Refactor to single global lobby

Changes:
- Removed room-based architecture, now using single global lobby
- Players only need to enter their name to join
- Game starts when all players in lobby are ready (min 2, max 8)
- Simplified UI - no room name field, shows "Global Lobby" header
- Updated all server events to use io.emit instead of io.to(roomName)

Files modified:
- server/index.js: Replaced rooms Map with single lobby object
- public/index.html: Removed room name input, updated button text
- public/js/network.js: Renamed joinRoom/leaveRoom to joinLobby/leaveLobby
- public/js/ui.js: Simplified join flow, removed room name validation
- public/js/app.js: Updated game header to show "GLOBAL LOBBY"
- PLAN.md: Marked all phases as complete
This commit is contained in:
2026-03-20 07:09:51 -07:00
parent 5da6033704
commit e7917a338e
6 changed files with 172 additions and 274 deletions
+82 -101
View File
@@ -10,8 +10,12 @@ const io = new Server(server);
// Serve static files
app.use(express.static(path.join(__dirname, '../public')));
// Game state storage
const rooms = new Map();
// Single global lobby
const lobby = {
players: new Map(),
gameStarted: false,
gameInterval: null
};
const PORT = process.env.PORT || 3000;
@@ -34,19 +38,8 @@ const GARBAGE_COLOR = '#666666';
io.on('connection', (socket) => {
console.log('Player connected:', socket.id);
socket.on('join-room', ({ roomName, playerName }) => {
if (!rooms.has(roomName)) {
rooms.set(roomName, {
name: roomName,
players: new Map(),
gameStarted: false,
gameInterval: null
});
}
const room = rooms.get(roomName);
socket.join(roomName);
socket.data.roomName = roomName;
// Join global lobby
socket.on('join-lobby', ({ playerName }) => {
socket.data.playerName = playerName;
const player = {
@@ -64,60 +57,55 @@ io.on('connection', (socket) => {
dropInterval: 1000
};
room.players.set(socket.id, player);
lobby.players.set(socket.id, player);
io.to(roomName).emit('player-joined', {
// Broadcast to all clients
io.emit('player-joined', {
player: { id: player.id, name: player.name },
players: getPlayersList(room)
players: getPlayersList()
});
console.log(`${playerName} joined room ${roomName}`);
console.log(`${playerName} joined global lobby (${lobby.players.size} players)`);
});
socket.on('ready', () => {
const roomName = socket.data.roomName;
if (!roomName) return;
const player = lobby.players.get(socket.id);
if (!player) return;
const room = rooms.get(roomName);
const player = room.players.get(socket.id);
player.ready = true;
io.to(roomName).emit('player-joined', {
// Broadcast updated player list
io.emit('player-joined', {
player: { id: player.id, name: player.name, ready: player.ready },
players: getPlayersList(room)
players: getPlayersList()
});
if (room.players.size >= 2 && room.players.size <= 8) {
const allReady = Array.from(room.players.values()).every(p => p.ready);
// Check if all players ready and min 2 players
if (lobby.players.size >= 2 && lobby.players.size <= 8) {
const allReady = Array.from(lobby.players.values()).every(p => p.ready);
if (allReady) {
startGame(room);
startGame();
}
}
});
socket.on('player-move', ({ playerId, direction }) => {
const roomName = socket.data.roomName;
if (!roomName) return;
const room = rooms.get(roomName);
if (!room || !room.gameStarted) return;
if (!lobby.gameStarted) return;
const player = room.players.get(playerId);
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
const newX = player.currentPiece.x + (direction === 'left' ? -1 : 1);
if (isValidPosition(player.currentPiece, newX, player.currentPiece.y, player.board)) {
player.currentPiece.x = newX;
broadcastState(room);
broadcastState();
}
});
socket.on('player-rotate', ({ playerId }) => {
const roomName = socket.data.roomName;
if (!roomName) return;
const room = rooms.get(roomName);
if (!room || !room.gameStarted) return;
if (!lobby.gameStarted) return;
const player = room.players.get(playerId);
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
const originalShape = player.currentPiece.shape;
@@ -136,19 +124,16 @@ io.on('connection', (socket) => {
if (isValidPosition(player.currentPiece, player.currentPiece.x + kick, player.currentPiece.y, player.board, rotated)) {
player.currentPiece.shape = rotated;
player.currentPiece.x += kick;
broadcastState(room);
broadcastState();
return;
}
}
});
socket.on('player-drop', ({ playerId, hard }) => {
const roomName = socket.data.roomName;
if (!roomName) return;
const room = rooms.get(roomName);
if (!room || !room.gameStarted) return;
if (!lobby.gameStarted) return;
const player = room.players.get(playerId);
const player = lobby.players.get(playerId);
if (!player || player.eliminated) return;
if (hard) {
@@ -158,45 +143,41 @@ io.on('connection', (socket) => {
dropped++;
}
player.score += dropped * 2;
lockPiece(room, player);
lockPiece(player);
} else {
const newY = player.currentPiece.y + 1;
if (isValidPosition(player.currentPiece, player.currentPiece.x, newY, player.board)) {
player.currentPiece.y = newY;
player.score += 1;
broadcastState(room);
broadcastState();
} else {
lockPiece(room, player);
lockPiece(player);
}
}
});
socket.on('disconnect', () => {
