import { consolex, initRemoteSender } from "../core/Consolex"; import { EventBus } from "../core/EventBus"; import { ClientID, GameID, GameRecord, GameStartInfo, PlayerRecord, ServerMessage, } from "../core/Schemas"; import { createGameRecord } from "../core/Util"; import { ServerConfig } from "../core/configuration/Config"; import { getConfig } from "../core/configuration/ConfigLoader"; import { TeamName, Unit, UnitType } from "../core/game/Game"; import { TileRef } from "../core/game/GameMap"; import { ErrorUpdate, GameUpdateType, GameUpdateViewData, HashUpdate, WinUpdate, } from "../core/game/GameUpdates"; import { GameView, PlayerView, UnitView } from "../core/game/GameView"; import { loadTerrainMap } from "../core/game/TerrainMapLoader"; import { UserSettings } from "../core/game/UserSettings"; import { WorkerClient } from "../core/worker/WorkerClient"; import { InputHandler, MouseMoveEvent, MouseUpEvent } from "./InputHandler"; import { endGame, startGame, startTime } from "./LocalPersistantStats"; import { getPersistentIDFromCookie } from "./Main"; import { SendAttackIntentEvent, SendHashEvent, SendSpawnIntentEvent, Transport, } from "./Transport"; import { createCanvas } from "./Utils"; import { createRenderer, GameRenderer } from "./graphics/GameRenderer"; export // Is this function needed? function distSortUnitWorld(tile: TileRef, game: GameView) { return (a: Unit | UnitView, b: Unit | UnitView) => { return ( game.euclideanDist(tile, a.tile()) - game.euclideanDist(tile, b.tile()) ); }; } export interface LobbyConfig { serverConfig: ServerConfig; flag: string; playerName: string; clientID: ClientID; gameID: GameID; persistentID: string; // GameStartInfo only exists when playing a singleplayer game. gameStartInfo?: GameStartInfo; // GameRecord exists when replaying an archived game. gameRecord?: GameRecord; } export function joinLobby( lobbyConfig: LobbyConfig, onjoin: () => void, ): () => void { const eventBus = new EventBus(); initRemoteSender(eventBus); consolex.log( `joinging lobby: gameID: ${lobbyConfig.gameID}, clientID: ${lobbyConfig.clientID}, persistentID: ${lobbyConfig.persistentID.slice(0, 5)}`, ); const userSettings: UserSettings = new UserSettings(); startGame(lobbyConfig.gameID, lobbyConfig.gameStartInfo?.config); const transport = new Transport(lobbyConfig, eventBus); const onconnect = () => { consolex.log(`Joined game lobby ${lobbyConfig.gameID}`); transport.joinGame(0); }; const onmessage = (message: ServerMessage) => { if (message.type == "start") { consolex.log(`lobby: game started: ${JSON.stringify(message)}`); onjoin(); // For multiplayer games, GameStartInfo is not known until game starts. lobbyConfig.gameStartInfo = message.gameStartInfo; createClientGame(lobbyConfig, eventBus, transport, userSettings).then( (r) => r.start(), ); } }; transport.connect(onconnect, onmessage); return () => { consolex.log("leaving game"); transport.leaveGame(); }; } export async function createClientGame( lobbyConfig: LobbyConfig, eventBus: EventBus, transport: Transport, userSettings: UserSettings, ): Promise { const config = await getConfig( lobbyConfig.gameStartInfo.config, userSettings, ); const gameMap = await loadTerrainMap( lobbyConfig.gameStartInfo.config.gameMap, ); const worker = new WorkerClient( lobbyConfig.gameStartInfo, lobbyConfig.clientID, ); await worker.initialize(); const gameView = new GameView( worker, config, gameMap.gameMap, lobbyConfig.clientID, lobbyConfig.gameStartInfo.gameID, ); consolex.log("going to init path finder"); consolex.log("inited path finder"); const canvas = createCanvas(); const gameRenderer = createRenderer( canvas, gameView, eventBus, lobbyConfig.clientID, ); consolex.log( `creating private game got difficulty: ${lobbyConfig.gameStartInfo.config.difficulty}`, ); return new ClientGameRunner( lobbyConfig, eventBus, gameRenderer, new