| 1 | import type { NetThrow } from '../game/ctl'; |
| 2 | import type { Game, SoundEvent } from '../game/engine'; |
| 3 | import type { Tile } from '../game/tiles'; |
| 4 | import type { SeatId } from '../game/types'; |
| 5 | import { |
| 6 | EMPTY_SEATS, |
| 7 | EV_ACT, |
| 8 | EV_FX, |
| 9 | EV_SEAT, |
| 10 | EV_VOICE, |
| 11 | type ActMsg, |
| 12 | type FxMsg, |
| 13 | type SeatMsg, |
| 14 | roomFromUrl, |
| 15 | roomPath, |
| 16 | seatFromUrl, |
| 17 | type SeatSlot, |
| 18 | type VoiceMsg, |
| 19 | } from './protocol'; |
| 20 | import { joinRoom, type Room } from './room'; |
| 21 | import { NetTable } from './table'; |
| 22 | |
| 23 | const SEATS: SeatId[] = [0, 1, 2, 3]; |
| 24 | |
| 25 | /** |
| 26 | * How long a hand waits for the device that was holding it before the computer |
| 27 | * takes it. A wifi blip, a phone locking itself, a walk to the kitchen — all |
| 28 | * shorter than this; a battery going flat is not. The seat is not lost either |
| 29 | * way: coming back takes it straight off the computer again, and so does one |
| 30 | * tap on it at the table. |
| 31 | */ |
| 32 | const EMPTY_SEAT_GRACE = 15_000; |
| 33 | |
| 34 | /** |
| 35 | * One device's connection to a room, and everything that follows from it. |
| 36 | * |
| 37 | * The relay elects a host — the earliest joiner still connected — and the host |
| 38 | * runs the table: the real engine, the computer players, the answering of |
| 39 | * everyone else's intents. Everybody else mirrors the state the host |
| 40 | * publishes. If the host leaves, the relay picks a new one, whose mirror is |
| 41 | * already current — it starts its own engine from what it was just watching |
| 42 | * and the game carries on. |
| 43 | * |
| 44 | * There is one kind of game in here. The room carries who holds which hand and |
| 45 | * which device the table is being played at, and every arrangement people call |
| 46 | * a mode — four round a laptop, four in four cities, one against three |
| 47 | * computers — is some setting of those two. A room is only opened when a phone |
| 48 | * is wanted; until then none of this runs at all. |
| 49 | */ |
| 50 | export class NetSession { |
| 51 | readonly room: Room; |
| 52 | readonly table: NetTable; |
| 53 | /** Latest connection trouble worth showing, or null. */ |
| 54 | err: string | null = null; |
| 55 | /** |
| 56 | * A phone threw a tile: the full-size tables put it into their pool so it |
| 57 | * flies in from that player's edge. Wired by whoever owns a pool. |
| 58 | */ |
| 59 | onThrowFx: (seat: SeatId, t: NetThrow) => void = () => {}; |
| 60 | |
| 61 | /** Hands whose device has gone, counting down to the computer taking them. */ |
| 62 | private waiting = new Map<SeatId, ReturnType<typeof setTimeout>>(); |
| 63 | /** Who in the room has said they can talk. Kept by the host; see `voices`. */ |
| 64 | private talkers = new Map<string, boolean>(); |
| 65 | /** The last thing we told the host about ourselves, so we only say changes. */ |
| 66 | private toldVoice: boolean | null = null; |
| 67 | /** Whether *we* can talk, kept so a new host can be told the same thing. */ |
| 68 | private myVoice = false; |
| 69 | private listeners = new Set<() => void>(); |
| 70 | private version = 0; |
| 71 | private unsubs: (() => void)[] = []; |
| 72 | |
| 73 | private constructor(room: Room, engine: Game) { |
| 74 | this.room = room; |
| 75 | this.table = new NetTable( |
| 76 | { |
| 77 | isAuthority: () => this.isHost, |
| 78 | mySeat: () => this.mySeat, |
| 79 | sendAct: (seat, act) => this.room.send(EV_ACT, { seat, act } as never), |
| 80 | }, |
| 81 | engine, |
| 82 | ); |
| 83 | |
| 84 | const u = this.unsubs; |
