tiaoom 0.0.27 → 0.0.29

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/src/client.mjs CHANGED
@@ -1,2 +1,2 @@
1
- let e=function(e){return e.RoomList=`room.list`,e.PlayerList=`player.list`,e.RoomCreate=`room.create`,e.PlayerJoin=`player.join`,e.PlayerLeave=`player.leave`,e.PlayerStandUp=`player.standup`,e.RoomGet=`room.get`,e.RoomStart=`room.start`,e.RoomKick=`room.kick`,e.RoomTransfer=`room.transfer`,e.RoomClose=`room.close`,e.PlayerLogin=`player.login`,e.PlayerLogout=`player.logout`,e.PlayerReady=`player.ready`,e.PlayerUnready=`player.unready`,e.RoomPlayerCommand=`room.player-command`,e.GlobalCommand=`global.command`,e}({}),t=function(e){return e.ready=`ready`,e.unready=`unready`,e.online=`online`,e.playing=`playing`,e}({}),n=function(e){return e.player=`player`,e.watcher=`watcher`,e}({}),r=function(e){return e.waiting=`waiting`,e.ready=`ready`,e.playing=`playing`,e}({});var i=class{constructor(e){this.id=e.id||Date.now().toString(),this.name=e.name||`玩家`+this.id,this.attributes=e.attributes||{},this.status=e.status||t.online}},a=class extends i{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator,this.roomId=e.roomId}},o=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new a(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},s=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:e.RoomList}),this.send({type:e.PlayerList})}),this.on(`player.list`,e=>{this.players=e.map(e=>new i(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,e=>{this.players.push(new i(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new o(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new o(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new o(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(t){return this.currentPlayer=new i(t),this.send({type:e.PlayerLogin,data:t}),this}createRoom({name:t,size:n,minSize:r,attrs:i}){return new Promise(a=>{this.send({type:e.RoomCreate,data:{name:t,size:n,minSize:r,attrs:i}}),this.on(`room.create`,e=>{a()})})}joinRoom(t,n){return this.send({type:e.PlayerJoin,data:{roomId:t,params:n}}),this}leaveRoom(t,n){return this.send({type:e.PlayerLeave,data:{roomId:t,params:n}}),this}leaveSeat(t,n){return this.send({type:e.PlayerStandUp,data:{roomId:t,params:n}}),this}kickPlayer(t,n,r){return this.send({type:e.RoomKick,data:{roomId:t,playerId:n,params:r}}),this}transferRoom(t,n,r){return this.send({type:e.RoomTransfer,data:{roomId:t,playerId:n,params:r}}),this}startGame(t,n){return this.send({type:e.RoomStart,data:{id:t,params:n}}),this}ready(t,n=!0,r){return this.send({type:n?e.PlayerReady:e.PlayerUnready,data:{roomId:t,params:r}}),this}command(t,n){return typeof t==`string`?this.send({type:e.RoomPlayerCommand,data:{id:t,...n}}):(n=t,this.send({type:e.GlobalCommand,data:n})),this}onReady(e){return this.on(`sys.ready`,e)}onError(e){return this.on(`global.error`,e),this}onMessage(e,t=!0){return t?this.on(`global.message`,e):this.off(`global.message`,e),this}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new o(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new o(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new o(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};export{e as MessageTypes,i as Player,n as PlayerRole,t as PlayerStatus,o as Room,a as RoomPlayer,r as RoomStatus,s as Tiaoom};
1
