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238d3d5d26
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dev
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864868de49 |
@@ -0,0 +1,32 @@
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name: Deploy
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||||||
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||||||
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on:
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push:
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branches: [main]
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jobs:
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deploy:
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runs-on: ubuntu-latest
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steps:
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||||||
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# actions/checkout скачивает свой код с github.com и берёт URL из
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||||||
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# внутреннего server_url Gitea — оба варианта требуют сети, которой
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||||||
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# у джоб-контейнера раннера нет. Клонируем напрямую по внутреннему
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||||||
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# адресу Gitea в docker-сети раннера.
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- name: Checkout
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run: git clone --depth=1 --branch main http://gitea:3000/cacto/cactoz.su.git repo
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||||||
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# Runner уже на cacto-homelab и имеет доступ к docker.sock хоста,
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# поэтому образ собирается прямо на месте — без registry и без SSH.
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- name: Sync to deploy directory
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run: |
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rm -rf /data/docker/compose/cactoz
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mkdir -p /data/docker/compose/cactoz
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cp -a repo/. /data/docker/compose/cactoz/
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rm -rf /data/docker/compose/cactoz/.git
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||||||
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- name: Build and restart
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working-directory: /data/docker/compose/cactoz
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run: |
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docker compose -f docker-compose.prod.yml build
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docker compose -f docker-compose.prod.yml up -d
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||||||
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docker image prune -f
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||||||
@@ -0,0 +1,24 @@
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services:
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nginx:
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container_name: cactoz-nginx
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build:
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context: .
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dockerfile: nginx/Dockerfile
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networks:
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- internal
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- proxy
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depends_on:
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- gameserver
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restart: unless-stopped
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gameserver:
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build: ./gameserver
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networks:
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- internal
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restart: unless-stopped
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networks:
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internal:
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# уже создана Caddy-стеком; сюда только подключаемся
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proxy:
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||||||
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external: true
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+90
-1
@@ -1 +1,90 @@
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/* TODO: лобби и игровое поле — этапы 3-6 */
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.lobby-panel {
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border: var(--border);
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background: var(--color-bg-raised);
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padding: 1.25rem 1.5rem;
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margin: 1.5rem 0;
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max-width: 640px;
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}
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.lobby-panel__row {
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display: flex;
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align-items: center;
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gap: 0.75rem;
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margin-bottom: 1rem;
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flex-wrap: wrap;
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}
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||||||
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.prompt-inline {
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color: var(--color-accent-dim);
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}
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.lobby-panel input {
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background: var(--color-bg);
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border: 1px solid var(--color-accent-dim);
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color: var(--color-fg);
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font-family: var(--font-mono);
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padding: 0.3rem 0.5rem;
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}
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.lobby-panel button {
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background: transparent;
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border: 1px solid var(--color-accent-dim);
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color: var(--color-accent);
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||||||
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font-family: var(--font-mono);
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||||||
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padding: 0.35rem 0.75rem;
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||||||
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cursor: pointer;
|
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}
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||||||
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||||||
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.lobby-panel button:hover:not(:disabled) {
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border-color: var(--color-accent);
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box-shadow: 0 0 6px var(--color-accent-dim);
|
||||||
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}
|
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||||||
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.lobby-panel button:disabled {
|
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opacity: 0.4;
|
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cursor: not-allowed;
|
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}
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.lobby-error {
|
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color: var(--color-silver);
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border-left: 2px solid var(--color-accent-dim);
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padding-left: 0.6rem;
|
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margin: 0 0 1rem;
|
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}
|
||||||
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|
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.room-list,
|
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.room-players {
|
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list-style: none;
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margin: 0;
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padding: 0;
|
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display: flex;
|
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flex-direction: column;
|
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gap: 0.5rem;
|
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}
|
||||||
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|
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.room-list__item {
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display: flex;
|
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align-items: center;
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gap: 0.75rem;
|
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border-bottom: var(--border);
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padding-bottom: 0.5rem;
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}
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||||||
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.room-list__name {
|
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flex: 1;
|
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}
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|
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.room-list__count,
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.room-list__state {
|
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color: var(--color-silver);
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font-size: 0.85rem;
|
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}
|
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|
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.room-list__empty {
|
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color: var(--color-silver);
|
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}
|
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.room-players li::before {
|
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content: '- ';
|
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color: var(--color-accent-dim);
|
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}
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+126
-11
@@ -1,21 +1,136 @@
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// TODO: полноценный UI лобби (список/создание/присоединение комнат) — этап 3.
