const express = require('express'); const http = require('http'); const { Server } = require('socket.io'); const path = require('path'); const wordLists = require('./words'); const app = express(); const server = http.createServer(app); const io = new Server(server, { cors: { origin: '*' } }); const PORT = process.env.PORT || 7860; app.use(express.static(path.join(__dirname, 'public'))); // /game now served by index.html (single page app) app.get('*', (req, res) => res.sendFile(path.join(__dirname, 'public', 'index.html'))); // ─── In-memory game state ─────────────────────────────────────────────────── const rooms = {}; function genCode() { let code; do { code = Math.random().toString(36).substring(2, 8).toUpperCase(); } while (rooms[code]); return code; } function getWords(settings, count = 3) { let pool = []; if (settings.wordMode === 'custom' && settings.customWords.length >= count) { pool = [...settings.customWords]; } else if (settings.wordMode === 'mixed') { const cats = settings.categories || Object.keys(wordLists); cats.forEach(c => { if (wordLists[c]) pool = pool.concat(wordLists[c]); }); pool = pool.concat(settings.customWords || []); } else { const cats = settings.categories || Object.keys(wordLists); cats.forEach(c => { if (wordLists[c]) pool = pool.concat(wordLists[c]); }); } pool = [...new Set(pool)]; const choices = []; while (choices.length < count && pool.length > 0) { const i = Math.floor(Math.random() * pool.length); choices.push(pool.splice(i, 1)[0]); } return choices; } function hintMask(word, revealed) { return word.split('').map((c, i) => c === ' ' ? ' ' : revealed.includes(i) ? c : '_').join(''); } function levenshtein(a, b) { const dp = Array.from({ length: a.length + 1 }, (_, i) => Array.from({ length: b.length + 1 }, (_, j) => i === 0 ? j : j === 0 ? i : 0)); for (let i = 1; i <= a.length; i++) for (let j = 1; j <= b.length; j++) dp[i][j] = a[i-1] === b[j-1] ? dp[i-1][j-1] : 1 + Math.min(dp[i-1][j], dp[i][j-1], dp[i-1][j-1]); return dp[a.length][b.length]; } function createRoom(settings = {}) { const id = genCode(); rooms[id] = { id, host: null, players: [], spectators: [], state: 'waiting', settings: { maxPlayers: 10, rounds: 3, drawTime: 80, wordChoices: 3, customWords: [], wordMode: 'normal', categories: Object.keys(wordLists), teamMode: false, suddenDeath: false, quickDraw: false, hintsEnabled: true, ...settings }, currentRound: 0, drawerOrder: [], currentDrawerIndex: 0, currentWord: null, wordChoices: [], drawStrokes: [], timer: null, chooseTimer: null, hintTimer1: null, hintTimer2: null, timeLeft: 0, totalTime: 80, hintsRevealed: [], roundStartTime: null, roundScores: [], usedWords: [], teams: { red: [], blue: [] }, scoreHistory: [], // [{round, scores:[{id,score}]}] for graph }; return id; } function addPlayer(room, sid, name, avatar) { const player = { id: sid, name: (name || 'Player').substring(0, 20), score: 0, avatar: avatar || { color: `hsl(${Math.floor(Math.random()*360)},70%,60%)`, icon: '😀' }, team: null, streak: 0, powerUps: { revealLetter: 1, timeWarp: 1, bomb: 1 }, achievements: [], isDrawing: false, hasGuessed: false, guessTime: null, isSpectator: false, wordsDrawn: 0, }; room.players.push(player); return player; } function getPlayer(room, sid) { return room.players.find(p => p.id === sid) || room.spectators.find(p => p.id === sid); } function clearAllTimers(room) { if (room.timer) { clearInterval(room.timer); room.timer = null; } if (room.chooseTimer) { clearTimeout(room.chooseTimer); room.chooseTimer = null; } if (room.hintTimer1) { clearTimeout(room.hintTimer1); room.hintTimer1 = null; } if (room.hintTimer2) { clearTimeout(room.hintTimer2); room.hintTimer2 = null; } } function shuffle(arr) { for (let i = arr.