game runs in seperate thread

This commit is contained in:
Evan
2025-01-02 20:22:11 -08:00
parent f988d555bb
commit 8616e9bfcb
17 changed files with 135 additions and 263 deletions
+10 -1
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@@ -10,10 +10,12 @@ 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 { MessageType } from '../core/game/Game';
import { DisplayMessageEvent } from '../core/game/Game';
import { WorkerClient } from "../core/worker/WorkerClient";
import { consolex, initRemoteSender } from "../core/Consolex";
import { getConfig, getServerConfig } from "../core/configuration/Config";
import { GameUpdateViewData } from "../core/GameView";
export interface LobbyConfig {
playerName: () => string
@@ -75,6 +77,10 @@ export async function createClientGame(lobbyConfig: LobbyConfig, gameConfig: Gam
const terrainMap = await loadTerrainMap(gameConfig.gameMap);
let game = createGame(terrainMap.map, terrainMap.miniMap, eventBus, config)
const worker = new WorkerClient(lobbyConfig.gameID, gameConfig)
await worker.initialize((gu: GameUpdateViewData) => {
console.log('got update!')
})
consolex.log('going to init path finder')
consolex.log('inited path finder')
@@ -92,6 +98,7 @@ export async function createClientGame(lobbyConfig: LobbyConfig, gameConfig: Gam
new InputHandler(canvas, eventBus),
new Executor(game, lobbyConfig.gameID),
transport,
worker,
)
}
@@ -115,6 +122,7 @@ export class ClientGameRunner {
private input: InputHandler,
private executor: Executor,
private transport: Transport,
private worker: WorkerClient
) { }
public start() {
@@ -175,6 +183,7 @@ export class ClientGameRunner {
return
}
this.isProcessingTurn = true
this.worker.sendTurn(this.turns[this.currTurn])
this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
try {
const start = performance.now()
+4 -21
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@@ -1,17 +1,15 @@
import { LitElement, html, css } from 'lit';
import { customElement, property, state } from 'lit/decorators.js';
import { EventBus, GameEvent } from "../../../core/EventBus";
import { EventBus } from "../../../core/EventBus";
import {
AllianceExpiredEvent,
AllianceRequestEvent,
AllianceRequestReplyEvent,
AllPlayers,
BrokeAllianceEvent,
EmojiMessageEvent,
BrokeAllianceEvent, DisplayMessageEvent, EmojiMessageEvent,
Game,
Player,
PlayerID,
TargetPlayerEvent,
MessageType,
Player, TargetPlayerEvent,
UnitEvent
} from "../../../core/game/Game";
import { ClientID } from "../../../core/Schemas";
@@ -20,21 +18,6 @@ import { SendAllianceReplyIntentEvent } from "../../Transport";
import { unsafeHTML } from 'lit/directives/unsafe-html.js';
import { onlyImages, sanitize } from '../../../core/Util';
export enum MessageType {
SUCCESS,
INFO,
WARN,
ERROR,
}
export class DisplayMessageEvent implements GameEvent {
constructor(
public readonly message: string,
public readonly type: MessageType,
public readonly playerID: PlayerID | null = null
) { }
}
interface Event {
description: string;
unsafeDescription?: boolean
+51 -8
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@@ -1,31 +1,74 @@
import { getConfig } from "./configuration/Config";
import { EventBus } from "./EventBus";
import { Executor } from "./execution/ExecutionManager";
import { Game, Tile, TileEvent } from "./game/Game";
import { WinCheckExecution } from "./execution/WinCheckExecution";
import { Game, MutableGame, MutableTile, Tile, TileEvent } from "./game/Game";
import { createGame } from "./game/GameImpl";
import { loadTerrainMap } from "./game/TerrainMapLoader";
