import { Config } from "../core/configuration/Config"; import { ClientID, ClientMessage, ClientMessageSchema, GameConfig, GameID, GameRecordSchema, Intent, PlayerRecord, ServerMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn } from "../core/Schemas"; import { CreateGameRecord, generateID } from "../core/Util"; export class LocalServer { private turns: Turn[] = [] private intents: Intent[] = [] private startedAt: number private endTurnIntervalID private gameID: GameID constructor(private clientID: ClientID, private config: Config, private gameConfig: GameConfig, private clientConnect: () => void, private clientMessage: (message: ServerMessage) => void) { this.gameID = generateID() } start() { this.startedAt = Date.now() this.endTurnIntervalID = setInterval(() => this.endTurn(), this.config.turnIntervalMs()); this.clientConnect() this.clientMessage(ServerStartGameMessageSchema.parse({ type: "start", config: this.gameConfig, turns: [], })) } onMessage(message: string) { const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message)) if (clientMsg.type == "intent") { this.intents.push(clientMsg.intent) } } private endTurn() { const pastTurn: Turn = { turnNumber: this.turns.length, gameID: this.gameID, intents: this.intents } this.turns.push(pastTurn) this.intents = [] this.clientMessage({ type: "turn", turn: pastTurn }) } public endGame() { console.log('local server ending game') clearInterval(this.endTurnIntervalID) const players: PlayerRecord[] = [{ ip: null, clientID: this.clientID }] const record = CreateGameRecord(this.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); } }