tiaoom 0.0.28 → 0.0.30
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/package.json +2 -2
- package/src/client.cjs +1 -1
- package/src/client.cjs.map +1 -1
- package/src/client.iife.js +1 -1
- package/src/client.iife.js.map +1 -1
- package/src/client.mjs +1 -1
- package/src/client.mjs.map +1 -1
- package/src/index.cjs +17 -11
- package/src/index.cjs.map +1 -1
- package/src/index.d.cts +10 -0
- package/src/index.d.mts +10 -0
- package/src/index.mjs +17 -11
- package/src/index.mjs.map +1 -1
package/src/index.mjs
CHANGED
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@@ -91,6 +91,10 @@ let MessageTypes = /* @__PURE__ */ function(MessageTypes$1) {
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*/
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MessageTypes$1["PlayerLogout"] = "player.logout";
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/**
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* 玩家离线
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*/
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MessageTypes$1["PlayerOffline"] = "player.offline";
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/**
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* *玩家消息
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*/
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MessageTypes$1["PlayerMessage"] = "player.message";
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@@ -659,6 +663,7 @@ var Tiaoom = class extends EventEmitter {
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case RecvMessageTypes.RoomClose: return this.closeRoom(message.sender, message.data);
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case RecvMessageTypes.PlayerLogin: return this.loginPlayer(message.data);
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case RecvMessageTypes.PlayerLogout: return this.removePlayer(message.data);
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case MessageTypes.PlayerOffline: return this.offlinePlayer(message.data);
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case RecvMessageTypes.PlayerReady: return this.readyPlayer(message.sender, message.data);
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case RecvMessageTypes.PlayerUnready: return this.unReadyPlayer(message.sender, message.data);
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case RecvMessageTypes.RoomPlayerCommand:
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@@ -676,7 +681,7 @@ var Tiaoom = class extends EventEmitter {
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} catch (error) {
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var _this$messageInstance3;
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cb === null || cb === void 0 || cb(error);
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(_this$messageInstance3 = this.messageInstance) === null || _this$messageInstance3 === void 0 || _this$messageInstance3.send({
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if (message.sender) (_this$messageInstance3 = this.messageInstance) === null || _this$messageInstance3 === void 0 || _this$messageInstance3.send({
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type: MessageTypes.PlayerError,
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data: {
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name: error.name,
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@@ -741,9 +746,10 @@ var Tiaoom = class extends EventEmitter {
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return this.rooms.find((target) => target.id === roomId);
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}
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createRoom(sender, options) {
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if (!sender) throw new Error("missing player information.");
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if (!options.name) throw new Error("missing room id or name.");
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if (this.searchRoom(options)) throw new Error("room already exists.");
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if (this.rooms.some((r) => r.players.some((p) => p.id === sender.id))) throw new Error("you are already in a room.");
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if (this.rooms.some((r) => r.players.some((p) => p.id === (sender === null || sender === void 0 ? void 0 : sender.id)))) throw new Error("you are already in a room.");
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const room = new Room(options);
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room.setSender((type, message, sender$1) => {
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var _this$messageInstance10;
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@@ -898,18 +904,18 @@ var Tiaoom = class extends EventEmitter {
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if (playerIndex > -1) {
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this.players.splice(playerIndex, 1)[0];
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this.emit("player", player, false);
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if (this.rooms.some((r) => r.searchPlayer(player))) setTimeout(() => {
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if (this.players.some((p) => p.id === sender.id)) return;
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this.rooms.filter((r) => r.searchPlayer(player)).forEach((r) => {
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this.leavePlayer(sender, {
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...sender,
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roomId: r.id
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});
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});
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}, 300 * 1e3);
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}
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return player;
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}
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offlinePlayer(sender) {
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const room = this.rooms.find((room$1) => room$1.players.some((p) => p.id === (sender === null || sender === void 0 ? void 0 : sender.id)));
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if (room) setTimeout(() => {
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if (this.players.some((p) => p.id === sender.id)) return;
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room.emit("player-offline", room.players.find((p) => p.id === sender.id));
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}, 60 * 1e3);
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this.removePlayer(sender);
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return sender;