InputHandler(canvas, eventBus), transport, worker, gameView, ); } export class ClientGameRunner { private myPlayer: PlayerView; private isActive = false; private turnsSeen = 0; private hasJoined = false; private lastMousePosition: { x: number; y: number } | null = null; private lastMessageTime: number = 0; private connectionCheckInterval: NodeJS.Timeout | null = null; constructor( private lobby: LobbyConfig, private eventBus: EventBus, private renderer: GameRenderer, private input: InputHandler, private transport: Transport, private worker: WorkerClient, private gameView: GameView, ) { this.lastMessageTime = Date.now(); } private saveGame(update: WinUpdate) { const players: PlayerRecord[] = [ { ip: null, persistentID: getPersistentIDFromCookie(), username: this.lobby.playerName, clientID: this.lobby.clientID, }, ]; let winner: ClientID | TeamName | null = null; if (update.winnerType == "player") { winner = this.gameView .playerBySmallID(update.winner as number) .clientID(); } else { winner = update.winner as TeamName; } const record = createGameRecord( this.lobby.gameStartInfo.gameID, this.lobby.gameStartInfo, players, // Not saving turns locally [], startTime(), Date.now(), winner, update.winnerType, update.allPlayersStats, ); endGame(record); } public start() { consolex.log("starting client game"); this.isActive = true; this.lastMessageTime = Date.now(); setTimeout(() => { this.connectionCheckInterval = setInterval( () => this.onConnectionCheck(), 1000, ); }, 20000); this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e)); this.eventBus.on(MouseMoveEvent, (e) => this.onMouseMove(e)); this.renderer.initialize(); this.input.initialize(); this.worker.start((gu: GameUpdateViewData | ErrorUpdate) => { if ("errMsg" in gu) { showErrorModal( gu.errMsg, gu.stack, this.lobby.gameStartInfo.gameID, this.lobby.clientID, ); this.stop(true); return; } gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => { this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash)); }); this.gameView.update(gu); this.renderer.tick(); if (gu.updates[GameUpdateType.Win].length > 0) { this.saveGame(gu.updates[GameUpdateType.Win][0]); } }); const worker = this.worker; const keepWorkerAlive = () => { worker.sendHeartbeat(); requestAnimationFrame(keepWorkerAlive); }; requestAnimationFrame(keepWorkerAlive); const onconnect = () => { consolex.log("Connected to game server!"); this.transport.joinGame(this.turnsSeen); }; const onmessage = (message: ServerMessage) => { this.lastMessageTime = Date.now(); if (message.type == "start") { this.hasJoined = true; consolex.log("starting game!"); for (const turn of message.turns) { if (turn.turnNumber < this.turnsSeen) { continue; } while (turn.turnNumber - 1 > this.turnsSeen) { this.worker.sendTurn({ turnNumber: this.turnsSeen, gameID: turn.gameID, intents: [], }); this.turnsSeen++; } this.worker.sendTurn(turn); this.turnsSeen++; } } if (message.type == "desync") { showErrorModal( `desync from server: ${JSON.stringify(message)}`, "", this.lobby.gameStartInfo.gameID, this.lobby.clientID, true, "You are desynced from other players. What you see might differ from other players.", ); } if (message.type == "turn") { if (!this.hasJoined) { this.transport.joinGame(0); return; } if (this.turnsSeen != message.turn.turnNumber) { consolex.error( `got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`, ); } else { this.worker.sendTurn(message.turn); this.turnsSeen++; } } }; this.transport.connect(onconnect, onmessage); } public stop(saveFullGame: boolean = false) { this.worker.cleanup(); this.isActive = false; this.transport.leaveGame(saveFullGame); if (this.connectionCheckInterval) { clearInterval(this.connectionCheckInterval); this.connectionCheckInterval = null; } } private inputEvent(event: MouseUpEvent) { if (!this.isActive) { return; } const cell = this.renderer.transformHandler.screenToWorldCoordinates( event.x, event.y, ); if (!this.gameView.isValidCoord(cell.x, cell.y)) { return; } consolex.log(`clicked cell ${cell}`); const tile = this.gameView.ref(cell.x, cell.y); if ( this.gameView.isLand(tile) && !this.gameView.hasOwner(tile) && this.gameView.inSpawnPhase() ) { this.eventBus.emit(new SendSpawnIntentEvent(cell)); return; } if (this.gameView.inSpawnPhase()) { return; } if (this.myPlayer == null) { this.myPlayer = this.gameView.playerByClientID(this.lobby.clientID); if (this.myPlayer == null) { return; } } this.myPlayer.actions(tile).then((actions) => { console.log(`got actions: ${JSON.stringify(actions)}`); if (actions.canAttack) { this.eventBus.emit( new SendAttackIntentEvent( this.gameView.owner(tile).id(), this.myPlayer.troops() * this.renderer.uiState.attackRatio, ), ); } const owner = this.gameView.owner(tile); if (owner.isPlayer()) { this.gameView.setFocusedPlayer(owner as PlayerView); } else { this.gameView.setFocusedPlayer(null); } }); } private onMouseMove(event: MouseMoveEvent) { this.lastMousePosition = { x: event.x, y: event.y }; this.checkTileUnderCursor(); } private checkTileUnderCursor() { if (!this.lastMousePosition || !this.renderer.transformHandler) return; const cell = this.renderer.transformHandler.screenToWorldCoordinates( this.lastMousePosition.x, this.lastMousePosition.y, ); if (!cell || !this.gameView.isValidCoord(cell.x, cell.y)) { return; } const tile = this.gameView.ref(cell.x, cell.y); if (this.gameView.isLand(tile)) { const owner = this.gameView.owner(tile); if (owner.isPlayer()) { this.gameView.setFocusedPlayer(owner as PlayerView); } else { this.gameView.setFocusedPlayer(null); } } else { const units = this.gameView .nearbyUnits(tile, 50, [ UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip, ]) .sort((a, b) => a.distSquared - b.distSquared) .map((u) => u.unit); if (units.length > 0) { this.gameView.setFocusedPlayer(units[0].owner() as PlayerView); } else { this.gameView.setFocusedPlayer(null); } } } private onConnectionCheck() { if (this.transport.isLocal) { return; } const timeSinceLastMessage = Date.now() - this.lastMessageTime; if (timeSinceLastMessage > 5000) { console.log( `No message from server for ${timeSinceLastMessage} ms, reconnecting`, ); this.lastMessageTime = Date.now(); this.transport.reconnect(); } } } function showErrorModal( errMsg: string, stack: string, gameID: GameID, clientID: ClientID, closable = false, heading = "Game crashed!", ) { const errorText = `Error: ${errMsg}\nStack: ${stack}`; if (document.querySelector("#error-modal")) { return; } const modal = document.createElement("div"); const content = `${heading}\n game id: ${gameID}, client id: ${clientID}\nPlease paste the following in your bug report in Discord:\n${errorText}`; // Create elements const pre = document.createElement("pre"); pre.textContent = content; const button = document.createElement("button"); button.textContent = "Copy to clipboard"; button.style.cssText = "padding: 8px 16px; margin-top: 10px; background: #4CAF50; color: white; border: none; border-radius: 4px; cursor: pointer;"; button.addEventListener("click", () => { navigator.clipboard .writeText(content) .then(() => (button.textContent = "Copied!")) .catch(() => (button.textContent = "Failed to copy")); }); const closeButton = document.createElement("button"); closeButton.textContent = "X"; closeButton.style.cssText = "color: white;top: 0px;right: 0px;cursor: pointer;background: red;margin-right: 0px;position: fixed;width: 40px;"; closeButton.addEventListener("click", () => { modal.style.display = "none"; }); // Add to modal modal.style.cssText = "position:fixed; padding:20px; background:white; border:1px solid black; top:50%; left:50%; transform:translate(-50%,-50%); z-index:9999;"; modal.appendChild(pre); modal.appendChild(button); modal.id = "error-modal"; if (closable) { modal.appendChild(closeButton); } document.body.appendChild(modal); }