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); [arr[i], arr[j]] = [arr[j], arr[i]]; } return arr; } function getRoomData(room) { return { id: room.id, host: room.host, state: room.state, settings: room.settings, players: room.players, spectators: room.spectators, currentRound: room.currentRound, totalRounds: room.settings.rounds, teams: room.teams, }; } function broadcastPlayers(room) { io.to(room.id).emit('playerUpdate', { players: room.players }); } // ─── Game Flow ─────────────────────────────────────────────────────────────── function startGame(room) { if (room.players.length === 0) return; room.state = 'playing'; room.currentRound = 1; room.scoreHistory = []; room.usedWords = []; room.players.forEach(p => { p.score = 0; p.streak = 0; p.achievements = []; p.powerUps = { revealLetter: 1, timeWarp: 1, bomb: 1 }; }); if (room.settings.teamMode) assignTeams(room); room.drawerOrder = shuffle(room.players.map(p => p.id)); room.currentDrawerIndex = 0; startRound(room); } function assignTeams(room) { room.teams = { red: [], blue: [] }; room.players.forEach((p, i) => { p.team = i % 2 === 0 ? 'red' : 'blue'; room.teams[p.team].push(p.id); }); } function startRound(room) { clearAllTimers(room); room.players.forEach(p => { p.hasGuessed = false; p.isDrawing = false; p.guessTime = null; }); room.drawStrokes = []; room.hintsRevealed = []; room.roundScores = []; room.currentWord = null; // Find drawer, skip if missing let drawerFound = false; while (!drawerFound && room.currentDrawerIndex < room.drawerOrder.length) { const drawerId = room.drawerOrder[room.currentDrawerIndex]; const drawer = room.players.find(p => p.id === drawerId); if (drawer) { drawer.isDrawing = true; drawerFound = true; } else room.currentDrawerIndex++; } if (!drawerFound) { nextTurn(room); return; } const drawer = room.players.find(p => p.isDrawing); const choices = getWords(room.settings, room.settings.wordChoices); room.wordChoices = choices; room.state = 'choosing'; io.to(room.id).emit('roundStart', { round: room.currentRound, totalRounds: room.settings.rounds, drawer: { id: drawer.id, name: drawer.name, avatar: drawer.avatar }, players: room.players, }); io.to(drawer.id).emit('chooseWord', { choices }); room.chooseTimer = setTimeout(() => { if (room.state === 'choosing') { wordChosen(room, choices[Math.floor(Math.random() * choices.length)]); } }, 15000); } function wordChosen(room, word) { clearAllTimers(room); room.currentWord = word; room.usedWords.push(word); room.state = 'drawing'; const drawTime = room.settings.quickDraw ? 20 : room.settings.drawTime; room.timeLeft = drawTime; room.totalTime = drawTime; room.roundStartTime = Date.now(); const drawer = room.players.find(p => p.isDrawing); const mask = hintMask(word, []); const lengths = word.split(' ').map(w => w.length); io.to(drawer.id).emit('wordChosen', { word, hint: mask, lengths, isDrawer: true }); socket_to_room_except(room.id, drawer.id, 'wordChosen', { word: null, hint: mask, lengths, isDrawer: false }); // Auto hints if (room.settings.hintsEnabled) { room.hintTimer1 = setTimeout(() => { if (room.state === 'drawing') revealHint(room); }, drawTime * 500); room.hintTimer2 = setTimeout(() => { if (room.state === 'drawing') revealHint(room); }, drawTime * 750); } // Countdown room.timer = setInterval(() => { room.timeLeft--; io.to(room.id).emit('timerUpdate', { timeLeft: room.timeLeft, totalTime: room.totalTime }); if (room.timeLeft <= 0) endRound(room); }, 1000); } function socket_to_room_except(roomId, exceptId, event, data) { io.to(roomId).except(exceptId).emit(event, data); } function revealHint(room) { const word = room.currentWord; if (!word) return; const unrevealed = []; word.split('').forEach((c, i) => { if (c !