Files
joke-app/apps/server/src/rooms/room.ts
EJClaw 2610e37d49 M4: 윷놀이 규칙·화면·테스트
- 규칙(packages/games/yut): 29칸 윷판 그래프(모서리·방은 멈췄다 출발할 때만 꺾음, 방에서는 항상 참먹이 쪽),
  가락 단위 확률(realistic 0.6 / fair 0.5, 빽도 표시 가락, 낙), 윷·모·잡기 추가 던지기, 모아 둔 결과 자유 순서,
  쓸 수 없는 빽도 자동 버림, 빽도는 왔던 길(trail)로, 도 자리 빽도(참먹이/바로 남), pass/reach 날 판정,
  업기·잡기(지나가면 안 잡음), 개인전 2~4명(1등 종료/꼴찌까지), 팀전 4·6·8명(청·홍 번갈아, 팀원 순환),
  기권(팀은 전원 기권 시 패배), 시간 초과 자동 행동(잡기 > 내기 > 업기 > 뒤처진 말 > 올리기), 3연속 초과 시 자리 비움(5초)
- 테스트: 문서 10절 시나리오 + 확률 10만 회(±0.5%p), 무작위 1,000판(불변식·onTimeout 합법·결정성·리플레이),
  자동 진행·무작위 기권 60판, apply p99 < 5ms. 서버 방 테스트 2개(팀전 인원 검사, 연결 끊김 자동 진행·재접속 View)
- 화면(apps/web/games/yut): SVG 윷판·말(편마다 색+모양), 윷가락 던지기 애니메이션, 결과 칩 → 말 → 한 번 더 눌러 확정,
  경로 미리보기와 잡기!/날!/업기 배지, 자동 이동, 칸마다 통통 이동 애니메이션, 진행 기록, 옵션·규칙 설명, 키보드 조작
- 엔진/서버(하위 호환): GameDefinition.playerCountError(옵션별 인원 규칙) 추가, 방 시작 시 검사.
  방 인원이 게임 최대였으면 옵션 변경으로 범위가 바뀔 때 새 최대를 따라감(팀전 8자리)
- 등록: GAMES, 카탈로그(쉬움·15~25분), 화면 레지스트리, 홈의 "준비 중" 목록에서 윷놀이 제거
- E2E: PC 방장 + 휴대폰 친구, 말 2개로 실제 화면 조작(키보드 2단계 확정)으로 끝까지, 다크 모드 화면 저장

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 04:29:46 +09:00

858 lines
32 KiB
TypeScript

/**
* One room: seats, spectators, chat, game runner, timers (docs/06, docs/03, docs/09 §4).
* All mutations run on the single JS thread, so a room never sees concurrent updates.
*/
import { ulid } from 'ulid';
import { SeededRng, createSeed, seedToHex, type AnyGameDefinition, type GameResult, type RngState } from '@bg/engine';
import { maskProfanity, type PublicUser, type RoomView, type ServerMessage, type SeatView } from '@bg/shared';
import { sha256Hex } from '../auth/sessions';
import type { RoomStore } from './store';
import { applyLocks, type EffectiveGame, type SiteSettings } from '../admin/settings';
export interface Conn {
userId: string;
send(msg: ServerMessage): void;
close(code: number, reason: string): void;
}
export interface RoomConfig {
gameId: string;
options: unknown;
maxPlayers: number;
visibility: 'private' | 'public';
allowSpectators: boolean;
chatEnabled: boolean;
chatFilter: boolean;
/** Seconds a disconnected player keeps their turn timer before auto actions kick in (docs/03 §6.2). */
graceSec: number;
}
export interface Seat {
userId: string;
ready: boolean;
}
interface Presence {
connected: boolean;
since: number;
joinedAt: number;
}
interface GameSlot {
gameId: string;
stateVersion: number;
state: unknown;
rng: RngState;
gamePk: string;
seedHex: string;
seedHash: string;
startedAt: number;
players: string[];
finished: boolean;
/** After a restore, deadlines are not enforced before this time (docs/04 §3.3). */
deadlineFloor: number | null;
}
/** Shape persisted to room_state.state_json. */
export interface RoomSnapshot {
v: 1;
config: RoomConfig;
hostId: string;
status: Room['status'];
seats: (Seat | null)[];
gameNo: number;
sessionStats: Record<string, { played: number; wins: number }>;
rematchVotes: string[];
lastSeed: string | null;
lastResult: GameResult | null;
game: GameSlot | null;
joinedAt: Record<string, number>;
}
export interface RoomDeps {
store: RoomStore;
games: Record<string, AnyGameDefinition>;
users: { publicUser(id: string): PublicUser | null };
now?: () => number;
log?: (level: 'info' | 'warn' | 'error', msg: string, extra?: Record<string, unknown>) => void;
onEmpty?: (room: Room) => void;
onSeatChange?: (room: Room, userId: string, seated: boolean) => void;
/** Admin settings (docs/14-admin.md). Optional so unit tests can run without them. */
settings?: { game(id: string): EffectiveGame | null; getSite(): SiteSettings };
}
const CHAT_HISTORY = 30;
const ERROR_LIMIT = 3;
export class Room {
status: 'lobby' | 'playing' | 'finished' | 'paused' | 'broken' = 'lobby';
seq = 0;
hostId: string;
seats: (Seat | null)[];
spectators = new Set<string>();
presence = new Map<string, Presence>();
conns = new Map<string, Conn>();
kicked = new Set<string>();
