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server.js
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832 lines (684 loc) · 30.1 KB
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// server.js
const express = require('express');
const http = require('http');
const socketIo = require('socket.io');
const app = express();
const server = http.createServer(app);
const io = socketIo(server, {
cors: {
origin: "*",
methods: ["GET", "POST"]
}
});
// 存储房间信息
const rooms = {};
// 处理Socket.IO连接
io.on('connection', (socket) => {
console.log('用户已连接:', socket.id);
// 创建房间
socket.on('create-room', (data) => {
const { roomCode, difficulty } = data;
// 创建房间
rooms[roomCode] = {
host: socket.id,
players: [socket.id],
difficulty: difficulty,
gameStarted: false
};
// 加入房间
socket.join(roomCode);
// 通知客户端房间创建成功
socket.emit('room-created', { roomCode });
console.log(`房间 ${roomCode} 已创建`);
});
// 加入房间
socket.on('join-room', (data) => {
const { roomCode } = data;
// 检查房间是否存在
if (!rooms[roomCode]) {
socket.emit('room-not-found');
return;
}
// 检查房间是否已满
if (rooms[roomCode].players.length >= 2) {
socket.emit('room-full');
return;
}
// 加入房间
socket.join(roomCode);
rooms[roomCode].players.push(socket.id);
// 初始化玩家游戏状态
if (!rooms[roomCode].playerStates) {
rooms[roomCode].playerStates = {};
}
rooms[roomCode].playerStates[socket.id] = {
board: null,
solution: null,
correctCells: [],
progress: 0
};
// 通知客户端加入成功
socket.emit('room-joined', {
roomCode,
difficulty: rooms[roomCode].difficulty
});
// 通知房主有新玩家加入
io.to(rooms[roomCode].host).emit('player-joined', { playerId: socket.id });
// 如果房间现在有2个玩家,自动通知房主开始游戏
if (rooms[roomCode].players.length === 2) {
io.to(rooms[roomCode].host).emit('start-game-request', { roomCode });
}
console.log(`玩家 ${socket.id} 已加入房间 ${roomCode}`);
});
// 开始游戏
socket.on('start-game', (data) => {
const { roomCode, board, solution, isRematch } = data;
if (rooms[roomCode] && rooms[roomCode].host === socket.id) {
// 如果是再来一局,需要重置游戏状态
if (isRematch) {
console.log(`房间 ${roomCode} 开始再来一局`);
}
rooms[roomCode].gameStarted = true;
rooms[roomCode].board = board;
rooms[roomCode].solution = solution;
// 保存初始棋盘状态,用于技能系统识别非固定格子
rooms[roomCode].initialBoard = JSON.parse(JSON.stringify(board));
// 初始化房间计时器
rooms[roomCode].gameStartTime = Date.now();
rooms[roomCode].gameTime = 0;
// 如果房间已经有计时器,先清除
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
}
// 创建新的计时器
rooms[roomCode].timerInterval = setInterval(() => {
rooms[roomCode].gameTime++;
// 向房间内所有玩家发送时间更新
io.to(roomCode).emit('timer-update', {
time: rooms[roomCode].gameTime
});
}, 1000);
// 通知房间内所有玩家游戏开始
// 确保发送的是深拷贝的board和solution,避免引用问题
const boardCopy = JSON.parse(JSON.stringify(board));
const solutionCopy = JSON.parse(JSON.stringify(solution));
console.log(`房间 ${roomCode} 游戏开始,发送题目给所有玩家`);
io.to(roomCode).emit('game-start', {
board: boardCopy,
solution: solutionCopy,
difficulty: rooms[roomCode].difficulty,
initialTime: 0 // 初始时间为0
});
}
});
// 进度更新
socket.on('progress-update', (data) => {
const { roomCode, progress, board } = data;
if (rooms[roomCode]) {
// 更新玩家进度
if (!rooms[roomCode].playerProgress) {
rooms[roomCode].playerProgress = {};
}
rooms[roomCode].playerProgress[socket.id] = progress;
// 更新玩家棋盘状态(用于橡皮擦技能)
if (!rooms[roomCode].playerBoards) {
rooms[roomCode].playerBoards = {};
}
if (board) {
rooms[roomCode].playerBoards[socket.id] = board;
}
// 通知房间内其他玩家进度更新
socket.to(roomCode).emit('opponent-progress', { progress });
