release/0.1.0 #18

Merged
ayoub merged 68 commits from release/0.1.0 into main 2026-06-11 18:36:42 +00:00
10 changed files with 437 additions and 1 deletions
Showing only changes of commit 9ed3b8a4cb - Show all commits

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@ -6,6 +6,7 @@
"scripts": {
"dev": "bun --watch src/index.ts",
"start": "bun src/index.ts",
"test": "bun test",
"build": "bun build ./src/index.ts --target bun --outdir dist",
"lint": "eslint",
"format": "prettier --write \"**/*.ts\"",

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@ -0,0 +1,133 @@
import { describe, expect, test } from "bun:test"
import type { IoServer } from "../socket"
import { RoomManager, type ServerRoom } from "../rooms"
import { GameEngine, type GameEngineOptions } from "./engine"
import type { GameRound } from "./round"
interface Emit {
event: string
payload: unknown
}
/** io stub : capture tous les emits, ignore le ciblage de room. */
function fakeIo(): { io: IoServer; emits: Emit[] } {
const emits: Emit[] = []
const io = {
to: () => ({
emit: (event: string, payload: unknown) => {
emits.push({ event, payload })
},
}),
}
return { io: io as unknown as IoServer, emits }
}
/** Épreuve factice : +10 à qui choisit l'index correct (0). */
const dummyRound: GameRound = {
type: "quiz",
start: () => ({
payload: { prompt: "2+2 ?", choices: ["4", "5"] },
data: { correct: 0 },
}),
submitAnswer: (ctx, playerId, answer) => {
ctx.votes.set(playerId, answer)
},
reveal: (ctx) => ({
truth: { correctIndex: (ctx.data as { correct: number }).correct },
perPlayerResult: {},
}),
score: (ctx) => {
const correct = (ctx.data as { correct: number }).correct
const deltas: { playerId: string; delta: number }[] = []
for (const [playerId, answer] of ctx.votes) {
if ((answer as { choiceIndex: number }).choiceIndex === correct) {
deltas.push({ playerId, delta: 10 })
}
}
return deltas
},
}
function setup(roundDurationSec: number): {
io: IoServer
emits: Emit[]
rooms: RoomManager
room: ServerRoom
p1: string
p2: string
options: GameEngineOptions
} {
const { io, emits } = fakeIo()
const rooms = new RoomManager()
const { room, player: a } = rooms.create("Alice", "sock-a")
const { player: b } = rooms.join(room.code, "Bob", "sock-b")
room.settings.roundDuration = roundDurationSec
room.settings.rounds = [{ type: "quiz" }]
const options: GameEngineOptions = {
createRound: () => dummyRound,
revealPauseMs: 0,
}
return { io, emits, rooms, room, p1: a.id, p2: b.id, options }
}
const eventsOf = (emits: Emit[]) => emits.map((e) => e.event)
describe("GameEngine", () => {
test("finit la manche dès que tous les éligibles ont voté (avant le timer)", async () => {
const { io, emits, rooms, room, p1, p2, options } = setup(100)
const engine = new GameEngine(io, rooms, room, options)
const run = engine.run()
// run() s'exécute jusqu'à round:start de façon synchrone, le runtime est prêt.
expect(eventsOf(emits)).toContain("round:start")
engine.handleVote(p1, { choiceIndex: 0 }) // juste
engine.handleVote(p2, { choiceIndex: 1 }) // faux → 2/2 votes → fin anticipée
await run
const events = eventsOf(emits)
expect(events).toContain("round:reveal")
expect(events).toContain("score:update")
expect(events).toContain("game:end")
expect(room.status).toBe("ended")
expect(room.scores.get(p1)).toBe(10)
expect(room.scores.get(p2)).toBe(0)
const end = emits.find((e) => e.event === "game:end")!.payload as {
finalScores: { playerId: string; score: number }[]
}
expect(end.finalScores).toHaveLength(2)
})
test("émet round:voteAck avec count/total à chaque vote", async () => {
const { io, emits, rooms, room, p1, p2, options } = setup(100)
const engine = new GameEngine(io, rooms, room, options)
const run = engine.run()
engine.handleVote(p1, { choiceIndex: 0 })
const ack = emits.find((e) => e.event === "round:voteAck")!.payload as {
count: number
total: number
}
expect(ack).toEqual({ count: 1, total: 2 })
engine.handleVote(p2, { choiceIndex: 0 })
await run
expect(room.scores.get(p1)).toBe(10)
expect(room.scores.get(p2)).toBe(10)
})
test("finit la manche au timer si tout le monde n'a pas voté", async () => {
const { io, emits, rooms, room, p1, options } = setup(0.05) // 50 ms
const engine = new GameEngine(io, rooms, room, options)
const run = engine.run()
engine.handleVote(p1, { choiceIndex: 0 }) // un seul vote → on attend le timer
await run
expect(eventsOf(emits)).toContain("game:end")
expect(room.status).toBe("ended")
expect(room.scores.get(p1)).toBe(10)
})
})

