897 lines
36 KiB
JavaScript
897 lines
36 KiB
JavaScript
/**
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* Game Initializer
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* Handles initialization of multiplayer game modes
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*/
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console.log('[GAME INITIALIZER] GameInitializer.js script loaded');
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class GameInitializer {
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constructor() {
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console.log('[GAME INITIALIZER] Constructor called');
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this.gameMode = 'multiplayer';
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this.serverData = null;
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this.authToken = null;
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this.currentUser = null;
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this.socket = null;
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this.apiBaseUrl = 'https://api.korvarix.com/api'; // API Server
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this.gameServerUrl = 'https://dev.gameserver.galaxystrike.online'; // Game Server for Socket.IO
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console.log('[GAME INITIALIZER] Constructor - gameServerUrl set to:', this.gameServerUrl);
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}
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updateServerUrls(apiUrl, gameUrl) {
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console.log('[GAME INITIALIZER] Updating server URLs:', { apiUrl: apiUrl, gameUrl: gameUrl });
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console.log('[GAME INITIALIZER] Previous gameServerUrl:', this.gameServerUrl);
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this.apiBaseUrl = apiUrl;
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this.gameServerUrl = gameUrl;
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console.log('[GAME INITIALIZER] New gameServerUrl:', this.gameServerUrl);
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}
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initializeMultiplayer(server, serverData, authToken, currentUser) {
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console.log('[GAME INITIALIZER] Initializing multiplayer game mode');
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this.gameMode = 'multiplayer';
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this.serverData = { ...server, ...serverData };
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this.authToken = authToken;
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this.currentUser = currentUser;
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// Initialize Socket.IO connection
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this.initializeSocketConnection();
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// Set SmartSaveManager to multiplayer mode
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if (window.smartSaveManager) {
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window.smartSaveManager.setMultiplayerMode(true, this);
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}
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// Update UI for multiplayer mode
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this.updateUIForMultiplayerMode();
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console.log('[GAME INITIALIZER] Multiplayer game initialized');
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}
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initializeSocketConnection() {
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if (!this.serverData) {
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console.error('[GAME INITIALIZER] No server data for socket connection');
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return;
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}
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console.log('[GAME INITIALIZER] Initializing Socket.IO connection');
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console.log('[GAME INITIALIZER] Using gameServerUrl:', this.gameServerUrl);
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// Check if we're in local mode and should use mock socket
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if (this.gameServerUrl.includes('localhost') && window.localServerManager && window.localServerManager.localServer) {
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console.log('[GAME INITIALIZER] Using mock socket for local mode');
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this.socket = window.localServerManager.localServer.createMockSocket();
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// Trigger connected event immediately since mock socket auto-connects
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setTimeout(() => {
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this.onSocketConnected();
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}, 200);
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return;
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}
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// FORCE THE URL - Override any undefined issues
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const FORCED_URL = 'https://dev.gameserver.galaxystrike.online';
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console.log('[GAME INITIALIZER] FORCING URL to:', FORCED_URL);
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console.log('[GAME INITIALIZER] Original this.gameServerUrl:', this.gameServerUrl);
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console.log('[GAME INITIALIZER] Using remote development server');
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// Connect to the game server with FORCED URL
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this.socket = io(FORCED_URL, {
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auth: {
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token: this.authToken,
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serverId: this.serverData.id
