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2366 lines (2085 loc) · 94.1 KB
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console.log('multiplayer.js loaded');
const { Server } = require("socket.io");
const jwt = require('jsonwebtoken');
const User = require('./models/User');
const { updateUserPointsAndRank } = require('./utils/points');
const { logMatchHistory, createMatchData } = require('./utils/matchHistoryLogger');
const { generateDSAPrompt, generateDSAValidationPrompt } = require('./utils/dsaProblemGenerator');
// Per-language and difficulty waiting queues
const waitingPlayers = {};
// { language: { difficulty: [ { socket, name } ] } }
// Custom rooms storage
const customRooms = {};
const customMarathonRooms = {};
// { roomCode: { language, playerCount, players: [socket], maxPlayers, createdBy } }
// Track active game sessions to handle reconnection
const activeGames = {}; // { roomId: { players: [socketId], language, difficulty, startTime, ... } }
const activeGamePlayers = {}; // { socketId: { roomId, gameType } } - Track which game each player is in
// Debug Marathon waiting players
const debugMarathonWaitingPlayers = [];
const MAX_DEBUG_MARATHON_PLAYERS = 5;
// Track recently used buggy codes per language
const recentBuggyCodes = {};
const RECENT_CODES_LIMIT = 50;
const REPEAT_CHANCE = 0.1; // 10% chance to allow a repeat
async function generateBuggyCode(language, difficulty, genAI) {
try {
const model = genAI.getGenerativeModel({ model: "gemini-2.5-flash" });
// Use the new DSA problem generator
const { prompt, problemType, specificProblem } = generateDSAPrompt(language, difficulty);
console.log(`🎯 Generating DSA problem: ${problemType} - ${specificProblem} (${difficulty})`);
console.log(`🎯 generateDSAPrompt returned:`, { prompt: prompt.substring(0, 100) + '...', problemType, specificProblem });
// Validate that we got proper values
if (!problemType || problemType === 'DSA Problem') {
console.error(`❌ Invalid problemType: "${problemType}"`);
}
if (!specificProblem || specificProblem.trim() === '') {
console.error(`❌ Invalid specificProblem: "${specificProblem}"`);
}
const result = await model.generateContent(prompt);
const response = await result.response;
const code = response.text().replace(/```(?:[a-z]+)?|```/g, "").trim();
console.log(`✅ Generated DSA problem for ${language} (${difficulty}): ${problemType} - ${specificProblem}`);
return {
code,
problemType,
specificProblem
};
} catch (err) {
console.error(`⚠️ Could not generate ${language} DSA buggy code:`, err);
throw err;
}
}
function setupMultiplayer(server, genAI) {
console.log("🎮 setupMultiplayer called");
const io = new Server(server, {
cors: {
origin: process.env.NODE_ENV === 'production'
? [
'https://debug-arena.onrender.com',
process.env.ALLOWED_ORIGIN || '',
...((process.env.ADDITIONAL_ALLOWED_ORIGINS || '').split(',').filter(Boolean))
].filter(Boolean)
: [
'http://localhost:3000',
'http://localhost:3001',
'http://localhost:8080',
'http://127.0.0.1:3000',
'http://127.0.0.1:3001',
'http://127.0.0.1:8080'
],
methods: ["GET", "POST"],
credentials: true
}
});
// JWT authentication middleware for Socket.IO
io.use(async (socket, next) => {
const token = socket.handshake.auth.token;
if (!token) {
console.log('❌ Multiplayer: No token provided for socket:', socket.id);
return next(new Error('Authentication error: No token provided'));
}
jwt.verify(token, process.env.JWT_SECRET || 'debugarena_secret', async (err, user) => {
if (err) {
console.log('❌ Multiplayer: Invalid token for socket:', socket.id, 'Error:', err.message);
return next(new Error('Authentication error: Invalid token'));
}
if (!user || !user.userId) {
console.log('❌ Multiplayer: Token missing userId for socket:', socket.id, 'User object:', user);
return next(new Error('Authentication error: Token missing userId'));
}
try {
// Fetch user details from database to get username
const userDoc = await User.findById(user.userId);
if (!userDoc) {
console.log('❌ Multiplayer: User not found in database for socket:', socket.id, 'userId:', user.userId);
return next(new Error('Authentication error: User not found'));
}
socket.user = user;
socket.userId = user.userId;
socket.username = userDoc.username; // Store username for rankings
