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https://github.com/openfrontio/OpenFrontIO.git
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0c4c7d7993
## Description: Adds nameRevealPublicIds to GameConfig — the same per-player reveal as nameReveals but keyed by stable account publicId instead of per-game clientID. Lets an automated host (the admin bot / OFM) grant casters and observers real-name vision at create_game, where it only knows publicIds and never learns a client's per-game clientID. viewerSeesAllNames resolves the viewer's clientID to its publicId via allClients and checks membership; nameReveals (clientID) is unchanged. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._
1468 lines
46 KiB
TypeScript
1468 lines
46 KiB
TypeScript
import ipAnonymize from "ip-anonymize";
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import { Logger } from "winston";
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import WebSocket from "ws";
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import { z } from "zod";
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import { isAdminRole } from "../core/ApiSchemas";
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import { GameEnv } from "../core/configuration/Config";
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import { GameType } from "../core/game/Game";
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import {
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ClientID,
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ClientMessageSchema,
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ClientSendLiveStatsMessage,
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ClientSendWinnerMessage,
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GameConfig,
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GameInfo,
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GameStartInfo,
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GameStartInfoSchema,
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Intent,
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LiveStats,
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PlayerLiveStats,
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PlayerRecord,
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PublicGameType,
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ServerDesyncSchema,
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ServerErrorMessage,
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ServerLobbyInfoMessage,
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ServerPrestartMessageSchema,
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ServerStartGameMessage,
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ServerTurnMessage,
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StampedIntent,
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Turn,
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} from "../core/Schemas";
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import { anonymousUsername, createPartialGameRecord } from "../core/Util";
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import { archive, finalizeGameRecord } from "./Archive";
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import { Client } from "./Client";
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import { ClientMsgRateLimiter } from "./ClientMsgRateLimiter";
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import { ServerEnv } from "./ServerEnv";
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import { VoteRound } from "./VoteTally";
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export enum GamePhase {
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Lobby = "LOBBY",
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Active = "ACTIVE",
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Finished = "FINISHED",
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}
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// Identity + authority for an intent, supplied by whoever dispatched it: a
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// per-connection websocket client, or the trusted admin-bot HTTP API.
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export interface IntentActor {
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clientID: ClientID; // stamped onto the intent
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isLobbyCreator: boolean;
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isAdmin: boolean; // role-based admin/root (also true for the admin bot)
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isAdminBot: boolean; // the trusted admin-bot HTTP API
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}
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// Outcome of dispatching an intent. `status` is an HTTP-style code: 200 on
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// success. The admin-bot route maps a non-200 straight to its response; the
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// websocket path logs it and drops the message.
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export interface IntentOutcome {
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status: number;
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error?: string;
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}
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const KICK_REASON_DUPLICATE_SESSION = "kick_reason.duplicate_session";
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const KICK_REASON_LOBBY_CREATOR = "kick_reason.lobby_creator";
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const KICK_REASON_ADMIN = "kick_reason.admin";
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const KICK_REASON_HOST_LEFT = "kick_reason.host_left";
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const KICK_REASON_TOO_MUCH_DATA = "kick_reason.too_much_data";
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const KICK_REASON_INVALID_MESSAGE = "kick_reason.invalid_message";
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export class GameServer {
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private sentDesyncMessageClients = new Set<ClientID>();
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private intentRateLimiter = new ClientMsgRateLimiter();
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private maxGameDuration = 3 * 60 * 60 * 1000; // 3 hours
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private disconnectedTimeout = 1 * 30 * 1000; // 30 seconds
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private turns: Turn[] = [];
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private intents: StampedIntent[] = [];
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public activeClients: Client[] = [];
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private allClients: Map<ClientID, Client> = new Map();
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// Map persistentID to clientID for reconnection lookup
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private persistentIdToClientId: Map<string, ClientID> = new Map();
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// persistentIDs that have passed authorization (incl. Turnstile) for this
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// game at least once. Survives lobby-phase disconnects, unlike
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// persistentIdToClientId (which is cleared to free up player slots). Lets a
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// reconnecting player skip the single-use Turnstile re-check.
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private admittedPersistentIds: Set<string> = new Set();
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private clientsDisconnectedStatus: Map<ClientID, boolean> = new Map();
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private _hasStarted = false;
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private _startTime: number | null = null;
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private hasReachedMaxPlayerCount: boolean = false;
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private endTurnIntervalID: ReturnType<typeof setInterval> | undefined;
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private lastPingUpdate = 0;
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private winner: ClientSendWinnerMessage | null = null;
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// Note: This can be undefined if accessed before the game starts.
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private gameStartInfo!: GameStartInfo;
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// Wire-only copy of gameStartInfo sent to clients. Identical to
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// gameStartInfo unless disableClanTags is set, in which case clan tags
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// are stripped from players. Archive uses the original gameStartInfo.
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private wireGameStartInfo!: GameStartInfo;
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private log: Logger;
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private _hasPrestarted = false;
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private kickedPersistentIds: Set<string> = new Set();
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private outOfSyncClients: Set<ClientID> = new Set();
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private isPaused = false;
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private websockets: Set<WebSocket> = new Set();
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private winnerVotes = new VoteRound<ClientSendWinnerMessage>();
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// Per-turn consensus on the live stats snapshot (see handleLiveStats).
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// Tallies are keyed by turn number; an entry is removed once consensus is
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// reached for that turn (or a later one) so the map stays small.
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private liveStatsVotes: Map<
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number,
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{ round: VoteRound<LiveStats>; voters: Set<ClientID> }
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> = new Map();
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private latestLiveStats: LiveStats | null = null;
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private static readonly MAX_PENDING_LIVE_STATS_ROUNDS = 20;
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private _hasEnded = false;
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private lobbyInfoIntervalId: ReturnType<typeof setInterval> | null = null;
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private visibleAt?: number;
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constructor(
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public readonly id: string,
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readonly log_: Logger,
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public readonly createdAt: number,
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public gameConfig: GameConfig,
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private creatorPersistentID?: string,
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private startsAt?: number,
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private publicGameType?: PublicGameType,
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) {
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this.log = log_.child({ gameID: id });
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if (startsAt !== undefined) {
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this.visibleAt = Date.now();
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}
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}
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private get lobbyCreatorID(): ClientID | undefined {
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return this.creatorPersistentID
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? this.persistentIdToClientId.get(this.creatorPersistentID)
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: undefined;
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}
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// anonymizeNames: only players the host granted (nameReveals, or by account via
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// nameRevealPublicIds) see real names. Nobody is exempt by default, not even the
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// host, until he grants them.
