store client ips in bigquery table

This commit is contained in:
Evan
2024-12-14 10:03:05 -08:00
parent c93bca059f
commit 2fc81c7d17
12 changed files with 90 additions and 95 deletions
+3 -5
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@@ -7,7 +7,7 @@ import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
import { InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent } from "./InputHandler"
import { ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, GameConfig, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn } from "../core/Schemas";
import { createMiniMap, loadTerrainMap, TerrainMapImpl } from "../core/game/TerrainMapLoader";
import { and, bfs, dist, manhattanDist } from "../core/Util";
import { and, bfs, dist, generateID, manhattanDist } from "../core/Util";
import { WinCheckExecution } from "../core/execution/WinCheckExecution";
import { SendAttackIntentEvent, SendSpawnIntentEvent, Transport } from "./Transport";
import { createCanvas } from "./graphics/Utils";
@@ -20,14 +20,13 @@ export interface LobbyConfig {
gameType: GameType
playerName: () => string
gameID: GameID
ip: string | null
map: GameMap | null
difficulty: Difficulty | null
}
export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => void {
const clientID = uuidv4()
const playerID = uuidv4()
const clientID = generateID()
const playerID = generateID()
const eventBus = new EventBus()
const config = getConfig()
@@ -45,7 +44,6 @@ export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => v
gameConfig,
eventBus,
lobbyConfig.gameID,
lobbyConfig.ip,
clientID,
playerID,
config,
+9 -5
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@@ -1,6 +1,6 @@
import { Config } from "../core/configuration/Config";
import { ClientMessage, ClientMessageSchema, GameConfig, GameID, GameRecordSchema, Intent, ServerMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn } from "../core/Schemas";
import { CreateGameRecord, generateGameID } from "../core/Util";
import { ClientID, ClientMessage, ClientMessageSchema, GameConfig, GameID, GameRecordSchema, Intent, PlayerRecord, ServerMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn } from "../core/Schemas";
import { CreateGameRecord, generateID } from "../core/Util";
export class LocalServer {
@@ -13,8 +13,8 @@ export class LocalServer {
private gameID: GameID
constructor(private config: Config, private gameConfig: GameConfig, private clientConnect: () => void, private clientMessage: (message: ServerMessage) => void) {
this.gameID = generateGameID()
constructor(private clientID: ClientID, private config: Config, private gameConfig: GameConfig, private clientConnect: () => void, private clientMessage: (message: ServerMessage) => void) {
this.gameID = generateID()
}
start() {
@@ -52,7 +52,11 @@ export class LocalServer {
public endGame() {
console.log('local server ending game')
clearInterval(this.endTurnIntervalID)
const record = CreateGameRecord(this.gameID, this.gameConfig, this.turns, this.startedAt, Date.now())
const players: PlayerRecord[] = [{
ip: null,
clientID: this.clientID
}]
const record = CreateGameRecord(this.gameID, this.gameConfig, players, this.turns, this.startedAt, Date.now())
// Clear turns because beacon only supports up to 64kb
record.turns = []
// For unload events, sendBeacon is the only reliable method
-37
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@@ -16,8 +16,6 @@ import { JoinPrivateLobbyModal } from "./JoinPrivateLobbyModal";
class Client {
private gameStop: () => void
private ip: Promise<string | null> = null
private usernameInput: UsernameInput | null = null;
private joinModal: JoinPrivateLobbyModal
@@ -37,7 +35,6 @@ class Client {
});
setFavicon()
this.ip = getClientIP()
document.addEventListener('join-lobby', this.handleJoinLobby.bind(this));
document.addEventListener('leave-lobby', this.handleLeaveLobby.bind(this));
document.addEventListener('single-player', this.handleSinglePlayer.bind(this));
@@ -65,8 +62,6 @@ class Client {
private async handleJoinLobby(event: CustomEvent) {
const lobby = event.detail.lobby
console.log(`joining lobby ${lobby.id}`)
const clientIP = await this.ip
console.log(`got ip ${clientIP}`)
if (this.gameStop != null) {
console.log('joining lobby, stopping existing game')
this.gameStop()
@@ -76,7 +71,6 @@ class Client {
gameType: event.detail.gameType,
playerName: (): string => this.usernameInput.getCurrentUsername(),
gameID: lobby.id,
ip: clientIP,
map: event.detail.map,
difficulty: event.detail.difficulty,
},
@@ -98,37 +92,6 @@ class Client {
}
}
async function getClientIP(timeoutMs: number = 1000): Promise<string | null> {
const controller = new AbortController();
const timeoutId = setTimeout(() => controller.abort(), timeoutMs);
try {
const response: Response = await fetch('https://api.ipify.org?format=json', {
signal: controller.signal
});
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data: { ip: string } = await response.json();
return data.ip;
} catch (error) {
if (error instanceof Error) {
if (error.name === 'AbortError') {
console.error('Request timed out');
} else {
console.error('Error fetching IP:', error.message);
}
} else {
console.error('An unknown error occurred');
}
return null;
} finally {
clearTimeout(timeoutId);
}
}
// Initialize the client when the DOM is loaded
document.addEventListener('DOMContentLoaded', () => {
new Client().initialize();
+2 -2
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@@ -1,7 +1,7 @@
import { LitElement, html, css } from 'lit';
import { customElement, property, state } from 'lit/decorators.js';
import { Difficulty, GameMap, GameType } from '../core/game/Game';
import { generateGameID as generateGameID } from '../core/Util';
import { generateID as generateID } from '../core/Util';
@customElement('single-player-modal')
export class SinglePlayerModal extends LitElement {
@@ -128,7 +128,7 @@ export class SinglePlayerModal extends LitElement {
detail: {
gameType: GameType.Singleplayer,
lobby: {
id: generateGameID(),
id: generateID(),
},
map: this.selectedMap,
difficulty: this.selectedDifficulty
+1 -3
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@@ -102,7 +102,6 @@ export class Transport {
private gameConfig: GameConfig | null,
private eventBus: EventBus,
private gameID: GameID,
private clientIP: string | null,
private clientID: ClientID,
private playerID: PlayerID,
private config: Config,
@@ -152,7 +151,7 @@ export class Transport {
}
private connectLocal(onconnect: () => void, onmessage: (message: ServerMessage) => void) {
this.localServer = new LocalServer(this.config, this.gameConfig, onconnect, onmessage)
this.localServer = new LocalServer(this.clientID, this.config, this.gameConfig, onconnect, onmessage)
this.localServer.start()
}
@@ -195,7 +194,6 @@ export class Transport {
type: "join",
gameID: this.gameID,
clientID: this.clientID,
clientIP: this.clientIP,
lastTurn: numTurns
})
)