websocket reconnect on failure

This commit is contained in:
evanpelle
2024-08-16 11:06:01 -07:00
parent d062d1ac79
commit 332c2cfcac
13 changed files with 159 additions and 200 deletions
+4
View File
@@ -17,8 +17,12 @@
* upload and start server DONE 8/13/2024
* fix multiplayer DONE 8/14/2024
* fix server resource leak DONE 8/14/2024
* fix bug where game stops after 10s (websocket disconnection) DONE 8/16/2024
* fix server memory leak
* balance attacks/expansions better
* Bug: boats not going to destination, coast not being recognized
* double attack add troops
* Have some time for spawning before game starts
* delete players when territories too small
* better algorithm for name render placement
* make boats larger
+5 -5
View File
@@ -1,7 +1,7 @@
import {defaultConfig} from "../core/configuration/DefaultConfig";
import {TerrainMap} from "../core/Game";
import {PseudoRandom} from "../core/PseudoRandom";
import {ServerMessage, ServerMessageSchema} from "../core/Schemas";
import {GameID, ServerMessage, ServerMessageSchema} from "../core/Schemas";
import {loadTerrainMap} from "../core/TerrainMapLoader";
import {ClientGame, createClientGame} from "./ClientGame";
import {v4 as uuidv4} from 'uuid';
@@ -44,15 +44,15 @@ class Client {
}
}
private updateLobbiesDisplay(lobbies: Array<{id: string}>): void {
private updateLobbiesDisplay(lobbies: GameID[]): void {
if (!this.lobbiesContainer) return;
this.lobbiesContainer.innerHTML = ''; // Clear existing lobbies
lobbies.forEach(lobby => {
const button = document.createElement('button');
button.textContent = `Join Lobby ${lobby.id}`;
button.onclick = () => this.joinLobby(lobby.id);
button.textContent = `Join Lobby ${lobby}`;
button.onclick = () => this.joinLobby(lobby);
this.lobbiesContainer.appendChild(button);
});
@@ -88,7 +88,7 @@ class Client {
}
// TODO make id more random, if two player join same millisecond get same id.
this.game = createClientGame(getUsername(), new PseudoRandom(Date.now()).nextID(), lobbyID, defaultConfig, map)
this.game.joinLobby()
this.game.join()
})
}
}
+53 -70
View File
@@ -1,16 +1,16 @@
import {Executor} from "../core/execution/Executor";
import {Cell, ClientID, MutableGame, LobbyID, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent, TerrainTypes} from "../core/Game";
import {Cell, MutableGame, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent, TerrainTypes} from "../core/Game";
import {createGame} from "../core/GameImpl";
import {Ticker, TickEvent} from "../core/Ticker";
import {EventBus} from "../core/EventBus";
import {Config} from "../core/configuration/Config";
import {GameRenderer} from "./graphics/GameRenderer";
import {InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent} from "./InputHandler"
import {ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas";
import {ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas";
export function createClientGame(name: string, clientID: ClientID, lobbyID: LobbyID, config: Config, terrainMap: TerrainMap): ClientGame {
export function createClientGame(name: string, clientID: ClientID, gameID: GameID, config: Config, terrainMap: TerrainMap): ClientGame {
let eventBus = new EventBus()
let gs = createGame(terrainMap, eventBus)
let gameRenderer = new GameRenderer(gs, config.theme(), document.createElement("canvas"))
@@ -18,7 +18,7 @@ export function createClientGame(name: string, clientID: ClientID, lobbyID: Lobb
return new ClientGame(
name,
clientID,
lobbyID,
gameID,
eventBus,
gs,
gameRenderer,
@@ -47,7 +47,7 @@ export class ClientGame {
constructor(
private playerName: string,
private id: ClientID,
private gameID: LobbyID,
private gameID: GameID,
private eventBus: EventBus,
private gs: Game,
private renderer: GameRenderer,
@@ -56,16 +56,17 @@ export class ClientGame {
private config: Config
) { }
public joinLobby() {
public join() {
const wsHost = process.env.WEBSOCKET_URL || window.location.host;
this.socket = new WebSocket(`ws://${wsHost}`)
const wsProtocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
this.socket = new WebSocket(`${wsProtocol}//${wsHost}`)
this.socket.onopen = () => {
console.log('Connected to game server!');
this.socket.send(
JSON.stringify(
ClientJoinMessageSchema.parse({
type: "join",
lobbyID: this.gameID,
gameID: this.gameID,
clientID: this.id
})
)
@@ -81,6 +82,15 @@ export class ClientGame {
this.addTurn(message.turn)
}
};
this.socket.onerror = (err) => {
console.error('Socket encountered error: ', err, 'Closing socket');
this.socket.close();
};
this.socket.onclose = (event: CloseEvent) => {
console.log(`WebSocket closed. Code: ${event.code}, Reason: ${event.reason}`);
this.join()
};
}
public start() {
@@ -128,7 +138,7 @@ export class ClientGame {
private playerEvent(event: PlayerEvent) {
console.log('received new player event!')
