import ipAnonymize from "ip-anonymize"; import { Logger } from "winston"; import WebSocket from "ws"; import { AllPlayersStats, ClientID, ClientMessage, ClientMessageSchema, ClientSendWinnerMessage, GameConfig, GameInfo, GameStartInfo, GameStartInfoSchema, Intent, PlayerRecord, ServerDesyncSchema, ServerPrestartMessageSchema, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn, } from "../core/Schemas"; import { createGameRecord } from "../core/Util"; import { GameEnv, ServerConfig } from "../core/configuration/Config"; import { GameType } from "../core/game/Game"; import { archive } from "./Archive"; import { Client } from "./Client"; import { gatekeeper } from "./Gatekeeper"; export enum GamePhase { Lobby = "LOBBY", Active = "ACTIVE", Finished = "FINISHED", } export class GameServer { private sentDesyncMessageClients = new Set(); private maxGameDuration = 3 * 60 * 60 * 1000; // 3 hours private turns: Turn[] = []; private intents: Intent[] = []; public activeClients: Client[] = []; // Used for record record keeping private allClients: Map = new Map(); private _hasStarted = false; private _startTime: number | null = null; private endTurnIntervalID; private lastPingUpdate = 0; private winner: ClientSendWinnerMessage | null = null; // This field is currently only filled at victory private allPlayersStats: AllPlayersStats = {}; private gameStartInfo: GameStartInfo; private log: Logger; private _hasPrestarted = false; private kickedClients: Set = new Set(); constructor( public readonly id: string, readonly log_: Logger, public readonly createdAt: number, private config: ServerConfig, public gameConfig: GameConfig, ) { this.log = log_.child({ gameID: id }); } public updateGameConfig(gameConfig: Partial): void { if (gameConfig.gameMap !== undefined) { this.gameConfig.gameMap = gameConfig.gameMap; } if (gameConfig.difficulty !== undefined) { this.gameConfig.difficulty = gameConfig.difficulty; } if (gameConfig.disableNPCs !== undefined) { this.gameConfig.disableNPCs = gameConfig.disableNPCs; } if (gameConfig.bots !== undefined) { this.gameConfig.bots = gameConfig.bots; } if (gameConfig.infiniteGold !== undefined) { this.gameConfig.infiniteGold = gameConfig.infiniteGold; } if (gameConfig.infiniteTroops !== undefined) { this.gameConfig.infiniteTroops = gameConfig.infiniteTroops; } if (gameConfig.instantBuild !== undefined) { this.gameConfig.instantBuild = gameConfig.instantBuild; } if (gameConfig.gameMode !== undefined) { this.gameConfig.gameMode = gameConfig.gameMode; } if (gameConfig.disabledUnits !== undefined) { this.gameConfig.disabledUnits = gameConfig.disabledUnits; } if (gameConfig.playerTeams !== undefined) { this.gameConfig.playerTeams = gameConfig.playerTeams; } } public addClient(client: Client, lastTurn: number) { if (this.kickedClients.has(client.clientID)) { this.log.warn(`cannot add client, already kicked`, { clientID: client.clientID, }); return; } this.log.info("client (re)joining game", { clientID: client.clientID, persistentID: client.persistentID, clientIP: ipAnonymize(client.ip), isRejoin: lastTurn > 0, }); if ( this.gameConfig.gameType === GameType.Public && this.activeClients.filter( (c) => c.ip === client.ip && c.clientID !== client.clientID, ).length >= 3 ) { this.log.warn("cannot add client, already have 3 ips", { clientID: client.clientID, clientIP: ipAnonymize(client.ip), }); return; } if (this.config.env() === GameEnv.Prod) { // Prevent multiple clients from using the same account in prod const conflicting = this.activeClients.find( (c) => c.persistentID === client.persistentID && c.clientID !== client.clientID, ); if (conflicting !== undefined) { this.log.error("client ids do not match", { clientID: client.clientID, clientIP: ipAnonymize(client.ip), clientPersistentID: client.persistentID, existingIP: ipAnonymize(conflicting.ip), existingPersistentID: conflicting.persistentID, }); return; } } // Remove stale client if this is a reconnect const existing = this.activeClients.find( (c) => c.clientID === client.clientID, ); if (existing !== undefined) { if (client.persistentID !== existing.persistentID) { this.log.error("persistent ids do not match", { clientID: client.clientID, clientIP: ipAnonymize(client.ip), clientPersistentID: client.persistentID, existingIP: ipAnonymize(existing.ip), existingPersistentID: existing.persistentID, }); return; } existing.ws.removeAllListeners("message"); this.activeClients = this.activeClients.filter((c) => c !== existing); } // Client connection accepted this.activeClients.push(client); client.lastPing = Date.now(); this.allClients.set(client.clientID, client); client.ws.on( "message", gatekeeper.wsHandler(client.ip, async (message: string) => { try { let clientMsg: ClientMessage | null = null; try { clientMsg = ClientMessageSchema.parse(JSON.parse(message)); } catch (error) { throw Error(`error parsing schema for ${ipAnonymize(client.ip)}`); } if (clientMsg.type === "intent") { if (clientMsg.intent.clientID !