}
});
// 处理玩家更新格子
socket.on('cell-update', (data) => {
const { roomCode, progress, board } = data;
const room = rooms[roomCode];
if (!room) return;
// 更新玩家进度
if (!room.playerProgress) {
room.playerProgress = {};
}
room.playerProgress[socket.id] = progress;
// 更新玩家游戏状态
if (board) {
if (!room.playerBoards) {
room.playerBoards = {};
}
room.playerBoards[socket.id] = board;
}
// 检查是否获胜
if (progress === 100) {
// 停止房间计时器
if (room.timerInterval) {
clearInterval(room.timerInterval);
room.timerInterval = null;
}
const serverTime = room.gameTime;
// 通知房间内所有玩家游戏结束
io.to(roomCode).emit('game-over', {
winner: socket.id,
time: serverTime,
players: room.players.map(p => p === socket.id ? 'you' : 'opponent')
});
}
// 通知对手进度更新
socket.to(roomCode).emit('opponent-progress', {
progress: progress
});
});
// 游戏完成
socket.on('game-finished', (data) => {
const { roomCode } = data;
if (rooms[roomCode]) {
// 停止房间计时器
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
rooms[roomCode].timerInterval = null;
}
// 使用服务器计时而不是客户端发送的时间
const serverTime = rooms[roomCode].gameTime;
// 通知房间内其他玩家游戏完成,包含胜利方的用时
socket.to(roomCode).emit('opponent-finished', {
time: serverTime,
message: `对手已完成游戏,用时: ${formatTime(serverTime)}`
});
// 通知完成游戏的玩家其用时(使用服务器时间)
socket.emit('game-finished-confirm', {
time: serverTime,
message: `恭喜你赢了!用时: ${formatTime(serverTime)}`
});
}
});
// 格式化时间显示
function formatTime(seconds) {
const minutes = Math.floor(seconds / 60);
const secs = seconds % 60;
return `${minutes.toString().padStart(2, '0')}:${secs.toString().padStart(2, '0')}`;
}
// 游戏失败
socket.on('game-lost', (data) => {
const { roomCode, reason } = data;
if (rooms[roomCode]) {
// 停止房间计时器
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
rooms[roomCode].timerInterval = null;
}
// 使用服务器计时
const serverTime = rooms[roomCode].gameTime;
// 通知房间内其他玩家对手失败
socket.to(roomCode).emit('opponent-lost', {
reason: reason,
time: serverTime,
message: `对手失败,你赢了!对手用时: ${formatTime(serverTime)}`
});
// 通知失败玩家其用时
socket.emit('game-lost-confirm', {
time: serverTime,
message: `游戏结束。用时: ${formatTime(serverTime)}`
});
}
});
// 使用技能
socket.on('use-skill', (data) => {
const { roomCode, skillType } = data;
if (rooms[roomCode]) {
// 确保initialBoard存在,如果不存在则使用board作为初始状态
if (!rooms[roomCode].initialBoard && rooms[roomCode].board) {
rooms[roomCode].initialBoard = JSON.parse(JSON.stringify(rooms[roomCode].board));
}
if (skillType === 'eraser') {
// 橡皮擦技能:随机擦除对手一个已填写的正确格子
const correctCells = [];
// 获取对手的ID(不是当前使用技能的玩家)
const opponentId = rooms[roomCode].players.find(id => id !== socket.id);
// 如果对手不存在或者对手没有棋盘状态,则无法使用技能
if (!opponentId || !rooms[roomCode].playerBoards || !rooms[roomCode].playerBoards[opponentId]) {
console.log('橡皮擦技能:找不到对手或对手的棋盘状态');
return;
}
const opponentBoard = rooms[roomCode].playerBoards[opponentId];
// 找出对手所有已填写的正确格子(非初始格子)
for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) {
// 检查是否是初始为空的格子且当前已填写
if (rooms[roomCode].initialBoard &&
rooms[roomCode].initialBoard[row] &&
rooms[roomCode].initialBoard[row][col] === 0 &&
opponentBoard[row] &&
opponentBoard[row][col] !== 0 &&
// 检查填写的数字是否正确(与解答对比)
rooms[roomCode].solution &&
rooms[roomCode].solution[row] &&
opponentBoard[row][col] === rooms[roomCode].solution[row][col]) {
correctCells.push({ row, col });
}
}
}
// 如果有填写正确的格子,随机选择一个
if (correctCells.length > 0) {
const randomIndex = Math.floor(Math.random() * correctCells.length);
const cellToErase = correctCells[randomIndex];