+ let e=function(e){return e.RoomList=`room.list`,e.PlayerList=`player.list`,e.RoomCreate=`room.create`,e.PlayerJoin=`player.join`,e.PlayerLeave=`player.leave`,e.PlayerStandUp=`player.standup`,e.RoomGet=`room.get`,e.RoomStart=`room.start`,e.RoomKick=`room.kick`,e.RoomTransfer=`room.transfer`,e.RoomClose=`room.close`,e.PlayerLogin=`player.login`,e.PlayerLogout=`player.logout`,e.PlayerReady=`player.ready`,e.PlayerUnready=`player.unready`,e.RoomPlayerCommand=`room.player-command`,e.GlobalCommand=`global.command`,e}({}),t=function(e){return e.ready=`ready`,e.unready=`unready`,e.online=`online`,e.playing=`playing`,e}({}),n=function(e){return e.player=`player`,e.watcher=`watcher`,e.admin=`admin`,e}({}),r=function(e){return e.waiting=`waiting`,e.ready=`ready`,e.playing=`playing`,e}({});var i=class{constructor(e){this.id=e.id||Date.now().toString(),this.name=e.name||`玩家`+this.id,this.attributes=e.attributes||{},this.status=e.status||t.online,this.isAdmin=e.isAdmin||!1}},a=class extends i{constructor(e){super(e),this.role=e.role,this.isReady=e.isReady,this.isCreator=e.isCreator,this.roomId=e.roomId}},o=class{constructor(e){this.id=e.id,this.name=e.name,this.players=e.players.map(e=>new a(e)),this.size=e.size,this.minSize=e.minSize,this.status=e.status,this.attrs=e.attrs}},s=class{constructor(){this.listeners={},this.rooms=[],this.players=[],this.currentPlayer=null}run(){return this.connect(),this.onReady(()=>{this.send({type:e.RoomList}),this.send({type:e.PlayerList})}),this.on(`player.list`,e=>{this.players=e.map(e=>new i(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.login`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.players.push(new i(e)),this.emit(`onPlayerList`,[...this.players])}),this.on(`player.logout`,e=>{this.players=this.players.filter(t=>t.id!==e.id),this.emit(`onPlayerList`,[...this.players])}),this.on(`room.list`,e=>{this.rooms=e.map(e=>new o(e)),this.emit(`onRoomList`,[...this.rooms])}),this.on(`room.create`,e=>{this.rooms.push(new o(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t?Object.assign(t,e):this.rooms.push(new o(e)),this.emit(`onRoomList`,this.rooms)}),this.on(`room.close`,e=>{this.rooms=this.rooms.filter(t=>t.id!==e.id),this.emit(`onRoomList`,this.rooms)}),this.on(`room.update`,e=>{let t=this.rooms.find(t=>t.id===e.id);t&&(Object.assign(t,e),this.emit(`onRoomList`,this.rooms))}),this}connect(){throw Error(`Must be implement connect method`)}send(e){throw Error(`Must be implement send method`)}login(t){return this.currentPlayer=new i(t),this.send({type:e.PlayerLogin,data:t}),this}createRoom({name:t,size:n,minSize:r,attrs:i}){return new Promise(a=>{this.send({type:e.RoomCreate,data:{name:t,size:n,minSize:r,attrs:i}}),this.on(`room.create`,e=>{a()})})}joinRoom(t,n){return this.send({type:e.PlayerJoin,data:{roomId:t,params:n}}),this}leaveRoom(t,n){return this.send({type:e.PlayerLeave,data:{roomId:t,params:n}}),this}leaveSeat(t,n){return this.send({type:e.PlayerStandUp,data:{roomId:t,params:n}}),this}kickPlayer(t,n,r){return this.send({type:e.RoomKick,data:{roomId:t,playerId:n,params:r}}),this}transferRoom(t,n,r){return this.send({type:e.RoomTransfer,data:{roomId:t,playerId:n,params:r}}),this}closeRoom(t,n){return this.send({type:e.RoomClose,data:{roomId:t,params:n}}),this}startGame(t,n){return this.send({type:e.RoomStart,data:{id:t,params:n}}),this}ready(t,n=!0,r){return this.send({type:n?e.PlayerReady:e.PlayerUnready,data:{roomId:t,params:r}}),this}command(t,n){return typeof t==`string`?this.send({type:e.RoomPlayerCommand,data:{id:t,...n}}):(n=t,this.send({type:e.GlobalCommand,data:n})),this}onReady(e){return this.on(`sys.ready`,e)}onError(e){return this.on(`global.error`,e),this}onMessage(e,t=!0){return t?this.on(`global.message`,e):this.off(`global.message`,e),this}onPlayerList(e){return this.on(`onPlayerList`,e),this}onRoomList(e,t=!0){return t?this.on(`onRoomList`,e):this.off(`onRoomList`,e),this}onPlayerJoin(e,t=!0){return t?this.on(`room.join`,e):this.off(`room.join`,e),this}onPlayerLeave(e,t=!0){return t?this.on(`room.leave`,e):this.off(`room.leave`,e),this}onPlayerReady(e,t=!0){return t?this.on(`room.player-ready`,e):this.off(`room.player-ready`,e),this}onPlayerUnready(e,t=!0){return t?this.on(`room.player-unready`,e):this.off(`room.player-unready`,e),this}onPlayerStatus(e,t=!0){return