tiaoom 0.0.4 → 0.0.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +2 -0
- package/package.json +4 -2
- package/src/client.cjs.map +1 -1
- package/src/client.d.cts +30 -6
- package/src/client.d.mts +30 -6
- package/src/client.iife.js.map +1 -1
- package/src/client.mjs.map +1 -1
- package/src/index.cjs +14 -4
- package/src/index.cjs.map +1 -1
- package/src/index.d.cts +12 -8
- package/src/index.d.mts +12 -8
- package/src/index.mjs +14 -4
- package/src/index.mjs.map +1 -1
package/README.md
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "tiaoom",
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"version": "0.0.
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"version": "0.0.7",
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"description": "",
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"main": "./src/index.cjs",
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"module": "./src/index.mjs",
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},
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"scripts": {
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"prepare": "npm run build",
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"build": "tsdown"
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"build": "tsdown",
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"build:docs": "cd docs && npm run docs:build",
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"dev:docs": "cd docs && npm run docs:dev"
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},
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"files": [
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"src",
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package/src/client.cjs.map
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{"version":3,"file":"client.cjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: \"room.kick\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: \"room.transfer\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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{"version":3,"file":"client.cjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\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 * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: \"room.kick\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: \"room.transfer\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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|
package/src/client.d.cts
CHANGED
|
@@ -1,3 +1,32 @@
|
|
|
1
|
+
/// <reference types="node" />
|
|
2
|
+
//#region lib/models/room.d.ts
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* 房间选项接口
|
|
6
|
+
*/
|
|
7
|
+
interface IRoomOptions {
|
|
8
|
+
/**
|
|
9
|
+
* 房间号
|
|
10
|
+
*/
|
|
11
|
+
id: string;
|
|
12
|
+
/**
|
|
13
|
+
* 房间名称
|
|
14
|
+
*/
|
|
15
|
+
name: string;
|
|
16
|
+
/**
|
|
17
|
+
* 房间容量
|
|
18
|
+
*/
|
|
19
|
+
size: number;
|
|
20
|
+
/**
|
|
21
|
+
* 最小容量
|
|
22
|
+
*/
|
|
23
|
+
minSize: number;
|
|
24
|
+
/**
|
|
25
|
+
* 其他属性
|
|
26
|
+
*/
|
|
27
|
+
attrs?: Record<string, any>;
|
|
28
|
+
}
|
|
29
|
+
//#endregion
|
|
1
30
|
//#region lib/client.d.ts
|
|
2
31
|
type TiaoomEvents = {
|
|
3
32
|
/**
|
|
@@ -221,12 +250,7 @@ declare class Tiaoom {
|
|
|
221
250
|
size,
|
|
222
251
|
minSize,
|
|
223
252
|
attrs
|
|
224
|
-
}:
|
|
225
|
-
name: string;
|
|
226
|
-
size: number;
|
|
227
|
-
minSize: number;
|
|
228
|
-
attrs?: Record<string, any>;
|
|
229
|
-
}): Promise<void>;
|
|
253
|
+
}: Omit<IRoomOptions, 'id'>): Promise<void>;
|
|
230
254
|
/**
|
|
231
255
|
* 加入房间
|
|
232
256
|
* @param {string} roomId 房间ID
|
package/src/client.d.mts
CHANGED
|
@@ -1,3 +1,32 @@
|
|
|
1
|
+
/// <reference types="node" />
|
|
2
|
+
//#region lib/models/room.d.ts
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* 房间选项接口
|
|
6
|
+
*/
|
|
7
|
+
interface IRoomOptions {
|
|
8
|
+
/**
|
|
9
|
+
* 房间号
|
|
10
|
+
*/
|
|
11
|
+
id: string;
|
|
12
|
+
/**
|
|
13
|
+
* 房间名称
|
|
14
|
+
*/
|
|
15
|
+
name: string;
|
|
16
|
+
/**
|
|
17
|
+
* 房间容量
|
|
18
|
+
*/
|
|
19
|
+
size: number;
|
|
20
|
+
/**
|
|
21
|
+
* 最小容量
|
|
22
|
+
*/
|
|
23
|
+
minSize: number;
|
|
24
|
+
/**
|
|
25
|
+
* 其他属性
|
|
26
|
+
*/
|
|
27
|
+
attrs?: Record<string, any>;
|
|
28
|
+
}
|
|
29
|
+
//#endregion
|
|
1
30
|
//#region lib/client.d.ts
|
|
2
31
|
type TiaoomEvents = {
|
|
3
32
|
/**
|
|
@@ -221,12 +250,7 @@ declare class Tiaoom {
|
|
|
221
250
|
size,
|
|
222
251
|
minSize,
|
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{"version":3,"file":"client.iife.js","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: \"room.kick\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: \"room.transfer\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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{"version":3,"file":"client.iife.js","names":[],"sources":["../lib/client.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\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 * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: \"room.kick\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: \"room.transfer\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: 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{"version":3,"file":"client.mjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["export type TiaoomEvents = {\n /**\n * 连接准备就绪事件\n */\n \"sys.ready\": () => void;\n /**\n * 连接错误事件\n * @param error 错误信息\n */\n \"sys.error\": (error: any) => void;\n /**\n * 连接关闭事件\n */\n \"sys.close\": () => void;\n /**\n * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: { name: string, size: number, minSize: number, attrs?: Record<string, any> }) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: \"room.kick\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: \"room.transfer\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerStatus(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.status\", cb);\n else this.off(\"player.status\", cb);\n return this;\n }\n\n /**\n * 房间开始游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomStart(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.start\"]) {\n this.on(\"room.start\", (room) => this.emit(\"onRoomStart\", new Room(room)));\n }\n if (on) this.on(\"onRoomStart\", cb);\n else this.off(\"onRoomStart\", cb);\n return this;\n }\n\n /**\n * 房间结束游戏监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns\n */\n