tiaoom 0.0.24 → 0.0.26

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- {"version":3,"file":"client.mjs","names":["MessageTypes"],"sources":["../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/client.ts"],"sourcesContent":["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 * 全局命令\n */\n GlobalCommand = \"global.command\",\n}\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 RecvMessageTypes {\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 * 玩家离开座位\n */\n PlayerStandUp = \"player.standup\",\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\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 * 离开座位\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n leaveSeat(playerId: string): RoomPlayer;\n leaveSeat(player: IPlayer): RoomPlayer;\n leaveSeat(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const roomPlayer = this.searchPlayer(playerId);\n if (roomPlayer && roomPlayer.role === PlayerRole.player) {\n roomPlayer.role = PlayerRole.watcher;\n roomPlayer.isReady = false;\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n if (roomPlayer.isCreator && this.validPlayers.length > 0) {\n this.validPlayers[0].isCreator = true;\n this.emit(\"update\", this);\n }\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 { IRoomOptions, PlayerRole, RoomStatus, PlayerStatus, RecvMessageTypes as MessageTypes } from \"@lib/index\";\nexport { RoomStatus, PlayerStatus, PlayerRole, MessageTypes };\nexport type { IRoomOptions };\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\": (status: PlayerStatus) => 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\": (player: RoomPlayer & { roomId: string }) => 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\": (player: RoomPlayer & { roomId: string }) => 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: RoomPlayer) => 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: RoomPlayer) => 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: PlayerStatus;\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 || PlayerStatus.online;\n }\n}\n\nexport class RoomPlayer extends Player {\n role: PlayerRole;\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: RoomStatus;\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 * @param {object} params 加入参数\n */\n joinRoom(roomId: string, params?: any) {\n this.send({ type: MessageTypes.PlayerJoin, data: { roomId, params } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n * @param {object} params 离开参数\n */\n leaveRoom(roomId: string, params?: any) {\n this.send({ type: MessageTypes.PlayerLeave, data: { roomId, params } });\n return this;\n }\n\n /**\n * 离开座位\n * @param {string} roomId 房间ID\n * @param {object} params 离开参数\n */\n leaveSeat(roomId: string, params?: any) {\n this.send({ type: MessageTypes.PlayerStandUp, data: { roomId, params } });\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 * @param {object} params 额外参数\n */\n kickPlayer(roomId: string, playerId: string, params?: any) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId, params } });\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 * @param {object} params 额外参数\n */\n transferRoom(roomId: string, playerId: string, params?: any) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId, params } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string, params?: any) {\n this.send({ type: MessageTypes.RoomStart, data: { id, params } });\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, params?: any) {\n this.send({ type: isReady ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, data: { roomId, params } });\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: (player: RoomPlayer) => 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: (player: RoomPlayer) => 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: RoomPlayer) => 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: RoomPlayer) => 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: (status: PlayerStatus) => 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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客户端发送消息包类型枚举\n * player: 'command', 'message', 'join', 'leave', 'status'\n */\nexport enum RecvMessageTypes {\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 * 玩家离开座位\n */\n PlayerStandUp = \"player.standup\",\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\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 * 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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 * 房间 Id\n */\n roomId: string;\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: Partial<IRoomPlayer>, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.isReady = player.isReady || false;\n this.isCreator = player.isCreator || false;\n this.roomId = player.roomId || '';\n this.role = player.role || role;\n this.status = player.status || PlayerStatus.online;\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(room: Partial<IRoomOptions> | Room, players: RoomPlayer[] = []) {\n super();\n if (room instanceof Room) {\n this.players = room.players;\n this.players.forEach((p) => {\n p.roomId = room.id;\n });\n }\n\n this.id = room.id || new Date().getTime().toString();\n this.name = room.name || '';\n this.size = room.size || 10;\n this.minSize = room.minSize || 2;\n this.attrs = room.attrs;\n this.players = players;\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\", { ...roomPlayer, roomId: this.id });\n \n return roomPlayer;\n }\n\n /**\n * 离开座位\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n leaveSeat(playerId: string): RoomPlayer;\n leaveSeat(player: IPlayer): RoomPlayer;\n leaveSeat(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const roomPlayer = this.searchPlayer(playerId);\n if (roomPlayer && roomPlayer.role === PlayerRole.player) {\n roomPlayer.role = PlayerRole.watcher;\n roomPlayer.isReady = false;\n this.emit(\"leave\", { ...roomPlayer, roomId: this.id });\n if (roomPlayer.isCreator && this.validPlayers.length > 0) {\n this.validPlayers[0].isCreator = true;\n this.emit(\"update\", this);\n }\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\", { ...roomPlayer, roomId: this.id });\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 { IRoomOptions, PlayerRole, RoomStatus, PlayerStatus, RecvMessageTypes as MessageTypes } from \"@lib/index\";\nexport { RoomStatus, PlayerStatus, PlayerRole, MessageTypes };\nexport type { IRoomOptions };\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\": (status: PlayerStatus) => 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\": (player: RoomPlayer & { roomId: string }) => 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\": (player: RoomPlayer & { roomId: string }) => 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: RoomPlayer) => 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: RoomPlayer) => 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: PlayerStatus;\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 || PlayerStatus.online;\n }\n}\n\nexport class RoomPlayer extends Player {\n role: PlayerRole;\n isReady: boolean;\n isCreator: boolean;\n roomId: string;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n this.roomId = player.roomId;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: RoomStatus;\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 * @param {object} params 加入参数\n */\n joinRoom(roomId: string, params?: any) {\n this.send({ type: MessageTypes.PlayerJoin, data: { roomId, params } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n * @param {object} params 离开参数\n */\n leaveRoom(roomId: string, params?: any) {\n this.send({ type: MessageTypes.PlayerLeave, data: { roomId, params } });\n return this;\n }\n\n /**\n * 离开座位\n * @param {string} roomId 房间ID\n * @param {object} params 离开参数\n */\n leaveSeat(roomId: string, params?: any) {\n this.send({ type: MessageTypes.PlayerStandUp, data: { roomId, params } });\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 * @param {object} params 额外参数\n */\n kickPlayer(roomId: string, playerId: string, params?: any) {\n this.send({ type: MessageTypes.RoomKick, data: { roomId, playerId, params } });\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 * @param {object} params 额外参数\n */\n transferRoom(roomId: string, playerId: string, params?: any) {\n this.send({ type: MessageTypes.RoomTransfer, data: { roomId, playerId, params } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string, params?: any) {\n this.send({ type: MessageTypes.RoomStart, data: { id, params } });\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, params?: any) {\n this.send({ type: isReady ? MessageTypes.PlayerReady : MessageTypes.PlayerUnready, data: { roomId, params } });\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: (player: RoomPlayer) => 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: (player: RoomPlayer) => 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 * 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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 = 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package/src/index.cjs CHANGED
@@ -243,7 +243,7 @@ let PlayerStatus = /* @__PURE__ */ function(PlayerStatus$1) {
243
243
  /**
244
244
  * 玩家
245
245
  */
246
- var Player = class extends events.default {
246
+ var Player = class Player extends events.default {
247
247
  /**
248
248
  * 监听玩家事件
249
249
  * @param event 事件名,具体见 PlayEvents
@@ -262,17 +262,19 @@ var Player = class extends events.default {
262
262
  emit(event, ...args) {
263
263
  return super.emit(event, ...args);
264
264
  }
265
- constructor({ id = (/* @__PURE__ */ new Date()).getTime().toString(), name = "", attributes, sender }) {
265
+ constructor(player, status = PlayerStatus.online) {
266
266
  super();
267
267
  this.id = "";
268
268
  this.name = "";
269
269
  this.status = PlayerStatus.online;
270
- this.id = id;
271
- this.name = name;
272
- this.attributes = attributes;
273
- this.sender = sender;
274
- this.on("status", (status) => {
275
- this.status = status;
270
+ this.id = player.id || (/* @__PURE__ */ new Date()).getTime().toString();
271
+ this.name = player.name || "";
272
+ this.attributes = player.attributes || {};
273
+ this.sender = player.sender;
274
+ if (player instanceof Player) this.status = player.status;
275
+ this.status = status;
276
+ this.on("status", (status$1) => {
277
+ this.status = status$1;
276
278
  });
277
279
  [
278
280
  "command",
@@ -350,7 +352,11 @@ var RoomPlayer = class extends Player {
350
352
  this.isReady = false;
351
353
  this.role = PlayerRole.player;
352
354
  this.isCreator = false;
353
- this.role = role;
355
+ this.isReady = player.isReady || false;
356
+ this.isCreator = player.isCreator || false;
357
+ this.roomId = player.roomId || "";
358
+ this.role = player.role || role;
359
+ this.status = player.status || PlayerStatus.online;
354
360
  if (player instanceof Player && player.sender) super.setSender(player.sender);
355
361
  }
356
362
  toJSON() {
@@ -365,7 +371,7 @@ var RoomPlayer = class extends Player {
365
371
  /**
366
372
  * 房间
367
373
  */
368
- var Room = class extends events.default {
374
+ var Room = class Room extends events.default {
369
375
  /**
370
376
  * 监听房间事件
371
377
  * @param event 事件名,具体见 RoomEvents
@@ -442,17 +448,24 @@ var Room = class extends events.default {
442
448
  toString() {
443
449
  return JSON.stringify(this.toJSON());
444
450
  }
445
- constructor({ id = (/* @__PURE__ */ new Date()).getTime().toString(), name = "", size = 10, minSize = 2, attrs }) {
451
+ constructor(room, players = []) {
446
452
  super();
447
453
  this.size = 10;
448
454
  this.name = "";
449
455
  this.minSize = 2;
450
456
  this.players = [];
451
- this.id = id;
452
- this.name = name;
453
- this.size = size;
454
- this.minSize = minSize;
455
- this.attrs = attrs;
457
+ if (room instanceof Room) {
458
+ this.players = room.players;
459
+ this.players.forEach((p) => {
460
+ p.roomId = room.id;
461
+ });
462
+ }
463
+ this.id = room.id || (/* @__PURE__ */ new Date()).getTime().toString();
464
+ this.name = room.name || "";
465
+ this.size = room.size || 10;
466
+ this.minSize = room.minSize || 2;
467
+ this.attrs = room.attrs;
468
+ this.players = players;
456
469
  [
457
470
  "message",
458
471
  "command",
@@ -509,8 +522,8 @@ var Room = class extends events.default {
509
522
  roomPlayer.roomId = this.id;
510
523
  this.players.push(roomPlayer);
511
524
  this.emit("join", {
512
- roomId: this.id,
513
- ...roomPlayer
525
+ ...roomPlayer,
526
+ roomId: this.id
514
527
  });
515
528
  return roomPlayer;
516
529
  }