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@ -0,0 +1,172 @@
// Moteur de jeu générique. Orchestre la séquence de manches d'une room :
// pour chaque manche start → (votes | timer) → reveal → score, puis game:end.
// Tout est tranché serveur ; les clients n'affichent que ce qui est broadcasté.
import type { Answer, PlayerScore, RoundConfig } from "@nerdware/shared"
import type { IoServer } from "../socket"
import type { RoomManager, ServerRoom } from "../rooms"
import { createRound as defaultCreateRound, type RoundFactory } from "./registry"
import type { GameRound, RoomGameController, RoundContext } from "./round"
interface RoundRuntime {
round: GameRound
djId: string | null
votes: Map<string, Answer>
startedAt: number
endsAt: number
data: unknown
}
export interface GameEngineOptions {
/** Injection de l'instanciation d'épreuve (tests). Défaut = registre global. */
createRound?: (type: RoundConfig["type"]) => GameRound
/** Pause d'affichage du reveal/scores entre deux manches (ms). */
revealPauseMs?: number
/** Permet de patcher l'horloge en test ; défaut = Date.now. */
now?: () => number
}
const DEFAULT_REVEAL_PAUSE_MS = 5000
export class GameEngine implements RoomGameController {
private runtime: RoundRuntime | null = null
private timer: ReturnType<typeof setTimeout> | null = null
private resolveRoundEnd: (() => void) | null = null
private readonly createRound: (type: RoundConfig["type"]) => GameRound
private readonly revealPauseMs: number
private readonly now: () => number
constructor(
private readonly io: IoServer,
private readonly rooms: RoomManager,
private readonly room: ServerRoom,
options: GameEngineOptions = {}
) {
this.createRound = options.createRound ?? defaultCreateRound
this.revealPauseMs = options.revealPauseMs ?? DEFAULT_REVEAL_PAUSE_MS
this.now = options.now ?? Date.now
}
/** Joue toute la partie, manche par manche, puis émet game:end. */
async run(): Promise<void> {
const { rounds } = this.room.settings
for (let i = 0; i < rounds.length; i++) {
this.room.currentRound = i
await this.playRound(rounds[i])
if (i < rounds.length - 1) {
await this.sleep(this.revealPauseMs)
}
}
this.room.status = "ended"
this.broadcastState()
this.io.to(this.room.code).emit("game:end", { finalScores: this.scoreboard() })
}
/** Vote d'un joueur pendant une manche. Délègue à l'épreuve, puis check fin anticipée. */
handleVote(playerId: string, answer: Answer): void {
if (!this.runtime || this.room.status !== "in_round") {
return
}
const ctx = this.context(this.runtime)
this.runtime.round.submitAnswer(ctx, playerId, answer)
const total = this.eligibleVoters().length
this.io.to(this.room.code).emit("round:voteAck", {
count: this.runtime.votes.size,
total,
})
// Fin anticipée : tous les éligibles ont voté.
if (total > 0 && this.runtime.votes.size >= total) {
this.endRound()
}
}
private async playRound(config: RoundConfig): Promise<void> {
const round = this.createRound(config.type)
const start = round.start(this.room)
const durationSec = start.durationSec ?? this.room.settings.roundDuration
const startedAt = this.now()
const endsAt = startedAt + durationSec * 1000
this.runtime = {
round,
djId: start.djId ?? null,
votes: new Map(),
startedAt,
endsAt,
data: start.data,
}
this.room.status = "in_round"
this.broadcastState()
this.io.to(this.room.code).emit("round:start", {
type: round.type,
djId: this.runtime.djId ?? undefined,
endsAt,
payload: start.payload,
})
// Attend la première condition de fin : timer écoulé OU tous votés.
await new Promise<void>((resolve) => {
this.resolveRoundEnd = resolve
this.timer = setTimeout(() => this.endRound(), durationSec * 1000)
})
const ctx = this.context(this.runtime)
this.room.status = "reveal"
this.broadcastState()
this.io.to(this.room.code).emit("round:reveal", round.reveal(ctx))
for (const { playerId, delta } of round.score(ctx)) {
this.room.scores.set(playerId, (this.room.scores.get(playerId) ?? 0) + delta)
}
this.room.status = "scores"
this.io.to(this.room.code).emit("score:update", { scores: this.scoreboard() })
this.broadcastState()
this.runtime = null
}
/** Termine la manche en cours (idempotent : timer et "tous votés" peuvent se croiser). */
private endRound(): void {
if (this.timer) {
clearTimeout(this.timer)
this.timer = null
}
const resolve = this.resolveRoundEnd
this.resolveRoundEnd = null
resolve?.()
}
private context(runtime: RoundRuntime): RoundContext {
return {
room: this.room,
djId: runtime.djId,
votes: runtime.votes,
startedAt: runtime.startedAt,
endsAt: runtime.endsAt,
data: runtime.data,
}
}
/** Votants éligibles : tous les joueurs connectés (le DJ inclus). */
private eligibleVoters(): string[] {
return [...this.room.players.values()]
.filter((p) => p.connected)
.map((p) => p.id)
}
private scoreboard(): PlayerScore[] {
return [...this.room.scores.entries()].map(([playerId, score]) => ({
playerId,
score,
}))
}
private broadcastState(): void {
this.io.to(this.room.code).emit("room:state", this.rooms.toSnapshot(this.room))
}
private sleep(ms: number): Promise<void> {
return new Promise((resolve) => setTimeout(resolve, ms))
}
}
export type { RoundFactory }