// 更新对手的棋盘状态
if (rooms[roomCode].playerBoards[opponentId]) {
rooms[roomCode].playerBoards[opponentId][cellToErase.row][cellToErase.col] = 0;
}
// 通知对手擦除格子
socket.to(roomCode).emit('skill-used', {
cell: cellToErase,
skillType: 'eraser'
});
console.log(`橡皮擦技能:擦除了对手格子 (${cellToErase.row}, ${cellToErase.col})`);
} else {
console.log('橡皮擦技能:没有找到可以擦除的正确格子');
}
} else if (skillType === 'obscure') {
// 飞沙走石技能:随机选择5个格子(包括固定格子)
const cells = [];
const availableCells = [];
// 找出所有格子
for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) {
availableCells.push({ row, col });
}
}
// 随机选择5个格子
for (let i = 0; i < 5; i++) {
const randomIndex = Math.floor(Math.random() * availableCells.length);
cells.push(availableCells[randomIndex]);
availableCells.splice(randomIndex, 1);
}
// 通知对手使用技能,并明确指定技能类型
socket.to(roomCode).emit('skill-used', {
cells: cells,
skillType: 'obscure'
});
} else if (skillType === 'blackjack') {
// 决战21点技能:通知对手
socket.to(roomCode).emit('skill-used', {
skillType: 'blackjack'
});
} else {
// 未知技能类型,不处理
console.log('Unknown skill type:', skillType);
}
}
});
// 请求再来一局
socket.on('rematch-request', (data) => {
const { roomCode } = data;
if (rooms[roomCode]) {
// 记录玩家请求再来一局
if (!rooms[roomCode].rematchRequests) {
rooms[roomCode].rematchRequests = [];
}
// 如果玩家还没有请求过,则添加到请求列表
if (!rooms[roomCode].rematchRequests.includes(socket.id)) {
rooms[roomCode].rematchRequests.push(socket.id);
}
// 通知房间内所有玩家有人请求再来一局
io.to(roomCode).emit('rematch-requested', {
playerId: socket.id,
totalRequests: rooms[roomCode].rematchRequests.length
});
// 如果两个玩家都同意再来一局,则开始新游戏
if (rooms[roomCode].rematchRequests.length === 2) {
// 停止房间计时器
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
rooms[roomCode].timerInterval = null;
}
rooms[roomCode].gameStarted = false;
rooms[roomCode].rematchRequests = [];
// 通知房主开始新游戏
io.to(rooms[roomCode].host).emit('start-rematch');
}
}
});
// 离开房间
socket.on('leave-room', (data) => {
const { roomCode } = data;
if (rooms[roomCode]) {
// 判断当前玩家是否是房主
const isHost = rooms[roomCode].host === socket.id;
// 从房间中移除玩家
const playerIndex = rooms[roomCode].players.indexOf(socket.id);
if (playerIndex !== -1) {
rooms[roomCode].players.splice(playerIndex, 1);
}
// 如果是房客离开房间,通知房主返回等待房间
if (!isHost && rooms[roomCode].host) {
// 重置房间游戏状态
rooms[roomCode].gameStarted = false;
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
rooms[roomCode].timerInterval = null;
}
// 通知房主返回等待房间
io.to(rooms[roomCode].host).emit('return-to-waiting');
}
// 通知房间内其他玩家
socket.to(roomCode).emit('opponent-disconnected');
// 如果房间为空,删除房间并停止计时器
if (rooms[roomCode].players.length === 0) {
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
}
delete rooms[roomCode];
}
socket.leave(roomCode);
}
});
// 处理决战21点游戏开始
socket.on('blackjack-start', (data) => {
const { roomCode } = data;
if (!rooms[roomCode] || !rooms[roomCode].players.includes(socket.id)) {
return;
}
console.log('开始21点游戏,房间:', roomCode);
// 初始化房间中的21点游戏状态
if (!rooms[roomCode].blackjackGame) {
rooms[roomCode].blackjackGame = {
isActive: true,
deck: createDeck(),
playerHands: {},
playerStood: {},
currentTurn: rooms[roomCode].players[0], // 第一个玩家先手
gameStarted: true,
playerIds: rooms[roomCode].players
};
console.log('设置当前回合为:', rooms[roomCode].blackjackGame.currentTurn);
// 为每个玩家初始化手牌
rooms[roomCode].players.forEach(playerId => {
rooms[roomCode].blackjackGame.playerHands[playerId] = [];
rooms[roomCode].blackjackGame.playerStood[playerId] = false;