| 85 | u.push( |
| 86 | room.onState(() => { |
| 87 | // State flowing means the connection is back, whatever it said before. |
| 88 | this.err = null; |
| 89 | this.table.adopt(this.sharedGame()); |
| 90 | this.reviewSeats(); |
| 91 | this.bump(); |
| 92 | }), |
| 93 | room.on(EV_ACT, (p, from) => this.handleAct(p as unknown as ActMsg, from)), |
| 94 | room.on(EV_SEAT, (p, from) => this.handleSeat(p as unknown as SeatMsg, from)), |
| 95 | room.on(EV_FX, (p) => this.handleFx(p as unknown as FxMsg)), |
| 96 | room.on(EV_VOICE, (p, from) => this.handleVoice(p as unknown as VoiceMsg, from)), |
| 97 | room.onJoin(() => { |
| 98 | this.publishGameIfOwed(); |
| 99 | this.bump(); |
| 100 | }), |
| 101 | room.onLeave((p) => { |
| 102 | if (this.isHost) { |
| 103 | this.talkers.delete(p.id); |
| 104 | // The table itself walking out — a closed laptop, a phone that |
| 105 | // started the game and went home. Nobody inherits being the table: |
| 106 | // the hands it was playing have nobody behind them now, and say so. |
| 107 | if (p.id === this.screenId) this.room.setState({ screen: '' as never }); |
| 108 | this.vacate(p.id); |
| 109 | this.armStranded(); |
| 110 | this.publishVoices(); |
| 111 | } |
| 112 | this.bump(); |
| 113 | }), |
| 114 | room.onHostChange(() => { |
| 115 | // A new host's engine is its mirror — already current. It only has to |
| 116 | // start acting like the host, which the guards on every handler do by |
| 117 | // asking `isHost` fresh each time. |
| 118 | // |
| 119 | // The countdowns on empty hands are not inherited — they lived in the |
| 120 | // old host's timers — so they are worked out again from what the room |
| 121 | // says, which is where the answer was all along. |
| 122 | this.reviewSeats(); |
| 123 | this.armStranded(); |
| 124 | // What it does not inherit is who told the old host they could talk, |
| 125 | // so everybody says it again. |
| 126 | this.toldVoice = null; |
| 127 | this.reportVoice(this.myVoice); |
| 128 | this.bump(); |
| 129 | }), |
| 130 | // Back after a blip. The room's copy of the table is as old as the gap |
| 131 | // and whatever we tried to publish across it was dropped, so the device |
| 132 | // that owns the table says it all again. |
| 133 | room.onResume(() => { |
| 134 | this.publishGameIfOwed(); |
| 135 | if (this.isHost && this.sharedGame() !== null) this.publishGame(); |
| 136 | this.reviewSeats(); |
| 137 | this.armStranded(); |
| 138 | }), |
| 139 | room.onError((e) => { |
| 140 | this.err = `${e.message} — ${e.hint}`; |
| 141 | this.bump(); |
| 142 | }), |
| 143 | // The host's own engine is the source of truth: publish every change. |
| 144 | this.table.engine.subscribe(() => { |
| 145 | if (this.isHost && this.sharedGame() !== null) this.publishGame(); |
| 146 | this.reviewSeats(); |
| 147 | }), |
| 148 | this.table.engine.onSound((cue) => { |
| 149 | if (!this.isHost) return; |
| 150 | this.table.emitSound(cue); |
| 151 | this.room.send(EV_FX, { |
| 152 | fx: 'sfx', |
| 153 | kind: cue.kind, |
| 154 | tile: cue.tile, |
| 155 | seat: cue.seat, |
| 156 | } as never); |
| 157 | }), |
| 158 | ); |
| 159 | // Mirror whatever the room already holds — a late joiner walks in on the |
| 160 | // game as it stands, not on an empty table. |
| 161 | this.table.adopt(this.sharedGame()); |
| 162 | |
| 163 | if (import.meta.env.DEV) { |
| 164 | (window as unknown as Record<string, unknown>).__mahjongSession = this; |
| 165 | } |
| 166 | // One line to identify a session from any console, the sandboxed iframe's |
| 167 | // included — where nothing else of ours can be reached from outside. |
| 168 | console.log(`[mahjong] joined ${room.code} as ${room.me.name}, host: ${room.isHost}`); |