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}
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};
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//#endregion
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package/src/index.mjs.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.mjs","names":["EventEmitter","status","EventEmitter","player","room"],"sources":["../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/index.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 * 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 { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"@lib/events\";\nimport { IMessage, RecvMessageTypes, MessageTypes } from \"@lib/models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"@lib/models/room\";\nimport { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"@lib/models/player\";\n\nexport interface ITiaoomOptions {\n socket: IMessage;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: IMessage;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n /**\n * 导出 JSON 数据\n * @returns 房间与玩家数据\n */\n toJSON() {\n return {\n rooms: this.rooms,\n players: this.players,\n };\n }\n\n /**\n * 从数据加载\n * @param data 房间与玩家数据\n * @returns this\n */\n loadFrom(data: { rooms?: Room[]; players?: Player[] }) {\n this.rooms = data.rooms?.map((r) => new Room(r, r.players)) ?? [];\n this.players = data.players?.map((p) => new Player(p, p.status)) ?? [];\n this.rooms.forEach((room) => {\n room.setSender((type, message, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, data: message, sender: room });\n })\n })\n return this;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n /**\n * 判断玩家是否为管理员\n * @param player 玩家信息\n * @returns 是否为管理员\n */\n async isAdmin(_player: IPlayer) {\n return false;\n }\n\n /**\n * 判断玩家是否被封禁\n * @param _player 玩家信息\n * @returns 是否被封禁\n */\n async isBanned(_player: IPlayer) {\n return false;\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case RecvMessageTypes.RoomList:\n return cb?.(null, this.rooms);\n case RecvMessageTypes.PlayerList:\n return cb?.(null, this.players);\n case RecvMessageTypes.RoomCreate:\n return this.createRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerJoin:\n return this.joinPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerLeave:\n return this.leavePlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerStandUp:\n return this.leaveSeat(message.sender, message.data);\n case RecvMessageTypes.RoomGet:\n return cb?.(null, this.searchRoom(message.data));\n case RecvMessageTypes.RoomStart:\n return this.startRoom(message.sender, message.data);\n case RecvMessageTypes.RoomKick:\n return this.kickPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomTransfer:\n return this.transferOwner(message.sender, message.data);\n case RecvMessageTypes.RoomClose:\n return this.closeRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerLogin:\n return this.loginPlayer(message.data);\n case RecvMessageTypes.PlayerLogout:\n return this.removePlayer(message.data);\n case RecvMessageTypes.PlayerReady:\n return this.readyPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerUnready:\n return this.unReadyPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomPlayerCommand:\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case RecvMessageTypes.GlobalCommand:\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n this.messageInstance?.send({\n type: MessageTypes.PlayerError,\n data: {\n name: (error as Error).name, \n message: (error as Error).message,\n stack: (error as Error).stack,\n },\n sender: message.sender,\n });\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout, data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: MessageTypes.PlayerList, data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomCreate, data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomUpdate, data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: MessageTypes.RoomList, data: rooms });\n });\n\n this.on('message', (data, sender) => {\n this.messageInstance?.send({ type: MessageTypes.GlobalMessage, data, sender });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player?.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room?.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, data: message, sender: room });\n });\n \n this.rooms.push(room);\n this.emit(\"room\", room);\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start(sender);\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer | null, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (sender?.id) {\n const senderInRoom = roomInstance.searchPlayer(sender);\n if (!senderInRoom || (!senderInRoom.isCreator && !senderInRoom.isAdmin)) {\n throw new Error('permission denied.');\n }\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || (!senderInRoom.isCreator && !senderInRoom.isAdmin)) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || (!senderInRoom.isCreator && !sender.isAdmin)) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n async loginPlayer (player: IPlayerOptions, cb?: (data: { player: Player }) => void) {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance?.sender) {\n if (!playerInstance) {\n playerInstance = new Player(player);\n this.players.push(playerInstance);\n }\n playerInstance.isAdmin = await this.isAdmin(playerInstance);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}` as MessageTypes, data: message, sender: playerInstance });\n });\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", playerInstance.status);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n async joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = await this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n if (!isCreator && !room.players.some(p => p.isCreator)) {\n isCreator = true;\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (roomPlayer) {\n this.emit(\"room-player\", room);\n }\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n \n leaveSeat(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.leaveSeat(playerInstance);\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n room.emit('update', room);\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", { ...player, ...roomPlayer });\n room.emit('update', room);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender?.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"@lib/models/message\";\nexport * from \"@lib/models/room\";\nexport * from \"@lib/models/player\";\nexport * from 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{"version":3,"file":"index.mjs","names":["EventEmitter","status","EventEmitter","player","room"],"sources":["../lib/models/message.ts","../lib/models/player.ts","../lib/models/room.ts","../lib/index.