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}
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});
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console.log('[GAME INITIALIZER] Socket.IO connection initiated to FORCED URL:', FORCED_URL);
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// Socket event handlers
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this.socket.on('connect', () => {
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console.log('[GAME INITIALIZER] Connected to server');
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this.onSocketConnected();
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});
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this.socket.on('disconnect', () => {
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console.log('[GAME INITIALIZER] Disconnected from server');
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this.onSocketDisconnected();
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});
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this.socket.on('error', (error) => {
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console.error('[GAME INITIALIZER] Socket error:', error);
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});
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this.socket.on('force_disconnect', (data) => {
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console.warn('[GAME INITIALIZER] Force disconnected:', data);
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this.onForceDisconnect(data);
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});
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// Game-specific events
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this.socket.on('playerJoined', (data) => {
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console.log('[GAME INITIALIZER] Player joined:', data);
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this.onPlayerJoined(data);
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});
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this.socket.on('playerLeft', (data) => {
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console.log('[GAME INITIALIZER] Player left:', data);
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this.onPlayerLeft(data);
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});
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this.socket.on('gameUpdate', (data) => {
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console.log('[GAME INITIALIZER] Game update:', data);
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this.onGameUpdate(data);
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});
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this.socket.on('chatMessage', (data) => {
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console.log('[GAME INITIALIZER] Chat message:', data);
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this.onChatMessage(data);
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});
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// Server data events
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this.socket.on('authenticated', (data) => {
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console.log('[GAME INITIALIZER] Authentication response:', data);
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this.onAuthenticated(data);
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});
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this.socket.on('gameDataLoaded', (data) => {
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console.log('[GAME INITIALIZER] Game data loaded:', data);
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this.onGameDataLoaded(data);
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});
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this.socket.on('updatePlayerStats', (data) => {
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console.log('[GAME INITIALIZER] Player stats updated on server:', data);
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this.onGameDataSaved(data);
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});
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this.socket.on('gameDataSaved', (data) => {
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console.log('[GAME INITIALIZER] Game data saved:', data);
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this.onGameDataSaved(data);
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});
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// Idle rewards events
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this.socket.on('offlineRewardsClaimed', (data) => {
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console.log('[GAME INITIALIZER] Offline rewards claimed:', data);
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this.onOfflineRewardsClaimed(data);
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});
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this.socket.on('onlineIdleRewards', (data) => {
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console.log('[GAME INITIALIZER] Online idle rewards received:', data);
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this.onOnlineIdleRewards(data);
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});
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// PlayTime events
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this.socket.on('playTimeUpdated', (data) => {
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console.log('[GAME INITIALIZER] PlayTime updated from server:', data);
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this.onPlayTimeUpdated(data);
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});
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// Shop purchase events
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this.socket.on('purchaseCompleted', (data) => {
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console.log('[GAME INITIALIZER] Purchase completed:', data);
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this.onPurchaseCompleted(data);
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});
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// Item system events
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this.socket.on('shopItemsReceived', (data) => {
