"use strict";
/**
 * AI Interactive Fiction - Web Server
 * Serves the web UI and handles WebSocket communication
 */
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
    if (k2 === undefined) k2 = k;
    var desc = Object.getOwnPropertyDescriptor(m, k);
    if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
      desc = { enumerable: true, get: function() { return m[k]; } };
    }
    Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
    if (k2 === undefined) k2 = k;
    o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
    Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
    o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
    var ownKeys = function(o) {
        ownKeys = Object.getOwnPropertyNames || function (o) {
            var ar = [];
            for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
            return ar;
        };
        return ownKeys(o);
    };
    return function (mod) {
        if (mod && mod.__esModule) return mod;
        var result = {};
        if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
        __setModuleDefault(result, mod);
        return result;
    };
})();
var __importDefault = (this && this.__importDefault) || function (mod) {
    return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.io = exports.server = exports.app = void 0;
exports.startServer = startServer;
const path_1 = __importDefault(require("path"));
const express_1 = __importDefault(require("express"));
const http_1 = __importDefault(require("http"));
const socket_io_1 = require("socket.io");
const dotenv = __importStar(require("dotenv"));
const game_runner_1 = require("./cli/game-runner");
const fs_1 = require("fs");
const turn_result_1 = require("./interfaces/turn-result");
const game_config_1 = require("./config/game-config");
// Load environment variables
dotenv.config();
// Create Express application
const app = (0, express_1.default)();
exports.app = app;
const server = http_1.default.createServer(app);
exports.server = server;
const io = new socket_io_1.Server(server);
exports.io = io;
// Get port from environment variables or use default
const DEFAULT_PORT = 3001;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 300; // Try enough ports to skip OS-excluded ranges.
const engineConfig = (0, game_config_1.loadGameConfig)(process.env.YAML_CONFIG_FILE || './config/engines/yaml.json', 'yaml');
// Serve static files from the public directory. During local development the
// browser must not keep stale ES modules, otherwise UI fixes appear to do
// nothing until a hard cache clear.
app.use(express_1.default.static(path_1.default.join(__dirname, '../public'), {
    etag: false,
    lastModified: false,
    setHeaders: (res) => {
        res.setHeader('Cache-Control', 'no-store, no-cache, must-revalidate, proxy-revalidate');
        res.setHeader('Pragma', 'no-cache');
        res.setHeader('Expires', '0');
    }
}));
app.get('/api/game-config', (_req, res) => {
    res.json((0, game_config_1.clientGameConfig)(engineConfig));
});
// Set up game sessions
const gameSessions = new Map();
const nextTurnIds = new Map();
function nextTurnId(socketId) {
    const current = nextTurnIds.get(socketId) || 1;
    nextTurnIds.set(socketId, current + 1);
    return current;
}
function createTextTurn(socketId, text, gameState = {}, suggestions) {
    const paragraphs = (0, turn_result_1.textToParagraphs)(text);
    return {
        turnId: nextTurnId(socketId),
        paragraphs,
        choices: [],
        inputMode: 'text',
        gameState,
        suggestions,
    };
}
function normalizeSaveSlot(slot) {
    const value = Number(slot);
    return Number.isInteger(value) && value > 0 ? value : 1;
}
async function startDemoGameForSocket(socket) {
    nextTurnIds.set(socket.id, 1);
    const gameRunner = new game_runner_1.GameRunner();
    const worldFile = (0, game_config_1.projectPath)(process.env.DEFAULT_WORLD_FILE || engineConfig.paths.mainGameFile);
    await gameRunner.initialize(worldFile);
    gameSessions.set(socket.id, gameRunner);
    const gameState = gameRunner.getGameState();
    const paragraphs = [
        ...(0, turn_result_1.textToParagraphs)(gameState.world.introduction),
        ...(0, turn_result_1.textToParagraphs)(gameRunner.getCurrentRoomDescription()),
    ];
    socket.emit('narrativeResponse', {
        turnId: nextTurnId(socket.id),
        paragraphs,
        choices: [],
        inputMode: 'text',
        gameState: {
            currentRoomId: gameState.currentRoomId,
        },
    });
    return gameRunner;
}
async function handleGameApi(socket, method, args = []) {
    const saveGames = socket.data.saveGames || new Map();
    socket.data.saveGames = saveGames;
    switch (method) {
        case 'newGame':
        case 'newGame()':
            await startDemoGameForSocket(socket);
            return { success: true, result: true, running: true, canLoad: saveGames.size > 0 };
        case 'loadGame':
        case 'loadGame()': {
            const slot = normalizeSaveSlot(args[0]);
            if (!saveGames.has(slot)) {
                return { success: false, error: 'missing_save', result: false };
            }
            await startDemoGameForSocket(socket);
            socket.emit('gameLoaded', { slot });
            return { success: true, result: true, running: true, slot };
        }
        case 'saveGame':
        case 'saveGame()': {
            const gameRunner = gameSessions.get(socket.id);
            if (!gameRunner) {
                return { success: false, error: 'game_not_running', result: false };
            }
            const slot = normalizeSaveSlot(args[0]);
            saveGames.set(slot, gameRunner.getGameState());
            socket.emit('gameSaved', { slot });
            return { success: true, result: true, slot };
        }
        case 'hasSaveGame':
        case 'hasSaveGame()': {
            const slot = normalizeSaveSlot(args[0]);
            return { success: true, result: saveGames.has(slot), slot };
        }
        case 'getSaveGames':
        case 'getSaveGames()':
