Add simple WebSocket multiplayer

This commit is contained in:
2026-05-05 11:40:05 -04:00
parent 2833d9610a
commit c7dcc71707
7 changed files with 495 additions and 33 deletions

2
.gitignore vendored
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@@ -15,6 +15,7 @@ out/
# Logs
*.log
server.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
@@ -23,4 +24,3 @@ pnpm-debug.log*
# OS files
.DS_Store
Thumbs.db

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@@ -11,9 +11,23 @@ A notepad-playable browser game that combines Tic Tac Toe's line-making goal wit
- First player to make `4 in a row` wins.
- If the board fills with no winner, the game is a draw.
## Run
## Run Multiplayer
Open `index.html` in a browser.
```powershell
npm start
```
No build step is required.
Then open `http://localhost:3000` in two browser windows. The first two connected players are paired automatically.
Set a different port with:
```powershell
$env:PORT=4000; npm start
```
## Notes
- No authentication or user accounts are required.
- The server keeps games in memory only.
- If an opponent closes their window, the remaining player sees a disconnect error and waits for a new player.
- No build step is required.

174
game.js
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@@ -19,6 +19,7 @@ const resetButton = document.querySelector("#resetButton");
const xCapturesElement = document.querySelector("#xCaptures");
const oCapturesElement = document.querySelector("#oCaptures");
const moveList = document.querySelector("#moveList");
const networkStatus = document.querySelector("#networkStatus");
let board;
let currentPlayer;
@@ -26,6 +27,10 @@ let captures;
let gameOver;
let moveNumber;
let winningCells;
let socket;
let localPlayer = "";
let roomId = "";
let multiplayerState = "connecting";
function createBoard() {
return Array.from({ length: size }, () => Array(size).fill(empty));
@@ -40,12 +45,80 @@ function setupGame() {
winningCells = [];
moveList.innerHTML = "";
render();
setMessage("Trap enemy marks between your marks. First to four wins.");
}
function connectToServer() {
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
socket = new WebSocket(`${protocol}//${window.location.host}/ws`);
setMultiplayerState("connecting", "Connecting to matchmaker...");
socket.addEventListener("open", () => {
setMultiplayerState("waiting", "Connected. Waiting for another player...");
});
socket.addEventListener("message", (event) => {
const payload = JSON.parse(event.data);
handleServerMessage(payload);
});
socket.addEventListener("close", () => {
localPlayer = "";
roomId = "";
setMultiplayerState("error", "Connection closed. Refresh to reconnect.");
render();
});
socket.addEventListener("error", () => {
setMultiplayerState("error", "Could not reach the multiplayer server.");
render();
});
}
function handleServerMessage(payload) {
if (payload.type === "waiting") {
localPlayer = "";
roomId = "";
setupGame();
setMultiplayerState("waiting", "Waiting for another player...");
return;
}
if (payload.type === "paired") {
localPlayer = payload.player;
roomId = payload.roomId;
setupGame();
setMultiplayerState("paired", `You are ${localPlayer}. ${currentPlayer} plays first.`);
return;
}
if (payload.type === "move") {
applyMove(payload.row, payload.col, payload.player, "remote");
return;
}
if (payload.type === "reset") {
setupGame();
setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
return;
}
if (payload.type === "opponent-left") {
localPlayer = "";
roomId = "";
gameOver = true;
setMultiplayerState("error", payload.message || "Opponent disconnected. Waiting for a new player...");
render();
return;
}
if (payload.type === "error") {
setMultiplayerState("error", payload.message || "Multiplayer error.");
render();
}
}
function render() {
boardElement.innerHTML = "";
boardElement.style.setProperty("--size", size);
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
@@ -56,7 +129,7 @@ function render() {
cell.dataset.row = row;
cell.dataset.col = col;
cell.setAttribute("aria-label", cellLabel(row, col));
cell.disabled = gameOver || board[row][col] !== empty;
cell.disabled = !canPlayCell(row, col);
if (winningCells.some(([winRow, winCol]) => winRow === row && winCol === col)) {
cell.classList.add("winning");
