Refactored modules and updated loader.
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/**
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* Socket Client Module
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* Handles WebSocket communication for receiving text fragments and game state
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*/
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import { BaseModule } from './base-module.js';
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class SocketClientModule extends BaseModule {
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constructor() {
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super('socket-client', 'Socket Client');
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// Dependencies
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this.dependencies = ['text-buffer'];
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this.socket = null;
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this.textBuffer = null;
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this.isConnected = false;
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this.reconnectAttempts = 0;
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this.maxReconnectAttempts = 5;
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this.reconnectDelay = 2000;
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this.url = null;
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this.eventListeners = {};
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this.defaultHost = 'localhost:3000';
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// Bind methods using parent's bindMethods utility
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this.bindMethods([
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'connect',
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'disconnect',
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'send',
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'sendCommand',
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'requestStartGame',
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'requestSaveGame',
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'requestLoadGame',
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'on',
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'off',
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'emitEvent',
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'setupGameEventHandlers',
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'processTextFragment',
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'attemptReconnect',
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'getConnectionStatus',
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'loadSocketIO'
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]);
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}
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/**
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* Load Socket.IO client library
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* @returns {Promise<void>}
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*/
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loadSocketIO() {
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// Use parent's loadScript method
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return this.loadScript('/socket.io/socket.io.js');
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}
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/**
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* Initialize the module
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* @returns {Promise<boolean>} - Resolves with success status
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*/
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async initialize() {
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try {
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this.reportProgress(10, "Initializing Socket Client");
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// Dynamically load Socket.IO client if not already loaded
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if (!window.io) {
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this.reportProgress(20, "Loading Socket.IO client");
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await this.loadSocketIO();
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this.reportProgress(30, "Socket.IO client loaded");
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}
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// Get text buffer using parent's getModule method
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this.textBuffer = this.getModule('text-buffer');
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if (!this.textBuffer) {
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console.error("Socket Client: Failed to get text-buffer module");
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return false;
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}
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this.reportProgress(50, "Setting up connection parameters");
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// Use the current origin for the socket connection
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const currentUrl = window.location.origin;
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console.log(`Socket Client: Using origin for connection: ${currentUrl}`);
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this.url = currentUrl;
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this.reportProgress(100, "Socket client initialized");
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return true;
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} catch (error) {
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console.error("Error initializing Socket Client:", error);
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return false;
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}
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}
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/**
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* Connect to the Socket.IO server
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* @param {string} url - Optional custom WebSocket URL
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* @returns {Promise<boolean>} - Resolves with connection success
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*/
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connect(url = null) {
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return new Promise((resolve) => {
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if (this.isConnected) {
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resolve(true);
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return;
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}
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// Use provided URL or default
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const socketUrl = url || this.url;
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try {
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console.log(`Socket Client: Connecting to ${socketUrl}`);
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// Create Socket.IO connection (will automatically use /socket.io endpoint)
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this.socket = window.io(socketUrl, {
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reconnection: false, // We handle reconnection ourselves
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transports: ['websocket', 'polling'] // Prefer WebSocket
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});
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this.socket.on('connect', () => {
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console.log('Socket Client: Connected to server with ID:', this.socket.id);
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this.isConnected = true;
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this.reconnectAttempts = 0;
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this.emitEvent('connect');
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resolve(true);
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});
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this.socket.on('disconnect', (reason) => {
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console.log(`Socket Client: Connection closed: ${reason}`);
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this.isConnected = false;
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this.emitEvent('disconnect', reason);
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this.attemptReconnect();
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resolve(false);
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});
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this.socket.on('connect_error', (error) => {
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console.error('Socket Client: Connection error:', error);
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this.emitEvent('connect_error', error);
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resolve(false);
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});
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// Set up game-specific event handlers
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this.setupGameEventHandlers();
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} catch (error) {
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console.error('Socket Client: Connection error:', error);
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this.emitEvent('connect_error', error);
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resolve(false);
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}
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});
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}
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/**
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* Set up event handlers for game-specific Socket.IO events
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*/
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setupGameEventHandlers() {
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if (!this.socket) return;
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// Map all incoming Socket.IO events to our internal event system
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this.socket.onAny((event, ...args) => {
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console.log(`Socket Client: Received ${event} event from server`, args);
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this.emitEvent(event, args[0]);
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});
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// Special handling for narrative text
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this.socket.on('narrativeResponse', (data) => {
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if (data && data.text && this.textBuffer) {
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this.processTextFragment(data.text);
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}
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});
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// Special handling for introduction text
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this.socket.on('gameIntroduction', (data) => {
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if (data && data.introduction && this.textBuffer) {
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this.processTextFragment(data.introduction);
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}
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if (data && data.initialRoomDescription && this.textBuffer) {
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this.processTextFragment(data.initialRoomDescription);
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}
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});
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}
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/**
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* Process a text fragment by adding it to the TextBuffer
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* @param {string} text - Text fragment to process
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*/
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processTextFragment(text) {
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if (!text) return;
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// Add text to the buffer if available
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if (this.textBuffer) {
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console.log(`Socket Client: Processing text fragment: "${text.substring(0, 50)}${text.length > 50 ? '...' : ''}"`);
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this.textBuffer.addText(text);
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} else {
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console.error('Socket Client: Text buffer not available');
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// Attempt to get text buffer again using parent's getModule method
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this.textBuffer = this.getModule('text-buffer');
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if (this.textBuffer) {
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this.textBuffer.addText(text);
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} else {
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// Emit a text event as fallback if no text buffer
