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159 lines
4.0 KiB
TypeScript
159 lines
4.0 KiB
TypeScript
import { Logger } from "winston";
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import WebSocket from "ws";
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import {
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Difficulty,
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GameMapSize,
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GameMapType,
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GameMode,
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GameType,
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} from "../core/game/Game";
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import { GameConfig, GameID, PublicGameType } from "../core/Schemas";
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import { Client } from "./Client";
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import { GamePhase, GameServer } from "./GameServer";
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export class GameManager {
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private games: Map<GameID, GameServer> = new Map();
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constructor(private log: Logger) {
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setInterval(() => this.tick(), 1000);
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}
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public game(id: GameID): GameServer | null {
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return this.games.get(id) ?? null;
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}
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/**
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* Returns the existing client's stored identity for a (persistentID, gameID)
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* pair without modifying any state. Used to short-circuit re-validation when
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* a reconnect sends an unchanged username + clan tag.
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*/
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public peekClientIdentity(
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persistentID: string,
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gameID: GameID,
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): { username: string; clanTag: string | null } | null {
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const game = this.games.get(gameID);
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if (!game) return null;
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return game.peekClientIdentity(persistentID);
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}
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public publicLobbies(): GameServer[] {
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return Array.from(this.games.values()).filter(
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(g) => g.phase() === GamePhase.Lobby && g.isPublic(),
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);
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}
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joinClient(
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client: Client,
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gameID: GameID,
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): "joined" | "kicked" | "rejected" | "not_found" {
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const game = this.games.get(gameID);
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if (!game) return "not_found";
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return game.joinClient(client);
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}
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rejoinClient(
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ws: WebSocket,
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persistentID: string,
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gameID: GameID,
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lastTurn: number = 0,
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identityUpdate?: { username: string; clanTag: string | null },
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): boolean {
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const game = this.games.get(gameID);
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if (!game) return false;
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return game.rejoinClient(ws, persistentID, lastTurn, identityUpdate);
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}
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createGame(
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id: GameID,
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gameConfig: GameConfig | undefined,
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creatorPersistentID?: string,
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startsAt?: number,
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publicGameType?: PublicGameType,
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): GameServer | null {
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if (this.games.has(id)) {
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this.log.warn("cannot create game, id already exists", { gameID: id });
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return null;
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}
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const game = new GameServer(
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id,
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this.log,
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Date.now(),
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{
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donateGold: false,
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donateTroops: false,
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gameMap: GameMapType.World,
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gameType: GameType.Private,
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gameMapSize: GameMapSize.Normal,
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difficulty: Difficulty.Easy,
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nations: "default",
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infiniteGold: false,
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infiniteTroops: false,
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maxTimerValue: undefined,
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instantBuild: false,
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randomSpawn: false,
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gameMode: GameMode.FFA,
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bots: 400,
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disabledUnits: [],
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...gameConfig,
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},
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creatorPersistentID,
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startsAt,
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publicGameType,
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);
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this.games.set(id, game);
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return game;
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}
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activeGames(): number {
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return this.games.size;
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}
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activeClients(): number {
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let totalClients = 0;
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this.games.forEach((game: GameServer) => {
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totalClients += game.activeClients.length;
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});
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return totalClients;
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}
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desyncCount(): number {
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return [...this.games.values()].reduce(
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(acc, game) => acc + game.numDesyncedClients(),
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0,
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);
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}
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tick() {
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const active = new Map<GameID, GameServer>();
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for (const [id, game] of this.games) {
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const phase = game.phase();
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if (phase === GamePhase.Active) {
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if (!game.hasStarted()) {
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// Prestart tells clients to start loading the game.
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game.prestart();
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// Start game on delay to allow time for clients to connect.
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setTimeout(() => {
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try {
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game.start();
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} catch (error) {
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this.log.error(`error starting game ${id}: ${error}`);
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}
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}, 2000);
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}
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}
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if (phase === GamePhase.Finished) {
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try {
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game.end();
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} catch (error) {
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this.log.error(`error ending game ${id}: ${error}`);
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}
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} else {
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active.set(id, game);
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}
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}
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this.games = active;
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}
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}
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