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game runs in seperate thread
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@@ -1,106 +1,27 @@
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// pathfinding.ts
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import { Cell, GameMap, TerrainMap, TerrainTile, TerrainType } from "../game/Game";
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import { loadTerrainMap } from "../game/TerrainMapLoader";
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import { PriorityQueue } from "@datastructures-js/priority-queue";
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import { AStar, PathFindResultType, SearchNode } from "../pathfinding/AStar";
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import { MiniAStar } from "../pathfinding/MiniAStar";
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import { consolex } from "../Consolex";
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import { createGameRunner, GameRunner } from "../GameRunner";
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import { GameUpdateViewData } from "../GameView";
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let terrainMapPromise: Promise<{
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map: TerrainMap,
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miniMap: TerrainMap
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}> | null = null;
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let searches = new PriorityQueue<Search>((a: Search, b: Search) => (a.deadline - b.deadline))
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let processingInterval: number | null = null;
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let isProcessingSearch = false
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let gameRunner: Promise<GameRunner> = null
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interface Search {
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aStar: AStar,
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deadline: number
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requestId: string,
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end: Cell
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}
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interface SearchRequest {
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requestId: string
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currentTick: number
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// duration in ticks
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duration: number
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start: Cell
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end: Cell
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function gameUpdate(gu: GameUpdateViewData) {
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self.postMessage({
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type: "game_update",
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gameUpdate: gu
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})
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}
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self.onmessage = (e) => {
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switch (e.data.type) {
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case 'init':
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initializeMap(e.data);
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break;
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case 'findPath':
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terrainMapPromise.then(tm => findPath(tm.map, tm.miniMap, e.data))
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gameRunner = createGameRunner(e.data.gameID, e.data.gameConfig, gameUpdate).then(gr => {
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self.postMessage({
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type: 'initialized'
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});
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return gr;
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});
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break;
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case 'turn':
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gameRunner.then(gr => gr.addTurn(e.data.turn))
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}
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};
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function initializeMap(data: { gameMap: GameMap }) {
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terrainMapPromise = loadTerrainMap(data.gameMap)
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self.postMessage({ type: 'initialized' });
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processingInterval = setInterval(computeSearches, .1) as unknown as number;
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}
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function findPath(terrainMap: TerrainMap, miniTerrainMap: TerrainMap, req: SearchRequest) {
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const aStar = new MiniAStar(
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terrainMap,
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miniTerrainMap,
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terrainMap.terrain(req.start),
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terrainMap.terrain(req.end),
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(sn: SearchNode) => (sn as TerrainTile).type() == TerrainType.Ocean,
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10_000,
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req.duration,
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);
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searches.enqueue({
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aStar: aStar,
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deadline: req.currentTick + req.duration,
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requestId: req.requestId,
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end: req.end
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})
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}
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function computeSearches() {
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if (isProcessingSearch || searches.isEmpty()) {
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return
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}
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isProcessingSearch = true
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try {
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for (let i = 0; i < 10; i++) {
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if (searches.isEmpty()) {
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return
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}
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const search = searches.dequeue()
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switch (search.aStar.compute()) {
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case PathFindResultType.Completed:
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self.postMessage({
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type: 'pathFound',
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requestId: search.requestId,
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path: search.aStar.reconstructPath()
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});
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break;
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case PathFindResultType.Pending:
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searches.push(search)
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break
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case PathFindResultType.PathNotFound:
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consolex.warn(`worker: path not found to port`);
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self.postMessage({
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type: 'pathNotFound',
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requestId: search.requestId,
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});
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break
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}
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}
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} finally {
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isProcessingSearch = false
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}
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}
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};
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+17
-114
@@ -1,7 +1,9 @@
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import { consolex } from "../Consolex";
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import { Cell, Game, GameMap, TerrainTile, TerrainType, Tile } from "../game/Game";
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import { GameUpdateViewData } from "../GameView";
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import { AStar, PathFindResultType } from "../pathfinding/AStar";
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import { MiniAStar } from "../pathfinding/MiniAStar";
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import { GameConfig, GameID, Turn } from "../Schemas";
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import { generateID } from "../Util";
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@@ -9,39 +11,43 @@ export class WorkerClient {
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private worker: Worker;
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private isInitialized = false;
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constructor(private game: Game, private gameMap: GameMap) {
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constructor(private gameID: GameID, private gameConfig: GameConfig) {
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// Create a new worker using webpack worker-loader
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// The import.meta.url ensures webpack can properly bundle the worker
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this.worker = new Worker(new URL('./Worker.worker.ts', import.meta.url));
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}
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initialize(): Promise<void> {