import { GameUpdateViewData } from "./GameView";
import { GameConfig, Turn } from "./Schemas";
export async function createGameRunner(gameID: string, gameConfig: GameConfig): Promise<GameRunner> {
export async function createGameRunner(gameID: string, gameConfig: GameConfig, callBack: (gu: GameUpdateViewData) => void): Promise<GameRunner> {
const config = getConfig(gameConfig)
const terrainMap = await loadTerrainMap(gameConfig.gameMap);
const eventBus = new EventBus()
const game = createGame(terrainMap.map, terrainMap.miniMap, eventBus, config)
return new GameRunner(game, eventBus, new Executor(game, gameID))
const gr = new GameRunner(game as MutableGame, eventBus, new Executor(game, gameID), callBack)
gr.init()
return gr
}
export class GameRunner {
private updatedTiles: Tile[]
private updatedTiles: MutableTile[]
private tickInterval = null
private turns: Turn[] = []
private currTurn = 0
private isExecuting = false
constructor(private game: Game, private eventBus: EventBus, private execManager: Executor) {
eventBus.on(TileEvent, (e) => { this.updatedTiles.push(e.tile) })
constructor(
private game: MutableGame,
private eventBus: EventBus,
private execManager: Executor,
private callBack: (gu: GameUpdateViewData) => void
) {
}
public executeNextTick(turn: Turn): GameUpdateViewData {
init() {
this.eventBus.on(TileEvent, (e) => { this.updatedTiles.push(e.tile as MutableTile) })
this.game.addExecution(...this.execManager.spawnBots(this.game.config().numBots()))
if (this.game.config().spawnNPCs()) {
this.game.addExecution(...this.execManager.fakeHumanExecutions())
}
this.game.addExecution(new WinCheckExecution(this.eventBus))
this.tickInterval = setInterval(() => this.executeNextTick(), 10)
}
public addTurn(turn: Turn): void {
this.turns.push(turn)
}
public executeNextTick() {
if (this.isExecuting) {
return
}
if (this.currTurn >= this.turns.length) {
return
}
this.isExecuting = true
this.updatedTiles = []
this.game.addExecution(...this.execManager.createExecs(this.turns[this.currTurn]))
this.currTurn++
this.game.executeNextTick()
return null
this.callBack({
units: this.game.units().map(u => u.toViewData()),
tileUpdates: this.updatedTiles.map(t => t.toViewData()),
players: this.game.players().map(p => p.toViewData())
})
this.isExecuting = false
}
}
+2 -2
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@@ -1,10 +1,10 @@
import { MessageType } from "../client/graphics/layers/EventsDisplay";
import { MessageType } from './game/Game';
import { Config } from "./configuration/Config";
import { Alliance, AllianceRequest, AllPlayers, Cell, DefenseBonus, EmojiMessage, Execution, ExecutionView, Game, Gold, MutableTile, Nation, Player, PlayerID, PlayerInfo, PlayerType, Relation, TerrainMap, TerrainTile, TerrainType, TerraNullius, Tick, Tile, Unit, UnitInfo, UnitType } from "./game/Game";
import { ClientID } from "./Schemas";
export interface ViewSerializable<T> {
toViewData(): ViewData<T>;
toViewData(): T;
}
export interface ViewData<T> {
+1 -1
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@@ -2,7 +2,7 @@ import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Cell, Execution, MutableGame, MutablePlayer, Player, PlayerID, PlayerType, TerrainType, TerraNullius, Tile } from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";
import { manhattanDist } from "../Util";
import { MessageType } from "../../client/graphics/layers/EventsDisplay";
import { MessageType } from '../game/Game';
import { renderNumber } from "../../client/Utils";