/** Players who left during a game; their seat is freed when the game ends. */
leftDuringGame = new Set<string>();
gameNo = 0;
sessionStats: Record<string, { played: number; wins: number }> = {};
rematchVotes = new Set<string>();
lastSeed: string | null = null;
lastResult: GameResult | null = null;
game: GameSlot | null = null;
chatLog: Extract<ServerMessage, { t: 'chat' }>[] = [];
lastActiveAt: number;
private timer: ReturnType<typeof setTimeout> | null = null;
private recentCs = new Map<string, number[]>();
private lastChatAt = new Map<string, number>();
private consecutiveErrors = 0;
private readonly now: () => number;
constructor(
readonly id: string,
readonly code: string,
public config: RoomConfig,
hostId: string,
private deps: RoomDeps,
) {
this.hostId = hostId;
this.seats = new Array(config.maxPlayers).fill(null);
this.now = deps.now ?? Date.now;
this.lastActiveAt = this.now();
}
get def(): AnyGameDefinition {
const d = this.deps.games[this.config.gameId];
if (!d) throw new Error(`unknown game ${this.config.gameId}`);
return d;
}
playerRange(): { min: number; max: number } {
return this.rangeFor(this.config.gameId, this.config.options);
}
/** Game's own range (per options) intersected with the admin-configured range. */
private rangeFor(gameId: string, options: unknown): { min: number; max: number } {
const d = this.deps.games[gameId]!;
const base = d.playersFor ? d.playersFor(options) : { min: d.minPlayers, max: d.maxPlayers };
const eff = this.deps.settings?.game(gameId);
if (!eff) return base;
const min = Math.max(base.min, eff.minPlayers);
const max = Math.min(base.max, eff.maxPlayers);
return min <= max ? { min, max } : base;
}
private locked(gameId: string): { defaults: unknown; paths: string[] } {
const eff = this.deps.settings?.game(gameId);
return { defaults: eff?.defaultOptions, paths: eff?.lockedOptions ?? [] };
}
seatOf(userId: string): number {
return this.seats.findIndex((s) => s?.userId === userId);
}
isParticipant(userId: string): boolean {
return this.seatOf(userId) >= 0 || this.spectators.has(userId);
}
seatedIds(): string[] {
return this.seats.filter((s): s is Seat => s !== null).map((s) => s.userId);
}
inGame(userId: string): boolean {
return !!this.game && !this.game.finished && this.game.players.includes(userId);
}
// ---------------------------------------------------------------- snapshot
snapshot(): RoomSnapshot {
const joinedAt: Record<string, number> = {};
for (const [u, p] of this.presence) if (this.seatOf(u) >= 0) joinedAt[u] = p.joinedAt;
return {
v: 1,
config: this.config,
hostId: this.hostId,
status: this.status,
seats: this.seats,
gameNo: this.gameNo,
sessionStats: this.sessionStats,
rematchVotes: [...this.rematchVotes],
lastSeed: this.lastSeed,
lastResult: this.lastResult,
game: this.game,
joinedAt,
};
}
static restore(id: string, code: string, seq: number, snap: RoomSnapshot, deps: RoomDeps): Room {
const room = new Room(id, code, snap.config, snap.hostId, deps);
room.seq = seq;
room.status = snap.status;
room.seats = snap.seats;
room.gameNo = snap.gameNo;
room.sessionStats = snap.sessionStats;
room.rematchVotes = new Set(snap.rematchVotes);
room.lastSeed = snap.lastSeed;
room.lastResult = snap.lastResult;
room.game = snap.game;
const now = room.now();
for (const s of room.seats) {
if (s) room.presence.set(s.userId, { connected: false, since: now, joinedAt: snap.joinedAt[s.userId] ?? now });
}
if (room.game && !room.game.finished) {
const def = room.def;
if (def.stateVersion !== room.game.stateVersion) {
if (!def.migrate) throw new Error(`state version mismatch for ${def.id}`);
room.game.state = def.migrate(room.game.state, room.game.stateVersion);
room.game.stateVersion = def.stateVersion;
}
// 30s to reconnect, plus up to 30s jitter so thousands of restored rooms don't all time out
// in the same instant (thundering herd after a restart, docs/04 §3).