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private viewerSeesAllNames(viewer: ClientID | undefined): boolean {
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if (viewer === undefined) return false;
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if (this.gameConfig.nameReveals?.includes(viewer) ?? false) return true;
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// Resolve the per-game clientID to its stable account publicId so a host that
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// only knows publicIds (the admin bot) can grant reveal access at create_game.
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const publicId = this.allClients.get(viewer)?.publicId;
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return (
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publicId !== undefined &&
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(this.gameConfig.nameRevealPublicIds?.includes(publicId) ?? false)
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);
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}
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// Same (viewer, target) -> same name in the lobby and in-game.
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private anonName(viewer: ClientID | undefined, target: ClientID): string {
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return anonymousUsername(target + (viewer ?? ""));
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}
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// Whether `viewer` should see `target`'s real identity: when names aren't
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// anonymized, when looking at themselves, or when the host granted the
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// viewer reveal access (nameReveals).
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private seesReal(viewer: ClientID | undefined, target: ClientID): boolean {
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return (
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!this.gameConfig.anonymizeNames ||
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target === viewer ||
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this.viewerSeesAllNames(viewer)
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);
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}
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public updateGameConfig(gameConfig: Partial<GameConfig>): void {
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if (gameConfig.gameMap !== undefined) {
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this.gameConfig.gameMap = gameConfig.gameMap;
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}
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if (gameConfig.gameMapSize !== undefined) {
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this.gameConfig.gameMapSize = gameConfig.gameMapSize;
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}
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if (gameConfig.difficulty !== undefined) {
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this.gameConfig.difficulty = gameConfig.difficulty;
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}
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if (gameConfig.nations !== undefined) {
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this.gameConfig.nations = gameConfig.nations;
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}
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if (gameConfig.bots !== undefined) {
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this.gameConfig.bots = gameConfig.bots;
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}
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if (gameConfig.infiniteGold !== undefined) {
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this.gameConfig.infiniteGold = gameConfig.infiniteGold;
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}
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if (gameConfig.donateGold !== undefined) {
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this.gameConfig.donateGold = gameConfig.donateGold;
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}
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if (gameConfig.infiniteTroops !== undefined) {
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this.gameConfig.infiniteTroops = gameConfig.infiniteTroops;
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}
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if (gameConfig.donateTroops !== undefined) {
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this.gameConfig.donateTroops = gameConfig.donateTroops;
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}
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if (gameConfig.maxTimerValue !== undefined) {
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this.gameConfig.maxTimerValue = gameConfig.maxTimerValue ?? undefined;
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}
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if (gameConfig.startDelay !== undefined) {
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this.gameConfig.startDelay = gameConfig.startDelay ?? undefined;
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}
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if (gameConfig.instantBuild !== undefined) {
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this.gameConfig.instantBuild = gameConfig.instantBuild;
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}
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if (gameConfig.randomSpawn !== undefined) {
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this.gameConfig.randomSpawn = gameConfig.randomSpawn;
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}
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if (gameConfig.spawnImmunityDuration !== undefined) {
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this.gameConfig.spawnImmunityDuration =
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gameConfig.spawnImmunityDuration ?? undefined;
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}
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if (gameConfig.gameMode !== undefined) {
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this.gameConfig.gameMode = gameConfig.gameMode;
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}
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if (gameConfig.disabledUnits !== undefined) {
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this.gameConfig.disabledUnits = gameConfig.disabledUnits;
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}
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if (gameConfig.playerTeams !== undefined) {
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this.gameConfig.playerTeams = gameConfig.playerTeams;
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}
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if (gameConfig.goldMultiplier !== undefined) {
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this.gameConfig.goldMultiplier = gameConfig.goldMultiplier ?? undefined;
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}
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if (gameConfig.startingGold !== undefined) {
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this.gameConfig.startingGold = gameConfig.startingGold ?? undefined;
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}
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if (gameConfig.disableAlliances !== undefined) {
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this.gameConfig.disableAlliances =
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gameConfig.disableAlliances ?? undefined;
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}
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if (gameConfig.allowedPublicIds !== undefined) {
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this.gameConfig.allowedPublicIds = gameConfig.allowedPublicIds;
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}
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if (gameConfig.waterNukes !== undefined) {
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this.gameConfig.waterNukes = gameConfig.waterNukes ?? undefined;
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}
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if (gameConfig.anonymizeNames !== undefined) {
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this.gameConfig.anonymizeNames = gameConfig.anonymizeNames;
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}
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if (gameConfig.nameReveals !== undefined) {
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this.gameConfig.nameReveals = gameConfig.nameReveals;
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}
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if (gameConfig.nameRevealPublicIds !== undefined) {
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this.gameConfig.nameRevealPublicIds = gameConfig.nameRevealPublicIds;
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}
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// Unconditional on purpose: the host clears cheats by omitting hostCheats
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// (the full config it sends has hostCheats: undefined when the toggle is
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// off), so `undefined` here means "clear", not "leave unchanged".
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this.gameConfig.hostCheats = gameConfig.hostCheats;
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}
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// Dispatch a control/gameplay intent from either a websocket client or the
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// trusted admin-bot HTTP API. `actor` carries the authority; the per-intent
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// actions and game-state guards live here. Returns an HTTP-style outcome the
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// caller maps (the bot route -> response, the websocket path -> a log).
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public handleIntent(intent: Intent, actor: IntentActor): IntentOutcome {
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const stamped: StampedIntent = { ...intent, clientID: actor.clientID };
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// The admin bot only manages private games.
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if (actor.isAdminBot && this.isPublic()) {
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return { status: 403, error: "admin bot cannot act on public games" };
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}
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switch (stamped.type) {
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case "mark_disconnected":
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return { status: 400, error: "mark_disconnected is server-internal" };
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case "kick_player": {
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if (!actor.isLobbyCreator && !actor.isAdmin) {
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return {
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status: 403,
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error: "only the lobby creator or an admin can kick players",
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};
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}
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// Resolve the target to a clientID: an explicit clientID, or an account
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// publicId matched against allClients (a superset of activeClients that
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// retains disconnected players), so a disconnected account can still be
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// kicked — its persistentID is banned, blocking rejoin/reconnect.
