mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-14 16:46:06 +00:00
feat: remove LocalPersistantStats so we locally save GameRecords
GameRecords also now include PlayerStats
This commit is contained in:
@@ -2,7 +2,13 @@ import { PlayerID, GameMapType, Difficulty, GameType } from "../core/game/Game";
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import { EventBus } from "../core/EventBus";
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import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
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import { InputHandler, MouseUpEvent } from "./InputHandler";
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import { ClientID, GameConfig, GameID, ServerMessage } from "../core/Schemas";
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import {
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ClientID,
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GameConfig,
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GameID,
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ServerMessage,
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PlayerRecord,
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} from "../core/Schemas";
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import { loadTerrainMap } from "../core/game/TerrainMapLoader";
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import {
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SendAttackIntentEvent,
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@@ -15,6 +21,7 @@ import {
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ErrorUpdate,
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GameUpdateType,
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HashUpdate,
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WinUpdate,
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} from "../core/game/GameUpdates";
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import { WorkerClient } from "../core/worker/WorkerClient";
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import { consolex, initRemoteSender } from "../core/Consolex";
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@@ -23,6 +30,8 @@ import { GameView, PlayerView } from "../core/game/GameView";
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import { GameUpdateViewData } from "../core/game/GameUpdates";
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import { UserSettings } from "../core/game/UserSettings";
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import { LocalPersistantStats } from "./LocalPersistantStats";
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import { CreateGameRecord } from "../core/Util";
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import { getPersistentIDFromCookie } from "./Main";
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export interface LobbyConfig {
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serverConfig: ServerConfig;
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@@ -54,19 +63,21 @@ export function joinLobby(
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);
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const userSettings: UserSettings = new UserSettings();
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let gameConfig: GameConfig = null;
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if (lobbyConfig.gameType == GameType.Singleplayer) {
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gameConfig = {
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gameType: GameType.Singleplayer,
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gameMap: lobbyConfig.map,
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difficulty: lobbyConfig.difficulty,
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disableNPCs: lobbyConfig.disableNPCs,
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bots: lobbyConfig.bots,
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infiniteGold: lobbyConfig.infiniteGold,
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infiniteTroops: lobbyConfig.infiniteTroops,
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instantBuild: lobbyConfig.instantBuild,
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};
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}
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const gameConfig: GameConfig = {
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gameType: lobbyConfig.gameType,
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gameMap: lobbyConfig.map,
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difficulty: lobbyConfig.difficulty,
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disableNPCs: lobbyConfig.disableNPCs,
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bots: lobbyConfig.bots,
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infiniteGold: lobbyConfig.infiniteGold,
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infiniteTroops: lobbyConfig.infiniteTroops,
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instantBuild: lobbyConfig.instantBuild,
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};
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LocalPersistantStats.startGame(
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lobbyConfig.gameID,
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lobbyConfig.playerID,
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gameConfig,
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);
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const transport = new Transport(
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lobbyConfig,
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@@ -138,6 +149,7 @@ export async function createClientGame(
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);
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return new ClientGameRunner(
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gameConfig,
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lobbyConfig,
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eventBus,
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gameRenderer,
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@@ -149,7 +161,6 @@ export async function createClientGame(
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}
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export class ClientGameRunner {
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private localPersistantsStats = new LocalPersistantStats();
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private myPlayer: PlayerView;
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private isActive = false;
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@@ -157,6 +168,7 @@ export class ClientGameRunner {
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private hasJoined = false;
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constructor(
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private gameConfig: GameConfig,
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private lobby: LobbyConfig,
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private eventBus: EventBus,
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private renderer: GameRenderer,
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@@ -166,8 +178,30 @@ export class ClientGameRunner {
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private gameView: GameView,
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) {}
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private saveGame(update: WinUpdate) {
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const players: PlayerRecord[] = [
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{
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ip: null,
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persistentID: getPersistentIDFromCookie(),
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username: this.lobby.playerName(),
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clientID: this.lobby.clientID,
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},
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];
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const record = CreateGameRecord(
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this.lobby.gameID,
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this.gameConfig,
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players,
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// Not saving turns locally
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[],
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LocalPersistantStats.startTime(),
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Date.now(),
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this.gameView.playerBySmallID(update.winnerID).id(),
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update.allPlayersStats,
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);
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LocalPersistantStats.endGame(record);
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}
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public start() {
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this.localPersistantsStats.startGame(this.lobby);
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consolex.log("starting client game");
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this.isActive = true;
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this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e));
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@@ -184,6 +218,10 @@ export class ClientGameRunner {