socket.userDoc = userDoc; // Store full user document for lobby display
console.log('✅ Multiplayer: Authenticated user for socket:', socket.id, 'User:', { userId: user.userId, username: userDoc.username });
next();
} catch (error) {
console.error('❌ Multiplayer: Database error during authentication:', error);
return next(new Error('Authentication error: Database error'));
}
});
});
io.on("connection", (socket) => {
console.log("🧑 A player connected:", socket.id);
// Handle socket reconnection by checking current state
socket.on("reconnect-session", ({ sessionId, gameMode }) => {
console.log('🔄 Reconnection request received:', { sessionId, gameMode, socketId: socket.id });
// Check if user was in a game session and restore state
if (gameMode === 'rank' && sessionId) {
// For rank mode, check if user was in waiting lobby
for (const lang in waitingPlayers) {
for (const diff in waitingPlayers[lang]) {
const playerIndex = waitingPlayers[lang][diff].findIndex(p => p.socket && p.socket.id === socket.id);
if (playerIndex !== -1) {
// Restore socket reference for reconnected user
waitingPlayers[lang][diff][playerIndex].socket = socket;
socket.language = lang;
socket.difficulty = diff;
console.log(`🔄 Restored rank lobby connection for user in ${lang}/${diff}`);
// Send updated lobby information
emitLobbyUpdate(lang, diff);
return;
}
}
}
} else if (gameMode === 'custom' && sessionId) {
// For custom room, check if user was in a room
for (const roomCode in customRooms) {
const room = customRooms[roomCode];
const playerIndex = room.players.findIndex(p => p.id === socket.id);
if (playerIndex !== -1) {
// Update socket reference with new connection
room.players[playerIndex] = socket;
socket.language = room.language;
socket.difficulty = room.difficulty;
socket.join(roomCode);
console.log(`🔄 Restored custom room connection for user in room ${roomCode}`);
// Notify player of room state
socket.emit('custom-room-joined', {
roomCode: room.roomCode,
language: room.language,
playerCount: room.playerCount,
difficulty: room.difficulty,
challengeMode: room.challengeMode,
betAmount: room.betAmount
});
// Send updated room information
room.players.forEach(player => {
player.emit('custom-room-update', {
players: room.players.map(p => {
const user = p.user;
const userDoc = p.userDoc;
return {
id: p.id,
userId: user?.userId,
username: userDoc?.username || user?.username || 'Player',
displayName: userDoc?.displayName,
profilePicture: userDoc?.profilePicture,
rank: userDoc?.rank || 'Bronze',
points: userDoc?.points || 0,
gamesPlayed: userDoc?.gamesPlayed || 0
};
}),
maxPlayers: room.maxPlayers,
difficulty: room.difficulty,
challengeMode: room.challengeMode,
betAmount: room.betAmount,
totalPot: room.challengeMode ? room.bets.reduce((sum, bet) => sum + bet.amount, 0) : 0
});
});
return;
}
}
} else if (gameMode === 'custom-marathon' && sessionId) {
// For custom marathon room
for (const roomCode in customMarathonRooms) {
const room = customMarathonRooms[roomCode];
if (room && room.players) {
const playerIndex = room.players.findIndex(p => p && p.id === socket.id);
if (playerIndex !== -1) {
// Update socket reference with new connection
room.players[playerIndex] = socket;
socket.language = room.language;
socket.difficulty = 'marathon';
socket.join(roomCode);
console.log(`🔄 Restored custom marathon room connection for user in room ${roomCode}`);
// Notify player of room state
socket.emit('custom-marathon-room-joined', {
roomCode: room.roomCode,
language: room.language,
playerCount: room.playerCount || 5,
rounds: room.rounds || 5,
timeLimit: room.timeLimit || 10,
challengeMode: room.challengeMode,
betAmount: room.betAmount,
problems: room.problems || [] // Send problems if they exist, otherwise empty array
});
// Send updated room information
room.players.forEach(player => {
if (player) {
player.emit('custom-marathon-room-update', {
players: room.players.map(p => {
const user = p.user;
const userDoc = p.userDoc;
return {
id: p.id,
userId: user?.userId,
username: userDoc?.username || user?.username || 'Player',
displayName: userDoc?.displayName,
profilePicture: userDoc?.profilePicture,
rank: userDoc?.rank || 'Bronze',
points: userDoc?.points || 0,
gamesPlayed: userDoc?.gamesPlayed || 0