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console.log('[GAME INITIALIZER] Shop items received:', data);
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this.onShopItemsReceived(data);
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});
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this.socket.on('itemDetailsReceived', (data) => {
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console.log('[GAME INITIALIZER] Item details received:', data);
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this.onItemDetailsReceived(data);
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});
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}
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onSocketConnected() {
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// Expose socket globally for systems that need it
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if (window.game) {
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window.game.socket = this.socket;
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}
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// Join the server room
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this.socket.emit('joinServer', {
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serverId: this.serverData.id,
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userId: this.currentUser.userId,
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username: this.currentUser.username
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});
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// Authenticate with server to get player data
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this.authenticateWithServer();
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// Show connected status
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this.showConnectionStatus('Connected', 'success');
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}
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onSocketDisconnected() {
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console.log('[GAME INITIALIZER] Socket disconnected - switching to singleplayer mode');
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// Show disconnected status
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this.showConnectionStatus('Disconnected', 'error');
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// Switch SmartSaveManager back to singleplayer mode
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if (window.smartSaveManager) {
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window.smartSaveManager.setMultiplayerMode(false);
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console.log('[GAME INITIALIZER] SmartSaveManager set to singleplayer mode');
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}
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// Clear socket reference
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this.socket = null;
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console.log('[GAME INITIALIZER] Socket reference cleared');
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}
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// Force disconnect from multiplayer server
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forceDisconnect() {
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console.log('[GAME INITIALIZER] Force disconnect called');
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if (this.socket) {
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console.log('[GAME INITIALIZER] Disconnecting socket...');
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this.socket.disconnect();
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this.socket = null;
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}
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// Switch to singleplayer mode
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if (window.smartSaveManager) {
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window.smartSaveManager.setMultiplayerMode(false);
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console.log('[GAME INITIALIZER] Force switched to singleplayer mode');
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}
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this.showConnectionStatus('Disconnected', 'error');
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console.log('[GAME INITIALIZER] Force disconnect completed');
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}
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onPlayerJoined(data) {
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// Handle player joining
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this.updatePlayerList();
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this.showNotification(`${data.username} joined the server`, 'info');
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}
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onPlayerLeft(data) {
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// Handle player leaving
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this.updatePlayerList();
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this.showNotification(`${data.username} left the server`, 'info');
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}
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onGameUpdate(data) {
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// Handle game state updates
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if (window.game && window.game.handleServerUpdate) {
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window.game.handleServerUpdate(data);
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}
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}
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onChatMessage(data) {
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// Handle chat messages
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if (window.game && window.game.handleChatMessage) {
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window.game.handleChatMessage(data);
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}
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}
