tiaoom 0.0.17 → 0.0.19

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "tiaoom",
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- "version": "0.0.17",
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+ "version": "0.0.19",
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  "description": "",
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  "main": "./src/index.cjs",
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  "module": "./src/index.mjs",
@@ -1 +1 @@
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- {"version":3,"file":"client.cjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, sender?: Player }) => void;\n /**\n * 玩家错误事件\n */\n \"player.error\": (error: Error) => 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n 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package/src/client.d.cts CHANGED
@@ -166,6 +166,10 @@ type TiaoomEvents = {
166
166
  content: string;
167
167
  sender?: Player;
168
168
  }) => void;
169
+ /**
170
+ * 玩家错误事件
171
+ */
172
+ "player.error": (error: Error) => void;
169
173
  /**
170
174
  * 房间列表更新事件
171
175
  * @param rooms 房间列表
package/src/client.d.mts CHANGED
@@ -166,6 +166,10 @@ type TiaoomEvents = {
166
166
  content: string;
167
167
  sender?: Player;
168
168
  }) => void;
169
+ /**
170
+ * 玩家错误事件
171
+ */
172
+ "player.error": (error: Error) => void;
169
173
  /**
170
174
  * 房间列表更新事件
171
175
  * @param rooms 房间列表
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1
- {"version":3,"file":"client.iife.js","names":[],"sources":["../lib/client.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, sender?: Player }) => void;\n /**\n * 玩家错误事件\n */\n \"player.error\": (error: Error) => 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else 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@@ -1 +1 @@
1
- {"version":3,"file":"client.mjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, sender?: Player }) => void;\n /**\n * 玩家错误事件\n */\n \"player.error\": (error: Error) => 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, data: { name, size, minSize, attrs 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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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => void, on=true) {\n if 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@param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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package/src/index.cjs CHANGED
@@ -201,6 +201,10 @@ let MessageTypes = /* @__PURE__ */ function(MessageTypes$2) {
201
201
  */
202
202
  MessageTypes$2["PlayerCommand"] = "player.command";
203
203
  /**
204
+ * 玩家错误信息
205
+ */
206
+ MessageTypes$2["PlayerError"] = "player.error";
207
+ /**
204
208
  * 全局消息
205
209
  */
206
210
  MessageTypes$2["GlobalMessage"] = "global.message";
@@ -611,7 +615,7 @@ var Tiaoom = class extends events.EventEmitter {
611
615
  var _this$messageInstance2;
612
616
  cb === null || cb === void 0 || cb(error);
613
617
  (_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.send({
614
- type: MessageTypes.GlobalError,
618
+ type: MessageTypes.PlayerError,
615
619
  data: { message: error.message },
616
620
  sender: message.sender
617
621
  });
@@ -663,11 +667,11 @@ var Tiaoom = class extends events.EventEmitter {
663
667
  return this;
664
668
  }
665
669
  searchPlayer(player) {
666
- const playerId = typeof player === "string" ? player : player.id;
670
+ const playerId = typeof player === "string" ? player : player === null || player === void 0 ? void 0 : player.id;
667
671
  return this.players.find((target) => target.id === playerId);
668
672
  }
669
673
  searchRoom(room) {
670
- const roomId = typeof room === "string" ? room : room.id;
674
+ const roomId = typeof room === "string" ? room : room === null || room === void 0 ? void 0 : room.id;
671
675
  return this.rooms.find((target) => target.id === roomId);
672
676
  }
673
677
  createRoom(sender, options) {
package/src/index.cjs.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.cjs","names":["MessageTypes","EventEmitter","EventEmitter","player","EventEmitter","RecvMessageTypes","room"],"sources":["../lib/client.ts","../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/index.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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 }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, IPlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { IMessageEmitterEvents, IMessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 连接准备就绪事件\n */\n SysReady = \"sys.ready\",\n /**\n * 连接关闭事件\n */\n SysClose = \"sys.close\",\n /**\n * 错误事件\n */\n SysError = \"sys.error\",\n /**\n * 全局错误\n */\n GlobalError = \"global.error\",\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 房间更新\n */\n RoomUpdate = \"room.update\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间结束\n */\n RoomEnd = \"room.end\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\",\n /**\n * 房间全部玩家已准备\n */\n RoomAllReady = \"room.all-ready\",\n /**\n * 房间命令\n */\n RoomCommand = \"room.command\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 房间消息\n */\n RoomMessage = \"room.message\",\n /**\n * 玩家加入房间\n */\n RoomJoin = \"room.join\",\n /**\n * 玩家离开房间\n */\n RoomLeave = \"room.leave\",\n /**\n * 房间玩家准备\n */\n RoomPlayerReady = \"room.player-ready\",\n /**\n * 房间玩家取消准备\n */\n RoomPlayerUnready = \"room.player-unready\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * *玩家消息\n */\n PlayerMessage = \"player.message\",\n /**\n * *玩家命令\n */\n PlayerCommand = \"player.command\",\n /**\n * 全局消息\n */\n GlobalMessage = \"global.message\",\n}\n\n/**\n * 消息包接口\n */\nexport interface IMessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes;\n /**\n * 消息数据\n */\n data?: IPlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any\n /**\n * 发送者信息\n */\n