};
}),
roomInfo: {
roomCode: room.roomCode,
language: room.language,
playerCount: room.playerCount || 5,
rounds: room.rounds || 5,
timeLimit: room.timeLimit || 10,
challengeMode: room.challengeMode
}
});
}
});
return;
}
}
}
}
});
// Handle reconnection attempt for active games
socket.on("request-game-state", ({ sessionId }) => {
console.log('🔄 Request for game state received:', { sessionId, socketId: socket.id });
// Check if this socket was part of an active game
const playerGameInfo = activeGamePlayers[socket.id];
if (playerGameInfo) {
const roomId = playerGameInfo.roomId;
const gameInfo = activeGames[roomId];
if (gameInfo) {
console.log(`🔄 Sending game state for ${playerGameInfo.gameType} game in room ${roomId}`);
// Send the current game state to the reconnected player
socket.emit('restore-game-state', {
gameType: playerGameInfo.gameType,
roomId: roomId,
buggyCode: gameInfo.buggyCode,
timeLimit: gameInfo.timeLimit,
problemType: gameInfo.problemType,
specificProblem: gameInfo.specificProblem,
language: gameInfo.language,
difficulty: gameInfo.difficulty
});
}
}
});
socket.on("join-lobby", ({ language, difficulty }) => {
console.log('Join lobby request:', { language, difficulty, socketId: socket.id, user: socket.user?.username });
if (!language || !difficulty) {
console.error('Missing language or difficulty:', { language, difficulty });
return;
}
socket.language = language;
socket.difficulty = difficulty;
console.log('Socket language set:', socket.language, 'for user:', socket.user?.username);
if (!waitingPlayers[language]) waitingPlayers[language] = {};
if (!waitingPlayers[language][difficulty]) waitingPlayers[language][difficulty] = [];
waitingPlayers[language][difficulty].push({ socket });
updateLobby(language, difficulty);
// Notify this player of current lobby
emitLobbyUpdate(language, difficulty);
// If 3 players, start game
if (waitingPlayers[language][difficulty].length === 3) {
const players = waitingPlayers[language][difficulty].splice(0, 3).map(p => p.socket);
console.log('Starting match with players:', players.map(p => ({ id: p.id, user: p.user?.username, language: p.language })));
startMatch(players, genAI, io, language, difficulty);
// Notify those players to start game
players.forEach(s => s.emit('lobby-start-game', {}));
}
});
socket.on("leave-lobby", ({ language, difficulty }) => {
if (!language || !difficulty || !waitingPlayers[language] || !waitingPlayers[language][difficulty]) return;
waitingPlayers[language][difficulty] = waitingPlayers[language][difficulty].filter(p => p.socket.id !== socket.id);
updateLobby(language, difficulty);
});
socket.on("disconnect", () => {
// Remove from active game tracking if player was in a game
if (activeGamePlayers[socket.id]) {
const gameInfo = activeGamePlayers[socket.id];
console.log(`🔄 Player ${socket.id} disconnected from ${gameInfo.gameType} game in room ${gameInfo.roomId}`);
// Mark player as disconnected but keep game in progress
// The game will continue without this player
delete activeGamePlayers[socket.id];
}
// Remove from all language/difficulty lobbies
for (const lang in waitingPlayers) {
for (const diff in waitingPlayers[lang]) {
waitingPlayers[lang][diff] = waitingPlayers[lang][diff].filter(p => p.socket.id !== socket.id);
updateLobby(lang, diff);
}
}
// Remove from custom rooms
for (const roomCode in customRooms) {
const room = customRooms[roomCode];
room.players = room.players.filter(p => p.id !== socket.id);
if (room.players.length === 0) {
// Clean up active game tracking if room was for a game in progress
if (activeGames[roomCode]) {
delete activeGames[roomCode];
}
delete customRooms[roomCode];
console.log(`🗑️ Custom room ${roomCode} deleted (empty)`);
} else {
// Notify remaining players with enhanced user information
room.players.forEach(player => {
player.emit('custom-room-update', {
players: room.players.map(p => {
const user = p.user;
const userDoc = p.userDoc;
return {
id: p.id,
userId: user?.userId,
username: userDoc?.username || user?.username || 'Player',
displayName: userDoc?.displayName,
profilePicture: userDoc?.profilePicture,
rank: userDoc?.rank || 'Bronze',
points: userDoc?.points || 0,
gamesPlayed: userDoc?.gamesPlayed || 0
};
}),
