- 服务端权威状态机:落子校验、四方向五连判胜、悔棋请求、认输、离线判负、交换黑白再来一局 - 断线重连:resumeToken 凭证 + localStorage,刷新/锁屏自动回到原座位 - 移动端 Canvas 棋盘:DPR 适配、触摸容差吸附、最后一手标记、胜利连子高亮 - Docker 多阶段构建,非 root + 只读根文件系统 - k8s 清单:单副本 Recreate(内存态房态)、Ingress WebSocket 超时与粘性会话注释
118 lines
3.3 KiB
TypeScript
118 lines
3.3 KiB
TypeScript
/**
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* 前后端共享协议:棋盘常量、事件名、状态与载荷类型。
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* 仅此一处定义,避免两端漂移。
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*/
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export const BOARD_SIZE = 15
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export const CELL_COUNT = BOARD_SIZE * BOARD_SIZE
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export const WIN_COUNT = 5
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/** 落子方:1 = 黑(先手),2 = 白 */
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export type Player = 1 | 2
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/** 单格状态:0 = 空 */
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export type Cell = 0 | Player
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export type GameStatus = 'waiting' | 'playing' | 'over'
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/** 终局原因:五连 / 和棋 / 认输 / 对手离线判负 */
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export type EndReason = 'five' | 'draw' | 'resign' | 'offline'
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/** 座位是否有人、是否在线 */
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export interface SeatInfo {
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joined: boolean
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online: boolean
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}
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/**
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* 完整对局状态(服务端权威,每次变更后全量下发)。
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* 225 个格子的全量同步只有几百字节,用全量换掉增量同步的一致性风险。
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*/
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export interface RoomState {
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roomId: string
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/** 扁平棋盘,下标 = y * BOARD_SIZE + x */
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board: Cell[]
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turn: Player
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status: GameStatus
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/** null = 未结束;0 = 和棋 */
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winner: Player | 0 | null
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endReason: EndReason | null
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/** 获胜的连子下标,用于前端高亮 */
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winLine: number[] | null
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/** 最后一手下标,用于前端标记 */
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lastMove: number | null
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moveCount: number
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/** 谁发起了悔棋请求(未决时非 null) */
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undoRequestedBy: Player | null
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black: SeatInfo
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white: SeatInfo
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/** 接收者自己执子颜色,未入座为 null */
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seat: Player | null
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}
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/* ------------------------------------------------------------------ */
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/* Socket.IO 事件名 */
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/* ------------------------------------------------------------------ */
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export const EV = {
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/** 创建房间,ack: CreateAck */
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create: 'room:create',
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/** 加入 / 重连房间,ack: JoinAck */
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join: 'room:join',
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/** 落子,ack: ActionAck */
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move: 'game:move',
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/** 请求悔棋,ack: ActionAck */
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undoRequest: 'undo:request',
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/** 响应悔棋,ack: ActionAck */
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undoRespond: 'undo:respond',
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/** 认输,ack: ActionAck */
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resign: 'game:resign',
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/** 对手离线超时后判对方负,ack: ActionAck */
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claimOffline: 'game:claim-offline',
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/** 再来一局,ack: ActionAck */
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restart: 'game:restart',
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/** 服务端 → 客户端:全量状态推送 */
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state: 'game:state',
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/** 服务端 → 客户端:一次性提示(错误/事件) */
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notice: 'game:notice',
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} as const
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/* ------------------------------------------------------------------ */
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/* 载荷类型 */
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/* ------------------------------------------------------------------ */
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export interface CreateAck {
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ok: true
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roomId: string
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seat: Player
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/** 重连凭证,客户端存 localStorage */
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resumeToken: string
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}
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export interface JoinAck {
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ok: true
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roomId: string
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seat: Player
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resumeToken: string
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state: RoomState
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}
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export interface ActionAck {
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ok: boolean
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error?: string
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}
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export type Ack<T> = T | { ok: false; error: string }
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export interface NoticePayload {
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level: 'info' | 'error'
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message: string
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}
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/** 悔棋请求自动失效时长 */
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export const UNDO_TIMEOUT_MS = 60_000
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/** 对手离线多久后允许判负 */
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export const OFFLINE_CLAIM_MS = 60_000
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/** 双方均离线多久后回收房间 */
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export const ROOM_GC_MS = 30 * 60_000
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