdapter = Pick<
GameOutputPort,
"publishPlayerRemovedToRoom"
>;
/** 共通送信コンテキストからゲーム出力アダプターを生成する */
export const createGameOutputAdapter = (
common: CommonHandlerContext,
deps: RuntimeResolverDeps,
): GameOutputAdapter => {
const { reliable } = common;
const realtimeRoomSyncState = createRealtimeRoomSyncStateStore();
const updateViewerAoiCellCache = (
roomId: RoomId,
viewerId: SocketId,
viewer: domain.game.player.PlayerData,
): void => {
const nextCell = resolveViewerAoiCell(viewer);
const previousCell = realtimeRoomSyncState.getLastAoiCell(roomId, viewerId);
if (previousCell && domainNs.game.aoi.isSameAoiCell(previousCell, nextCell)) {
return;
}
realtimeRoomSyncState.setLastAoiCell(roomId, viewerId, nextCell);
};
const bombSyncService = createBombSyncService({
reliable,
runtimeDeps: deps,
realtimeRoomSyncState,
updateViewerAoiCellCache,
});
const playerSyncService = createPlayerSyncService({
reliable,
runtimeDeps: deps,
realtimeRoomSyncState,
bombSyncService,
updateViewerAoiCellCache,
});
const hurricaneSyncService = createHurricaneSyncService({
reliable,
runtimeDeps: deps,
realtimeRoomSyncState,
updateViewerAoiCellCache,
});
const emitReliableToRoom = (
roomId: RoomId,
event: ReliableRoomEvent,
payload?: unknown,
): void => {
if (payload === undefined) {
reliable.emitToRoom(roomId, event);
return;
}
reliable.emitToRoom(roomId, event, payload as never);
};
return {
publishPongToSocket: (payload: PongPayload) => {
reliable.emitToSocket(protocol.SocketEvents.PONG, payload);
},
publishUpdatePlayersToRoom: (roomId, players) => {
playerSyncService.publishUpdatePlayersToRoom(roomId, players);
},
publishMapCellUpdatesToRoom: (
roomId: RoomId,
cellUpdates: domainNs.game.gridMap.CellUpdate[],
) => {
const grouped = domainNs.game.gridMap.groupCellUpdates(cellUpdates);
emitReliableToRoom(roomId, protocol.SocketEvents.UPDATE_MAP_CELLS, grouped);
},
publishCurrentHurricanesToRoom: (roomId, hurricanes) => {
hurricaneSyncService.publishCurrentHurricanesToRoom(roomId, hurricanes);
},
publishUpdateHurricanesToRoom: (roomId, hurricanes) => {
hurricaneSyncService.publishUpdateHurricanesToRoom(roomId, hurricanes);
},
publishGameEndToRoom: (roomId: RoomId) => {
realtimeRoomSyncState.resetRoom(roomId);
hurricaneSyncService.clearRoomSnapshot(roomId);
emitReliableToRoom(roomId, protocol.SocketEvents.GAME_END);
},
publishGameResultToRoom: (roomId: RoomId, payload: GameResultPayload) => {
emitReliableToRoom(roomId, protocol.SocketEvents.GAME_RESULT, payload);
},
publishGameStartToRoom: (roomId: RoomId, payload: GameStartPayload) => {
realtimeRoomSyncState.resetRoom(roomId);
hurricaneSyncService.clearRoomSnapshot(roomId);
emitReliableToRoom(roomId, protocol.SocketEvents.GAME_START, payload);
},
publishCurrentPlayersToSocket: (players: CurrentPlayersPayload) => {
reliable.emitToSocket(protocol.SocketEvents.CURRENT_PLAYERS, players);
},
publishGameStartToSocket: (payload: GameStartPayload) => {
reliable.emitToSocket(protocol.SocketEvents.GAME_START, payload);
},
publishBombPlacedToOthersInRoom: (
roomId: RoomId,
excludedSocketId: string,
payload: BombPlacedPayload,
) => {
bombSyncService.publishBombPlacedToOthersInRoom(
roomId,
excludedSocketId,
payload,
);
},
publishBombPlacedAckToSocket: (
socketId: string,
payload: BombPlacedAckPayload,
) => {
reliable.emitToSocketById(
socketId,
protocol.SocketEvents.BOMB_PLACED_ACK,
payload,
);
},
publishPlayerHitToOthersInRoom: (
roomId: RoomId,
deadPlayerId: string,
payload: PlayerHitPayload,
) => {
reliable.emitToRoomExceptSocket(
roomId,
deadPlayerId,
protocol.SocketEvents.PLAYER_HIT,
payload,
);
},
publishPlayerHitToRoom: (roomId: RoomId, payload: PlayerHitPayload) => {
reliable.emitToRoom(roomId, protocol.SocketEvents.PLAYER_HIT, payload);
},
publishHurricaneHitToRoom: (
roomId: RoomId,
payload: HurricaneHitPayload,
) => {
emitReliableToRoom(roomId, protocol.SocketEvents.HURRICANE_HIT, payload);
},
};
};
/** ゲーム切断時の送信関数群を生成する */
export const createGameDisconnectOutputAdapter = (
io: Server,
): GameDisconnectOutputAdapter => {
const emitToRoom = createEmitToRoom(io);
return {
publishPlayerRemovedToRoom: (
roomId: RoomId,
removedPlayerId: RemovePlayerPayload,
) => {
emitToRoom(roomId, protocol.SocketEvents.REMOVE_PLAYER, removedPlayerId);
},
};
};