maxPlayers: room.maxPlayers
});
});
}
}
// Custom marathon disconnect handling
for (const marathonCode in customMarathonRooms) {
const marathon = customMarathonRooms[marathonCode];
if (!marathon) continue;
const player = marathon.players.find(p => p.socket && p.socket.id === socket.id);
if (player) {
// Mark as disconnected but keep progress for rankings
player.disconnected = true;
player.socket = null;
console.log(`⚠️ Player ${player.name} disconnected from custom marathon ${marathonCode}, progress kept for rankings.`);
}
}
// Debug marathon disconnect handling
const marathonIndex = debugMarathonWaitingPlayers.findIndex(p => p.id === socket.id);
if (marathonIndex !== -1) {
debugMarathonWaitingPlayers.splice(marathonIndex, 1);
// Emit updated lobby to remaining players
const players = debugMarathonWaitingPlayers.map(s => ({
id: s.id,
userId: s.marathonUserId || s.userId,
username: s.username || 'Anonymous',
displayName: s.userDoc?.displayName,
profilePicture: s.userDoc?.profilePicture,
rank: s.userDoc?.rank || 'Bronze',
points: s.userDoc?.points || 0,
gamesPlayed: s.userDoc?.gamesPlayed || 0
}));
console.log(`🎯 Debug Marathon: Player disconnected. Lobby now: [${players.map(p => p.username).join(', ')}] (${debugMarathonWaitingPlayers.length}/${MAX_DEBUG_MARATHON_PLAYERS})`);
debugMarathonWaitingPlayers.forEach(s => s.emit('marathon-lobby-update', { players }));
}
});
// Practice challenge request event
socket.on("request-practice-challenge", async ({ language, difficulty }) => {
console.log(`🎯 Practice challenge request from ${socket.id} for ${language} (${difficulty})`);
try {
let buggyCode = "loading...";
let problemType = "DSA Problem";
let specificProblem = "";
let attempts = 0;
for (let i = 0; i < 5; i++) {
const result = await generateBuggyCode(language, difficulty, genAI);
console.log(`🎯 Practice attempt ${i + 1} result:`, {
code: result.code.substring(0, 50) + '...',
problemType: result.problemType,
specificProblem: result.specificProblem
});
const candidate = result.code;
if (!recentBuggyCodes[language]) recentBuggyCodes[language] = [];
const isRecent = recentBuggyCodes[language].includes(candidate);
if (!isRecent || Math.random() < REPEAT_CHANCE) {
buggyCode = candidate;
problemType = result.problemType || "DSA Problem";
specificProblem = result.specificProblem || "";
console.log(`🎯 Practice selected result: problemType="${problemType}", specificProblem="${specificProblem}"`);
break;
}
attempts++;
}
// If we didn't get a good result, use the last attempt
if (buggyCode === "loading...") {
console.log(`🎯 Practice fallback: using last attempt`);
const result = await generateBuggyCode(language, difficulty, genAI);
buggyCode = result.code;
problemType = result.problemType || "DSA Problem";
specificProblem = result.specificProblem || "";
console.log(`🎯 Practice fallback result: problemType="${problemType}", specificProblem="${specificProblem}"`);
}
// Save to recent codes
if (!recentBuggyCodes[language]) recentBuggyCodes[language] = [];
recentBuggyCodes[language].unshift(buggyCode);
if (recentBuggyCodes[language].length > RECENT_CODES_LIMIT) {
recentBuggyCodes[language] = recentBuggyCodes[language].slice(0, RECENT_CODES_LIMIT);
}
// Set time limit based on difficulty
let timeLimit = 60;
if (difficulty === 'easy') timeLimit = 60;
else if (difficulty === 'normal') timeLimit = 90;
else if (difficulty === 'hard') timeLimit = 300;
else if (difficulty === 'insane') timeLimit = 420;
console.log(`🎯 Practice challenge response: problemType="${problemType}", specificProblem="${specificProblem}"`);
console.log(`🎯 Final values being sent:`, { problemType, specificProblem, buggyCode: buggyCode.substring(0, 50) + '...' });
socket.emit('practice-challenge-response', {
success: true,
buggyCode: buggyCode,
language: language,
difficulty: difficulty,
timeLimit: timeLimit,
problemType: problemType,
specificProblem: specificProblem
});
console.log(`🎯 Practice challenge generated for ${socket.user?.username || 'anonymous'} (${language}, ${difficulty}): ${problemType} - ${specificProblem}`);
} catch (err) {
console.error('❌ Error generating practice challenge:', err);
socket.emit('practice-challenge-response', {
success: false,
message: 'Error generating practice challenge.'