onRoomEnd(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.end\"]) {\n this.on(\"room.end\", (room) => this.emit(\"onRoomEnd\", new Room(room)));\n }\n if (on) this.on(\"onRoomEnd\", cb);\n else this.off(\"onRoomEnd\", cb);\n return this;\n }\n\n /**\n * 房间全部准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n return this;\n }\n\n /**\n * 事件触发\n * @param {string} event 事件名称\n * @param {...any} args 参数\n * @returns \n */\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): this {\n const listeners = this.listeners[event] || [];\n listeners.forEach(listener => listener(...args));\n return this;\n 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{"version":3,"file":"client.mjs","names":[],"sources":["../lib/client.ts"],"sourcesContent":["import type { IRoomOptions } from \"./models/room\";\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 * 全局命令事件\n * @param data 命令内容\n */\n \"global.command\": (data: any & { sender: Player }) => void;\n /**\n * 玩家列表更新事件\n * @param players 玩家列表\n */\n \"player.list\": (players: Player[]) => void;\n /**\n * 玩家登录事件\n * @param player 玩家信息\n */\n \"player.login\": (player: Player) => void;\n /**\n * 玩家登出事件\n * @param player 玩家信息\n */\n \"player.logout\": (player: Player) => void;\n /**\n * 玩家状态更新事件\n * @param player 玩家信息\n * @param status 状态\n * @param roomId 房间ID(可选)\n */\n \"player.status\": (player: Player, status: string, roomId?: string) => void;\n /**\n * 玩家命令事件\n * @param command 命令内容\n */\n \"player.command\": (command: any & { sender: Player }) => void;\n /**\n * 玩家消息事件\n * @param message 消息内容\n */\n \"player.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间列表更新事件\n * @param rooms 房间列表\n */\n \"room.list\": (rooms: Room[]) => void;\n /**\n * 房间创建事件\n * @param room 房间信息\n */\n \"room.create\": (room: Room) => void;\n /**\n * 房间更新事件\n * @param room 房间信息\n */\n \"room.update\": (room: Room) => void;\n /**\n * 房间关闭事件\n * @param room 房间信息\n */\n \"room.close\": (room: Room) => void;\n /**\n * 玩家加入房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.join\": (room: Room, player: Player) => void;\n /**\n * 玩家离开房间事件\n * @param room 房间信息\n * @param player 玩家信息\n */\n \"room.leave\": (room: Room, player: Player) => void;\n /**\n * 房间开始游戏事件\n * @param room 房间信息\n */\n \"room.start\": (room: Room) => void;\n /**\n * 房间结束游戏事件\n * @param room 房间信息\n */\n \"room.end\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件\n * @param room 房间信息\n */\n \"room.all-ready\": (room: Room) => void;\n /**\n * 房间命令事件\n * @param command 命令内容\n */\n \"room.command\": (command: any & { sender: Player }) => void;\n /**\n * 房间消息事件\n * @param message 消息内容\n */\n \"room.message\": (message: any & { sender: Player }) => void;\n /**\n * 房间玩家准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-ready\": (player: Player, roomId?: string) => void;\n /**\n * 房间玩家取消准备事件\n * @param player 玩家信息\n * @param roomId 房间ID(可选)\n */\n \"room.player-unready\": (player: Player, roomId?: string) => void;\n /**\n * 玩家列表更新事件(内部)\n * @param players 玩家列表\n */\n \"onPlayerList\": (players: Player[]) => void;\n /**\n * 房间列表更新事件(内部)\n * @param rooms 房间列表\n */\n \"onRoomList\": (rooms: Room[]) => void;\n /**\n * 房间开始游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomStart\": (room: Room) => void;\n /**\n * 房间结束游戏事件(内部)\n * @param room 房间信息\n */\n \"onRoomEnd\": (room: Room) => void;\n /**\n * 房间玩家全部准备事件(内部)\n * @param room 房间信息\n */\n \"onRoomAllReady\": (room: Room) => void;\n};\n\nexport class Player {\n id: string;\n name: string;\n attributes: Record<string, any>;\n status: string;\n constructor(player: Partial<Player>) {\n this.id = player.id || Date.now().toString();\n this.name = player.name || '玩家' + this.id;\n this.attributes = player.attributes || {};\n this.status = player.status || 'online';\n }\n}\n\nexport class RoomPlayer extends Player {\n role: string;\n isReady: boolean;\n isCreator: boolean;\n constructor(player: RoomPlayer) {\n super(player);\n this.role = player.role;\n this.isReady = player.isReady;\n this.isCreator = player.isCreator;\n }\n}\n\nexport class Room {\n id: string;\n name: string;\n players: RoomPlayer[];\n size: number;\n minSize: number;\n status: string;\n attrs: Record<string, any>;\n constructor(room: Room) {\n this.id = room.id;\n this.name = room.name;\n this.players = room.players.map(player => new RoomPlayer(player));\n this.size = room.size;\n this.minSize = room.minSize;\n this.status = room.status;\n this.attrs = room.attrs;\n }\n}\n\n/**\n * Tiaoom 客户端\n * @description 用于连接 Tiaoom 服务器并进行游戏交互,如创建房间、加入房间、发送命令等。\n * 需继承后实现具体的连接和消息发送逻辑。\n */\nexport class Tiaoom {\n listeners: Record<string, Function[]>;\n rooms: Room[];\n players: Player[];\n currentPlayer: Player | null;\n constructor() {\n this.listeners = {};\n this.rooms = [];\n this.players = [];\n this.currentPlayer = null;\n }\n\n /**\n * 启动游戏\n */\n run() {\n this.connect();\n this.onReady(() => {\n this.send({ type: \"room.list\" });\n this.send({ type: \"player.list\" });\n });\n\n this.on(\"player.list\", (players) => {\n this.players = players.map(player => new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.login\", (player) => {\n this.players.push(new Player(player));\n this.emit('onPlayerList', [...this.players]);\n });\n this.on(\"player.logout\", (player) => {\n this.players = this.players.filter(p => p.id !== player.id);\n this.emit('onPlayerList', [...this.players]);\n });\n\n\n this.on(\"room.list\", (rooms) => {\n this.rooms = rooms.map(room => new Room(room));\n this.emit('onRoomList', [...this.rooms]);\n });\n this.on(\"room.create\", (room) => {\n this.rooms.push(new Room(room));\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const existingRoom = this.rooms.find(r => r.id === room.id);\n if (!existingRoom) {\n this.rooms.push(new Room(room));\n } else {\n Object.assign(existingRoom, room);\n }\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.close\", (room) => {\n this.rooms = this.rooms.filter(r => r.id !