if (event.player.info().clientID == this.id) {
if (event.player.info().gameID == this.id) {
console.log('setting name')
this.myPlayer = event.player
}
@@ -167,79 +177,52 @@ export class ClientGame {
}
private sendSpawnIntent(cell: Cell) {
const spawn = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.id,
gameID: this.gameID,
intent: {
type: "spawn",
clientID: this.id,
name: this.playerName,
isBot: false,
x: cell.x,
y: cell.y
}
})
)
console.log(spawn)
if (this.socket.readyState === WebSocket.OPEN) {
console.log(`seding spawn intent: ${spawn}`)
this.socket.send(spawn)
} else {
console.log('WebSocket is not open. Current state:', this.socket.readyState);
}
this.sendIntent({
type: "spawn",
clientID: this.id,
name: this.playerName,
isBot: false,
x: cell.x,
y: cell.y
})
}
private sendAttackIntent(targetID: PlayerID, cell: Cell, troops: number) {
const attack = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.id,
gameID: this.gameID,
intent: {
type: "attack",
clientID: this.id,
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: troops,
targetX: cell.x,
targetY: cell.y
}
})
)
console.log(attack)
if (this.socket.readyState === WebSocket.OPEN) {
console.log(`sending attack intent: ${attack}`)
this.socket.send(attack)
} else {
console.log('WebSocket is not open. Current state:', this.socket.readyState);
}
this.sendIntent({
type: "attack",
clientID: this.id,
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: troops,
targetX: cell.x,
targetY: cell.y
})
}
private sendBoatAttackIntent(targetID: PlayerID, cell: Cell, troops: number) {
const attack = JSON.stringify(
ClientIntentMessageSchema.parse({
this.sendIntent({
type: "boat",
clientID: this.id,
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: troops,
x: cell.x,
y: cell.y,
})
}
private sendIntent(intent: Intent) {
if (this.socket.readyState === WebSocket.OPEN) {
const msg = ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.id,
gameID: this.gameID,
intent: {
type: "boat",
clientID: this.id,
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: troops,
x: cell.x,
y: cell.y,
}
intent: intent
})
)
console.log(attack)
if (this.socket.readyState === WebSocket.OPEN) {
console.log(`sending boat attack intent: ${attack}`)
this.socket.send(attack)
this.socket.send(JSON.stringify(msg))
} else {
console.log('WebSocket is not open. Current state:', this.socket.readyState);
console.log('attempting reconnect')
}
}
+4 -9
View File
@@ -1,13 +1,8 @@
import {GameEvent} from "./EventBus"
export type ClientID = string
import {GameID} from "./Schemas"
export type PlayerID = number // TODO: make string?
export type GameID = string
export type LobbyID = string
export class Cell {
private strRepr: string
@@ -38,7 +33,7 @@ export class PlayerInfo {
public readonly name: string,
public readonly isBot: boolean,
// null if bot.