});
}
});
// === Custom Room Events ===
socket.on("create-custom-room", ({ roomCode, language, playerCount, difficulty, challengeMode, betAmount }) => {
console.log('Creating custom room:', { roomCode, language, playerCount, difficulty, challengeMode, betAmount, socketId: socket.id });
if (customRooms[roomCode]) {
socket.emit('custom-room-error', { message: 'Room code already exists' });
return;
}
// Set socket properties for chat functionality
socket.language = language;
socket.difficulty = difficulty || 'normal';
customRooms[roomCode] = {
roomCode,
language,
playerCount,
maxPlayers: playerCount,
players: [socket],
createdBy: socket.id,
created: Date.now(),
difficulty: difficulty || 'normal',
challengeMode: challengeMode || false,
betAmount: betAmount || 0,
bets: challengeMode ? [{ playerId: socket.id, amount: betAmount, username: socket.user?.username }] : []
};
socket.join(roomCode);
socket.emit('custom-room-created', { roomCode, language, playerCount, difficulty, challengeMode, betAmount });
console.log(`🏠 Custom room ${roomCode} created for ${playerCount} players (${difficulty})${challengeMode ? ' with challenge mode' : ''}`);
// Send a test chat message to verify chat is working
setTimeout(() => {
socket.emit('lobby-chat-message', {
message: 'Room created! Chat is working.',
username: 'System',
userId: 'system',
timestamp: Date.now()
});
}, 1000);
});
socket.on("join-custom-room", ({ roomCode }) => {
console.log('Joining custom room:', { roomCode, socketId: socket.id });
const room = customRooms[roomCode];
if (!room) {
socket.emit('custom-room-error', { message: 'Room not found' });
return;
}
if (room.players.length >= room.maxPlayers) {
socket.emit('custom-room-error', { message: 'Room is full' });
return;
}
// Check if player is already in the room
if (room.players.find(p => p.id === socket.id)) {
socket.emit('custom-room-error', { message: 'Already in this room' });
return;
}
// For challenge mode, require 3 players minimum
if (room.challengeMode && room.players.length === 2 && room.maxPlayers < 3) {
socket.emit('custom-room-error', { message: 'Challenge mode requires at least 3 players' });
return;
}
// Set socket properties for chat functionality
socket.language = room.language;
socket.difficulty = room.difficulty;
room.players.push(socket);
socket.join(roomCode);
// Add bet for challenge mode
if (room.challengeMode) {
room.bets.push({
playerId: socket.id,
amount: room.betAmount,
username: socket.user?.username
});
}
socket.emit('custom-room-joined', {
roomCode,
language: room.language,
playerCount: room.playerCount,
difficulty: room.difficulty,
challengeMode: room.challengeMode,
betAmount: room.betAmount
});
// Notify all players in the room with enhanced user information
room.players.forEach(player => {
player.emit('custom-room-update', {
players: room.players.map(p => {
const user = p.user;
const userDoc = p.userDoc;
return {
id: p.id,
userId: user?.userId,
username: userDoc?.username || user?.username || 'Player',
displayName: userDoc?.displayName,
profilePicture: userDoc?.profilePicture,
rank: userDoc?.rank || 'Bronze',
points: userDoc?.points || 0,
gamesPlayed: userDoc?.gamesPlayed || 0
};
}),
maxPlayers: room.maxPlayers,
difficulty: room.difficulty,
challengeMode: room.challengeMode,
betAmount: room.betAmount,
totalPot: room.challengeMode ? room.bets.reduce((sum, bet) => sum + bet.amount, 0) : 0
});
});
console.log(`👥 Player joined custom room ${roomCode} (${room.players.length}/${room.maxPlayers})${room.challengeMode ? ` with ${room.betAmount} point bet` : ''}`);
// If room is full, start the game
if (room.players.length === room.maxPlayers) {
console.log(`🎮 Starting custom game in room ${roomCode}${room.challengeMode ? ' with challenge mode' : ''}`);
startCustomMatch(room.players, genAI, io, room.language, roomCode);
room.players.forEach(player => {
player.emit('custom-game-start', { challengeMode: room.challengeMode });
});
}
});
// Test message handler
socket.on("test-message", (data) => {
console.log('🧪 Test message received:', data);
socket.emit('test-response', { message: 'Hello client!' });
});
// Ping handler
socket.on("ping", (data) => {
console.log('🏓 Ping received from client:', data);
socket.emit('pong', { timestamp: Date.now(), originalTimestamp: data.timestamp });
});
// === Chat Events ===
socket.on("lobby-chat", ({ message, username, userId }) => {