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let target = stamped.targetClientID;
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if (target === undefined && stamped.targetPublicID !== undefined) {
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target = [...this.allClients.values()].find(
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(c) => c.publicId === stamped.targetPublicID,
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)?.clientID;
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}
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if (target === undefined) {
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return { status: 404, error: "no matching player to kick" };
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}
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if (stamped.clientID === target) {
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return { status: 400, error: "cannot kick yourself" };
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}
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const reason =
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actor.isAdmin && !actor.isLobbyCreator
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? KICK_REASON_ADMIN
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: KICK_REASON_LOBBY_CREATOR;
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this.log.info("player kicked", {
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kicker: stamped.clientID,
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target,
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isAdmin: actor.isAdmin,
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isAdminBot: actor.isAdminBot,
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gameID: this.id,
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});
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this.kickClient(target, reason);
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return { status: 200 };
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}
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case "update_game_config": {
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if (!actor.isLobbyCreator && !actor.isAdminBot) {
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return {
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status: 403,
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error: "only the lobby creator can update game config",
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};
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}
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if (this.isPublic()) {
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return { status: 403, error: "cannot update a public game" };
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}
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if (this.hasStarted()) {
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return { status: 409, error: "game already started" };
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}
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if (stamped.config.gameType === GameType.Public) {
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return { status: 400, error: "cannot change a game to public" };
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}
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this.updateGameConfig(stamped.config);
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return { status: 200 };
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}
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case "toggle_game_start_timer": {
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if (!actor.isLobbyCreator && !actor.isAdminBot) {
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return { status: 403, error: "only the lobby creator can start" };
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}
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if (this.isPublic()) {
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return { status: 403, error: "cannot start a public game" };
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}
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if (this.hasStarted()) {
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return { status: 409, error: "game already started" };
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}
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if (this.startsAt) {
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this.startsAt = undefined;
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} else {
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this.setStartsAt(
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Date.now() + (this.gameConfig.startDelay ?? 0) * 1000,
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);
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}
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return { status: 200 };
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}
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case "toggle_pause": {
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if (!actor.isLobbyCreator && !actor.isAdminBot) {
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return { status: 403, error: "only the lobby creator can pause" };
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}
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// Pausing only makes sense once the game is running.
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if (!this.hasStarted()) {
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return { status: 409, error: "game not started" };
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}
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// Pausing: flush the intent into a turn before isPaused short-circuits
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// endTurn(). Unpausing: clear the flag first so the next turn runs.
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if (stamped.paused) {
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this.addIntent(stamped);
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this.endTurn();
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this.isPaused = true;
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} else {
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this.isPaused = false;
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this.addIntent(stamped);
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this.endTurn();
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}
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return { status: 200 };
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}
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default: {
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// Gameplay intents: websocket players only, into the turn queue.
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if (actor.isAdminBot) {
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return { status: 400, error: "intent not permitted for admin bot" };
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}
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if (!this.isPaused) {
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this.addIntent(stamped);
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}
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return { status: 200 };
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}
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}
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}
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private isKicked(clientID: ClientID): boolean {
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const persistentID = this.allClients.get(clientID)?.persistentID;
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return (
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persistentID !== undefined && this.kickedPersistentIds.has(persistentID)
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);
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}
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// Get existing clientID for this persistentID, or null if new player
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public getClientIdForPersistentId(persistentID: string): ClientID | null {
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const clientID = this.persistentIdToClientId.get(persistentID);
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if (!clientID) return null;
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if (this.kickedPersistentIds.has(persistentID)) return null;
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return clientID;
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}
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// Whether this persistentID has already been admitted (passed Turnstile and
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// other join authorization) for this game. Used to skip the single-use
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// Turnstile re-check when an already-admitted player reconnects. Kicked
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// players are excluded so a kick still forces them back through the gate.
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public wasAdmitted(persistentID: string): boolean {
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if (this.kickedPersistentIds.has(persistentID)) return false;
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return this.admittedPersistentIds.has(persistentID);
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}
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public joinClient(
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client: Client,
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): "joined" | "kicked" | "rejected" | "not_allowlisted" {
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if (this.kickedPersistentIds.has(client.persistentID)) {
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return "kicked";
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}
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// OFM: if an allowlist is set, only those publicIds may join. Re-checked on
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// every join attempt
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const allowedPublicIds = this.gameConfig.allowedPublicIds;
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if (
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allowedPublicIds !== undefined &&
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allowedPublicIds.length > 0 &&
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(client.publicId === undefined ||
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!allowedPublicIds.includes(client.publicId))
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) {
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this.log.warn("client not on allowlist, rejecting", {
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clientID: client.clientID,
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});
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return "not_allowlisted";
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}
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|
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if (
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this.gameConfig.maxPlayers &&
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this.activeClients.length >= this.gameConfig.maxPlayers
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) {
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this.log.warn(`cannot add client, game full`, {
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clientID: client.clientID,
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});
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client.ws.send(
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JSON.stringify({
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type: "error",
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error: "full-lobby",
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} satisfies ServerErrorMessage),
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);
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return "rejected";
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}
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this.log.info("client joining game", {
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clientID: client.clientID,
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persistentID: client.persistentID,
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clientIP: ipAnonymize(client.ip),
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});
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if (
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this.gameConfig.gameType === GameType.Public &&
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this.activeClients.filter(
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(c) => c.ip === client.ip && c.clientID !== client.clientID,
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).length >= 3
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) {
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this.log.warn("cannot add client, already have 3 ips", {
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clientID: client.clientID,
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clientIP: ipAnonymize(client.ip),
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});
|
|
return "rejected";
|
|
}
|
|
|
|
if (ServerEnv.env() === GameEnv.Prod) {
|
|
// Prevent multiple clients from using the same account in prod
|
|
const conflicting = this.activeClients.find(
|
|
(c) =>
|
|
c.persistentID === client.persistentID &&
|
|
c.clientID !== client.clientID,
|
|
);
|
|
if (conflicting !== undefined) {
|
|
this.log.warn("client ids do not match", {
|
|
clientID: client.clientID,
|
|
clientIP: ipAnonymize(client.ip),
|
|
clientPersistentID: client.persistentID,
|
|
existingIP: ipAnonymize(conflicting.ip),
|
|
existingPersistentID: conflicting.persistentID,
|
|
});
|
|
// Kick the existing client instead of the new one, because this was causing issues when
|
|
// a client wanted to replay the game afterwards.
|
|
this.kickClient(conflicting.clientID, KICK_REASON_DUPLICATE_SESSION);
|
|
}
|
|
}
|
|
|
|
// Client connection accepted
|
|
this.websockets.add(client.ws);
|
|
this.persistentIdToClientId.set(client.persistentID, client.clientID);
|
|
this.admittedPersistentIds.add(client.persistentID);
|
|
this.activeClients.push(client);
|
|
client.lastPing = Date.now();
|
|
this.markClientDisconnected(client.clientID, false);
|
|
this.allClients.set(client.clientID, client);
|
|
this.addListeners(client);
|
|
this.startLobbyInfoBroadcast();
|
|
|
|
if (this.activeClients.length >= (this.gameConfig.maxPlayers ?? Infinity)) {
|
|
this.hasReachedMaxPlayerCount = true;
|
|
}
|
|
|
|
// In case a client joined the game late and missed the start message.