// 发两张初始牌
for (let i = 0; i < 2; i++) {
const card = rooms[roomCode].blackjackGame.deck.pop();
rooms[roomCode].blackjackGame.playerHands[playerId].push(card);
}
});
console.log('发牌完成,玩家手牌:', rooms[roomCode].blackjackGame.playerHands);
}
// 通知所有玩家游戏开始
io.to(roomCode).emit('blackjack-started', {
currentTurn: rooms[roomCode].blackjackGame.currentTurn,
playerHands: rooms[roomCode].blackjackGame.playerHands,
playerIds: rooms[roomCode].players
});
console.log('发送blackjack-started事件');
});
// 创建一副牌
function createDeck() {
const deck = [];
const suits = ['♠', '♥', '♦', '♣'];
for (const suit of suits) {
for (let value = 1; value <= 13; value++) {
deck.push({ suit, value });
}
}
// 洗牌
for (let i = deck.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[deck[i], deck[j]] = [deck[j], deck[i]];
}
return deck;
}
// 计算手牌点数
function calculateHandValue(hand) {
let value = 0;
let aces = 0;
for (const card of hand) {
if (card.value === 1) {
aces++;
value += 11;
} else if (card.value > 10) {
value += 10;
} else {
value += card.value;
}
}
// 处理A的特殊情况
while (value > 21 && aces > 0) {
value -= 10;
aces--;
}
return value;
}
// 处理决战21点抽牌
socket.on('blackjack-draw', (data) => {
const { roomCode } = data;
if (!rooms[roomCode] || !rooms[roomCode].players.includes(socket.id)) {
return;
}
const blackjackGame = rooms[roomCode].blackjackGame;
// 检查是否轮到当前玩家
if (blackjackGame.currentTurn !== socket.id) {
return;
}
// 抽一张牌
const card = blackjackGame.deck.pop();
blackjackGame.playerHands[socket.id].push(card);
// 计算当前玩家的点数
const playerValue = calculateHandValue(blackjackGame.playerHands[socket.id]);
// 检查是否爆牌
if (playerValue > 21) {
// 玩家爆牌,切换到下一个玩家或结束游戏
blackjackGame.playerStood[socket.id] = true;
switchToNextPlayer(roomCode);
}
// 通知所有玩家抽牌结果
io.to(roomCode).emit('blackjack-draw', {
playerId: socket.id,
card: card,
playerHands: blackjackGame.playerHands,
currentTurn: blackjackGame.currentTurn,
playerIds: blackjackGame.playerIds
});
});
// 处理决战21点停牌
socket.on('blackjack-stand', (data) => {
const { roomCode } = data;
if (!rooms[roomCode] || !rooms[roomCode].players.includes(socket.id)) {
return;
}
const blackjackGame = rooms[roomCode].blackjackGame;
// 检查是否轮到当前玩家
if (blackjackGame.currentTurn !== socket.id) {
return;
}
// 设置玩家停牌状态
blackjackGame.playerStood[socket.id] = true;
// 切换到下一个玩家
switchToNextPlayer(roomCode);
// 通知所有玩家停牌
io.to(roomCode).emit('blackjack-stand', {
playerId: socket.id,
currentTurn: blackjackGame.currentTurn,
playerHands: blackjackGame.playerHands,
playerIds: blackjackGame.playerIds
});
});
// 切换到下一个玩家
function switchToNextPlayer(roomCode) {
const blackjackGame = rooms[roomCode].blackjackGame;
const players = rooms[roomCode].players;
// 找到下一个未停牌的玩家
let nextPlayerIndex = -1;
for (let i = 0; i < players.length; i++) {
if (players[i] === blackjackGame.currentTurn) {
nextPlayerIndex = (i + 1) % players.length;
break;
}
}
// 检查是否所有玩家都已停牌
let allPlayersStood = true;
for (const playerId of players) {
if (!blackjackGame.playerStood[playerId]) {
allPlayersStood = false;
break;
}
}
if (allPlayersStood) {
// 所有玩家都已停牌,结束游戏
endBlackjackGame(roomCode);
} else {
// 找到下一个未停牌的玩家
while (blackjackGame.playerStood[players[nextPlayerIndex]]) {
nextPlayerIndex = (nextPlayerIndex + 1) % players.length;
}
blackjackGame.currentTurn = players[nextPlayerIndex];
}
}
// 结束21点游戏
function endBlackjackGame(roomCode) {
const blackjackGame = rooms[roomCode].blackjackGame;
const players = rooms[roomCode].players;