console.log('🎯 LOBBY-CHAT EVENT RECEIVED ON SERVER!');
console.log('📨 Chat message received:', { message, username, userId, socketId: socket.id });
console.log('🔍 Socket connected:', socket.connected);
console.log('🔍 Socket rooms:', Array.from(socket.rooms));
const chatData = {
message,
username: username || socket.username || 'Anonymous',
userId: userId || socket.userId,
timestamp: Date.now()
};
console.log('🔍 Looking for player in rooms...');
// Find which room/lobby the player is in
let roomCode = null;
// Check custom rooms
for (const code in customRooms) {
if (customRooms[code].players.find(p => p.id === socket.id)) {
roomCode = code;
console.log('🏠 Found player in custom room:', code);
break;
}
}
// Check custom marathon rooms
if (!roomCode) {
for (const code in customMarathonRooms) {
if (customMarathonRooms[code].players.find(p => p.id === socket.id)) {
roomCode = code;
console.log('🏁 Found player in marathon room:', code);
break;
}
}
}
if (roomCode) {
// Broadcast to room members
console.log('📢 Broadcasting to room:', roomCode);
socket.to(roomCode).emit('lobby-chat-message', chatData);
} else {
// For regular lobbies, check all waiting players
console.log('🔍 Checking regular lobbies...');
let foundInLobby = false;
for (const language in waitingPlayers) {
for (const difficulty in waitingPlayers[language]) {
const waitingList = waitingPlayers[language][difficulty];
console.log('🔍 Checking lobby:', language, difficulty, 'with', waitingList.length, 'players');
console.log('🔍 Looking for socket.id:', socket.id);
console.log('🔍 Available socket IDs:', waitingList.map(p => p.socket?.id));
const playerInLobby = waitingList.find(p => p.socket && p.socket.id === socket.id);
if (playerInLobby) {
console.log('📢 Broadcasting to lobby:', language, difficulty);
console.log('👥 Players in lobby:', waitingList.length);
waitingList.forEach(player => {
if (player.socket && player.socket.id !== socket.id) {
console.log('📤 Sending to player:', player.socket.id);
player.socket.emit('lobby-chat-message', chatData);
}
});
foundInLobby = true;
break;
}
}
if (foundInLobby) break;
}
if (!foundInLobby) {
console.log('❌ Player not found in any room or lobby');
console.log('Current socket language/difficulty:', socket.language, socket.difficulty);
console.log('Available waiting players:', Object.keys(waitingPlayers));
console.log('Waiting players details:', JSON.stringify(waitingPlayers, null, 2));
}
}
});
// Marathon lobby chat
socket.on("marathon-lobby-chat", ({ message, username, userId }) => {
console.log('Marathon chat message received:', { message, username, userId, socketId: socket.id });
const chatData = {
message,
username: username || socket.username || 'Anonymous',
userId: userId || socket.userId,
timestamp: Date.now()
};
// Find which marathon room the player is in
let roomCode = null;
for (const code in customMarathonRooms) {
if (customMarathonRooms[code].players.find(p => p.id === socket.id)) {
roomCode = code;
break;
}
}
if (roomCode) {
// Broadcast to marathon room members
socket.to(roomCode).emit('marathon-lobby-chat-message', chatData);
} else {
// If not in a custom room, broadcast to debug marathon lobby
console.log('🎯 Debug Marathon: Broadcasting chat to debug marathon lobby');
debugMarathonWaitingPlayers.forEach(s => {
if (s.id !== socket.id) {
s.emit('marathon-lobby-chat-message', chatData);
}
});
}
});
// === Debug Marathon Lobby Events ===
socket.on("join-marathon-lobby", async ({ language, userId, username }) => {
console.log('🎯 Debug Marathon: Player joining lobby:', { language, userId, username, socketId: socket.id });
console.log('🎯 Debug Marathon: Current waiting players:', debugMarathonWaitingPlayers.length);
console.log('🎯 Debug Marathon: Socket user info:', {
userId: socket.userId,
username: socket.username,
userDoc: socket.userDoc
});
console.log('🎯 Debug Marathon: Event received successfully!');
// Set socket properties
socket.language = language;
socket.difficulty = 'marathon';
socket.marathonUserId = userId;
// Add to waiting players if not already there
if (!debugMarathonWaitingPlayers.find(p => p.id === socket.id)) {
debugMarathonWaitingPlayers.push(socket);
}
// Emit lobby update to all waiting players
const players = debugMarathonWaitingPlayers.map(s => ({
id: s.id,
userId: s.marathonUserId || s.userId,
username: s.username || username || 'Anonymous',
displayName: s.userDoc?.displayName,