export class AttackExecution implements Execution {
-2
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@@ -5,8 +5,6 @@ import { AttackExecution } from "./AttackExecution";
import { TransportShipExecution } from "./TransportShipExecution";
import { SpawnExecution } from "./SpawnExecution";
import { PortExecution } from "./PortExecution";
import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
import { PathFinder } from "../pathfinding/PathFinding";
import { DestroyerExecution } from "./DestroyerExecution";
import { BattleshipExecution } from "./BattleshipExecution";
import { GameID } from "../Schemas";
-1
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@@ -5,7 +5,6 @@ import { SerialAStar } from "../pathfinding/SerialAStar";
import { PseudoRandom } from "../PseudoRandom";
import { bfs, dist, manhattanDist } from "../Util";
import { TradeShipExecution } from "./TradeShipExecution";
import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
import { consolex } from "../Consolex";
import { MiniAStar } from "../pathfinding/MiniAStar";
+1 -1
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@@ -1,4 +1,4 @@
import { MessageType } from "../../client/graphics/layers/EventsDisplay";
import { MessageType } from '../game/Game';
import { renderNumber } from "../../client/Utils";
import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
import { PathFinder } from "../pathfinding/PathFinding";
+2 -1
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@@ -1,7 +1,8 @@
import { Unit, Cell, Execution, MutableUnit, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, TileEvent, UnitType, TerrainType } from "../game/Game";
import { and, bfs, manhattanDistWrapped, sourceDstOceanShore, targetTransportTile } from "../Util";
import { AttackExecution } from "./AttackExecution";
import { DisplayMessageEvent, MessageType } from "../../client/graphics/layers/EventsDisplay";
import { MessageType } from '../game/Game';
import { DisplayMessageEvent } from '../game/Game';
import { PathFinder } from "../pathfinding/PathFinding";
import { PathFindResultType } from "../pathfinding/AStar";
import { SerialAStar } from "../pathfinding/SerialAStar";
+19 -4
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@@ -1,8 +1,8 @@
import { Config } from "../configuration/Config"
import { GameEvent } from "../EventBus"
import { ClientID, GameConfig, GameID } from "../Schemas"
import { MessageType } from "../../client/graphics/layers/EventsDisplay"
import { SearchNode } from "../pathfinding/AStar"
import { PlayerViewData, TileViewData, UnitViewData, ViewSerializable } from "../GameView"
export type PlayerID = string
export type Tick = number
@@ -191,7 +191,7 @@ export interface Tile extends SearchNode {
hasDefenseBonus(): boolean
}
export interface MutableTile extends Tile {
export interface MutableTile extends Tile, ViewSerializable<TileViewData> {
// defense bonus against this player
defenseBonus(player: Player): number
borders(other: Player | TerraNullius): boolean
@@ -209,7 +209,7 @@ export interface Unit {
health(): number
}
export interface MutableUnit extends Unit {
export interface MutableUnit extends Unit, ViewSerializable<UnitViewData> {
move(tile: Tile): void
owner(): MutablePlayer
setTroops(troops: number): void
@@ -271,7 +271,7 @@ export interface Player {
lastTileChange(): Tick
}
export interface MutablePlayer extends Player {
export interface MutablePlayer extends Player, ViewSerializable<PlayerViewData> {
// Targets for this player
targets(): Player[]
// Targets of player and all allies.