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@ -0,0 +1,25 @@
// Registre des épreuves. Chaque mode s'enregistre via registerRound() ;
// le moteur instancie une manche fraîche par round via createRound().
import type { RoundType } from "@nerdware/shared"
import type { GameRound } from "./round"
export type RoundFactory = () => GameRound
const factories = new Map<RoundType, RoundFactory>()
export function registerRound(type: RoundType, factory: RoundFactory): void {
factories.set(type, factory)
}
export function createRound(type: RoundType): GameRound {
const factory = factories.get(type)
if (!factory) {
throw new Error(`Aucune épreuve enregistrée pour le type "${type}"`)
}
return factory()
}
export function hasRound(type: RoundType): boolean {
return factories.has(type)
}

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@ -0,0 +1,55 @@
// Contrat générique d'une épreuve. Le moteur ne connaît QUE cette interface :
// brancher une nouvelle épreuve = écrire un module, pas retoucher la plomberie.
import type { Answer, RevealPayload, RoundType, ScoreDelta } from "@nerdware/shared"
import type { ServerRoom } from "../rooms"
/** Ce que `start()` renvoie : la partie publique + les données privées de la manche. */
export interface RoundStart {
/** Joueur DJ (blindtest) ; null pour les épreuves sans DJ (quiz). */
djId?: string | null
/** Durée de la manche en secondes ; défaut = room.settings.roundDuration. */
durationSec?: number
/** Payload broadcasté aux clients, SANS la réponse. */
payload: unknown
/** Données privées (ex: la bonne réponse), conservées jusqu'au reveal. Jamais diffusées. */
data?: unknown
}
/** Contexte runtime d'une manche, fourni aux callbacks de l'épreuve. */
export interface RoundContext {
room: ServerRoom
djId: string | null
/** Votes reçus : playerId → réponse. Muté par submitAnswer. */
votes: Map<string, Answer>
startedAt: number
endsAt: number
/** Données privées renvoyées par start(). */
data: unknown
}
/**
* Une épreuve. Implémente le cycle start submitAnswer reveal score.
* Le serveur est autoritaire : start/reveal/score ne s'exécutent que côté serveur.
*/
export interface GameRound {
type: RoundType
/** Prépare la manche (tire le DJ, choisit le contenu) et renvoie le payload public. */
start(room: ServerRoom): RoundStart
/** Enregistre/valide le vote d'un joueur dans ctx.votes. Doit être idempotent. */
submitAnswer(ctx: RoundContext, playerId: string, answer: Answer): void
/** Calcule la vérité + le détail révélé à tous. */
reveal(ctx: RoundContext): RevealPayload
/** Renvoie les variations de score à appliquer (le moteur les applique). */
score(ctx: RoundContext): ScoreDelta[]
}
/** Vue minimale du moteur exposée à la room (évite un cycle d'import). */
export interface RoomGameController {
run(): Promise<void>
handleVote(playerId: string, answer: Answer): void
}