profilePicture: s.userDoc?.profilePicture,
rank: s.userDoc?.rank || 'Bronze',
points: s.userDoc?.points || 0,
gamesPlayed: s.userDoc?.gamesPlayed || 0
}));
console.log('🎯 Debug Marathon: Emitting lobby update with players:', players);
console.log(`🎯 Debug Marathon: Lobby update: [${players.map(p => p.username).join(', ')}] (${debugMarathonWaitingPlayers.length}/${MAX_DEBUG_MARATHON_PLAYERS})`);
debugMarathonWaitingPlayers.forEach(s => s.emit('marathon-lobby-update', { players }));
// Check if we have enough players to start
if (debugMarathonWaitingPlayers.length === MAX_DEBUG_MARATHON_PLAYERS) {
console.log('🎯 Debug Marathon: 5 players joined, starting game!');
// Notify all players that game is starting
debugMarathonWaitingPlayers.forEach(s => s.emit('marathon-game-starting', { message: 'Generating problems... Please wait.' }));
// Start the marathon game
const sessionId = `debug_marathon_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
const players = debugMarathonWaitingPlayers.splice(0, MAX_DEBUG_MARATHON_PLAYERS);
// Generate problems (simplified for now)
const problems = [
{ round: 1, problem: 'def calculate():\n return 1', difficulty: 'easy' },
{ round: 2, problem: 'def calculate():\n return 2', difficulty: 'normal' },
{ round: 3, problem: 'def calculate():\n return 3', difficulty: 'normal' },
{ round: 4, problem: 'def calculate():\n return 4', difficulty: 'hard' },
{ round: 5, problem: 'def calculate():\n return 5', difficulty: 'hard' }
];
const gameStartTime = Date.now();
const playerIds = players.map(s => s.marathonUserId || s.userId);
players.forEach(s => {
s.join(sessionId);
s.emit('marathon-start', {
sessionId,
problems: problems.map(p => ({ round: p.round, difficulty: p.difficulty, problem: p.problem })),
players: playerIds,
gameStartTime: gameStartTime
});
});
}
});
// === Custom DebugMarathon Room Events ===
socket.on("create-custom-marathon-room", async ({ roomCode, language, playerCount, rounds, timeLimit, challengeMode, betAmount }) => {
console.log('Creating custom marathon room:', { roomCode, language, playerCount, rounds, timeLimit, challengeMode, betAmount, socketId: socket.id });
if (customMarathonRooms[roomCode]) {
socket.emit('custom-marathon-room-error', { message: 'Room code already exists' });
return;
}
// Set socket properties for chat functionality
socket.language = language;
socket.difficulty = 'marathon'; // Use 'marathon' as difficulty for marathon rooms
// Create room without generating problems yet - wait until room is full
customMarathonRooms[roomCode] = {
roomCode,
language,
playerCount: playerCount || 5, // Default to 5 players for marathon
maxPlayers: playerCount || 5,
players: [socket],
createdBy: socket.id,
created: Date.now(),
rounds: rounds || 5, // Default to 5 rounds for marathon
timeLimit: timeLimit || 10, // Default to 10 minutes for marathon
challengeMode: challengeMode || false,
betAmount: betAmount || 0,
bets: challengeMode ? [{ playerId: socket.id, amount: betAmount, username: socket.user?.username }] : [],
problems: null // Problems will be generated when room is full
};
socket.join(roomCode);
socket.emit('custom-marathon-room-created', { roomCode, language, playerCount: playerCount || 5, rounds: rounds || 5, timeLimit: timeLimit || 10, challengeMode, betAmount, problems: [] });
console.log(`🏁 Custom marathon room ${roomCode} created for ${playerCount || 5} players (${rounds || 5} rounds, ${timeLimit || 10} min)${challengeMode ? ' with challenge mode' : ''}`);
});
socket.on("join-custom-marathon-room", async ({ roomCode }) => {
console.log('Joining custom marathon room:', { roomCode, socketId: socket.id });
const room = customMarathonRooms[roomCode];
if (!room) {
socket.emit('custom-marathon-room-error', { message: 'Room not found' });
return;
}
if (room.players.length >= room.maxPlayers) {
socket.emit('custom-marathon-room-error', { message: 'Room is full' });
return;
}
// Check if player is already in the room
if (room.players.find(p => p.id === socket.id)) {
socket.emit('custom-marathon-room-error', { message: 'Already in this room' });
return;
}
// Set socket properties for chat functionality
socket.language = room.language;
socket.difficulty = 'marathon'; // Use 'marathon' as difficulty for marathon rooms
room.players.push(socket);
socket.join(roomCode);
// Add bet for challenge mode
if (room.challengeMode) {
room.bets.push({
playerId: socket.id,