== room.id);\n this.emit('onRoomList', this.rooms);\n });\n this.on(\"room.update\", (room) => {\n const updatedRoom = this.rooms.find(r => r.id === room.id);\n if (updatedRoom) {\n Object.assign(updatedRoom, room);\n this.emit('onRoomList', this.rooms);\n }\n });\n\n return this;\n }\n\n /**\n * 连接服务器实现\n */\n connect() {\n throw new Error('Must be implement connect method');\n }\n\n /**\n * 发送消息实现\n */\n send(_: { type: string, data?: any }) {\n throw new Error('Must be implement send method');\n }\n\n /**\n * 登录\n * @param {Player} player 玩家信息\n */\n login(player: Player) {\n this.currentPlayer = new Player(player);\n this.send({ type: \"player.login\", data: player });\n return this;\n }\n\n /**\n * 创建房间\n * @param {string} name 房间名称\n * @param {number} size 房间人数上限\n * @param {number} minSize 房间人数下限\n * @param {object} attrs 房间属性\n */\n createRoom({ name, size, minSize, attrs }: Omit<IRoomOptions, 'id'>) {\n return new Promise<void>((resolve) => {\n this.send({ type: \"room.create\", data: { name, size, minSize, attrs } });\n this.on(\"room.create\", (room) => {\n resolve();\n });\n });\n }\n\n /**\n * 加入房间\n * @param {string} roomId 房间ID\n */\n joinRoom(roomId: string) {\n this.send({ type: \"player.join\", data: { roomId } });\n return this;\n }\n\n /**\n * 离开房间\n * @param {string} roomId 房间ID\n */\n leaveRoom(roomId: string) {\n this.send({ type: \"player.leave\", data: { roomId } });\n return this;\n }\n\n /**\n * 踢出玩家\n * @param {string} roomId 房间ID\n * @param {string} playerId 玩家ID\n */\n kickPlayer(roomId: string, playerId: string) {\n this.send({ type: \"room.kick\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 转让房主\n * @param {string} roomId 房间ID\n * @param {string} playerId 目标玩家ID\n */\n transferRoom(roomId: string, playerId: string) {\n this.send({ type: \"room.transfer\", data: { roomId, playerId } });\n return this;\n }\n\n /**\n * 开始游戏\n * @param {string} id 房间ID\n */\n startGame(id: string) {\n this.send({ type: \"room.start\", data: { id } });\n return this;\n }\n\n /**\n * 准备/取消准备\n * @param {string} roomId 房间ID\n * @param {boolean} isReady 是否准备\n */\n ready(roomId: string, isReady=true) {\n this.send({ type: isReady ? \"player.ready\" : \"player.unready\", data: { roomId } });\n return this;\n }\n\n /**\n * 发送房间指令\n * @param {string} roomId 房间ID\n * @param {any} command 指令内容\n */\n command(command: any): this;\n command(roomId: string, command: any): this;\n command(roomId: string | any, command?: any) {\n if (typeof roomId != 'string') {\n command = roomId;\n this.send({ type: \"global.command\", data: command });\n } else {\n this.send({ type: \"room.player-command\", data: { id: roomId, ...command } });\n }\n return this;\n }\n\n /**\n * 连接准备监听\n * @param {function} cb 监听函数\n */\n onReady(cb: (...args: any[]) => void) {\n return this.on(\"sys.ready\", cb);\n }\n\n /**\n * 玩家列表变更监听\n * @param {function} cb 监听函数\n */\n onPlayerList(cb: (...args: any[]) => void) {\n this.on(\"onPlayerList\", cb);\n return this;\n }\n\n /**\n * 房间列表变更监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomList(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"onRoomList\", cb);\n else this.off(\"onRoomList\", cb);\n return this;\n }\n\n /**\n * 玩家加入监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerJoin(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.join\", cb);\n else this.off(\"room.join\", cb);\n return this;\n }\n\n /**\n * 玩家离开监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerLeave(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.leave\", cb);\n else this.off(\"room.leave\", cb);\n return this;\n }\n\n /**\n * 玩家准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerReady(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-ready\", cb);\n else this.off(\"room.player-ready\", cb);\n return this;\n }\n\n /**\n * 玩家取消准备监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerUnready(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.player-unready\", cb);\n else this.off(\"room.player-unready\", cb);\n return this;\n }\n\n /**\n * 玩家状态更新监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * 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开启/关闭监听\n * @returns \n */\n onRoomAllReady(cb: (...args: any[]) => void, on=true) {\n if (!this.listeners[\"room.all-ready\"]) {\n this.on(\"room.all-ready\", (room) => this.emit(\"onRoomAllReady\", new Room(room)));\n }\n if (on) this.on(\"onRoomAllReady\", cb);\n else this.off(\"onRoomAllReady\", cb);\n return this;\n }\n\n /**\n * 房间消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.message\", cb);\n else this.off(\"room.message\", cb);\n return this;\n }\n\n /**\n * 玩家消息监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerMessage(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.message\", cb);\n else this.off(\"player.message\", cb);\n return this;\n }\n\n /**\n * 房间指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onRoomCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"room.command\", cb);\n else this.off(\"room.command\", cb);\n return this;\n }\n\n /**\n * 玩家指令监听\n * @param {function} cb 监听函数\n * @param {boolean} on 开启/关闭监听\n * @returns \n */\n onPlayerCommand(cb: (...args: any[]) => void, on=true) {\n if (on) this.on(\"player.command\", cb);\n else this.off(\"player.command\", cb);\n return this;\n }\n\n /**\n * 事件监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n this.listeners[event] = this.listeners[event] || [];\n this.listeners[event].push(listener);\n return this;\n }\n\n /**\n * 事件取消监听\n * @param {string} event 事件名称\n * @param {function} listener 监听函数\n * @returns \n */\n off<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n const listeners = this.listeners[event] || [];\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n 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|
package/src/index.cjs
CHANGED
|
@@ -235,6 +235,12 @@ var Room = class extends events.default {
|
|
|
235
235
|
get isFull() {
|
|
236
236
|
return this.validPlayers.length == this.size;
|
|
237
237
|
}
|
|
238
|
+
/**
|
|
239
|
+
* 房主
|
|
240
|
+
*/
|
|
241
|
+
get owner() {
|
|
242
|
+
return this.players.find((player) => player.isCreator);
|
|
243
|
+
}
|
|
238
244
|
toJSON() {
|
|
239
245
|
return {
|
|
240
246
|
id: this.id,
|
|
@@ -296,16 +302,20 @@ var Room = class extends events.default {
|
|
|
296
302
|
return this;
|
|
297
303
|
}
|
|
298
304
|
/**
|
|
299
|
-
*
|
|
305
|
+
* 添加玩家
|
|
300
306
|
* @param {Player} player 玩家
|
|
301
307
|
* @param {boolean} isCreator 是否房主
|
|
302
308
|
* @returns 玩家实例
|
|
303
309
|
*/
|
|
304
310
|
addPlayer(player, isCreator = false) {
|
|
305
|
-
if (this.players.some((p) => p.id == player.id)) return;
|
|
306
311
|
let roomPlayer = this.searchPlayer(player);
|
|
307
|
-
if (roomPlayer)
|
|
308
|
-
|
|
312
|
+
if (roomPlayer) {
|
|
313
|
+