== client.clientID) { this.log.warn( `client id mismatch, client: ${client.clientID}, intent: ${clientMsg.intent.clientID}`, ); return; } this.addIntent(clientMsg.intent); } if (clientMsg.type === "ping") { this.lastPingUpdate = Date.now(); client.lastPing = Date.now(); } if (clientMsg.type === "hash") { client.hashes.set(clientMsg.turnNumber, clientMsg.hash); } if (clientMsg.type === "winner") { this.winner = clientMsg; this.allPlayersStats = clientMsg.allPlayersStats; } } catch (error) { this.log.info( `error handline websocket request in game server: ${error}`, { clientID: client.clientID, }, ); } }), ); client.ws.on("close", () => { this.log.info("client disconnected", { clientID: client.clientID, persistentID: client.persistentID, }); this.activeClients = this.activeClients.filter( (c) => c.clientID !== client.clientID, ); }); client.ws.on("error", (error: Error) => { if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") { client.ws.close(1002); } }); // In case a client joined the game late and missed the start message. if (this._hasStarted) { this.sendStartGameMsg(client.ws, lastTurn); } } public numClients(): number { return this.activeClients.length; } public startTime(): number { if (this._startTime !== null && this._startTime > 0) { return this._startTime; } else { //game hasn't started yet, only works for public games return this.createdAt + this.config.gameCreationRate(); } } public prestart() { if (this.hasStarted()) { return; } this._hasPrestarted = true; const prestartMsg = ServerPrestartMessageSchema.safeParse({ type: "prestart", gameMap: this.gameConfig.gameMap, }); if (!prestartMsg.success) { console.error( `error creating prestart message for game ${this.id}, ${prestartMsg.error}`.substring( 0, 250, ), ); return; } const msg = JSON.stringify(prestartMsg.data); this.activeClients.forEach((c) => { this.log.info("sending prestart message", { clientID: c.clientID, persistentID: c.persistentID, }); c.ws.send(msg); }); } public start() { if (this._hasStarted) { return; } this._hasStarted = true; this._startTime = Date.now(); // Set last ping to start so we don't immediately stop the game // if no client connects/pings. this.lastPingUpdate = Date.now(); this.gameStartInfo = GameStartInfoSchema.parse({ gameID: this.id, config: this.gameConfig, players: this.activeClients.map((c) => ({ playerID: c.playerID, username: c.username, clientID: c.clientID, flag: c.flag, })), }); this.endTurnIntervalID = setInterval( () => this.endTurn(), this.config.turnIntervalMs(), ); this.activeClients.forEach((c) => { this.log.info("sending start message", { clientID: c.clientID, persistentID: c.persistentID, }); this.sendStartGameMsg(c.ws, 0); }); } private addIntent(intent: Intent) { this.intents.push(intent); } private sendStartGameMsg(ws: WebSocket, lastTurn: number) { try { ws.send( JSON.stringify( ServerStartGameMessageSchema.parse({ type: "start", turns: this.turns.slice(lastTurn), gameStartInfo: this.gameStartInfo, }), ), ); } catch (error) { throw new Error( `error sending start message for game ${this.id}, ${error}`.substring( 0, 250, ), ); } } private endTurn() { const pastTurn: Turn = { turnNumber: this.turns.length, intents: this.intents, }; this.turns.push(pastTurn); this.intents = []; this.handleSynchronization(); let msg = ""; try { msg = JSON.stringify( ServerTurnMessageSchema.parse({ type: "turn", turn: pastTurn, }), ); } catch (error) { this.log.info( `error sending message for game: ${error.substring(0, 250)}`, {}, ); return; } this.activeClients.forEach((c) => { c.ws.send(msg); }); } async end() { // Close all WebSocket connections clearInterval(this.endTurnIntervalID); this.allClients.forEach((client) => { client.ws.removeAllListeners("message"); if (client.ws.readyState === WebSocket.OPEN) { client.ws.close(1000, "game has ended"); } }); if (!this._hasPrestarted && !this._hasStarted) { this.log.info(`game not started, not archiving game`); return; } this.log.info(`ending game with ${this.turns.length} turns`); try { if (this.allClients.size > 0) { const playerRecords: PlayerRecord[] = Array.from( this.allClients.values(), ).map((client) => ({ ip: ipAnonymize(client.ip), clientID: client.clientID, username: client.username, persistentID: client.persistentID, })); archive( createGameRecord( this.id, this.gameStartInfo, playerRecords, this.turns, this._startTime ?? 