tiaoom 0.0.1 → 0.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +52 -21
- package/package.json +9 -2
- package/src/client.cjs +1 -1
- package/src/client.cjs.map +1 -1
- package/src/client.d.cts +1 -1
- package/src/client.d.mts +1 -1
- package/src/client.iife.js +1 -1
- package/src/client.iife.js.map +1 -1
- package/src/client.mjs +1 -1
- package/src/client.mjs.map +1 -1
- package/src/index.cjs +36 -21
- package/src/index.cjs.map +1 -1
- package/src/index.mjs +36 -21
- package/src/index.mjs.map +1 -1
package/README.md
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</p>
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<h1 align="center">Tiaoom - a Tiaoable project</h1>
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<p align="center">组件化游戏房间管理开发包</p>
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## ✨功能
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- 玩家注册与登录;
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- 房间内玩家实时互动;
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- 可扩展的游戏逻辑接口;
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##
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## 🚀 快速开始
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- 安装包 `tiaoom`:
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```bash
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npm install tiaoom
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```
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后端从 `tiaoom` 引入 `Tiaoom`,并继承实现通信方法:
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```typescript
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import { Tiaoom } from 'tiaoom';
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class YourGameServer extends Tiaoom {
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// 实现通信方法
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}
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```
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> 具体见 `game/backend/src/controller.ts`
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前端则从 `tiaoom/client` 引入 `Tiaoom`,并继承实现通信方法:
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```typescript
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import { Tiaoom } from 'tiaoom/client';
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class YourGameClient extends Tiaoom {
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// 实现通信方法
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}
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```
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> 具体见 `game/frontend/src/core/game.ts`
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## 🎮 实现游戏示例
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本仓库内置一个基于 Websocket 为通信协议的游戏服务,实现新的游戏只需编写三个文件:
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- game/backend/src/games/yourgame.js - 游戏逻辑入口与配置信息;
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- game/frontend/src/components/yourgame/YourGameRoom.vue - 游戏前端组件;
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完成后重启服务即可在前端选择运行游戏。
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1. 执行`npm install`;
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2. 使用 Visual Studio Code 运行调试(直接按下`F5`即可)。
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>
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> 本地调试可修改 `game/frontend/src/views/Login.vue` 中的`const loginType = ref('fishpi')` 为 `normal`,即可切换为用户名登录模式。
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## 📁 目录与文件
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- .vscode - VSCode 调试配置
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- message.ts - 消息基础模型
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- player.ts - 玩家基础模型
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- room.ts - 房间基础模型
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- client - 前端类库入口
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- index.ts - 后端类库入口
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- game - 游戏示例
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- backend - 后端实现
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- src
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- controller.ts - 后端控制器实现
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- index.ts - 后端入口
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- games - 游戏逻辑实现
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- frontend - 前端实现
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- public - 静态资源
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- src
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- assets - 资源文件
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- components - 游戏组件文件
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- core - 前端核心类库实现
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- views - 视图文件
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- App.vue - 根组件
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- main.ts - 前端入口
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package/package.json
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{
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"name": "tiaoom",
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"version": "0.0.
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"version": "0.0.2",
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"description": "",
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"main": "./src/index.cjs",
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"module": "./src/index.mjs",
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"types": "./src/index.d.
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"types": "./src/index.d.cts",
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"typesVersions": {
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"*": {
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"client": [
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"./src/client.d.ts"
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]
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}
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},
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"scripts": {
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"prepare": "npm run build",
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"test": "node -r tsconfig-paths/register -r ts-node/register ./game/index.ts",
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package/src/client.cjs
