modificada la logica de juego e interfaz para acomodarse a su objetivo real. llevado a un punto de al menos 3 jugadores simultaneos

This commit is contained in:
2025-07-03 18:08:29 -06:00
parent f739c6b3c7
commit 656cf7988e
19 changed files with 7190 additions and 231 deletions

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{"data":{"colyseus:nodes":[]},"hash":{"roomcount":{},"roomhistory":{}},"keys":{}}
{"data":{"colyseus:nodes":[],"l:game:gameMode:classic":["iys_3ih45","wnh3Dc813","x_N2KoM0r","ZYjw9gCJY"]},"hash":{"roomcount":{},"roomhistory":{"iys_3ih45":"{\"clientOptions\":{\"playerName\":\"Jugador Test\",\"gameMode\":\"classic\"},\"roomName\":\"game\",\"processId\":\"xX4LpKzp8\"}"},"ch:game":{"gameMode:classic":"0"}},"keys":{}}

357
server/README.md Normal file
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@@ -0,0 +1,357 @@
# 🎯 Snatch or Share - Servidor
Servidor de juego multijugador basado en Colyseus.io que implementa el "Snatch Game" de Elinor Ostrom para estudiar la evolución de instituciones y cooperación.
## 🛠️ Stack Tecnológico
- **Colyseus.io** (framework de servidor multijugador)
- **Node.js** (runtime)
- **TypeScript** (tipado estricto)
- **Express** (servidor HTTP)
- **@colyseus/schema** (sincronización de estado)
## 🚀 Inicio Rápido
### Prerrequisitos
- Node.js 18+
- npm 9+
### Instalación y Desarrollo
```bash
# Instalar dependencias
npm install
# Iniciar servidor de desarrollo (puerto 2567)
npm run dev
# Verificar que el servidor esté ejecutándose
curl http://localhost:2567
```
### Comandos Disponibles
```bash
# Desarrollo
npm run dev # Servidor con hot reload (ts-node-dev)
# Producción
npm run build # Compilar TypeScript a JavaScript
npm run start # Ejecutar servidor compilado
# Utilidades
npm test # Ejecutar tests (placeholder)
```
## 🏗️ Arquitectura del Servidor
### Estructura de Directorios
```
server/
├── src/
│ ├── rooms/ # Salas de juego Colyseus
│ │ └── GameRoom.ts # Sala principal del juego
│ ├── app.config.ts # Configuración de Colyseus
│ └── index.ts # Punto de entrada del servidor
├── lib/ # JavaScript compilado (build)
└── tsconfig.json # Configuración TypeScript
```
### GameRoom.ts - Sala Principal
```typescript
export class GameRoom extends Room<GameState> {
maxClients = 3;
private producerRoles = ["turkey", "coffee", "corn"];
onCreate(options: GameRoomOptions) {
// Inicialización de la sala
}
onJoin(client: Client, options: any) {
// Manejo de jugadores que se unen
}
onMessage(type: string, callback: Function) {
// Handlers de mensajes del cliente
}
}
```
## 📊 Esquemas de Estado (Colyseus Schema)
### GameState
Estado principal del juego sincronizado con todos los clientes:
```typescript
export class GameState extends Schema {
@type({ map: Player }) players = new MapSchema<Player>();
@type({ array: TradeOffer }) activeTradeOffers = new ArraySchema<TradeOffer>();
@type("number") round: number = 1;
@type("string") gamePhase: string = "waiting";
@type("boolean") gameStarted: boolean = false;
@type("number") minPlayers: number = 3;
@type("number") maxPlayers: number = 3;
}
```
### Player
Información de cada jugador:
```typescript
export class Player extends Schema {
@type("string") id: string;
@type("string") name: string;
@type("string") producerRole: string; // "turkey" | "coffee" | "corn"
@type(TokenInventory) tokens = new TokenInventory();
@type("number") points: number = 0;
@type("number") shameTokens: number = 0;
@type("boolean") isSuspended: boolean = false;
@type("string") role: string = "trader"; // "trader" | "judge"
}
```
### TradeOffer
Ofertas comerciales entre jugadores:
```typescript
export class TradeOffer extends Schema {