| 169 | room.onHostChange((h) => console.log(`[mahjong] host is now ${h?.name} (me: ${room.isHost})`)); |
| 170 | } |
| 171 | |
| 172 | /** |
| 173 | * Join the room in the page URL, or create a fresh one, and put it around the |
| 174 | * game this page is already playing. The engine is the page's own: a room is |
| 175 | * a wrapper, not a second table, so opening one mid-hand costs nothing. |
| 176 | */ |
| 177 | static async join(engine: Game): Promise<NetSession> { |
| 178 | const room = await joinRoom({ room: roomFromUrl() ?? undefined }); |
| 179 | // The room code goes into the address bar, in the same short path form the |
| 180 | // QR carries: the page's own URL becomes the invite link, and a reload |
| 181 | // walks back into the same room — and, with the id this device keeps, the |
| 182 | // same seat. A seat the link named is kept, so a phone that reloads lands |
| 183 | // back on the hand it was holding rather than on the picker. |
| 184 | try { |
| 185 | const u = new URL(window.location.href); |
| 186 | u.pathname = roomPath(room.code, seatFromUrl()); |
| 187 | u.search = ''; |
| 188 | window.history.replaceState(null, '', u); |
| 189 | } catch { |
| 190 | // A sandbox that refuses history rewrites still gets to play. |
| 191 | } |
| 192 | return new NetSession(room, engine); |
| 193 | } |
| 194 | |
| 195 | leave() { |
| 196 | for (const u of this.unsubs) u(); |
| 197 | this.unsubs = []; |
| 198 | for (const t of this.waiting.values()) clearTimeout(t); |
| 199 | this.waiting.clear(); |
| 200 | this.room.leave(); |
| 201 | } |
| 202 | |
| 203 | // ---- store plumbing ---------------------------------------------------- |
| 204 | subscribe = (fn: () => void) => { |
| 205 | this.listeners.add(fn); |
| 206 | return () => { |
| 207 | this.listeners.delete(fn); |
| 208 | }; |
| 209 | }; |
| 210 | getSnapshot = () => this.version; |
| 211 | private bump() { |
| 212 | this.version++; |
| 213 | for (const l of this.listeners) l(); |
| 214 | } |
| 215 | |
| 216 | // ---- what the room says ------------------------------------------------ |
| 217 | get isHost() { |
| 218 | return this.room.isHost; |
| 219 | } |
| 220 | /** |
| 221 | * The device the table is being played at — the one that opened the room. It |
| 222 | * is where every hand no phone has taken is played, and it is the one screen |
| 223 | * that goes quiet for a seat whose phone is doing the talking. |
| 224 | */ |
| 225 | get screenId(): string { |
| 226 | const id = this.room.state.screen; |
| 227 | return typeof id === 'string' ? id : ''; |
| 228 | } |
| 229 | /** Whether this device is that one. */ |
| 230 | get isScreen(): boolean { |
| 231 | return this.screenId !== '' && this.screenId === this.room.me.id; |
| 232 | } |
| 233 | get seats(): SeatSlot[] { |
| 234 | const s = this.room.state.seats; |
| 235 | return Array.isArray(s) && s.length === 4 ? (s as unknown as SeatSlot[]) : EMPTY_SEATS; |
| 236 | } |
| 237 | /** What a seat is called when nobody from the room holds it — the name the |
| 238 | * table dealt it with. */ |
| 239 | private homeName(seat: SeatId): string { |
| 240 | const h = this.room.state.homes; |
| 241 | return Array.isArray(h) && typeof h[seat] === 'string' ? (h[seat] as string) : ''; |
| 242 | } |
| 243 | private sharedGame(): unknown { |
| 244 | return this.room.state.game ?? null; |
| 245 | } |
| 246 | get mySeat(): SeatId | null { |
| 247 | const seats = this.seats; |
| 248 | for (const i of SEATS) if (seats[i].ids.includes(this.room.me.id)) return i; |
| 249 | return null; |
| 250 | } |
| 251 | /** Whether this room has a table in it yet — one has been published, and a |
