mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 08:48:10 +00:00
184 lines
5.5 KiB
TypeScript
184 lines
5.5 KiB
TypeScript
import express, { json } from 'express';
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import http from 'http';
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import { WebSocketServer } from 'ws';
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import path from 'path';
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import { fileURLToPath } from 'url';
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import { GameManager } from './GameManager';
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import { ClientMessage, ClientMessageSchema, GameRecord, GameRecordSchema, LogSeverity } from '../core/Schemas';
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import { getConfig, getServerConfig } from '../core/configuration/Config';
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import { slog } from './StructuredLog';
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import { Client } from './Client';
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import { GamePhase, GameServer } from './GameServer';
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import { archive } from './Archive';
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import { DiscordBot } from './DiscordBot';
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const __filename = fileURLToPath(import.meta.url);
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const __dirname = path.dirname(__filename);
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const app = express();
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const server = http.createServer(app);
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const wss = new WebSocketServer({ server });
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// Serve static files from the 'out' directory
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app.use(express.static(path.join(__dirname, '../../out')));
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app.use(express.json())
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const gm = new GameManager(getServerConfig())
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const bot = new DiscordBot();
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try {
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await bot.start();
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} catch (error) {
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console.error('Failed to start bot:', error);
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}
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// New GET endpoint to list lobbies
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app.get('/lobbies', (req, res) => {
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const now = Date.now()
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res.json({
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lobbies: gm.gamesByPhase(GamePhase.Lobby)
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.filter(g => g.isPublic)
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.map(g => ({ id: g.id, msUntilStart: g.startTime() - now, numClients: g.numClients() }))
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.sort((a, b) => a.msUntilStart - b.msUntilStart),
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});
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});
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app.post('/private_lobby', (req, res) => {
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const id = gm.createPrivateGame()
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console.log('creating private lobby with id ${id}')
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res.json({
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id: id
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});
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});
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app.post('/archive_singleplayer_game', (req, res) => {
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try {
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const gameRecord: GameRecord = req.body
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const clientIP = req.ip || req.socket.remoteAddress || 'unknown'; // Added this line
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if (!gameRecord) {
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console.log('game record not found in request')
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res.status(404).json({ error: 'Game record not found' });
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return;
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}
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gameRecord.players.forEach(p => p.ip = clientIP)
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GameRecordSchema.parse(gameRecord);
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archive(gameRecord)
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res.json({
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success: true,
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});
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} catch (error) {
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slog({
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logKey: 'complete_single_player_game_record',
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msg: `Failed to complete game record: ${error}`,
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severity: LogSeverity.Error,
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});
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res.status(400).json({ error: 'Invalid game record format' });
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}
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})
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app.post('/start_private_lobby/:id', (req, res) => {
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console.log(`starting private lobby with id ${req.params.id}`)
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gm.startPrivateGame(req.params.id)
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});
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app.put('/private_lobby/:id', (req, res) => {
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const lobbyID = req.params.id
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gm.updateGameConfig(lobbyID, { gameMap: req.body.gameMap, difficulty: req.body.difficulty })
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});
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app.get('/lobby/:id/exists', (req, res) => {
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const lobbyId = req.params.id;
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console.log(`checking lobby ${lobbyId} exists`)
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const lobbyExists = gm.hasActiveGame(lobbyId);
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res.json({
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exists: lobbyExists
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});
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});
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app.get('/lobby/:id', (req, res) => {
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const game = gm.game(req.params.id)
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if (game == null) {
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console.log(`lobby ${req.params.id} not found`)
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return res.status(404).json({ error: 'Game not found' });
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}
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res.json({
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players: game.activeClients.map(c => ({
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username: c.username,
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clientID: c.clientID
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}))
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});
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});
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app.get('/private_lobby/:id', (req, res) => {
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res.json({
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hi: '5'
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});
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});
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wss.on('connection', (ws, req) => {
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ws.on('message', (message: string) => {
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try {
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const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message))
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slog({
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logKey: 'websocket_msg',
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msg: 'server received websocket message',
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data: clientMsg,
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severity: LogSeverity.Debug
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})
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if (clientMsg.type == "join") {
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const forwarded = req.headers['x-forwarded-for']
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let ip = Array.isArray(forwarded)
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? forwarded[0] // Get the first IP if it's an array
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: forwarded || req.socket.remoteAddress;
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if (Array.isArray(ip)) {
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ip = ip[0]
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}
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gm.addClient(
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new Client(
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clientMsg.clientID,
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clientMsg.persistentID,
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ip,
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clientMsg.username,
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ws
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),
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clientMsg.gameID,
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clientMsg.lastTurn
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)
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}
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if (clientMsg.type == "log") {
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slog({
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logKey: "client_console_log",
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msg: clientMsg.log,
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severity: clientMsg.severity,
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clientID: clientMsg.clientID,
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gameID: clientMsg.gameID,
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persistentID: clientMsg.persistentID,
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})
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}
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} catch (error) {
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console.log(`errror handling websocket message: ${error}`)
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}
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})
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});
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function runGame() {
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setInterval(() => tick(), 1000);
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}
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function tick() {
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gm.tick()
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}
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const PORT = process.env.PORT || 3000;
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console.log(`Server will try to run on http://localhost:${PORT}`);
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server.listen(PORT, () => {
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console.log(`Server is running on http://localhost:${PORT}`);
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});
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runGame()
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