feat: add socket.io events for narration broadcast

Wire narration events through the socket layer so clients receive
real-time narration updates. Server emits narration-event on creation,
narration-update when LLM text arrives, and narration-history on connect.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
root
2026-03-08 18:14:50 +00:00
parent 78c8dbfb7f
commit 57695043f2
3 changed files with 25 additions and 1 deletions
+8 -1
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@@ -1,5 +1,5 @@
import { io, Socket } from 'socket.io-client';
import type { ServerEvents, ClientEvents, WorldState, StateUpdate, PlayerJoined, PlayerLeft, PlayerInput } from '@dflike/shared';
import type { ServerEvents, ClientEvents, WorldState, StateUpdate, PlayerJoined, PlayerLeft, PlayerInput, NarrationEvent } from '@dflike/shared';
type TypedSocket = Socket<ServerEvents, ClientEvents>;
@@ -13,6 +13,9 @@ export class SocketClient {
onStateUpdate: ((data: StateUpdate) => void) | null = null;
onPlayerJoined: ((data: PlayerJoined) => void) | null = null;
onPlayerLeft: ((data: PlayerLeft) => void) | null = null;
onNarrationEvent: ((data: NarrationEvent) => void) | null = null;
onNarrationUpdate: ((data: { id: number; narration: string }) => void) | null = null;
onNarrationHistory: ((data: NarrationEvent[]) => void) | null = null;
constructor(url: string) {
this.socket = io(url);
@@ -36,6 +39,10 @@ export class SocketClient {
this.socket.on('player-left', (data) => {
this.onPlayerLeft?.(data);
});
this.socket.on('narration-event', (data) => this.onNarrationEvent?.(data));
this.socket.on('narration-update', (data) => this.onNarrationUpdate?.(data));
this.socket.on('narration-history', (data) => this.onNarrationHistory?.(data));
}
get playerId(): string | null { return this._playerId; }
+13
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@@ -26,6 +26,16 @@ export class SocketServer {
const update = serializeStateUpdate(this.gameLoop.world, this.gameLoop.getTick(), this.gameLoop.getGameTime());
this.io.emit('state-update', update);
});
const narrationService = this.gameLoop.narrationService;
narrationService.onEventCreated = (event) => {
this.io.emit('narration-event', event);
};
narrationService.onEventUpdated = (event) => {
this.io.emit('narration-update', { id: event.id, narration: event.narration });
};
}
private setupConnections(): void {
@@ -51,6 +61,9 @@ export class SocketServer {
socket.emit('world-state', serializeWorldState(world, map));
socket.emit('player-joined', { playerId, entityId: entity });
// Send narration history
socket.emit('narration-history', this.gameLoop.narrationService.getRecentEvents());
// Notify others
socket.broadcast.emit('player-joined', { playerId, entityId: entity });
+4
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@@ -1,4 +1,5 @@
import type { AccessorySlot, PortraitSlot } from './constants.js';
import type { NarrationEvent } from './narration.js';
// Entity is just a numeric ID
export type EntityId = number;
@@ -171,6 +172,9 @@ export interface ServerEvents {
'player-joined': (data: PlayerJoined) => void;
'player-left': (data: PlayerLeft) => void;
'npc-recomposed': (data: { entityId: EntityId; appearance: Appearance }) => void;
'narration-event': (data: NarrationEvent) => void;
'narration-update': (data: { id: number; narration: string }) => void;
'narration-history': (data: NarrationEvent[]) => void;
}
// Client -> Server events