Files
OpenFrontIO/src/core/worker/WorkerClient.ts
T
Vivacious Box 311d43ab4f Build bar (#2059)
## Description:

Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes


![buildbar](https://github.com/user-attachments/assets/6407dc9c-14b4-40cc-8faa-cdd9e88c9fd2)
<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Mr.Box

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-02 12:38:28 -07:00

264 lines
6.3 KiB
TypeScript

import {
Cell,
PlayerActions,
PlayerBorderTiles,
PlayerID,
PlayerProfile,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { ErrorUpdate, GameUpdateViewData } from "../game/GameUpdates";
import { ClientID, GameStartInfo, Turn } from "../Schemas";
import { generateID } from "../Util";
import { WorkerMessage } from "./WorkerMessages";
export class WorkerClient {
private worker: Worker;
private isInitialized = false;
private messageHandlers: Map<string, (message: WorkerMessage) => void>;
private gameUpdateCallback?: (
update: GameUpdateViewData | ErrorUpdate,
) => void;
constructor(
private gameStartInfo: GameStartInfo,
private clientID: ClientID,
) {
this.worker = new Worker(new URL("./Worker.worker.ts", import.meta.url));
this.messageHandlers = new Map();
// Set up global message handler
this.worker.addEventListener(
"message",
this.handleWorkerMessage.bind(this),
);
}
private handleWorkerMessage(event: MessageEvent<WorkerMessage>) {
const message = event.data;
switch (message.type) {
case "game_update":
if (this.gameUpdateCallback && message.gameUpdate) {
this.gameUpdateCallback(message.gameUpdate);
}
break;
case "initialized":
default:
if (message.id && this.messageHandlers.has(message.id)) {
const handler = this.messageHandlers.get(message.id)!;
handler(message);
this.messageHandlers.delete(message.id);
}
break;
}
}
initialize(): Promise<void> {
return new Promise((resolve, reject) => {
const messageId = generateID();
this.messageHandlers.set(messageId, (message) => {
if (message.type === "initialized") {
this.isInitialized = true;
resolve();
}
});
this.worker.postMessage({
type: "init",
id: messageId,
gameStartInfo: this.gameStartInfo,
clientID: this.clientID,
});
// Add timeout for initialization
setTimeout(() => {
if (!this.isInitialized) {
this.messageHandlers.delete(messageId);
reject(new Error("Worker initialization timeout"));
}
}, 5000); // 5 second timeout
});
}
start(gameUpdate: (gu: GameUpdateViewData | ErrorUpdate) => void) {
if (!this.isInitialized) {
throw new Error("Failed to initialize pathfinder");
}
this.gameUpdateCallback = gameUpdate;
}
sendTurn(turn: Turn) {
if (!this.isInitialized) {
throw new Error("Worker not initialized");
}
this.worker.postMessage({
type: "turn",
turn,
});
}
sendHeartbeat() {
this.worker.postMessage({
type: "heartbeat",
});
}
playerProfile(playerID: number): Promise<PlayerProfile> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {
reject(new Error("Worker not initialized"));
return;
}
const messageId = generateID();
this.messageHandlers.set(messageId, (message) => {
if (
message.type === "player_profile_result" &&
message.result !== undefined
) {
resolve(message.result);
}
});
this.worker.postMessage({
type: "player_profile",
id: messageId,
playerID: playerID,
});
});
}
playerBorderTiles(playerID: PlayerID): Promise<PlayerBorderTiles> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {
reject(new Error("Worker not initialized"));
return;
}
const messageId = generateID();
this.messageHandlers.set(messageId, (message) => {
if (
message.type === "player_border_tiles_result" &&
message.result !== undefined
) {
resolve(message.result);
}
});
this.worker.postMessage({
type: "player_border_tiles",
id: messageId,
playerID: playerID,
});
});
}
playerInteraction(
playerID: PlayerID,
x?: number,
y?: number,
): Promise<PlayerActions> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {
reject(new Error("Worker not initialized"));
return;
}
const messageId = generateID();
this.messageHandlers.set(messageId, (message) => {
if (
message.type === "player_actions_result" &&
message.result !== undefined
) {
resolve(message.result);
}
});
this.worker.postMessage({
type: "player_actions",
id: messageId,
playerID: playerID,
x: x,
y: y,
});
});
}
attackAveragePosition(
playerID: number,
attackID: string,
): Promise<Cell | null> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {
reject(new Error("Worker not initialized"));
return;
}
const messageId = generateID();
this.messageHandlers.set(messageId, (message) => {
if (
message.type === "attack_average_position_result" &&
message.x !== undefined &&
message.y !== undefined
) {
if (message.x === null || message.y === null) {
resolve(null);
} else {
resolve(new Cell(message.x, message.y));
}
}
});
this.worker.postMessage({
type: "attack_average_position",
id: messageId,
playerID: playerID,
attackID: attackID,
});
});
}
transportShipSpawn(
playerID: PlayerID,
targetTile: TileRef,
): Promise<TileRef | false> {
return new Promise((resolve, reject) => {
if (!this.isInitialized) {
reject(new Error("Worker not initialized"));
return;
}
const messageId = generateID();
this.messageHandlers.set(messageId, (message) => {
if (
message.type === "transport_ship_spawn_result" &&
message.result !== undefined
) {
resolve(message.result);
}
});
this.worker.postMessage({
type: "transport_ship_spawn",
id: messageId,
playerID: playerID,
targetTile: targetTile,
});
});
}
cleanup() {
this.worker.terminate();
this.messageHandlers.clear();
this.gameUpdateCallback = undefined;
}
}