game_room system added + readme changelog
This commit is contained in:
@@ -24,4 +24,25 @@ Gestion de friendship dans POSTGRESQL:
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Ressource:
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https://www.postgresql.org/docs/
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https://docs.github.com/en/apps/oauth-apps/building-oauth-apps/authorizing-oauth-apps
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https://docs.github.com/fr/apps/oauth-apps/building-oauth-apps/creating-an-oauth-app
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https://docs.github.com/fr/apps/oauth-apps/building-oauth-apps/creating-an-oauth-app
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/////////////////////////////////////////////////////////////////////////////////////////
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BACKEND
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17/01 Ajout du service/route pour le systeme de game_room
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permet aux joueurs de creer et rejoindre des rooms
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une room vide est automatiquement detruite.
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Presence d'une fonction affichant toutes les rooms joignables
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ainsi qu'une autre fonction pour afficher tous les joueurs de la room avec
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leur scores et leur etat actuel.
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Aucun moyen de changer l'etat de la room de waiting a en cours ou finished
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ca attendra le systeme du jeu
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DATABASE
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17/01 Ajout des tables game_rooms, game_players, game_rounds, words
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- nom, status et parametres de la game
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- joueurs dans la game, leur scores et leur role actuel (dessinateur, devineur)
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- historique de la game, qui a dessine quoi precedemment ainsi que les timers des rounds, sera aussi utile si on veut faire les stats de compte a l'avenir.
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- contient la liste des mots utilisable par les joueurs
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@@ -69,6 +69,44 @@ async function createTables()
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created_at TIMESTAMP DEFAULT NOW(),
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UNIQUE(provider, client_id)
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);
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CREATE TABLE IF NOT EXISTS game_rooms (
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id SERIAL PRIMARY KEY,
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name VARCHAR(100) NOT NULL,
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status VARCHAR(20) DEFAULT 'waiting',
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max_players INT DEFAULT 8,
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current_round INT DEFAULT 0,
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max_rounds INT DEFAULT 3,
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round_duration INT DEFAULT 90,
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created_at TIMESTAMP DEFAULT NOW(),
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started_at TIMESTAMP,
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ended_at TIMESTAMP
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);
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CREATE TABLE IF NOT EXISTS game_players (
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id SERIAL PRIMARY KEY,
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room_id INT REFERENCES game_rooms(id) ON DELETE CASCADE,
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user_id INT REFERENCES users(id) ON DELETE CASCADE,
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score INT DEFAULT 0,
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is_drawing BOOLEAN DEFAULT FALSE,
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joined_at TIMESTAMP DEFAULT NOW(),
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UNIQUE(room_id, user_id)
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);
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CREATE TABLE IF NOT EXISTS words (
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id SERIAL PRIMARY KEY,
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word VARCHAR(50) NOT NULL UNIQUE
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);
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CREATE TABLE IF NOT EXISTS game_rounds (
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id SERIAL PRIMARY KEY,
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room_id INT REFERENCES game_rooms(id) ON DELETE CASCADE,
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round_number INT NOT NULL,
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word_id INT REFERENCES words(id),
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drawer_id INT REFERENCES users(id),
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started_at TIMESTAMP DEFAULT NOW(),
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ended_at TIMESTAMP
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);
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`);
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console.log('Tables created!');
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}
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@@ -4,13 +4,14 @@ import cors from 'cors';
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import {Server} from 'socket.io';
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import authRouter from './routes/auth.js';
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import chatRouter from './routes/global_chat.js';
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import gameRoomRouter from './routes/game_room.js';
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import {waitForDb, createTables, ensureOauthClient} from './db.js';
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import setupSocketIO from './services/socket.js';
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const app = express();
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const server = http.createServer(app);
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const io = new Server(server,
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{
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{
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cors:
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{
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origin: "*",
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@@ -37,6 +38,7 @@ async function startServer()
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app.use('/api/auth', authRouter);
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app.use('/api/global_chat', chatRouter);
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app.use('/api/rooms', gameRoomRouter);
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app.get('/api', (req, res) => res.send('Backend running'));
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server.listen(3001, () =>
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@@ -1,5 +1,7 @@
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import jwt from 'jsonwebtoken';
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//Check si le webtoken est valide
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export default function authMiddleware(req, res, next)
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{
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const header = req.headers.authorization;
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@@ -0,0 +1,98 @@
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import express from 'express';
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import gameRoomService from '../services/game_room.js';
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import authenticateToken from '../middleware/auth.js';
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const router = express.Router();
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router.get('/', authenticateToken, async(req, res) =>
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{
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try
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{
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const rooms = await gameRoomService.listActiveRooms();
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res.json(rooms);
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}
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catch (err)
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{
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console.error(err);
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res.status(500).json({error: 'Server error'});
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}
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});
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router.get('/:roomId', authenticateToken, async(req, res) =>
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{
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try
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{
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const room = await gameRoomService.getRoomById(req.params.roomId);
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if (!room)
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return (res.status(404).json({error: 'Room not found'}));
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res.json(room);
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}
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catch(err)
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{
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console.error(err);
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res.status(500).json({error: 'Server error'});
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}
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});
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router.get('/:roomId/players', authenticateToken, async(req, res) =>
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{
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try
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{
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const players = await gameRoomService.getRoomPlayers(req.params.roomId);
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res.json(players);
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}
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catch(err)
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{
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console.error(err);
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res.status(500).json({error: 'Server error'});
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}