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var e=class{constructor(e){this.id=e.id,this.name=e.name,this.attributes=e.attributes,this.status=e.status}},t=class extends e{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator}},n=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new t(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},r=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:`room.list`}),this.send({type:`player.list`})}),this.on(`player.list`,t=>{this.players=t.map(t=>new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,t=>{this.players.push(new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new n(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(t){return this.currentPlayer=new e(t),this.send({type:`player.login`,data:t}),this}createRoom({name:e,size:t,minSize:n,attrs:r}){return new Promise(i=>{this.send({type:`room.create`,data:{name:e,size:t,minSize:n,attrs:r}}),this.on(`room.create`,e=>{i()})})}joinRoom(e){return this.send({type:`player.join`,data:{roomId:e}}),this}leaveRoom(e){return this.send({type:`player.leave`,data:{roomId:e}}),this}startGame(e){return this.send({type:`room.start`,data:{id:e}}),this}ready(e,t=!0){return this.send({type:t?`player.ready`:`player.unready`,data:{roomId:e}}),this}command(e,t){return typeof e==`string`?this.send({type:`room.player-command`,data:{id:e,...t}}):(t=e,this.send({type:`global.command`,data:t})),this}onReady(e){return this.on(`sys.ready`,e)}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new n(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new n(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new n(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};exports.Player=e,exports.Room=n,exports.RoomPlayer=t,exports.Tiaoom=r;
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var e=class{constructor(e){this.id=e.id||Date.now().toString(),this.name=e.name||`玩家`+this.id,this.attributes=e.attributes||{},this.status=e.status||`online`}},t=class extends e{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator}},n=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new t(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},r=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:`room.list`}),this.send({type:`player.list`})}),this.on(`player.list`,t=>{this.players=t.map(t=>new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,t=>{this.players.push(new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new n(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(t){return this.currentPlayer=new e(t),this.send({type:`player.login`,data:t}),this}createRoom({name:e,size:t,minSize:n,attrs:r}){return new Promise(i=>{this.send({type:`room.create`,data:{name:e,size:t,minSize:n,attrs:r}}),this.on(`room.create`,e=>{i()})})}joinRoom(e){return this.send({type:`player.join`,data:{roomId:e}}),this}leaveRoom(e){return this.send({type:`player.leave`,data:{roomId:e}}),this}startGame(e){return this.send({type:`room.start`,data:{id:e}}),this}ready(e,t=!0){return this.send({type:t?`player.ready`:`player.unready`,data:{roomId:e}}),this}command(e,t){return typeof e==`string`?this.send({type:`room.player-command`,data:{id:e,...t}}):(t=e,this.send({type:`global.command`,data:t})),this}onReady(e){return this.on(`sys.ready`,e)}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new n(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new n(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new n(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};exports.Player=e,exports.Room=n,exports.RoomPlayer=t,exports.Tiaoom=r;
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//# sourceMappingURL=client.cjs.map
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package/src/client.cjs.map
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{"version":3,"file":"client.cjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Player) {\n this.id = player.id;\n this.name = player.name;\n this.attributes = player.attributes;\n this.status = player.status;\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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{"version":3,"file":"client.cjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * 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if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) 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package/src/client.d.cts
CHANGED
package/src/client.d.mts
CHANGED
package/src/client.iife.js
CHANGED
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@@ -1,2 +1,2 @@
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1
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var Tiaoom=(function(e){var t=class{constructor(e){this.id=e.id,this.name=e.name,this.attributes=e.attributes,this.status=e.status}},n=class extends t{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator}},r=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new n(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},i=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:`room.list`}),this.send({type:`player.list`})}),this.on(`player.list`,e=>{this.players=e.map(e=>new t(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,e=>{this.players.push(new t(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new r(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new r(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new r(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(e){return this.currentPlayer=new t(e),this.send({type:`player.login`,data:e}),this}createRoom({name:e,size:t,minSize:n,attrs:r}){return new Promise(i=>{this.send({type:`room.create`,data:{name:e,size:t,minSize:n,attrs:r}}),this.on(`room.create`,e=>{i()})})}joinRoom(e){return this.send({type:`player.join`,data:{roomId:e}}),this}leaveRoom(e){return this.send({type:`player.leave`,data:{roomId:e}}),this}startGame(e){return this.send({type:`room.start`,data:{id:e}}),this}ready(e,t=!0){return this.send({type:t?`player.ready`:`player.unready`,data:{roomId:e}}),this}command(e,t){return typeof e==`string`?this.send({type:`room.player-command`,data:{id:e,...t}}):(t=e,this.send({type:`global.command`,data:t})),this}onReady(e){return this.on(`sys.ready`,e)}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new r(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new r(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new r(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};return e.Player=t,e.Room=r,e.RoomPlayer=n,e.Tiaoom=i,e})({});
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1
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+