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onAuthenticated(data) {
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console.log('[GAME INITIALIZER] Authentication successful:', data);
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if (data.success && data.playerData) {
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// Store server player data from authentication (this is our primary source)
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this.serverPlayerData = data.playerData;
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this.currentUser = data.user;
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// CRITICAL: Force multiplayer mode and prevent fallback
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if (window.smartSaveManager) {
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console.log('[GAME INITIALIZER] FORCING multiplayer mode after authentication');
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window.smartSaveManager.setMultiplayerMode(true, this);
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}
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// ItemSystem is now initialized by GameEngine - no need to initialize here
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console.log('[GAME INITIALIZER] ItemSystem initialization handled by GameEngine');
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console.log('[GAME INITIALIZER] Using authentication data as primary source:', this.serverPlayerData);
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// NOW create GameEngine AFTER authentication is successful
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if (!window.game) {
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console.log('[GAME INITIALIZER] Creating GameEngine after successful authentication');
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this.createGameEngineForMultiplayer();
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}
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// Set SmartSaveManager to multiplayer mode
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if (window.smartSaveManager) {
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window.smartSaveManager.setMultiplayerMode(true, this);
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console.log('[GAME INITIALIZER] SmartSaveManager set to multiplayer mode');
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// Apply authentication data immediately (this will be stored for later)
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window.smartSaveManager.applyServerDataToGame(data.playerData);
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}
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// NOTE: Don't apply to GameEngine here - it doesn't exist yet!
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// The data will be applied in createGameEngineForMultiplayer() after the game is created.
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this.showNotification(`Welcome back! Level ${data.playerData.stats?.level || 1}`, 'success');
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} else {
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this.showNotification(data.error || 'Authentication failed', 'error');
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}
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}
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createGameEngineForMultiplayer() {
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console.log('[GAME INITIALIZER] Creating GameEngine for multiplayer mode');
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console.log('[GAME INITIALIZER] Server player data available:', !!this.serverPlayerData);
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try {
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// Create GameEngine instance
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window.game = new GameEngine();
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// CRITICAL: Set multiplayer mode BEFORE initializing systems
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console.log('[GAME INITIALIZER] Setting multiplayer mode BEFORE initialization');
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window.game.setMultiplayerMode(true, this.socket, this.serverData, this.currentUser);
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// NOTE: Don't apply server data immediately - wait for full initialization
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console.log('[GAME INITIALIZER] Server data ready, will apply after GameEngine initialization');
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console.log('[GAME INITIALIZER] - this.serverPlayerData:', !!this.serverPlayerData);
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console.log('[GAME INITIALIZER] - window.game:', !!window.game);
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console.log('[GAME INITIALIZER] - window.game.loadServerPlayerData:', !!window.game?.loadServerPlayerData);
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// Initialize the game engine
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console.log('[GAME INITIALIZER] About to call window.game.init()');
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const initPromise = window.game.init();
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console.log('[GAME INITIALIZER] GameEngine.init() returned:', typeof initPromise, initPromise);
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// Apply server data and refresh UI after initialization is complete
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initPromise.then(() => {
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console.log('[GAME INITIALIZER] GameEngine initialized successfully for multiplayer');
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// Apply server data immediately after initialization
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if (this.serverPlayerData && window.game.loadServerPlayerData) {
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console.log('[GAME INITIALIZER] Applying server player data to GameEngine:', this.serverPlayerData);
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window.game.loadServerPlayerData(this.serverPlayerData);