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@ -10,6 +10,8 @@ import type {
} from "@nerdware/shared"
import type { IoServer } from "./socket"
import { RoomError, RoomManager, type ServerRoom } from "./rooms"
import { GameEngine } from "./game/engine"
import { hasRound } from "./game/registry"
type AppSocket = Socket<
ClientToServerEvents,
@ -95,6 +97,45 @@ export function registerRoomHandlers(
broadcastState(room)
})
socket.on("game:start", (ack) => {
const code = socket.data.roomCode
const room = code ? rooms.get(code) : undefined
if (!room || room.hostId !== socket.data.playerId) {
ack({ ok: false, error: { code: "NOT_HOST", message: "Seul l'hôte peut lancer." } })
return
}
if (room.status !== "lobby") {
ack({ ok: false, error: { code: "ALREADY_STARTED", message: "Partie déjà lancée." } })
return
}
if (room.settings.rounds.length === 0) {
ack({ ok: false, error: { code: "NO_ROUNDS", message: "Aucune épreuve configurée." } })
return
}
const unknown = room.settings.rounds.find((r) => !hasRound(r.type))
if (unknown) {
ack({
ok: false,
error: { code: "UNKNOWN_MODE", message: `Épreuve indisponible : ${unknown.type}.` },
})
return
}
ack({ ok: true, data: null })
const engine = new GameEngine(io, rooms, room)
room.game = engine
// Fire-and-forget : la boucle de jeu broadcast son propre état.
void engine.run().catch((err) => console.error("[game] run failed", err))
})
socket.on("round:vote", (payload) => {
const code = socket.data.roomCode
const room = code ? rooms.get(code) : undefined
if (!room || !room.game || !socket.data.playerId) {
return
}
room.game.handleVote(socket.data.playerId, payload.answer)
})
socket.on("disconnect", () => {
const affected = rooms.handleDisconnect(socket.id)
if (!affected) {

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@ -8,6 +8,7 @@ import {
type RoomSnapshot,
type RoomStatus,
} from "@nerdware/shared"
import type { RoomGameController } from "./game/round"
/** Joueur côté serveur : porte le socketId, jamais exposé au client. */
export interface ServerPlayer {
@ -26,6 +27,8 @@ export interface ServerRoom {
settings: RoomSettings
scores: Map<string, number>
currentRound: number
/** Moteur de jeu actif (null tant qu'on est dans le lobby). */
game: RoomGameController | null
}
/** Codes lisibles, sans caractères ambigus (0/O, 1/I/L). */
@ -47,6 +50,7 @@ export class RoomManager {
settings: { ...DEFAULT_ROOM_SETTINGS },
scores: new Map([[player.id, 0]]),
currentRound: -1,
game: null,
}
this.rooms.set(code, room)
return { room, player }

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@ -7,7 +7,8 @@
"dev": "turbo dev",
"lint": "turbo lint",
"format": "turbo format",
"typecheck": "turbo typecheck"
"typecheck": "turbo typecheck",
"test": "turbo test"
},
"devDependencies": {
"prettier": "^3.8.3",

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@ -108,6 +108,7 @@ export interface ClientToServerEvents {
"room:create": (payload: RoomCreatePayload, ack: Ack<RoomCreatedPayload>) => void
"room:join": (payload: RoomJoinPayload, ack: Ack<RoomCreatedPayload>) => void
"lobby:updateSettings": (payload: UpdateSettingsPayload) => void
"game:start": (ack: Ack<null>) => void
"blindtest:submitTrack": (payload: SubmitTrackPayload, ack: Ack<SubmitOkPayload>) => void
"media:control": (payload: MediaControlPayload) => void
"round:vote": (payload: VotePayload) => void

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@ -16,6 +16,9 @@
"typecheck": {
"dependsOn": ["^typecheck"]
},
"test": {
"dependsOn": ["^build"]
},
"dev": {
"cache": false,
"persistent": true