sender?: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息数据接口,包含发送者信息\n */\nexport interface IMessageData extends IMessagePackage {\n sender: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息通信接口\n */\nexport interface IMessage extends EventEmitter<IMessageEmitterEvents> {\n /**\n * 监听消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param listener 监听器\n */\n on<K extends keyof IMessageEvents>(event: K, listener: IMessageEvents[K]): this;\n /**\n * 触发消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param args 参数\n */\n emit<K extends keyof IMessageEvents>(event: K, ...args: Parameters<IMessageEvents[K]>): boolean;\n /**\n * 关闭连接\n */\n close(): void;\n /**\n * 发送消息包\n * @param message 消息包\n */\n send(message: IMessagePackage): void;\n}\n","import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface IPlayerOptions {\n /**\n * 玩家ID\n */\n id: string;\n /**\n * 玩家名称\n */\n name: string;\n /**\n * 玩家属性\n */\n attributes?: any;\n /**\n * 发送者函数\n */\n sender?: (type: string, ...message: any) => void;\n}\n\n/**\n * 玩家状态枚举\n */\nexport enum PlayerStatus {\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 未准备\n */\n unready = 'unready',\n /**\n * 在线\n */\n online = 'online',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 玩家接口\n */\nexport interface IPlayer extends IPlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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 }: IPlayerOptions) {\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', '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 /**\n * 设置发送者函数\n * @param {(type: string, ...message: any) => void} sender 发送者函数\n * @returns this\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\n/**\n * 房间选项接口\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\n/**\n * 房间玩家角色\n */\nexport enum PlayerRole {\n /**\n * 玩家\n */\n player = 'player',\n /**\n * 观众\n */\n watcher = 'watcher',\n}\n\n/**\n * 房间状态\n */\nexport enum RoomStatus {\n /**\n * 等待中\n */\n waiting = 'waiting',\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 房间接口\n */\nexport interface IRoom extends IRoomOptions {\n /**\n * 房间玩家列表\n */\n players: RoomPlayer[];\n}\n\n/**\n * 房间玩家选项接口\n */\nexport interface IRoomPlayerOptions extends IPlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\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\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\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 /**\n * 房间状态\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 /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n /**\n * 房主\n */\n get owner(): RoomPlayer | undefined {\n const creator = this.players.find((player) => player.isCreator);\n return creator;\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 }: Partial<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', '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 /**\n * 设置房主\n * @param {Player} player 玩家\n * @returns this\n */\n setCreator(player: Player) {\n const roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n roomPlayer.isCreator = true;\n this.emit(\"update\", this);\n }\n return this;\n }\n\n /**\n * 添加玩家\n * @param {Player} player 玩家\n * @param {boolean} isCreator 是否房主\n * @returns 玩家实例 \n */\n addPlayer(player: Player, isCreator: boolean = false) {\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {\n roomPlayer.role = PlayerRole.player;\n this.emit(\"update\", this);\n }\n return roomPlayer;\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\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 /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\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 /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\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 /**\n * 开始游戏\n */\n start(sender: IPlayer) {\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 /**\n * 结束游戏\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 /**\n * 设置消息发送器\n * @param sender 消息发送器\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { MessageTypes as RecvMessageTypes } from \"./client\";\nimport { IMessage, MessageTypes } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: IMessage;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: IMessage;\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 RecvMessageTypes.RoomList:\n return cb?.(null, this.rooms);\n case RecvMessageTypes.PlayerList:\n return cb?.(null, this.players);\n case RecvMessageTypes.RoomCreate:\n return this.createRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerJoin:\n return this.joinPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerLeave:\n return this.leavePlayer(message.sender, message.data);\n case RecvMessageTypes.RoomGet:\n return cb?.(null, this.searchRoom(message.data));\n case RecvMessageTypes.RoomStart:\n return this.startRoom(message.sender, message.data);\n case RecvMessageTypes.RoomKick:\n return this.kickPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomTransfer:\n return this.transferOwner(message.sender, message.data);\n case RecvMessageTypes.RoomClose:\n return this.closeRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerLogin:\n return this.loginPlayer(message.data);\n case RecvMessageTypes.PlayerLogout:\n return this.removePlayer(message.data);\n case RecvMessageTypes.PlayerReady:\n return this.readyPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerUnready:\n return this.unReadyPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomPlayerCommand:\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case RecvMessageTypes.GlobalCommand:\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 this.messageInstance?.send({\n type: MessageTypes.GlobalError,\n data: { message: (error as Error).message },\n sender: message.sender,\n });\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout, data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: MessageTypes.PlayerList, data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomCreate, data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomUpdate, data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: MessageTypes.RoomList, data: rooms });\n });\n\n this.on('message', (data, sender) => {\n this.messageInstance?.send({ type: MessageTypes.GlobalMessage, data, sender });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: IPlayerOptions | 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, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, 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(sender);\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 kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: IPlayerOptions, 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}` as MessageTypes, 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 this.emit(\"room-player\", room);\n }\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 room.emit('update', room);\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\", { ...player, ...roomPlayer });\n room.emit('update', room);\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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+ {"version":3,"file":"index.cjs","names":["MessageTypes","EventEmitter","EventEmitter","player","EventEmitter","RecvMessageTypes","room"],"sources":["../lib/client.ts","../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/index.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, sender?: Player }) => void;\n /**\n * 玩家错误事件\n */\n \"player.error\": (error: Error) => 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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 }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, IPlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { IMessageEmitterEvents, IMessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 连接准备就绪事件\n */\n SysReady = \"sys.ready\",\n /**\n * 连接关闭事件\n */\n SysClose = \"sys.close\",\n /**\n * 错误事件\n */\n SysError = \"sys.error\",\n /**\n * 全局错误\n */\n GlobalError = \"global.error\",\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 房间更新\n */\n RoomUpdate = \"room.update\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间结束\n */\n RoomEnd = \"room.end\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\",\n /**\n * 房间全部玩家已准备\n */\n RoomAllReady = \"room.all-ready\",\n /**\n * 房间命令\n */\n RoomCommand = \"room.command\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 房间消息\n */\n RoomMessage = \"room.message\",\n /**\n * 玩家加入房间\n */\n RoomJoin = \"room.join\",\n /**\n * 玩家离开房间\n */\n RoomLeave = \"room.leave\",\n /**\n * 房间玩家准备\n */\n RoomPlayerReady = \"room.player-ready\",\n /**\n * 房间玩家取消准备\n */\n RoomPlayerUnready = \"room.player-unready\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * *玩家消息\n */\n PlayerMessage = \"player.message\",\n /**\n * *玩家命令\n */\n PlayerCommand = \"player.command\",\n /**\n * 玩家错误信息\n */\n PlayerError = \"player.error\",\n /**\n * 全局消息\n */\n GlobalMessage = \"global.message\",\n}\n\n/**\n * 消息包接口\n */\nexport interface IMessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes;\n /**\n * 消息数据\n */\n data?: IPlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any\n /**\n * 发送者信息\n */\n sender?: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息数据接口,包含发送者信息\n */\nexport interface IMessageData extends IMessagePackage {\n sender: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息通信接口\n */\nexport interface IMessage extends EventEmitter<IMessageEmitterEvents> {\n /**\n * 监听消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param listener 监听器\n */\n on<K extends keyof IMessageEvents>(event: K, listener: IMessageEvents[K]): this;\n /**\n * 触发消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param args 参数\n */\n emit<K extends keyof IMessageEvents>(event: K, ...args: Parameters<IMessageEvents[K]>): boolean;\n /**\n * 关闭连接\n */\n close(): void;\n /**\n * 发送消息包\n * @param message 消息包\n */\n send(message: IMessagePackage): void;\n}\n","import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface IPlayerOptions {\n /**\n * 玩家ID\n */\n id: string;\n /**\n * 玩家名称\n */\n name: string;\n /**\n * 玩家属性\n */\n attributes?: any;\n /**\n * 发送者函数\n */\n sender?: (type: string, ...message: any) => void;\n}\n\n/**\n * 玩家状态枚举\n */\nexport enum PlayerStatus {\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 未准备\n */\n unready = 'unready',\n /**\n * 在线\n */\n online = 'online',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 玩家接口\n */\nexport interface IPlayer extends IPlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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 }: IPlayerOptions) {\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', '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 /**\n * 设置发送者函数\n * @param {(type: string, ...message: any) => void} sender 发送者函数\n * @returns this\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\n/**\n * 房间选项接口\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\n/**\n * 房间玩家角色\n */\nexport enum PlayerRole {\n /**\n * 玩家\n */\n player = 'player',\n /**\n * 观众\n */\n watcher = 'watcher',\n}\n\n/**\n * 房间状态\n */\nexport enum RoomStatus {\n /**\n * 等待中\n */\n waiting = 'waiting',\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 房间接口\n */\nexport interface IRoom extends IRoomOptions {\n /**\n * 房间玩家列表\n */\n players: RoomPlayer[];\n}\n\n/**\n * 房间玩家选项接口\n */\nexport interface IRoomPlayerOptions extends IPlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\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\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\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 /**\n * 房间状态\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 /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n /**\n * 房主\n */\n