|
|
if (this._hasStarted) {
|
|
this.sendStartGameMsg(client.ws, 0);
|
|
}
|
|
|
|
return "joined";
|
|
}
|
|
|
|
// Attempt to reconnect a client by persistentID. Returns true if successful.
|
|
// WebSocket is always updated. Optional identity updates are applied only
|
|
// before the game has started.
|
|
public rejoinClient(
|
|
ws: WebSocket,
|
|
persistentID: string,
|
|
lastTurn: number = 0,
|
|
identityUpdate?: { username: string; clanTag: string | null },
|
|
): boolean {
|
|
const clientID = this.getClientIdForPersistentId(persistentID);
|
|
if (!clientID) return false;
|
|
const client = this.allClients.get(clientID);
|
|
if (!client) return false;
|
|
|
|
this.websockets.add(ws);
|
|
this.log.info("client rejoining", { clientID, lastTurn });
|
|
|
|
// Close old WebSocket to prevent resource leaks
|
|
if (client.ws !== ws) {
|
|
client.ws.removeAllListeners();
|
|
client.ws.close();
|
|
}
|
|
|
|
this.activeClients = this.activeClients.filter(
|
|
(c) => c.clientID !== client.clientID,
|
|
);
|
|
this.activeClients.push(client);
|
|
if (identityUpdate && !this.hasStarted()) {
|
|
client.username = identityUpdate.username;
|
|
client.clanTag = identityUpdate.clanTag;
|
|
}
|
|
client.lastPing = Date.now();
|
|
this.markClientDisconnected(client.clientID, false);
|
|
|
|
client.ws = ws;
|
|
this.addListeners(client);
|
|
this.startLobbyInfoBroadcast();
|
|
|
|
if (this._hasStarted) {
|
|
this.sendStartGameMsg(client.ws, lastTurn);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private addListeners(client: Client) {
|
|
client.ws.removeAllListeners("message");
|
|
client.ws.on("message", async (message: string) => {
|
|
try {
|
|
let json: unknown;
|
|
try {
|
|
json = JSON.parse(message);
|
|
} catch (e) {
|
|
this.log.warn(`Failed to parse client message JSON, kicking`, {
|
|
clientID: client.clientID,
|
|
error: String(e),
|
|
});
|
|
this.kickClient(client.clientID, KICK_REASON_INVALID_MESSAGE);
|
|
return;
|
|
}
|
|
const parsed = ClientMessageSchema.safeParse(json);
|
|
if (!parsed.success) {
|
|
this.log.warn(`Failed to parse client message, kicking`, {
|
|
clientID: client.clientID,
|
|
error: z.prettifyError(parsed.error),
|
|
});
|
|
this.kickClient(client.clientID, KICK_REASON_INVALID_MESSAGE);
|
|
return;
|
|
}
|
|
const clientMsg = parsed.data;
|
|
const bytes = Buffer.byteLength(message, "utf8");
|
|
const rateResult = this.intentRateLimiter.check(
|
|
client.clientID,
|
|
clientMsg.type,
|
|
bytes,
|
|
);
|
|
if (rateResult === "kick") {
|
|
this.log.warn(`Client rate limit exceeded, kicking`, {
|
|
clientID: client.clientID,
|
|
type: clientMsg.type,
|
|
});
|
|
this.kickClient(client.clientID, KICK_REASON_TOO_MUCH_DATA);
|
|
return;
|
|
}
|
|
if (rateResult === "limit") {
|
|
this.log.warn(`Client message rate limit exceeded, dropping`, {
|
|
clientID: client.clientID,
|
|
type: clientMsg.type,
|
|
});
|
|
return;
|
|
}
|
|
switch (clientMsg.type) {
|
|
case "rejoin": {
|
|
// Client is already connected, no auth required, send start game message if game has started
|
|
if (this._hasStarted) {
|
|
this.sendStartGameMsg(client.ws, clientMsg.lastTurn);
|
|
}
|
|
break;
|
|
}
|
|
case "intent": {
|
|
// Server stamps clientID from the authenticated connection.
|
|
const outcome = this.handleIntent(clientMsg.intent, {
|
|
clientID: client.clientID,
|
|
isLobbyCreator: client.clientID === this.lobbyCreatorID,
|
|
isAdmin: isAdminRole(client.role),
|
|
isAdminBot: false,
|
|
});
|
|
if (outcome.status !== 200) {
|
|
this.log.warn(`intent rejected`, {
|
|
type: clientMsg.intent.type,
|
|
clientID: client.clientID,
|
|
gameID: this.id,
|
|
reason: outcome.error,
|
|
});
|
|
}
|
|
break;
|
|
}
|
|
case "ping": {
|
|
this.lastPingUpdate = Date.now();
|
|
client.lastPing = Date.now();
|
|
break;
|
|
}
|
|
case "hash": {
|
|
client.hashes.set(clientMsg.turnNumber, clientMsg.hash);
|
|
break;
|
|
}
|
|
case "winner": {
|
|
this.handleWinner(client, clientMsg);
|
|
break;
|
|
}
|
|
case "live_stats": {
|
|
this.handleLiveStats(client, clientMsg);
|
|
break;
|
|
}
|
|
default: {
|
|
this.log.warn(`Unknown message type: ${(clientMsg as any).type}`, {
|
|
clientID: client.clientID,
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
} catch (error) {
|
|
this.log.info(
|
|
`error handling websocket request in game server: ${error}`,
|
|
{
|
|
clientID: client.clientID,
|
|
},
|
|
);
|
|
}
|
|
});
|
|
client.ws.on("close", () => {
|
|
this.log.info("client disconnected", {
|
|
clientID: client.clientID,
|
|
persistentID: client.persistentID,
|
|
});
|
|
this.activeClients = this.activeClients.filter(
|
|
(c) => c.clientID !== client.clientID,
|
|
);
|
|
|
|
if (!this._hasStarted) {
|
|
// Remove persistentId if the game has not started to prevent going over max players
|
|
this.persistentIdToClientId.delete(client.persistentID);
|
|
// Close lobby when host leaves before game starts
|
|
if (
|
|
!this.isPublic() &&
|
|
client.persistentID === this.creatorPersistentID
|
|
) {
|
|
this.log.info("Host left, closing lobby", {
|
|
gameID: this.id,
|
|
});
|
|
for (const c of [...this.activeClients]) {
|
|
this.kickClient(c.clientID, KICK_REASON_HOST_LEFT);
|
|
}
|
|
this._hasEnded = true;
|
|
}
|
|
}
|
|
});
|
|
client.ws.on("error", (error: Error) => {
|
|
if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") {
|
|
client.ws.close(1002, "WS_ERR_UNEXPECTED_RSV_1");
|
|
}
|
|
});
|
|
|
|
// Check if WebSocket already closed before we added the listener (race condition)
|
|
if (client.ws.readyState >= 2) {
|
|
this.log.info("client WebSocket already closing/closed, removing", {
|
|
clientID: client.clientID,
|
|
readyState: client.ws.readyState,
|
|
});
|
|
this.activeClients = this.activeClients.filter(
|
|
(c) => c.clientID !== client.clientID,
|
|
);
|
|
// Remove persistentId if the game has not started to prevent going over max players
|
|
if (!this._hasStarted) {
|
|
this.persistentIdToClientId.delete(client.persistentID);
|
|
}
|
|
}
|
|
}
|
|
|
|
public setStartsAt(startsAt: number) {
|
|
this.startsAt = startsAt;
|
|
// Record when the lobby first became visible to players, used to measure lobby fill time.