| 252 | * hand actually dealt. */ |
| 253 | get open(): boolean { |
| 254 | return this.sharedGame() !== null && this.table.engine.state.phase !== 'lobby'; |
| 255 | } |
| 256 | /** Everyone here, for the lobby's presence line. */ |
| 257 | get playerCount() { |
| 258 | return this.room.players.length; |
| 259 | } |
| 260 | |
| 261 | // ---- opening the room -------------------------------------------------- |
| 262 | /** |
| 263 | * Put this device's table into the room: four seats nobody has taken, and |
| 264 | * this device as where they are being played. |
| 265 | * |
| 266 | * The game itself is deliberately *not* published here. A room with a QR in |
| 267 | * it and nobody in it is a table waiting to be joined, and there is nothing |
| 268 | * for the wire to carry until somebody actually arrives — so the whole of |
| 269 | * what this costs, for an evening played against three computers, is this |
| 270 | * one small write. `publishGameIfOwed` starts the state flowing when the |
| 271 | * first phone walks in, and it does not stop after that. |
| 272 | * |
| 273 | * Only the host can, because room state is the host's to write. Whoever |
| 274 | * created the room is the host, so the device that dealt is normally the one |
| 275 | * that gets here; a device that joined somebody else's room has nothing to |
| 276 | * publish and returns, and so does one whose room already has a table. |
| 277 | */ |
| 278 | publishTable(names: string[]) { |
| 279 | if (!this.isHost) return; |
| 280 | if (this.screenId !== '' && this.room.player(this.screenId)) return; |
| 281 | console.log('[mahjong] opening the room around this table'); |
| 282 | const seats = SEATS.map((i) => ({ ids: [] as string[], name: names[i] ?? '' })); |
| 283 | this.room.setState({ |
| 284 | seats: seats as never, |
| 285 | homes: seats.map((q) => q.name) as never, |
| 286 | voices: [false, false, false, false] as never, |
| 287 | screen: this.room.me.id as never, |
| 288 | }); |
| 289 | this.bump(); |
| 290 | } |
| 291 | |
| 292 | /** |
| 293 | * Somebody has walked into the room, so the table is worth publishing. Until |
| 294 | * this has happened once the room has been told nothing but its seat map, |
| 295 | * and every move has stayed on this device. |
| 296 | */ |
| 297 | private publishGameIfOwed() { |
| 298 | if (!this.isHost || !this.isScreen) return; |
| 299 | if (this.sharedGame() !== null) return; |
| 300 | if (this.room.players.length < 2) return; |
| 301 | if (this.table.engine.state.phase === 'lobby') return; |
| 302 | console.log('[mahjong] somebody is here — publishing the table'); |
| 303 | this.publishGame(); |
| 304 | this.bump(); |
| 305 | } |
| 306 | |
| 307 | /** Whether this room has a code to point a phone at — which is to say, one |
| 308 | * a phone could actually walk into. */ |
| 309 | get invitable(): boolean { |
| 310 | return this.room.code !== ''; |
| 311 | } |
| 312 | |
| 313 | /** |
| 314 | * Hand a seat to the computer, or take it back off it. Asked for from the |
| 315 | * table — the screen's own button, and the tap on a computer's strip that |
| 316 | * says somebody has sat down there. |
| 317 | */ |
| 318 | setBot(seat: SeatId, bot: boolean) { |
| 319 | if (bot && this.seats[seat].ids.length > 0) return; // somebody is holding it |
| 320 | this.clearWait(seat); |
| 321 | if (this.isHost) this.table.engine.setBot(seat, bot); |
| 322 | else this.room.send(EV_ACT, { seat, act: { kind: 'bot', on: bot } } as never); |
| 323 | } |
| 324 | |
| 325 | /** Ask for a seat — a numbered one, or any free one. */ |
| 326 | claimSeat(seat: SeatId | null) { |
| 327 | if (this.isHost) this.handleSeat({ seat }, this.room.me.id); |