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initialize(gameUpdate: (gu: GameUpdateViewData) => void): Promise<void> {
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return new Promise((resolve, reject) => {
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this.worker.postMessage({
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type: 'init',
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gameMap: this.gameMap
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gameID: this.gameID,
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gameConfig: this.gameConfig
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});
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const handler = (e: MessageEvent) => {
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if (e.data.type === 'initialized') {
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this.worker.removeEventListener('message', handler);
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this.isInitialized = true;
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resolve();
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} else {
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this.worker.removeEventListener('message', handler);
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return
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}
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if (!this.isInitialized) {
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reject('Failed to initialize pathfinder');
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}
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if (e.data.type == "game_update") {
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gameUpdate(e.data.gameUpdate)
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}
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};
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this.worker.addEventListener('message', handler);
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});
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}
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createParallelAStar(src: Tile, dst: Tile, numTicks: number, types: TerrainType[]): ParallelAStar {
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if (!this.isInitialized) {
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throw new Error('PathFinder not initialized');
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}
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return new ParallelAStar(this.game, this.worker, src, dst, numTicks, types);
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sendTurn(turn: Turn) {
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this.worker.postMessage({
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type: "turn",
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turn: turn
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})
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}
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cleanup() {
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@@ -49,106 +55,3 @@ export class WorkerClient {
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}
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}
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export class ParallelAStar implements AStar {
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private path: Cell[] | 'NOT_FOUND' | null = null;
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private promise: Promise<void>;
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constructor(
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private game: Game,
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private worker: Worker,
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private src: Tile,
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private dst: Tile,
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private numTicks: number,
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private terrainTypes: TerrainType[]
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) { }
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findPath(): Promise<void> {
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const requestId = generateID()
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this.promise = new Promise((resolve, reject) => {
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const handler = (e: MessageEvent) => {
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if (e.data.requestId != requestId) {
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return;
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}
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this.worker.removeEventListener('message', handler);
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if (e.data.type === 'pathFound') {
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this.path = e.data.path
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resolve();
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} else if (e.data.type === 'pathNotFound') {
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this.path = 'NOT_FOUND';
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} else {
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reject(e.data.reason || "Path not found");
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}
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};
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this.worker.addEventListener('message', handler);
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this.worker.postMessage({
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type: 'findPath',
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requestId: requestId,
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terrainTypes: this.terrainTypes,
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currentTick: this.game.ticks(),
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duration: this.numTicks,
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start: { x: this.src.cell().x, y: this.src.cell().y },
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end: { x: this.dst.cell().x, y: this.dst.cell().y }
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});
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});
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return this.promise;
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}
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// TODO: rename to poll?
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compute(): PathFindResultType {
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if (this.promise == null) {
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this.findPath();
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}
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this.numTicks--;
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if (this.numTicks <= 0) {
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if (this.path == 'NOT_FOUND') {
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return PathFindResultType.PathNotFound;
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}
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if (this.path != null) {
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return PathFindResultType.Completed;
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}
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// Path was not found in worker thread in time, so now we need
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// to recompute it in main thread. This will lock up game.
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consolex.warn(`path not completed in worker thread, recomputing`)
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const local = new MiniAStar(
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this.game.terrainMap(),
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this.game.terrainMiniMap(),
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this.src, this.dst,
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(t: TerrainTile) => t.type() == TerrainType.Ocean,
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100_000_000,
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20
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)
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const result = local.compute()
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switch (result) {
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case PathFindResultType.Completed:
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consolex.log('recomputed path in worker client')
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this.path = local.reconstructPath()
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break
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case PathFindResultType.PathNotFound:
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this.path = "NOT_FOUND"
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break
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case PathFindResultType.Pending:
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// TODO: make sure same number of tries as worker thread.
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consolex.warn("path not found after many tries")
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this.path = "NOT_FOUND"
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break
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}
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if (result == PathFindResultType.Completed) {
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this.path = local.reconstructPath()
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}
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return result
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}
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return PathFindResultType.Pending;
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}
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reconstructPath(): Cell[] {
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if (this.path == "NOT_FOUND" || this.path == null) {
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throw Error(`cannot reconstruct path: ${this.path}`);
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}
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return this.path
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}
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}
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