create game runner

This commit is contained in:
Evan
2025-01-02 13:25:36 -08:00
parent 8a4644637a
commit 8443095d89
10 changed files with 100 additions and 32 deletions
+281
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import { Executor } from "../core/execution/ExecutionManager";
import { Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, UnitEvent, Tile, PlayerType, GameMap, Difficulty, GameType } from "../core/game/Game";
import { createGame } from "../core/game/GameImpl";
import { EventBus } from "../core/EventBus";
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 { loadTerrainFromFile, loadTerrainMap, TerrainMapImpl } from "../core/game/TerrainMapLoader";
import { and, bfs, dist, generateID, manhattanDist } from "../core/Util";
import { WinCheckExecution } from "../core/execution/WinCheckExecution";
import { SendAttackIntentEvent, SendSpawnIntentEvent, Transport } from "./Transport";
import { createCanvas } from "./Utils";
import { DisplayMessageEvent, MessageType } from "./graphics/layers/EventsDisplay";
import { WorkerClient } from "../core/worker/WorkerClient";
import { consolex, initRemoteSender } from "../core/Consolex";
import { getConfig, getServerConfig } from "../core/configuration/Config";
export interface LobbyConfig {
playerName: () => string
clientID: ClientID,
playerID: PlayerID,
persistentID: string,
gameType: GameType
gameID: GameID,
map: GameMap | null
difficulty: Difficulty | null
}
export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => void {
const eventBus = new EventBus()
initRemoteSender(eventBus)
consolex.log(`joinging lobby: gameID: ${lobbyConfig.gameID}, clientID: ${lobbyConfig.clientID}, persistentID: ${lobbyConfig.persistentID}`)
const serverConfig = getServerConfig()
let gameConfig: GameConfig = null
if (lobbyConfig.gameType == GameType.Singleplayer) {
gameConfig = {
gameType: GameType.Singleplayer,
gameMap: lobbyConfig.map,
difficulty: lobbyConfig.difficulty,
}
}
const transport = new Transport(
lobbyConfig,
gameConfig,
eventBus,
serverConfig,
)
const onconnect = () => {
consolex.log(`Joined game lobby ${lobbyConfig.gameID}`);
transport.joinGame(0)
};
const onmessage = (message: ServerMessage) => {
if (message.type == "start") {
consolex.log('lobby: game started')
onjoin()
createClientGame(lobbyConfig, message.config, eventBus, transport).then(r => r.start())
};
}
transport.connect(onconnect, onmessage)
return () => {
consolex.log('leaving game')
transport.leaveGame()
}
}
export async function createClientGame(lobbyConfig: LobbyConfig, gameConfig: GameConfig, eventBus: EventBus, transport: Transport): Promise<ClientGameRunner> {
const config = getConfig(gameConfig)
const terrainMap = await loadTerrainMap(gameConfig.gameMap);
let game = createGame(terrainMap.map, terrainMap.miniMap, eventBus, config)
consolex.log('going to init path finder')
consolex.log('inited path finder')
const canvas = createCanvas()
let gameRenderer = createRenderer(canvas, game, eventBus, lobbyConfig.clientID)
consolex.log(`creating private game got difficulty: ${gameConfig.difficulty}`)
return new ClientGameRunner(
lobbyConfig.clientID,
eventBus,
game,
gameRenderer,
new InputHandler(canvas, eventBus),
new Executor(game, lobbyConfig.gameID),
transport,
)
}
export class ClientGameRunner {
private myPlayer: Player
private turns: Turn[] = []
private isActive = false
private currTurn = 0
private intervalID: NodeJS.Timeout
private isProcessingTurn = false
private hasJoined = false
constructor(
private clientID: ClientID,
private eventBus: EventBus,
private gs: Game,
private renderer: GameRenderer,
private input: InputHandler,
private executor: Executor,
private transport: Transport,
) { }
public start() {
consolex.log('starting client game')
this.isActive = true
this.eventBus.on(PlayerEvent, (e) => this.playerEvent(e))
this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e))
this.renderer.initialize()
this.input.initialize()
this.gs.addExecution(...this.executor.spawnBots(this.gs.config().numBots()))
if (this.gs.config().spawnNPCs()) {
this.gs.addExecution(...this.executor.fakeHumanExecutions())
}
this.gs.addExecution(new WinCheckExecution(this.eventBus))
this.intervalID = setInterval(() => this.tick(), 10);
const onconnect = () => {
consolex.log('Connected to game server!');
this.transport.joinGame(this.turns.length)
};
const onmessage = (message: ServerMessage) => {
if (message.type == "start") {
this.hasJoined = true
consolex.log("starting game!")