var Tiaoom=(function(e){var t=class{constructor(e){this.id=e.id||Date.now().toString(),this.name=e.name||`玩家`+this.id,this.attributes=e.attributes||{},this.status=e.status||`online`}},n=class extends t{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator}},r=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new n(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},i=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:`room.list`}),this.send({type:`player.list`})}),this.on(`player.list`,e=>{this.players=e.map(e=>new t(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,e=>{this.players.push(new t(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new r(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new r(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new r(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(e){return this.currentPlayer=new t(e),this.send({type:`player.login`,data:e}),this}createRoom({name:e,size:t,minSize:n,attrs:r}){return new Promise(i=>{this.send({type:`room.create`,data:{name:e,size:t,minSize:n,attrs:r}}),this.on(`room.create`,e=>{i()})})}joinRoom(e){return this.send({type:`player.join`,data:{roomId:e}}),this}leaveRoom(e){return this.send({type:`player.leave`,data:{roomId:e}}),this}startGame(e){return this.send({type:`room.start`,data:{id:e}}),this}ready(e,t=!0){return this.send({type:t?`player.ready`:`player.unready`,data:{roomId:e}}),this}command(e,t){return typeof e==`string`?this.send({type:`room.player-command`,data:{id:e,...t}}):(t=e,this.send({type:`global.command`,data:t})),this}onReady(e){return this.on(`sys.ready`,e)}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new r(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new r(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new r(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};return e.Player=t,e.Room=r,e.RoomPlayer=n,e.Tiaoom=i,e})({});
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{"version":3,"file":"client.iife.js","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Player) {\n this.id = player.id;\n this.name = player.name;\n this.attributes = player.attributes;\n this.status = player.status;\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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{"version":3,"file":"client.iife.js","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n 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package/src/client.mjs
CHANGED
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@@ -1,2 +1,2 @@
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1
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-
var e=class{constructor(e){this.id=e.id,this.name=e.name,this.attributes=e.attributes,this.status=e.status}},t=class extends e{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator}},n=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new t(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},r=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:`room.list`}),this.send({type:`player.list`})}),this.on(`player.list`,t=>{this.players=t.map(t=>new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,t=>{this.players.push(new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new n(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(t){return this.currentPlayer=new e(t),this.send({type:`player.login`,data:t}),this}createRoom({name:e,size:t,minSize:n,attrs:r}){return new Promise(i=>{this.send({type:`room.create`,data:{name:e,size:t,minSize:n,attrs:r}}),this.on(`room.create`,e=>{i()})})}joinRoom(e){return this.send({type:`player.join`,data:{roomId:e}}),this}leaveRoom(e){return this.send({type:`player.leave`,data:{roomId:e}}),this}startGame(e){return this.send({type:`room.start`,data:{id:e}}),this}ready(e,t=!0){return this.send({type:t?`player.ready`:`player.unready`,data:{roomId:e}}),this}command(e,t){return typeof e==`string`?this.send({type:`room.player-command`,data:{id:e,...t}}):(t=e,this.send({type:`global.command`,data:t})),this}onReady(e){return this.on(`sys.ready`,e)}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new n(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new n(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new n(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};export{e as Player,n as Room,t as RoomPlayer,r as Tiaoom};
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1
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+
var e=class{constructor(e){this.id=e.id||Date.now().toString(),this.name=e.name||`玩家`+this.id,this.attributes=e.attributes||{},this.status=e.status||`online`}},t=class extends e{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator}},n=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new t(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},r=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:`room.list`}),this.send({type:`player.list`})}),this.on(`player.list`,t=>{this.players=t.map(t=>new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,t=>{this.players.push(new e(t)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new n(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new n(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(t){return this.currentPlayer=new e(t),this.send({type:`player.login`,data:t}),this}createRoom({name:e,size:t,minSize:n,attrs:r}){return new Promise(i=>{this.send({type:`room.create`,data:{name:e,size:t,minSize:n,attrs:r}}),this.on(`room.create`,e=>{i()})})}joinRoom(e){return this.send({type:`player.join`,data:{roomId:e}}),this}leaveRoom(e){return this.send({type:`player.leave`,data:{roomId:e}}),this}startGame(e){return this.send({type:`room.start`,data:{id:e}}),this}ready(e,t=!0){return this.send({type:t?`player.ready`:`player.unready`,data:{roomId:e}}),this}command(e,t){return typeof e==`string`?this.send({type:`room.player-command`,data:{id:e,...t}}):(t=e,this.send({type:`global.command`,data:t})),this}onReady(e){return this.on(`sys.ready`,e)}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new n(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new n(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new n(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};export{e as Player,n as Room,t as RoomPlayer,r as Tiaoom};
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{"version":3,"file":"client.mjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Player) {\n this.id = player.id;\n this.name = player.name;\n this.attributes = player.attributes;\n this.status = player.status;\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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{"version":3,"file":"client.mjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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|
package/src/index.cjs
CHANGED
|
@@ -63,7 +63,8 @@ var Player = class extends events.default {
|
|
|
63
63
|
"status"
|
|
64
64
|
].forEach((event) => {
|
|
65
65
|
this.on(event, (...data) => {
|
|
66
|
-
|
|
66
|
+
var _this$sender;
|
|
67
|
+
(_this$sender = this.sender) === null || _this$sender === void 0 || _this$sender.call(this, event, ...data);
|
|
67
68
|
});
|
|
68
69
|
});
|
|
69
70
|
}
|
|
@@ -181,7 +182,8 @@ var Room = class extends events.default {
|
|
|
181
182
|
"leave"
|
|
182
183
|
].forEach((event) => {
|
|
183
184
|
this.on(event, (...data) => {
|
|
184
|
-
|
|
185
|
+
var _this$sender;
|
|
186
|
+
(_this$sender = this.sender) === null || _this$sender === void 0 || _this$sender.call(this, event, ...data);
|
|
185
187
|
});
|
|
186
188
|
});
|
|
187
189
|
}
|
|
@@ -286,26 +288,31 @@ var Tiaoom = class extends events.EventEmitter {
|
|
|
286
288
|