// 计算每个玩家的点数
const playerValues = {};
for (const playerId of players) {
playerValues[playerId] = calculateHandValue(blackjackGame.playerHands[playerId]);
}
// 找出获胜者
let winner = null;
let highestValue = 0;
for (const playerId of players) {
const value = playerValues[playerId];
// 只有不超过21点的玩家才能获胜
if (value <= 21 && value > highestValue) {
highestValue = value;
winner = playerId;
}
}
// 如果所有玩家都爆牌,则平局
if (winner === null) {
winner = 'draw';
}
// 通知所有玩家21点游戏结果
io.to(roomCode).emit('blackjack-ended', {
winner: winner,
playerValues: playerValues,
playerHands: blackjackGame.playerHands
});
// 如果有胜者,直接结束数独游戏并宣布该玩家为数独游戏胜利者
if (winner !== 'draw') {
// 通知所有玩家数独游戏结束,21点胜利方为数独游戏胜利者
io.to(roomCode).emit('game-over', {
winner: winner,
reason: 'blackjack-victory' // 添加原因标识,表示是通过21点胜利
});
// 停止计时器
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
}
// 重置房间游戏状态
rooms[roomCode].gameStarted = false;
} else {
// 如果是平局,继续数独游戏
io.to(roomCode).emit('blackjack-draw-result', {
message: '21点游戏平局,继续数独游戏'
});
}
// 重置21点游戏状态
rooms[roomCode].blackjackGame = null;
}
// 返回菜单
socket.on('back-to-menu', (data) => {
const { roomCode } = data;
if (rooms[roomCode]) {
// 判断当前玩家是否是房主
const isHost = rooms[roomCode].host === socket.id;
// 如果是房主返回菜单,销毁房间并通知房客返回主菜单
if (isHost) {
// 通知房间内所有其他玩家返回主菜单
socket.to(roomCode).emit('force-back-to-menu');
// 停止计时器
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
}
// 删除房间
delete rooms[roomCode];
// 离开房间
socket.leave(roomCode);
return;
}
// 如果是房客返回菜单,通知房主返回等待房间
if (!isHost && rooms[roomCode].host) {
// 重置房间游戏状态
rooms[roomCode].gameStarted = false;
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
rooms[roomCode].timerInterval = null;
}
// 通知房主返回等待房间
io.to(rooms[roomCode].host).emit('return-to-waiting');
}
// 从房间中移除玩家
const playerIndex = rooms[roomCode].players.indexOf(socket.id);
if (playerIndex !== -1) {
rooms[roomCode].players.splice(playerIndex, 1);
}
// 如果房间为空,删除房间并停止计时器
if (rooms[roomCode].players.length === 0) {
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
}
delete rooms[roomCode];
}
socket.leave(roomCode);
}
});
// 断开连接
socket.on('disconnect', () => {
console.log('用户已断开连接:', socket.id);
// 查找并离开所有房间
for (const roomCode in rooms) {
if (rooms[roomCode].players.includes(socket.id)) {
// 判断当前玩家是否是房主
const isHost = rooms[roomCode].host === socket.id;
// 从房间中移除玩家
const playerIndex = rooms[roomCode].players.indexOf(socket.id);
if (playerIndex !== -1) {
rooms[roomCode].players.splice(playerIndex, 1);
}
// 如果是房客断开连接,通知房主返回等待房间
if (!isHost && rooms[roomCode].host) {
// 重置房间游戏状态
rooms[roomCode].gameStarted = false;
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
rooms[roomCode].timerInterval = null;
}
// 通知房主返回等待房间
io.to(rooms[roomCode].host).emit('return-to-waiting');
}
// 通知房间内其他玩家
socket.to(roomCode).emit('opponent-disconnected');
// 如果房间为空,删除房间并停止计时器
if (rooms[roomCode].players.length === 0) {
if (rooms[roomCode].timerInterval) {
clearInterval(rooms[roomCode].timerInterval);
}
delete rooms[roomCode];
}
socket.leave(roomCode);
}
}
});
});
// 提供静态文件
app.use(express.static(__dirname));
// 处理根路径请求
app.get('/', (req, res) => {
res.sendFile(__dirname + '/index.html');
});
// 启动服务器
const PORT = process.env.PORT || 3000;
const HOST = '0.0.0.0'; // 监听所有网络接口
server.listen(PORT, HOST, () => {
console.log(`服务器运行在 http://${HOST}:${PORT}`);
console.log(`本地访问: http://localhost:${PORT}`);
console.log(`局域网访问: http://[您的IP地址]:${PORT}`);
});