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|
||||||
// Пока — проверка связки клиент <-> gameserver (hello -> lobby.list_rooms).
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|
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import { Network, ServerMessage } from './network.js';
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import { Network, ServerMessage } from './network.js';
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|
||||||
export function connectAndProbe() {
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const container = document.getElementById('lobby');
|
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const net = new Network();
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|
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net.on('_open', () => net.hello('cacto'));
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let net;
|
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let rooms = [];
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let currentRoom = null;
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let errorMessage = '';
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let connected = false;
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let nickname = 'cacto-' + Math.floor(Math.random() * 1000);
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function roomRow(room) {
|
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const full = room.players >= room.max_players;
|
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return `
|
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<li class="room-list__item">
|
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<span class="room-list__name">${room.name}</span>
|
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<span class="tag">${room.mode}</span>
|
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<span class="room-list__count">${room.players}/${room.max_players}</span>
|
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<span class="room-list__state">${room.state}</span>
|
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<button data-action="join" data-room-id="${room.id}" ${full || room.state !== 'waiting' || !connected ? 'disabled' : ''}>войти</button>
|
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</li>`;
|
||||||
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}
|
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function errorBanner() {
|
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return errorMessage ? `<p class="lobby-error">! ${errorMessage}</p>` : '';
|
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}
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function renderLobbyView() {
|
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const dis = connected ? '' : 'disabled';
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container.innerHTML = `
|
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<div class="lobby-panel">
|
||||||
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${errorBanner()}
|
||||||
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${connected ? '' : '<p class="lobby-error">подключение...</p>'}
|
||||||
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<div class="lobby-panel__row">
|
||||||
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<label class="prompt-inline">nickname</label>
|
||||||
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<input id="nickname-input" type="text" value="${nickname}" maxlength="20" ${dis} />
|
||||||
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</div>
|
||||||
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<div class="lobby-panel__row">
|
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<button data-action="create" data-mode="coop" ${dis}>создать комнату (coop)</button>
|
||||||
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<button data-action="create" data-mode="pvp" ${dis}>создать комнату (pvp)</button>
|
||||||
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<button data-action="refresh" ${dis}>обновить список</button>
|
||||||
|
</div>
|
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<ul class="room-list">
|
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${rooms.length === 0 ? '<li class="room-list__empty">пока пусто — создай комнату</li>' : rooms.map(roomRow).join('')}
|
||||||
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</ul>
|
||||||
|
</div>`;
|
||||||
|
}
|
||||||
|
|
||||||
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function renderRoomView() {