room.game.deadlineFloor = now + 30_000 + Math.floor(Math.random() * 30_000);
room.scheduleTimer();
}
return room;
}
private persist(log: { actorId: string | null; kind: string; data: unknown } | null): void {
const nextSeq = this.seq + 1;
this.deps.store.save(
this.id,
nextSeq,
JSON.stringify(this.snapshot()),
{ hostId: this.hostId, gameId: this.config.gameId, status: this.status, visibility: this.config.visibility, config: this.config },
log ? { seq: nextSeq, gameNo: this.gameNo, at: this.now(), ...log } : null,
);
this.seq = nextSeq;
this.lastActiveAt = this.now();
}
// ---------------------------------------------------------------- views
roomView(): RoomView {
const pub = (id: string): PublicUser => this.deps.users.publicUser(id) ?? { id, nickname: '알 수 없음', avatar: null, kind: 'guest' };
const seats: (SeatView | null)[] = this.seats.map((s) => {
if (!s) return null;
const p = this.presence.get(s.userId);
const connected = !!p?.connected;
const away = !connected && !!p && this.now() - p.since > this.config.graceSec * 1000;
return { user: pub(s.userId), ready: s.ready, connected, away };
});
const range = this.playerRange();
return {
code: this.code,
hostId: this.hostId,
gameId: this.config.gameId,
options: this.config.options,
maxPlayers: this.config.maxPlayers,
minPlayers: range.min,
visibility: this.config.visibility,
turnSeconds: null,
allowSpectators: this.config.allowSpectators,
chatEnabled: this.config.chatEnabled,
chatFilter: this.config.chatFilter,
seats,
spectators: [...this.spectators].map(pub),
status: this.status,
gameNo: this.gameNo,
rematchVotes: [...this.rematchVotes],
sessionStats: this.sessionStats,
seedHash: this.game?.seedHash ?? null,
lockedOptions: this.locked(this.config.gameId).paths,
lastSeed: this.lastSeed,
};
}
private stateMessage(viewer: string, cs?: number): ServerMessage | null {
if (!this.game) return null;
const def = this.def;
const asPlayer = this.game.players.includes(viewer) ? viewer : null;
let view: unknown;
try {
view = def.view(this.game.state, asPlayer);
} catch (err) {
this.deps.log?.('error', 'view failed', { room: this.code, viewer, err: String(err) });
return { t: 'error', code: 'view-failed', message: '화면을 그리는 중 오류가 발생했어요.' };
}
return {
t: 'state',
seq: this.seq,
view,
events: [],
active: this.game.finished ? [] : def.activePlayers(this.game.state),
deadline: this.game.finished ? null : this.effectiveDeadline(),
...(cs !== undefined ? { cs } : {}),
};
}
broadcastRoom(): void {
const msg: ServerMessage = { t: 'room', seq: this.seq, room: this.roomView() };
for (const c of this.conns.values()) c.send(msg);
}
private broadcastState(events: unknown[], actor?: string, cs?: number): void {
if (!this.game) return;
let spectatorMsg: ServerMessage | null = null;
for (const c of this.conns.values()) {
let msg: ServerMessage | null;
if (this.game.players.includes(c.userId)) {
msg = this.stateMessage(c.userId, c.userId === actor ? cs : undefined);
} else {
spectatorMsg ??= this.stateMessage('');
msg = spectatorMsg;
}
if (msg && msg.t === 'state') c.send({ ...msg, events });
else if (msg) c.send(msg);
}
}
notice(code: string, message: string): void {
for (const c of this.conns.values()) c.send({ t: 'notice', code, message });
}
// ---------------------------------------------------------------- membership
/** Returns an error message, or null on success. */
