import { Logger } from "winston"; import WebSocket from "ws"; import { Difficulty, GameMapSize, GameMapType, GameMode, GameType, } from "../core/game/Game"; import { GameConfig, GameID, PublicGameType } from "../core/Schemas"; import { Client } from "./Client"; import { GamePhase, GameServer } from "./GameServer"; export class GameManager { private games: Map = new Map(); constructor(private log: Logger) { setInterval(() => this.tick(), 1000); } public game(id: GameID): GameServer | null { return this.games.get(id) ?? null; } public publicLobbies(): GameServer[] { return Array.from(this.games.values()).filter( (g) => g.phase() === GamePhase.Lobby && g.isPublic(), ); } joinClient( client: Client, gameID: GameID, ): "joined" | "kicked" | "rejected" | "not_found" { const game = this.games.get(gameID); if (!game) return "not_found"; return game.joinClient(client); } rejoinClient( ws: WebSocket, persistentID: string, gameID: GameID, lastTurn: number = 0, identityUpdate?: { username: string; clanTag: string | null }, ): boolean { const game = this.games.get(gameID); if (!game) return false; return game.rejoinClient(ws, persistentID, lastTurn, identityUpdate); } createGame( id: GameID, gameConfig: GameConfig | undefined, creatorPersistentID?: string, startsAt?: number, publicGameType?: PublicGameType, ): GameServer | null { if (this.games.has(id)) { this.log.warn("cannot create game, id already exists", { gameID: id }); return null; } const game = new GameServer( id, this.log, Date.now(), { donateGold: false, donateTroops: false, gameMap: GameMapType.World, gameType: GameType.Private, gameMapSize: GameMapSize.Normal, difficulty: Difficulty.Easy, nations: "default", infiniteGold: false, infiniteTroops: false, maxTimerValue: undefined, instantBuild: false, randomSpawn: false, gameMode: GameMode.FFA, bots: 400, disabledUnits: [], ...gameConfig, }, creatorPersistentID, startsAt, publicGameType, ); 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 { return [...this.games.values()].reduce( (acc, game) => acc + game.numDesyncedClients(), 0, ); } 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; } }