|
||||||
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container.innerHTML = `
|
||||||
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<div class="lobby-panel">
|
||||||
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${errorBanner()}
|
||||||
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<h3 class="prompt">room ${currentRoom.name}</h3>
|
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<p>режим: <span class="tag">${currentRoom.mode}</span></p>
|
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<ul class="room-players">
|
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${currentRoom.players.map((p) => `<li>${p.nickname}</li>`).join('')}
|
||||||
|
</ul>
|
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<button data-action="leave">выйти в лобби</button>
|
||||||
|
</div>`;
|
||||||
|
}
|
||||||
|
|
||||||
|
function render() {
|
||||||
|
if (currentRoom) {
|
||||||
|
renderRoomView();
|
||||||
|
} else {
|
||||||
|
renderLobbyView();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
container?.addEventListener('click', (e) => {
|
||||||
|
const btn = e.target.closest('[data-action]');
|
||||||
|
if (!btn) return;
|
||||||
|
errorMessage = '';
|
||||||
|
switch (btn.dataset.action) {
|
||||||
|
case 'create':
|
||||||
|
net.createRoom(btn.dataset.mode);
|
||||||
|
break;
|
||||||
|
case 'join':
|
||||||
|
net.joinRoom(btn.dataset.roomId);
|
||||||
|
break;
|
||||||
|
case 'leave':
|
||||||
|
currentRoom = null;
|
||||||
|
net.leaveRoom();
|
||||||
|
render();
|
||||||
|
break;
|
||||||
|
case 'refresh':
|
||||||
|
net.listRooms();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
container?.addEventListener('change', (e) => {
|
||||||
|
if (e.target.id === 'nickname-input') {
|
||||||
|
nickname = e.target.value.trim() || nickname;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
export function initLobby() {
|
||||||
|
net = new Network();
|
||||||
|
|
||||||
|
net.on('_open', () => net.hello(nickname));
|
||||||
net.on(ServerMessage.HELLO_ACK, () => {
|
net.on(ServerMessage.HELLO_ACK, () => {
|
||||||
console.log('[gameserver] hello.ack received');
|
connected = true;
|
||||||
net.listRooms();
|
net.listRooms();
|
||||||
});
|
});
|
||||||
net.on(ServerMessage.LOBBY_ROOMS, (payload) => {
|
net.on('_close', () => {
|
||||||
console.log('[gameserver] rooms:', payload.rooms);
|
connected = false;
|
||||||
});
|
render();
|
||||||
net.on(ServerMessage.ERROR, (payload) => {
|
|
||||||
console.error('[gameserver] error:', payload);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
|
net.on(ServerMessage.LOBBY_ROOMS, (payload) => {
|
||||||
|
rooms = payload.rooms;
|
||||||
|
render();
|
||||||
|
});
|
||||||
|
|
||||||
|
net.on(ServerMessage.LOBBY_ROOM_JOINED, (payload) => {
|
||||||
|
currentRoom = payload;
|
||||||
|
render();
|
||||||
|
});
|
||||||
|
|
||||||
|
net.on(ServerMessage.LOBBY_ROOM_UPDATED, (payload) => {
|
||||||
|
if (currentRoom) {
|
||||||
|
currentRoom.players = payload.players;
|
||||||
|
render();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
net.on(ServerMessage.ERROR, (payload) => {
|
||||||
|
console.error('[gameserver] error:', payload);
|
||||||
|
errorMessage = payload.message;
|
||||||
|
render();
|
||||||
|
});
|
||||||
|
|
||||||
|
render();
|
||||||
return net;
|
return net;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// TODO: инициализация Quintus и игрового цикла рендера — этапы 4-5
|
// TODO: инициализация Quintus и игрового цикла рендера — этапы 4-5
|
||||||
import { connectAndProbe } from './lobby.js';
|
import { initLobby } from './lobby.js';
|
||||||
|
|
||||||
connectAndProbe();
|
initLobby();
|
||||||
|
|||||||
@@ -33,6 +33,18 @@ export class Network {
|
|||||||
listRooms() {
|
listRooms() {
|
||||||
this.send(ClientMessage.LOBBY_LIST_ROOMS);
|
this.send(ClientMessage.LOBBY_LIST_ROOMS);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
createRoom(mode) {
|
||||||
|
this.send(ClientMessage.LOBBY_CREATE_ROOM, { mode });
|
||||||
|
}
|
||||||
|
|
||||||
|
joinRoom(roomId) {
|
||||||
|
this.send(ClientMessage.LOBBY_JOIN_ROOM, { room_id: roomId });
|
||||||
|
}
|
||||||
|
|
||||||
|
leaveRoom() {
|
||||||
|
this.send(ClientMessage.LOBBY_LEAVE_ROOM);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export { ServerMessage };
|
export { ServerMessage };
|
||||||
|
|||||||
@@ -39,6 +39,7 @@ target_compile_definitions(usockets PUBLIC LIBUS_NO_SSL LIBUS_USE_EPOLL)
|
|||||||
|
|
||||||
add_executable(gameserver
|
add_executable(gameserver
|
||||||
src/main.cpp
|
src/main.cpp
|
||||||
|
src/Lobby.cpp
|
||||||
)
|
)
