import { Config, GameEnv, ServerConfig } from "../core/configuration/Config"; import { consolex } from "../core/Consolex"; import { GameEvent } from "../core/EventBus"; import { ClientID, ClientMessage, ClientMessageSchema, GameConfig, GameID, GameRecordSchema, Intent, PlayerRecord, ServerMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn } from "../core/Schemas"; import { CreateGameRecord, generateID } from "../core/Util"; import { LobbyConfig } from "./ClientGameRunner"; import { getPersistentIDFromCookie } from "./Main"; export class LocalServer { private turns: Turn[] = [] private intents: Intent[] = [] private startedAt: number private endTurnIntervalID private paused = false constructor( private serverConfig: ServerConfig, private gameConfig: GameConfig, private lobbyConfig: LobbyConfig, private clientConnect: () => void, private clientMessage: (message: ServerMessage) => void ) { } start() { this.startedAt = Date.now() this.endTurnIntervalID = setInterval(() => this.endTurn(), this.serverConfig.turnIntervalMs()); this.clientConnect() this.clientMessage(ServerStartGameMessageSchema.parse({ type: "start", config: this.gameConfig, turns: [], })) } pause() { this.paused = true } resume() { this.paused = false } onMessage(message: string) { const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message)) if (clientMsg.type == "intent") { if (this.paused) { if (clientMsg.intent.type == "troop_ratio") { // Store troop change events because otherwise they are // not registered when game is paused. this.intents.push(clientMsg.intent) } return } this.intents.push(clientMsg.intent) } } private endTurn() { if (this.paused) { return } const pastTurn: Turn = { turnNumber: this.turns.length, gameID: this.lobbyConfig.gameID, intents: this.intents } this.turns.push(pastTurn) this.intents = [] this.clientMessage({ type: "turn", turn: pastTurn }) } public endGame() { consolex.log('local server ending game') clearInterval(this.endTurnIntervalID) const players: PlayerRecord[] = [{ ip: null, persistentID: getPersistentIDFromCookie(), username: this.lobbyConfig.playerName(), clientID: this.lobbyConfig.clientID }] const record = CreateGameRecord( this.lobbyConfig.gameID, this.gameConfig, players, this.turns, this.startedAt, Date.now() ) // Clear turns because beacon only supports up to 64kb record.turns = [] // For unload events, sendBeacon is the only reliable method const blob = new Blob([JSON.stringify(GameRecordSchema.parse(record))], { type: 'application/json' }); navigator.sendBeacon('/archive_singleplayer_game', blob); } }