if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {
|
|
314
|
+
roomPlayer.role = PlayerRole.player;
|
|
315
|
+
this.emit("update", this);
|
|
316
|
+
}
|
|
317
|
+
return roomPlayer;
|
|
318
|
+
}
|
|
309
319
|
if (isCreator) this.players.forEach((p) => {
|
|
310
320
|
p.isCreator = false;
|
|
311
321
|
});
|
package/src/index.cjs.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.cjs","names":["EventEmitter","EventEmitter","player","EventEmitter","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface PlayerOptions {\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 PlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n /**\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, PlayerOptions, 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 PlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\n */\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\n */\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n /**\n * 房间状态\n */\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: IRoomOptions) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n /**\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 * \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 if (this.players.some((p) => p.id == player.id)) return;\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) return;\n\n if (this.isFull && !isCreator) {\n throw new Error('room is full.');\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n \n return roomPlayer;\n }\n\n /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n /**\n * 开始游戏\n */\n start() {\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 { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n */\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\n/**\n * 消息包接口\n */\nexport interface MessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes | string;\n /**\n * 消息数据\n */\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n /**\n * 消息发送者\n */\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\n/**\n * 消息通信接口\n */\nexport interface Message extends EventEmitter {\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 MessageEvents>(event: K, listener: MessageEvents[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 MessageEvents>(event: K, ...args: Parameters<MessageEvents[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: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.kick\":\n return this.kickPlayer(message.sender, message.data);\n case \"room.transfer\":\n return this.transferOwner(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (roomPlayer) {\n this.emit(\"room-player\", room);\n }\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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+
{"version":3,"file":"index.cjs","names":["EventEmitter","EventEmitter","player","EventEmitter","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface PlayerOptions {\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 PlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n /**\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, PlayerOptions, 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 PlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\n */\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\n */\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n /**\n * 房间状态\n */\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n /**\n * 房主\n */\n get owner(): RoomPlayer | undefined {\n const creator = this.players.find((player) => player.isCreator);\n return creator;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: Partial<IRoomOptions>) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n /**\n * 设置房主\n * @param {Player} player 玩家\n * @returns this\n */\n setCreator(player: Player) {\n const roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n roomPlayer.isCreator = true;\n this.emit(\"update\", this);\n }\n return this;\n }\n\n /**\n * 添加玩家\n * @param {Player} player 玩家\n * @param {boolean} isCreator 是否房主\n * @returns 玩家实例 \n */\n addPlayer(player: Player, isCreator: boolean = false) {\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {\n roomPlayer.role = PlayerRole.player;\n this.emit(\"update\", this);\n }\n return roomPlayer;\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n \n return roomPlayer;\n }\n\n /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n /**\n * 开始游戏\n */\n start() {\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 { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n */\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\n/**\n * 消息包接口\n */\nexport interface MessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes | string;\n /**\n * 消息数据\n */\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n /**\n * 消息发送者\n */\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\n/**\n * 消息通信接口\n */\nexport interface Message extends EventEmitter {\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 MessageEvents>(event: K, listener: MessageEvents[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 MessageEvents>(event: K, ...args: Parameters<MessageEvents[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: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.kick\":\n return this.kickPlayer(message.sender, message.data);\n case \"room.transfer\":\n return this.transferOwner(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (roomPlayer) {\n this.emit(\"room-player\", room);\n }\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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|
package/src/index.d.cts
CHANGED
|
@@ -348,19 +348,19 @@ interface IRoomOptions {
|
|
|
348
348
|
/**
|
|
349
349
|
* 房间号
|
|
350
350
|
*/
|
|
351
|
-
id
|
|
351
|
+
id: string;
|
|
352
352
|
/**
|
|
353
353
|
* 房间名称
|
|
354
354
|
*/
|
|
355
|
-
name
|
|
355
|
+
name: string;
|
|
356
356
|
/**
|
|
357
357
|
* 房间容量
|
|
358
358
|
*/
|
|
359
|
-
size
|
|
359
|
+
size: number;
|
|
360
360
|
/**
|
|
361
361
|
* 最小容量
|
|
362
362
|
*/
|
|
363
|
-
minSize
|
|
363
|
+
minSize: number;
|
|
364
364
|
/**
|
|
365
365
|
* 其他属性
|
|
366
366
|
*/
|
|
@@ -502,6 +502,10 @@ declare class Room extends EventEmitter$1 implements IRoom {
|
|
|
502
502
|
* 房间是否已满
|
|
503
503
|
*/
|
|
504
504
|
get isFull(): boolean;
|
|
505
|
+
/**
|
|
506
|
+
* 房主
|
|
507
|
+
*/
|
|
508
|
+
get owner(): RoomPlayer | undefined;
|
|
505
509
|
toJSON(): {
|
|
506
510
|
id: string;
|
|
507
511
|
name: string;
|
|