const roomName = socket.data.roomName;
if (!roomName) return;
const player = lobby.players.get(socket.id);
if (player) {
console.log(`${player.name} disconnected (${lobby.players.size - 1} remaining)`);
const room = rooms.get(roomName);
if (room) {
const player = room.players.get(socket.id);
if (player) {
console.log(`${player.name} left room ${roomName}`);
if (lobby.gameStarted) {
player.eliminated = true;
broadcastState();
checkGameOver();
}
if (room.gameStarted) {
player.eliminated = true;
broadcastState(room);
checkGameOver(room);
}
lobby.players.delete(socket.id);
room.players.delete(socket.id);
io.to(roomName).emit('player-left', {
playerId: socket.id,
players: getPlayersList(room)
});
io.emit('player-left', {
playerId: socket.id,
players: getPlayersList()
});
if (room.players.size === 0) {
if (room.gameInterval) clearInterval(room.gameInterval);
rooms.delete(roomName);
}
// If lobby empty and game running, stop game
if (lobby.players.size === 0 && lobby.gameStarted) {
if (lobby.gameInterval) clearInterval(lobby.gameInterval);
lobby.gameStarted = false;
}
}
});
@@ -206,8 +187,8 @@ function createEmptyBoard() {
return Array(BOARD_HEIGHT).fill(null).map(() => Array(BOARD_WIDTH).fill(0));
}
function getPlayersList(room) {
return Array.from(room.players.values()).map(p => ({
function getPlayersList() {
return Array.from(lobby.players.values()).map(p => ({
id: p.id,
name: p.name,
score: p.score,
@@ -251,7 +232,7 @@ function spawnPiece(player) {
return isValidPosition(player.currentPiece, player.currentPiece.x, player.currentPiece.y, player.board);
}
function lockPiece(room, player) {
function lockPiece(player) {
if (!player.currentPiece) return;
for (let row = 0; row < player.currentPiece.shape.length; row++) {
@@ -272,10 +253,10 @@ function lockPiece(room, player) {
if (!spawnPiece(player)) player.eliminated = true;
if (rowsCleared > 0) sendGarbage(room, player, rowsCleared);
if (rowsCleared > 0) sendGarbage(player, rowsCleared);
broadcastState(room);
checkGameOver(room);
broadcastState();
checkGameOver();
}
function clearRows(player) {
@@ -298,9 +279,9 @@ function clearRows(player) {
return rowsCleared;
}
function sendGarbage(room, sender, rowsCleared) {
function sendGarbage(sender, rowsCleared) {
const garbageRows = rowsCleared >= 4 ? rowsCleared : Math.max(1, rowsCleared - 1);
const opponents = Array.from(room.players.values()).filter(p => p.id !== sender.id && !p.eliminated);
const opponents = Array.from(lobby.players.values()).filter(p => p.id !== sender.id && !p.eliminated);
if (opponents.length === 0) return;
for (let i = 0; i < garbageRows; i++) {
const target = opponents[Math.floor(Math.random() * opponents.length)];
@@ -324,10 +305,10 @@ function addGarbageToPlayer(player) {
}
}
function startGame(room) {
room.gameStarted = true;
function startGame() {
lobby.gameStarted = true;
for (const player of room.players.values()) {
for (const player of lobby.players.values()) {
player.board = createEmptyBoard();
player.score = 0;
player.lines = 0;
@@ -338,18 +319,18 @@ function startGame(room) {
player.nextPiece = getRandomPiece();
}
room.gameInterval = setInterval(() => gameTick(room), 50);
lobby.gameInterval = setInterval(() => gameTick(), 50);
io.to(room.name).emit('game-started', {
players: getPlayersList(room),
states: getStates(room)
io.emit('game-started', {
players: getPlayersList(),
states: getStates()
});
console.log(`Game started in room ${room.name} with ${room.players.size} players`);
console.log(`Game started with ${lobby.players.size} players`);
}
function gameTick(room) {
for (const player of room.players.values()) {
function gameTick() {
for (const player of lobby.players.values()) {
if (player.eliminated) continue;
player.dropCounter += 50;
@@ -358,20 +339,20 @@ function gameTick(room) {
if (isValidPosition(player.currentPiece, player.currentPiece.x, player.currentPiece.y + 1, player.board)) {
player.currentPiece.y++;
} else {
lockPiece(room, player);
lockPiece(player);
}
}
}
broadcastState(room);
checkGameOver(room);
broadcastState();
checkGameOver();
}
function broadcastState(room) {
io.to(room.name).emit('state-update', getStates(room));
function broadcastState() {
io.emit('state-update', getStates());
}
function getStates(room) {
return Array.from(room.players.values()).map(p => ({
function getStates() {
return Array.from(lobby.players.values()).map(p => ({
playerId: p.id,
board: JSON.parse(JSON.stringify(p.board)),
currentPiece: p.currentPiece ? JSON.parse(JSON.stringify(p.currentPiece)) : null,
@@ -383,15 +364,15 @@ function getStates(room) {
}));
}
function checkGameOver(room) {
const activePlayers = Array.from(room.players.values()).filter(p => !p.eliminated);
function checkGameOver() {
const activePlayers = Array.from(lobby.players.values()).filter(p => !p.eliminated);
if (activePlayers.length <= 1) {
io.to(room.name).emit('game-over', { states: getStates(room) });
if (room.gameInterval) {
clearInterval(room.gameInterval);
room.gameInterval = null;
io.emit('game-over', { states: getStates() });
if (lobby.gameInterval) {
clearInterval(lobby.gameInterval);
lobby.gameInterval = null;
}
room.gameStarted = false;
lobby.gameStarted = false;
}
}