@@ -390,3 +390,18 @@ export class EmojiMessageEvent implements GameEvent {
constructor(public readonly message: EmojiMessage) { }
}
export class DisplayMessageEvent implements GameEvent {
constructor(
public readonly message: string,
public readonly type: MessageType,
public readonly playerID: PlayerID | null = null
) { }
}
export enum MessageType {
SUCCESS,
INFO,
WARN,
ERROR
}
+2 -1
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@@ -9,7 +9,8 @@ import { TileImpl } from "./TileImpl";
import { AllianceRequestImpl } from "./AllianceRequestImpl";
import { AllianceImpl } from "./AllianceImpl";
import { ClientID, GameConfig } from "../Schemas";
import { DisplayMessageEvent, MessageType } from "../../client/graphics/layers/EventsDisplay";
import { MessageType } from './Game';
import { DisplayMessageEvent } from './Game';
import { UnitImpl } from "./UnitImpl";
import { consolex } from "../Consolex";
+4 -4
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@@ -4,7 +4,7 @@ import { assertNever, bfs, closestOceanShoreFromPlayer, dist, distSortUnit, manh
import { CellString, GameImpl } from "./GameImpl";
import { UnitImpl } from "./UnitImpl";
import { TileImpl } from "./TileImpl";
import { MessageType } from "../../client/graphics/layers/EventsDisplay";
import { MessageType } from './Game';
import { renderTroops } from "../../client/Utils";
import { PlayerViewData, ViewData, ViewSerializable } from "../GameView";
@@ -17,7 +17,7 @@ class Donation {
constructor(public readonly recipient: Player, public readonly tick: Tick) { }
}
export class PlayerImpl implements MutablePlayer, ViewSerializable<PlayerViewData> {
export class PlayerImpl implements MutablePlayer {
public _lastTileChange: number = 0
@@ -52,10 +52,10 @@ export class PlayerImpl implements MutablePlayer, ViewSerializable<PlayerViewDat
this._troops = startPopulation * this._targetTroopRatio;
this._workers = startPopulation * (1 - this._targetTroopRatio)
this._gold = 0
this._displayName = processName(this._name)
this._displayName = this._name // processName(this._name)
}
toViewData(): ViewData<PlayerViewData> {
toViewData(): PlayerViewData {
return {
clientID: this.clientID(),
name: this.name(),
+2 -2
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@@ -7,7 +7,7 @@ import { TerraNulliusImpl } from "./TerraNulliusImpl";
import { TileView, TileViewData, ViewData, ViewSerializable } from "../GameView";
export class TileImpl implements MutableTile, ViewSerializable<TileViewData> {
export class TileImpl implements MutableTile {
public _isBorder = false;
private _neighbors: Tile[] = null;
@@ -23,7 +23,7 @@ export class TileImpl implements MutableTile, ViewSerializable<TileViewData> {
private readonly _terrain: TerrainTileImpl
) { }
toViewData(): ViewData<TileViewData> {
toViewData(): TileViewData {
return {
x: this._cell.x,
y: this._cell.y,
+3 -3
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@@ -1,4 +1,4 @@
import { MessageType } from "../../client/graphics/layers/EventsDisplay";
import { MessageType } from './Game';
import { UnitViewData, ViewData, ViewSerializable } from "../GameView";
import { simpleHash, within } from "../Util";
import { MutableUnit, Tile, TerraNullius, UnitType, Player, UnitInfo } from "./Game";
@@ -7,7 +7,7 @@ import { PlayerImpl } from "./PlayerImpl";
import { TerraNulliusImpl } from "./TerraNulliusImpl";
export class UnitImpl implements MutableUnit, ViewSerializable<UnitViewData> {
export class UnitImpl implements MutableUnit {
private _active = true;
private _health: number
@@ -22,7 +22,7 @@ export class UnitImpl implements MutableUnit, ViewSerializable<UnitViewData> {
this._health = (this.g.unitInfo(_type).maxHealth ?? 2) / 2
}
toViewData(): ViewData<UnitViewData> {
toViewData(): UnitViewData {
return {
type: this._type,
troops: this._troops,
-1
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@@ -1,7 +1,6 @@