== ' ' && !room.hintsRevealed.includes(i)) unrevealed.push(i); }); if (unrevealed.length === 0) return; const n = Math.max(1, Math.floor(unrevealed.length * 0.3)); const picks = shuffle([...unrevealed]).slice(0, n); room.hintsRevealed.push(...picks); const drawer = room.players.find(p => p.isDrawing); const hint = hintMask(word, room.hintsRevealed); socket_to_room_except(room.id, drawer?.id || '', 'hintUpdate', { hint, revealed: room.hintsRevealed }); } function checkGuess(room, sid, text) { if (!room.currentWord || room.state !== 'drawing') return 'ignore'; const player = room.players.find(p => p.id === sid); if (!player || player.hasGuessed || player.isDrawing) return 'ignore'; const guess = text.trim().toLowerCase(); const answer = room.currentWord.toLowerCase(); if (guess === answer) { const elapsed = (Date.now() - room.roundStartTime) / 1000; const timeRatio = Math.max(0, 1 - elapsed / room.totalTime); const baseScore = 200; const timeBonus = Math.round(timeRatio * 300); const firstBonus = room.roundScores.length === 0 ? 50 : 0; const streakBonus = player.streak * 25; const total = baseScore + timeBonus + firstBonus + streakBonus; player.hasGuessed = true; player.guessTime = elapsed; player.score += total; player.streak++; player.wordsDrawn; const drawer = room.players.find(p => p.isDrawing); if (drawer) { const drawerGain = Math.round(50 + (room.roundScores.length === 0 ? 0 : 10)); drawer.score += drawerGain; } room.roundScores.push({ id: sid, score: total, time: elapsed }); checkAchievements(room, player); const nonDrawers = room.players.filter(p => !p.isDrawing && !p.isSpectator); if (nonDrawers.every(p => p.hasGuessed)) setTimeout(() => endRound(room), 1500); return { correct: true, score: total, streak: player.streak, firstBonus }; } const dist = levenshtein(guess, answer); if (dist <= 2 && guess.length > 2) return 'close'; if (room.settings.suddenDeath) { player.score = Math.max(0, player.score - 15); broadcastPlayers(room); } return 'wrong'; } function checkAchievements(room, player) { const unlocked = []; const add = (id, name, desc) => { if (!player.achievements.includes(id)) { player.achievements.push(id); unlocked.push({ id, name, desc }); } }; if (player.guessTime < 8) add('speed_demon', '⚡ Speed Demon', 'Guessed in under 8 seconds!'); if (player.streak >= 3) add('on_fire', '🔥 On Fire', '3 correct guesses in a row!'); if (player.streak >= 5) add('unstoppable', '💎 Unstoppable', '5 in a row!'); if (room.roundScores.length === 1) add('first_blood', '🩸 First Blood', 'First to guess the word!'); if (room.hintsRevealed.length === 0 && player.guessTime < room.totalTime * 0.5) add('no_hints', '🕵️ Sherlock', 'Guessed with zero hints revealed!'); if (unlocked.length > 0) io.to(player.id).emit('achievementUnlocked', unlocked); } function endRound(room) { clearAllTimers(room); if (room.state === 'intermission' || room.state === 'ended') return; room.state = 'intermission'; const drawer = room.players.find(p => p.isDrawing); // Picasso achievement const nonDrawers = room.players.filter(p => !p.isDrawing && !p.isSpectator); if (drawer && nonDrawers.length > 0 && nonDrawers.every(p => p.hasGuessed)) { if (!drawer.achievements.includes('picasso')) { drawer.achievements.push('picasso'); io.to(drawer.id).emit('achievementUnlocked', [{ id: 'picasso', name: '🎨 Picasso', desc: 'Everyone guessed your drawing!' }]); } drawer.score += 100; // bonus } // Record score history room.scoreHistory.push({ round: room.currentRound, drawerTurn: room.currentDrawerIndex, scores: room.players.map(p => ({ id: p.id, name: p.name, score: p.score })) }); io.to(room.id).emit('roundEnd', { word: room.currentWord, scores: room.players.map(p => ({ id: p.id, name: p.name, score: p.score, avatar: p.avatar, roundGain: room.roundScores.find(r => r.id === p.id)?.score || 0, guessTime: p.guessTime, })), drawStrokes: room.drawStrokes, drawer: drawer ? { id: drawer.id, name: drawer.name } : null, scoreHistory: room.scoreHistory, }); room.timer = setTimeout(() => { if (!rooms[room.id]) return; nextTurn(room); }, 7000); } function nextTurn(room) { clearAllTimers(room); room.currentDrawerIndex++; if (room.currentDrawerIndex >= room.drawerOrder.length) { room.currentRound++; if (room.currentRound > room.settings.rounds) { endGame(room); return; } room.drawerOrder = shuffle(room.players.map(p => p.id)); room.currentDrawerIndex = 0; } if (room.players.length < 1) { room.state = 'waiting'; io.to(room.id).emit('gameAborted', { reason: 'Not enough players' }); return; } startRound(room); } function endGame(room) { clearAllTimers(room); room.state = 'ended'; const sorted = [...room.players].sort((a, b) => b.score - a.score); // Victory achievement if (sorted[0]) { const winner = sorted[0]; if (!winner.achievements.includes('champion')) { winner.achievements.push('champion'); io.to(winner.id).emit('achievementUnlocked', [{ id: 'champion', name: '👑 Champion', desc: 'You won the game!' }]); } } io.to(room.id).emit('gameEnd', { players: sorted.map((p, i) => ({ id: p.id, name: p.name, score: p.score, rank: i + 1, achievements: p.achievements, avatar: p.avatar, streak: p.streak })), scoreHistory: room.scoreHistory, }); setTimeout(() => { if (rooms[room.id]) delete rooms[room.id]; }, 60000); } // ─── Socket.IO ─────────────────────────────────────────────────────────────── io.on('connection', (socket) => { socket.on('createRoom', ({ name, avatar, settings }) => { const id = createRoom(settings || {}); const room = rooms[id]; room.host = socket.id; const player = addPlayer(room, socket.id, name, avatar); socket.join(id); socket.roomId = id; socket.emit('roomCreated', { roomId: id, player, room: getRoomData(room) }); }); socket.on('joinRoom', ({ roomId, name, avatar, asSpectator }) => { const code = (roomId || '').toUpperCase().trim(); const room = rooms[code]; if (!room) { socket.emit('joinError', { message: 'Room not found. Check the code!' }); return; } if (room.players.length >= room.settings.maxPlayers) { socket.emit('joinError', { message: 'Room is full! (max ' + room.settings.maxPlayers + ')' }); return; } socket.join(code); socket.roomId = code; let player; if (asSpectator) { player = addPlayer(room, socket.id, name, avatar); player.isSpectator = true; room.players = room.players.filter(p => p.id !== socket.id); room.spectators.push(player); } else { player = addPlayer(room, socket.id, name, avatar); // If joining mid-game, mark as late joiner (they wait for next round to draw) if (room.state !== 'waiting') { player.lateJoin = true; } } socket.emit('roomJoined', { player, room: getRoomData(room) }); socket.to(code).emit('playerJoined', { player, players: room.players, spectators: room.spectators }); }); socket.on('joinRandom', ({ name, avatar }) => { // Find a waiting matchmaking room (including ones in grace period with 0 players) let room = Object.values(rooms).find(r => r.state === 'waiting' && r.isMatchmaking === true && r.players.length < r.settings.maxPlayers ); const isNewRoom = !room; if (!room) { const id = createRoom(); room = rooms[id]; room.isMatchmaking = true; room.host = socket.id; room.mmStartTime = Date.now(); // track when matchmaking started } // Cancel grace-period deletion timer if