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 { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"@lib/events\";\nimport { IMessage, RecvMessageTypes, MessageTypes } from \"@lib/models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"@lib/models/room\";\nimport { IPlayer, Player, IPlayerOptions, PlayerStatus } from \"@lib/models/player\";\n\nexport interface ITiaoomOptions {\n socket: IMessage;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: IMessage;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n /**\n * 导出 JSON 数据\n * @returns 房间与玩家数据\n */\n toJSON() {\n return {\n rooms: this.rooms,\n players: this.players,\n };\n }\n\n /**\n * 从数据加载\n * @param data 房间与玩家数据\n * @returns this\n */\n loadFrom(data: { rooms?: Room[]; players?: Player[] }) {\n this.rooms = data.rooms?.map((r) => new Room(r, r.players)) ?? [];\n this.players = data.players?.map((p) => new Player(p, p.status)) ?? [];\n this.rooms.forEach((room) => {\n room.setSender((type, message, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, data: message, sender: room });\n })\n })\n return this;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n /**\n * 判断玩家是否为管理员\n * @param player 玩家信息\n * @returns 是否为管理员\n */\n async isAdmin(_player: IPlayer) {\n return false;\n }\n\n /**\n * 判断玩家是否被封禁\n * @param _player 玩家信息\n * @returns 是否被封禁\n */\n async isBanned(_player: IPlayer) {\n return false;\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case RecvMessageTypes.RoomList:\n return cb?.(null, this.rooms);\n case RecvMessageTypes.PlayerList:\n return cb?.(null, this.players);\n case RecvMessageTypes.RoomCreate:\n return this.createRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerJoin:\n return this.joinPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerLeave:\n return this.leavePlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerStandUp:\n return this.leaveSeat(message.sender, message.data);\n case RecvMessageTypes.RoomGet:\n return cb?.(null, this.searchRoom(message.data));\n case RecvMessageTypes.RoomStart:\n return this.startRoom(message.sender, message.data);\n case RecvMessageTypes.RoomKick:\n return this.kickPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomTransfer:\n return this.transferOwner(message.sender, message.data);\n case RecvMessageTypes.RoomClose:\n return this.closeRoom(message.sender, message.data);\n case RecvMessageTypes.PlayerLogin:\n return this.loginPlayer(message.data);\n case RecvMessageTypes.PlayerLogout:\n return this.removePlayer(message.data);\n case MessageTypes.PlayerOffline:\n return this.offlinePlayer(message.data);\n case RecvMessageTypes.PlayerReady:\n return this.readyPlayer(message.sender, message.data);\n case RecvMessageTypes.PlayerUnready:\n return this.unReadyPlayer(message.sender, message.data);\n case RecvMessageTypes.RoomPlayerCommand:\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case RecvMessageTypes.GlobalCommand:\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n if (message.sender) this.messageInstance?.send({\n type: MessageTypes.PlayerError,\n data: {\n name: (error as Error).name, \n message: (error as Error).message,\n stack: (error as Error).stack,\n },\n sender: message.sender,\n });\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? MessageTypes.PlayerLogin : MessageTypes.PlayerLogout, data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: MessageTypes.PlayerList, data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomCreate, data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: MessageTypes.RoomUpdate, data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: MessageTypes.RoomList, data: rooms });\n });\n\n this.on('message', (data, sender) => {\n this.messageInstance?.send({ type: MessageTypes.GlobalMessage, data, sender });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: IPlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player?.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room?.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!sender) {\n throw new Error('missing player information.');\n }\n\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender?.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message, sender) => {\n this.messageInstance?.send({ type: `room.${type}` as MessageTypes, data: message, sender: room });\n });\n \n this.rooms.push(room);\n this.emit(\"room\", room);\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start(sender);\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer | null, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (sender?.id) {\n const senderInRoom = roomInstance.searchPlayer(sender);\n if (!senderInRoom || (!senderInRoom.isCreator && !senderInRoom.isAdmin)) {\n throw new Error('permission denied.');\n }\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || (!senderInRoom.isCreator && !senderInRoom.isAdmin)) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || (!senderInRoom.isCreator && !sender.isAdmin)) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n async loginPlayer (player: IPlayerOptions, cb?: (data: { player: Player }) => void) {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance?.sender) {\n if (!playerInstance) {\n playerInstance = new Player(player);\n this.players.push(playerInstance);\n }\n playerInstance.isAdmin = await this.isAdmin(playerInstance);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}` as MessageTypes, data: message, sender: playerInstance });\n });\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", playerInstance.status);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n async joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = await this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n if (!isCreator && !room.players.some(p => p.isCreator)) {\n isCreator = true;\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (roomPlayer) {\n this.emit(\"room-player\", room);\n }\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n \n leaveSeat(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.leaveSeat(playerInstance);\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n room.emit('update', room);\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", { ...player, ...roomPlayer });\n room.emit('update', room);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender?.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n }\n return player;\n }\n\n offlinePlayer(sender: IPlayer) {\n const room = this.rooms.find((room) => room.players.some(p => p.id === sender?.id));\n if (room) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n room.emit(\"player-offline\", room.players.find(p => p.id === sender.id)!);\n }, 60 * 1000); // 1 minute later\n }\n this.removePlayer(sender);\n return sender;\n }\n}\n\nexport * from \"@lib/models/message\";\nexport * from \"@lib/models/room\";\nexport * from \"@lib/models/player\";\nexport * from 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