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1ae7ebc0f5
## Description: Simplify `GameServer` message creation. ## 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 - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced
680 lines
19 KiB
TypeScript
680 lines
19 KiB
TypeScript
import {
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ClientID,
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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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PlayerRecord,
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ServerDesyncMessage,
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ServerDesyncSchema,
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ServerErrorMessage,
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ServerPrestartMessage,
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ServerPrestartMessageSchema,
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ServerStartGameMessage,
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ServerTurnMessage,
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Turn,
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} from "../core/Schemas";
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import { GameEnv, ServerConfig } from "../core/configuration/Config";
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import { Client } from "./Client";
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import { GameType } from "../core/game/Game";
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import { Logger } from "winston";
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import WebSocket from "ws";
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import { archive } from "./Archive";
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import { createGameRecord } from "../core/Util";
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import { gatekeeper } from "./Gatekeeper";
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import ipAnonymize from "ip-anonymize";
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import { postJoinMessageHandler } from "./worker/websocket/handler/message/PostJoinHandler";
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import { z } from "zod";
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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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export class GameServer {
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private readonly sentDesyncMessageClients = new Set<ClientID>();
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private readonly maxGameDuration = 3 * 60 * 60 * 1000; // 3 hours
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private readonly disconnectedTimeout = 1 * 30 * 1000; // 30 seconds
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private readonly turns: Turn[] = [];
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private intents: Intent[] = [];
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public activeClients: Client[] = [];
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lobbyCreatorID: string | undefined;
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private readonly allClients: Map<ClientID, Client> = new Map();
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private readonly 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 endTurnIntervalID: ReturnType<typeof setInterval> | undefined;
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lastPingUpdate = 0;
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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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private readonly log: Logger;
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private _hasPrestarted = false;
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kickedClients: Set<ClientID> = new Set();
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outOfSyncClients: Set<ClientID> = new Set();
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private readonly websockets: Set<WebSocket> = new Set();
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winnerVotes: Map<
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string,
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{ winner: ClientSendWinnerMessage; ips: Set<string> }
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> = new Map();
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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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private readonly config: ServerConfig,
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public gameConfig: GameConfig,
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lobbyCreatorID?: string,
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) {
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this.log = log_.child({ gameID: id });
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this.lobbyCreatorID = lobbyCreatorID ?? undefined;
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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.difficulty !== undefined) {
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this.gameConfig.difficulty = gameConfig.difficulty;
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}
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if (gameConfig.disableNPCs !== undefined) {
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this.gameConfig.disableNPCs = gameConfig.disableNPCs;
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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.instantBuild !== undefined) {
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this.gameConfig.instantBuild = gameConfig.instantBuild;
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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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}
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public addClient(client: Client, lastTurn: number) {
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this.websockets.add(client.ws);
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if (this.kickedClients.has(client.clientID)) {
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this.log.warn("cannot add client, already kicked", {
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clientID: client.clientID,
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});
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return;
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}
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// Log when lobby creator joins private game
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if (client.clientID === this.lobbyCreatorID) {
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this.log.info("Lobby creator joined", {
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creatorID: this.lobbyCreatorID,
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gameID: this.id,
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});
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}
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this.log.info("client (re)joining game", {
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clientID: client.clientID,
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clientIP: ipAnonymize(client.ip),
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isRejoin: lastTurn > 0,
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persistentID: client.persistentID,
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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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});
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return;
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}
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if (this.config.env() === GameEnv.Prod) {
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// Prevent multiple clients from using the same account in prod
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const conflicting = this.activeClients.find(
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(c) =>
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c.persistentID === client.persistentID &&
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c.clientID !== client.clientID,
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);
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if (conflicting !== undefined) {
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this.log.error("client ids do not match", {
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clientID: client.clientID,
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clientIP: ipAnonymize(client.ip),
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clientPersistentID: client.persistentID,
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existingIP: ipAnonymize(conflicting.ip),
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existingPersistentID: conflicting.persistentID,
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});
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// Kick the existing client instead of the new one, because this was causing issues when
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// a client wanted to replay the game afterwards.
