import { Logger } from "winston"; import WebSocket from "ws"; import { ServerConfig } from "../core/configuration/Config"; import { Difficulty, GameMapSize, GameMapType, GameMode, GameType, } from "../core/game/Game"; import { ClientRejoinMessage, GameConfig, GameID } from "../core/Schemas"; import { Client } from "./Client"; import { GamePhase, GameServer } from "./GameServer"; export class GameManager { private games: Map = new Map(); constructor( private config: ServerConfig, private log: Logger, ) { setInterval(() => this.tick(), 1000); } public game(id: GameID): GameServer | null { return this.games.get(id) ?? null; } joinClient(client: Client, gameID: GameID): boolean { const game = this.games.get(gameID); if (game) { game.joinClient(client); return true; } return false; } rejoinClient( ws: WebSocket, persistentID: string, msg: ClientRejoinMessage, ): boolean { const game = this.games.get(msg.gameID); if (game) { game.rejoinClient(ws, persistentID, msg); return true; } return false; } createGame( id: GameID, gameConfig: GameConfig | undefined, creatorClientID?: string, ) { const game = new GameServer( id, this.log, Date.now(), this.config, { donateGold: false, donateTroops: false, gameMap: GameMapType.World, gameType: GameType.Private, gameMapSize: GameMapSize.Normal, difficulty: Difficulty.Medium, disableNations: false, infiniteGold: false, infiniteTroops: false, maxTimerValue: undefined, instantBuild: false, randomSpawn: false, gameMode: GameMode.FFA, bots: 400, disabledUnits: [], ...gameConfig, }, creatorClientID, ); this.games.set(id, game); return game; } activeGames(): number { return this.games.size; } activeClients(): number { let totalClients = 0; this.games.forEach((game: GameServer) => { totalClients += game.activeClients.length; }); return totalClients; } desyncCount(): number { let totalDesyncs = 0; this.games.forEach((game: GameServer) => { totalDesyncs += game.desyncCount; }); return totalDesyncs; } tick() { const active = new Map(); for (const [id, game] of this.games) { const phase = game.phase(); if (phase === GamePhase.Active) { if (!game.hasStarted()) { // Prestart tells clients to start loading the game. game.prestart(); // Start game on delay to allow time for clients to connect. setTimeout(() => { try { game.start(); } catch (error) { this.log.error(`error starting game ${id}: ${error}`); } }, 2000); } } if (phase === GamePhase.Finished) { try { game.end(); } catch (error) { this.log.error(`error ending game ${id}: ${error}`); } } else { active.set(id, game); } } this.games = active; } }