for (const turn of message.turns) {
if (turn.turnNumber < this.turns.length) {
continue
}
this.turns.push(turn)
}
}
if (message.type == "turn") {
if (!this.hasJoined) {
this.transport.joinGame(0)
return
}
if (this.turns.length != message.turn.turnNumber) {
consolex.error(`got wrong turn have turns ${this.turns.length}, received turn ${message.turn.turnNumber}`)
} else {
this.turns.push(message.turn)
}
}
};
this.transport.connect(onconnect, onmessage)
}
public stop() {
clearInterval(this.intervalID)
this.isActive = false
this.transport.leaveGame()
}
public tick() {
if (this.currTurn >= this.turns.length || this.isProcessingTurn) {
return
}
this.isProcessingTurn = true
this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
try {
const start = performance.now()
this.gs.executeNextTick()
const duration = performance.now() - start
if (duration > 200) {
console.warn(`tick ${this.gs.ticks() - 1} took ${duration}ms to execute`)
}
} catch (error) {
showErrorModal(error, this.clientID)
this.stop()
const errorText = `Error: ${error.message}\nStack: ${error.stack}`;
consolex.error(errorText)
}
this.renderer.tick()
this.currTurn++
this.isProcessingTurn = false
}
private playerEvent(event: PlayerEvent) {
if (event.player.clientID() == this.clientID) {
consolex.log('setting name')
this.myPlayer = event.player
}
}
private inputEvent(event: MouseUpEvent) {
if (!this.isActive) {
return
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(event.x, event.y)
if (!this.gs.isOnMap(cell)) {
return
}
consolex.log(`clicked cell ${cell}`)
const tile = this.gs.tile(cell)
if (tile.isLand() && !tile.hasOwner() && this.gs.inSpawnPhase()) {
this.eventBus.emit(new SendSpawnIntentEvent(cell))
return
}
if (this.gs.inSpawnPhase()) {
return
}
if (this.myPlayer == null) {
return
}
const owner = tile.owner()
const targetID = owner.isPlayer() ? owner.id() : null;
if (tile.owner() == this.myPlayer) {
return
}
if (tile.owner().isPlayer() && this.myPlayer.isAlliedWith(tile.owner() as Player)) {
this.eventBus.emit(new DisplayMessageEvent("Cannot attack ally", MessageType.WARN))
return
}
if (tile.isLand()) {
if (tile.hasOwner()) {
if (this.myPlayer.sharesBorderWith(tile.owner())) {
this.eventBus.emit(new SendAttackIntentEvent(targetID, this.myPlayer.troops() * this.renderer.uiState.attackRatio))
}
} else {
outer_loop: for (const t of bfs(tile, and(t => !t.hasOwner() && t.isLand(), dist(tile, 200)))) {
for (const n of t.neighbors()) {
if (n.owner() == this.myPlayer) {
this.eventBus.emit(new SendAttackIntentEvent(targetID, this.myPlayer.troops() * this.renderer.uiState.attackRatio))
break outer_loop
}
}
}
}
}
}
}
function showErrorModal(error: Error, clientID: ClientID) {
const errorText = `Error: ${error.message}\nStack: ${error.stack}`;
consolex.error(errorText);
const modal = document.createElement('div');
const content = `Game crashed! client id: ${clientID}\nPlease paste the following in your bug report in Discord:\n${errorText}`;
// Create elements
const pre = document.createElement('pre');
pre.textContent = content;
const button = document.createElement('button');
button.textContent = 'Copy to clipboard';
button.style.cssText = 'padding: 8px 16px; margin-top: 10px; background: #4CAF50; color: white; border: none; border-radius: 4px; cursor: pointer;';
button.addEventListener('click', () => {
navigator.clipboard.writeText(content)
.then(() => button.textContent = 'Copied!')
.catch(() => button.textContent = 'Failed to copy');
});
// Add to modal
modal.style.cssText = 'position:fixed; padding:20px; background:white; border:1px solid black; top:50%; left:50%; transform:translate(-50%,-50%); z-index:9999;';
modal.appendChild(pre);
modal.appendChild(button);
document.body.appendChild(modal);
}