t?this.on(`player.status`,e):this.off(`player.status`,e),this}onRoomStart(e,t=!0){return this.listeners[`room.start`]||this.on(`room.start`,e=>this.emit(`onRoomStart`,new o(e))),t?this.on(`onRoomStart`,e):this.off(`onRoomStart`,e),this}onRoomEnd(e,t=!0){return this.listeners[`room.end`]||this.on(`room.end`,e=>this.emit(`onRoomEnd`,new o(e))),t?this.on(`onRoomEnd`,e):this.off(`onRoomEnd`,e),this}onRoomAllReady(e,t=!0){return this.listeners[`room.all-ready`]||this.on(`room.all-ready`,e=>this.emit(`onRoomAllReady`,new o(e))),t?this.on(`onRoomAllReady`,e):this.off(`onRoomAllReady`,e),this}onRoomMessage(e,t=!0){return t?this.on(`room.message`,e):this.off(`room.message`,e),this}onPlayerMessage(e,t=!0){return t?this.on(`player.message`,e):this.off(`player.message`,e),this}onRoomCommand(e,t=!0){return t?this.on(`room.command`,e):this.off(`room.command`,e),this}onPlayerCommand(e,t=!0){return t?this.on(`player.command`,e):this.off(`player.command`,e),this}on(e,t){return this.listeners[e]=this.listeners[e]||[],this.listeners[e].push(t),this}off(e,t){let n=this.listeners[e]||[],r=n.indexOf(t);return r!==-1&&n.splice(r,1),this}emit(e,...t){return(this.listeners[e]||[]).forEach(e=>e(...t)),this}};export{e as MessageTypes,i as Player,n as PlayerRole,t as PlayerStatus,o as Room,a as RoomPlayer,r as RoomStatus,s as Tiaoom};
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2
  //# sourceMappingURL=client.mjs.map
@@ -1 +1 @@
1
- {"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(player: Partial<IPlayerOptions> | Player, status: PlayerStatus = PlayerStatus.online) {\n super();\n this.id = player.id || new Date().getTime().toString();\n this.name = player.name || \"\";\n this.attributes = player.attributes || {};\n this.sender = player.sender;\n\n if (player instanceof Player) this.status = player.status;\n\n this.status = status;\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 * 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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+ {"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 * 玩家离线\n */\n PlayerOffline = \"player.offline\",\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 * 是否超级管理员\n */\n isAdmin?: boolean;\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 isAdmin: boolean = false;\n\n constructor(player: Partial<IPlayerOptions> | Player, status: PlayerStatus = PlayerStatus.online) {\n super();\n this.id = player.id || new Date().getTime().toString();\n this.name = player.name || \"\";\n this.attributes = player.attributes || {};\n this.sender = player.sender;\n\n if (player instanceof Player) this.status = player.status;\n\n this.status = status;\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 isAdmin: this.isAdmin,\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 * 管理员\n */\n admin = 'admin',\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 roomPlayer.isCreator = isCreator;\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 isAdmin: boolean;\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 this.isAdmin = player.isAdmin || false;\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 = this.players.filter(p => p.id !== player.id);\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 * 关闭房间\n * @param {string} roomId 房间ID\n * @param {object} params 额外参数\n * @returns \n */\n closeRoom(roomId: string, params?: any) {\n this.send({ type: MessageTypes.RoomClose, data: { roomId, 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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package/src/index.cjs CHANGED
@@ -119,6 +119,10 @@ let MessageTypes = /* @__PURE__ */ function(MessageTypes$1) {
119
119
  */
120
120
  MessageTypes$1["PlayerLogout"] = "player.logout";
121
121
  /**
122
+ * 玩家离线
123
+ */
124
+ MessageTypes$1["PlayerOffline"] = "player.offline";
125
+ /**