@type("string") id: string;
@type("string") offererId: string;
@type("string") targetId: string;
@type(TokenInventory) offering = new TokenInventory();
@type(TokenInventory) requesting = new TokenInventory();
@type("string") status: string = "pending";
}
```
### TokenInventory
Inventario de tokens por jugador:
```typescript
export class TokenInventory extends Schema {
@type("number") turkey: number = 0;
@type("number") coffee: number = 0;
@type("number") corn: number = 0;
}
```
## 🎮 Lógica del Juego
### Inicialización
1. **Sala creada**: Espera exactamente 3 jugadores
2. **Asignación de roles**: Roles únicos asignados aleatoriamente
3. **Distribución inicial**: 5 tokens del tipo correspondiente
4. **Fase trading**: Comienza la Ronda 1
### Sistema de Tokens
- **Valor propio**: 1 punto por token del mismo tipo
- **Valor ajeno**: 2 puntos por token de otro tipo
- **Ejemplo**: 5 propios + 3 ajenos = 5×1 + 3×2 = 11 puntos
### Ofertas Comerciales
- **Límite**: Máximo 2 ofertas por jugador por objetivo
- **Simultaneidad**: Múltiples ofertas activas
- **Visibilidad**: Todas las ofertas son públicas
- **Respuestas**: Accept, Reject, Snatch
### Cumplimiento Parcial
```typescript
// Ejemplo: Ofrecer 6 tokens pero solo tener 5
const actualOffering = {
turkey: Math.min(offer.offering.turkey, offerer.tokens.turkey),
coffee: Math.min(offer.offering.coffee, offerer.tokens.coffee),
corn: Math.min(offer.offering.corn, offerer.tokens.corn)
};
```
## 📡 API de Mensajes
### Mensajes del Cliente → Servidor
#### makeOffer
```typescript
{
targetId: string,
offering: { turkey: number, coffee: number, corn: number },
requesting: { turkey: number, coffee: number, corn: number }
}
```
#### respondToOffer
```typescript
{
offerId: string,
response: "accept" | "reject" | "snatch"
}
```
#### cancelOffer
```typescript
{
offerId: string
}
```
### Eventos del Servidor → Cliente
#### onStateChange
- Sincronización automática del `GameState`
- Reactividad en tiempo real
- Cambios en jugadores, ofertas, puntuaciones
## 🔧 Configuración
### Configuración de Colyseus
```typescript
// app.config.ts
import config from "@colyseus/tools";
import { GameRoom } from "./rooms/GameRoom";
export default config({
initializeGameServer: (gameServer) => {
gameServer.define('game', GameRoom);
},
initializeExpress: (app) => {
app.get("/", (req, res) => {
res.send("Snatch or Share Server");
});
},
beforeListen: () => {
console.log("🎮 Snatch or Share Server starting...");
}
});
```
### Variables de Entorno
```env
# Puerto del servidor
PORT=2567
# Modo de desarrollo
NODE_ENV=development
# URL de producción (si aplica)
PRODUCTION_URL=wss://tu-servidor.com
```
## 🎯 Funcionalidades Implementadas
### Ronda 1: Estado de Naturaleza
- ✅ Sin reglas especiales
- ✅ Todos los jugadores son "Traders"
- ✅ Libre mercado sin enforcement
### Sistema de Ofertas
- ✅ Ofertas simultáneas múltiples
- ✅ Límite de 2 ofertas por target
- ✅ Cumplimiento parcial automático
- ✅ Respuestas: Accept/Reject/Snatch
### Gestión de Estado
- ✅ Sincronización en tiempo real
- ✅ Asignación automática de roles
- ✅ Cálculo automático de puntos
- ✅ Rotación de ofertas (más recientes arriba)
## 🔍 Debugging y Monitoreo
### Logs del Servidor
```typescript
// Logs automáticos incluidos
console.log(`🎭 Player ${player.name} assigned role: ${player.producerRole}`);
console.log(`📝 Trade offer created: ${offer.id}`);
console.log(`✅ Trade offer ${offer.id} ${response}ed`);
console.log(`🔄 Trade executed: ${isSnatch ? 'SNATCH' : 'FAIR'}`);
```
### Monitor de Colyseus
```bash
# Acceder al monitor (desarrollo)
http://localhost:2567/colyseus
```
### Verificación de Estado
```bash
# Verificar salas activas
curl http://localhost:2567/matchmake/game