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console.log('[GAME INITIALIZER] Server player data applied to GameEngine');
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// Force UI refresh
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if (window.game.systems && window.game.systems.ui && window.game.systems.ui.forceRefreshAllUI) {
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console.log('[GAME INITIALIZER] Forcing UI refresh after data application');
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window.game.systems.ui.forceRefreshAllUI();
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} else {
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console.warn('[GAME INITIALIZER] UI refresh not available - systems:', !!window.game.systems, 'ui:', !!window.game.systems?.ui, 'forceRefreshAllUI:', !!window.game.systems?.ui?.forceRefreshAllUI);
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}
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} else {
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console.warn('[GAME INITIALIZER] No server player data or loadServerPlayerData method available');
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console.log('[GAME INITIALIZER] - this.serverPlayerData:', !!this.serverPlayerData);
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console.log('[GAME INITIALIZER] - window.game.loadServerPlayerData:', !!window.game?.loadServerPlayerData);
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}
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// Start the game
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if (window.game.start) {
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window.game.start();
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}
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}).catch((error) => {
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console.error('[GAME INITIALIZER] GameEngine init failed:', error);
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console.error('[GAME INITIALIZER] Error details:', error.stack);
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this.showNotification('Failed to initialize game engine', 'error');
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});
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} catch (error) {
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console.error('[GAME INITIALIZER] Error creating GameEngine:', error);
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this.showNotification('Error creating game engine', 'error');
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}
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}
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onGameDataLoaded(data) {
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console.log('[GAME INITIALIZER] Server game data loaded:', data);
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console.log('[GAME INITIALIZER] Data success:', data.success);
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console.log('[GAME INITIALIZER] Data content:', data.data);
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console.log('[GAME INITIALIZER] Data keys:', data.data ? Object.keys(data.data) : 'No data object');
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// Only process if we don't already have good data from authentication
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if (data.success && data.data && Object.keys(data.data).length > 0 && !this.serverPlayerData) {
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console.log('[GAME INITIALIZER] Using gameDataLoaded as primary source (no auth data available)');
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this.serverPlayerData = data.data;
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// Apply server data to game if game is running
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if (window.game && window.game.loadServerPlayerData) {
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window.game.loadServerPlayerData(data.data);
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// Force UI refresh when server data is applied
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if (window.game.systems && window.game.systems.ui && window.game.systems.ui.forceRefreshAllUI) {
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window.game.systems.ui.forceRefreshAllUI();
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}
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}
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} else {
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console.log('[GAME INITIALIZER] Ignoring gameDataLoaded - already have data from authentication or data is empty');
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}
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}
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onGameDataSaved(data) {
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console.log('[GAME INITIALIZER] Server game data saved:', data);
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if (data.success) {
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this.showNotification('Game saved to server!', 'success');
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} else {
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this.showNotification(data.error || 'Failed to save to server', 'error');
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}
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}
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onForceDisconnect(data) {
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// Handle forced disconnection from server
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console.warn('[GAME INITIALIZER] Force disconnected by server:', data);
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// Show notification to user
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if (window.game && window.game.showNotification) {
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window.game.showNotification(
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`Disconnected: ${data.reason}`,
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'warning',
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10000