rejoining if (room._graceTimer) { clearTimeout(room._graceTimer); delete room._graceTimer; } const player = addPlayer(room, socket.id, name, avatar); socket.join(room.id); socket.roomId = room.id; if (room.players.length === 1) room.host = socket.id; socket.emit('roomJoined', { player, room: getRoomData(room) }); socket.to(room.id).emit('playerJoined', { player, players: room.players }); if (room.players.length >= 2) { // ── 2+ players: cancel solo timer, start 10s multiplayer countdown ── if (room.matchmakingTimer) { clearTimeout(room.matchmakingTimer); room.matchmakingTimer = null; } if (room.matchmakingCountdown) { clearInterval(room.matchmakingCountdown); room.matchmakingCountdown = null; } let secs = 10; io.to(room.id).emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: secs, waiting: false }); room.matchmakingCountdown = setInterval(() => { secs--; io.to(room.id).emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: secs, waiting: false }); if (secs <= 0) { clearInterval(room.matchmakingCountdown); room.matchmakingCountdown = null; } }, 1000); room.matchmakingTimer = setTimeout(() => { if (!rooms[room.id] || room.state !== 'waiting') return; room.isMatchmaking = false; startGame(room); }, 10000); } else { // ── 1 player: only start timers if NOT already running (prevents reset on reconnect) ── if (!room.matchmakingTimer) { room.mmStartTime = Date.now(); const SOLO_WAIT = 30000; // Send initial countdown io.to(room.id).emit('matchmakingUpdate', { players: 1, needed: 2, countdown: 30, waiting: true }); room.matchmakingCountdown = setInterval(() => { if (!rooms[room.id]) { clearInterval(room.matchmakingCountdown); return; } const elapsed = Date.now() - room.mmStartTime; const remaining = Math.max(0, Math.ceil((SOLO_WAIT - elapsed) / 1000)); io.to(room.id).emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: remaining, waiting: room.players.length < 2 }); if (remaining <= 0) { clearInterval(room.matchmakingCountdown); room.matchmakingCountdown = null; } }, 1000); room.matchmakingTimer = setTimeout(() => { if (!rooms[room.id] || room.state !== 'waiting') return; if (room.players.length === 0) { delete rooms[room.id]; return; } // nobody reconnected room.isMatchmaking = false; room.settings.rounds = 3; startGame(room); }, SOLO_WAIT); } else { // Timer already running — just send current remaining time to this (re)joining socket const elapsed = Date.now() - (room.mmStartTime || Date.now()); const remaining = Math.max(0, Math.ceil((30000 - elapsed) / 1000)); socket.emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: remaining, waiting: true }); } } }); // CRITICAL: When page reloads after game starts, new socket must rejoin room socket.on('rejoinGame', ({ roomId, name, avatar }) => { const code = (roomId || '').toUpperCase().trim(); const room = rooms[code]; if (!room) { socket.emit('rejoinError', { message: 'Room expired or not found' }); return; } socket.join(code); socket.roomId = code; // Check if player with same name already exists (reconnect) let player = room.players.find(p => p.name === name); if (player) { // Update their socket id to the new one const oldId = player.id; player.id = socket.id; // Update host if needed if (room.host === oldId) room.host = socket.id; // Update drawerOrder const di = room.drawerOrder.indexOf(oldId); if (di !