|
||||||
target_include_directories(gameserver PRIVATE
|
target_include_directories(gameserver PRIVATE
|
||||||
${uwebsockets_SOURCE_DIR}/src
|
${uwebsockets_SOURCE_DIR}/src
|
||||||
|
|||||||
@@ -3,9 +3,17 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
|
|||||||
build-essential cmake git ca-certificates zlib1g-dev \
|
build-essential cmake git ca-certificates zlib1g-dev \
|
||||||
&& rm -rf /var/lib/apt/lists/*
|
&& rm -rf /var/lib/apt/lists/*
|
||||||
WORKDIR /app
|
WORKDIR /app
|
||||||
|
|
||||||
|
# Кэшируемый слой: конфигурация + сборка зависимостей (uSockets, json).
|
||||||
|
# Заглушки вместо src/, чтобы cmake configure не падал на несуществующих
|
||||||
|
# исходниках — они не компилируются, т.к. просим собрать только usockets.
|
||||||
COPY CMakeLists.txt ./
|
COPY CMakeLists.txt ./
|
||||||
|
RUN mkdir src && touch src/main.cpp src/Lobby.cpp src/Lobby.hpp
|
||||||
|
RUN cmake -B build -DCMAKE_BUILD_TYPE=Release && cmake --build build --target usockets -j"$(nproc)"
|
||||||
|
|
||||||
|
# Реальный код поверх уже собранных зависимостей — пересобирается за секунды.
|
||||||
COPY src ./src
|
COPY src ./src
|
||||||
RUN cmake -B build -DCMAKE_BUILD_TYPE=Release && cmake --build build -j"$(nproc)"
|
RUN cmake --build build --target gameserver -j"$(nproc)"
|
||||||
|
|
||||||
FROM debian:bookworm-slim
|
FROM debian:bookworm-slim
|
||||||
RUN apt-get update && apt-get install -y --no-install-recommends zlib1g \
|
RUN apt-get update && apt-get install -y --no-install-recommends zlib1g \
|
||||||
|
|||||||
@@ -0,0 +1,227 @@
|
|||||||
|
#include "Lobby.hpp"
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
#include <iomanip>
|
||||||
|
#include <sstream>
|
||||||
|
|
||||||
|
void Lobby::send(WS *ws, const std::string &type, json payload) {
|
||||||
|
json msg = {{"type", type}, {"payload", std::move(payload)}};
|
||||||
|
ws->send(msg.dump(), uWS::OpCode::TEXT);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::sendError(WS *ws, const std::string &code, const std::string &message) {
|
||||||
|
send(ws, "error", {{"code", code}, {"message", message}});
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string Lobby::generateRoomId() {
|
||||||
|
std::ostringstream oss;
|
||||||
|
oss << "cactus-room-" << std::setw(2) << std::setfill('0') << next_room_id_++;
|
||||||
|
return oss.str();
|
||||||
|
}
|
||||||
|
|
||||||
|
json Lobby::roomsSummary() const {
|
||||||
|
json rooms = json::array();
|
||||||
|
for (const auto &[id, room] : rooms_) {
|
||||||
|
rooms.push_back({
|
||||||
|
{"id", room.id},
|
||||||
|
{"name", room.id},
|
||||||
|
{"mode", room.mode},
|
||||||
|
{"players", room.players.size()},
|
||||||
|
{"max_players", kMaxPlayersPerRoom},
|
||||||
|
{"state", room.state},
|
||||||
|
});
|
||||||
|
}
|
||||||
|
return rooms;
|
||||||
|
}
|
||||||
|
|
||||||
|
json Lobby::roomPlayers(const Room &room) const {
|
||||||
|
json players = json::array();
|
||||||
|
for (size_t i = 0; i < room.players.size(); i++) {
|
||||||
|
players.push_back({
|
||||||
|
{"id", room.players[i].player_id},
|
||||||
|
{"nickname", room.players[i].nickname},
|
||||||
|
{"slot", i},
|
||||||
|
});
|
||||||
|
}
|
||||||
|
return players;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::broadcastRoomsToLobby() {
|
||||||
|
json rooms = roomsSummary();
|
||||||
|
for (WS *client : sockets_) {
|
||||||
|
if (client->getUserData()->room_id.empty()) {
|
||||||
|
send(client, "lobby.rooms", {{"rooms", rooms}});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::broadcastRoomUpdated(const Room &room, WS *exclude) {
|
||||||
|
json payload = {{"players", roomPlayers(room)}};
|
||||||
|
for (const auto &p : room.players) {
|
||||||
|
if (p.ws != exclude) {
|
||||||
|
send(p.ws, "lobby.room_updated", payload);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::onOpen(WS *ws) {
|
||||||
|