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);
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}
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// Disconnect the socket
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if (this.socket) {
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this.socket.disconnect();
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}
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// Clean up multiplayer mode
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if (window.game) {
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window.game.setMultiplayerMode(false);
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}
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// Return to main menu after a delay
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setTimeout(() => {
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if (window.liveMainMenu) {
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window.liveMainMenu.showLoginSection();
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}
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}, 2000);
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}
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initializeGameSystems() {
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console.log('[GAME INITIALIZER] Initializing game systems');
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// Wait for the main game script to be ready
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if (typeof window.game !== 'undefined') {
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console.log('[GAME INITIALIZER] window.game is available, calling setupGameSystems');
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this.setupGameSystems();
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} else {
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console.log('[GAME INITIALIZER] window.game not available, waiting 100ms');
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// Wait for the game to be initialized
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setTimeout(() => this.initializeGameSystems(), 100);
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}
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}
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setupGameSystems() {
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if (!window.game) {
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console.error('[GAME INITIALIZER] Game not available');
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return;
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}
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console.log('[GAME INITIALIZER] Setting up game systems for multiplayer mode');
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// Configure game for multiplayer mode
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console.log('[GAME INITIALIZER] Configuring for multiplayer mode');
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// Note: setMultiplayerMode already called in createGameEngineForMultiplayer() before initialization
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window.game.gameInitializer = this; // Store reference for server polling
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// DISABLE game logic in multiplayer - server is authoritative
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if (window.game) {
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console.log('[GAME INITIALIZER] Disabling client game logic - server is authoritative');
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// Override game logic methods to do nothing in multiplayer
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const originalUpdateGameLogic = window.game.updateGameLogic;
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window.game.updateGameLogic = function() {
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// In multiplayer mode, client does NO game logic
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// Server is authoritative for ALL game data including credits
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// Client is display-only
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};
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const originalStart = window.game.start;
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window.game.start = function() {
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console.log('[GAME ENGINE] Multiplayer mode - client does not run game logic, server is authoritative');
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console.log('[GAME ENGINE] GameInitializer reference:', !!this.gameInitializer);
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console.log('[GAME ENGINE] Socket reference:', !!(this.gameInitializer && this.gameInitializer.socket));
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console.log('[GAME ENGINE] Game mode:', this.gameInitializer ? this.gameInitializer.gameMode : 'no gameInitializer');
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this.isRunning = true;
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// NO game logic timer - client is display-only
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// Server handles all game logic including credit generation
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|
|
|
// Start server data polling for UI updates
|
|
if (this.gameInitializer && this.gameInitializer.socket) {
|
|
console.log('[GAME ENGINE] Starting server data polling for UI updates');
|
|
this.serverPollTimer = setInterval(() => {
|
|
console.log('[GAME ENGINE] Polling server for data...');
|
|
this.gameInitializer.loadGameDataFromServer();
|
|
}, 5000); // Request updates every 5 seconds
|
|
} else {
|
|
console.warn('[GAME ENGINE] Cannot start server polling - no gameInitializer or socket');
|
|
}
|
|
|
|
// Only start UI updates that use server data (every second)
|
|
if (this.systems.ui) {
|
|
console.log('[GAME ENGINE] Starting multiplayer UI updates');
|
|
this.uiUpdateTimer = setInterval(() => {
|
|
if (this.systems && this.systems.ui && this.systems.ui.updateUI) {
|
|
console.log('[GAME ENGINE] Updating multiplayer UI with server data');
