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
+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]
}
}