get owner(): RoomPlayer | undefined {\n const creator = this.players.find((player) => player.isCreator);\n return creator;\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 }: Partial<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', '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 /**\n * 设置房主\n * @param {Player} player 玩家\n * @returns this\n */\n setCreator(player: Player) {\n const roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n roomPlayer.isCreator = true;\n this.emit(\"update\", this);\n }\n return this;\n }\n\n /**\n * 添加玩家\n * @param {Player} player 玩家\n * @param {boolean} isCreator 是否房主\n * @returns 玩家实例 \n */\n addPlayer(player: Player, isCreator: boolean = false) {\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {\n roomPlayer.role = PlayerRole.player;\n this.emit(\"update\", this);\n }\n return roomPlayer;\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\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 /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\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 /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\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 /**\n * 开始游戏\n */\n start(sender: IPlayer) {\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 /**\n * 结束游戏\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 /**\n * 设置消息发送器\n * @param sender 消息发送器\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { MessageTypes as RecvMessageTypes } from \"./client\";\nimport { IMessage, MessageTypes } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: IMessage;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: IMessage;\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 RecvMessageTypes.RoomList:\n return cb?.(null, this.rooms);\n case RecvMessageTypes.PlayerList:\n return cb?.(null, this.players);\n case RecvMessageTypes.RoomCreate:\n return this.createRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerJoin:\n return this.joinPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerLeave:\n return this.leavePlayer(message.sender, message.data);\n case RecvMessageTypes.RoomGet:\n return cb?.(null, this.searchRoom(message.data));\n case RecvMessageTypes.RoomStart:\n return this.startRoom(message.sender, message.data);\n case RecvMessageTypes.RoomKick:\n return this.kickPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomTransfer:\n return this.transferOwner(message.sender, message.data);\n case RecvMessageTypes.RoomClose:\n return this.closeRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerLogin:\n return this.loginPlayer(message.data);\n case RecvMessageTypes.PlayerLogout:\n return this.removePlayer(message.data);\n case RecvMessageTypes.PlayerReady:\n return this.readyPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerUnready:\n return this.unReadyPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomPlayerCommand:\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case RecvMessageTypes.GlobalCommand:\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 this.messageInstance?.send({\n type: MessageTypes.PlayerError,\n data: { message: (error as Error).message },\n sender: message.sender,\n });\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout, data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: MessageTypes.PlayerList, data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomCreate, data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomUpdate, data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: MessageTypes.RoomList, data: rooms });\n });\n\n this.on('message', (data, sender) => {\n this.messageInstance?.send({ type: MessageTypes.GlobalMessage, data, sender });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: IPlayerOptions | 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, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, 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(sender);\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 kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: IPlayerOptions, 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}` as MessageTypes, 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 this.emit(\"room-player\", room);\n }\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 room.emit('update', room);\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\", { ...player, ...roomPlayer });\n room.emit('update', room);\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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package/src/index.d.cts CHANGED
@@ -259,6 +259,10 @@ declare enum MessageTypes {
259
259
  * *玩家命令
260
260
  */
261
261
  PlayerCommand = "player.command",
262
+ /**
263
+ * 玩家错误信息
264
+ */
265
+ PlayerError = "player.error",
262
266
  /**
263
267
  * 全局消息
264
268
  */
package/src/index.d.mts CHANGED
@@ -259,6 +259,10 @@ declare enum MessageTypes {
259
259
  * *玩家命令
260
260
  */
261
261
  PlayerCommand = "player.command",
262
+ /**
263
+ * 玩家错误信息
264
+ */
265
+ PlayerError = "player.error",
262
266
  /**
263
267
  * 全局消息
264
268
  */
package/src/index.mjs CHANGED
@@ -173,6 +173,10 @@ let MessageTypes = /* @__PURE__ */ function(MessageTypes$2) {
173
173
  */
174
174
  MessageTypes$2["PlayerCommand"] = "player.command";
175
175
  /**
176
+ * 玩家错误信息
177
+ */
178
+ MessageTypes$2["PlayerError"] = "player.error";
179
+ /**
176
180
  * 全局消息
177
181
  */
178
182
  MessageTypes$2["GlobalMessage"] = "global.message";
@@ -583,7 +587,7 @@ var Tiaoom = class extends EventEmitter {
583
587
  var _this$messageInstance2;
584
588
  cb === null || cb === void 0 || cb(error);
585
589
  (_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.send({
586
- type: MessageTypes.GlobalError,
590
+ type: MessageTypes.PlayerError,
587
591
  data: { message: error.message },
588
592
  sender: message.sender
589
593
  });