sockets_.insert(ws);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::onClose(WS *ws) {
|
||||||
|
removePlayerFromRoom(ws);
|
||||||
|
sockets_.erase(ws);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::onMessage(WS *ws, std::string_view message) {
|
||||||
|
json request;
|
||||||
|
std::string type;
|
||||||
|
try {
|
||||||
|
request = json::parse(message);
|
||||||
|
type = request.value("type", "");
|
||||||
|
} catch (const std::exception &e) {
|
||||||
|
sendError(ws, "bad_json", e.what());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
json payload = request.value("payload", json::object());
|
||||||
|
|
||||||
|
if (type == "hello") {
|
||||||
|
handleHello(ws, payload);
|
||||||
|
} else if (type == "lobby.list_rooms") {
|
||||||
|
handleListRooms(ws);
|
||||||
|
} else if (type == "lobby.create_room") {
|
||||||
|
handleCreateRoom(ws, payload);
|
||||||
|
} else if (type == "lobby.join_room") {
|
||||||
|
handleJoinRoom(ws, payload);
|
||||||
|
} else if (type == "lobby.leave_room") {
|
||||||
|
handleLeaveRoom(ws);
|
||||||
|
} else {
|
||||||
|
sendError(ws, "unknown_type", "unknown message type: " + type);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::handleHello(WS *ws, const json &payload) {
|
||||||
|
auto *data = ws->getUserData();
|
||||||
|
if (data->player_id.empty()) {
|
||||||
|
data->player_id = "player-" + std::to_string(next_player_id_++);
|
||||||
|
}
|
||||||
|
data->nickname = payload.value("nickname", "anon");
|
||||||
|
send(ws, "hello.ack", {{"player_id", data->player_id}});
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::handleListRooms(WS *ws) {
|
||||||
|
send(ws, "lobby.rooms", {{"rooms", roomsSummary()}});
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::handleCreateRoom(WS *ws, const json &payload) {
|
||||||
|
auto *data = ws->getUserData();
|
||||||
|
if (data->player_id.empty()) {
|
||||||
|
sendError(ws, "not_authenticated", "send hello first");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!data->room_id.empty()) {
|
||||||
|
sendError(ws, "already_in_room", "leave the current room first");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string mode = payload.value("mode", "");
|
||||||
|
if (mode != "coop" && mode != "pvp") {
|
||||||
|
sendError(ws, "invalid_mode", "mode must be \"coop\" or \"pvp\"");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Room room;
|
||||||
|
room.id = generateRoomId();
|
||||||
|
room.mode = mode;
|
||||||
|
room.players.push_back({data->player_id, data->nickname, ws});
|
||||||
|
|
||||||
|
data->room_id = room.id;
|
||||||
|
std::string room_id = room.id;
|
||||||
|
rooms_[room_id] = std::move(room);
|
||||||
|
|
||||||
|
send(ws, "lobby.room_joined", {
|
||||||
|
{"room_id", room_id},
|
||||||
|
{"name", room_id},
|
||||||
|
{"mode", mode},
|
||||||
|
{"players", roomPlayers(rooms_[room_id])},
|
||||||
|
});
|
||||||
|
|
||||||
|
broadcastRoomsToLobby();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::handleJoinRoom(WS *ws, const json &payload) {
|
||||||
|
auto *data = ws->getUserData();
|
||||||
|
if (data->player_id.empty()) {
|
||||||
|
sendError(ws, "not_authenticated", "send hello first");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!data->room_id.empty()) {
|
||||||
|
sendError(ws, "already_in_room", "leave the current room first");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string room_id = payload.value("room_id", "");
|
||||||
|
auto it = rooms_.find(room_id);
|
||||||
|
if (it == rooms_.end()) {
|
||||||
|
sendError(ws, "room_not_found", "no such room: " + room_id);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Room &room = it->second;
|
||||||
|
if (room.state != "waiting") {
|
||||||
|
sendError(ws, "room_in_progress", "room is not accepting new players");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (room.players.size() >= kMaxPlayersPerRoom) {
|
||||||
|