|
|
this.visibleAt ??= Date.now();
|
|
}
|
|
|
|
public numClients(): number {
|
|
return this.activeClients.length;
|
|
}
|
|
|
|
public numDesyncedClients(): number {
|
|
return this.outOfSyncClients.size;
|
|
}
|
|
|
|
public prestart() {
|
|
if (this.hasStarted()) {
|
|
return;
|
|
}
|
|
this._hasPrestarted = true;
|
|
|
|
const prestartMsg = ServerPrestartMessageSchema.safeParse({
|
|
type: "prestart",
|
|
gameMap: this.gameConfig.gameMap,
|
|
gameMapSize: this.gameConfig.gameMapSize,
|
|
});
|
|
|
|
if (!prestartMsg.success) {
|
|
console.error(
|
|
`error creating prestart message for game ${this.id}, ${prestartMsg.error}`.substring(
|
|
0,
|
|
250,
|
|
),
|
|
);
|
|
return;
|
|
}
|
|
|
|
const msg = JSON.stringify(prestartMsg.data);
|
|
this.activeClients.forEach((c) => {
|
|
this.log.info("sending prestart message", {
|
|
clientID: c.clientID,
|
|
persistentID: c.persistentID,
|
|
});
|
|
if (c.ws.readyState === WebSocket.OPEN) {
|
|
c.ws.send(msg);
|
|
}
|
|
});
|
|
}
|
|
|
|
private startLobbyInfoBroadcast() {
|
|
if (this._hasStarted || this._hasEnded) {
|
|
return;
|
|
}
|
|
if (this.lobbyInfoIntervalId !== null) {
|
|
return;
|
|
}
|
|
this.broadcastLobbyInfo();
|
|
this.lobbyInfoIntervalId = setInterval(() => {
|
|
if (
|
|
this._hasStarted ||
|
|
this._hasEnded ||
|
|
this.activeClients.length === 0
|
|
) {
|
|
this.stopLobbyInfoBroadcast();
|
|
return;
|
|
}
|
|
this.broadcastLobbyInfo();
|
|
}, 1000);
|
|
}
|
|
|
|
private stopLobbyInfoBroadcast() {
|
|
if (this.lobbyInfoIntervalId === null) {
|
|
return;
|
|
}
|
|
clearInterval(this.lobbyInfoIntervalId);
|
|
this.lobbyInfoIntervalId = null;
|
|
}
|
|
|
|
private broadcastLobbyInfo() {
|
|
// Off: same payload for everyone (build once). On: per-recipient.
|
|
const shared = this.gameConfig.anonymizeNames ? null : this.gameInfo();
|
|
this.activeClients.forEach((c) => {
|
|
if (c.ws.readyState === WebSocket.OPEN) {
|
|
const msg = JSON.stringify({
|
|
type: "lobby_info",
|
|
lobby: shared ?? this.gameInfo(c.clientID),
|
|
myClientID: c.clientID,
|
|
} satisfies ServerLobbyInfoMessage);
|
|
c.ws.send(msg);
|
|
}
|
|
});
|
|
}
|
|
|
|
public start() {
|
|
if (this._hasStarted || this._hasEnded) {
|
|
return;
|
|
}
|
|
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();
|
|
|
|
const friendsFor = this.buildFriendsLookup();
|
|
|
|
const result = GameStartInfoSchema.safeParse({
|
|
gameID: this.id,
|
|
lobbyCreatedAt: this.createdAt,
|
|
visibleAt: this.visibleAt,
|
|
config: this.gameConfig,
|
|
players: this.activeClients.map((c) => ({
|
|
username: c.username,
|
|
clanTag: c.clanTag ?? null,
|
|
clientID: c.clientID,
|
|
cosmetics: c.cosmetics,
|
|
isLobbyCreator: this.lobbyCreatorID === c.clientID,
|
|
friends: friendsFor(c),
|
|
})),
|
|
});
|
|
if (!result.success) {
|
|
const error = z.prettifyError(result.error);
|
|
this.log.error("Error parsing game start info", { message: error });
|
|
return;
|
|
}
|
|
this.gameStartInfo = result.data satisfies GameStartInfo;
|
|
this.wireGameStartInfo = this.gameConfig.disableClanTags
|
|
? {
|
|
...this.gameStartInfo,
|
|
players: this.gameStartInfo.players.map((p) => ({
|
|
...p,
|
|
clanTag: null,
|
|
})),
|
|
}
|
|
: this.gameStartInfo;
|
|
|
|
this.endTurnIntervalID = setInterval(
|
|
() => this.endTurn(),
|
|
ServerEnv.turnIntervalMs(),
|
|
);
|
|
this.activeClients.forEach((c) => {
|
|
this.log.info("sending start message", {
|
|
clientID: c.clientID,
|
|
persistentID: c.persistentID,
|
|
});
|
|
this.sendStartGameMsg(c.ws, 0);
|
|
});
|
|
}
|
|
|
|
private addIntent(intent: StampedIntent) {
|
|
this.intents.push(intent);
|
|
}
|
|
|
|
// Per-viewer start info. The real gameStartInfo is untouched, so the
|
|
// archived record keeps real identities. clanTag and friends feed the
|
|
// deterministic team assignment (TeamAssignment.ts), so they are blanked
|
|
// for every player here, identical on every client, never per-viewer, or
|
|
// clients desync. Only the username of players this viewer can't see is
|
|
// anonymized, and their cosmetics hidden, neither of which the simulation
|
|
// reads.