@@ -69,7 +142,7 @@ function render() {
cell.append(mark);
}
cell.addEventListener("click", () => playMove(row, col));
cell.addEventListener("click", () => playLocalMove(row, col));
boardElement.append(cell);
}
}
@@ -78,6 +151,14 @@ function render() {
turnBadge.className = `turn-badge player-${currentPlayer.toLowerCase()}`;
xCapturesElement.textContent = captures.X;
oCapturesElement.textContent = captures.O;
resetButton.disabled = multiplayerState !== "paired";
}
function canPlayCell(row, col) {
return multiplayerState === "paired" &&
!gameOver &&
localPlayer === currentPlayer &&
board[row][col] === empty;
}
function cellLabel(row, col) {
@@ -86,41 +167,59 @@ function cellLabel(row, col) {
return mark ? `${mark} at ${position}` : `Empty cell at ${position}`;
}
function playMove(row, col) {
if (gameOver || board[row][col] !== empty) {
function playLocalMove(row, col) {
if (!canPlayCell(row, col)) {
return;
}
moveNumber += 1;
board[row][col] = currentPlayer;
const captured = captureFrom(row, col, currentPlayer);
captures[currentPlayer] += captured.length;
const applied = applyMove(row, col, localPlayer, "local");
if (!applied) {
return;
}
const win = findWin(currentPlayer);
addMove(row, col, captured.length);
sendToServer({ type: "move", roomId, row, col, player: localPlayer });
}
function applyMove(row, col, player, source) {
if (gameOver || player !== currentPlayer || board[row][col] !== empty) {
return false;
}
moveNumber += 1;
board[row][col] = player;
const captured = captureFrom(row, col, player);
captures[player] += captured.length;
const win = findWin(player);
addMove(row, col, player, captured.length);
if (win.length > 0) {
winningCells = win;
gameOver = true;
setMessage(`${currentPlayer} wins with four in a row.`);
setMultiplayerState("paired", `${player} wins with four in a row.`);
render();
return;
return true;
}
if (isDraw()) {
gameOver = true;
setMessage("Draw. The board is full.");
setMultiplayerState("paired", "Draw. The board is full.");
render();
return;
return true;
}
currentPlayer = opponentOf(currentPlayer);
setMessage(captured.length > 0
? `${opponentOf(currentPlayer)} captured ${captured.length}. ${currentPlayer} to play.`
: `${currentPlayer} to play.`
);
currentPlayer = opponentOf(player);
const captureMessage = captured.length > 0 ? `${player} captured ${captured.length}. ` : "";
const turnMessage = currentPlayer === localPlayer ? "Your turn." : `Waiting for ${currentPlayer}.`;
setMultiplayerState("paired", `${captureMessage}${turnMessage}`);
render();
flashCapturedCells(captured);
if (source === "remote" && currentPlayer === localPlayer) {
window.navigator.vibrate?.(40);
}
return true;
}
function captureFrom(row, col, player) {
@@ -200,17 +299,30 @@ function isInside(row, col) {
return row >= 0 && row < size && col >= 0 && col < size;
}
function addMove(row, col, captureCount) {
function addMove(row, col, player, captureCount) {
const item = document.createElement("li");
const captureText = captureCount === 0 ? "" : `, captured ${captureCount}`;
item.textContent = `${moveNumber}. ${currentPlayer} to ${row + 1},${col + 1}${captureText}`;
item.textContent = `${moveNumber}. ${player} to ${row + 1},${col + 1}${captureText}`;
moveList.prepend(item);
}
function setMessage(text) {
function setMultiplayerState(state, text) {
multiplayerState = state;
networkStatus.textContent = text;
networkStatus.className = `network-status ${state}`;
messageElement.textContent = text;
}
function sendToServer(payload) {
if (!socket || socket.readyState !== WebSocket.OPEN) {
setMultiplayerState("error", "Connection lost. Refresh to reconnect.");
render();
return;
}
socket.send(JSON.stringify(payload));
}
function flashCapturedCells(captured) {
for (const [row, col] of captured) {
const cell = boardElement.querySelector(`[data-row="${row}"][data-col="${col}"]`);
@@ -223,6 +335,16 @@ function flashCapturedCells(captured) {
}
}
resetButton.addEventListener("click", setupGame);
setupGame();
resetButton.addEventListener("click", () => {
if (multiplayerState !== "paired") {
return;
}
setupGame();
setMultiplayerState("paired", `Game reset. You are ${localPlayer}. ${currentPlayer} plays first.`);
sendToServer({ type: "reset", roomId });
});
setupGame();
connectToServer();