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this.kickClient(conflicting.clientID);
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}
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}
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// Remove stale client if this is a reconnect
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const existing = this.activeClients.find(
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(c) => c.clientID === client.clientID,
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);
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if (existing !== undefined) {
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if (client.persistentID !== existing.persistentID) {
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this.log.error("persistent ids do not match", {
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clientID: client.clientID,
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clientIP: ipAnonymize(client.ip),
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clientPersistentID: client.persistentID,
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existingIP: ipAnonymize(existing.ip),
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existingPersistentID: existing.persistentID,
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});
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return;
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}
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client.lastPing = existing.lastPing;
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client.reportedWinner = existing.reportedWinner;
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this.activeClients = this.activeClients.filter((c) => c !== existing);
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}
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// Client connection accepted
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this.activeClients.push(client);
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client.lastPing = Date.now();
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this.markClientDisconnected(client.clientID, false);
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this.allClients.set(client.clientID, client);
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client.ws.removeAllListeners("message");
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client.ws.on(
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"message",
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gatekeeper.wsHandler(client.ip, (message) =>
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postJoinMessageHandler(this, this.log, client, message),
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),
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);
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client.ws.on("close", () => {
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this.log.info("client disconnected", {
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clientID: client.clientID,
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persistentID: client.persistentID,
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});
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this.activeClients = this.activeClients.filter(
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(c) => c.clientID !== client.clientID,
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);
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});
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client.ws.on("error", (error: Error) => {
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// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access
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if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") {
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client.ws.close(1002, "WS_ERR_UNEXPECTED_RSV_1");
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}
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});
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// In case a client joined the game late and missed the start message.
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if (this._hasStarted) {
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this.sendStartGameMsg(client.ws, lastTurn);
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}
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}
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public numClients(): number {
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return this.activeClients.length;
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}
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public startTime(): number {
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if (this._startTime !== null && this._startTime > 0) {
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return this._startTime;
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} else {
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//game hasn't started yet, only works for public games
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return this.createdAt + this.config.gameCreationRate();
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}
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}
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public prestart() {
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if (this.hasStarted()) {
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return;
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}
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this._hasPrestarted = true;
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const msg = JSON.stringify({
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gameMap: this.gameConfig.gameMap,
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type: "prestart",
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} satisfies ServerPrestartMessage);
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this.activeClients.forEach((c) => {
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this.log.info("sending prestart message", {
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clientID: c.clientID,
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persistentID: c.persistentID,
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});
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c.ws.send(msg);
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});
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}
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public start() {
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if (this._hasStarted) {
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return;
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}
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this._hasStarted = true;
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this._startTime = Date.now();
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// Set last ping to start so we don't immediately stop the game
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// if no client connects/pings.