            return { success: true, result: Array.from(saveGames.keys()).sort((a, b) => a - b) };
        case 'isGameRunning':
        case 'isGameRunning()':
            return { success: true, result: gameSessions.has(socket.id) };
        default:
            return { success: false, error: `unknown_method:${method}` };
    }
}
// Handle socket connections
io.on('connection', (socket) => {
    console.log(`New client connected: ${socket.id}`);
    socket.emit('gameConfig', (0, game_config_1.clientGameConfig)(engineConfig));
    socket.data.saveGames = new Map();
    socket.on('gameApi', async (request, respond) => {
        try {
            const response = await handleGameApi(socket, String(request?.method || ''), Array.isArray(request?.args) ? request.args : []);
            if (typeof respond === 'function') {
                respond(response);
            }
        }
        catch (error) {
            console.error('Game API error:', error);
            if (typeof respond === 'function') {
                respond({ success: false, error: error instanceof Error ? error.message : String(error) });
            }
        }
    });
    // Process player command
    socket.on('playerCommand', async (data) => {
        try {
            const gameRunner = gameSessions.get(socket.id);
            if (!gameRunner) {
                socket.emit('error', { message: 'Game session not found. Please start a new game.' });
                return;
            }
            const command = String(data?.command || '').trim();
            // During typography and animation work, mirror the command back through
            // the real socket path so the UI pipeline can be tested end to end.
            socket.emit('narrativeResponse', createTextTurn(socket.id, command, {
                currentRoomId: gameRunner.getGameState().currentRoomId
            }, gameRunner.getSuggestions()));
        }
        catch (error) {
            console.error('Error processing command:', error);
            socket.emit('error', { message: 'Failed to process command. Please try again.' });
        }
    });
    // Handle disconnection
    socket.on('disconnect', () => {
        console.log(`Client disconnected: ${socket.id}`);
        // Clean up game session
        if (gameSessions.has(socket.id)) {
            gameSessions.delete(socket.id);
        }
        nextTurnIds.delete(socket.id);
    });
});
// Ensure required asset folders exist
function ensureDirectories() {
    const dirs = [
        path_1.default.join(__dirname, '../public'),
        path_1.default.join(__dirname, '../public/js'),
        path_1.default.join(__dirname, '../public/css'),
        path_1.default.join(__dirname, '../public/images'),
        path_1.default.join(__dirname, '../public/music'),
        path_1.default.join(__dirname, '../public/sounds'),
        path_1.default.join(__dirname, '../public/fonts')
    ];
    for (const dir of dirs) {
        if (!(0, fs_1.existsSync)(dir)) {
            (0, fs_1.mkdirSync)(dir, { recursive: true });
        }
    }
    (0, game_config_1.ensureConfiguredAssetDirectories)(engineConfig);
}
// Copy kokoro-js library from node_modules if not already present
function ensureKokoroJs() {
    const source = path_1.default.join(__dirname, '../node_modules/kokoro-js/dist/index.js');
    const destination = path_1.default.join(__dirname, '../public/js/kokoro-js.js');
    if ((0, fs_1.existsSync)(source) && !(0, fs_1.existsSync)(destination)) {
        (0, fs_1.copyFileSync)(source, destination);
        console.log(`Copied kokoro-js from ${source} to ${destination}`);
    }
}
// Start the server with port fallback
async function startServer(initialPort, range) {
    let currentPort = initialPort;
    const maxPort = initialPort + range;
    // Try ports in the specified range
    while (currentPort < maxPort) {
        try {
            // Ensure directories exist
            ensureDirectories();
            // Ensure kokoro-js is copied
            try {
                ensureKokoroJs();
            }
            catch (error) {
                console.error('Error copying kokoro-js:', error);
            }
            // Try to start the server on the current port
            await new Promise((resolve, reject) => {
                server.removeAllListeners('error');
                server.removeAllListeners('listening');
                server.once('listening', () => {
                    console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
                    resolve();
                });
                server.once('error', (error) => {
                    // If port is in use, try next port
                    if (error.code === 'EADDRINUSE' || error.code === 'EACCES') {
                        console.log(`Port ${currentPort} is unavailable (${error.code}), trying next port...`);
                        server.close();
                        currentPort++;
                        reject();
                    }
                    else {
                        // For other errors, log and reject
                        console.error('Server error:', error);
                        reject(error);
                    }
                });
                server.listen(currentPort);
            });
            // If we reach here, server started successfully
            return;
        }
        catch (error) {
            // If we reach the max port and still fail, throw an error
            if (currentPort >= maxPort - 1) {
                throw new Error(`Failed to start server on ports ${initialPort} to ${maxPort - 1}`);
            }
            // Otherwise try the next port
            // The loop continues as the rejection above increments currentPort
        }
    }
}
// Start the server when this module is run directly
if (require.main === module) {
    startServer(PORT, PORT_RANGE).catch(error => {
        console.error('Failed to start server:', error);
        process.exit(1);
    });
}
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