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@@ -24,6 +24,8 @@
<div id="message" class="message">Trap enemy marks between your marks. First to four wins.</div>
</div>
<div id="networkStatus" class="network-status connecting" role="status">Connecting to matchmaker...</div>
<div id="board" class="board" role="grid" aria-label="Tictactics board"></div>
</section>
@@ -41,7 +43,7 @@
<div class="rule-card">
<h2>Rule</h2>
<p>Place a mark on an empty cell. Any enemy marks trapped in a straight line between your marks are removed.</p>
<p>Open the game in two browser windows. The first two connected players are paired automatically.</p>
</div>
<ol id="moveList" class="move-list" aria-label="Move history"></ol>
@@ -51,4 +53,3 @@
<script src="game.js"></script>
</body>
</html>

10
package.json Normal file
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@@ -0,0 +1,10 @@
{
"name": "tictactics",
"version": "0.1.0",
"private": true,
"description": "A notepad-playable capture tic tac toe browser game with simple WebSocket multiplayer.",
"scripts": {
"start": "node server.js"
}
}

284
server.js Normal file
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@@ -0,0 +1,284 @@
const crypto = require("crypto");
const fs = require("fs");
const http = require("http");
const path = require("path");
const port = Number(process.env.PORT || 3000);
const root = __dirname;
const clients = new Map();
const rooms = new Map();
let waitingClientId = "";
let nextClientId = 1;
let nextRoomId = 1;
const mimeTypes = {
".html": "text/html; charset=utf-8",
".css": "text/css; charset=utf-8",
".js": "text/javascript; charset=utf-8",
".json": "application/json; charset=utf-8",
".svg": "image/svg+xml",
".ico": "image/x-icon",
};
const server = http.createServer((request, response) => {
const requestUrl = new URL(request.url, `http://${request.headers.host}`);
const pathname = requestUrl.pathname === "/" ? "/index.html" : requestUrl.pathname;
const filePath = path.normalize(path.join(root, pathname));
if (!filePath.startsWith(root)) {
response.writeHead(403);
response.end("Forbidden");
return;
}
fs.readFile(filePath, (error, content) => {
if (error) {
response.writeHead(404);
response.end("Not found");
return;
}
const type = mimeTypes[path.extname(filePath)] || "application/octet-stream";
response.writeHead(200, { "Content-Type": type });
response.end(content);
});
});
server.on("upgrade", (request, socket) => {
if (request.url !== "/ws") {
socket.destroy();
return;
}
const key = request.headers["sec-websocket-key"];
if (!key) {
socket.destroy();
return;
}
const accept = crypto
.createHash("sha1")
.update(`${key}258EAFA5-E914-47DA-95CA-C5AB0DC85B11`)
.digest("base64");
socket.write([
"HTTP/1.1 101 Switching Protocols",
"Upgrade: websocket",
"Connection: Upgrade",
`Sec-WebSocket-Accept: ${accept}`,
"",
"",
].join("\r\n"));
addClient(socket);
});
function addClient(socket) {
const id = String(nextClientId);
nextClientId += 1;
const client = { id, socket, roomId: "", player: "" };
clients.set(id, client);
socket.on("data", (buffer) => handleSocketData(client, buffer));
socket.on("close", () => removeClient(client));
socket.on("error", () => removeClient(client));
if (waitingClientId && clients.has(waitingClientId)) {
pairClients(clients.get(waitingClientId), client);
waitingClientId = "";
return;
}
waitingClientId = id;
send(client, { type: "waiting" });
}
function pairClients(xClient, oClient) {
const roomId = String(nextRoomId);
nextRoomId += 1;
xClient.roomId = roomId;
xClient.player = "X";
oClient.roomId = roomId;
oClient.player = "O";
rooms.set(roomId, { id: roomId, players: [xClient.id, oClient.id] });
send(xClient, { type: "paired", player: "X", roomId });
send(oClient, { type: "paired", player: "O", roomId });
}
function handleSocketData(client, buffer) {
const opcode = buffer[0] & 0x0f;
if (opcode === 0x8) {
client.socket.write(Buffer.from([0x88, 0x00]));
client.socket.end();
removeClient(client);
return;
}
if (opcode === 0x9) {
client.socket.write(Buffer.from([0x8a, 0x00]));
