"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");
// 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 = 10; // Try up to 10 ports starting from the default
// Serve static files from the public directory
app.use(express_1.default.static(path_1.default.join(__dirname, '../public')));
// Set up game sessions
const gameSessions = new Map();
// Handle socket connections
io.on('connection', (socket) => {
    console.log(`New client connected: ${socket.id}`);
    // Start a new game
    socket.on('startGame', async () => {
        try {
            // Initialize game runner
            const gameRunner = new game_runner_1.GameRunner();
            const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
            // Initialize the game
            await gameRunner.initialize(worldFile);
            // Store game session
            gameSessions.set(socket.id, gameRunner);
            // Send introduction to client
            const gameState = gameRunner.getGameState();
            socket.emit('gameIntroduction', {
                introduction: gameState.world.introduction,
                initialRoomDescription: gameRunner.getCurrentRoomDescription(),
                currentRoomId: gameState.currentRoomId
            });
        }
        catch (error) {
            console.error('Error starting game:', error);
            socket.emit('error', { message: 'Failed to start game. Please try again.' });
        }
    });
    // 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;
            }
            // Process command and get response
            const response = await gameRunner.processCommand(data.command);
            // Send narrative response to client
            socket.emit('narrativeResponse', {
                text: response,
                gameState: {
                    currentRoomId: gameRunner.getGameState().currentRoomId
                },
                suggestions: gameRunner.getSuggestions()
            });
        }
        catch (error) {
            console.error('Error processing command:', error);
            socket.emit('error', { message: 'Failed to process command. Please try again.' });
        }
    });
    // Save game state
    socket.on('saveGame', () => {
        try {
            const gameRunner = gameSessions.get(socket.id);
            if (!gameRunner) {
                socket.emit('error', { message: 'Game session not found. Please start a new game.' });
                return;
            }
            // Store save data in session
            socket.data.savedGame = gameRunner.getGameState();
            socket.emit('gameSaved');
        }
        catch (error) {
            console.error('Error saving game:', error);
            socket.emit('error', { message: 'Failed to save game. Please try again.' });
        }
    });
    // Load game state
    socket.on('loadGame', () => {
        try {
            const gameRunner = gameSessions.get(socket.id);
            if (!gameRunner) {
                socket.emit('error', { message: 'Game session not found. Please start a new game.' });
                return;
            }
            // Check if there's a saved game
            if (!socket.data.savedGame) {
                socket.emit('error', { message: 'No saved game found.' });
                return;
            }
            // Load saved game
            gameRunner.loadGameState(socket.data.savedGame);
            // Send current state to client
            socket.emit('gameLoaded', {
                currentRoomDescription: gameRunner.getCurrentRoomDescription(),
                currentRoomId: gameRunner.getGameState().currentRoomId
            });
        }
        catch (error) {
            console.error('Error loading game:', error);
            socket.emit('error', { message: 'Failed to load game. 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);
        }
    });
});
// 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/fonts')
    ];
    for (const dir of dirs) {
        if (!(0, fs_1.existsSync)(dir)) {
            (0, fs_1.mkdirSync)(dir, { recursive: true });
        }
    }
}
// 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 ${destination}`);
    }
}
// Start the server with port fallback
async function startServer(initialPort, range) {
    let currentPort = initialPort;
    const maxPort = initialPort + range;
    // Try ports in the specified range
    while (currentPort < maxPort) {
        try {
            // Ensure directories exist
            ensureDirectories();
            // Ensure kokoro-js is copied
            try {
                ensureKokoroJs();
            }
            catch (error) {
                console.error('Error copying kokoro-js:', error);
            }
            // Try to start the server on the current port
            await new Promise((resolve, reject) => {
                server.listen(currentPort, () => {
                    console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
                    resolve();
                });
                server.on('error', (error) => {
                    // If port is in use, try next port
                    if (error.code === 'EADDRINUSE') {
                        console.log(`Port ${currentPort} is in use, trying next port...`);
                        server.close();
                        currentPort++;
                        reject();
                    }
                    else {
                        // For other errors, log and reject
                        console.error('Server error:', error);
                        reject(error);
                    }
                });
            });
            // 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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