amount: room.betAmount,
username: socket.user?.username
});
}
socket.emit('custom-marathon-room-joined', {
roomCode,
language: room.language,
playerCount: room.playerCount || 5,
rounds: room.rounds || 5,
timeLimit: room.timeLimit || 10,
challengeMode: room.challengeMode,
betAmount: room.betAmount,
problems: room.problems || [] // Send problems if they exist, otherwise empty array
});
// Notify all players in the room with enhanced user information
room.players.forEach(player => {
player.emit('custom-marathon-room-update', {
players: room.players.map(p => {
const user = p.user;
const userDoc = p.userDoc;
return {
id: p.id,
userId: user?.userId,
username: userDoc?.username || user?.username || 'Player',
displayName: userDoc?.displayName,
profilePicture: userDoc?.profilePicture,
rank: userDoc?.rank || 'Bronze',
points: userDoc?.points || 0,
gamesPlayed: userDoc?.gamesPlayed || 0
};
}),
roomInfo: {
roomCode: room.roomCode,
language: room.language,
playerCount: room.playerCount || 5,
rounds: room.rounds || 5,
timeLimit: room.timeLimit || 10,
challengeMode: room.challengeMode
}
});
});
console.log(`👥 Player joined custom marathon room ${roomCode} (${room.players.length}/${room.maxPlayers})${room.challengeMode ? ` with ${room.betAmount} point bet` : ''}`);
// If room is full, generate problems and start the marathon
if (room.players.length === room.maxPlayers) {
console.log(`🏁 Room ${roomCode} is full! Generating problems and starting marathon${room.challengeMode ? ' with challenge mode' : ''}`);
// Send "Generating problems" message to all players
console.log(`🔄 Sending generating message to ${room.players.length} players in room ${roomCode}`);
room.players.forEach(player => {
if (player) {
console.log(`🔄 Emitting custom-marathon-generating to player ${player.id}`);
player.emit('custom-marathon-generating', { message: 'Generating problems, please wait...' });
} else {
console.log(`⚠️ Player is undefined, skipping generating message`);
}
});
// Generate problems only when room is full
const { generateMarathonProblems } = require('./utils/debugMarathonProblemGen');
try {
room.problems = await generateMarathonProblems(room.language, genAI, room.rounds);
console.log(`✅ Generated ${room.problems.length} problems for room ${roomCode}`);
} catch (err) {
console.error(`❌ Failed to generate problems for room ${roomCode}:`, err);
console.log(`⚠️ Falling back to built-in problems due to generation failure (e.g., 503 overload)`);
// Build a minimal fallback set matching requested rounds and including difficulty/round
const fallbackByDifficulty = ['easy','normal','normal','hard','hard'];
const total = room.rounds || 5;
const lang = (room.language || 'python').toLowerCase();
const fallbackCode = (roundIdx) => {
if (lang === 'python') return `def solve_${roundIdx}(arr):\n # TODO: fix bug\n return arr[0]`;
if (lang === 'java') return `class Solution${roundIdx} {\n int solve(int[] arr){ /* TODO: fix bug */ return arr[0]; }\n}`;
if (lang === 'cpp') return `int solve_${roundIdx}(vector<int>& a){ /* TODO */ return a[0]; }`;
if (lang === 'c') return `int solve_${roundIdx}(int* a,int n){ /* TODO */ return a[0]; }`;
if (lang === 'js' || lang === 'javascript') return `function solve${roundIdx}(arr){ /* TODO */ return arr[0]; }`;
return `def solve_${roundIdx}(arr):\n # TODO: fix bug\n return arr[0]`;
};
room.problems = Array.from({length: total}, (_, i) => ({
round: i + 1,
difficulty: fallbackByDifficulty[i] || 'normal',
problem: fallbackCode(i + 1),
problemType: 'DSA Problem',
specificProblem: `Fallback Round ${i + 1}`
}));
console.log(`✅ Fallback problems prepared for room ${roomCode}: ${room.problems.length}`);
}
// Start the marathon (generated or fallback problems)
startCustomMarathon(room.players, genAI, io, room.language, roomCode, room.rounds, room.timeLimit, room.problems);
room.players.forEach(player => {
if (player) {
player.emit('custom-marathon-start', { challengeMode: room.challengeMode });
}
});
// Show initial rankings after a short delay to let players join
// (Removed here; startCustomMarathon will handle initial rankings using its own sessionId)
}
});
// Handle custom marathon round completion from any socket
socket.on('marathon-round-complete', (data) => {
console.log(`[CustomMarathon] 🔍 marathon-round-complete event received from socket ${socket.id}:`, data);
const { sessionId: sid, round, timeTaken, userId } = data || {};