sendError(ws, "room_full", "room is full");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
room.players.push_back({data->player_id, data->nickname, ws});
|
||||||
|
data->room_id = room_id;
|
||||||
|
|
||||||
|
send(ws, "lobby.room_joined", {
|
||||||
|
{"room_id", room_id},
|
||||||
|
{"name", room_id},
|
||||||
|
{"mode", room.mode},
|
||||||
|
{"players", roomPlayers(room)},
|
||||||
|
});
|
||||||
|
|
||||||
|
broadcastRoomUpdated(room, ws);
|
||||||
|
broadcastRoomsToLobby();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::handleLeaveRoom(WS *ws) {
|
||||||
|
if (ws->getUserData()->room_id.empty()) {
|
||||||
|
sendError(ws, "not_in_room", "you are not in a room");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
removePlayerFromRoom(ws);
|
||||||
|
broadcastRoomsToLobby();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Lobby::removePlayerFromRoom(WS *ws) {
|
||||||
|
auto *data = ws->getUserData();
|
||||||
|
if (data->room_id.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto it = rooms_.find(data->room_id);
|
||||||
|
data->room_id.clear();
|
||||||
|
if (it == rooms_.end()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Room &room = it->second;
|
||||||
|
room.players.erase(
|
||||||
|
std::remove_if(room.players.begin(), room.players.end(),
|
||||||
|
[ws](const RoomPlayer &p) { return p.ws == ws; }),
|
||||||
|
room.players.end());
|
||||||
|
|
||||||
|
if (room.players.empty()) {
|
||||||
|
rooms_.erase(it);
|
||||||
|
} else {
|
||||||
|
broadcastRoomUpdated(room);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <App.h>
|
||||||
|
#include <nlohmann/json.hpp>
|
||||||
|
#include <string>
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <unordered_set>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
using json = nlohmann::json;
|
||||||
|
|
||||||
|
struct PerSocketData {
|
||||||
|
std::string player_id;
|
||||||
|
std::string nickname;
|
||||||
|
std::string room_id; // пусто, если игрок в лобби, а не в комнате
|
||||||
|
};
|
||||||
|
|
||||||
|
using WS = uWS::WebSocket<false, true, PerSocketData>;
|
||||||
|
|
||||||
|
struct RoomPlayer {
|
||||||
|
std::string player_id;
|
||||||
|
std::string nickname;
|
||||||
|
WS *ws;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Room {
|
||||||
|
std::string id;
|
||||||
|
std::string mode; // "coop" | "pvp"
|
||||||
|
std::string state = "waiting"; // waiting | playing | finished
|
||||||
|
std::vector<RoomPlayer> players;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Лобби и реестр комнат (этап 3 из TZ.md). Игровая логика — этапы 4-5.
|
||||||
|
class Lobby {
|
||||||
|
public:
|
||||||
|
void onOpen(WS *ws);
|
||||||
|
void onMessage(WS *ws, std::string_view message);
|
||||||
|
void onClose(WS *ws);
|
||||||
|
|
||||||
|
private:
|
||||||
|
static constexpr size_t kMaxPlayersPerRoom = 2;
|
||||||
|
|
||||||
|
std::unordered_map<std::string, Room> rooms_;
|
||||||
|
std::unordered_set<WS *> sockets_;
|
||||||
|
int next_player_id_ = 1;
|
||||||
|
int next_room_id_ = 1;
|
||||||
|
|
||||||
|
void handleHello(WS *ws, const json &payload);
|
||||||
|
void handleListRooms(WS *ws);
|
||||||
|
void handleCreateRoom(WS *ws, const json &payload);
|
||||||
|
void handleJoinRoom(WS *ws, const json &payload);
|
||||||
|
void handleLeaveRoom(WS *ws);
|
||||||
|
void removePlayerFromRoom(WS *ws);
|
||||||
|
|
||||||
|
void broadcastRoomsToLobby();
|
||||||
|
void broadcastRoomUpdated(const Room &room, WS *exclude = nullptr);
|
||||||
|
|
||||||
|
json roomsSummary() const;
|
||||||
|
json roomPlayers(const Room &room) const;
|
||||||
|
std::string generateRoomId();
|
||||||
|
|
||||||
|
static void send(WS *ws, const std::string &type, json payload);
|
||||||
|
static void sendError(WS *ws, const std::string &code, const std::string &message);
|
||||||
|
};
|
||||||
+10
-28
@@ -1,41 +1,23 @@
|
|||||||
// Каркас (этап 1 из TZ.md): проверка связки nginx <-ws-> gameserver.