import { Cell, Game, TerrainTile, TerrainType, Tile } from "../game/Game";
import { manhattanDist } from "../Util";
import { AStar, PathFindResultType, SearchNode, TileResult } from "./AStar";
import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
import { SerialAStar } from "./SerialAStar";
import { MiniAStar } from "./MiniAStar";
import { consolex } from "../Consolex";
+17 -96
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@@ -1,106 +1,27 @@
// pathfinding.ts
import { Cell, GameMap, TerrainMap, TerrainTile, TerrainType } from "../game/Game";
import { loadTerrainMap } from "../game/TerrainMapLoader";
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { AStar, PathFindResultType, SearchNode } from "../pathfinding/AStar";
import { MiniAStar } from "../pathfinding/MiniAStar";
import { consolex } from "../Consolex";
import { createGameRunner, GameRunner } from "../GameRunner";
import { GameUpdateViewData } from "../GameView";
let terrainMapPromise: Promise<{
map: TerrainMap,
miniMap: TerrainMap
}> | null = null;
let searches = new PriorityQueue<Search>((a: Search, b: Search) => (a.deadline - b.deadline))
let processingInterval: number | null = null;
let isProcessingSearch = false
let gameRunner: Promise<GameRunner> = null
interface Search {
aStar: AStar,
deadline: number
requestId: string,
end: Cell
}
interface SearchRequest {
requestId: string
currentTick: number
// duration in ticks
duration: number
start: Cell
end: Cell
function gameUpdate(gu: GameUpdateViewData) {
self.postMessage({
type: "game_update",
gameUpdate: gu
})
}
self.onmessage = (e) => {
switch (e.data.type) {
case 'init':
initializeMap(e.data);
break;
case 'findPath':
terrainMapPromise.then(tm => findPath(tm.map, tm.miniMap, e.data))
gameRunner = createGameRunner(e.data.gameID, e.data.gameConfig, gameUpdate).then(gr => {
self.postMessage({
type: 'initialized'
});
return gr;
});
break;
case 'turn':
gameRunner.then(gr => gr.addTurn(e.data.turn))
}
};
function initializeMap(data: { gameMap: GameMap }) {
terrainMapPromise = loadTerrainMap(data.gameMap)
self.postMessage({ type: 'initialized' });
processingInterval = setInterval(computeSearches, .1) as unknown as number;
}
function findPath(terrainMap: TerrainMap, miniTerrainMap: TerrainMap, req: SearchRequest) {
const aStar = new MiniAStar(
terrainMap,
miniTerrainMap,
terrainMap.terrain(req.start),
terrainMap.terrain(req.end),
(sn: SearchNode) => (sn as TerrainTile).type() == TerrainType.Ocean,
10_000,
req.duration,
);
searches.enqueue({
aStar: aStar,
deadline: req.currentTick + req.duration,
requestId: req.requestId,
end: req.end
})
}
function computeSearches() {
if (isProcessingSearch || searches.isEmpty()) {
return
}
isProcessingSearch = true
try {
for (let i = 0; i < 10; i++) {
if (searches.isEmpty()) {
return
}
const search = searches.dequeue()
switch (search.aStar.compute()) {
case PathFindResultType.Completed:
self.postMessage({
type: 'pathFound',
requestId: search.requestId,
path: search.aStar.reconstructPath()
});
break;
case PathFindResultType.Pending:
searches.push(search)
break
case PathFindResultType.PathNotFound:
consolex.warn(`worker: path not found to port`);
self.postMessage({
type: 'pathNotFound',
requestId: search.requestId,
});
break
}
}
} finally {
isProcessingSearch = false
}
}
};
+17 -114
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@@ -1,7 +1,9 @@
import { consolex } from "../Consolex";
import { Cell, Game, GameMap, TerrainTile, TerrainType, Tile } from "../game/Game";
import { GameUpdateViewData } from "../GameView";
import { AStar, PathFindResultType } from "../pathfinding/AStar";
import { MiniAStar } from "../pathfinding/MiniAStar";
import { GameConfig, GameID, Turn } from "../Schemas";
import { generateID } from "../Util";
@@ -9,39 +11,43 @@ export class WorkerClient {
private worker: Worker;
private isInitialized = false;