|
|
private startInfoFor(viewer: ClientID): GameStartInfo {
|
|
if (!this.gameConfig.anonymizeNames) return this.wireGameStartInfo;
|
|
return {
|
|
...this.wireGameStartInfo,
|
|
players: this.wireGameStartInfo.players.map((p) => {
|
|
const real = this.seesReal(viewer, p.clientID);
|
|
return {
|
|
...p,
|
|
username: real ? p.username : this.anonName(viewer, p.clientID),
|
|
clanTag: null,
|
|
friends: undefined,
|
|
cosmetics: real ? p.cosmetics : undefined,
|
|
};
|
|
}),
|
|
};
|
|
}
|
|
|
|
private sendStartGameMsg(ws: WebSocket, lastTurn: number) {
|
|
// Find which client this websocket belongs to
|
|
const client = this.activeClients.find((c) => c.ws === ws);
|
|
if (!client) {
|
|
this.log.warn("Could not find client for websocket in sendStartGameMsg");
|
|
return;
|
|
}
|
|
|
|
this.log.info(`Sending start message to client`, {
|
|
clientID: client.clientID,
|
|
lobbyCreatorID: this.lobbyCreatorID,
|
|
isLobbyCreator: this.lobbyCreatorID === client.clientID,
|
|
});
|
|
|
|
try {
|
|
if (ws.readyState !== WebSocket.OPEN) {
|
|
this.log.warn(`WebSocket not open, skipping start message`, {
|
|
clientID: client.clientID,
|
|
readyState: ws.readyState,
|
|
});
|
|
return;
|
|
}
|
|
ws.send(
|
|
JSON.stringify({
|
|
type: "start",
|
|
turns: this.turns.slice(lastTurn),
|
|
gameStartInfo: this.startInfoFor(client.clientID),
|
|
lobbyCreatedAt: this.createdAt,
|
|
myClientID: client.clientID,
|
|
} satisfies ServerStartGameMessage),
|
|
);
|
|
} catch (error) {
|
|
this.log.error(`error sending start message for game ${this.id}`, {
|
|
clientID: client.clientID,
|
|
error: error instanceof Error ? error.message : String(error),
|
|
});
|
|
}
|
|
}
|
|
|
|
private endTurn() {
|
|
// Skip turn execution if game is paused
|
|
if (this.isPaused) {
|
|
return;
|
|
}
|
|
|
|
const pastTurn: Turn = {
|
|
turnNumber: this.turns.length,
|
|
intents: this.intents,
|
|
};
|
|
this.turns.push(pastTurn);
|
|
this.intents = [];
|
|
|
|
this.handleSynchronization();
|
|
this.checkDisconnectedStatus();
|
|
|
|
const msg = JSON.stringify({
|
|
type: "turn",
|
|
turn: pastTurn,
|
|
} satisfies ServerTurnMessage);
|
|
this.activeClients.forEach((c) => {
|
|
if (c.ws.readyState === c.ws.OPEN) {
|
|
c.ws.send(msg);
|
|
}
|
|
});
|
|
}
|
|
|
|
async end() {
|
|
this._hasEnded = true;
|
|
// Close all WebSocket connections
|
|
if (this.endTurnIntervalID) {
|
|
clearInterval(this.endTurnIntervalID);
|
|
this.endTurnIntervalID = undefined;
|
|
}
|
|
this.websockets.forEach((ws) => {
|
|
if (ws.readyState === WebSocket.OPEN) {
|
|
ws.close(1000, "game has ended");
|
|
}
|
|
});
|
|
if (!this._hasPrestarted && !this._hasStarted) {
|
|
this.log.info(`game not started, not archiving game`);
|
|
return;
|
|
}
|
|
this.log.info(`ending game with ${this.turns.length} turns`);
|
|
try {
|
|
if (this.allClients.size === 0) {
|
|
this.log.info("no clients joined, not archiving game", {
|
|
gameID: this.id,
|
|
});
|
|
} else if (this.winner !== null) {
|
|
this.log.info("game already archived", {
|
|
gameID: this.id,
|
|
});
|
|
} else {
|
|
this.archiveGame();
|
|
}
|
|
} 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);
|
|
}
|
|
}
|
|
|
|
this.log.error("Error archiving game record details:", {
|
|
gameId: this.id,
|
|
errorType: typeof error,
|
|
error: errorDetails,
|
|
});
|
|
}
|
|
}
|
|
|
|
phase(): GamePhase {
|
|
const now = Date.now();
|
|
const alive: Client[] = [];
|
|
for (const client of this.activeClients) {
|
|
if (now - client.lastPing > 60_000) {
|
|
this.log.info("no pings received, terminating connection", {
|
|
clientID: client.clientID,
|
|
persistentID: client.persistentID,
|
|
});
|
|
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.maxGameDuration) {
|
|
this.log.warn("game past max duration", {
|
|
gameID: this.id,
|
|
});
|
|
return GamePhase.Finished;
|
|
}
|
|
|
|
const noRecentPings = now > this.lastPingUpdate + 20 * 1000;
|
|
const noActive = this.activeClients.length === 0;
|
|
|
|
const lessThanLifetime = this.startsAt ? Date.now() < this.startsAt : true;
|
|
if (
|
|
lessThanLifetime &&
|
|
!this.hasStarted() &&
|
|
!this.hasReachedMaxPlayerCount
|
|
) {
|
|
return GamePhase.Lobby;
|
|
}
|
|
const warmupOver = now > this.startsAt! + 30 * 1000;
|
|
if (noActive && warmupOver && noRecentPings) {
|
|
return GamePhase.Finished;
|
|
}
|
|
|
|
return GamePhase.Active;
|
|
}
|
|
|
|
hasStarted(): boolean {
|
|
return this._hasStarted || this._hasPrestarted;
|
|
}
|
|
|
|
// Omitting viewer (e.g. the HTTP /api/game/:id and link-preview routes)
|
|
// anonymizes all names when the option is on.
|
|
public gameInfo(viewer?: ClientID): GameInfo {
|
|
const friendsFor = this.buildFriendsLookup();
|
|
const hideClanTags = this.gameConfig.disableClanTags ?? false;
|
|
return {
|
|
gameID: this.id,
|
|
clients: this.activeClients.map((c) =>
|
|
this.seesReal(viewer, c.clientID)
|
|
? {
|
|
username: c.username,
|
|
clanTag: hideClanTags ? null : (c.clanTag ?? null),
|
|
clientID: c.clientID,
|
|
friends: friendsFor(c),
|
|
}
|
|
: {
|
|
username: this.anonName(viewer, c.clientID),
|
|
clanTag: null,
|
|
clientID: c.clientID,
|
|
},
|
|
),
|
|
lobbyCreatorClientID: this.lobbyCreatorID,
|
|
gameConfig: this.gameConfig,
|
|
startsAt: this.startsAt,
|
|
serverTime: Date.now(),
|
|
publicGameType: this.publicGameType,
|
|
};
|
|
}
|
|
|
|
// Maps each active client's publicId-based friends list to in-game
|
|
// clientIDs, dropping friends not present in this game. Returns undefined
|
|
// when no friends are present so the field can be omitted from the wire
|
|
// payload.