|
// Игровая логика (тик, коллизии) — этапы 4-5 из TZ.md.
|
||||||
// Лобби/комнаты/игровая логика — следующие этапы.
|
|
||||||
|
|
||||||
#include <App.h>
|
#include <App.h>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <nlohmann/json.hpp>
|
|
||||||
|
|
||||||
using json = nlohmann::json;
|
#include "Lobby.hpp"
|
||||||
|
|
||||||
struct PerSocketData {};
|
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
Lobby lobby;
|
||||||
|
|
||||||
uWS::App()
|
uWS::App()
|
||||||
.ws<PerSocketData>("/ws", {
|
.ws<PerSocketData>("/ws", {
|
||||||
.open = [](auto *ws) {
|
.open = [&lobby](auto *ws) {
|
||||||
std::cout << "client connected\n";
|
lobby.onOpen(ws);
|
||||||
},
|
},
|
||||||
.message = [](auto *ws, std::string_view message, uWS::OpCode) {
|
.message = [&lobby](auto *ws, std::string_view message, uWS::OpCode) {
|
||||||
json response;
|
lobby.onMessage(ws, message);
|
||||||
try {
|
|
||||||
json request = json::parse(message);
|
|
||||||
std::string type = request.value("type", "");
|
|
||||||
|
|
||||||
if (type == "hello") {
|
|
||||||
response = {{"type", "hello.ack"}, {"payload", {{"player_id", "stub"}}}};
|
|
||||||
} else if (type == "lobby.list_rooms") {
|
|
||||||
response = {{"type", "lobby.rooms"}, {"payload", {{"rooms", json::array()}}}};
|
|
||||||
} else {
|
|
||||||
response = {{"type", "error"},
|
|
||||||
{"payload", {{"code", "unknown_type"}, {"message", "unknown message type: " + type}}}};
|
|
||||||
}
|
|
||||||
} catch (const std::exception &e) {
|
|
||||||
response = {{"type", "error"}, {"payload", {{"code", "bad_json"}, {"message", e.what()}}}};
|
|
||||||
}
|
|
||||||
ws->send(response.dump(), uWS::OpCode::TEXT);
|
|
||||||
},
|
},
|
||||||
.close = [](auto *ws, int, std::string_view) {
|
.close = [&lobby](auto *ws, int, std::string_view) {
|
||||||
std::cout << "client disconnected\n";
|
lobby.onClose(ws);
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
.listen(9001, [](auto *token) {
|
.listen(9001, [](auto *token) {
|
||||||
|
|||||||
@@ -8,6 +8,12 @@ server {
|
|||||||
try_files $uri $uri/ =404;
|
try_files $uri $uri/ =404;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
# без хешей в именах файлов — просим браузер всегда переспрашивать свежесть
|
||||||
|
location ~* \.(js|css)$ {
|
||||||
|
add_header Cache-Control "no-cache";
|
||||||
|
try_files $uri =404;
|
||||||
|
}
|
||||||
|
|
||||||
location /ws {
|
location /ws {
|
||||||
proxy_pass http://gameserver:9001;
|
proxy_pass http://gameserver:9001;
|
||||||
proxy_http_version 1.1;
|
proxy_http_version 1.1;
|
||||||
|
|||||||
Reference in New Issue
Block a user