== -1) room.drawerOrder[di] = socket.id; } else { // New player joining mid-game if (room.players.length >= room.settings.maxPlayers) { socket.emit('rejoinError', { message: 'Room is full!' }); return; } player = addPlayer(room, socket.id, name, avatar); player.lateJoin = true; } // Send current game state so they can sync up const drawer = room.players.find(p => p.isDrawing); socket.emit('gameRejoined', { player, room: getRoomData(room), state: room.state, round: room.currentRound, totalRounds: room.settings.rounds, drawer: drawer ? { id: drawer.id, name: drawer.name, avatar: drawer.avatar } : null, players: room.players, hint: room.currentWord ? hintMask(room.currentWord, room.hintsRevealed) : null, timeLeft: room.timeLeft, totalTime: room.totalTime, drawStrokes: room.drawStrokes, isDrawer: drawer?.id === socket.id, word: drawer?.id === socket.id ? room.currentWord : null, }); // Tell others this player is back socket.to(code).emit('playerJoined', { player, players: room.players }); }); socket.on('startGame', () => { const room = rooms[socket.roomId]; if (!room) return; if (room.host !== socket.id) { socket.emit('gameError', { message: 'Only the host can start' }); return; } if (room.players.length < 2) { socket.emit('gameError', { message: 'Need at least 2 players' }); return; } startGame(room); }); socket.on('chooseWord', ({ word }) => { const room = rooms[socket.roomId]; if (!room || room.state !== 'choosing') return; const player = room.players.find(p => p.id === socket.id); if (!player?.isDrawing || !room.wordChoices.includes(word)) return; wordChosen(room, word); }); socket.on('draw', (data) => { const room = rooms[socket.roomId]; if (!room || room.state !== 'drawing') return; const player = room.players.find(p => p.id === socket.id); if (!player?.isDrawing) return; const stamped = { ...data, t: Date.now() - (room.roundStartTime || Date.now()) }; room.drawStrokes.push(stamped); socket.to(socket.roomId).emit('draw', data); }); socket.on('clearCanvas', () => { const room = rooms[socket.roomId]; if (!room || room.state !== 'drawing') return; const player = room.players.find(p => p.id === socket.id); if (!player?.isDrawing) return; room.drawStrokes = [{ type: 'clear', t: 0 }]; io.to(socket.roomId).emit('clearCanvas'); }); socket.on('guess', ({ text }) => { const room = rooms[socket.roomId]; if (!room || !text) return; const player = getPlayer(room, socket.id); if (!player) return; // Block drawer from revealing word in chat if (player.isDrawing) { socket.emit('chatMessage', { system: true, text: '🤫 You cannot chat while drawing!', type: 'warn' }); return; } const result = checkGuess(room, socket.id, text); if (result === 'ignore') return; if (result?.correct) { socket.emit('correctGuess', { score: result.score, streak: result.streak, firstBonus: result.firstBonus }); io.to(socket.roomId).emit('chatMessage', { system: true, text: `🎉 ${player.name} guessed it! (+${result.score}pts${result.streak > 1 ? ` 🔥x${result.streak}` : ''})`, type: 'correct' }); broadcastPlayers(room); } else if (result === 'close') { socket.emit('chatMessage', { system: true, text: `🌡️ So close! Keep trying...`, type: 'close' }); io.to(socket.roomId).emit('chatMessage', { sender: player.name, text: '...', playerId: socket.id, type: 'guess' }); } else { io.to(socket.roomId).emit('chatMessage', { sender: player.name, text, playerId: socket.id, type: 'guess' }); } }); socket.on('chatMessage', ({ text }) => { const room = rooms[socket.roomId]; if (!room || !text) return; const player = getPlayer(room, socket.id); if (!player) return; // Only allow chat in non-drawing state or for spectators if (room.state === 'drawing' && !player.isSpectator) { // This goes through guess flow - ignore raw chat return; } io.to(socket.roomId).emit('chatMessage', { sender: player.name, text: text.substring(0, 120), playerId: socket.id, type: 'chat' }); }); socket.on('usePowerUp', ({ type }) => { const room = rooms[socket.roomId]; if (!room || room.state !