|
|
this.systems.ui.updateUI();
|
|
}
|
|
}, 1000);
|
|
}
|
|
};
|
|
}
|
|
|
|
// Game is already set up with save data, just start the game loop
|
|
if (window.game.start) {
|
|
// console.log('[GAME INITIALIZER] Calling start() to begin game loop');
|
|
window.game.start();
|
|
} else if (window.game.startGame) {
|
|
// console.log('[GAME INITIALIZER] Calling startGame(false) - save data already applied');
|
|
window.game.startGame(false); // false = don't load again (save data already applied)
|
|
} else {
|
|
console.error('[GAME INITIALIZER] No start method available on window.game');
|
|
}
|
|
|
|
console.log('[GAME INITIALIZER] Game systems configured');
|
|
}
|
|
|
|
updateUIForMultiplayerMode() {
|
|
// Update UI elements to show multiplayer mode
|
|
const playerName = document.getElementById('playerName');
|
|
const playerTitle = document.getElementById('playerTitle');
|
|
const playerUsername = document.getElementById('playerUsername');
|
|
|
|
if (this.currentUser) {
|
|
// Set the player name (rank/title)
|
|
if (playerName) {
|
|
playerName.textContent = 'Commander';
|
|
}
|
|
|
|
// Set the player title
|
|
if (playerTitle) {
|
|
playerTitle.textContent = '- Rookie Pilot';
|
|
}
|
|
|
|
// Set the username next to the level
|
|
if (playerUsername) {
|
|
playerUsername.textContent = this.currentUser.username + ' ';
|
|
}
|
|
}
|
|
|
|
// Show multiplayer-specific UI elements
|
|
this.showMultiplayerUI();
|
|
|
|
// Show server info
|
|
this.showServerInfo();
|
|
}
|
|
|
|
hideMultiplayerUI() {
|
|
// Hide elements that are only relevant in multiplayer
|
|
const chatContainer = document.getElementById('chatContainer');
|
|
if (chatContainer) {
|
|
chatContainer.classList.add('hidden');
|
|
}
|
|
|
|
const playerList = document.getElementById('playerList');
|
|
if (playerList) {
|
|
playerList.classList.add('hidden');
|
|
}
|
|
}
|
|
|
|
showMultiplayerUI() {
|
|
// Show multiplayer-specific elements
|
|
const chatContainer = document.getElementById('chatContainer');
|
|
if (chatContainer) {
|
|
chatContainer.classList.remove('hidden');
|
|
}
|
|
|
|
const playerList = document.getElementById('playerList');
|
|
if (playerList) {
|
|
playerList.classList.remove('hidden');
|
|
}
|
|
}
|
|
|
|
showServerInfo() {
|
|
// Add server information to the UI
|
|
const header = document.querySelector('.game-header');
|
|
if (header && !header.querySelector('.server-info')) {
|
|
const serverInfo = document.createElement('div');
|
|
serverInfo.className = 'server-info';
|
|
serverInfo.innerHTML = `
|
|
<i class="fas fa-server"></i>
|
|
<span>${this.serverData.name} (${this.serverData.currentPlayers}/${this.serverData.maxPlayers})</span>
|
|
`;
|
|
serverInfo.style.cssText = `
|
|
background: rgba(0, 212, 255, 0.2);
|
|
color: #00d4ff;
|
|
padding: 4px 8px;
|
|
border-radius: 4px;
|
|
font-size: 0.8rem;
|
|
margin-left: 10px;
|
|
`;
|
|
header.appendChild(serverInfo);
|
|
}
|
|
}
|
|
|
|
showConnectionStatus(status, type) {
|
|
// Show connection status in the UI
|
|
const statusElement = document.getElementById('connectionStatus');
|
|
if (statusElement) {
|
|
statusElement.textContent = status;
|
|
statusElement.className = `connection-status ${type}`;
|
|
}
|
|
}
|
|
|
|
updatePlayerList() {
|
|
// Update the player list UI
|
|
if (this.socket && this.serverData) {
|
|
// Request updated player list from server
|
|
this.socket.emit('getPlayerList', { serverId: this.serverData.id });
|
|
}
|
|
}
|
|
|
|
showNotification(message, type = 'info') {
|
|
// Show a notification to the user
|
|
if (window.game && window.game.showNotification) {
|
|
window.game.showNotification(message, type, 3000);
|
|
} else {
|
|
// Fallback to alert
|
|
console.log(`[GAME INITIALIZER] Notification: ${message}`);
|
|
}
|
|
}
|
|
|
|
// Method to send actions to the server
|
|
sendGameAction(actionType, actionData) {
|
|
if (this.socket && this.gameMode === 'multiplayer') {
|
|
this.socket.emit('gameAction', {
|
|
type: actionType,
|
|
data: actionData,
|
|
userId: this.currentUser.userId,
|
|
serverId: this.serverData.id
|
|
});
|
|
}
|
|
}
|
|
|
|
// Method to send chat messages
|
|
sendChatMessage(message) {
|
|
if (this.socket && this.gameMode === 'multiplayer') {
|
|
this.socket.emit('chatMessage', {
|
|
message: message,
|
|
userId: this.currentUser.userId,
|
|
username: this.currentUser.username,
|
|
serverId: this.serverData.id
|
|
});
|
|
}
|
|
}
|
|
|
|
// Method to save game data to server (SECURE: only send specific updates)
|
|
saveGameDataToServer(gameData) {
|
|
if (this.socket && this.gameMode === 'multiplayer') {
|
|
console.log('[GAME INITIALIZER] Sending secure game updates to server');
|
|
|
|
// Only send specific, validated updates - not entire game state
|
|
const secureUpdates = {
|
|
playerStats: {
|
|
credits: gameData.player?.credits || 0,
|
|
level: gameData.player?.level || 1,
|
|
experience: gameData.player?.experience || 0,
|
|
playTime: gameData.player?.playTime || 0
|
|
},
|
|
timestamp: Date.now()
|
|
};
|
|
|
|
// Send only the specific updates for server validation
|
|
this.socket.emit('updatePlayerStats', secureUpdates);
|
|
}
|
|
}
|
|
|
|
// Method to load game data from server
|
|
loadGameDataFromServer() {
|
|
if (this.socket && this.gameMode === 'multiplayer') {
|
|
console.log('[GAME INITIALIZER] Loading game data from server');
|
|
console.log('[GAME INITIALIZER] Socket available:', !!this.socket);
|
|
console.log('[GAME INITIALIZER] Game mode:', this.gameMode);
|
|
console.log('[GAME INITIALIZER] Current user:', this.currentUser);
|
|
console.log('[GAME INITIALIZER] Emitting loadGameData event with username');
|
|
|
|
// Get username from current user or fallback to stored user
|
|
let username = 'anonymous'; // default fallback
|
|
if (this.currentUser?.username) {
|
|
username = this.currentUser.username;
|
|
} else {
|
|
// Try to get from localStorage as fallback
|
|
const storedUser = localStorage.getItem('currentUser');
|
|
if (storedUser) {
|
|
try {
|
|
const user = JSON.parse(storedUser);
|
|
username = user.username || 'anonymous';
|
|
} catch (e) {
|
|
console.warn('[GAME INITIALIZER] Failed to parse stored user, using default');
|
|
}
|
|
}
|
|
}
|
|
|
|
console.log('[GAME INITIALIZER] Using username for data load:', username);
|
|
|
|
// Send the username to load the correct player data
