Files
wizwar6e/packages/server/src/index.ts
T
Eric WagonerandClaude Fable 5 67743dd17e Card wave 2: durations, doors, teleports, modifiers; harden room auth
Duration system: sustained effects expire at the start of the caster's
turns; SLOW (movement 1, no number cards, attack every other turn),
NO SPELL, MEDUSA (paralysis + damage immunity), INVISIBLE (1-in-4 hit
roll), SHRINK (50% miss, movement 2). Doors: PICK LOCK and MASTER KEY
(displayed, reusable) unlock adjacent doors until end of turn, REMOVE
LOCK is permanent, JAM LOCK seals a door for everyone. Movement:
TELEPORT (4 spaces through walls, ends movement), PASS THROUGH WALL
charges, POWER RUN (life for spaces), SWAP (consumes movement),
GO AWAY (knockback + lost turn), TELEPORT OPPONENT. Card warfare:
CARD ERASURE (named), THOUGHT-STEAL (2 random via seeded RNG),
TELEPATH (private hand reveal), POWER DRAIN (damage feeds the caster),
SUDDEN DEATH, STONE DEAD, WIZARDBLADE (same-square, number-powered,
stays displayed). Cast modifiers: AMPLIFY doubles power/duration
(stackable x2), ADD permits two number cards, EXTEND doubles duration;
REVERSE heals instead of harms but keeps secondary effects. Counters
now also halve durations (BLUNT) and split them (REFLECTION).

Security (from review findings): room codes and game seeds now come
from node:crypto, and every seat gets a secret token — reclaiming a
name in a room requires its token, closing the impersonation hole.

29 cards implemented; 51 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 20:04:44 -04:00

137 lines
5.1 KiB
TypeScript

// Websocket front door. Protocol (JSON messages):
// client -> server:
// {type:"create", name} create a room, become host
// {type:"join", roomId, name} join (or rejoin) a room
// {type:"start"} host starts the game
// {type:"command", command} a game Command for the engine
// server -> client:
// {type:"welcome"} on connect
// {type:"room", roomId, players, hostId, started}
// {type:"events", events} redacted for this recipient
// {type:"state", view} redacted full view (after every change)
// {type:"error", message}
import { WebSocketServer, WebSocket } from "ws";
import type { Command, PlayerId } from "@wizwar/engine";
import {
createRoom,
getRoom,
joinRoom,
redactFor,
runCommand,
startGame,
viewForPlayer,
type Room,
} from "./rooms";
const port = Number(process.env.PORT ?? 8787);
const wss = new WebSocketServer({ port });
interface Session {
socket: WebSocket;
playerId: PlayerId | null;
roomId: string | null;
}
const sessions = new Set<Session>();
function send(socket: WebSocket, message: unknown): void {
if (socket.readyState === WebSocket.OPEN) socket.send(JSON.stringify(message));
}
function roomInfo(room: Room) {
return {
type: "room",
roomId: room.id,
players: room.players,
hostId: room.hostId,
started: room.state !== null,
};
}
function broadcast(room: Room, makeMessage: (playerId: PlayerId) => unknown): void {
for (const s of sessions) {
if (s.roomId === room.id && s.playerId) {
send(s.socket, makeMessage(s.playerId));
}
}
}
function broadcastRoomState(room: Room): void {
broadcast(room, (playerId) => roomInfo(room));
if (room.state) {
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId) }));
}
}
wss.on("connection", (socket) => {
const session: Session = { socket, playerId: null, roomId: null };
sessions.add(session);
send(socket, { type: "welcome", game: "wizwar" });
socket.on("close", () => sessions.delete(session));
socket.on("message", (data) => {
let msg: Record<string, unknown>;
try {
msg = JSON.parse(data.toString());
} catch {
return send(socket, { type: "error", message: "invalid JSON" });
}
try {
switch (msg.type) {
case "create": {
const name = String(msg.name ?? "").trim();
if (!name) return send(socket, { type: "error", message: "name required" });
const { room, token } = createRoom(name);
session.playerId = name;
session.roomId = room.id;
send(socket, { type: "seat", playerId: name, token });
broadcastRoomState(room);
break;
}
case "join": {
const name = String(msg.name ?? "").trim();
const roomId = String(msg.roomId ?? "").trim();
if (!name || !roomId) return send(socket, { type: "error", message: "name and roomId required" });
const room = getRoom(roomId);
if (!room) return send(socket, { type: "error", message: "no such room" });
const result = joinRoom(room, name, typeof msg.token === "string" ? msg.token : null);
if ("error" in result) return send(socket, { type: "error", message: result.error });
session.playerId = name;
session.roomId = room.id;
send(socket, { type: "seat", playerId: name, token: result.token });
broadcastRoomState(room);
break;
}
case "start": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
if (session.playerId !== room.hostId) return send(socket, { type: "error", message: "only the host can start" });
const result = startGame(room);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
broadcastRoomState(room);
break;
}
case "command": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const result = runCommand(room, session.playerId, msg.command as Command);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId) }));
break;
}
default:
send(socket, { type: "error", message: `unknown message type: ${String(msg.type)}` });
}
} catch (e) {
send(socket, { type: "error", message: e instanceof Error ? e.message : "internal error" });
}
});
});
console.log(`wizwar server listening on ws://localhost:${port}`);