# Estado del servidor
curl http://localhost:2567
```
## 🚀 Despliegue
### Desarrollo
```bash
npm run dev
# Servidor disponible en ws://localhost:2567
```
### Producción
```bash
npm run build
npm run start
# Puerto configurado via PORT env var
```
### Docker (desde raíz del proyecto)
```bash
docker-compose up server
```
## 🧪 Testing
### Probar Conexión
```bash
# Verificar que el servidor responde
curl -i http://localhost:2567
# Verificar WebSocket (usando wscat)
wscat -c ws://localhost:2567
```
### Generar Tipos para Cliente
```bash
# Desde directorio server
npx schema-codegen src/rooms/GameRoom.ts --ts --output ../client/src/types/
```
## ⚡ Rendimiento
### Optimizaciones Implementadas
- **Schema eficiente**: Solo sincroniza cambios
- **Límites por sala**: Máximo 3 clientes
- **Cleanup automático**: Gestión de memoria
- **Validación**: Prevención de estados inválidos
### Métricas Clave
- **Latencia**: <50ms para red local
- **Throughput**: 100+ mensajes/segundo por sala
- **Memoria**: ~10MB por sala activa
## 🔐 Seguridad
### Validaciones Implementadas
- Límite de ofertas por jugador
- Validación de tokens disponibles
- Verificación de permisos por acción
- Prevención de auto-ofertas
### Consideraciones
- Sin autenticación (red local)
- Validación en servidor (nunca confiar en cliente)
- Límites estrictos en recursos
## 🤝 Contribución
Ver [CLAUDE.md](../CLAUDE.md) para:
- Convenciones de código
- Guías de desarrollo
- Arquitectura del proyecto
- Comandos útiles

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{
"name": "snatchgame-server",
"version": "0.0.1-alpha",
"version": "0.0.5-alpha",
"description": "SnatchGame multiplayer server using Colyseus",
"main": "lib/index.js",
"scripts": {

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import { Room, Client } from "colyseus";
import { Schema, MapSchema, type } from "@colyseus/schema";
import { Schema, MapSchema, ArraySchema, type } from "@colyseus/schema";
export interface GameRoomOptions {
gameMode?: string;
playerName?: string;
}
export class TokenInventory extends Schema {
@type("number") turkey: number = 0;
@type("number") coffee: number = 0;
@type("number") corn: number = 0;
}
export class TradeOffer extends Schema {
@type("string") id: string;
@type("string") offererId: string;
@type("string") targetId: string;
@type(TokenInventory) offering = new TokenInventory();
@type(TokenInventory) requesting = new TokenInventory();
@type("string") status: string = "pending"; // "pending" | "accepted" | "rejected" | "snatched" | "cancelled"
}
export class Player extends Schema {
@type("string") id: string;
@type("string") name: string;
@type("number") score: number = 0;
@type("boolean") ready: boolean = false;
@type("string") producerRole: string = "turkey"; // "turkey" | "coffee" | "corn"
@type(TokenInventory) tokens = new TokenInventory();
@type("number") points: number = 0;
@type("number") shameTokens: number = 0;
@type("boolean") isSuspended: boolean = false;
@type("string") role: string = "trader"; // "trader" | "judge"
}
export class GameState extends Schema {
@type({ map: Player }) players = new MapSchema<Player>();
@type({ array: TradeOffer }) activeTradeOffers = new ArraySchema<TradeOffer>();
@type("number") round: number = 1;
@type("string") gamePhase: string = "waiting"; // "waiting" | "trading" | "judging" | "results"
@type("boolean") gameStarted: boolean = false;
@type("string") gameMode: string = "classic";
@type("number") minPlayers: number = 2;
@type("string") gamePhase: string = "waiting"; // "waiting" | "playing"
@type("number") minPlayers: number = 3;
@type("number") maxPlayers: number = 3;
}