@@ -526,7 +530,7 @@ declare class Room extends EventEmitter$1 implements IRoom {
|
|
|
526
530
|
size,
|
|
527
531
|
minSize,
|
|
528
532
|
attrs
|
|
529
|
-
}: IRoomOptions);
|
|
533
|
+
}: Partial<IRoomOptions>);
|
|
530
534
|
/**
|
|
531
535
|
* 设置房主
|
|
532
536
|
* @param {Player} player 玩家
|
|
@@ -534,12 +538,12 @@ declare class Room extends EventEmitter$1 implements IRoom {
|
|
|
534
538
|
*/
|
|
535
539
|
setCreator(player: Player): this;
|
|
536
540
|
/**
|
|
537
|
-
*
|
|
541
|
+
* 添加玩家
|
|
538
542
|
* @param {Player} player 玩家
|
|
539
543
|
* @param {boolean} isCreator 是否房主
|
|
540
544
|
* @returns 玩家实例
|
|
541
545
|
*/
|
|
542
|
-
addPlayer(player: Player, isCreator?: boolean): RoomPlayer
|
|
546
|
+
addPlayer(player: Player, isCreator?: boolean): RoomPlayer;
|
|
543
547
|
/**
|
|
544
548
|
* 踢出玩家
|
|
545
549
|
* @param {string | IPlayer} player 玩家 / 玩家 id
|
|
@@ -599,7 +603,7 @@ declare class Tiaoom extends EventEmitter {
|
|
|
599
603
|
loginPlayer(player: PlayerOptions, cb?: (data: {
|
|
600
604
|
player: Player;
|
|
601
605
|
}) => void): Player;
|
|
602
|
-
joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator?: boolean): RoomPlayer
|
|
606
|
+
joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator?: boolean): RoomPlayer;
|
|
603
607
|
leavePlayer(sender: IPlayer, player: IRoomPlayerOptions): RoomPlayer;
|
|
604
608
|
readyPlayer(sender: IPlayer, player: IRoomPlayer): this;
|
|
605
609
|
unReadyPlayer(sender: IPlayer, player: IRoomPlayer): this;
|
package/src/index.d.mts
CHANGED
|
@@ -348,19 +348,19 @@ interface IRoomOptions {
|
|
|
348
348
|
/**
|
|
349
349
|
* 房间号
|
|
350
350
|
*/
|
|
351
|
-
id
|
|
351
|
+
id: string;
|
|
352
352
|
/**
|
|
353
353
|
* 房间名称
|
|
354
354
|
*/
|
|
355
|
-
name
|
|
355
|
+
name: string;
|
|
356
356
|
/**
|
|
357
357
|
* 房间容量
|
|
358
358
|
*/
|
|
359
|
-
size
|
|
359
|
+
size: number;
|
|
360
360
|
/**
|
|
361
361
|
* 最小容量
|
|
362
362
|
*/
|
|
363
|
-
minSize
|
|
363
|
+
minSize: number;
|
|
364
364
|
/**
|
|
365
365
|
* 其他属性
|
|
366
366
|
*/
|
|
@@ -502,6 +502,10 @@ declare class Room extends EventEmitter$1 implements IRoom {
|
|
|
502
502
|
* 房间是否已满
|
|
503
503
|
*/
|
|
504
504
|
get isFull(): boolean;
|
|
505
|
+
/**
|
|
506
|
+
* 房主
|
|
507
|
+
*/
|
|
508
|
+
get owner(): RoomPlayer | undefined;
|
|
505
509
|
toJSON(): {
|
|
506
510
|
id: string;
|
|
507
511
|
name: string;
|
|
@@ -526,7 +530,7 @@ declare class Room extends EventEmitter$1 implements IRoom {
|
|
|
526
530
|
size,
|
|
527
531
|
minSize,
|
|
528
532
|
attrs
|
|
529
|
-
}: IRoomOptions);
|
|
533
|
+
}: Partial<IRoomOptions>);
|
|
530
534
|
/**
|
|
531
535
|
* 设置房主
|
|
532
536
|
* @param {Player} player 玩家
|
|
@@ -534,12 +538,12 @@ declare class Room extends EventEmitter$1 implements IRoom {
|
|
|
534
538
|
*/
|
|
535
539
|
setCreator(player: Player): this;
|
|
536
540
|
/**
|
|
537
|
-
*
|
|
541
|
+
* 添加玩家
|
|
538
542
|
* @param {Player} player 玩家
|
|
539
543
|
* @param {boolean} isCreator 是否房主
|
|
540
544
|
* @returns 玩家实例
|
|
541
545
|
*/
|
|
542
|
-
addPlayer(player: Player, isCreator?: boolean): RoomPlayer
|
|
546
|
+
addPlayer(player: Player, isCreator?: boolean): RoomPlayer;
|
|
543
547
|
/**
|
|
544
548
|
* 踢出玩家
|
|
545
549
|
* @param {string | IPlayer} player 玩家 / 玩家 id
|
|
@@ -599,7 +603,7 @@ declare class Tiaoom extends EventEmitter {
|
|
|
599
603
|
loginPlayer(player: PlayerOptions, cb?: (data: {
|
|
600
604
|
player: Player;
|
|
601
605
|
}) => void): Player;
|
|
602
|
-
joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator?: boolean): RoomPlayer
|
|
606
|
+
joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator?: boolean): RoomPlayer;
|
|
603
607
|
leavePlayer(sender: IPlayer, player: IRoomPlayerOptions): RoomPlayer;
|
|
604
608
|
readyPlayer(sender: IPlayer, player: IRoomPlayer): this;
|
|
605
609
|
unReadyPlayer(sender: IPlayer, player: IRoomPlayer): this;
|
package/src/index.mjs
CHANGED
|
@@ -207,6 +207,12 @@ var Room = class extends EventEmitter$1 {
|
|
|
207
207
|
get isFull() {
|
|
208
208
|
return this.validPlayers.length == this.size;
|
|
209
209
|
}
|
|
210
|
+
/**
|
|
211
|
+
* 房主
|
|
212
|
+
*/
|
|
213
|
+
get owner() {
|
|
214
|
+
return this.players.find((player) => player.isCreator);
|
|
215
|
+
}
|
|
210
216
|
toJSON() {
|
|
211
217
|
return {
|
|
212
218
|
id: this.id,
|
|
@@ -268,16 +274,20 @@ var Room = class extends EventEmitter$1 {
|
|
|
268
274
|
return this;
|
|
269
275
|
}
|
|
270
276
|
/**
|
|
271
|
-
*
|
|
277
|
+
* 添加玩家
|
|
272
278
|
* @param {Player} player 玩家
|
|
273
279
|
* @param {boolean} isCreator 是否房主
|
|
274
280
|
* @returns 玩家实例
|
|
275
281
|
*/
|
|
276
282
|
addPlayer(player, isCreator = false) {
|
|
277
|
-
if (this.players.some((p) => p.id == player.id)) return;
|
|
278
283
|
let roomPlayer = this.searchPlayer(player);
|
|
279
|
-
if (roomPlayer)
|
|
280
|
-
|
|
284
|
+
if (roomPlayer) {
|
|
285
|
+
if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {
|
|
286
|
+
roomPlayer.role = PlayerRole.player;
|
|
287
|
+
this.emit("update", this);
|
|
288
|
+
}
|
|
289
|
+
return roomPlayer;
|
|
290
|
+
}
|
|
281
291
|
if (isCreator) this.players.forEach((p) => {
|
|
282
292
|
p.isCreator = false;
|
|
283
293
|
});
|
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{"version":3,"file":"index.mjs","names":["EventEmitter","EventEmitter","player","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface PlayerOptions {\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 PlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n /**\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, PlayerOptions, 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 PlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\n */\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\n */\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n /**\n * 房间状态\n */\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: IRoomOptions) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n /**\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 * \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 if (this.players.some((p) => p.id == player.id)) return;\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) return;\n\n if (this.isFull && !isCreator) {\n throw new Error('room is full.');\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n \n return roomPlayer;\n }\n\n /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n /**\n * 开始游戏\n */\n start() {\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 { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n */\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\n/**\n * 消息包接口\n */\nexport interface MessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes | string;\n /**\n * 消息数据\n */\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n /**\n * 消息发送者\n */\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\n/**\n * 消息通信接口\n */\nexport interface Message extends EventEmitter {\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 MessageEvents>(event: K, listener: MessageEvents[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 MessageEvents>(event: K, ...args: Parameters<MessageEvents[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: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.kick\":\n return this.kickPlayer(message.sender, message.data);\n case \"room.transfer\":\n return this.transferOwner(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (roomPlayer) {\n this.emit(\"room-player\", room);\n }\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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+
{"version":3,"file":"index.mjs","names":["EventEmitter","EventEmitter","player","room"],"sources":["../lib/models/player.ts","../lib/models/room.ts","../lib/models/message.ts","../lib/index.ts"],"sourcesContent":["import { PlayerEvents } from \"@lib/events/player\";\nimport EventEmitter from \"events\";\n\n/**\n * 玩家选项接口\n */\nexport interface PlayerOptions {\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 PlayerOptions {\n /**\n * 玩家状态\n */\n status: PlayerStatus;\n}\n\n/**\n * 玩家\n */\nexport class Player extends EventEmitter implements IPlayer {\n /**\n * 监听玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof PlayerEvents>(event: K, listener: PlayerEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发玩家事件\n * @param event 事件名,具体见 PlayEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof PlayerEvents>(event: K, ...args: Parameters<PlayerEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n \n id: string = \"\";\n name: string = \"\";\n attributes?: any;\n status: PlayerStatus = PlayerStatus.online;\n sender?: (type: string, ...message: any) => void;\n\n constructor({ id = new Date().getTime().toString(), name = '', attributes, sender }: PlayerOptions) {\n super();\n this.id = id;\n this.name = name;\n this.attributes = attributes;\n this.sender = sender;\n\n this.on('status', (status: PlayerStatus) => {\n this.status = status;\n });\n \n const events: Array<keyof PlayerEvents> = ['command', 'message', 'join', 'leave', 'status'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n }); \n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n attributes: this.attributes,\n status: this.status,\n };\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n /**\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, PlayerOptions, 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 PlayerOptions {\n /**\n * 房间Id\n */\n roomId?: string;\n}\n\n/**\n * 房间玩家接口\n */\nexport interface IRoomPlayer extends IRoomPlayerOptions, IPlayer {\n /**\n * 是否已准备\n */\n isReady: boolean;\n /**\n * 玩家角色\n */\n role: PlayerRole;\n /**\n * 是否为房主\n */\n isCreator: boolean;\n}\n\n/**\n * 房间玩家\n */\nexport class RoomPlayer extends Player implements IRoomPlayer {\n isReady: boolean = false;\n role: PlayerRole = PlayerRole.player;\n isCreator: boolean = false;\n roomId?: string;\n\n constructor(player: IPlayer | Player, role: PlayerRole = PlayerRole.player) {\n super(player);\n this.role = role;\n if (player instanceof Player && player.sender) super.setSender(player.sender);\n }\n\n toJSON() {\n return {\n ...super.toJSON(),\n role: this.role,\n isReady: this.isReady,\n isCreator: this.isCreator,\n };\n }\n}\n\n/**\n * 房间\n */\nexport class Room extends EventEmitter implements IRoom {\n /**\n * 监听房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param listener 监听器\n * @returns this\n */\n on<K extends keyof RoomEvents>(event: K, listener: RoomEvents[K]): this {\n return super.on(event, listener);\n }\n\n /**\n * 触发房间事件\n * @param event 事件名,具体见 RoomEvents\n * @param args 参数\n * @returns 是否有监听器被触发\n */\n emit<K extends keyof RoomEvents>(event: K, ...args: Parameters<RoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n id: string;\n size: number = 10;\n name: string = '';\n minSize: number = 2;\n attrs?: Record<string, any>;\n players: RoomPlayer[] = [];\n\n /**\n * 有效玩家列表(非观众)\n */\n get validPlayers() {\n return this.players.filter((player) => player.role === PlayerRole.player);\n }\n\n /**\n * 观众列表\n */\n get watchers() {\n return this.players.filter((player) => player.role === PlayerRole.watcher);\n }\n\n /**\n * 消息发送器\n */\n private sender?: (type: string, ...message: any) => void;\n\n /**\n * 房间玩家是否已准备好\n */\n get isReady(): boolean {\n return this.players.length >= this.minSize\n && this.players.every((target) => target.isReady || target.role === PlayerRole.watcher); // is all player ready\n }\n\n /**\n * 房间状态\n */\n get status(): RoomStatus {\n if (!this.isReady) return RoomStatus.waiting;\n if (this.players.findIndex((target) => target.status === PlayerStatus.playing) != -1) return RoomStatus.playing;\n return RoomStatus.ready;\n }\n\n /**\n * 房间是否在游戏中\n */\n get isPlaying(): boolean {\n return this.status === RoomStatus.playing;\n }\n\n /**\n * 房间是否已满\n */\n get isFull(): boolean {\n return this.validPlayers.length == this.size;\n }\n\n /**\n * 房主\n */\n get owner(): RoomPlayer | undefined {\n const creator = this.players.find((player) => player.isCreator);\n return creator;\n }\n\n toJSON() {\n return {\n id: this.id,\n name: this.name,\n size: this.size || 10,\n minSize: this.minSize,\n status: this.status,\n players: this.players.map((player) => player.toJSON()),\n attrs: this.attrs,\n }\n }\n\n toString() {\n return JSON.stringify(this.toJSON());\n }\n\n constructor({\n id = new Date().getTime().toString(), name = '', size = 10, minSize = 2, attrs\n }: Partial<IRoomOptions>) {\n super();\n this.id = id;\n this.name = name;\n this.size = size;\n this.minSize = minSize;\n this.attrs = attrs;\n \n const events: Array<keyof RoomEvents> = ['message', 'command', 'start', 'end', 'close', 'error', 'all-ready', 'player-unready', 'player-ready', 'join', 'leave'];\n events.forEach((event) => {\n this.on(event, (...data: any) => {\n this.sender?.