| 328 | else this.room.send(EV_SEAT, { seat } as never); |
| 329 | } |
| 330 | |
| 331 | // ---- host duties ------------------------------------------------------- |
| 332 | /** |
| 333 | * A claim never fails. A seat is a hand, not a chair: two phones may hold |
| 334 | * the same one — a pair playing together — and whichever acts first acts. |
| 335 | * Claiming a different seat lets go of the one you had. |
| 336 | */ |
| 337 | private handleSeat(msg: SeatMsg, from: string) { |
| 338 | if (!this.isHost) return; |
| 339 | const name = this.room.player(from)?.name ?? ''; |
| 340 | const seats = structuredClone(this.seats); |
| 341 | let seat = msg.seat; |
| 342 | if (seat === null) { |
| 343 | seat = SEATS.find((i) => seats[i].ids.length === 0) ?? null; |
| 344 | if (seat === null) return; |
| 345 | } |
| 346 | for (const i of SEATS) seats[i].ids = seats[i].ids.filter((id) => id !== from); |
| 347 | seats[seat].ids.push(from); |
| 348 | // The first holder names the hand; a second pair of hands joins theirs. |
| 349 | if (seats[seat].ids.length === 1 && name) seats[seat].name = name; |
| 350 | this.settleSeats(seats); |
| 351 | |
| 352 | // The hand comes back from the computer — or off the screen it was being |
| 353 | // played at — to the person who claimed it. Mid-hand and all: taking a |
| 354 | // seat is taking whatever is in it, which is the point. |
| 355 | this.clearWait(seat); |
| 356 | if (this.sharedGame() !== null) { |
| 357 | this.table.engine.setBot(seat, false); |
| 358 | if (seats[seat].name) this.table.engine.renameSeat(seat, seats[seat].name); |
| 359 | } |
| 360 | this.bump(); |
| 361 | } |
| 362 | |
| 363 | /** |
| 364 | * Somebody's device is gone. Any hand it was the last one holding starts |
| 365 | * counting down, and the computer takes it when the count runs out — the |
| 366 | * table has to be able to keep playing, and a hand nobody is holding is a |
| 367 | * hand nobody is playing. |
| 368 | * |
| 369 | * Not immediately, because a phone locking itself looks exactly like a phone |
| 370 | * leaving for good and only one of them means it. And not for keeps either |
| 371 | * way: whoever it was walks back into the same seat when they come back, and |
| 372 | * anyone at the table can take it off the computer with one tap. |
| 373 | */ |
| 374 | private vacate(id: string) { |
| 375 | const seats = structuredClone(this.seats); |
| 376 | const emptied: SeatId[] = []; |
| 377 | for (const i of SEATS) { |
| 378 | const kept = seats[i].ids.filter((x) => x !== id); |
| 379 | if (kept.length === seats[i].ids.length) continue; |
| 380 | seats[i].ids = kept; |
| 381 | if (kept.length === 0) emptied.push(i); |
| 382 | } |
| 383 | if (emptied.length === 0) return; |
| 384 | this.settleSeats(seats); |
| 385 | for (const i of emptied) this.armWait(i); |
| 386 | } |
| 387 | |
| 388 | /** |
| 389 | * Hands with nobody on them and no table behind them either — the screen |
| 390 | * closed its lid, and the phones that are left are each holding their own. |
| 391 | * Same countdown, same computer at the end of it. |
| 392 | */ |
| 393 | private armStranded() { |
| 394 | if (!this.isHost || this.sharedGame() === null) return; |
| 395 | if (this.screenId !== '' && this.room.player(this.screenId)) return; |
| 396 | // The screen went without anyone left to notice — it was the host, so its |
| 397 | // own leave handler never ran. Whoever inherited the room says so now. |
| 398 | if (this.screenId !== '') this.room.setState({ screen: '' as never }); |
| 399 | for (const i of SEATS) { |
| 400 | if (this.seats[i].ids.length === 0 && !this.table.engine.state.bots[i]) this.armWait(i); |
| 401 | } |
| 402 | } |