export class GameRoom extends Room<GameState> {
maxClients = 8;
maxClients = 3;
private producerRoles = ["turkey", "coffee", "corn"];
onCreate(options: GameRoomOptions) {
console.log(`GameRoom created with options:`, options);
this.setState(new GameState());
this.state.gameMode = options.gameMode || 'classic';
this.state.gamePhase = "waiting";
this.onMessage("click", (client, message) => {
this.handleClick(client);
this.onMessage("makeOffer", (client, message) => {
this.handleMakeOffer(client, message);
});
this.onMessage("respondToOffer", (client, message) => {
this.handleRespondToOffer(client, message);
});
this.onMessage("cancelOffer", (client, message) => {
this.handleCancelOffer(client, message);
});
this.onMessage("*", (client, type, message) => {
@@ -40,31 +69,169 @@ export class GameRoom extends Room<GameState> {
});
}
private handleClick(client: Client) {
private assignProducerRoles() {
const playerIds = Array.from(this.state.players.keys());
const shuffledRoles = [...this.producerRoles].sort(() => Math.random() - 0.5);
playerIds.forEach((playerId, index) => {
const player = this.state.players.get(playerId);
if (player) {
player.producerRole = shuffledRoles[index];
// Initialize tokens based on producer role
player.tokens.turkey = 0;
player.tokens.coffee = 0;
player.tokens.corn = 0;
switch (player.producerRole) {
case "turkey":
player.tokens.turkey = 5;
break;
case "coffee":
player.tokens.coffee = 5;
break;
case "corn":
player.tokens.corn = 5;
break;
}
console.log(`🎭 Player ${player.name} assigned role: ${player.producerRole}`);
}
});
}
private calculatePoints(player: Player): number {
const ownTokens = player.tokens[player.producerRole as keyof TokenInventory];
const otherTokens = (player.tokens.turkey + player.tokens.coffee + player.tokens.corn) - ownTokens;
return ownTokens * 1 + otherTokens * 2;
}
private updateAllPlayerPoints() {
this.state.players.forEach(player => {
player.points = this.calculatePoints(player);
});
}
private handleMakeOffer(client: Client, message: any) {
const player = this.state.players.get(client.sessionId);
if (!player) {
console.log(`Player not found for client ${client.sessionId}`);
if (!player || this.state.gamePhase !== "trading") {
console.log(`Offer rejected - invalid state`);
return;
}
if (this.state.gamePhase !== "playing") {
console.log(`Click ignored - game not started (phase: ${this.state.gamePhase})`);
// Cannot offer to self
if (message.targetId === client.sessionId) {
console.log(`Offer rejected - cannot offer to self`);
return;
}
player.score += 1;
console.log(`🎮 Player ${player.name} clicked! New score: ${player.score}`);
// Count existing offers from THIS player to THIS target
const existingOffers = this.state.activeTradeOffers.filter(offer =>
offer.offererId === client.sessionId &&
offer.targetId === message.targetId &&
offer.status === "pending"
);
if (existingOffers.length >= 2) {
console.log(`Offer rejected - maximum 2 offers per target reached`);
return;
}
const offer = new TradeOffer();
offer.id = `${client.sessionId}-${Date.now()}`;
offer.offererId = client.sessionId;
offer.targetId = message.targetId;
offer.offering.turkey = message.offering.turkey || 0;
offer.offering.coffee = message.offering.coffee || 0;
offer.offering.corn = message.offering.corn || 0;
offer.requesting.turkey = message.requesting.turkey || 0;
offer.requesting.coffee = message.requesting.coffee || 0;
offer.requesting.corn = message.requesting.corn || 0;
offer.status = "pending";
this.state.activeTradeOffers.push(offer);
console.log(`📝 Trade offer created: ${offer.id}`);
}
private handleRespondToOffer(client: Client, message: any) {