return super.emit(event, ...args);
|
|
287
289
|
}
|
|
288
290
|
run() {
|
|
289
|
-
|
|
291
|
+
var _this$messageInstance;
|
|
292
|
+
(_this$messageInstance = this.messageInstance) === null || _this$messageInstance === void 0 || _this$messageInstance.on("message", (message, cb) => {
|
|
290
293
|
try {
|
|
291
294
|
switch (message.type) {
|
|
292
|
-
case "room.list": return cb
|
|
293
|
-
case "player.list": return cb
|
|
295
|
+
case "room.list": return cb === null || cb === void 0 ? void 0 : cb(null, this.rooms);
|
|
296
|
+
case "player.list": return cb === null || cb === void 0 ? void 0 : cb(null, this.players);
|
|
294
297
|
case "room.create": return this.createRoom(message.sender, message.data);
|
|
295
298
|
case "player.join": return this.joinPlayer(message.sender, message.data);
|
|
296
299
|
case "player.leave": return this.leavePlayer(message.sender, message.data);
|
|
297
|
-
case "room.get": return cb
|
|
300
|
+
case "room.get": return cb === null || cb === void 0 ? void 0 : cb(null, this.searchRoom(message.data));
|
|
298
301
|
case "room.start": return this.startRoom(message.sender, message.data);
|
|
299
302
|
case "room.close": return this.closeRoom(message.sender, message.data);
|
|
300
303
|
case "player.login": return this.loginPlayer(message.data);
|
|
301
304
|
case "player.logout": return this.removePlayer(message.data);
|
|
302
305
|
case "player.ready": return this.readyPlayer(message.sender, message.data);
|
|
303
306
|
case "player.unready": return this.unReadyPlayer(message.sender, message.data);
|
|
304
|
-
case "room.player-command":
|
|
305
|
-
|
|
306
|
-
|
|
307
|
-
|
|
308
|
-
|
|
307
|
+
case "room.player-command":
|
|
308
|
+
var _this$searchRoom;
|
|
309
|
+
return (_this$searchRoom = this.searchRoom(message.data)) === null || _this$searchRoom === void 0 ? void 0 : _this$searchRoom.emit("player-command", {
|
|
310
|
+
...message.data,
|
|
311
|
+
sender: message.sender
|
|
312
|
+
});
|
|
313
|
+
case "room.message":
|
|
314
|
+
var _this$searchRoom2;
|
|
315
|
+
return (_this$searchRoom2 = this.searchRoom(message.data)) === null || _this$searchRoom2 === void 0 ? void 0 : _this$searchRoom2.emit("message", message.data);
|
|
309
316
|
case "global.command": return this.emit("command", {
|
|
310
317
|
...message.data,
|
|
311
318
|
sender: message.sender
|
|
@@ -313,41 +320,47 @@ var Tiaoom = class extends events.EventEmitter {
|
|
|
313
320
|
default: throw new Error("unknown message type.");
|
|
314
321
|
}
|
|
315
322
|
} catch (error) {
|
|
316
|
-
cb
|
|
323
|
+
cb === null || cb === void 0 || cb(error);
|
|
317
324
|
}
|
|
318
325
|
});
|
|
319
326
|
this.on("player", (player, online) => {
|
|
320
|
-
|
|
327
|
+
var _this$messageInstance2;
|
|
328
|
+
(_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.send({
|
|
321
329
|
type: online ? "player.login" : "player.logout",
|
|
322
330
|
data: player
|
|
323
331
|
});
|
|
324
332
|
});
|
|
325
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(_this$messageInstance4 = this.messageInstance) === null || _this$messageInstance4 === void 0 || _this$messageInstance4.send({
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this.on("room-player", (room) => {
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(_this$messageInstance5 = this.messageInstance) === null || _this$messageInstance5 === void 0 || _this$messageInstance5.send({
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(_this$messageInstance6 = this.messageInstance) === null || _this$messageInstance6 === void 0 || _this$messageInstance6.send({
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type: "room.list",
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data: rooms
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this.on("command", (data) => {
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var _this$messageInstance7;
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(_this$messageInstance7 = this.messageInstance) === null || _this$messageInstance7 === void 0 || _this$messageInstance7.send({
|
|
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364
|
type: "global.command",
|
|
352
365
|
data
|
|
353
366
|
});
|
|
@@ -368,7 +381,8 @@ var Tiaoom = class extends events.EventEmitter {
|
|
|
368
381
|
if (this.rooms.some((r) => r.players.some((p) => p.id === sender.id))) throw new Error("you are already in a room.");
|
|
369
382
|
const room = new Room(options);
|
|
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383
|
room.setSender((type, message) => {
|
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|
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|
|
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|
+
var _this$messageInstance8;
|
|
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|
+
(_this$messageInstance8 = this.messageInstance) === null || _this$messageInstance8 === void 0 || _this$messageInstance8.send({
|
|
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|
type: `room.${type}`,
|
|
373
387
|
data: message,
|
|
374
388
|
sender: room
|
|
@@ -403,7 +417,8 @@ var Tiaoom = class extends events.EventEmitter {
|
|
|
403
417
|
if (!playerInstance) {
|
|
404
418
|
playerInstance = new Player(player);
|
|
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419
|
playerInstance.setSender((type, message) => {
|
|
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|
-
|
|
420
|
+
var _this$messageInstance9;
|
|
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|
+
(_this$messageInstance9 = this.messageInstance) === null || _this$messageInstance9 === void 0 || _this$messageInstance9.send({
|
|
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422
|
type: `player.${type}`,
|
|
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423
|
data: message,
|
|
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424
|
sender: playerInstance
|
|
@@ -413,7 +428,7 @@ var Tiaoom = class extends events.EventEmitter {
|
|
|
413
428
|
this.emit("player", playerInstance, true);
|
|
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429
|
}
|
|
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430
|
playerInstance.emit("status", PlayerStatus.online);
|
|
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|
-
cb
|
|
431
|
+
cb === null || cb === void 0 || cb({ player: playerInstance });
|
|
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432
|
return playerInstance;
|
|
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433
|
}
|
|
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|
joinPlayer(sender, player, isCreator = false) {
|
package/src/index.cjs.map
CHANGED
|
@@ -1 +1 @@
|
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|
-
