/**
* RoomManager
* ルーム状態の保持とルーム操作サービスへの委譲を担うマネージャ
*/
import { domain } from "@repo/shared";
import { RoomJoinService } from "./application/services/RoomJoinService";
import { RoomExitService } from "./application/services/RoomExitService";
import { RoomPhaseService } from "./application/services/RoomPhaseService";
import { RoomQueryService } from "./application/services/RoomQueryService";
import type {
JoinRoomResult,
RoomDisconnectResult,
RoomPhaseTransitionResult,
SelectTeamResult,
} from "./application/ports/roomUseCasePorts";
/** ルーム操作の公開インターフェースを提供するマネージャ */
export class RoomManager {
private rooms: Map<string, domain.room.Room> = new Map();
private roomJoinService: RoomJoinService;
private roomExitService: RoomExitService;
private roomPhaseService: RoomPhaseService;
private roomQueryService: RoomQueryService;
constructor() {
this.roomJoinService = new RoomJoinService(this.rooms);
this.roomExitService = new RoomExitService(this.rooms);
this.roomPhaseService = new RoomPhaseService(this.rooms);
this.roomQueryService = new RoomQueryService(this.rooms);
}
// ルームにプレイヤーを追加する,ルームが未作成なら新規作成する
public addPlayerToRoom(roomId: string, socketId: string, playerName: string): JoinRoomResult {
return this.roomJoinService.addPlayerToRoom(roomId, socketId, playerName);
}
// プレイヤーをルームから削除し,更新が発生したルーム配列を返す
public removePlayer(socketId: string): RoomDisconnectResult {
return this.roomExitService.removePlayer(socketId);
}
// オーナーIDからルームを取得する
public getRoomByOwnerId(ownerId: string): domain.room.Room | undefined {
return this.roomQueryService.getRoomByOwnerId(ownerId);
}
// ルームIDからルームを取得する
public getRoomById(roomId: string): domain.room.Room | undefined {
return this.roomQueryService.getRoomById(roomId);
}
// プレイヤーIDから所属ルームを取得する
public getRoomByPlayerId(playerId: string): domain.room.Room | undefined {
return this.roomQueryService.getRoomByPlayerId(playerId);
}
// ルーム状態をPLAYINGへ更新する
public markRoomPlaying(roomId: string): RoomPhaseTransitionResult {
return this.roomPhaseService.markRoomPlaying(roomId);
}
// ルーム状態をWAITINGへ更新する
public markRoomWaiting(roomId: string): RoomPhaseTransitionResult {
return this.roomPhaseService.markRoomWaiting(roomId);
}
// ロビー設定(ゲーム人数・フィールドサイズ・チーム割り当て方式)を更新してルームを返す
public updateLobbySettings(
roomId: string,
targetPlayerCount: number,
fieldSizePreset: domain.room.Room["fieldSizePreset"],
teamAssignmentMode: domain.room.TeamAssignmentMode,
): domain.room.Room | undefined {
const room = this.rooms.get(roomId);
if (!room || room.status !== domain.room.RoomPhase.WAITING) {
return undefined;
}
room.targetPlayerCount = targetPlayerCount;
room.fieldSizePreset = fieldSizePreset;
room.teamAssignmentMode = teamAssignmentMode;
return room;
}
// プレイヤーのチーム選択を更新して所属ルームを返す
// プレイヤーのチーム選択を更新する,チームが満員なら team_full を返す
public selectTeam(
playerId: string,
preferredTeamId: number | null,
): SelectTeamResult {
const room = this.roomQueryService.getRoomByPlayerId(playerId);
if (!room || room.status !== domain.room.RoomPhase.WAITING) {
return { status: "not_found" };
}
const member = room.players.find((p) => p.id === playerId);
if (!member) {
return { status: "not_found" };
}
// チーム指定がある場合は人数上限を確認する(上限 = ゲーム人数 / 4)
if (preferredTeamId !== null) {
const maxPerTeam = Math.floor(
(room.targetPlayerCount ?? room.maxPlayers) / 4,
);
const currentCount = room.players.filter(
(p) => p.preferredTeamId === preferredTeamId && p.id !== playerId,
).length;
if (currentCount >= maxPerTeam) {
return { status: "team_full", teamId: preferredTeamId };
}
}
member.preferredTeamId = preferredTeamId;
return { status: "ok", room };
}
// ルームを削除する
public deleteRoom(roomId: string): boolean {
return this.rooms.delete(roomId);
}
}