/**
* readyForGameUseCase
* READY_FOR_GAME受信時に現在プレイヤー状態と開始時刻を返却する
*/
import type { ReadyForGamePort } from "../ports/gameUseCasePorts";
import type { GameOutputPort } from "../ports/gameUseCasePorts";
import { logEvent } from "@server/logging/logger";
import { gameUseCaseLogEvents, logResults, logScopes } from "@server/logging/index";
type ReadyForGameUseCaseParams = {
socketId: string;
roomId?: string;
gameManager?: ReadyForGamePort;
output: Pick<GameOutputPort, "publishCurrentPlayersToSocket" | "publishGameStartToSocket">;
};
/** 準備完了通知に対してルーム状態を返却し,開始済みなら開始時刻も通知する */
export const readyForGameUseCase = ({
socketId,
roomId,
gameManager,
output,
}: ReadyForGameUseCaseParams) => {
if (!roomId || !gameManager) {
output.publishCurrentPlayersToSocket([]);
logEvent(logScopes.GAME_USE_CASE, {
event: gameUseCaseLogEvents.READY_FOR_GAME,
result: logResults.IGNORED_MISSING_ROOM,
socketId,
});
return;
}
const roomPlayers = gameManager.getRoomPlayers();
output.publishCurrentPlayersToSocket(roomPlayers);
logEvent(logScopes.GAME_USE_CASE, {
event: gameUseCaseLogEvents.READY_FOR_GAME,
result: logResults.RECEIVED,
socketId,
roomId,
totalPlayers: roomPlayers.length,
});
const startTime = gameManager.getRoomStartTime();
if (!startTime) {
return;
}
output.publishGameStartToSocket({ startTime, serverNow: Date.now() });
logEvent(logScopes.GAME_USE_CASE, {
event: gameUseCaseLogEvents.GAME_START,
result: logResults.EMITTED,
socketId,
roomId,
startTime,
});
};