122
126
  * *玩家消息
123
127
  */
124
128
  MessageTypes$1["PlayerMessage"] = "player.message";
@@ -267,6 +271,7 @@ var Player = class Player extends events.default {
267
271
  this.id = "";
268
272
  this.name = "";
269
273
  this.status = PlayerStatus.online;
274
+ this.isAdmin = false;
270
275
  this.id = player.id || (/* @__PURE__ */ new Date()).getTime().toString();
271
276
  this.name = player.name || "";
272
277
  this.attributes = player.attributes || {};
@@ -292,7 +297,8 @@ var Player = class Player extends events.default {
292
297
  id: this.id,
293
298
  name: this.name,
294
299
  attributes: this.attributes,
295
- status: this.status
300
+ status: this.status,
301
+ isAdmin: this.isAdmin
296
302
  };
297
303
  }
298
304
  toString() {
@@ -323,6 +329,10 @@ let PlayerRole = /* @__PURE__ */ function(PlayerRole$1) {
323
329
  * 观众
324
330
  */
325
331
  PlayerRole$1["watcher"] = "watcher";
332
+ /**
333
+ * 管理员
334
+ */
335
+ PlayerRole$1["admin"] = "admin";
326
336
  return PlayerRole$1;
327
337
  }({});
328
338
  /**
@@ -510,6 +520,7 @@ var Room = class Room extends events.default {
510
520
  if (roomPlayer) {
511
521
  if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {
512
522
  roomPlayer.role = PlayerRole.player;
523
+ roomPlayer.isCreator = isCreator;
513
524
  this.emit("update", this);
514
525
  }
515
526
  return roomPlayer;
@@ -646,6 +657,22 @@ var Tiaoom = class extends events.EventEmitter {
646
657
  emit(event, ...args) {
647
658
  return super.emit(event, ...args);
648
659
  }
660
+ /**
661
+ * 判断玩家是否为管理员
662
+ * @param player 玩家信息
663
+ * @returns 是否为管理员
664
+ */
665
+ async isAdmin(_player) {
666
+ return false;
667
+ }
668
+ /**
669
+ * 判断玩家是否被封禁
670
+ * @param _player 玩家信息
671
+ * @returns 是否被封禁
672
+ */
673
+ async isBanned(_player) {
674
+ return false;
675
+ }
649
676
  run() {
650
677
  var _this$messageInstance2;
651
678
  (_this$messageInstance2 = this.messageInstance) === null || _this$messageInstance2 === void 0 || _this$messageInstance2.on("message", (message, cb) => {
@@ -664,6 +691,7 @@ var Tiaoom = class extends events.EventEmitter {
664
691
  case RecvMessageTypes.RoomClose: return this.closeRoom(message.sender, message.data);
665
692
  case RecvMessageTypes.PlayerLogin: return this.loginPlayer(message.data);
666
693
  case RecvMessageTypes.PlayerLogout: return this.removePlayer(message.data);
694
+ case MessageTypes.PlayerOffline: return this.offlinePlayer(message.data);
667
695
  case RecvMessageTypes.PlayerReady: return this.readyPlayer(message.sender, message.data);
668
696
  case RecvMessageTypes.PlayerUnready: return this.unReadyPlayer(message.sender, message.data);
669
697
  case RecvMessageTypes.RoomPlayerCommand:
@@ -776,7 +804,10 @@ var Tiaoom = class extends events.EventEmitter {
776
804
  const roomIndex = this.rooms.findIndex((r) => r.id === room.id);
777
805
  const roomInstance = this.rooms[roomIndex];
778
806
  if (!roomInstance) throw new Error("room not found.");
779
- if (roomInstance.players.length && !roomInstance.players.some((p) => p.id === sender.id && p.isCreator)) throw new Error("only room creator can close the room.");
807
+ if (sender === null || sender === void 0 ? void 0 : sender.id) {
808
+ const senderInRoom = roomInstance.searchPlayer(sender);
809
+ if (!senderInRoom || !senderInRoom.isCreator && !senderInRoom.isAdmin) throw new Error("permission denied.");
810
+ }
780
811
  room = this.rooms.splice(roomIndex, 1)[0];
781
812
  this.emit("rooms", this.rooms);
782
813
  roomInstance.emit("close");
@@ -786,7 +817,7 @@ var Tiaoom = class extends events.EventEmitter {
786
817
  const room = this.searchRoom(data.roomId);
787
818
  if (!room) throw new Error("room not found.");
788
819
  const senderInRoom = room.searchPlayer(sender);
789
