import { ClientID, ClientMessage, ClientMessageSchema, GameConfig, GameRecordSchema, Intent, PlayerRecord, ServerPingMessageSchema, ServerStartGameMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn, } from "../core/Schemas"; import { Config, ServerConfig } from "../core/configuration/Config"; import { Client } from "./Client"; import WebSocket from "ws"; import { slog } from "./StructuredLog"; import { CreateGameRecord } from "../core/Util"; import { archive } from "./Archive"; export enum GamePhase { Lobby = "LOBBY", Active = "ACTIVE", Finished = "FINISHED", } export class GameServer { private maxGameDuration = 5 * 60 * 60 * 1000; // 5 hours private turns: Turn[] = []; private intents: Intent[] = []; public activeClients: Client[] = []; // Used for record record keeping private allClients: Map = new Map(); private _hasStarted = false; private _startTime: number = null; private endTurnIntervalID; private lastPingUpdate = 0; private winner: ClientID | null = null; constructor( public readonly id: string, public readonly createdAt: number, public readonly isPublic: boolean, private config: ServerConfig, public gameConfig: GameConfig, ) {} public updateGameConfig(gameConfig: GameConfig): void { if (gameConfig.gameMap != null) { this.gameConfig.gameMap = gameConfig.gameMap; } if (gameConfig.difficulty != null) { this.gameConfig.difficulty = gameConfig.difficulty; } if (gameConfig.disableBots != null) { this.gameConfig.disableBots = gameConfig.disableBots; } if (gameConfig.disableNPCs != null) { this.gameConfig.disableNPCs = gameConfig.disableNPCs; } if (gameConfig.creativeMode != null) { this.gameConfig.creativeMode = gameConfig.creativeMode; } } public addClient(client: Client, lastTurn: number) { console.log(`${this.id}: adding client ${client.clientID}`); slog({ logKey: "client_joined_game", msg: `client ${client.clientID} (re)joining game ${this.id}`, data: { clientID: client.clientID, clientIP: client.ip, gameID: this.id, isRejoin: lastTurn > 0, }, clientID: client.clientID, persistentID: client.persistentID, gameID: this.id, }); // Remove stale client if this is a reconnect const existing = this.activeClients.find( (c) => c.clientID == client.clientID, ); if (existing != null) { existing.ws.removeAllListeners("message"); } this.activeClients = this.activeClients.filter( (c) => c.clientID != client.clientID, ); this.activeClients.push(client); client.lastPing = Date.now(); this.allClients.set(client.clientID, client); client.ws.on("message", (message: string) => { try { const clientMsg: ClientMessage = ClientMessageSchema.parse( JSON.parse(message), ); if (this.allClients.has(clientMsg.clientID)) { const client = this.allClients.get(clientMsg.clientID); if (client.persistentID != clientMsg.persistentID) { console.warn( `Client ID ${clientMsg.clientID} sent incorrect id ${clientMsg.persistentID}, does not match persistent id ${client.persistentID}`, ); return; } } // Clear out persistent id to make sure it doesn't get sent to other clients. clientMsg.persistentID = null; if (clientMsg.type == "intent") { if (clientMsg.gameID == this.id) { this.addIntent(clientMsg.intent); } else { console.warn( `${this.id}: client ${clientMsg.clientID} sent to wrong game`, ); } } if (clientMsg.type == "ping") { this.lastPingUpdate = Date.now(); client.lastPing = Date.now(); } if (clientMsg.type == "winner") { this.winner = clientMsg.winner; } } catch (error) { console.log( `error handline websocket request in game server: ${error}`, ); } }); client.ws.on("close", () => { console.log(`${this.id}: client ${client.clientID} disconnected`); this.activeClients = this.activeClients.filter( (c) => c.clientID != client.clientID, ); }); client.ws.on("error", (error: Error) => { if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") { client.ws.close(1002); } }); // In case a client joined the game late and missed the start message. if (this._hasStarted) { this.sendStartGameMsg(client.ws, lastTurn); } } public numClients(): number { return this.activeClients.length; } public startTime(): number { if (this._startTime > 0) { return this._startTime; } else { //game hasn't started yet, only works for public games return this.createdAt + this.config.lobbyLifetime(); } } public start() { this._hasStarted = true; this._startTime = Date.now(); // Set last ping to start so we don't immediately stop the game // if no client connects/pings. this.lastPingUpdate = Date.now(); this.endTurnIntervalID = setInterval( () => this.endTurn(), this.config.turnIntervalMs(), ); this.activeClients.forEach((c) => { console.log(`${this.id}: sending start message to ${c.clientID}`); this.sendStartGameMsg(c.ws, 0); }); } private addIntent(intent: Intent) { this.intents.push(intent); } private sendStartGameMsg(ws: WebSocket, lastTurn: number) { ws.send( JSON.stringify( ServerStartGameMessageSchema.parse({ type: "start", turns: this.turns.slice(lastTurn), config: this.gameConfig, }), ), ); } private endTurn() { const pastTurn: Turn = { turnNumber: this.turns.length, gameID: this.id, intents: this.intents, }; this.turns.push(pastTurn); this.intents = []; const msg = JSON.stringify( ServerTurnMessageSchema.parse({ type: "turn", turn: pastTurn, }), ); this.activeClients.forEach((c) => { c.ws.send(msg); }); } async endGame() { // Close all WebSocket connections clearInterval(this.endTurnIntervalID); this.activeClients.forEach((client) => { client.ws.removeAllListeners("message"); // TODO: remove this? if (client.ws.readyState === WebSocket.OPEN) { client.ws.close(1000, "game has ended"); } }); console.log( `${this.id}: ending game ${this.id} with ${this.turns.length} turns`, ); try { if (this.allClients.size > 0) { const playerRecords: PlayerRecord[] = Array.from( this.allClients.values(), ).map((client) => ({ ip: client.ip, clientID: client.clientID, username: client.username, persistentID: client.persistentID, })); archive( CreateGameRecord( this.id, this.gameConfig, playerRecords, this.turns, this._startTime, Date.now(), this.winner, ), ); } else { console.log(`${this.id}: no clients joined, not archiving game`); } } catch (error) { let errorDetails; if (error instanceof Error) { errorDetails = { message: error.message, stack: error.stack, }; } else if (Array.isArray(error)) { errorDetails = error; // Now we'll actually see the array contents } else { try { errorDetails = JSON.stringify(error, null, 2); } catch (e) { errorDetails = String(error); } } console.error("Error archiving game record details:", { gameId: this.id, errorType: typeof error, error: errorDetails, }); } } phase(): GamePhase { const now = Date.now(); const alive = []; for (const client of this.activeClients) { if (now - client.lastPing > 60_000) { console.log( `${this.id}: no pings from ${client.clientID}, terminating connection`, ); if (client.ws.readyState === WebSocket.OPEN) { client.ws.close(1000, "no heartbeats received, closing connection"); } } else { alive.push(client); } } this.activeClients = alive; if ( now > this.createdAt + this.config.lobbyLifetime() + this.maxGameDuration ) { console.warn(`${this.id}: game past max duration ${this.id}`); return GamePhase.Finished; } const noRecentPings = now > this.lastPingUpdate + 20 * 1000; const noActive = this.activeClients.length == 0; if (!this.isPublic) { if (this._hasStarted) { if (noActive && noRecentPings) { console.log(`${this.id}: private game: ${this.id} complete`); return GamePhase.Finished; } else { return GamePhase.Active; } } else { return GamePhase.Lobby; } } if (now - this.createdAt < this.config.lobbyLifetime()) { return GamePhase.Lobby; } const warmupOver = now > this.createdAt + this.config.lobbyLifetime() + 30 * 1000; if (noActive && warmupOver && noRecentPings) { return GamePhase.Finished; } return GamePhase.Active; } hasStarted(): boolean { return this._hasStarted; } }