diff --git a/apps/client/src/scenes/game/application/GameNetworkSync.ts b/apps/client/src/scenes/game/application/GameNetworkSync.ts index ff8f650..fc29a67 100644 --- a/apps/client/src/scenes/game/application/GameNetworkSync.ts +++ b/apps/client/src/scenes/game/application/GameNetworkSync.ts @@ -17,6 +17,8 @@ import { GameMapController } from "@client/scenes/game/entities/map/GameMapController"; import type { GamePlayers } from "./game.types"; +const ENABLE_DEBUG_LOG = import.meta.env.DEV; + type GameNetworkSyncOptions = { worldContainer: Container; players: GamePlayers; @@ -36,6 +38,14 @@ private onGameEnd: () => void; private isBound = false; + private debugLog = (message: string) => { + if (!ENABLE_DEBUG_LOG) { + return; + } + + console.log(message); + }; + private handleCurrentPlayers = (serverPlayers: CurrentPlayersPayload) => { serverPlayers.forEach((p) => { const playerController = p.id === this.myId ? new LocalPlayerController(p) : new RemotePlayerController(p); @@ -53,7 +63,7 @@ private handleGameStart = (data: GameStartPayload) => { if (data && data.startTime) { this.onGameStart(data.startTime); - console.log(`[GameManager] ゲーム開始時刻同期完了: ${data.startTime}`); + this.debugLog(`[GameNetworkSync] ゲーム開始時刻同期完了: ${data.startTime}`); } }; diff --git a/apps/server/src/domains/game/application/services/GameRoomSession.ts b/apps/server/src/domains/game/application/services/GameRoomSession.ts index 02847cb..75d1b06 100644 --- a/apps/server/src/domains/game/application/services/GameRoomSession.ts +++ b/apps/server/src/domains/game/application/services/GameRoomSession.ts @@ -18,8 +18,6 @@ setPlayerPosition, } from "../../entities/player/playerMovement.js"; import { buildGameResultPayload } from "./gameResultCalculator.js"; - -// 💡 追加: チーム割り当てサービスをインポート import { TeamAssignmentService } from "../services/TeamAssignmentService.js"; /** ルーム単位のゲーム状態とループ進行を保持するセッションクラス */ @@ -37,12 +35,12 @@ this.mapStore = new MapStore(); playerIds.forEach((playerId) => { - // 💡 追加: 現在の this.players (生成済みのプレイヤー達) を見て、一番人数の少ないチームを算出する + // 現在のプレイヤー構成から人数が最も少ないチームを算出する const assignedTeamId = TeamAssignmentService.getBalancedTeamId( this.players, ); - // 💡 修正: バランス良く割り当てられたチームIDを渡してプレイヤーを生成する + // 算出したチームIDを指定してプレイヤーを生成する const player = createSpawnedPlayer(playerId, assignedTeamId); this.players.set(playerId, player);