const offer = this.state.activeTradeOffers.find(o => o.id === message.offerId);
if (!offer || offer.targetId !== client.sessionId || offer.status !== "pending") {
console.log(`Response rejected - invalid offer`);
return;
}
const response = message.response; // "accept" | "reject" | "snatch"
offer.status = response === "accept" ? "accepted" : response === "reject" ? "rejected" : "snatched";
if (response === "accept" || response === "snatch") {
this.executeTradeOffer(offer, response === "snatch");
}
console.log(`✅ Trade offer ${offer.id} ${response}ed`);
this.updateAllPlayerPoints();
}
private handleCancelOffer(client: Client, message: any) {
const offer = this.state.activeTradeOffers.find(o => o.id === message.offerId);
if (!offer || offer.offererId !== client.sessionId || offer.status !== "pending") {
console.log(`Cancel rejected - invalid offer`);
return;
}
offer.status = "cancelled";
console.log(`❌ Trade offer ${offer.id} cancelled`);
}
private executeTradeOffer(offer: TradeOffer, isSnatch: boolean) {
const offerer = this.state.players.get(offer.offererId);
const target = this.state.players.get(offer.targetId);
if (!offerer || !target) return;
// Calculate what can actually be transferred
const actualOffering = {
turkey: Math.min(offer.offering.turkey, offerer.tokens.turkey),
coffee: Math.min(offer.offering.coffee, offerer.tokens.coffee),
corn: Math.min(offer.offering.corn, offerer.tokens.corn)
};
const actualRequesting = isSnatch ? { turkey: 0, coffee: 0, corn: 0 } : {
turkey: Math.min(offer.requesting.turkey, target.tokens.turkey),
coffee: Math.min(offer.requesting.coffee, target.tokens.coffee),
corn: Math.min(offer.requesting.corn, target.tokens.corn)
};
// Transfer tokens
offerer.tokens.turkey -= actualOffering.turkey;
offerer.tokens.coffee -= actualOffering.coffee;
offerer.tokens.corn -= actualOffering.corn;
offerer.tokens.turkey += actualRequesting.turkey;
offerer.tokens.coffee += actualRequesting.coffee;
offerer.tokens.corn += actualRequesting.corn;
target.tokens.turkey += actualOffering.turkey;
target.tokens.coffee += actualOffering.coffee;
target.tokens.corn += actualOffering.corn;
target.tokens.turkey -= actualRequesting.turkey;
target.tokens.coffee -= actualRequesting.coffee;
target.tokens.corn -= actualRequesting.corn;
console.log(`🔄 Trade executed: ${isSnatch ? 'SNATCH' : 'FAIR'}`);
}
private checkGameStart() {
const playerCount = this.state.players.size;
if (playerCount >= this.state.minPlayers && this.state.gamePhase === "waiting") {
this.state.gamePhase = "playing";
if (playerCount === this.state.minPlayers && this.state.gamePhase === "waiting") {
this.assignProducerRoles();
this.state.gamePhase = "trading";
this.state.gameStarted = true;
console.log(`🚀 Game started! ${playerCount} players ready to play`);
} else if (playerCount < this.state.minPlayers && this.state.gamePhase === "playing") {
this.state.round = 1;
console.log(`🚀 Game started! Round ${this.state.round} - Trading phase`);
} else if (playerCount < this.state.minPlayers && this.state.gameStarted) {
this.state.gamePhase = "waiting";
this.state.gameStarted = false;
console.log(`⏸️ Game paused - not enough players (${playerCount}/${this.state.minPlayers})`);
@@ -77,8 +244,12 @@ export class GameRoom extends Room<GameState> {
const player = new Player();
player.id = client.sessionId;
player.name = options.playerName || `Player ${this.state.players.size + 1}`;
player.score = 0;
player.ready = false;
player.producerRole = "turkey"; // Will be reassigned when game starts
player.tokens = new TokenInventory();
player.points = 0;
player.shameTokens = 0;
player.isSuspended = false;
player.role = "trader";
this.state.players.set(client.sessionId, player);