(event, ...data);\n });\n });\n }\n\n /**\n * 设置房主\n * @param {Player} player 玩家\n * @returns this\n */\n setCreator(player: Player) {\n const roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n roomPlayer.isCreator = true;\n this.emit(\"update\", this);\n }\n return this;\n }\n\n /**\n * 添加玩家\n * @param {Player} player 玩家\n * @param {boolean} isCreator 是否房主\n * @returns 玩家实例 \n */\n addPlayer(player: Player, isCreator: boolean = false) {\n let roomPlayer = this.searchPlayer(player);\n if (roomPlayer) {\n if (roomPlayer.role === PlayerRole.watcher && !this.isFull && !this.isPlaying) {\n roomPlayer.role = PlayerRole.player;\n this.emit(\"update\", this);\n }\n return roomPlayer;\n }\n\n if (isCreator) {\n this.players.forEach((p) => {\n p.isCreator = false;\n });\n }\n roomPlayer = new RoomPlayer(player, this.isFull || this.isPlaying ? PlayerRole.watcher : PlayerRole.player);\n roomPlayer.isCreator = isCreator;\n roomPlayer.roomId = this.id;\n this.players.push(roomPlayer);\n this.emit(\"join\", { roomId: this.id, ...roomPlayer });\n \n return roomPlayer;\n }\n\n /**\n * 踢出玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n kickPlayer(playerId: string): RoomPlayer;\n kickPlayer(player: IPlayer): RoomPlayer;\n kickPlayer(player: IPlayer | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n const index = this.players.findIndex((p) => p.id == playerId);\n const roomPlayer = this.players[index];\n if (index > -1) {\n this.emit(\"leave\", { roomId: this.id, ...roomPlayer});\n this.players.splice(index, 1);\n if (roomPlayer.isCreator && this.players.length > 0) {\n this.players[0].isCreator = true;\n this.emit(\"update\", this);\n }\n }\n return roomPlayer;\n }\n\n /**\n * 搜索玩家\n * @param {string | IPlayer} player 玩家 / 玩家 id\n */\n searchPlayer(playerId: string): RoomPlayer | undefined;\n searchPlayer(player: IPlayer): RoomPlayer | undefined;\n searchPlayer(player: string | IPlayer) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((player) => player.id == playerId);\n }\n\n /**\n * 开始游戏\n */\n start() {\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 { IPlayer, PlayerOptions } from \"./player\";\nimport { IRoom, IRoomPlayer, IRoomOptions } from \"./room\";\nimport { MessageEvents } from \"@lib/events/message\";\n\n/**\n * 消息包类型枚举\n */\nexport enum MessageTypes {\n RoomList = \"room.list\",\n RoomCreate = \"room.create\",\n RoomReady = \"room.ready\",\n RoomStart = \"room.start\",\n RoomEnd = \"room.end\",\n RoomClose = \"room.close\",\n RoomAllReady = \"room.allready\",\n RoomCommand = \"room.command\",\n RoomMessage = \"room.message\",\n PlayerOffline = \"player.offline\",\n PlayerList = \"player.list\",\n PlayerLogin = \"player.login\",\n PlayerLogout = \"player.logout\",\n PlayerJoin = \"player.join\",\n PlayerLeave = \"player.leave\",\n PlayerReady = \"player.ready\",\n PlayerUnready = \"player.unready\",\n PlayerCommand = \"player.command\",\n}\n\n/**\n * 消息包接口\n */\nexport interface MessagePackage {\n /**\n * 消息类型\n */\n type: MessageTypes | string;\n /**\n * 消息数据\n */\n data?: PlayerOptions | IRoomOptions | IPlayer | IRoom | IRoomPlayer | any;\n /**\n * 消息发送者\n */\n sender?: IPlayer | IRoom | IRoomPlayer;\n}\n\n/**\n * 消息通信接口\n */\nexport interface Message extends EventEmitter {\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 MessageEvents>(event: K, listener: MessageEvents[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 MessageEvents>(event: K, ...args: Parameters<MessageEvents[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: MessagePackage): void;\n}\n","import { EventEmitter } from \"events\";\nimport { TiaoomEvents } from \"./events\";\nimport { Message } from \"./models/message\";\nimport { IRoom, IRoomPlayer, Room, IRoomOptions, IRoomPlayerOptions } from \"./models/room\";\nimport { IPlayer, Player, PlayerOptions, PlayerStatus } from \"./models/player\";\n\nexport interface ITiaoomOptions {\n socket: Message;\n}\n\nexport class Tiaoom extends EventEmitter {\n rooms: Room[] = []; // room list\n players: Player[] = []; // player list\n messageInstance?: Message;\n\n constructor({ socket }: ITiaoomOptions) {\n super();\n this.messageInstance = socket;\n }\n\n on<K extends keyof TiaoomEvents>(event: K, listener: TiaoomEvents[K]): this {\n super.on(event, listener);\n return this\n }\n\n emit<K extends keyof TiaoomEvents>(event: K, ...args: Parameters<TiaoomEvents[K]>): boolean {\n return super.emit(event, ...args);\n }\n\n run() {\n this.messageInstance?.on(\"message\", (message: any, cb?: (err: Error | null, data?: any) => any) => {\n try {\n switch (message.type) {\n case \"room.list\":\n return cb?.(null, this.rooms);\n case \"player.list\":\n return cb?.(null, this.players);\n case \"room.create\":\n return this.createRoom(message.sender, message.data);\n case \"player.join\":\n return this.joinPlayer(message.sender, message.data);\n case \"player.leave\":\n return this.leavePlayer(message.sender, message.data);\n case \"room.get\":\n return cb?.(null, this.searchRoom(message.data));\n case \"room.start\":\n return this.startRoom(message.sender, message.data);\n case \"room.kick\":\n return this.kickPlayer(message.sender, message.data);\n case \"room.transfer\":\n return this.transferOwner(message.sender, message.data);\n case \"room.close\":\n return this.closeRoom(message.sender, message.data);\n case \"player.login\":\n return this.loginPlayer(message.data);\n case \"player.logout\":\n return this.removePlayer(message.data);\n case \"player.ready\":\n return this.readyPlayer(message.sender, message.data);\n case \"player.unready\":\n return this.unReadyPlayer(message.sender, message.data);\n case \"room.player-command\":\n return this.searchRoom(message.data)?.emit(\"player-command\", { ...message.data , sender: message.sender });\n case \"room.message\":\n return this.searchRoom(message.data)?.emit(\"message\", message.data);\n case \"global.command\":\n return this.emit(\"command\", { ...message.data , sender: message.sender });\n default:\n throw new Error('unknown message type.');\n }\n } catch (error) {\n cb?.(error as Error);\n }\n });\n\n this.on('player', (player, online) => {\n this.messageInstance?.send({ type: online ? 