@@ -635,11 +639,11 @@ var Tiaoom = class extends EventEmitter {
635
639
  return this;
636
640
  }
637
641
  searchPlayer(player) {
638
- const playerId = typeof player === "string" ? player : player.id;
642
+ const playerId = typeof player === "string" ? player : player === null || player === void 0 ? void 0 : player.id;
639
643
  return this.players.find((target) => target.id === playerId);
640
644
  }
641
645
  searchRoom(room) {
642
- const roomId = typeof room === "string" ? room : room.id;
646
+ const roomId = typeof room === "string" ? room : room === null || room === void 0 ? void 0 : room.id;
643
647
  return this.rooms.find((target) => target.id === roomId);
644
648
  }
645
649
  createRoom(sender, options) {
package/src/index.mjs.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.mjs","names":["MessageTypes","EventEmitter","EventEmitter","player","RecvMessageTypes","room"],"sources":["../lib/client.ts","../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/index.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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 }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, IPlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { IMessageEmitterEvents, IMessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 连接准备就绪事件\n */\n SysReady = \"sys.ready\",\n /**\n * 连接关闭事件\n */\n SysClose = \"sys.close\",\n /**\n * 错误事件\n */\n SysError = \"sys.error\",\n /**\n * 全局错误\n */\n GlobalError = \"global.error\",\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 房间更新\n */\n RoomUpdate = \"room.update\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间结束\n */\n RoomEnd = \"room.end\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\",\n /**\n * 房间全部玩家已准备\n */\n RoomAllReady = \"room.all-ready\",\n /**\n * 房间命令\n */\n RoomCommand = \"room.command\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 房间消息\n */\n RoomMessage = \"room.message\",\n /**\n * 玩家加入房间\n */\n RoomJoin = \"room.join\",\n /**\n * 玩家离开房间\n */\n RoomLeave = \"room.leave\",\n /**\n * 房间玩家准备\n */\n RoomPlayerReady = \"room.player-ready\",\n /**\n * 房间玩家取消准备\n */\n RoomPlayerUnready = \"room.player-unready\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * *玩家消息\n */\n PlayerMessage = \"player.message\",\n /**\n * *玩家命令\n */\n PlayerCommand = \"player.command\",\n /**\n * 全局消息\n */\n GlobalMessage = \"global.message\",\n}\n\n/**\n * 消息包接口\n */\nexport interface IMessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes;\n /**\n * 消息数据\n */\n data?: IPlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any\n /**\n * 发送者信息\n */\n sender?: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息数据接口,包含发送者信息\n */\nexport interface IMessageData extends IMessagePackage {\n sender: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息通信接口\n */\nexport interface IMessage extends EventEmitter<IMessageEmitterEvents> {\n /**\n * 监听消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param listener 监听器\n */\n on<K extends keyof IMessageEvents>(event: K, listener: IMessageEvents[K]): this;\n /**\n * 触发消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param args 参数\n */\n emit<K extends keyof IMessageEvents>(event: K, ...args: Parameters<IMessageEvents[K]>): boolean;\n /**\n * 关闭连接\n */\n close(): void;\n /**\n * 发送消息包\n * @param message 消息包\n */\n send(message: IMessagePackage): void;\n}\n","import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface IPlayerOptions {\n /**\n * 玩家ID\n */\n id: string;\n /**\n * 玩家名称\n */\n name: string;\n /**\n * 玩家属性\n */\n attributes?: any;\n /**\n * 发送者函数\n */\n sender?: (type: string, ...message: any) => void;\n}\n\n/**\n * 玩家状态枚举\n */\nexport enum PlayerStatus {\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 未准备\n */\n unready = 'unready',\n /**\n * 在线\n */\n online = 'online',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 玩家接口\n */\nexport interface IPlayer extends IPlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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 }: IPlayerOptions) {\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', '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 /**\n * 设置发送者函数\n * @param {(type: string, ...message: any) => void} sender 发送者函数\n * @returns this\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\n/**\n * 房间选项接口\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\n/**\n * 房间玩家角色\n */\nexport enum PlayerRole {\n /**\n * 玩家\n */\n player = 'player',\n /**\n * 观众\n */\n watcher = 'watcher',\n}\n\n/**\n * 房间状态\n */\nexport enum RoomStatus {\n /**\n * 等待中\n */\n waiting = 'waiting',\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 房间接口\n */\nexport interface IRoom extends IRoomOptions {\n /**\n * 房间玩家列表\n */\n players: RoomPlayer[];\n}\n\n/**\n * 房间玩家选项接口\n */\nexport interface IRoomPlayerOptions extends IPlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\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\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\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 /**\n * 房间状态\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 /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n /**\n * 房主\n */\n get owner(): RoomPlayer | undefined {\n const creator = this.players.find((player) => player.isCreator);\n return creator;\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 }: Partial<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', '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 /**\n * 设置房主\n * @param {Player} player 玩家\n * @returns this\n */\n setCreator(player: Player) {\n const roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n roomPlayer.isCreator = true;\n this.emit(\"update\", this);\n }\n return this;\n }\n\n /**\n * 添加玩家\n * @param {Player} player 玩家\n * @param {boolean} isCreator 是否房主\n * @returns 玩家实例 \n */\n addPlayer(player: Player, isCreator: boolean = false) {\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {\n roomPlayer.role = PlayerRole.player;\n this.emit(\"update\", this);\n }\n return roomPlayer;\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\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 /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\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 /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\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 /**\n * 开始游戏\n */\n start(sender: IPlayer) {\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 /**\n * 结束游戏\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 /**\n * 设置消息发送器\n * @param sender 消息发送器\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { MessageTypes as RecvMessageTypes } from \"./client\";\nimport { IMessage, MessageTypes } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: IMessage;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: IMessage;\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 RecvMessageTypes.RoomList:\n return cb?.(null, this.rooms);\n case RecvMessageTypes.PlayerList:\n return cb?.(null, this.players);\n case RecvMessageTypes.RoomCreate:\n return this.createRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerJoin:\n return this.joinPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerLeave:\n return this.leavePlayer(message.sender, message.data);\n case RecvMessageTypes.RoomGet:\n return cb?.(null, this.searchRoom(message.data));\n case RecvMessageTypes.RoomStart:\n return this.startRoom(message.sender, message.data);\n case RecvMessageTypes.RoomKick:\n return this.kickPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomTransfer:\n return this.transferOwner(message.sender, message.data);\n case RecvMessageTypes.RoomClose:\n return this.closeRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerLogin:\n return this.loginPlayer(message.data);\n case RecvMessageTypes.PlayerLogout:\n return this.removePlayer(message.data);\n case RecvMessageTypes.PlayerReady:\n return this.readyPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerUnready:\n return this.unReadyPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomPlayerCommand:\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case RecvMessageTypes.GlobalCommand:\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 this.messageInstance?.send({\n type: MessageTypes.GlobalError,\n data: { message: (error as Error).message },\n sender: message.sender,\n });\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout, data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: MessageTypes.PlayerList, data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomCreate, data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomUpdate, data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: MessageTypes.RoomList, data: rooms });\n });\n\n this.on('message', (data, sender) => {\n this.messageInstance?.send({ type: MessageTypes.GlobalMessage, data, sender });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: IPlayerOptions | 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, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, 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(sender);\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 kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: IPlayerOptions, 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}` as MessageTypes, 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 this.emit(\"room-player\", room);\n }\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 room.emit('update', room);\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\", { ...player, ...roomPlayer });\n room.emit('update', room);\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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+ {"version":3,"file":"index.mjs","names":["MessageTypes","EventEmitter","EventEmitter","player","RecvMessageTypes","room"],"sources":["../lib/client.ts","../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/index.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\n\nexport { IRoomOptions };\n\n/**\n * 客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 玩家加入房间\n */\n PlayerJoin = \"player.join\",\n /**\n * 玩家离开房间\n */\n PlayerLeave = \"player.leave\",\n /**\n * 房间获取\n */\n RoomGet = \"room.get\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间踢出玩家\n */\n RoomKick = \"room.kick\",\n /**\n * 房间转移\n */\n RoomTransfer = \"room.transfer\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\", \n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * 玩家准备\n */\n PlayerReady = \"player.ready\",\n /**\n * 玩家取消准备\n */\n PlayerUnready = \"player.unready\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\n\nexport 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 * 全局错误事件\n * @param error 错误信息\n */\n \"global.error\": (error: Error) => 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 * 全局消息事件\n * @param message 消息内容\n */\n \"global.message\": (message: string, 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: { content: string, sender?: Player }) => void;\n /**\n * 玩家错误事件\n */\n \"player.error\": (error: Error) => 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: { content: string; sender?: RoomPlayer }) => 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: MessageTypes.RoomList });\n this.send({ type: MessageTypes.PlayerList });\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: MessageTypes, 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: MessageTypes.PlayerLogin, 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 }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: MessageTypes.RoomCreate, 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: MessageTypes.PlayerJoin, 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: MessageTypes.PlayerLeave, data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId } });\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: MessageTypes.RoomStart, 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 ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, 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: MessageTypes.GlobalCommand, data: command });\n } else {\n this.send({ type: MessageTypes.RoomPlayerCommand, 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: () => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 全局错误监听\n * @param {function} cb 监听函数\n */\n onError(cb: (error: Error) => void) {\n this.on(\"global.error\", cb);\n return this;\n }\n\n /**\n * 全局消息监听\n * @param {function} cb 监听函数\n */\n onMessage(cb: (message: string, sender?: Player) => void, on=true) {\n if (on) this.on(\"global.message\", cb);\n else this.off(\"global.message\", cb);\n return this;\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (players: Player[]) => 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: (rooms: Room[]) => 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: (room: Room, player: Player) => 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: (room: Room, player: Player) => 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: (player: Player, roomId?: string) => 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: (player: Player, roomId?: string) => 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: (player: Player, status: 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: (room: Room) => 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: (room: Room) => 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: (room: Room) => 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: (message: { content: string, sender?: RoomPlayer }) => 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: (message: { content: string, sender?: Player }) => 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: (command: any & { sender?: Player }) => 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: (command: any & { sender?: Player }) => 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 {TiaoomEvents[K]} 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 {TiaoomEvents[K]} 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 {Parameters<TiaoomEvents[K]>} 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 }\n}\n","import EventEmitter from \"events\";\nimport { IPlayer, IPlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { IMessageEmitterEvents, IMessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum MessageTypes {\n /**\n * 连接准备就绪事件\n */\n SysReady = \"sys.ready\",\n /**\n * 连接关闭事件\n */\n SysClose = \"sys.close\",\n /**\n * 错误事件\n */\n SysError = \"sys.error\",\n /**\n * 全局错误\n */\n GlobalError = \"global.error\",\n /**\n * 房间列表\n */\n RoomList = \"room.list\",\n /**\n * 房间创建\n */\n RoomCreate = \"room.create\",\n /**\n * 房间更新\n */\n RoomUpdate = \"room.update\",\n /**\n * 房间开始\n */\n RoomStart = \"room.start\",\n /**\n * 房间结束\n */\n RoomEnd = \"room.end\",\n /**\n * 房间关闭\n */\n RoomClose = \"room.close\",\n /**\n * 房间全部玩家已准备\n */\n RoomAllReady = \"room.all-ready\",\n /**\n * 房间命令\n */\n RoomCommand = \"room.command\",\n /**\n * 房间内玩家发送的指令\n */\n RoomPlayerCommand = \"room.player-command\",\n /**\n * 房间消息\n */\n RoomMessage = \"room.message\",\n /**\n * 玩家加入房间\n */\n RoomJoin = \"room.join\",\n /**\n * 玩家离开房间\n */\n RoomLeave = \"room.leave\",\n /**\n * 房间玩家准备\n */\n RoomPlayerReady = \"room.player-ready\",\n /**\n * 房间玩家取消准备\n */\n RoomPlayerUnready = \"room.player-unready\",\n /**\n * 玩家列表\n */\n PlayerList = \"player.list\",\n /**\n * 玩家登录\n */\n PlayerLogin = \"player.login\",\n /**\n * 玩家登出\n */\n PlayerLogout = \"player.logout\",\n /**\n * *玩家消息\n */\n PlayerMessage = \"player.message\",\n /**\n * *玩家命令\n */\n PlayerCommand = \"player.command\",\n /**\n * 玩家错误信息\n */\n PlayerError = \"player.error\",\n /**\n * 全局消息\n */\n GlobalMessage = \"global.message\",\n}\n\n/**\n * 消息包接口\n */\nexport interface IMessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes;\n /**\n * 消息数据\n */\n data?: IPlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any\n /**\n * 发送者信息\n */\n sender?: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息数据接口,包含发送者信息\n */\nexport interface IMessageData extends IMessagePackage {\n sender: IPlayer | IRoomPlayer | IRoom;\n}\n\n/**\n * 消息通信接口\n */\nexport interface IMessage extends EventEmitter<IMessageEmitterEvents> {\n /**\n * 监听消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param listener 监听器\n */\n on<K extends keyof IMessageEvents>(event: K, listener: IMessageEvents[K]): this;\n /**\n * 触发消息事件\n * @param event 事件名,具体见 MessageEvents\n * @param args 参数\n */\n emit<K extends keyof IMessageEvents>(event: K, ...args: Parameters<IMessageEvents[K]>): boolean;\n /**\n * 关闭连接\n */\n close(): void;\n /**\n * 发送消息包\n * @param message 消息包\n */\n send(message: IMessagePackage): void;\n}\n","import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface IPlayerOptions {\n /**\n * 玩家ID\n */\n id: string;\n /**\n * 玩家名称\n */\n name: string;\n /**\n * 玩家属性\n */\n attributes?: any;\n /**\n * 发送者函数\n */\n sender?: (type: string, ...message: any) => void;\n}\n\n/**\n * 玩家状态枚举\n */\nexport enum PlayerStatus {\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 未准备\n */\n unready = 'unready',\n /**\n * 在线\n */\n online = 'online',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 玩家接口\n */\nexport interface IPlayer extends IPlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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 }: IPlayerOptions) {\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', '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 /**\n * 设置发送者函数\n * @param {(type: string, ...message: any) => void} sender 发送者函数\n * @returns