@@ -521,8 +534,8 @@ var Room = class extends events.default {
521
534
  roomPlayer.role = PlayerRole.watcher;
522
535
  roomPlayer.isReady = false;
523
536
  this.emit("leave", {
524
- roomId: this.id,
525
- ...roomPlayer
537
+ ...roomPlayer,
538
+ roomId: this.id
526
539
  });
527
540
  if (roomPlayer.isCreator && this.validPlayers.length > 0) {
528
541
  this.validPlayers[0].isCreator = true;
@@ -537,8 +550,8 @@ var Room = class extends events.default {
537
550
  const roomPlayer = this.players[index];
538
551
  if (index > -1) {
539
552
  this.emit("leave", {
540
- roomId: this.id,
541
- ...roomPlayer
553
+ ...roomPlayer,
554
+ roomId: this.id
542
555
  });
543
556
  this.players.splice(index, 1);
544
557
  if (roomPlayer.isCreator && this.players.length > 0) {
@@ -612,8 +625,18 @@ var Tiaoom = class extends events.EventEmitter {
612
625
  */
613
626
  loadFrom(data) {
614
627
  var _data$rooms, _data$players;
615
- this.rooms = ((_data$rooms = data.rooms) === null || _data$rooms === void 0 ? void 0 : _data$rooms.map((r) => new Room(r))) ?? [];
616
- this.players = ((_data$players = data.players) === null || _data$players === void 0 ? void 0 : _data$players.map((p) => new Player(p))) ?? [];
628
+ this.rooms = ((_data$rooms = data.rooms) === null || _data$rooms === void 0 ? void 0 : _data$rooms.map((r) => new Room(r, r.players))) ?? [];
629
+ this.players = ((_data$players = data.players) === null || _data$players === void 0 ? void 0 : _data$players.map((p) => new Player(p, p.status))) ?? [];
630
+ this.rooms.forEach((room) => {
631
+ room.setSender((type, message, sender) => {
632
+ var _this$messageInstance;
633
+ (_this$messageInstance = this.messageInstance) === null || _this$messageInstance === void 0 || _this$messageInstance.send({
634
+ type: `room.${type}`,
635
+ data: message,
636
+ sender: room
637
+ });
638
+ });
639
+ });
617
640
  return this;
618
641
  }
619
642
  on(event, listener) {
@@ -624,8 +647,8 @@ var Tiaoom = class extends events.EventEmitter {
624
647
  return super.emit(event, ...args);
625
648
  }
626
649
  run() {
627
- var _this$messageInstance;
628
- (_this$messageInstance = this.messageInstance) === null || _this$messageInstance === void 0 || _this$messageInstance.on("message", (message, cb) => {
650
+ var _this$messageInstance2;
651
+ (_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.on("message", (message, cb) => {
629
652
  try {
630
653
  switch (message.type) {
631
654
  case RecvMessageTypes.RoomList: return cb === null || cb === void 0 ? void 0 : cb(null, this.rooms);
@@ -656,9 +679,9 @@ var Tiaoom = class extends events.EventEmitter {
656
679
  default: throw new Error("unknown message type.");
657
680
  }
658
681
  } catch (error) {
659
- var _this$messageInstance2;
682
+ var _this$messageInstance3;
660
683
  cb === null || cb === void 0 || cb(error);
661
- (_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.send({
684
+ (_this$messageInstance3 = this.messageInstance) === null || _this$messageInstance3 === void 0 || _this$messageInstance3.send({
662
685
  type: MessageTypes.PlayerError,
663
686
  data: {
664
687
  name: error.name,
@@ -670,43 +693,43 @@ var Tiaoom = class extends events.EventEmitter {
670
693
  }
671
694
  });
672
695
  this.on("player", (player, online) => {
673
- var _this$messageInstance3;
674
- (_this$messageInstance3 = this.messageInstance) === null || _this$messageInstance3 === void 0 || _this$messageInstance3.send({
696
+ var _this$messageInstance4;
697
+ (_this$messageInstance4 = this.messageInstance) === null || _this$messageInstance4 === void 0 || _this$messageInstance4.send({
675
698
  type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout,
676
699
  data: player
677
700
  });
678
701
  });
679
702
  this.on("players", (players) => {
680
- var _this$messageInstance4;
681
- (_this$messageInstance4 = this.messageInstance) === null || _this$messageInstance4 === void 0 || _this$messageInstance4.send({
703
+ var _this$messageInstance5;
704
+ (_this$messageInstance5 = this.messageInstance) === null || _this$messageInstance5 === void 0 || _this$messageInstance5.send({
682
705
  type: MessageTypes.PlayerList,
683
706
  data: players
684
707
  });
685
708
  });