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});
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this.gameView.update(gu);
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this.renderer.tick();
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if (gu.updates[GameUpdateType.Win].length > 0) {
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this.saveGame(gu.updates[GameUpdateType.Win][0]);
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}
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});
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const worker = this.worker;
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const keepWorkerAlive = () => {
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@@ -1,88 +1,63 @@
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import { consolex } from "../core/Consolex";
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import { Difficulty, GameMapType, GameType } from "../core/game/Game";
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import { PlayerStats } from "../core/game/Stats";
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import { ClientID, GameID } from "../core/Schemas";
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import { LobbyConfig } from "./ClientGameRunner";
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import { PlayerID } from "../core/game/Game";
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import { GameConfig, GameID, GameRecord } from "../core/Schemas";
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export interface GameStat {
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lobby: {
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clientID: ClientID;
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persistentID: string;
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map: GameMapType | null;
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gameType: GameType;
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difficulty: Difficulty | null;
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infiniteGold: boolean | null;
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infiniteTroops: boolean | null;
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instantBuild: boolean | null;
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bots: number | null;
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disableNPCs: boolean | null;
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};
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playerStats?: PlayerStats;
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outcome?: "victory" | "defeat";
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}
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export class PersistantStats {
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// Can be used to handle breaking changes
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version: "v0.0.1";
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games: {
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[key: GameID]: GameStat;
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export interface LocalStatsData {
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[key: GameID]: {
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playerId: PlayerID;
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lobby: GameConfig;
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// Only once the game is over
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gameRecord?: GameRecord;
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};
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}
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export class LocalPersistantStats {
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private getStats() {
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const statsStr = localStorage.getItem("stats");
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let stats: PersistantStats;
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if (!statsStr) {
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stats = { version: "v0.0.1", games: {} };
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} else {
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stats = JSON.parse(statsStr);
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}
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export namespace LocalPersistantStats {
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let _startTime: number;
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return stats;
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function getStats(): LocalStatsData {
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const statsStr = localStorage.getItem("game-records");
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return statsStr ? JSON.parse(statsStr) : {};
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}
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public startGame(lobby: LobbyConfig) {
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function save(stats: LocalStatsData) {
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// To execute asynchronously
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setTimeout(
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() => localStorage.setItem("game-records", JSON.stringify(stats)),
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0,
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);
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}
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// The user can quit the game anytime so better save the lobby as soon as the
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// game starts.
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export function startGame(id: GameID, playerId: PlayerID, lobby: GameConfig) {
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if (typeof localStorage === "undefined") {
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return;
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}
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const stats = this.getStats();
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stats.games[lobby.gameID] = {
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lobby: {
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clientID: lobby.clientID,
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persistentID: lobby.persistentID,
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map: lobby.map,
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gameType: lobby.gameType,
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difficulty: lobby.difficulty,
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infiniteGold: lobby.infiniteGold,
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infiniteTroops: lobby.infiniteTroops,
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instantBuild: lobby.instantBuild,
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bots: lobby.bots,
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disableNPCs: lobby.disableNPCs,
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},
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};
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localStorage.setItem("stats", JSON.stringify(stats));
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_startTime = Date.now();
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const stats = getStats();
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stats[id] = { playerId, lobby };
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save(stats);
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}
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public endGame(
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id: GameID,
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playerStats: PlayerStats,
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outcome: GameStat["outcome"],
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) {
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export function startTime() {
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return _startTime;
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}
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export function endGame(gameRecord: GameRecord) {
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if (typeof localStorage === "undefined") {
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return;
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}
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const stats = this.getStats();
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const gameStat = stats.games[id];
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const stats = getStats();
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const gameStat = stats[gameRecord.id];
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if (!gameStat) {
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consolex.log("game not found");
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consolex.log("LocalPersistantStats: game not found");
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return;
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}
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gameStat.outcome = outcome;
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gameStat.playerStats = playerStats;
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localStorage.setItem("stats", JSON.stringify(stats));
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gameStat.gameRecord = gameRecord;
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save(stats);