join(conn: Conn, as: 'player' | 'spectator'): string | null {
const u = conn.userId;
if (this.kicked.has(u)) return '방장이 내보낸 방에는 다시 들어갈 수 없어요.';
if (this.status === 'broken') return '서버 업데이트로 이 게임을 이어갈 수 없어요. 새로 시작해 주세요.';
const old = this.conns.get(u);
if (old && old !== conn) {
old.send({ t: 'bye', reason: 'replaced' });
old.close(4000, 'replaced');
}
const now = this.now();
const wasSeated = this.seatOf(u) >= 0;
if (!wasSeated && !this.spectators.has(u)) {
const seatable = as === 'player' && (this.status === 'lobby' || this.status === 'finished') && this.seats.some((s) => s === null);
if (seatable) {
const idx = this.seats.findIndex((s) => s === null);
this.seats[idx] = { userId: u, ready: false };
this.deps.onSeatChange?.(this, u, true);
} else {
if (!this.config.allowSpectators && !this.inGame(u)) return '이 방은 가득 찼어요.';
this.spectators.add(u);
}
}
const prev = this.presence.get(u);
this.leftDuringGame.delete(u);
this.presence.set(u, { connected: true, since: now, joinedAt: prev?.joinedAt || now });
this.conns.set(u, conn);
if (wasSeated && prev && !prev.connected && this.inGame(u)) {
this.notice('reconnected', `${this.nick(u)}님이 다시 연결됐어요.`);
}
this.persist(wasSeated ? null : { actorId: u, kind: 'join', data: { as } });
this.broadcastRoom();
const st = this.stateMessage(u);
if (st) conn.send(st);
if (this.status === 'finished' && this.lastResult) conn.send({ t: 'result', seq: this.seq, result: this.lastResult });
for (const m of this.chatLog) conn.send(m);
this.scheduleTimer();
return null;
}
/** Connection dropped (not an intentional leave). */
disconnect(conn: Conn): void {
const u = conn.userId;
if (this.conns.get(u) !== conn) return;
this.conns.delete(u);
const p = this.presence.get(u);
if (p) {
p.connected = false;
p.since = this.now();
}
if (this.spectators.has(u)) {
this.spectators.delete(u);
this.presence.delete(u);
} else if (this.inGame(u)) {
this.notice('disconnected', `${this.nick(u)}님의 연결이 끊겼어요.`);
}
this.broadcastRoom();
this.scheduleTimer();
if (this.conns.size === 0) this.deps.onEmpty?.(this);
}
leave(userId: string): void {
const conn = this.conns.get(userId);
this.conns.delete(userId);
this.spectators.delete(userId);
this.presence.delete(userId);
const seat = this.seatOf(userId);
if (seat >= 0) {
if (this.inGame(userId)) {
// Stay in the seat as "away" until the game ends so the game state stays consistent.
this.leftDuringGame.add(userId);
this.presence.set(userId, { connected: false, since: 0, joinedAt: 0 });
const action = this.def.onLeave?.(this.game!.state, userId);
if (action) this.runAction(userId, action, undefined, true);
} else {
this.seats[seat] = null;
this.rematchVotes.delete(userId);
this.deps.onSeatChange?.(this, userId, false);
}
}
if (this.hostId === userId) this.pickNewHost();
this.persist({ actorId: userId, kind: 'leave', data: null });
this.broadcastRoom();
conn?.send({ t: 'bye', reason: 'closed' });
if (this.conns.size === 0) this.deps.onEmpty?.(this);
}
private pickNewHost(): void {
const candidates = [...this.presence.entries()]
.filter(([u, p]) => this.seatOf(u) >= 0 && p.connected)
.sort((a, b) => a[1].joinedAt - b[1].joinedAt);
const next = candidates[0]?.[0] ?? this.seatedIds()[0] ?? [...this.spectators][0];
if (next) this.hostId = next;
}
// ---------------------------------------------------------------- lobby commands
private requireLobby(): string | null {