{"version":3,"file":"index.cjs","names":["EventEmitter","EventEmitter","player","EventEmitter","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\nexport interface PlayerOptions {\n id: string;\n name: string;\n attributes?: any;\n sender?: (type: string, ...message: any) => void;\n}\n\nexport enum PlayerStatus {\n ready = 'ready',\n unready = 'unready',\n online = 'online',\n playing = 'playing',\n}\n\nexport interface IPlayer extends PlayerOptions {\n status: PlayerStatus;\n}\n\nexport class Player extends EventEmitter implements IPlayer {\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\nexport interface IRoomOptions {\n /**\n * 房间号\n */\n id?: string, \n /**\n * 房间名称\n */\n name?: string,\n /**\n * 房间容量\n */\n size?: number, \n /**\n * 最小容量\n */\n minSize?: number,\n /**\n * 其他属性\n */\n attrs?: Record<string, any>,\n}\n\nexport enum PlayerRole {\n player = 'player',\n watcher = 'watcher',\n}\n\nexport enum RoomStatus {\n waiting = 'waiting',\n ready = 'ready',\n playing = 'playing',\n}\n\nexport interface IRoom extends IRoomOptions {\n players: RoomPlayer[];\n}\n\nexport interface IRoomPlayerOptions extends PlayerOptions {\n roomId?: string;\n}\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n isReady: boolean;\n role: PlayerRole;\n isCreator: boolean;\n}\n\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\nexport class Room extends EventEmitter implements IRoom {\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string; // room id\n size: number = 10; // room size\n name: string = ''; // room name\n minSize: number = 2; // room min size\n attrs?: Record<string, any>; // other attributes\n players: RoomPlayer[] = []; // player list\n\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n private sender?: (type: string, ...message: any) => void;\n\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n // is room full\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: IRoomOptions) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n addPlayer(player: Player, isCreator: boolean = false) {\n if (this.players.some((p) => p.id == player.id)) return;\n let roomPlayer = this.searchPlayer(player);\n if (!roomPlayer) {\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n }\n return roomPlayer;\n }\n\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(playerId: IPlayer): RoomPlayer | undefined;\n\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n start() {\n if (!this.isReady) {\n throw new Error('room is not ready.');\n }\n if (this.status === RoomStatus.playing) {\n throw new Error('room is already started.');\n }\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.playing);\n });\n this.emit(\"update\", this);\n return this.emit(\"start\", this);\n }\n\n end() {\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.unready);\n });\n this.emit(\"update\", this);\n return this.emit(\"end\", this);\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\nexport interface MessagePackage {\n type: MessageTypes | string;\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\nexport interface Message extends EventEmitter {\n on<K extends keyof MessageEvents>(event: K, listener: MessageEvents[K]): this;\n emit<K extends keyof MessageEvents>(event: K, ...args: Parameters<MessageEvents[K]>): boolean;\n close(): void;\n send(message: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (!roomPlayer) {\n throw new Error('room is full.');\n }\n\n this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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1
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+
{"version":3,"file":"index.cjs","names":["EventEmitter","EventEmitter","player","EventEmitter","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\nexport interface PlayerOptions {\n id: string;\n name: string;\n attributes?: any;\n sender?: (type: string, ...message: any) => void;\n}\n\nexport enum PlayerStatus {\n ready = 'ready',\n unready = 'unready',\n online = 'online',\n playing = 'playing',\n}\n\nexport interface IPlayer extends PlayerOptions {\n status: PlayerStatus;\n}\n\nexport class Player extends EventEmitter implements IPlayer {\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\nexport interface IRoomOptions {\n /**\n * 房间号\n */\n id?: string, \n /**\n * 房间名称\n */\n name?: string,\n /**\n * 房间容量\n */\n size?: number, \n /**\n * 最小容量\n */\n minSize?: number,\n /**\n * 其他属性\n */\n attrs?: Record<string, any>,\n}\n\nexport enum PlayerRole {\n player = 'player',\n watcher = 'watcher',\n}\n\nexport enum RoomStatus {\n waiting = 'waiting',\n ready = 'ready',\n playing = 'playing',\n}\n\nexport interface IRoom extends IRoomOptions {\n players: RoomPlayer[];\n}\n\nexport interface IRoomPlayerOptions extends PlayerOptions {\n roomId?: string;\n}\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n isReady: boolean;\n role: PlayerRole;\n isCreator: boolean;\n}\n\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\nexport class Room extends EventEmitter implements IRoom {\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string; // room id\n size: number = 10; // room size\n name: string = ''; // room name\n minSize: number = 2; // room min size\n attrs?: Record<string, any>; // other attributes\n players: RoomPlayer[] = []; // player list\n\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n private sender?: (type: string, ...message: any) => void;\n\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n // is room full\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: IRoomOptions) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n addPlayer(player: Player, isCreator: boolean = false) {\n if (this.players.some((p) => p.id == player.id)) return;\n let roomPlayer = this.searchPlayer(player);\n if (!roomPlayer) {\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n }\n return roomPlayer;\n }\n\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(playerId: IPlayer): RoomPlayer | undefined;\n\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n start() {\n if (!this.isReady) {\n throw new Error('room is not ready.');\n }\n if (this.status === RoomStatus.playing) {\n throw new Error('room is already started.');\n }\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.playing);\n });\n this.emit(\"update\", this);\n return this.emit(\"start\", this);\n }\n\n end() {\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.unready);\n });\n this.emit(\"update\", this);\n return this.emit(\"end\", this);\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\nexport interface MessagePackage {\n type: MessageTypes | string;\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\nexport interface Message extends EventEmitter {\n on<K extends keyof MessageEvents>(event: K, listener: MessageEvents[K]): this;\n emit<K extends keyof MessageEvents>(event: K, ...args: Parameters<MessageEvents[K]>): boolean;\n close(): void;\n send(message: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (!roomPlayer) {\n throw new Error('room is full.');\n }\n\n this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from \"./events\";"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAUA,IAAY,wDAAL;AACL;AACA;AACA;AACA;;;AAOF,IAAa,SAAb,cAA4BA,eAAgC;CAC1D,GAAiC,OAAU,UAAiC;AAC1E,SAAO,MAAM,GAAG,OAAO,SAAS;;CAGlC,KAAmC,OAAU,GAAG,MAA4C;AAC1F,SAAO,MAAM,KAAK,OAAO,GAAG,KAAK;;CASnC,YAAY,EAAE,sBAAK,IAAI,MAAM,EAAC,SAAS,CAAC,UAAU,EAAE,OAAO,IAAI,YAAY,UAAyB;AAClG,SAAO;YAPI;cACE;gBAEQ,aAAa;AAKlC,OAAK,KAAK;AACV,OAAK,OAAO;AACZ,OAAK,aAAa;AAClB,OAAK,SAAS;AAEd,OAAK,GAAG,WAAW,WAAyB;AAC1C,QAAK,SAAS;IACd;AAGF,EAD0C;GAAC;GAAW;GAAW;GAAQ;GAAS;GAAS,CACpF,SAAS,UAAU;AACxB,QAAK,GAAG,QAAQ,GAAG,SAAc;;AAC/B,yBAAK,uEAAS,OAAO,GAAG,KAAK;KAC7B;IACF;;CAGJ,SAAS;AACP,SAAO;GACL,IAAI,KAAK;GACT,MAAM,KAAK;GACX,YAAY,KAAK;GACjB,QAAQ,KAAK;GACd;;CAGH,WAAW;AACT,SAAO,KAAK,UAAU,KAAK,QAAQ,CAAC;;CAGtC,UAAU,QAAiD;AACzD,OAAK,SAAS;AACd,SAAO;;;;;;AC3CX,IAAY,oDAAL;AACL;AACA;;;AAGF,IAAY,oDAAL;AACL;AACA;AACA;;;AAgBF,IAAa,aAAb,cAAgC,OAA8B;CAM5D,YAAY,QAA0B,OAAmB,WAAW,QAAQ;AAC1E,QAAM,OAAO;iBANI;cACA,WAAW;mBACT;AAKnB,OAAK,OAAO;AACZ,MAAI,kBAAkB,UAAU,OAAO,OAAQ,OAAM,UAAU,OAAO,OAAO;;CAG/E,SAAS;AACP,SAAO;GACL,GAAG,MAAM,QAAQ;GACjB,MAAM,KAAK;GACX,SAAS,KAAK;GACd,WAAW,KAAK;GACjB;;;AAIL,IAAa,OAAb,cAA0BC,eAA8B;CACtD,GAA+B,OAAU,UAA+B;AACtE,SAAO,MAAM,GAAG,OAAO,SAAS;;CAGlC,KAAiC,OAAU,GAAG,MAA0C;AACtF,SAAO,MAAM,KAAK,OAAO,GAAG,KAAK;;CAUnC,IAAI,eAAe;AACjB,SAAO,KAAK,QAAQ,QAAQ,WAAW,OAAO,SAAS,WAAW,OAAO;;CAG3E,IAAI,WAAW;AACb,SAAO,KAAK,QAAQ,QAAQ,WAAW,OAAO,SAAS,WAAW,QAAQ;;CAK5E,IAAI,UAAmB;AACrB,SAAO,KAAK,QAAQ,UAAU,KAAK,WAC9B,KAAK,QAAQ,OAAO,WAAW,OAAO,WAAW,OAAO,SAAS,WAAW,QAAQ;;CAG3F,IAAI,SAAqB;AACvB,MAAI,CAAC,KAAK,QAAS,QAAO,WAAW;AACrC,MAAI,KAAK,QAAQ,WAAW,WAAW,OAAO,WAAW,aAAa,QAAQ,IAAI,GAAI,QAAO,WAAW;AACxG,SAAO,WAAW;;CAGpB,IAAI,YAAqB;AACvB,SAAO,KAAK,WAAW,WAAW;;CAIpC,IAAI,SAAkB;AACpB,SAAO,KAAK,aAAa,UAAU,KAAK;;CAG1C,SAAS;AACP,SAAO;GACL,IAAI,KAAK;GACT,MAAM,KAAK;GACX,MAAM,KAAK,QAAQ;GACnB,SAAS,KAAK;GACd,QAAQ,KAAK;GACb,SAAS,KAAK,QAAQ,KAAK,WAAW,OAAO,QAAQ,CAAC;GACtD,OAAO,KAAK;GACb;;CAGH,WAAW;AACT,SAAO,KAAK,UAAU,KAAK,QAAQ,CAAC;;CAGtC,YAAY,EACV,sBAAK,IAAI,MAAM,EAAC,SAAS,CAAC,UAAU,EAAE,OAAO,IAAI,OAAO,IAAI,UAAU,GAAG,SAC1D;AACf,SAAO;cAvDM;cACA;iBACG;iBAEM,EAAE;AAoDxB,OAAK,KAAK;AACV,OAAK,OAAO;AACZ,OAAK,OAAO;AACZ,OAAK,UAAU;AACf,OAAK,QAAQ;AAGb,EADwC;GAAC;GAAW;GAAW;GAAS;GAAO;GAAS;GAAS;GAAa;GAAkB;GAAgB;GAAQ;GAAQ,CACzJ,SAAS,UAAU;AACxB,QAAK,GAAG,QAAQ,GAAG,SAAc;;AAC/B,yBAAK,uEAAS,OAAO,GAAG,KAAK;KAC7B;IACF;;CAGJ,UAAU,QAAgB,YAAqB,OAAO;AACpD,MAAI,KAAK,QAAQ,MAAM,MAAM,EAAE,MAAM,OAAO,GAAG,CAAE;EACjD,IAAI,aAAa,KAAK,aAAa,OAAO;AAC1C,MAAI,CAAC,YAAY;AACf,gBAAa,IAAI,WAAW,QAAQ,KAAK,UAAU,KAAK,YAAY,WAAW,UAAU,WAAW,OAAO;AAC3G,cAAW,YAAY;AACvB,cAAW,SAAS,KAAK;AACzB,QAAK,QAAQ,KAAK,WAAW;AAC7B,QAAK,KAAK,QAAQ;IAAE,QAAQ,KAAK;IAAI,GAAG;IAAY,CAAC;;AAEvD,SAAO;;CAMT,WAAW,QAA0B;EACnC,MAAM,WAAW,OAAO,WAAW,WAAW,SAAS,OAAO;EAC9D,MAAM,QAAQ,KAAK,QAAQ,WAAW,MAAM,EAAE,MAAM,SAAS;EAC7D,MAAM,aAAa,KAAK,QAAQ;AAChC,MAAI,QAAQ,IAAI;AACd,QAAK,KAAK,SAAU;IAAE,QAAQ,KAAK;IAAI,GAAG;IAAW,CAAC;AACtD,QAAK,QAAQ,OAAO,OAAO,EAAE;AAC7B,OAAI,WAAW,aAAa,KAAK,QAAQ,SAAS,GAAG;AACnD,SAAK,QAAQ,GAAG,YAAY;AAC5B,SAAK,KAAK,UAAU,KAAK;;;AAG7B,SAAO;;CAMT,aAAa,QAA0B;EACrC,MAAM,WAAW,OAAO,WAAW,WAAW,SAAS,OAAO;AAC9D,SAAO,KAAK,QAAQ,MAAM,aAAWC,SAAO,MAAM,SAAS;;CAG7D,QAAQ;AACN,MAAI,CAAC,KAAK,QACR,OAAM,IAAI,MAAM,qBAAqB;AAEvC,MAAI,KAAK,WAAW,WAAW,QAC7B,OAAM,IAAI,MAAM,2BAA2B;AAE7C,OAAK,QAAQ,SAAS,WAAW;AAC/B,OAAI,OAAO,QAAQ,WAAW,OAAQ;AACtC,UAAO,KAAK,UAAU,aAAa,QAAQ;IAC3C;AACF,OAAK,KAAK,UAAU,KAAK;AACzB,SAAO,KAAK,KAAK,SAAS,KAAK;;CAGjC,MAAM;AACJ,OAAK,QAAQ,SAAS,WAAW;AAC/B,OAAI,OAAO,QAAQ,WAAW,OAAQ;AACtC,UAAO,KAAK,UAAU,aAAa,QAAQ;IAC3C;AACF,OAAK,KAAK,UAAU,KAAK;AACzB,SAAO,KAAK,KAAK,OAAO,KAAK;;CAG/B,UAAU,QAAiD;AACzD,OAAK,SAAS;AACd,SAAO;;;;;;ACrNX,IAAY,wDAAL;AACL;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;;;;ACbF,IAAa,SAAb,cAA4BC,oBAAa;CAKvC,YAAY,EAAE,UAA0B;AACtC,SAAO;eALO,EAAE;iBACE,EAAE;AAKpB,OAAK,kBAAkB;;CAGzB,GAAiC,OAAU,UAAiC;AAC1E,QAAM,GAAG,OAAO,SAAS;AACzB,SAAO;;CAGT,KAAmC,OAAU,GAAG,MAA4C;AAC1F,SAAO,MAAM,KAAK,OAAO,GAAG,KAAK;;CAGnC,MAAM;;AACJ,gCAAK,uFAAiB,GAAG,YAAY,SAAc,OAAgD;AACjG,OAAI;AACF,YAAQ,QAAQ,MAAhB;KACE,KAAK,YACH,gDAAO,GAAK,MAAM,KAAK,MAAM;KAC/B,KAAK,cACH,gDAAO,GAAK,MAAM,KAAK,QAAQ;KACjC,KAAK,cACH,QAAO,KAAK,WAAW,QAAQ,QAAQ,QAAQ,KAAK;KACtD,KAAK,cACH,QAAO,KAAK,WAAW,QAAQ,QAAQ,QAAQ,KAAK;KACtD,KAAK,eACH,QAAO,KAAK,YAAY,QAAQ,QAAQ,QAAQ,KAAK;KACvD,KAAK,WACH,gDAAO,GAAK,MAAM,KAAK,WAAW,QAAQ,KAAK,CAAC;KAClD,KAAK,aACH,QAAO,KAAK,UAAU,QAAQ,QAAQ,QAAQ,KAAK;KACrD,KAAK,aACH,QAAO,KAAK,UAAU,QAAQ,QAAQ,QAAQ,KAAK;KACrD,KAAK,eACH,QAAO,KAAK,YAAY,QAAQ,KAAK;KACvC,KAAK,gBACH,QAAO,KAAK,aAAa,QAAQ,KAAK;KACxC,KAAK,eACH,QAAO,KAAK,YAAY,QAAQ,QAAQ,QAAQ,KAAK;KACvD,KAAK,iBACH,QAAO,KAAK,cAAc,QAAQ,QAAQ,QAAQ,KAAK;KACzD,KAAK;;AACH,iCAAO,KAAK,WAAW,QAAQ,KAAK,sEAAE,KAAK,kBAAkB;OAAE,GAAG,QAAQ;OAAO,QAAQ,QAAQ;OAAQ,CAAC;KAC5G,KAAK;;AACH,kCAAO,KAAK,WAAW,QAAQ,KAAK,wEAAE,KAAK,WAAW,QAAQ,KAAK;KACrE,KAAK,iBACH,QAAO,KAAK,KAAK,WAAW;MAAE,GAAG,QAAQ;MAAO,QAAQ,QAAQ;MAAQ,CAAC;KAC3E,QACE,OAAM,IAAI,MAAM,wBAAwB;;YAErC,OAAO;AACd,uCAAK,MAAe;;IAEtB;AAEF,OAAK,GAAG,WAAW,QAAQ,WAAW;;AACpC,kCAAK,yFAAiB,KAAK;IAAE,MAAM,SAAS,iBAAiB;IAAiB,MAAM;IAAQ,CAAC;IAC7F;AAEF,O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|
package/src/index.mjs
CHANGED
|
@@ -35,7 +35,8 @@ var Player = class extends EventEmitter$1 {
|
|
|
35
35
|
"status"
|
|
36
36
|
].forEach((event) => {
|
|
37
37
|
this.on(event, (...data) => {
|
|
38
|
-
|
|
38
|
+
var _this$sender;
|
|
39
|
+
(_this$sender = this.sender) === null || _this$sender === void 0 || _this$sender.call(this, event, ...data);
|
|
39
40
|
});
|
|
40
41
|
});
|
|
41
42
|
}
|
|
@@ -153,7 +154,8 @@ var Room = class extends EventEmitter$1 {
|
|
|
153
154
|
"leave"
|
|
154
155
|
].forEach((event) => {
|
|
155
156
|
this.on(event, (...data) => {
|
|
156
|
-
|
|
157
|
+
var _this$sender;
|
|
158
|
+
(_this$sender = this.sender) === null || _this$sender === void 0 || _this$sender.call(this, event, ...data);
|
|
157
159
|
});
|
|
158
160
|
});
|
|
159
161
|
}
|
|
@@ -258,26 +260,31 @@ var Tiaoom = class extends EventEmitter {
|
|
|
258
260
|
return super.emit(event, ...args);
|
|
259
261
|
}
|
|
260
262
|
run() {
|
|
261
|
-
|
|
263
|
+
var _this$messageInstance;
|
|
264
|
+
(_this$messageInstance = this.messageInstance) === null || _this$messageInstance === void 0 || _this$messageInstance.on("message", (message, cb) => {
|
|
262
265
|
try {
|
|
263
266
|
switch (message.type) {
|
|
264
|
-
case "room.list": return cb
|
|
265
|
-
case "player.list": return cb
|
|
267
|
+
case "room.list": return cb === null || cb === void 0 ? void 0 : cb(null, this.rooms);
|
|
268
|
+
case "player.list": return cb === null || cb === void 0 ? void 0 : cb(null, this.players);
|
|
266
269
|
case "room.create": return this.createRoom(message.sender, message.data);
|
|
267
270
|
case "player.join": return this.joinPlayer(message.sender, message.data);
|
|
268
271
|
case "player.leave": return this.leavePlayer(message.sender, message.data);
|
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269
|
-
case "room.get": return cb
|
|
272
|
+
case "room.get": return cb === null || cb === void 0 ? void 0 : cb(null, this.searchRoom(message.data));
|
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270