== 'drawing') return; const player = room.players.find(p => p.id === socket.id); if (!player || player.isDrawing || !player.powerUps[type] || player.powerUps[type] <= 0) return; player.powerUps[type]--; if (type === 'revealLetter') { revealHint(room); io.to(socket.roomId).emit('chatMessage', { system: true, text: `🔍 ${player.name} revealed a letter!`, type: 'powerup' }); } else if (type === 'timeWarp') { room.timeLeft = Math.min(room.timeLeft + 15, room.totalTime); io.to(socket.roomId).emit('timerUpdate', { timeLeft: room.timeLeft, totalTime: room.totalTime }); io.to(socket.roomId).emit('chatMessage', { system: true, text: `⏰ ${player.name} warped time! +15s`, type: 'powerup' }); } else if (type === 'bomb') { room.drawStrokes = [{ type: 'clear', t: Date.now() - room.roundStartTime }]; io.to(socket.roomId).emit('clearCanvas'); io.to(socket.roomId).emit('chatMessage', { system: true, text: `💣 ${player.name} dropped a BOMB! Canvas cleared!`, type: 'powerup' }); } socket.emit('powerUpUsed', { type, remaining: player.powerUps }); }); socket.on('reaction', ({ emoji }) => { const room = rooms[socket.roomId]; if (!room) return; const player = getPlayer(room, socket.id); io.to(socket.roomId).emit('reaction', { emoji, name: player?.name || 'Someone' }); }); socket.on('updateSettings', (settings) => { const room = rooms[socket.roomId]; if (!room || room.host !== socket.id || room.state !== 'waiting') return; Object.assign(room.settings, settings); io.to(socket.roomId).emit('settingsUpdated', room.settings); }); socket.on('kickPlayer', ({ playerId }) => { const room = rooms[socket.roomId]; if (!room || room.host !== socket.id) return; const target = io.sockets.sockets.get(playerId); if (target) { target.emit('kicked', { reason: 'You were kicked by the host' }); target.leave(socket.roomId); } room.players = room.players.filter(p => p.id !== playerId); io.to(socket.roomId).emit('playerLeft', { playerId, players: room.players }); }); socket.on('requestReplay', () => { // Allow replay of last round strokes - sent on roundEnd already }); socket.on('disconnect', () => { const room = rooms[socket.roomId]; if (!room) return; const wasDrawing = room.players.find(p => p.id === socket.id)?.isDrawing; room.players = room.players.filter(p => p.id !== socket.id); room.spectators = room.spectators.filter(p => p.id !== socket.id); if (room.players.length === 0 && room.spectators.length === 0) { if (room.isMatchmaking && room.matchmakingTimer) { // Keep room + matchmaking timers alive; give mobile 15s to reconnect room._graceTimer = setTimeout(() => { const r = rooms[socket.roomId]; if (r && r.players.length === 0) { if (r.matchmakingTimer) clearTimeout(r.matchmakingTimer); if (r.matchmakingCountdown) clearInterval(r.matchmakingCountdown); clearAllTimers(r); delete rooms[socket.roomId]; } }, 15000); } else { clearAllTimers(room); if (room.matchmakingTimer) clearTimeout(room.matchmakingTimer); if (room.matchmakingCountdown) clearInterval(room.matchmakingCountdown); delete rooms[socket.roomId]; } return; } if (room.host === socket.id && room.players.length > 0) { room.host = room.players[0].id; io.to(room.host).emit('youAreHost'); } io.to(socket.roomId).emit('playerLeft', { playerId: socket.id, players: room.players }); if (wasDrawing && (room.state === 'drawing' || room.state === 'choosing')) { endRound(room); } if (room.players.length < 1 && room.state !== 'waiting' && room.state !== 'ended') { clearAllTimers(room); room.state = 'waiting'; io.to(socket.roomId).emit('gameAborted', { reason: 'Not enough players to continue' }); } }); }); server.listen(PORT, '0.0.0.0', () => { console.log(`🎨 Drawable running at http://localhost:${PORT}`); });