public readonly clientID: ClientID | null
public readonly gameID: GameID | null
) { }
}
@@ -133,8 +128,8 @@ export interface Game {
forEachTile(fn: (tile: Tile) => void): void
executions(): ExecutionView[]
terraNullius(): TerraNullius
tick()
addExecution(...exec: Execution[])
tick(): void
addExecution(...exec: Execution[]): void
}
export interface MutableGame extends Game {
+4 -1
View File
@@ -1,5 +1,8 @@
import {z} from 'zod';
export type GameID = string
export type ClientID = string
export type Intent = SpawnIntent | AttackIntent | BoatAttackIntent
export type AttackIntent = z.infer<typeof AttackIntentSchema>
@@ -96,7 +99,7 @@ export const ClientIntentMessageSchema = ClientBaseMessageSchema.extend({
export const ClientJoinMessageSchema = ClientBaseMessageSchema.extend({
type: z.literal('join'),
clientID: z.string(),
lobbyID: z.string()
gameID: z.string()
})
export const ClientMessageSchema = z.union([ClientIntentMessageSchema, ClientJoinMessageSchema]);
+1 -1
View File
@@ -6,7 +6,7 @@ export interface Config {
theme(): Theme;
player(): PlayerConfig
turnIntervalMs(): number
lobbyCreationRate(): number
gameCreationRate(): number
lobbyLifetime(): number
}
+1 -1
View File
@@ -9,7 +9,7 @@ export const defaultConfig = new class implements Config {
turnIntervalMs(): number {
return 100
}
lobbyCreationRate(): number {
gameCreationRate(): number {
return 2 * 1000
}
lobbyLifetime(): number {
-1
View File
@@ -26,7 +26,6 @@ export class SpawnExecution implements Execution {
}
const player = this.gs.addPlayer(this.playerInfo, this.playerConfig.startTroops(this.playerInfo))
getSpawnCells(this.gs, this.cell).forEach(c => {
console.log('conquering cell')
player.conquer(this.gs.tile(c))
})
this.gs.addExecution(new PlayerExecution(player.id(), this.playerConfig))
+1 -1
View File
@@ -1,5 +1,5 @@
import {ClientID} from "../core/Game";
import WebSocket from 'ws';
import {ClientID} from '../core/Schemas';
export class Client {
+31 -51
View File
@@ -1,73 +1,53 @@
import {GameID, LobbyID} from "../core/Game";
import {Client} from "./Client";
import {Lobby} from "./Lobby";
import {GameServer} from "./GameServer";
import {GamePhase, GameServer} from "./GameServer";
import {Config} from "../core/configuration/Config";
import {defaultConfig} from "../core/configuration/DefaultConfig";
import {PseudoRandom} from "../core/PseudoRandom";
import WebSocket from 'ws';
import {ClientID, GameID} from "../core/Schemas";
import {Client} from "./Client";
export class GameManager {
private lastNewLobby: number = 0
private _lobbies: Map<LobbyID, Lobby> = new Map()
private games: Map<GameID, GameServer> = new Map()
private games: GameServer[] = []
private random = new PseudoRandom(123)
constructor(private settings: Config) { }
constructor(private config: Config) { }
public hasLobby(lobbyID: LobbyID): boolean {
return this._lobbies.has(lobbyID)
gamesByPhase(phase: GamePhase): GameServer[] {
return this.games.filter(g => g.phase() == phase)
}
public addClientToLobby(client: Client, lobbyID: LobbyID) {
this._lobbies.get(lobbyID).addClient(client)
}
addLobby(lobby: Lobby) {
this._lobbies.set(lobby.id, lobby)
}
lobby(id: LobbyID): Lobby {
return this._lobbies.get(id)
}
lobbies(): Lobby[] {
return Array.from(this._lobbies.values())
}
addGame(game: GameServer) {
this.games.set(game.id, game)
addClient(client: Client, gameID: GameID) {
const game = this.games.find(g => g.id == gameID)
if (!game) {
console.log(`game id ${gameID} not found`)
return
}
game.addClient(client)
}
tick() {
const lobbies = this.gamesByPhase(GamePhase.Lobby)
const active = this.gamesByPhase(GamePhase.Active)
const finished = this.gamesByPhase(GamePhase.Finished)
const now = Date.now()
const active = this.lobbies().filter(l => !l.isExpired(now - 2000))
const expired = this.lobbies().filter(l => l.isExpired(now - 2000))
this._lobbies = new Map(active.map(lobby => [lobby.id, lobby]));
expired.forEach(lobby => {
const game = new GameServer(lobby.id, now, lobby.clients, this.settings)
this.games.set(game.id, game)
game.start()
})
if (now > this.lastNewLobby + this.settings.lobbyCreationRate()) {
if (now > this.lastNewLobby + this.config.gameCreationRate()) {
this.lastNewLobby = now
this.addLobby(new Lobby(this.random.nextID(), this.settings.lobbyLifetime()))
const id = this.random.nextID()
console.log(`creating game ${id}`)
lobbies.push(new GameServer(id, now, this.config))
}
const activeGames: Map<GameID, GameServer> = new Map()
for (const [id, game] of this.games) {
if (game.isActive()) {
activeGames.set(id, game)
} else {
game.endGame()
}
}
//this.games = activeGames
active.filter(g => !g.hasStarted()).forEach(g => {