|
|
private buildFriendsLookup(): (client: Client) => ClientID[] | undefined {
|
|
const publicIdToClientID = new Map<string, ClientID>();
|
|
for (const c of this.activeClients) {
|
|
if (c.publicId) publicIdToClientID.set(c.publicId, c.clientID);
|
|
}
|
|
return (client: Client) => {
|
|
const friendClientIDs = client.friends
|
|
.map((pid) => publicIdToClientID.get(pid))
|
|
.filter((id): id is ClientID => id !== undefined);
|
|
return friendClientIDs.length > 0 ? friendClientIDs : undefined;
|
|
};
|
|
}
|
|
|
|
public isPublic(): boolean {
|
|
return this.gameConfig.gameType === GameType.Public;
|
|
}
|
|
|
|
public kickClient(
|
|
clientID: ClientID,
|
|
reasonKey: string = KICK_REASON_DUPLICATE_SESSION,
|
|
): void {
|
|
if (this.isKicked(clientID)) {
|
|
this.log.warn(`cannot kick client, already kicked`, {
|
|
clientID,
|
|
reasonKey,
|
|
});
|
|
return;
|
|
}
|
|
|
|
const clientToKick = this.allClients.get(clientID);
|
|
if (!clientToKick) {
|
|
this.log.warn(`cannot kick client, not found in game`, {
|
|
clientID,
|
|
reasonKey,
|
|
});
|
|
return;
|
|
}
|
|
|
|
this.kickedPersistentIds.add(clientToKick.persistentID);
|
|
|
|
const client = this.activeClients.find((c) => c.clientID === clientID);
|
|
if (client) {
|
|
this.log.info("Kicking client from game", {
|
|
clientID: client.clientID,
|
|
persistentID: client.persistentID,
|
|
reasonKey,
|
|
});
|
|
if (client.ws.readyState === WebSocket.OPEN) {
|
|
client.ws.send(
|
|
JSON.stringify({
|
|
type: "error",
|
|
error: reasonKey,
|
|
} satisfies ServerErrorMessage),
|
|
);
|
|
client.ws.close(1000, reasonKey);
|
|
}
|
|
this.activeClients = this.activeClients.filter(
|
|
(c) => c.clientID !== clientID,
|
|
);
|
|
} else {
|
|
this.log.warn(`cannot kick client, not found in game`, {
|
|
clientID,
|
|
reasonKey,
|
|
});
|
|
}
|
|
}
|
|
|
|
private checkDisconnectedStatus() {
|
|
if (this.turns.length % 5 !== 0) {
|
|
return;
|
|
}
|
|
|
|
const now = Date.now();
|
|
for (const [clientID, client] of this.allClients) {
|
|
const isDisconnected = this.isClientDisconnected(clientID);
|
|
if (!isDisconnected && now - client.lastPing > this.disconnectedTimeout) {
|
|
this.markClientDisconnected(clientID, true);
|
|
} else if (
|
|
isDisconnected &&
|
|
now - client.lastPing < this.disconnectedTimeout
|
|
) {
|
|
this.markClientDisconnected(clientID, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
public isClientDisconnected(clientID: string): boolean {
|
|
return this.clientsDisconnectedStatus.get(clientID) ?? true;
|
|
}
|
|
|
|
private markClientDisconnected(clientID: string, isDisconnected: boolean) {
|
|
this.clientsDisconnectedStatus.set(clientID, isDisconnected);
|
|
this.addIntent({
|
|
type: "mark_disconnected",
|
|
clientID: clientID,
|
|
isDisconnected: isDisconnected,
|
|
});
|
|
}
|
|
|
|
private archiveGame() {
|
|
this.log.info("archiving game", {
|
|
gameID: this.id,
|
|
winner: this.winner?.winner,
|
|
});
|
|
|
|
// Players must stay in the same order as the game start info.
|
|
const playerRecords: PlayerRecord[] = this.gameStartInfo.players.map(
|
|
(player) => {
|
|
const stats = this.winner?.allPlayersStats[player.clientID];
|
|
if (stats === undefined) {
|
|
this.log.warn(`Unable to find stats for clientID ${player.clientID}`);
|
|
}
|
|
return {
|
|
clientID: player.clientID,
|
|
username: player.username,
|
|
clanTag: player.clanTag,
|
|
persistentID:
|
|
this.allClients.get(player.clientID)?.persistentID ?? "",
|
|
stats,
|
|
cosmetics: player.cosmetics,
|
|
} satisfies PlayerRecord;
|
|
},
|
|
);
|
|
archive(
|
|
finalizeGameRecord(
|
|
createPartialGameRecord(
|
|
this.id,
|
|
this.gameStartInfo.config,
|
|
playerRecords,
|
|
this.turns,
|
|
this._startTime ?? 0,
|
|
Date.now(),
|
|
this.winner?.winner,
|
|
this.createdAt,
|
|
this.visibleAt,
|
|
),
|
|
),
|
|
);
|
|
}
|
|
|
|
private handleSynchronization() {
|
|
if (this.activeClients.length <= 1) {
|
|
return;
|
|
}
|
|
if (this.turns.length % 10 !== 0 || this.turns.length < 10) {
|
|
// Check hashes every 10 turns
|
|
return;
|
|
}
|
|
|
|
const lastHashTurn = this.turns.length - 10;
|
|
|
|
const { mostCommonHash, outOfSyncClients } =
|
|
this.findOutOfSyncClients(lastHashTurn);
|
|
|
|
if (outOfSyncClients.length === 0) {
|
|
this.turns[lastHashTurn].hash = mostCommonHash;
|
|
return;
|
|
}
|
|
|
|
const serverDesync = ServerDesyncSchema.safeParse({
|
|
type: "desync",
|
|
turn: lastHashTurn,
|
|
correctHash: mostCommonHash,
|
|
clientsWithCorrectHash:
|
|
this.activeClients.length - outOfSyncClients.length,
|
|
totalActiveClients: this.activeClients.length,
|
|
});
|
|
if (!serverDesync.success) {
|
|
this.log.warn("failed to create desync message", {
|
|
gameID: this.id,
|
|
error: serverDesync.error,
|
|
});
|
|
return;
|
|
}
|
|
|
|
const desyncMsg = JSON.stringify(serverDesync.data);
|
|
for (const c of outOfSyncClients) {
|
|
this.outOfSyncClients.add(c.clientID);
|
|
if (this.sentDesyncMessageClients.has(c.clientID)) {
|
|
continue;
|
|
}
|
|
this.sentDesyncMessageClients.add(c.clientID);
|
|
this.log.info("sending desync to client", {
|
|
gameID: this.id,
|
|
clientID: c.clientID,
|
|
persistentID: c.persistentID,
|
|
});
|
|
if (c.ws.readyState === WebSocket.OPEN) {
|
|
c.ws.send(desyncMsg);
|
|
}
|
|
}
|
|
}
|
|
|
|
findOutOfSyncClients(turnNumber: number): {
|
|
mostCommonHash: number | null;
|
|
outOfSyncClients: Client[];
|
|
} {
|
|
const counts = new Map<number, number>();
|
|
|
|
// Count occurrences of each hash
|
|
for (const client of this.activeClients) {
|
|
if (client.hashes.has(turnNumber)) {
|
|
const clientHash = client.hashes.get(turnNumber)!;
|
|
counts.set(clientHash, (counts.get(clientHash) ?? 0) + 1);
|
|
}
|
|
}
|
|
|
|
// Find the most common hash
|
|
let mostCommonHash: number | null = null;
|
|
let maxCount = 0;
|
|
|
|
for (const [hash, count] of counts.entries()) {
|
|
if (count > maxCount) {
|
|
mostCommonHash = hash;
|
|
maxCount = count;
|
|
}
|
|
}
|
|
|
|
// Create a list of clients whose hash doesn't match the most common one
|
|
let outOfSyncClients: Client[] = [];
|
|
|
|
for (const client of this.activeClients) {
|
|
if (client.hashes.has(turnNumber)) {
|
|
const clientHash = client.hashes.get(turnNumber)!;
|
|
if (clientHash !== mostCommonHash) {
|
|
outOfSyncClients.push(client);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If strict majority clients out of sync assume all are out of sync.