return;
}
const message = decodeFrame(buffer);
if (!message) {
return;
}
let payload;
try {
payload = JSON.parse(message);
} catch {
send(client, { type: "error", message: "Invalid message." });
return;
}
if (!client.roomId || payload.roomId !== client.roomId) {
send(client, { type: "error", message: "You are not currently paired." });
return;
}
if (payload.type === "move") {
if (payload.player !== client.player) {
send(client, { type: "error", message: "Move rejected for wrong player." });
return;
}
relayToOpponent(client, {
type: "move",
row: payload.row,
col: payload.col,
player: payload.player,
});
return;
}
if (payload.type === "reset") {
relayToOpponent(client, { type: "reset" });
}
}
function removeClient(client) {
if (!clients.has(client.id)) {
return;
}
clients.delete(client.id);
if (waitingClientId === client.id) {
waitingClientId = "";
}
if (!client.roomId) {
return;
}
const room = rooms.get(client.roomId);
rooms.delete(client.roomId);
if (!room) {
return;
}
for (const playerId of room.players) {
if (playerId === client.id || !clients.has(playerId)) {
continue;
}
const opponent = clients.get(playerId);
opponent.roomId = "";
opponent.player = "";
send(opponent, {
type: "opponent-left",
message: "Opponent disconnected. Waiting for a new player...",
});
waitingClientId = opponent.id;
}
}
function relayToOpponent(client, payload) {
const room = rooms.get(client.roomId);
if (!room) {
send(client, { type: "error", message: "Room no longer exists." });
return;
}
for (const playerId of room.players) {
if (playerId !== client.id && clients.has(playerId)) {
send(clients.get(playerId), payload);
}
}
}
function send(client, payload) {
if (client.socket.destroyed) {
return;
}
client.socket.write(encodeFrame(JSON.stringify(payload)));
}
function decodeFrame(buffer) {
const firstByte = buffer[0];
const opcode = firstByte & 0x0f;
const secondByte = buffer[1];
const masked = (secondByte & 0x80) === 0x80;
let length = secondByte & 0x7f;
let offset = 2;
if (length === 126) {
length = buffer.readUInt16BE(offset);
offset += 2;
} else if (length === 127) {
length = Number(buffer.readBigUInt64BE(offset));
offset += 8;
}
let mask;
if (masked) {
mask = buffer.subarray(offset, offset + 4);
offset += 4;
}
const payload = buffer.subarray(offset, offset + length);
if (!masked) {
return payload.toString("utf8");
}
const decoded = Buffer.alloc(payload.length);
for (let index = 0; index < payload.length; index += 1) {
decoded[index] = payload[index] ^ mask[index % 4];
}
return decoded.toString("utf8");
}
function encodeFrame(message) {
const payload = Buffer.from(message);
const length = payload.length;
if (length < 126) {
return Buffer.concat([Buffer.from([0x81, length]), payload]);
}
if (length < 65536) {
const header = Buffer.alloc(4);
header[0] = 0x81;
header[1] = 126;
header.writeUInt16BE(length, 2);
return Buffer.concat([header, payload]);
}
const header = Buffer.alloc(10);
header[0] = 0x81;
header[1] = 127;
header.writeBigUInt64BE(BigInt(length), 2);
return Buffer.concat([header, payload]);
}
server.listen(port, () => {
console.log(`Tictactics multiplayer server running at http://localhost:${port}`);
});

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@@ -96,6 +96,12 @@ h1 {
transition: transform 150ms ease, background 150ms ease;
}
.icon-button:disabled {
opacity: 0.45;
cursor: not-allowed;
transform: none;
}
.icon-button:hover {
background: #eee6d6;
transform: translateY(-1px);
@@ -136,6 +142,32 @@ h1 {
text-align: right;
}
.network-status {
margin: 0 0 18px;
padding: 10px 12px;
border: 1px solid rgba(37, 37, 37, 0.14);
border-radius: 8px;
color: var(--muted);
background: var(--panel);
font-weight: 800;
}
.network-status.paired {
color: #31592d;
background: #e5f3df;
}
.network-status.waiting,
.network-status.connecting {
color: #665019;
background: #fff3c7;
}
.network-status.error {
color: #8d2525;
background: #ffe1df;
}
.board {
aspect-ratio: 1;
width: min(100%, 620px);
@@ -307,4 +339,3 @@ h1 {
max-height: 180px;
}
}