constructor(private game: Game, private gameMap: GameMap) {
constructor(private gameID: GameID, private gameConfig: GameConfig) {
// Create a new worker using webpack worker-loader
// The import.meta.url ensures webpack can properly bundle the worker
this.worker = new Worker(new URL('./Worker.worker.ts', import.meta.url));
}
initialize(): Promise<void> {
initialize(gameUpdate: (gu: GameUpdateViewData) => void): Promise<void> {
return new Promise((resolve, reject) => {
this.worker.postMessage({
type: 'init',
gameMap: this.gameMap
gameID: this.gameID,
gameConfig: this.gameConfig
});
const handler = (e: MessageEvent) => {
if (e.data.type === 'initialized') {
this.worker.removeEventListener('message', handler);
this.isInitialized = true;
resolve();
} else {
this.worker.removeEventListener('message', handler);
return
}
if (!this.isInitialized) {
reject('Failed to initialize pathfinder');
}
if (e.data.type == "game_update") {
gameUpdate(e.data.gameUpdate)
}
};
this.worker.addEventListener('message', handler);
});
}
createParallelAStar(src: Tile, dst: Tile, numTicks: number, types: TerrainType[]): ParallelAStar {
if (!this.isInitialized) {
throw new Error('PathFinder not initialized');
}
return new ParallelAStar(this.game, this.worker, src, dst, numTicks, types);
sendTurn(turn: Turn) {
this.worker.postMessage({
type: "turn",
turn: turn
})
}
cleanup() {
@@ -49,106 +55,3 @@ export class WorkerClient {
}
}
export class ParallelAStar implements AStar {
private path: Cell[] | 'NOT_FOUND' | null = null;
private promise: Promise<void>;
constructor(
private game: Game,
private worker: Worker,
private src: Tile,
private dst: Tile,
private numTicks: number,
private terrainTypes: TerrainType[]
) { }
findPath(): Promise<void> {
const requestId = generateID()
this.promise = new Promise((resolve, reject) => {
const handler = (e: MessageEvent) => {
if (e.data.requestId != requestId) {
return;
}
this.worker.removeEventListener('message', handler);
if (e.data.type === 'pathFound') {
this.path = e.data.path
resolve();
} else if (e.data.type === 'pathNotFound') {
this.path = 'NOT_FOUND';
} else {
reject(e.data.reason || "Path not found");
}
};
this.worker.addEventListener('message', handler);
this.worker.postMessage({
type: 'findPath',
requestId: requestId,
terrainTypes: this.terrainTypes,
currentTick: this.game.ticks(),
duration: this.numTicks,
start: { x: this.src.cell().x, y: this.src.cell().y },
end: { x: this.dst.cell().x, y: this.dst.cell().y }
});
});
return this.promise;
}
// TODO: rename to poll?
compute(): PathFindResultType {
if (this.promise == null) {
this.findPath();
}
this.numTicks--;
if (this.numTicks <= 0) {
if (this.path == 'NOT_FOUND') {
return PathFindResultType.PathNotFound;
}
if (this.path != null) {
return PathFindResultType.Completed;
}
// Path was not found in worker thread in time, so now we need
// to recompute it in main thread. This will lock up game.
consolex.warn(`path not completed in worker thread, recomputing`)
const local = new MiniAStar(
this.game.terrainMap(),
this.game.terrainMiniMap(),
this.src, this.dst,
(t: TerrainTile) => t.type() == TerrainType.Ocean,
100_000_000,
20
)
const result = local.compute()
switch (result) {
case PathFindResultType.Completed:
consolex.log('recomputed path in worker client')
this.path = local.reconstructPath()
break
case PathFindResultType.PathNotFound:
this.path = "NOT_FOUND"
break
case PathFindResultType.Pending:
// TODO: make sure same number of tries as worker thread.
consolex.warn("path not found after many tries")
this.path = "NOT_FOUND"
break
}
if (result == PathFindResultType.Completed) {
this.path = local.reconstructPath()
}
return result
}
return PathFindResultType.Pending;
}
reconstructPath(): Cell[] {
if (this.path == "NOT_FOUND" || this.path == null) {
throw Error(`cannot reconstruct path: ${this.path}`);
}
return this.path
}
}