273
|
case "room.start": return this.startRoom(message.sender, message.data);
|
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274
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case "room.close": return this.closeRoom(message.sender, message.data);
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275
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case "player.login": return this.loginPlayer(message.data);
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case "player.logout": return this.removePlayer(message.data);
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277
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case "player.ready": return this.readyPlayer(message.sender, message.data);
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case "player.unready": return this.unReadyPlayer(message.sender, message.data);
|
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-
case "room.player-command":
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case "room.player-command":
|
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var _this$searchRoom;
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return (_this$searchRoom = this.searchRoom(message.data)) === null || _this$searchRoom === void 0 ? void 0 : _this$searchRoom.emit("player-command", {
|
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+
...message.data,
|
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sender: message.sender
|
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});
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case "room.message":
|
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var _this$searchRoom2;
|
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287
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+
return (_this$searchRoom2 = this.searchRoom(message.data)) === null || _this$searchRoom2 === void 0 ? void 0 : _this$searchRoom2.emit("message", message.data);
|
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288
|
case "global.command": return this.emit("command", {
|
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...message.data,
|
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sender: message.sender
|
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@@ -285,41 +292,47 @@ var Tiaoom = class extends EventEmitter {
|
|
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285
292
|
default: throw new Error("unknown message type.");
|
|
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293
|
}
|
|
287
294
|
} catch (error) {
|
|
288
|
-
cb
|
|
295
|
+
cb === null || cb === void 0 || cb(error);
|
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296
|
}
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297
|
});
|
|
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298
|
this.on("player", (player, online) => {
|
|
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-
|
|
299
|
+
var _this$messageInstance2;
|
|
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|
+
(_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.send({
|
|
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301
|
type: online ? "player.login" : "player.logout",
|
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|
data: player
|
|
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|
});
|
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296
304
|
});
|
|
297
305
|
this.on("players", (players) => {
|
|
298
|
-
|
|
306
|
+
var _this$messageInstance3;
|
|
307
|
+
(_this$messageInstance3 = this.messageInstance) === null || _this$messageInstance3 === void 0 || _this$messageInstance3.send({
|
|
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308
|
type: "player.list",
|
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300
309
|
data: players
|
|
301
310
|
});
|
|
302
311
|
});
|
|
303
312
|
this.on("room", (room) => {
|
|
304
|
-
|
|
313
|
+
var _this$messageInstance4;
|
|
314
|
+
(_this$messageInstance4 = this.messageInstance) === null || _this$messageInstance4 === void 0 || _this$messageInstance4.send({
|
|
305
315
|
type: "room.create",
|
|
306
316
|
data: room
|
|
307
317
|
});
|
|
308
318
|
});
|
|
309
319
|
this.on("room-player", (room) => {
|
|
310
|
-
|
|
320
|
+
var _this$messageInstance5;
|
|
321
|
+
(_this$messageInstance5 = this.messageInstance) === null || _this$messageInstance5 === void 0 || _this$messageInstance5.send({
|
|
311
322
|
type: "room.update",
|
|
312
323
|
data: room
|
|
313
324
|
});
|
|
314
325
|
});
|
|
315
326
|
this.on("rooms", (rooms) => {
|
|
316
|
-
|
|
327
|
+
var _this$messageInstance6;
|
|
328
|
+
(_this$messageInstance6 = this.messageInstance) === null || _this$messageInstance6 === void 0 || _this$messageInstance6.send({
|
|
317
329
|
type: "room.list",
|
|
318
330
|
data: rooms
|
|
319
331
|
});
|
|
320
332
|
});
|
|
321
333
|
this.on("command", (data) => {
|
|
322
|
-
|
|
334
|
+
var _this$messageInstance7;
|
|
335
|
+
(_this$messageInstance7 = this.messageInstance) === null || _this$messageInstance7 === void 0 || _this$messageInstance7.send({
|
|
323
336
|
type: "global.command",
|
|
324
337
|
data
|
|
325
338
|
});
|
|
@@ -340,7 +353,8 @@ var Tiaoom = class extends EventEmitter {
|
|
|
340
353
|
if (this.rooms.some((r) => r.players.some((p) => p.id === sender.id))) throw new Error("you are already in a room.");
|
|
341
354
|
const room = new Room(options);
|
|
342
355
|
room.setSender((type, message) => {
|
|
343
|
-
|
|
356
|
+
var _this$messageInstance8;
|
|
357
|
+
(_this$messageInstance8 = this.messageInstance) === null || _this$messageInstance8 === void 0 || _this$messageInstance8.send({
|
|
344
358
|
type: `room.${type}`,
|
|
345
359
|
data: message,
|
|
346
360
|
sender: room
|
|
@@ -375,7 +389,8 @@ var Tiaoom = class extends EventEmitter {
|
|
|
375
389
|
if (!playerInstance) {
|
|
376
390
|
playerInstance = new Player(player);
|
|
377
391
|
playerInstance.setSender((type, message) => {
|
|
378
|
-
|
|
392
|
+
var _this$messageInstance9;
|
|
393
|
+
(_this$messageInstance9 = this.messageInstance) === null || _this$messageInstance9 === void 0 || _this$messageInstance9.send({
|
|
379
394
|
type: `player.${type}`,
|
|
380
395
|
data: message,
|
|
381
396
|
sender: playerInstance
|
|
@@ -385,7 +400,7 @@ var Tiaoom = class extends EventEmitter {
|
|
|
385
400
|
this.emit("player", playerInstance, true);
|
|
386
401
|
}
|
|
387
402
|
playerInstance.emit("status", PlayerStatus.online);
|
|
388
|
-
cb
|
|
403
|
+
cb === null || cb === void 0 || cb({ player: playerInstance });
|
|
389
404
|
return playerInstance;
|
|
390
405
|
}
|
|
391
406
|
joinPlayer(sender, player, isCreator = false) {
|