return this.status === 'lobby' || this.status === 'finished' ? null : '게임 중에는 바꿀 수 없어요.';
}
seat(userId: string, seat?: number): string | null {
const err = this.requireLobby();
if (err) return err;
const target = seat ?? this.seats.findIndex((s) => s === null);
if (target < 0 || target >= this.seats.length) return '빈자리가 없어요.';
if (this.seats[target] && this.seats[target]!.userId !== userId) return '이미 다른 사람이 앉은 자리예요.';
const cur = this.seatOf(userId);
if (cur === target) return null;
const ready = cur >= 0 ? this.seats[cur]!.ready : false;
if (cur >= 0) this.seats[cur] = null;
this.seats[target] = { userId, ready };
this.spectators.delete(userId);
if (cur < 0) this.deps.onSeatChange?.(this, userId, true);
this.persist({ actorId: userId, kind: 'seat', data: { seat: target } });
this.broadcastRoom();
return null;
}
unseat(userId: string): string | null {
const err = this.requireLobby();
if (err) return err;
const cur = this.seatOf(userId);
if (cur < 0) return null;
if (!this.config.allowSpectators) return '이 방은 관전을 허용하지 않아요.';
this.seats[cur] = null;
this.spectators.add(userId);
this.rematchVotes.delete(userId);
this.deps.onSeatChange?.(this, userId, false);
this.persist({ actorId: userId, kind: 'unseat', data: null });
this.broadcastRoom();
return null;
}
ready(userId: string, ready: boolean): string | null {
const cur = this.seatOf(userId);
if (cur < 0) return '자리에 앉아야 준비할 수 있어요.';
if (this.requireLobby()) return this.requireLobby();
this.seats[cur]!.ready = ready;
this.persist(null);
this.broadcastRoom();
return null;
}
configure(
userId: string,
patch: Partial<Omit<RoomConfig, 'graceSec'>> & { gameId?: string },
): string | null {
if (userId !== this.hostId) return '방장만 설정을 바꿀 수 있어요.';
const err = this.requireLobby();
if (err) return err;
const next: RoomConfig = { ...this.config };
if (patch.gameId !== undefined && patch.gameId !== this.config.gameId) {
const def = this.deps.games[patch.gameId];
const eff = this.deps.settings?.game(patch.gameId);
if (!def || (eff && !eff.enabled)) return '없는 게임이에요.';
next.gameId = patch.gameId;
next.options = eff?.defaultOptions ?? def.defaultOptions;
next.maxPlayers = eff?.maxPlayers ?? def.maxPlayers;
}
const def = this.deps.games[next.gameId]!;
if (patch.options !== undefined) {
const parsed = def.optionsSchema.safeParse(patch.options);
if (!parsed.success) return '설정 값이 올바르지 않아요.';
next.options = parsed.data;
}
// Admin-locked options always keep the admin value (docs/14-admin.md §4).
const lk = this.locked(next.gameId);
if (lk.paths.length) next.options = def.optionsSchema.parse(applyLocks(next.options, lk.defaults, lk.paths));
const range = this.rangeFor(next.gameId, next.options);
if (patch.maxPlayers !== undefined) next.maxPlayers = patch.maxPlayers;
// A room that had every seat its game allows keeps doing so when an option changes the range (e.g. 윷놀이 팀전 8명).
else if (next.gameId === this.config.gameId && this.config.maxPlayers === this.playerRange().max) next.maxPlayers = range.max;
next.maxPlayers = Math.min(Math.max(next.maxPlayers, range.min), range.max);
if (next.maxPlayers < this.seatedIds().length) return `이미 ${this.seatedIds().length}명이 앉아 있어요.`;
for (const k of ['visibility', 'allowSpectators', 'chatEnabled', 'chatFilter'] as const) {
if (patch[k] !== undefined) (next as unknown as Record<string, unknown>)[k] = patch[k];
}
// Resize seats, compacting occupied seats to the front if needed.