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this.lastPingUpdate = Date.now();
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this.gameStartInfo = {
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config: this.gameConfig,
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gameID: this.id,
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players: this.activeClients.map((c) => ({
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clientID: c.clientID,
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flag: c.flag,
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pattern: c.pattern,
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username: c.username,
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})),
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};
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this.endTurnIntervalID = setInterval(
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() => this.endTurn(),
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this.config.turnIntervalMs(),
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);
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this.activeClients.forEach((c) => {
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this.log.info("sending start message", {
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clientID: c.clientID,
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persistentID: c.persistentID,
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});
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this.sendStartGameMsg(c.ws, 0);
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});
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}
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addIntent(intent: Intent) {
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this.intents.push(intent);
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}
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private sendStartGameMsg(ws: WebSocket, lastTurn: number) {
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try {
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ws.send(
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JSON.stringify({
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gameStartInfo: this.gameStartInfo,
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turns: this.turns.slice(lastTurn),
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type: "start",
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} satisfies ServerStartGameMessage),
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);
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} catch (error) {
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throw new Error(
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`error sending start message for game ${this.id}, ${error}`.substring(
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0,
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250,
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),
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);
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}
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}
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private endTurn() {
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const pastTurn: Turn = {
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intents: this.intents,
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turnNumber: this.turns.length,
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};
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this.turns.push(pastTurn);
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this.intents = [];
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this.handleSynchronization();
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this.checkDisconnectedStatus();
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const msg = JSON.stringify({
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turn: pastTurn,
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type: "turn",
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} satisfies ServerTurnMessage);
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this.activeClients.forEach((c) => {
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c.ws.send(msg);
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});
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}
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async end() {
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// Close all WebSocket connections
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if (this.endTurnIntervalID) {
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clearInterval(this.endTurnIntervalID);
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}
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this.websockets.forEach((ws) => {
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if (ws.readyState === WebSocket.OPEN) {
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ws.close(1000, "game has ended");
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}
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});
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if (!this._hasPrestarted && !this._hasStarted) {
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this.log.info("game not started, not archiving game");
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return;
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}
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this.log.info(`ending game with ${this.turns.length} turns`);
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try {
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if (this.allClients.size === 0) {
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this.log.info("no clients joined, not archiving game", {
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gameID: this.id,
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});
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} else if (this.winner !== null) {
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this.log.info("game already archived", {
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gameID: this.id,
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});
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} else {
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this.archiveGame();
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}
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} catch (error) {
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let errorDetails;
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if (error instanceof Error) {
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errorDetails = {
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message: error.message,
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stack: error.stack,
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};
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} else if (Array.isArray(error)) {
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errorDetails = error; // Now we'll actually see the array contents
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} else {
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try {
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errorDetails = JSON.stringify(error, null, 2);
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} catch (e) {
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errorDetails = String(error);
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}
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}
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this.log.error("Error archiving game record details:", {
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error: errorDetails,
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errorType: typeof error,
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gameId: this.id,
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});
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}
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}
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public isPrivateLobbyCreator(clientID: string): boolean {
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return this.lobbyCreatorID === clientID;
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}
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phase(): GamePhase {
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const now = Date.now();
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const alive: Client[] = [];
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for (const client of this.activeClients) {
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if (now - client.lastPing > 60_000) {
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this.log.info("no pings received, terminating connection", {
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clientID: client.clientID,
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persistentID: client.persistentID,
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});
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if (client.ws.readyState === WebSocket.OPEN) {
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client.ws.close(1000, "no heartbeats received, closing connection");
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}
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} else {
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alive.push(client);
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}
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}
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this.activeClients = alive;
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if (now > this.createdAt + this.maxGameDuration) {