package/src/index.mjs.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.mjs","names":["EventEmitter","EventEmitter","player","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\nexport interface PlayerOptions {\n id: string;\n name: string;\n attributes?: any;\n sender?: (type: string, ...message: any) => void;\n}\n\nexport enum PlayerStatus {\n ready = 'ready',\n unready = 'unready',\n online = 'online',\n playing = 'playing',\n}\n\nexport interface IPlayer extends PlayerOptions {\n status: PlayerStatus;\n}\n\nexport class Player extends EventEmitter implements IPlayer {\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\nexport interface IRoomOptions {\n /**\n * 房间号\n */\n id?: string, \n /**\n * 房间名称\n */\n name?: string,\n /**\n * 房间容量\n */\n size?: number, \n /**\n * 最小容量\n */\n minSize?: number,\n /**\n * 其他属性\n */\n attrs?: Record<string, any>,\n}\n\nexport enum PlayerRole {\n player = 'player',\n watcher = 'watcher',\n}\n\nexport enum RoomStatus {\n waiting = 'waiting',\n ready = 'ready',\n playing = 'playing',\n}\n\nexport interface IRoom extends IRoomOptions {\n players: RoomPlayer[];\n}\n\nexport interface IRoomPlayerOptions extends PlayerOptions {\n roomId?: string;\n}\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n isReady: boolean;\n role: PlayerRole;\n isCreator: boolean;\n}\n\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\nexport class Room extends EventEmitter implements IRoom {\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string; // room id\n size: number = 10; // room size\n name: string = ''; // room name\n minSize: number = 2; // room min size\n attrs?: Record<string, any>; // other attributes\n players: RoomPlayer[] = []; // player list\n\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n private sender?: (type: string, ...message: any) => void;\n\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n // is room full\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: IRoomOptions) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n addPlayer(player: Player, isCreator: boolean = false) {\n if (this.players.some((p) => p.id == player.id)) return;\n let roomPlayer = this.searchPlayer(player);\n if (!roomPlayer) {\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n }\n return roomPlayer;\n }\n\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(playerId: IPlayer): RoomPlayer | undefined;\n\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n start() {\n if (!this.isReady) {\n throw new Error('room is not ready.');\n }\n if (this.status === RoomStatus.playing) {\n throw new Error('room is already started.');\n }\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.playing);\n });\n this.emit(\"update\", this);\n return this.emit(\"start\", this);\n }\n\n end() {\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.unready);\n });\n this.emit(\"update\", this);\n return this.emit(\"end\", this);\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\nexport interface MessagePackage {\n type: MessageTypes | string;\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\nexport interface Message extends EventEmitter {\n on<K extends keyof MessageEvents>(event: K, listener: MessageEvents[K]): this;\n emit<K extends keyof MessageEvents>(event: K, ...args: Parameters<MessageEvents[K]>): boolean;\n close(): void;\n send(message: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (!roomPlayer) {\n throw new Error('room is full.');\n }\n\n this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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1
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+
{"version":3,"file":"index.mjs","names":["EventEmitter","EventEmitter","player","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\nexport interface PlayerOptions {\n id: string;\n name: string;\n attributes?: any;\n sender?: (type: string, ...message: any) => void;\n}\n\nexport enum PlayerStatus {\n ready = 'ready',\n unready = 'unready',\n online = 'online',\n playing = 'playing',\n}\n\nexport interface IPlayer extends PlayerOptions {\n status: PlayerStatus;\n}\n\nexport class Player extends EventEmitter implements IPlayer {\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\nexport interface IRoomOptions {\n /**\n * 房间号\n */\n id?: string, \n /**\n * 房间名称\n */\n name?: string,\n /**\n * 房间容量\n */\n size?: number, \n /**\n * 最小容量\n */\n minSize?: number,\n /**\n * 其他属性\n */\n attrs?: Record<string, any>,\n}\n\nexport enum PlayerRole {\n player = 'player',\n watcher = 'watcher',\n}\n\nexport enum RoomStatus {\n waiting = 'waiting',\n ready = 'ready',\n playing = 'playing',\n}\n\nexport interface IRoom extends IRoomOptions {\n players: RoomPlayer[];\n}\n\nexport interface IRoomPlayerOptions extends PlayerOptions {\n roomId?: string;\n}\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n isReady: boolean;\n role: PlayerRole;\n isCreator: boolean;\n}\n\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\nexport class Room extends EventEmitter implements IRoom {\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string; // room id\n size: number = 10; // room size\n name: string = ''; // room name\n minSize: number = 2; // room min size\n attrs?: Record<string, any>; // other attributes\n players: RoomPlayer[] = []; // player list\n\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n private sender?: (type: string, ...message: any) => void;\n\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n // is room full\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: IRoomOptions) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n addPlayer(player: Player, isCreator: boolean = false) {\n if (this.players.some((p) => p.id == player.id)) return;\n let roomPlayer = this.searchPlayer(player);\n if (!roomPlayer) {\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n }\n return roomPlayer;\n }\n\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(playerId: IPlayer): RoomPlayer | undefined;\n\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n start() {\n if (!this.isReady) {\n throw new Error('room is not ready.');\n }\n if (this.status === RoomStatus.playing) {\n throw new Error('room is already started.');\n }\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.playing);\n });\n this.emit(\"update\", this);\n return this.emit(\"start\", this);\n }\n\n end() {\n this.players.forEach((player) => {\n if (player.role != PlayerRole.player) return;\n player.emit('status', PlayerStatus.unready);\n });\n this.emit(\"update\", this);\n return this.emit(\"end\", this);\n }\n\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\nexport interface MessagePackage {\n type: MessageTypes | string;\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\nexport interface Message extends EventEmitter {\n on<K extends keyof MessageEvents>(event: K, listener: MessageEvents[K]): this;\n emit<K extends keyof MessageEvents>(event: K, ...args: Parameters<MessageEvents[K]>): boolean;\n close(): void;\n send(message: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (!roomPlayer) {\n throw new Error('room is full.');\n }\n\n this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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