if (next.maxPlayers !== this.seats.length) {
const occupied = this.seats.filter((s): s is Seat => s !== null);
const seats: (Seat | null)[] = new Array(next.maxPlayers).fill(null);
let i = 0;
for (let k = 0; k < this.seats.length && k < next.maxPlayers; k++) if (this.seats[k]) seats[k] = this.seats[k]!;
const placed = new Set(seats.filter(Boolean).map((s) => s!.userId));
for (const s of occupied) {
if (placed.has(s.userId)) continue;
while (seats[i]) i++;
seats[i] = s;
}
this.seats = seats;
}
this.config = next;
for (const s of this.seats) if (s) s.ready = false;
this.persist({ actorId: userId, kind: 'config', data: patch });
this.broadcastRoom();
return null;
}
kick(userId: string, target: string): string | null {
if (userId !== this.hostId) return '방장만 내보낼 수 있어요.';
if (target === userId) return '자기 자신은 내보낼 수 없어요.';
if (!this.isParticipant(target)) return '방에 없는 사람이에요.';
const conn = this.conns.get(target);
this.kicked.add(target);
this.leave(target);
conn?.send({ t: 'bye', reason: 'kicked' });
conn?.close(4001, 'kicked');
return null;
}
transferHost(userId: string, target: string): string | null {
if (userId !== this.hostId) return '방장만 넘길 수 있어요.';
if (this.seatOf(target) < 0 && !this.spectators.has(target)) return '방에 없는 사람이에요.';
this.hostId = target;
this.persist({ actorId: userId, kind: 'host', data: { target } });
this.broadcastRoom();
return null;
}
chat(userId: string, text: string): string | null {
if (!this.config.chatEnabled) return '이 방은 채팅을 쓰지 않아요.';
if (!this.isParticipant(userId)) return '방에 들어와야 채팅할 수 있어요.';
const now = this.now();
if (now - (this.lastChatAt.get(userId) ?? 0) < 500) return '조금 천천히 보내 주세요.';
this.lastChatAt.set(userId, now);
const clean = text.replace(/[\u0000-\u001f\u007f]/g, ' ').trim();
if (!clean) return null;
const msg: Extract<ServerMessage, { t: 'chat' }> = {
t: 'chat',
from: this.deps.users.publicUser(userId),
text: this.config.chatFilter ? maskProfanity(clean, this.deps.settings?.getSite().bannedWords ?? []) : clean,
at: now,
};
this.chatLog.push(msg);
if (this.chatLog.length > CHAT_HISTORY) this.chatLog.shift();
for (const c of this.conns.values()) c.send(msg);
return null;
}
emote(userId: string, id: string): void {
if (!this.isParticipant(userId)) return;
const now = this.now();
if (now - (this.lastChatAt.get(`e:${userId}`) ?? 0) < 500) return;
this.lastChatAt.set(`e:${userId}`, now);
for (const c of this.conns.values()) c.send({ t: 'emote', from: userId, id });
}
// ---------------------------------------------------------------- game lifecycle
start(userId: string): string | null {
if (userId !== this.hostId) return '방장만 시작할 수 있어요.';
const err = this.requireLobby();
if (err) return err;
const players = this.orderedPlayers();
const range = this.playerRange();
if (players.length < range.min) return `${range.min - players.length}명 더 필요해요.`;
if (players.length > range.max) return `최대 ${range.max}명까지 할 수 있어요.`;
return this.startGame(players);
}
rematch(userId: string): string | null {
if (this.status !== 'finished') return '게임이 끝난 뒤에 누를 수 있어요.';
if (this.seatOf(userId) < 0) return '자리에 앉아야 해요.';
this.rematchVotes.add(userId);
const seated = this.seatedIds();
const range = this.playerRange();
if (seated.length >= range.min && seated.every((u) => this.rematchVotes.has(u))) {
return this.startGame(this.orderedPlayers());
}
this.persist(null);
this.broadcastRoom();
return null;
}
/** Seated players in seat order, rotated so the host (if seated) comes first. */
private orderedPlayers(): string[] {
const ids = this.seatedIds();
const h = ids.indexOf(this.hostId);
return h > 0 ? [...ids.slice(h), ...ids.slice(0, h)] : ids;
}
private startGame(players: string[]): string | null {
const def = this.def;
const lk = this.locked(def.id);
const parsed = def.optionsSchema.safeParse(lk.paths.length ? applyLocks(this.config.options, lk.defaults, lk.paths) : this.config.options);
if (!parsed.success) return '설정 값이 올바르지 않아요.';
const countErr = def.playerCountError?.(parsed.data, players.length);
if (countErr) return countErr;
const eff = this.deps.settings?.game(def.id);
if (eff && !eff.enabled) return '관리자가 이 게임을 잠시 막아 두었어요.';
this.config = { ...this.config, options: parsed.data };
const seed = createSeed();
const seedHex = seedToHex(seed);
const rng = SeededRng.fromSeed(seed);
const now = this.now();
const gameNo = this.gameNo + 1;
let state: unknown;
