/**
* GameNetworkSync
* ソケットイベントとゲーム内状態更新の同期を担う
* プレイヤー生成更新削除とマップ更新購読を管理する
*/
import { Container } from "pixi.js";
import type {
BombPlacedAckPayload,
BombPlacedPayload,
GameStartPayload,
PlayerDeadPayload,
} from "@repo/shared";
import { AppearanceResolver } from "./AppearanceResolver";
import { GameMapController } from "@client/scenes/game/entities/map/GameMapController";
import {
createNetworkSubscriptions,
type SocketSubscriptionDictionary,
} from "./network/NetworkSubscriptions";
import { PlayerSyncHandler } from "./network/handlers/PlayerSyncHandler";
import { MapSyncHandler } from "./network/handlers/MapSyncHandler";
import { CombatSyncHandler } from "./network/handlers/CombatSyncHandler";
import type { GamePlayers } from "./game.types";
const ENABLE_DEBUG_LOG = import.meta.env.DEV;
type GameNetworkSyncOptions = {
worldContainer: Container;
players: GamePlayers;
myId: string;
gameMap: GameMapController;
appearanceResolver: AppearanceResolver;
onGameStart: (startTime: number) => void;
onGameEnd: () => void;
onBombPlacedFromOthers: (payload: BombPlacedPayload) => void;
onBombPlacedAckFromNetwork: (payload: BombPlacedAckPayload) => void;
onPlayerDeadFromNetwork: (payload: PlayerDeadPayload) => void;
};
/** ゲーム中のネットワークイベント購読と同期処理を管理する */
export class GameNetworkSync {
private playerSyncHandler: PlayerSyncHandler;
private mapSyncHandler: MapSyncHandler;
private combatSyncHandler: CombatSyncHandler;
private onGameStart: (startTime: number) => void;
private onGameEnd: () => void;
private socketSubscriptions: SocketSubscriptionDictionary;
private isBound = false;
private debugLog = (message: string) => {
if (!ENABLE_DEBUG_LOG) {
return;
}
console.log(message);
};
private handleGameStart = (data: GameStartPayload) => {
if (data && data.startTime) {
this.onGameStart(data.startTime);
this.debugLog(`[GameNetworkSync] ゲーム開始時刻同期完了: ${data.startTime}`);
}
};
private handleGameEnd = () => {
this.onGameEnd();
};
constructor({
worldContainer,
players,
myId,
gameMap,
appearanceResolver,
onGameStart,
onGameEnd,
onBombPlacedFromOthers,
onBombPlacedAckFromNetwork,
onPlayerDeadFromNetwork,
}: GameNetworkSyncOptions) {
this.playerSyncHandler = new PlayerSyncHandler({
worldContainer,
players,
myId,
appearanceResolver,
});
this.mapSyncHandler = new MapSyncHandler({
gameMap,
});
this.combatSyncHandler = new CombatSyncHandler({
onBombPlacedFromOthers,
onBombPlacedAckFromNetwork,
onPlayerDeadFromNetwork,
});
this.onGameStart = onGameStart;
this.onGameEnd = onGameEnd;
this.socketSubscriptions = createNetworkSubscriptions({
onCurrentPlayers: this.playerSyncHandler.handleCurrentPlayers,
onNewPlayer: this.playerSyncHandler.handleNewPlayer,
onGameStart: this.handleGameStart,
onUpdatePlayers: this.playerSyncHandler.handlePlayerUpdates,
onRemovePlayer: this.playerSyncHandler.handleRemovePlayer,
onUpdateMapCells: this.mapSyncHandler.handleUpdateMapCells,
onGameEnd: this.handleGameEnd,
onBombPlaced: this.combatSyncHandler.handleBombPlaced,
onBombPlacedAck: this.combatSyncHandler.handleBombPlacedAck,
onPlayerDead: this.combatSyncHandler.handlePlayerDead,
});
}
public bind() {
if (this.isBound) return;
Object.values(this.socketSubscriptions).forEach((subscription) => {
subscription.bind();
});
this.isBound = true;
}
public unbind() {
if (!this.isBound) return;
Object.values(this.socketSubscriptions).forEach((subscription) => {
subscription.unbind();
});
this.isBound = false;
}
}