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}
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}
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@@ -2,6 +2,7 @@ import { Config, GameEnv, ServerConfig } from "../core/configuration/Config";
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import { consolex } from "../core/Consolex";
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import { GameEvent } from "../core/EventBus";
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import {
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AllPlayersStats,
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ClientID,
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ClientMessage,
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ClientMessageSchema,
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@@ -17,20 +18,19 @@ import {
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} from "../core/Schemas";
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import { CreateGameRecord, generateID } from "../core/Util";
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import { LobbyConfig } from "./ClientGameRunner";
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import { LocalPersistantStats } from "./LocalPersistantStats";
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import { getPersistentIDFromCookie } from "./Main";
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export class LocalServer {
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private turns: Turn[] = [];
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private intents: Intent[] = [];
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private startedAt: number;
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private localPersistantsStats = new LocalPersistantStats();
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private endTurnIntervalID;
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private paused = false;
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private winner: ClientID | null = null;
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private allPlayersStats: AllPlayersStats = {};
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constructor(
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private serverConfig: ServerConfig,
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@@ -81,6 +81,7 @@ export class LocalServer {
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}
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if (clientMsg.type == "winner") {
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this.winner = clientMsg.winner;
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this.allPlayersStats = clientMsg.allPlayersStats;
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}
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}
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@@ -120,6 +121,7 @@ export class LocalServer {
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this.startedAt,
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Date.now(),
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this.winner,
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this.allPlayersStats,
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);
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// Clear turns because beacon only supports up to 64kb
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record.turns = [];
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@@ -25,6 +25,7 @@ import {
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ClientLogMessageSchema,
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ClientSendWinnerSchema,
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ClientMessageSchema,
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AllPlayersStats,
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} from "../core/Schemas";
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import { LobbyConfig } from "./ClientGameRunner";
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import { LocalServer } from "./LocalServer";
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@@ -122,7 +123,10 @@ export class SendSetTargetTroopRatioEvent implements GameEvent {
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}
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export class SendWinnerEvent implements GameEvent {
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constructor(public readonly winner: ClientID) {}
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constructor(
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public readonly winner: ClientID,
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public readonly allPlayersStats: AllPlayersStats,
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) {}
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}
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export class SendHashEvent implements GameEvent {
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constructor(
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@@ -480,6 +484,7 @@ export class Transport {
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persistentID: this.lobbyConfig.persistentID,
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gameID: this.lobbyConfig.gameID,
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winner: event.winner,
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allPlayersStats: event.allPlayersStats,
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});
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this.sendMsg(JSON.stringify(msg));
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} else {
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@@ -9,7 +9,6 @@ import { PseudoRandom } from "../../../core/PseudoRandom";
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import { simpleHash } from "../../../core/Util";
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import { EventBus } from "../../../core/EventBus";
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import { SendWinnerEvent } from "../../Transport";
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import { GameStat, LocalPersistantStats } from "../../LocalPersistantStats";
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// Add this at the top of your file
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declare global {
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@@ -28,7 +27,6 @@ export class WinModal extends LitElement implements Layer {
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private rand: PseudoRandom;
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private hasShownDeathModal = false;
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private localPersistantsStats = new LocalPersistantStats();
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@state()
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isVisible = false;
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@@ -222,14 +220,6 @@ export class WinModal extends LitElement implements Layer {
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this.rand = new PseudoRandom(simpleHash(this.game.myClientID()));
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}
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private updateGameStats(outcome: GameStat["outcome"]) {
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this.localPersistantsStats.endGame(
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this.game.gameID(),
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this.game.myPlayer().stats(),
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outcome,
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);
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}
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tick() {
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const myPlayer = this.game.myPlayer();
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if (!this.hasShownDeathModal && myPlayer && !myPlayer.isAlive()) {
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@@ -240,15 +230,15 @@ export class WinModal extends LitElement implements Layer {
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}
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this.game.updatesSinceLastTick()[GameUpdateType.Win].forEach((wu) => {
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const winner = this.game.playerBySmallID(wu.winnerID) as PlayerView;
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this.eventBus.emit(new SendWinnerEvent(winner.clientID()));
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this.eventBus.emit(
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new SendWinnerEvent(winner.clientID(), wu.allPlayersStats),
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);
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if (winner == this.game.myPlayer()) {
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this._title = "You Won!";
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this.won = true;
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this.updateGameStats("victory");
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} else {
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this._title = `${winner.name()} has won!`;
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this.won = false;
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this.updateGameStats("defeat");
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}
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this.show();
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});
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