this\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}","import { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./player\";\nimport EventEmitter from \"events\";\nimport { RoomEvents } from \"@lib/events\";\n\n/**\n * 房间选项接口\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\n/**\n * 房间玩家角色\n */\nexport enum PlayerRole {\n /**\n * 玩家\n */\n player = 'player',\n /**\n * 观众\n */\n watcher = 'watcher',\n}\n\n/**\n * 房间状态\n */\nexport enum RoomStatus {\n /**\n * 等待中\n */\n waiting = 'waiting',\n /**\n * 已准备\n */\n ready = 'ready',\n /**\n * 游戏中\n */\n playing = 'playing',\n}\n\n/**\n * 房间接口\n */\nexport interface IRoom extends IRoomOptions {\n /**\n * 房间玩家列表\n */\n players: RoomPlayer[];\n}\n\n/**\n * 房间玩家选项接口\n */\nexport interface IRoomPlayerOptions extends IPlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\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\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\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;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\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 /**\n * 房间状态\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 /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n /**\n * 房主\n */\n get owner(): RoomPlayer | undefined {\n const creator = this.players.find((player) => player.isCreator);\n return creator;\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 }: Partial<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', '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 /**\n * 设置房主\n * @param {Player} player 玩家\n * @returns this\n */\n setCreator(player: Player) {\n const roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n roomPlayer.isCreator = true;\n this.emit(\"update\", this);\n }\n return this;\n }\n\n /**\n * 添加玩家\n * @param {Player} player 玩家\n * @param {boolean} isCreator 是否房主\n * @returns 玩家实例 \n */\n addPlayer(player: Player, isCreator: boolean = false) {\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {\n roomPlayer.role = PlayerRole.player;\n this.emit(\"update\", this);\n }\n return roomPlayer;\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\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 /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\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 /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\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 /**\n * 开始游戏\n */\n start(sender: IPlayer) {\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 /**\n * 结束游戏\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 /**\n * 设置消息发送器\n * @param sender 消息发送器\n */\n setSender(sender: (type: string, ...message: any) => void) {\n this.sender = sender;\n return this;\n }\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { MessageTypes as RecvMessageTypes } from \"./client\";\nimport { IMessage, MessageTypes } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: IMessage;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: IMessage;\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 RecvMessageTypes.RoomList:\n return cb?.(null, this.rooms);\n case RecvMessageTypes.PlayerList:\n return cb?.(null, this.players);\n case RecvMessageTypes.RoomCreate:\n return this.createRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerJoin:\n return this.joinPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerLeave:\n return this.leavePlayer(message.sender, message.data);\n case RecvMessageTypes.RoomGet:\n return cb?.(null, this.searchRoom(message.data));\n case RecvMessageTypes.RoomStart:\n return this.startRoom(message.sender, message.data);\n case RecvMessageTypes.RoomKick:\n return this.kickPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomTransfer:\n return this.transferOwner(message.sender, message.data);\n case RecvMessageTypes.RoomClose:\n return this.closeRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerLogin:\n return this.loginPlayer(message.data);\n case RecvMessageTypes.PlayerLogout:\n return this.removePlayer(message.data);\n case RecvMessageTypes.PlayerReady:\n return this.readyPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerUnready:\n return this.unReadyPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomPlayerCommand:\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case RecvMessageTypes.GlobalCommand:\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 this.messageInstance?.send({\n type: MessageTypes.PlayerError,\n data: { message: (error as Error).message },\n sender: message.sender,\n });\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout, data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: MessageTypes.PlayerList, data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomCreate, data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomUpdate, data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: MessageTypes.RoomList, data: rooms });\n });\n\n this.on('message', (data, sender) => {\n this.messageInstance?.send({ type: MessageTypes.GlobalMessage, data, sender });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: IPlayerOptions | 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, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, 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(sender);\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 kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: IPlayerOptions, 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}` as MessageTypes, 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 this.emit(\"room-player\", room);\n }\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 room.emit('update', room);\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\", { ...player, ...roomPlayer });\n room.emit('update', room);\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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