g.start()
})
finished.forEach(g => {
g.endGame()
})
this.games = [...lobbies, ...active]
}
}
+52 -27
View File
@@ -1,50 +1,64 @@
import {EventBus} from "../core/EventBus";
import {ClientID, GameID} from "../core/Game";
import {ClientMessage, ClientMessageSchema, Intent, ServerStartGameMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn} from "../core/Schemas";
import {Config} from "../core/configuration/Config";
import {Ticker, TickEvent} from "../core/Ticker";
import {Client} from "./Client";
export enum GamePhase {
Lobby = 'LOBBY',
Active = 'ACTIVE',
Finished = 'FINISHED'
}
export class GameServer {
private gameDuration = 5 * 60 * 1000 // TODO!!! fix this
private turns: Turn[] = []
private intents: Intent[] = []
private lastUpdate = 0;
private clients: Client[] = []
private _hasStarted = false
constructor(
public readonly id: GameID,
private startTime: number,
private clients: Map<ClientID, Client>,
public readonly id: string,
public readonly createdAt: number,
private settings: Config,
) {
this.lastUpdate = Date.now()
) { }
public addClient(client: Client) {
console.log(`game ${this.id} adding client ${client.id}`)
// Remove stale client if this is a reconnect
this.clients = this.clients.filter(c => c.id != client.id)
this.clients.push(client)
client.ws.on('message', (message: string) => {
const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message))
if (clientMsg.type == "intent") {
if (clientMsg.gameID == this.id) {
this.addIntent(clientMsg.intent)
} else {
console.warn(`client ${clientMsg.clientID} sent to wrong game`)
}
}
})
}
public start() {
this.clients.forEach(c => {
c.ws.on('message', (message: string) => {
this.lastUpdate = Date.now()
const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message))
if (clientMsg.type == "intent") {
if (clientMsg.gameID == this.id) {
this.addIntent(clientMsg.intent)
} else {
console.warn(`client ${clientMsg.clientID} sent to wrong game`)
}
}
})
})
this._hasStarted = true
const startGame = JSON.stringify(ServerStartGameMessageSchema.parse(
{
type: "start"
}
))
this.clients.forEach(c => {
console.log(`game ${this.id} sending start message to ${c.id}`)
c.ws.send(startGame)
})
setInterval(() => this.endTurn(), this.settings.turnIntervalMs());
// setInterval(() => {
// this.clients.forEach(c => {
// c.ws.close(1011, 'Intentional error for testing');
// })
// }, 1000)
}
private addIntent(intent: Intent) {
@@ -69,10 +83,7 @@ export class GameServer {
this.clients.forEach(c => {
c.ws.send(msg)
})
}
public isActive(): boolean {
return Date.now() - this.lastUpdate < 1000 * 60 * 5 // 5 minutes
}
endGame() {
@@ -85,4 +96,18 @@ export class GameServer {
});
}
phase(): GamePhase {
if (Date.now() - this.createdAt < this.settings.lobbyLifetime()) {
return GamePhase.Lobby
}
if (Date.now() - this.createdAt < this.settings.lobbyLifetime() + this.gameDuration) {
return GamePhase.Active
}
return GamePhase.Finished
}
hasStarted(): boolean {
return this._hasStarted
}
}
-21
View File
@@ -1,21 +0,0 @@
import {ClientID} from "../core/Game";
import {Client} from "./Client";
export class Lobby {
public clients: Map<ClientID, Client> = new Map()
private startGameTs: number
constructor(public readonly id: string, durationMs: number) {
this.startGameTs = Date.now() + durationMs
}
public addClient(client: Client) {
this.clients.set(client.id, client)
}
public isExpired(now: number): boolean {
return now > this.startGameTs
}
}
+3 -12
View File
@@ -6,8 +6,8 @@ import {fileURLToPath} from 'url';
import {GameManager} from './GameManager';
import {Client} from './Client';
import {ClientMessage, ClientMessageSchema} from '../core/Schemas';
import {Lobby} from './Lobby';
import {defaultConfig} from '../core/configuration/DefaultConfig';
import {GamePhase} from './GameServer';
@@ -27,12 +27,8 @@ const gm = new GameManager(defaultConfig)
// New GET endpoint to list lobbies
app.get('/lobbies', (req, res) => {
const lobbyList = Array.from(gm.lobbies()).filter(l => !l.isExpired(Date.now())).map(lobby => ({
id: lobby.id,
}));
res.json({
lobbies: lobbyList,
lobbies: gm.gamesByPhase(GamePhase.Lobby).map(g => g.id),
});
});
@@ -43,12 +39,7 @@ wss.on('connection', (ws) => {
const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message))
if (clientMsg.type == "join") {
console.log('got join request')
if (gm.hasLobby(clientMsg.lobbyID)) {
console.log('client joining lobby')
gm.addClientToLobby(new Client(clientMsg.clientID, ws), clientMsg.lobbyID)
} else {
console.log('lobby not found')
}
gm.addClient(new Client(clientMsg.clientID, ws), clientMsg.gameID)
}
// TODO: send error message
})