| 403 | |
| 404 | private armWait(seat: SeatId) { |
| 405 | if (!this.isHost || this.waiting.has(seat)) return; |
| 406 | this.waiting.set( |
| 407 | seat, |
| 408 | setTimeout(() => { |
| 409 | this.waiting.delete(seat); |
| 410 | if (!this.isHost || this.seats[seat].ids.length > 0) return; |
| 411 | this.table.engine.setBot(seat, true); |
| 412 | this.bump(); |
| 413 | }, EMPTY_SEAT_GRACE), |
| 414 | ); |
| 415 | this.bump(); |
| 416 | } |
| 417 | |
| 418 | private clearWait(seat: SeatId) { |
| 419 | const t = this.waiting.get(seat); |
| 420 | if (t === undefined) return; |
| 421 | clearTimeout(t); |
| 422 | this.waiting.delete(seat); |
| 423 | this.bump(); |
| 424 | } |
| 425 | |
| 426 | /** A hand somebody walked away from, still being kept for them. */ |
| 427 | isWaiting(seat: SeatId): boolean { |
| 428 | return this.waiting.has(seat); |
| 429 | } |
| 430 | |
| 431 | /** Countdowns on hands that have since been filled, or given away, are over. */ |
| 432 | private reviewSeats() { |
| 433 | if (!this.isHost) { |
| 434 | for (const t of this.waiting.values()) clearTimeout(t); |
| 435 | this.waiting.clear(); |
| 436 | return; |
| 437 | } |
| 438 | const bots = this.table.engine.state.bots; |
| 439 | for (const i of SEATS) { |
| 440 | if (this.seats[i].ids.length > 0 || bots[i]) this.clearWait(i); |
| 441 | } |
| 442 | } |
| 443 | |
| 444 | /** |
| 445 | * Publish the seat map, giving emptied hands the table's own name for them |
| 446 | * back — 東家, or whatever the settings called it. The person who was |
| 447 | * holding it took their name with them when they went. |
| 448 | */ |
| 449 | private settleSeats(seats: SeatSlot[]) { |
| 450 | for (const i of SEATS) { |
| 451 | if (seats[i].ids.length > 0) continue; |
| 452 | seats[i].name = this.homeName(i); |
| 453 | if (seats[i].name) this.table.engine.renameSeat(i, seats[i].name); |
| 454 | } |
| 455 | this.room.setState({ seats: seats as never }); |
| 456 | // A hand that changed hands changed who speaks for it. |
| 457 | this.publishVoices(); |
| 458 | } |
| 459 | |
| 460 | private handleAct(msg: ActMsg, from: string) { |
| 461 | if (!this.isHost || !msg || typeof msg.seat !== 'number') return; |
| 462 | const seat = msg.seat; |
| 463 | // A hand they hold — or, for a hand nobody holds, the device the table is |
| 464 | // being played at, which is how the screen plays its unclaimed seats when |
| 465 | // it is not the one running the engine (after a reload, say, when a phone |
| 466 | // has inherited the host's chair). |
| 467 | const holders = this.seats[seat]?.ids ?? []; |
| 468 | const table = this.screenId || this.room.me.id; |
| 469 | if (holders.length > 0 ? !holders.includes(from) : from !== table) return; |
| 470 | const eng = this.table.engine; |
| 471 | const act = msg.act; |
| 472 | switch (act.kind) { |
| 473 | case 'discard': |
| 474 | if (act.thrown) { |
| 475 | // Show the throw before the state lands: the pool holds the release |
| 476 | // until the discard it belongs to arrives. |
| 477 | this.onThrowFx(seat, act.thrown); |
| 478 | this.room.send(EV_FX, { fx: 'throw', seat, t: act.thrown } as never); |
| 479 | } |
| 480 | eng.discard(seat, act.tile as Tile); |
| 481 | break; |
| 482 | case 'respond': |
| 483 | eng.respond(seat, act.claim); |
| 484 | break; |
| 485 | case 'resolveNow': |
| 486 | if (eng.nextDrawer() === seat) eng.resolveNow(); |
| 487 | break; |
| 488 | case 'ankong': |
| 489 | eng.declareConcealedKong(seat, act.tile as Tile); |
| 490 | break; |
| 491 | case 'addkong': |
| 492 | eng.declareAddedKong(seat, act.tile as Tile); |
| 493 | break; |
| 494 | case 'selfDraw': |
| 495 | eng.declareSelfDraw(seat); |
| 496 | break; |