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});
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router.post('/', authenticateToken, async(req, res) =>
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{
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try
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{
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const {name} = req.body;
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if (!name)
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return (res.status(400).json({error: 'Room name required'}));
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const room = await gameRoomService.createRoom(name);
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res.status(201).json(room);
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}
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catch(err)
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{
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console.error(err);
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res.status(500).json({error: 'Server error'});
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}
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});
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router.post('/:roomId/join', authenticateToken, async(req, res) =>
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{
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try
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{
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const player = await gameRoomService.joinRoom(req.params.roomId, req.user.userId);
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res.json(player);
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}
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catch(err)
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{
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console.error(err);
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if (err.message.includes('full') || err.message.includes('already'))
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res.status(400).json({error: err.message});
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else
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res.status(500).json({error: err.message});
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}
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});
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router.post('/:roomId/leave', authenticateToken, async(req, res) =>
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{
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try
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{
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await gameRoomService.leaveRoom(req.params.roomId, req.user.userId);
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res.json({message: 'Left room successfully'});
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}
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catch(err)
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{
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console.error(err);
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res.status(500).json({error: 'Server error'});
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}
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});
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export default router;
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@@ -0,0 +1,115 @@
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import {query} from '../db.js';
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// Creer la room avec comme seul parametre le nom
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// max_players, status et ses autres variables sont aux valeurs definis dans db.js
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async function createRoom(name)
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{
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const result = await query
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(
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`INSERT INTO game_rooms (name) VALUES ($1) RETURNING *`,
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[name]
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);
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return (result.rows[0]);
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}
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async function getRoomById(roomId)
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{
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const result = await query
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(
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'SELECT * FROM game_rooms WHERE id = $1',
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[roomId]
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);
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return (result.rows[0]);
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}
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//Liste toutes les rooms en attente
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//ainsi que le nombre de joueurs dans chaque room
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//utile pour montrer toutes les rooms joignables
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async function listActiveRooms()
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{
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const result = await query
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(
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`SELECT r.*, COUNT(p.id) as player_count
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FROM game_rooms r
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LEFT JOIN game_players p ON r.id = p.room_id
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WHERE r.status = 'waiting'
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GROUP BY r.id
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ORDER BY r.created_at DESC`
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);
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return (result.rows);
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}
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async function joinRoom(roomId, userId)
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{
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const room = await getRoomById(roomId);
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if (!room)
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throw new Error('Room not found');
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const playerCount = await query
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(
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'SELECT COUNT(*) FROM game_players WHERE room_id = $1',
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[roomId]
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);
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if (parseInt(playerCount.rows[0].count) >= 8)
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throw new Error('Room is full');
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if (room.status !== 'waiting')
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throw new Error('Game already started or ended');
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const result = await query
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(
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'INSERT INTO game_players (room_id, user_id) VALUES ($1, $2) RETURNING *',
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[roomId, userId]
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);
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return (result.rows[0]);
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}
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async function leaveRoom(roomId, userId)
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{
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await query
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(
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'DELETE FROM game_players WHERE room_id = $1 AND user_id = $2',
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[roomId, userId]
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);
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const playerCount = await query
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(
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'SELECT COUNT(*) FROM game_players WHERE room_id = $1',
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[roomId]
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);
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if (parseInt(playerCount.rows[0].count) === 0)
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{
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await query
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(
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'DELETE FROM game_rooms WHERE id = $1',
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[roomId]
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);
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}
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}
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//Renvoie la liste des joueurs trie selon leur score
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//Cette liste donne egalement l'info sur qui dessine actuellement
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//Utile pour le jeu en lui meme et le scoreboard de la game
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async function getRoomPlayers(roomId)
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{
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const result = await query
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(
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`SELECT gp.*, u.username
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FROM game_players gp
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JOIN users u ON gp.user_id = u.id
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WHERE gp.room_id = $1
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ORDER BY gp.score DESC`,
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[roomId]
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);
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return (result.rows);
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}
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export default
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{
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createRoom,
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getRoomById,
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listActiveRooms,
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joinRoom,
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leaveRoom,
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getRoomPlayers
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};
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