try {
state = def.setup({ players, options: parsed.data, rng, now, gameNo });
} catch (err) {
this.deps.log?.('error', 'setup failed', { room: this.code, err: String(err) });
return '게임을 시작하지 못했어요.';
}
const gamePk = ulid(now);
const seedHash = sha256Hex(seedHex);
this.deps.store.insertGame({ id: gamePk, roomId: this.id, gameNo, gameId: def.id, options: parsed.data, seedHash, startedAt: now });
this.gameNo = gameNo;
this.game = {
gameId: def.id,
stateVersion: def.stateVersion,
state,
rng: rng.state(),
gamePk,
seedHex,
seedHash,
startedAt: now,
players,
finished: false,
deadlineFloor: null,
};
this.status = 'playing';
this.rematchVotes.clear();
this.lastResult = null;
this.consecutiveErrors = 0;
for (const s of this.seats) if (s) s.ready = false;
this.persist({ actorId: this.hostId, kind: 'start', data: { gameId: def.id, players, seedHash } });
this.broadcastRoom();
this.broadcastState([{ type: 'gameStarted' }]);
this.scheduleTimer();
return null;
}
/** Client action entry. `cs` dedupes retransmissions (docs/03 §5). */
act(userId: string, cs: number, action: unknown): void {
const conn = this.conns.get(userId);
const reject = (reason: string) => conn?.send({ t: 'reject', cs, reason });
const recent = this.recentCs.get(userId) ?? [];
if (recent.includes(cs)) return;
recent.push(cs);
if (recent.length > 50) recent.shift();
this.recentCs.set(userId, recent);
if (!this.game || this.game.finished || this.status !== 'playing') return reject('진행 중인 게임이 없어요.');
if (!this.game.players.includes(userId)) return reject('이 게임의 플레이어가 아니에요.');
const parsed = this.def.actionSchema.safeParse(action);
if (!parsed.success) return reject('잘못된 요청이에요.');
const err = this.runAction(userId, parsed.data, cs, false);
if (err) reject(err);
}
/** Validates and applies one action; returns an error message on rejection. */
private runAction(userId: string, action: unknown, cs: number | undefined, system: boolean): string | null {
const g = this.game;
if (!g || g.finished) return '진행 중인 게임이 없어요.';
const def = this.def;
let next: { state: unknown; events: unknown[] };
const rng = new SeededRng(g.rng);
try {
const v = def.validate(g.state, userId, action);
if (!v.ok) return v.reason;
next = def.apply(g.state, userId, action, { rng, now: this.now() });
} catch (err) {
this.consecutiveErrors++;
this.deps.log?.('error', 'game apply failed', { room: this.code, game: def.id, seq: this.seq, action, err: String(err), stack: (err as Error)?.stack });
if (this.consecutiveErrors >= ERROR_LIMIT) {
this.status = 'paused';
this.clearTimer();
this.persist({ actorId: null, kind: 'paused', data: null });
this.broadcastRoom();
this.notice('paused', '오류가 반복되어 게임을 멈췄어요. 방장은 게임을 끝낼 수 있어요.');
}
return '알 수 없는 오류가 발생했어요.';
}
this.consecutiveErrors = 0;
g.state = next.state;
g.rng = rng.state();
g.deadlineFloor = null;
this.persist({ actorId: userId, kind: system ? 'auto' : 'act', data: action });
this.broadcastState(next.events, userId, cs);
const result = def.result(g.state);
if (result) this.finishGame(result);
else this.scheduleTimer();
return null;
}
/** Host ends a paused/broken game without counting it. */
voidGame(userId: string): string | null {
if (userId !== this.hostId) return '방장만 할 수 있어요.';
if (!this.game || this.game.finished) return '진행 중인 게임이 없어요.';
this.finishGame({ ranking: [this.game.players], summary: '게임이 무효 처리됐어요.', reason: 'abandoned' }, true);
return null;
}
private finishGame(result: GameResult, voided = false): void {
const g = this.game!;
g.finished = true;
this.clearTimer();
const rankOf = new Map<string, number>();
let rank = 1;
for (const group of result.ranking) {
for (const u of group) rankOf.set(u, rank);
rank += group.length;
}
const players = g.players.map((u) => ({
userId: u,
seat: this.seatOf(u),
rank: rankOf.get(u) ?? null,
score: result.scores?.[u] ?? null,
}));
this.deps.store.finishGame({
id: g.gamePk,
gameId: g.gameId,
seed: g.seedHex,
endedAt: this.now(),
endReason: voided ? 'void' : result.reason,
result,
players,
});
const allFirst = players.every((p) => p.rank === 1);
if (!voided) {
for (const p of players) {
const st = (this.sessionStats[p.userId] ??= { played: 0, wins: 0 });
st.played++;
if (p.rank === 1 && !allFirst) st.wins++;
}
}
this.lastSeed = g.seedHex;
this.lastResult = result;
this.status = 'finished';
// Players who left during the game lose their seat now.