'player.login' : 'player.logout', data: player });\n });\n\n this.on('players', (players) => {\n this.messageInstance?.send({ type: 'player.list', data: players });\n });\n\n this.on('room', (room) => {\n this.messageInstance?.send({ type: 'room.create', data: room });\n });\n\n this.on('room-player', (room) => {\n this.messageInstance?.send({ type: 'room.update', data: room });\n });\n\n this.on('rooms', (rooms) => {\n this.messageInstance?.send({ type: 'room.list', data: rooms });\n });\n\n this.on('command', (data) => {\n this.messageInstance?.send({ type: 'global.command', data });\n });\n\n return this;\n }\n\n searchPlayer(player: string): Player | undefined;\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions): Player | undefined;\n\n searchPlayer(player: PlayerOptions | IRoomPlayerOptions | string) {\n const playerId = typeof player === \"string\" ? player : player.id;\n return this.players.find((target) => target.id === playerId);\n }\n\n searchRoom(room: string): Room | undefined;\n searchRoom(room: Partial<IRoomOptions>): Room | undefined;\n\n searchRoom(room: Partial<IRoomOptions> | string) {\n const roomId = typeof room === \"string\" ? room : room.id;\n return this.rooms.find((target) => target.id === roomId);\n }\n\n createRoom(sender: IPlayer, options: IRoomOptions) {\n if (!options.name) {\n throw new Error('missing room id or name.');\n }\n const roomInstance = this.searchRoom(options);\n if (roomInstance) {\n throw new Error('room already exists.');\n }\n\n if (this.rooms.some(r => r.players.some(p => p.id === sender.id))) {\n throw new Error('you are already in a room.');\n }\n\n const room = new Room(options);\n room.setSender((type, message) => {\n this.messageInstance?.send({ type: `room.${type}`, data: message, sender: room });\n });\n \n this.emit(\"room\", room);\n this.rooms.push(room);\n\n this.joinPlayer(sender, { roomId: room.id, ...sender }, true);\n return room;\n }\n\n startRoom(sender: IPlayer, room: IRoom) {\n const roomInstance = this.searchRoom(room);\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n roomInstance.start();\n\n return this.emit(\"room-player\", roomInstance);\n }\n\n closeRoom(sender: IPlayer, room: IRoom) {\n const roomIndex = this.rooms.findIndex((r) => r.id === room.id);\n const roomInstance = this.rooms[roomIndex];\n if (!roomInstance) {\n throw new Error('room not found.');\n }\n\n if (roomInstance.players.length && !roomInstance.players.some(p => p.id === sender.id && p.isCreator)) {\n throw new Error('only room creator can close the room.');\n }\n\n room = this.rooms.splice(roomIndex, 1)[0];\n\n this.emit(\"rooms\", this.rooms);\n roomInstance.emit('close');\n return room;\n }\n\n kickPlayer(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n const roomPlayer = room.kickPlayer(targetPlayer);\n if (roomPlayer) this.emit(\"room-player\", room);\n return roomPlayer;\n }\n\n transferOwner(sender: IPlayer, data: { roomId: string, playerId: string }) {\n const room = this.searchRoom(data.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const senderInRoom = room.searchPlayer(sender);\n if (!senderInRoom || !senderInRoom.isCreator) {\n throw new Error('permission denied.');\n }\n\n const targetPlayer = room.players.find(p => p.id === data.playerId);\n if (!targetPlayer) {\n throw new Error('player not found in room.');\n }\n\n if (targetPlayer.id === sender.id) {\n return;\n }\n\n senderInRoom.isCreator = false;\n targetPlayer.isCreator = true;\n\n this.emit(\"room-player\", room);\n return room;\n }\n\n loginPlayer (player: PlayerOptions, cb?: (data: { player: Player }) => void): Player {\n let playerInstance = this.searchPlayer(player);\n if (!playerInstance) {\n playerInstance = new Player(player);\n playerInstance.setSender((type, message) => {\n this.messageInstance?.send({ type: `player.${type}`, data: message, sender: playerInstance });\n });\n this.players.push(playerInstance);\n this.emit(\"player\", playerInstance, true);\n }\n \n playerInstance.emit(\"status\", PlayerStatus.online);\n cb?.({ player: playerInstance });\n return playerInstance;\n }\n\n joinPlayer(sender: IPlayer, player: IRoomPlayerOptions, isCreator: boolean = false) {\n let playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n playerInstance = this.loginPlayer(sender);\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.addPlayer(playerInstance, isCreator);\n if (roomPlayer) {\n this.emit(\"room-player\", room);\n }\n\n return roomPlayer;\n }\n\n leavePlayer(sender: IPlayer, player: IRoomPlayerOptions) {\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const playerInstance = room.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not in room.');\n }\n\n const roomPlayer = room.kickPlayer(playerInstance);\n\n if (roomPlayer) this.emit(\"room-player\", room);\n\n return roomPlayer;\n }\n\n readyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = true;\n\n if (room.isReady) {\n room.emit(\"all-ready\", room.players);\n }\n\n playerInstance.emit(\"status\", PlayerStatus.ready);\n\n room.emit(\"player-ready\", { ...player, ...roomPlayer });\n\n return this;\n }\n \n unReadyPlayer(sender: IPlayer, player: IRoomPlayer) {\n const playerInstance = this.searchPlayer(sender);\n if (!playerInstance) {\n throw new Error('player not found.');\n }\n\n if (!player.roomId) {\n throw new Error('missing room id.');\n }\n\n const room = this.rooms.find((room) => room.id === player.roomId);\n if (!room) {\n throw new Error('room not found.');\n }\n\n const roomPlayer = room.searchPlayer(playerInstance);\n \n if (!roomPlayer) {\n throw new Error('player not in room.');\n }\n\n roomPlayer.isReady = false;\n playerInstance.emit(\"status\", PlayerStatus.unready);\n room.emit(\"player-unready\", roomPlayer);\n\n return this;\n }\n\n removePlayer(sender: IPlayer) {\n const playerIndex = this.players.findIndex((p) => p.id === sender.id);\n const player = this.players[playerIndex];\n if (playerIndex > -1) {\n this.players.splice(playerIndex, 1)[0];\n this.emit(\"player\", player, false);\n if (this.rooms.some(r => r.searchPlayer(player))) {\n setTimeout(() => {\n if (this.players.some(p => p.id === sender.id)) return; // player is online\n this.rooms.filter(r => r.searchPlayer(player)).forEach(r => {\n this.leavePlayer(sender, { ...sender, roomId: r.id });\n });\n }, 5 * 60 * 1000); // 5 minutes later\n }\n }\n return player;\n }\n}\n\nexport * from \"./models/message\";\nexport * from \"./models/room\";\nexport * from \"./models/player\";\nexport * from 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