- if (!senderInRoom || !senderInRoom.isCreator) throw new Error("permission denied.");
820
+ if (!senderInRoom || !senderInRoom.isCreator && !senderInRoom.isAdmin) throw new Error("permission denied.");
790
821
  const targetPlayer = room.players.find((p) => p.id === data.playerId);
791
822
  if (!targetPlayer) throw new Error("player not found in room.");
792
823
  const roomPlayer = room.kickPlayer(targetPlayer);
@@ -797,7 +828,7 @@ var Tiaoom = class extends events.EventEmitter {
797
828
  const room = this.searchRoom(data.roomId);
798
829
  if (!room) throw new Error("room not found.");
799
830
  const senderInRoom = room.searchPlayer(sender);
800
- if (!senderInRoom || !senderInRoom.isCreator) throw new Error("permission denied.");
831
+ if (!senderInRoom || !senderInRoom.isCreator && !sender.isAdmin) throw new Error("permission denied.");
801
832
  const targetPlayer = room.players.find((p) => p.id === data.playerId);
802
833
  if (!targetPlayer) throw new Error("player not found in room.");
803
834
  if (targetPlayer.id === sender.id) return;
@@ -806,13 +837,14 @@ var Tiaoom = class extends events.EventEmitter {
806
837
  this.emit("room-player", room);
807
838
  return room;
808
839
  }
809
- loginPlayer(player, cb) {
840
+ async loginPlayer(player, cb) {
810
841
  let playerInstance = this.searchPlayer(player);
811
842
  if (!(playerInstance === null || playerInstance === void 0 ? void 0 : playerInstance.sender)) {
812
843
  if (!playerInstance) {
813
844
  playerInstance = new Player(player);
814
845
  this.players.push(playerInstance);
815
846
  }
847
+ playerInstance.isAdmin = await this.isAdmin(playerInstance);
816
848
  playerInstance.setSender((type, message) => {
817
849
  var _this$messageInstance11;
818
850
  (_this$messageInstance11 = this.messageInstance) === null || _this$messageInstance11 === void 0 || _this$messageInstance11.send({
@@ -827,12 +859,13 @@ var Tiaoom = class extends events.EventEmitter {
827
859
  cb === null || cb === void 0 || cb({ player: playerInstance });
828
860
  return playerInstance;
829
861
  }
830
- joinPlayer(sender, player, isCreator = false) {
862
+ async joinPlayer(sender, player, isCreator = false) {
831
863
  let playerInstance = this.searchPlayer(sender);
832
- if (!playerInstance) playerInstance = this.loginPlayer(sender);
864
+ if (!playerInstance) playerInstance = await this.loginPlayer(sender);
833
865
  if (!player.roomId) throw new Error("missing room id.");
834
866
  const room = this.rooms.find((room$1) => room$1.id === player.roomId);
835
867
  if (!room) throw new Error("room not found.");
868
+ if (!isCreator && !room.players.some((p) => p.isCreator)) isCreator = true;
836
869
  const roomPlayer = room.addPlayer(playerInstance, isCreator);
837
870
  if (roomPlayer) this.emit("room-player", room);
838
871
  return roomPlayer;
@@ -898,18 +931,18 @@ var Tiaoom = class extends events.EventEmitter {
898
931
  if (playerIndex > -1) {
899
932
  this.players.splice(playerIndex, 1)[0];
900
933
  this.emit("player", player, false);
901
- if (this.rooms.some((r) => r.searchPlayer(player))) setTimeout(() => {
902
- if (this.players.some((p) => p.id === sender.id)) return;
903
- this.rooms.filter((r) => r.searchPlayer(player)).forEach((r) => {
904
- this.leavePlayer(sender, {
905
- ...sender,
906
- roomId: r.id
907
- });
908
- });
909
- }, 300 * 1e3);
910
934
  }
911
935
  return player;
912
936
  }
937
+ offlinePlayer(sender) {
938
+ const room = this.rooms.find((room$1) => room$1.players.some((p) => p.id === sender.id));
939
+ if (room) setTimeout(() => {
940
+ if (this.players.some((p) => p.id === sender.id)) return;
941
+ room.emit("player-offline", room.players.find((p) => p.id === sender.id));
942
+ }, 60 * 1e3);
943
+ this.removePlayer(sender);
944
+ return sender;
945
+ }
913
946
  };
914
947
 
915
948
  //#endregion