686
709
  this.on("room", (room) => {
687
- var _this$messageInstance5;
688
- (_this$messageInstance5 = this.messageInstance) === null || _this$messageInstance5 === void 0 || _this$messageInstance5.send({
710
+ var _this$messageInstance6;
711
+ (_this$messageInstance6 = this.messageInstance) === null || _this$messageInstance6 === void 0 || _this$messageInstance6.send({
689
712
  type: MessageTypes.RoomCreate,
690
713
  data: room
691
714
  });
692
715
  });
693
716
  this.on("room-player", (room) => {
694
- var _this$messageInstance6;
695
- (_this$messageInstance6 = this.messageInstance) === null || _this$messageInstance6 === void 0 || _this$messageInstance6.send({
717
+ var _this$messageInstance7;
718
+ (_this$messageInstance7 = this.messageInstance) === null || _this$messageInstance7 === void 0 || _this$messageInstance7.send({
696
719
  type: MessageTypes.RoomUpdate,
697
720
  data: room
698
721
  });
699
722
  });
700
723
  this.on("rooms", (rooms) => {
701
- var _this$messageInstance7;
702
- (_this$messageInstance7 = this.messageInstance) === null || _this$messageInstance7 === void 0 || _this$messageInstance7.send({
724
+ var _this$messageInstance8;
725
+ (_this$messageInstance8 = this.messageInstance) === null || _this$messageInstance8 === void 0 || _this$messageInstance8.send({
703
726
  type: MessageTypes.RoomList,
704
727
  data: rooms
705
728
  });
706
729
  });
707
730
  this.on("message", (data, sender) => {
708
- var _this$messageInstance8;
709
- (_this$messageInstance8 = this.messageInstance) === null || _this$messageInstance8 === void 0 || _this$messageInstance8.send({
731
+ var _this$messageInstance9;
732
+ (_this$messageInstance9 = this.messageInstance) === null || _this$messageInstance9 === void 0 || _this$messageInstance9.send({
710
733
  type: MessageTypes.GlobalMessage,
711
734
  data,
712
735
  sender
@@ -728,19 +751,19 @@ var Tiaoom = class extends events.EventEmitter {
728
751
  if (this.rooms.some((r) => r.players.some((p) => p.id === sender.id))) throw new Error("you are already in a room.");
729
752
  const room = new Room(options);
730
753
  room.setSender((type, message, sender$1) => {
731
- var _this$messageInstance9;
732
- (_this$messageInstance9 = this.messageInstance) === null || _this$messageInstance9 === void 0 || _this$messageInstance9.send({
754
+ var _this$messageInstance10;
755
+ (_this$messageInstance10 = this.messageInstance) === null || _this$messageInstance10 === void 0 || _this$messageInstance10.send({
733
756
  type: `room.${type}`,
734
757
  data: message,
735
758
  sender: room
736
759
  });
737
760
  });
738
- this.emit("room", room);
739
761
  this.rooms.push(room);
740
762
  this.joinPlayer(sender, {
741
763
  roomId: room.id,
742
764
  ...sender
743
765
  }, true);
766
+ this.emit("room", room);
744
767
  return room;
745
768
  }
746
769
  startRoom(sender, room) {
@@ -785,20 +808,22 @@ var Tiaoom = class extends events.EventEmitter {
785
808
  }
786
809
  loginPlayer(player, cb) {
787
810
  let playerInstance = this.searchPlayer(player);
788
- if (!playerInstance) {
789
- playerInstance = new Player(player);
811
+ if (!(playerInstance === null || playerInstance === void 0 ? void 0 : playerInstance.sender)) {
812
+ if (!playerInstance) {
813
+ playerInstance = new Player(player);
814
+ this.players.push(playerInstance);
815
+ }
790
816
  playerInstance.setSender((type, message) => {
791
- var _this$messageInstance10;
792
- (_this$messageInstance10 = this.messageInstance) === null || _this$messageInstance10 === void 0 || _this$messageInstance10.send({
817
+ var _this$messageInstance11;
818
+ (_this$messageInstance11 = this.messageInstance) === null || _this$messageInstance11 === void 0 || _this$messageInstance11.send({
793
819
  type: `player.${type}`,
794
820
  data: message,
795
821
  sender: playerInstance
796
822
  });
797
823
  });
798
- this.players.push(playerInstance);
799
824
  this.emit("player", playerInstance, true);
800
825
  }
801
- playerInstance.emit("status", PlayerStatus.online);
826
+ playerInstance.emit("status", playerInstance.status);
802
827
  cb === null || cb === void 0 || cb({ player: playerInstance });
803
828
  return playerInstance;
804
829
  }