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this.emitEvent('text', text);
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}
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}
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}
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/**
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* Attempt to reconnect to the server
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*/
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attemptReconnect() {
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if (this.reconnectAttempts >= this.maxReconnectAttempts) {
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console.error('Socket Client: Max reconnect attempts reached');
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return;
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}
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this.reconnectAttempts++;
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const delay = this.reconnectDelay * this.reconnectAttempts;
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console.log(`Socket Client: Attempting to reconnect in ${delay}ms (attempt ${this.reconnectAttempts})`);
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setTimeout(() => {
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if (!this.isConnected) {
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this.connect();
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}
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}, delay);
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}
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/**
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* Disconnect from the server
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*/
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disconnect() {
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if (this.socket && this.isConnected) {
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this.socket.disconnect();
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this.isConnected = false;
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}
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}
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/**
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* Send a message to the server
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* @param {Object|string} data - Data to send
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* @returns {boolean} - Success status
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*/
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send(data) {
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if (!this.isConnected || !this.socket) {
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console.error('Socket Client: Not connected');
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return false;
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}
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try {
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// For Socket.IO we send structured events
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if (typeof data === 'object') {
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const { type, ...restData } = data;
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if (type) {
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// Use the type as the event name
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this.socket.emit(type, restData);
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} else {
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// Default to 'message' event
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this.socket.emit('message', data);
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}
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} else {
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// Plain strings go to 'message' event
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this.socket.emit('message', { text: data });
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}
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return true;
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} catch (error) {
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console.error('Socket Client: Error sending message:', error);
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return false;
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}
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}
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/**
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* Send a command to the server
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* @param {string} command - The player's command
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* @returns {boolean} - Success status
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*/
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sendCommand(command) {
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if (!this.isConnected || !this.socket) {
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console.error('Socket Client: Not connected, cannot send command');
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return false;
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}
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try {
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this.socket.emit('playerCommand', { command });
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return true;
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} catch (error) {
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console.error('Socket Client: Error sending command:', error);
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return false;
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}
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}
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/**
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* Request to start a new game
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* @returns {boolean} - Success status
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*/
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requestStartGame() {
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if (!this.isConnected || !this.socket) {
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console.error('Socket Client: Not connected, cannot start game');
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return false;
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}
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try {
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this.socket.emit('startGame');
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return true;
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} catch (error) {
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console.error('Socket Client: Error starting game:', error);
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return false;
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}
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}
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/**
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* Request to save the current game state
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* @returns {boolean} - Success status
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*/
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requestSaveGame() {
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if (!this.isConnected || !this.socket) {
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console.error('Socket Client: Not connected, cannot save game');
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return false;
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}
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try {
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this.socket.emit('saveGame');
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return true;
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} catch (error) {
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console.error('Socket Client: Error saving game:', error);
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return false;
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}
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}
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/**
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* Request to load a saved game state
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* @returns {boolean} - Success status
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*/
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requestLoadGame() {
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if (!this.isConnected || !this.socket) {
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console.error('Socket Client: Not connected, cannot load game');
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return false;
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}
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try {
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this.socket.emit('loadGame');
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return true;
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} catch (error) {
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console.error('Socket Client: Error loading game:', error);
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return false;
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}
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}
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/**
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* Register an event handler
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* @param {string} event - Event name
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* @param {Function} callback - Event callback
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*/
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on(event, callback) {
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if (!this.eventListeners[event]) {
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this.eventListeners[event] = [];
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}
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this.eventListeners[event].push(callback);
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}
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/**
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* Remove an event handler
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* @param {string} event - Event name
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* @param {Function} callback - Event callback to remove
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*/
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off(event, callback) {
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if (!this.eventListeners[event]) return;
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if (callback) {
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// Remove specific callback
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this.eventListeners[event] = this.eventListeners[event].filter(cb => cb !== callback);
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} else {
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// Remove all callbacks for this event
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delete this.eventListeners[event];
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}
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}
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/**
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* Emit an event to all registered listeners
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* @param {string} event - Event name
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* @param {*} data - Event data
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*/
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emitEvent(event, data) {
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if (!this.eventListeners[event]) return;
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for (const callback of this.eventListeners[event]) {
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try {
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callback(data);
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} catch (error) {
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console.error(`Socket Client: Error in '${event}' event handler:`, error);
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}
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}
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}
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/**
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* Check if the socket is connected
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* @returns {boolean} - Connection status
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*/
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getConnectionStatus() {
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return this.isConnected;
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}
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}
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// Create the singleton instance
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const SocketClient = new SocketClientModule();
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// Export the module
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export { SocketClient };
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