|
|
if (outOfSyncClients.length > Math.floor(this.activeClients.length / 2)) {
|
|
outOfSyncClients = this.activeClients;
|
|
}
|
|
|
|
return {
|
|
mostCommonHash,
|
|
outOfSyncClients,
|
|
};
|
|
}
|
|
|
|
private handleWinner(client: Client, clientMsg: ClientSendWinnerMessage) {
|
|
if (
|
|
this.outOfSyncClients.has(client.clientID) ||
|
|
this.isKicked(client.clientID) ||
|
|
this.winner !== null ||
|
|
client.reportedWinner !== null
|
|
) {
|
|
return;
|
|
}
|
|
client.reportedWinner = clientMsg.winner;
|
|
|
|
// Add client vote
|
|
const winnerKey = JSON.stringify(clientMsg.winner);
|
|
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
|
|
const votes = this.winnerVotes.add(winnerKey, clientMsg, client.ip);
|
|
|
|
this.log.info(
|
|
`received winner vote ${clientMsg.winner}, ${votes}/${activeUniqueIPs} votes for this winner`,
|
|
{
|
|
clientID: client.clientID,
|
|
},
|
|
);
|
|
|
|
const result = this.winnerVotes.result(activeUniqueIPs);
|
|
if (result === null) {
|
|
return;
|
|
}
|
|
|
|
// Vote succeeded
|
|
this.winner = result.value;
|
|
this.log.info(
|
|
`Winner determined by ${result.votes}/${activeUniqueIPs} active IPs`,
|
|
{
|
|
winnerKey,
|
|
},
|
|
);
|
|
this.archiveGame();
|
|
}
|
|
|
|
// Clients each send a live stats snapshot every ~10s tagged with the turn it
|
|
// was taken at. In-sync clients produce an identical snapshot for a given
|
|
// turn, so we reach majority consensus (same IP-weighted vote as the winner)
|
|
// and keep the latest agreed snapshot for the admin bot to read.
|
|
private handleLiveStats(
|
|
client: Client,
|
|
clientMsg: ClientSendLiveStatsMessage,
|
|
) {
|
|
if (
|
|
this.outOfSyncClients.has(client.clientID) ||
|
|
this.isKicked(client.clientID)
|
|
) {
|
|
return;
|
|
}
|
|
const stats = clientMsg.stats;
|
|
const turn = stats.turn;
|
|
// Ignore turns we've already reached consensus on (or older ones).
|
|
if (this.latestLiveStats !== null && turn <= this.latestLiveStats.turn) {
|
|
return;
|
|
}
|
|
|
|
let entry = this.liveStatsVotes.get(turn);
|
|
if (entry === undefined) {
|
|
entry = { round: new VoteRound<LiveStats>(), voters: new Set() };
|
|
this.liveStatsVotes.set(turn, entry);
|
|
this.pruneLiveStatsVotes();
|
|
}
|
|
// One vote per client per turn.
|
|
if (entry.voters.has(client.clientID)) {
|
|
return;
|
|
}
|
|
entry.voters.add(client.clientID);
|
|
|
|
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
|
|
entry.round.add(JSON.stringify(stats), stats, client.ip);
|
|
const result = entry.round.result(activeUniqueIPs);
|
|
if (result === null) {
|
|
return;
|
|
}
|
|
|
|
this.latestLiveStats = result.value;
|
|
// This turn (and any older still-pending ones) are now settled.
|
|
for (const t of this.liveStatsVotes.keys()) {
|
|
if (t <= turn) {
|
|
this.liveStatsVotes.delete(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Bound the pending-vote map in case consensus is never reached for some
|
|
// turns (e.g. a persistent desync). Maps iterate in insertion order and turns
|
|
// arrive ascending, so this drops the oldest pending rounds.
|
|
private pruneLiveStatsVotes() {
|
|
while (
|
|
this.liveStatsVotes.size > GameServer.MAX_PENDING_LIVE_STATS_ROUNDS
|
|
) {
|
|
const oldest = this.liveStatsVotes.keys().next().value;
|
|
if (oldest === undefined) break;
|
|
this.liveStatsVotes.delete(oldest);
|
|
}
|
|
}
|
|
|
|
// Latest majority-agreed live stats snapshot, with players enriched with
|
|
// server-authoritative info the clients don't vote on: the username and
|
|
// current connection status. null until the first consensus.
|
|
public liveStats(): {
|
|
turn: number;
|
|
players: (PlayerLiveStats & {
|
|
username: string | null;
|
|
publicID: string | null;
|
|
connected: boolean;
|
|
})[];
|
|
} | null {
|
|
if (this.latestLiveStats === null) {
|
|
return null;
|
|
}
|
|
return {
|
|
turn: this.latestLiveStats.turn,
|
|
players: this.latestLiveStats.players.map((p) => {
|
|
const client = this.allClients.get(p.clientID);
|
|
return {
|
|
...p,
|
|
username: client?.username ?? null,
|
|
publicID: client?.publicId ?? null,
|
|
connected: !this.isClientDisconnected(p.clientID),
|
|
};
|
|
}),
|
|
};
|
|
}
|
|
}
|