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this.log.warn("game past max duration", {
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gameID: this.id,
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});
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return GamePhase.Finished;
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}
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const noRecentPings = now > this.lastPingUpdate + 20 * 1000;
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const noActive = this.activeClients.length === 0;
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if (this.gameConfig.gameType !== GameType.Public) {
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if (this._hasStarted) {
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if (noActive && noRecentPings) {
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this.log.info("private game complete", {
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gameID: this.id,
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});
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return GamePhase.Finished;
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} else {
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return GamePhase.Active;
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}
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} else {
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return GamePhase.Lobby;
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}
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}
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const msSinceCreation = now - this.createdAt;
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const lessThanLifetime = msSinceCreation < this.config.gameCreationRate();
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const notEnoughPlayers =
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this.gameConfig.gameType === GameType.Public &&
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this.gameConfig.maxPlayers &&
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this.activeClients.length < this.gameConfig.maxPlayers;
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if (lessThanLifetime && notEnoughPlayers) {
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return GamePhase.Lobby;
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}
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const warmupOver =
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now > this.createdAt + this.config.gameCreationRate() + 30 * 1000;
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if (noActive && warmupOver && noRecentPings) {
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return GamePhase.Finished;
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}
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return GamePhase.Active;
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}
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hasStarted(): boolean {
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return this._hasStarted || this._hasPrestarted;
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}
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public gameInfo(): GameInfo {
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return {
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clients: this.activeClients.map((c) => ({
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clientID: c.clientID,
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username: c.username,
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})),
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gameConfig: this.gameConfig,
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gameID: this.id,
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msUntilStart: this.isPublic()
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? this.createdAt + this.config.gameCreationRate()
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: undefined,
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};
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}
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public isPublic(): boolean {
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return this.gameConfig.gameType === GameType.Public;
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}
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public kickClient(clientID: ClientID): void {
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if (this.kickedClients.has(clientID)) {
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this.log.warn("cannot kick client, already kicked", {
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clientID,
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});
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return;
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}
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const client = this.activeClients.find((c) => c.clientID === clientID);
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if (client) {
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this.log.info("Kicking client from game", {
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clientID: client.clientID,
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persistentID: client.persistentID,
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});
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client.ws.send(
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JSON.stringify({
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error: "Kicked from game (you may have been playing on another tab)",
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type: "error",
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} satisfies ServerErrorMessage),
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);
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client.ws.close(1000, "Kicked from game");
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this.activeClients = this.activeClients.filter(
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(c) => c.clientID !== clientID,
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);
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this.kickedClients.add(clientID);
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} else {
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this.log.warn("cannot kick client, not found in game", {
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clientID,
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});
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}
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}
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private checkDisconnectedStatus() {
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if (this.turns.length % 5 !== 0) {
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return;
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}
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const now = Date.now();
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for (const [clientID, client] of this.allClients) {
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const isDisconnected = this.isClientDisconnected(clientID);
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if (!isDisconnected && now - client.lastPing > this.disconnectedTimeout) {
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this.markClientDisconnected(clientID, true);
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} else if (
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isDisconnected &&
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now - client.lastPing < this.disconnectedTimeout
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) {
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this.markClientDisconnected(clientID, false);
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}
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}
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}
|
|
|
|
public isClientDisconnected(clientID: string): boolean {
|
|
return this.clientsDisconnectedStatus.get(clientID) ?? true;
|
|
}
|
|
|
|
private markClientDisconnected(clientID: string, isDisconnected: boolean) {
|
|
this.clientsDisconnectedStatus.set(clientID, isDisconnected);
|
|
this.addIntent({
|
|
clientID,
|
|
isDisconnected,
|
|
type: "mark_disconnected",
|
|
});
|
|
}
|
|
|
|
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,
|
|
persistentID:
|
|
this.allClients.get(player.clientID)?.persistentID ?? "",
|
|
stats,
|
|
username: player.username,
|
|
} satisfies PlayerRecord;
|
|
},
|
|
);
|
|
archive(
|
|
createGameRecord(
|
|
this.id,
|
|
this.gameStartInfo.config,
|
|
playerRecords,
|
|
this.turns,
|
|
this._startTime ?? 0,
|
|
Date.now(),
|
|
this.winner?.winner,
|
|
this.config,
|
|
),
|
|
);
|
|
}
|
|
|
|
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 desyncMsg = JSON.stringify({
|
|
clientsWithCorrectHash:
|
|
this.activeClients.length - outOfSyncClients.length,
|
|
correctHash: mostCommonHash,
|
|
totalActiveClients: this.activeClients.length,
|
|
turn: lastHashTurn,
|
|
type: "desync",
|
|
} satisfies ServerDesyncMessage);
|
|
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", {
|
|
clientID: c.clientID,
|
|
gameID: this.id,
|
|
persistentID: c.persistentID,
|
|
});
|
|
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) {
|
|
const clientHash = client.hashes.get(turnNumber);
|
|
if (clientHash !== undefined) {
|
|
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) {
|
|
const clientHash = client.hashes.get(turnNumber);
|
|
if (clientHash !== undefined) {
|
|
if (clientHash !== mostCommonHash) {
|
|
outOfSyncClients.push(client);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If half 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,
|
|
};
|
|
}
|
|
}
|