0, Date.now(), this.winner?.winner ?? null, this.winner?.winnerType ?? null, this.allPlayersStats, ), ); } else { this.log.info("no clients joined, not archiving game", { gameID: this.id, }); } } catch (error) { let errorDetails; if (error instanceof Error) { errorDetails = { message: error.message, stack: error.stack, }; } else if (Array.isArray(error)) { errorDetails = error; // Now we'll actually see the array contents } else { try { errorDetails = JSON.stringify(error, null, 2); } catch (e) { errorDetails = String(error); } } this.log.error("Error archiving game record details:", { gameId: this.id, errorType: typeof error, error: errorDetails, }); } } phase(): GamePhase { const now = Date.now(); const alive: Client[] = []; for (const client of this.activeClients) { if (now - client.lastPing > 60_000) { this.log.info("no pings received, terminating connection", { clientID: client.clientID, persistentID: client.persistentID, }); if (client.ws.readyState === WebSocket.OPEN) { client.ws.close(1000, "no heartbeats received, closing connection"); } } else { alive.push(client); } } this.activeClients = alive; if (now > this.createdAt + this.maxGameDuration) { this.log.warn("game past max duration", { gameID: this.id, }); return GamePhase.Finished; } const noRecentPings = now > this.lastPingUpdate + 20 * 1000; const noActive = this.activeClients.length === 0; if (this.gameConfig.gameType !== GameType.Public) { if (this._hasStarted) { if (noActive && noRecentPings) { this.log.info("private game complete", { gameID: this.id, }); return GamePhase.Finished; } else { return GamePhase.Active; } } else { return GamePhase.Lobby; } } const msSinceCreation = now - this.createdAt; const lessThanLifetime = msSinceCreation < this.config.gameCreationRate(); const notEnoughPlayers = this.gameConfig.gameType === GameType.Public && this.gameConfig.maxPlayers && this.activeClients.length < this.gameConfig.maxPlayers; if (lessThanLifetime && notEnoughPlayers) { return GamePhase.Lobby; } const warmupOver = now > this.createdAt + this.config.gameCreationRate() + 30 * 1000; if (noActive && warmupOver && noRecentPings) { return GamePhase.Finished; } return GamePhase.Active; } hasStarted(): boolean { return this._hasStarted || this._hasPrestarted; } public gameInfo(): GameInfo { return { gameID: this.id, clients: this.activeClients.map((c) => ({ username: c.username, clientID: c.clientID, })), gameConfig: this.gameConfig, msUntilStart: this.isPublic() ? this.createdAt + this.config.gameCreationRate() : undefined, }; } public isPublic(): boolean { return this.gameConfig.gameType === GameType.Public; } public kickClient(clientID: ClientID): void { if (this.kickedClients.has(clientID)) { this.log.warn(`cannot kick client, already kicked`, { clientID, }); return; } const client = this.activeClients.find((c) => c.clientID === clientID); if (client) { this.log.info("Kicking client from game", { clientID: client.clientID, persistentID: client.persistentID, }); client.ws.close(1000, "Kicked from game"); this.activeClients = this.activeClients.filter( (c) => c.clientID !== clientID, ); this.kickedClients.add(clientID); } else { this.log.warn(`cannot kick client, not found in game`, { clientID, }); } } private handleSynchronization() { if (this.activeClients.length <= 1) { return; } if (this.turns.length % 10 !== 0 || this.turns.length < 10) { // Check hashes every 10 turns return; } const lastHashTurn = this.turns.length - 10; const { mostCommonHash, outOfSyncClients } = this.findOutOfSyncClients(lastHashTurn); if (outOfSyncClients.length === 0) { this.turns[lastHashTurn].hash = mostCommonHash; return; } const serverDesync = ServerDesyncSchema.safeParse({ type: "desync", turn: lastHashTurn, correctHash: mostCommonHash, clientsWithCorrectHash: this.activeClients.length - outOfSyncClients.length, totalActiveClients: this.activeClients.length, }); if (!serverDesync.success) { this.log.warn("failed to create desync message", { gameID: this.id, error: serverDesync.error, }); return; } const desyncMsg = JSON.stringify(serverDesync.data); for (const c of outOfSyncClients) { if (this.sentDesyncMessageClients.has(c.clientID)) { continue; } this.sentDesyncMessageClients.add(c.clientID); this.log.info("sending desync to client", { gameID: this.id, clientID: c.clientID, persistentID: c.persistentID, }); c.ws.send(desyncMsg); } } findOutOfSyncClients(turnNumber: number): { mostCommonHash: number | null; outOfSyncClients: Client[]; } { const counts = new Map(); // Count occurrences of each hash for (const client of this.activeClients) { if (client.hashes.has(turnNumber)) { const clientHash = client.hashes.get(turnNumber)!; counts.set(clientHash, (counts.get(clientHash) || 0) + 1); } } // Find the most common hash let mostCommonHash: number | null = null; let maxCount = 0; for (const [hash, count] of counts.entries()) { if (count > maxCount) { mostCommonHash = hash; maxCount = count; } } // Create a list of clients whose hash doesn't match the most common one let outOfSyncClients: Client[] = []; for (const client of this.activeClients) { if (client.hashes.has(turnNumber)) { const clientHash = client.hashes.get(turnNumber)!; if (clientHash !== mostCommonHash) { outOfSyncClients.push(client); } } } // If half clients out of sync assume all are out of sync. if (outOfSyncClients.length >= Math.floor(this.activeClients.length / 2)) { outOfSyncClients = this.activeClients; } return { mostCommonHash, outOfSyncClients, }; } }