|
|
this.socket.emit('loadGameData', {
|
|
username: username
|
|
});
|
|
} else {
|
|
console.log('[GAME INITIALIZER] Cannot load game data - socket or multiplayer mode not available');
|
|
console.log('[GAME INITIALIZER] Socket available:', !!this.socket);
|
|
console.log('[GAME INITIALIZER] Game mode:', this.gameMode);
|
|
}
|
|
}
|
|
|
|
// Method to authenticate with server
|
|
authenticateWithServer() {
|
|
console.log('[GAME INITIALIZER] authenticateWithServer called');
|
|
console.log('[GAME INITIALIZER] Socket available:', !!this.socket);
|
|
console.log('[GAME INITIALIZER] Game mode:', this.gameMode);
|
|
console.log('[GAME INITIALIZER] Current user:', this.currentUser);
|
|
|
|
if (this.socket && this.currentUser) {
|
|
console.log('[GAME INITIALIZER] Sending authentication to server');
|
|
this.socket.emit('authenticate', {
|
|
userId: this.currentUser.userId,
|
|
username: this.currentUser.username
|
|
});
|
|
} else {
|
|
console.warn('[GAME INITIALIZER] Cannot authenticate - missing socket or user data');
|
|
if (!this.socket) {
|
|
console.warn('[GAME INITIALIZER] Socket is null/undefined');
|
|
}
|
|
if (!this.currentUser) {
|
|
console.warn('[GAME INITIALIZER] Current user is null/undefined');
|
|
}
|
|
}
|
|
}
|
|
|
|
onOfflineRewardsClaimed(data) {
|
|
if (data.success) {
|
|
if (data.rewards.credits > 0 || data.rewards.experience > 0) {
|
|
// Apply rewards to player
|
|
if (window.game && window.game.systems) {
|
|
if (data.rewards.credits > 0) {
|
|
window.game.systems.economy.addCredits(data.rewards.credits, 'offline');
|
|
}
|
|
if (data.rewards.experience > 0) {
|
|
window.game.systems.player.addExperience(data.rewards.experience);
|
|
}
|
|
|
|
// Show success message
|
|
let message = 'Offline rewards claimed!\n';
|
|
if (data.rewards.credits > 0) message += `+${data.rewards.credits} credits\n`;
|
|
if (data.rewards.experience > 0) message += `+${data.rewards.experience} experience\n`;
|
|
|
|
window.game.showNotification(message, 'success', 5000);
|
|
}
|
|
} else {
|
|
window.game.showNotification('No offline rewards available', 'info', 3000);
|
|
}
|
|
} else {
|
|
window.game.showNotification(`Failed to claim offline rewards: ${data.error}`, 'error', 5000);
|
|
}
|
|
}
|
|
|
|
onOnlineIdleRewards(data) {
|
|
if (window.game && window.game.systems) {
|
|
// Update player balance with online idle rewards
|
|
if (data.credits > 0) {
|
|
// The server already updated the balance, just show notification
|
|
window.game.showNotification(`+${data.credits} credits (online idle)`, 'success', 2000);
|
|
}
|
|
}
|
|
}
|
|
|
|
onPlayTimeUpdated(data) {
|
|
console.log('[GAME INITIALIZER] PlayTime updated from server:', data);
|
|
|
|
if (window.game && window.game.systems && window.game.systems.player) {
|
|
const player = window.game.systems.player;
|
|
|
|
// Update playTime from server
|
|
player.stats.playTime = data.playTime;
|
|
|
|
console.log('[GAME INITIALIZER] Updated local playTime to:', data.playTime, 'ms');
|
|
console.log('[GAME INITIALIZER] PlayTime in hours:', data.playTime / (1000 * 60 * 60), 'hours');
|
|
|
|
// Update UI
|
|
player.updateUI();
|
|
}
|
|
}
|
|
|
|
onPurchaseCompleted(data) {
|
|
if (data.success) {
|
|
// Update local player data with server response
|
|
if (window.game && window.game.systems && window.game.systems.economy) {
|
|
const economy = window.game.systems.economy;
|
|
|
|
// Update currency balance
|
|
if (data.currency === 'credits') {
|
|
economy.credits = data.newBalance;
|
|
} else if (data.currency === 'gems') {
|
|
economy.gems = data.newBalance;
|
|
}
|
|
|
|
// Request fresh economy data from server to ensure sync
|
|
if (economy.requestEconomyData) {
|
|
setTimeout(() => {
|
|
economy.requestEconomyData();
|
|
}, 500);
|
|
}
|
|
|
|
// Update UI
|
|
economy.updateUI();
|
|
|
|
// Show success message
|
|
window.game.showNotification(`Purchased ${data.item.name}!`, 'success', 3000);
|
|
}
|
|
} else {
|
|
// Show error message
|
|
window.game.showNotification(`Purchase failed: ${data.error}`, 'error', 5000);
|
|
}
|
|
}
|
|
|
|
onShopItemsReceived(data) {
|
|
if (data.success && window.game && window.game.systems && window.game.systems.itemSystem) {
|
|
// Update ItemSystem with server data
|
|
window.game.systems.itemSystem.processServerItems(data.items);
|
|
console.log('[GAME INITIALIZER] ItemSystem updated with server shop items');
|
|
|
|
// Update Economy shop UI
|
|
if (window.game.systems.economy) {
|
|
window.game.systems.economy.updateShopUI();
|
|
console.log('[GAME INITIALIZER] Economy shop UI updated');
|
|
}
|
|
} else {
|
|
console.warn('[GAME INITIALIZER] Failed to receive shop items:', data);
|
|
}
|
|
}
|
|
|
|
onItemDetailsReceived(data) {
|
|
// This is handled by the ItemSystem directly
|
|
// Just log for debugging
|
|
if (data.success) {
|
|
console.log('[GAME INITIALIZER] Item details received for:', data.item.name);
|
|
} else {
|
|
console.warn('[GAME INITIALIZER] Failed to receive item details:', data);
|
|
}
|
|
}
|
|
|
|
// Cleanup method
|
|
cleanup() {
|
|
console.log('[GAME INITIALIZER] Cleaning up');
|
|
|
|
// Reset SmartSaveManager to singleplayer mode
|
|
if (window.smartSaveManager) {
|
|
window.smartSaveManager.setMultiplayerMode(false);
|
|
}
|
|
|
|
if (this.socket) {
|
|
this.socket.disconnect();
|
|
this.socket = null;
|
|
}
|
|
|
|
this.gameMode = null;
|
|
this.serverData = null;
|
|
this.authToken = null;
|
|
this.currentUser = null;
|
|
this.serverPlayerData = null;
|
|
}
|
|
}
|
|
|
|
// Create global instance
|
|
window.gameInitializer = new GameInitializer();
|
|
|
|
// Make force disconnect available globally for testing
|
|
window.forceDisconnectMultiplayer = function() {
|
|
if (window.gameInitializer && window.gameInitializer.forceDisconnect) {
|
|
window.gameInitializer.forceDisconnect();
|
|
} else {
|
|
console.log('[GAME INITIALIZER] GameInitializer not available for force disconnect');
|
|
}
|
|
};
|
|
|
|
// Debug: Log the global instance immediately
|
|
console.log('[GAME INITIALIZER] Global instance created:', window.gameInitializer);
|
|
console.log('[GAME INITIALIZER] Global instance gameServerUrl:', window.gameInitializer.gameServerUrl);
|
|
|
|
// Export for use in other scripts
|
|
if (typeof module !== 'undefined' && module.exports) {
|
|
module.exports = GameInitializer;
|
|
}
|