API/Client/js/GameInitializer.js
2026-01-24 16:47:19 -04:00

366 lines
12 KiB
JavaScript

/**
* Game Initializer
* Handles initialization of multiplayer game modes
*/
console.log('[GAME INITIALIZER] GameInitializer.js script loaded');
class GameInitializer {
constructor() {
console.log('[GAME INITIALIZER] Constructor called');
this.gameMode = 'multiplayer';
this.serverData = null;
this.authToken = null;
this.currentUser = null;
this.socket = null;
this.apiBaseUrl = 'https://api.korvarix.com/api'; // API Server
this.gameServerUrl = 'https://api.korvarix.com'; // Game Server for Socket.IO
}
updateServerUrls(apiUrl, gameUrl) {
console.log('[GAME INITIALIZER] Updating server URLs:', { apiUrl, gameUrl });
this.apiBaseUrl = apiUrl;
this.gameServerUrl = gameUrl;
}
initializeMultiplayer(server, serverData, authToken, currentUser) {
console.log('[GAME INITIALIZER] Initializing multiplayer game mode');
this.gameMode = 'multiplayer';
this.serverData = { ...server, ...serverData };
this.authToken = authToken;
this.currentUser = currentUser;
// Initialize Socket.IO connection
this.initializeSocketConnection();
// Initialize game systems with multiplayer support
this.initializeGameSystems();
// Update UI for multiplayer mode
this.updateUIForMultiplayerMode();
console.log('[GAME INITIALIZER] Multiplayer game initialized');
}
initializeSocketConnection() {
if (!this.serverData) {
console.error('[GAME INITIALIZER] No server data for socket connection');
return;
}
console.log('[GAME INITIALIZER] Initializing Socket.IO connection');
// Check if we're in local mode and should use mock socket
if (this.gameServerUrl.includes('localhost') && window.localServerManager && window.localServerManager.localServer) {
console.log('[GAME INITIALIZER] Using mock socket for local mode');
this.socket = window.localServerManager.localServer.createMockSocket();
// Trigger connected event immediately since mock socket auto-connects
setTimeout(() => {
this.onSocketConnected();
}, 200);
return;
}
// Connect to the game server (different from API server)
this.socket = io(this.gameServerUrl, {
auth: {
token: this.authToken,
serverId: this.serverData.id
}
});
// Socket event handlers
this.socket.on('connect', () => {
console.log('[GAME INITIALIZER] Connected to server');
this.onSocketConnected();
});
this.socket.on('disconnect', () => {
console.log('[GAME INITIALIZER] Disconnected from server');
this.onSocketDisconnected();
});
this.socket.on('error', (error) => {
console.error('[GAME INITIALIZER] Socket error:', error);
});
this.socket.on('force_disconnect', (data) => {
console.warn('[GAME INITIALIZER] Force disconnected:', data);
this.onForceDisconnect(data);
});
// Game-specific events
this.socket.on('playerJoined', (data) => {
console.log('[GAME INITIALIZER] Player joined:', data);
this.onPlayerJoined(data);
});
this.socket.on('playerLeft', (data) => {
console.log('[GAME INITIALIZER] Player left:', data);
this.onPlayerLeft(data);
});
this.socket.on('gameUpdate', (data) => {
console.log('[GAME INITIALIZER] Game update:', data);
this.onGameUpdate(data);
});
this.socket.on('chatMessage', (data) => {
console.log('[GAME INITIALIZER] Chat message:', data);
this.onChatMessage(data);
});
}
onSocketConnected() {
// Join the server room
this.socket.emit('joinServer', {
serverId: this.serverData.id,
userId: this.currentUser.userId,
username: this.currentUser.username
});
// Show connected status
this.showConnectionStatus('Connected', 'success');
}
onSocketDisconnected() {
// Show disconnected status
this.showConnectionStatus('Disconnected', 'error');
}
onPlayerJoined(data) {
// Handle player joining
this.updatePlayerList();
this.showNotification(`${data.username} joined the server`, 'info');
}
onPlayerLeft(data) {
// Handle player leaving
this.updatePlayerList();
this.showNotification(`${data.username} left the server`, 'info');
}
onGameUpdate(data) {
// Handle game state updates
if (window.game && window.game.handleServerUpdate) {
window.game.handleServerUpdate(data);
}
}
onChatMessage(data) {
// Handle chat messages
if (window.game && window.game.handleChatMessage) {
window.game.handleChatMessage(data);
}
}
onForceDisconnect(data) {
// Handle forced disconnection from server
console.warn('[GAME INITIALIZER] Force disconnected by server:', data);
// Show notification to user
if (window.game && window.game.showNotification) {
window.game.showNotification(
`Disconnected: ${data.reason}`,
'warning',
10000
);
}
// Disconnect the socket
if (this.socket) {
this.socket.disconnect();
}
// Clean up multiplayer mode
if (window.game) {
window.game.setMultiplayerMode(false);
}
// Return to main menu after a delay
setTimeout(() => {
if (window.liveMainMenu) {
window.liveMainMenu.showLoginSection();
}
}, 2000);
}
initializeGameSystems() {
console.log('[GAME INITIALIZER] Initializing game systems');
// Wait for the main game script to be ready
if (typeof window.game !== 'undefined') {
console.log('[GAME INITIALIZER] window.game is available, calling setupGameSystems');
this.setupGameSystems();
} else {
console.log('[GAME INITIALIZER] window.game not available, waiting 100ms');
// Wait for the game to be initialized
setTimeout(() => this.initializeGameSystems(), 100);
}
}
setupGameSystems() {
if (!window.game) {
console.error('[GAME INITIALIZER] Game not available');
return;
}
console.log('[GAME INITIALIZER] Setting up game systems for multiplayer mode');
// Configure game for multiplayer mode
console.log('[GAME INITIALIZER] Configuring for multiplayer mode');
window.game.setMultiplayerMode(true, this.socket, this.serverData, this.currentUser);
// 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');
if (playerName && this.currentUser) {
playerName.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
});
}
}
// Cleanup method
cleanup() {
console.log('[GAME INITIALIZER] Cleaning up');
if (this.socket) {
this.socket.disconnect();
this.socket = null;
}
this.gameMode = null;
this.serverData = null;
this.authToken = null;
this.currentUser = null;
}
}
// Create global instance
window.gameInitializer = new GameInitializer();
// Export for use in other scripts
if (typeof module !== 'undefined' && module.exports) {
module.exports = GameInitializer;
}