for (let i = 0; i < this.seats.length; i++) {
const s = this.seats[i];
if (s && this.leftDuringGame.has(s.userId)) {
this.seats[i] = null;
this.presence.delete(s.userId);
this.deps.onSeatChange?.(this, s.userId, false);
}
}
this.leftDuringGame.clear();
this.persist({ actorId: null, kind: 'finish', data: { result, voided } });
this.broadcastState([{ type: 'gameOver' }]);
for (const c of this.conns.values()) c.send({ t: 'result', seq: this.seq, result });
this.broadcastRoom();
}
// ---------------------------------------------------------------- timers
/** Earliest time any timed player must be auto-acted for. */
effectiveDeadline(): number | null {
const g = this.game;
if (!g || g.finished || this.status !== 'playing') return null;
const def = this.def;
const base = def.deadline?.(g.state) ?? null;
const timed = def.timeoutPlayers ? def.timeoutPlayers(g.state) : def.activePlayers(g.state);
let best: number | null = null;
for (const u of timed) {
let d = base;
const p = this.presence.get(u);
if (p && !p.connected) {
const grace = p.since + this.config.graceSec * 1000;
d = d === null ? grace : Math.min(d, grace);
}
if (d === null) continue;
if (g.deadlineFloor !== null) d = Math.max(d, g.deadlineFloor);
best = best === null ? d : Math.min(best, d);
}
return best;
}
scheduleTimer(): void {
this.clearTimer();
const at = this.effectiveDeadline();
if (at === null) return;
const delay = Math.max(0, at - this.now());
this.timer = setTimeout(() => this.onTimer(), Math.min(delay, 2 ** 31 - 1));
}
clearTimer(): void {
if (this.timer) clearTimeout(this.timer);
this.timer = null;
}
/** Fires due timeouts. Public for tests. */
onTimer(): void {
this.timer = null;
const g = this.game;
if (!g || g.finished || this.status !== 'playing') return;
const def = this.def;
const now = this.now();
const base = def.deadline?.(g.state) ?? null;
const timed = def.timeoutPlayers ? def.timeoutPlayers(g.state) : def.activePlayers(g.state);
for (const u of timed) {
let d = base;
const p = this.presence.get(u);
if (p && !p.connected) {
const grace = p.since + this.config.graceSec * 1000;
d = d === null ? grace : Math.min(d, grace);
}
if (g.deadlineFloor !== null && d !== null) d = Math.max(d, g.deadlineFloor);
if (d === null || d > now) continue;
const action = def.onTimeout(g.state, u);
const err = this.runAction(u, action, undefined, true);
if (err) this.deps.log?.('warn', 'timeout action rejected', { room: this.code, user: u, err });
break; // state changed; re-evaluate via scheduleTimer
}
if (!this.game?.finished) this.scheduleTimer();
}
// ---------------------------------------------------------------- misc
private nick(u: string): string {
return this.deps.users.publicUser(u)?.nickname ?? '알 수 없음';
}
sendSync(conn: Conn): void {
conn.send({ t: 'room', seq: this.seq, room: this.roomView() });
const st = this.stateMessage(conn.userId);
if (st) conn.send(st);
}
/** Admin closes the room: void any running game, tell everyone, disconnect. */
closeByAdmin(): void {
if (this.game && !this.game.finished) {
this.finishGame({ ranking: [this.game.players], summary: '관리자가 방을 닫아 무효 처리됐어요.', reason: 'abandoned' }, true);
}
this.notice('closed', '관리자가 방을 닫았어요.');
this.clearTimer();
for (const c of this.conns.values()) {
c.send({ t: 'bye', reason: 'closed' });
c.close(4002, 'closed');
}
this.conns.clear();
}
shutdown(): void {
this.clearTimer();
for (const c of this.conns.values()) {
c.send({ t: 'bye', reason: 'restart' });
c.close(1012, 'restart');
}
}
}