| 497 | case 'nextHand': |
| 498 | eng.nextHand(); |
| 499 | break; |
| 500 | case 'newGame': |
| 501 | eng.newGame(eng.state.bots); |
| 502 | break; |
| 503 | case 'bot': |
| 504 | // Only ever about a hand nobody is holding — the guard above has |
| 505 | // already turned away anyone asking about somebody else's. |
| 506 | this.clearWait(seat); |
| 507 | eng.setBot(seat, act.on); |
| 508 | break; |
| 509 | } |
| 510 | } |
| 511 | |
| 512 | private handleFx(msg: FxMsg) { |
| 513 | if (this.isHost || !msg) return; |
| 514 | if (msg.fx === 'sfx') { |
| 515 | this.table.emitSound({ kind: msg.kind as SoundEvent, tile: msg.tile, seat: msg.seat }); |
| 516 | } else if (msg.fx === 'throw') { |
| 517 | this.onThrowFx(msg.seat, msg.t); |
| 518 | } |
| 519 | } |
| 520 | |
| 521 | // ---- who is going to say it ------------------------------------------- |
| 522 | /** |
| 523 | * Tell the host whether this device would actually say a call out loud if |
| 524 | * one arrived. Called from wherever the answer can change — the mute button, |
| 525 | * the settings panel, the first tap that wakes a phone's audio. Repeats are |
| 526 | * dropped: the wire only carries changes. |
| 527 | */ |
| 528 | reportVoice(ready: boolean) { |
| 529 | this.myVoice = ready; |
| 530 | if (ready === this.toldVoice) return; |
| 531 | this.toldVoice = ready; |
| 532 | if (this.isHost) this.handleVoice({ ready }, this.room.me.id); |
| 533 | else this.room.send(EV_VOICE, { ready } as never); |
| 534 | } |
| 535 | |
| 536 | private handleVoice(msg: VoiceMsg, from: string) { |
| 537 | if (!this.isHost || !msg) return; |
| 538 | const ready = msg.ready === true; |
| 539 | if (this.talkers.get(from) === ready) return; |
| 540 | this.talkers.set(from, ready); |
| 541 | this.publishVoices(); |
| 542 | } |
| 543 | |
| 544 | /** |
| 545 | * Work out, seat by seat, whether somebody's own device is going to speak |
| 546 | * for it, and publish that for every screen in the room. |
| 547 | * |
| 548 | * Only a seat *held* by a phone counts: the seats the common screen is still |
| 549 | * playing hotseat-style have no voice of their own, and the table goes on |
| 550 | * saying those. The host's own device is excluded even when it holds a seat |
| 551 | * on the party screen, because it is the table — if it stopped saying a call |
| 552 | * on the grounds that it was going to say it, nobody would say it at all. |
| 553 | */ |
| 554 | private publishVoices() { |
| 555 | if (!this.isHost) return; |
| 556 | const screen = this.screenId; |
| 557 | const voices = SEATS.map((i) => |
| 558 | this.seats[i].ids.some((id) => id !== screen && this.talkers.get(id) === true), |
| 559 | ); |
| 560 | const was = this.room.state.voices; |
| 561 | if (Array.isArray(was) && was.length === 4 && voices.every((v, i) => was[i] === v)) return; |
| 562 | this.room.setState({ voices: voices as never }); |
| 563 | this.bump(); |
| 564 | } |
| 565 | |
| 566 | /** |
| 567 | * Which seats are speaking for themselves, as the host last worked it out. |
| 568 | * A table that knows this stays quiet for those seats and lets the calls come |
| 569 | * from the phones instead — see `App.tsx`. |
| 570 | */ |
| 571 | get voiceSeats(): boolean[] { |
| 572 | const v = this.room.state.voices; |
| 573 | return Array.isArray(v) && v.length === 4 ? (v as boolean[]) : [false, false, false, false]; |
| 574 | } |
| 575 | |
| 576 | private publishGame() { |
| 577 | // The engine mutates its state in place; the room keeps what it is handed, |
| 578 | // so it gets a copy that will hold still. |
| 579 | this.room.setState({ game: structuredClone(this.table.engine.state) as never }); |
| 580 | } |
| 581 | } |