mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 16:30:16 +00:00
2b1f2dca6e
## Description: Remove all references to playerID in the archive schema, since we reference players by client id. Also fixed the game not archiving bug, due to invalid reference. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: <DISCORD USERNAME>
211 lines
5.8 KiB
TypeScript
211 lines
5.8 KiB
TypeScript
import { consolex } from "../core/Consolex";
|
|
import {
|
|
AllPlayersStats,
|
|
ClientMessage,
|
|
ClientMessageSchema,
|
|
ClientSendWinnerMessage,
|
|
GameRecordSchema,
|
|
Intent,
|
|
PlayerRecord,
|
|
ServerMessage,
|
|
ServerStartGameMessageSchema,
|
|
Turn,
|
|
} from "../core/Schemas";
|
|
import { createGameRecord, decompressGameRecord } from "../core/Util";
|
|
import { LobbyConfig } from "./ClientGameRunner";
|
|
import { getPersistentID } from "./Main";
|
|
|
|
export class LocalServer {
|
|
// All turns from the game record on replay.
|
|
private replayTurns: Turn[] = [];
|
|
|
|
private turns: Turn[] = [];
|
|
|
|
private intents: Intent[] = [];
|
|
private startedAt: number;
|
|
|
|
private paused = false;
|
|
|
|
private winner: ClientSendWinnerMessage | null = null;
|
|
private allPlayersStats: AllPlayersStats = {};
|
|
|
|
private turnsExecuted = 0;
|
|
private lastTurnCompletedTime = 0;
|
|
|
|
private turnCheckInterval: NodeJS.Timeout;
|
|
|
|
constructor(
|
|
private lobbyConfig: LobbyConfig,
|
|
private clientConnect: () => void,
|
|
private clientMessage: (message: ServerMessage) => void,
|
|
private isReplay: boolean,
|
|
) {}
|
|
|
|
start() {
|
|
this.turnCheckInterval = setInterval(() => {
|
|
if (this.turnsExecuted === this.turns.length) {
|
|
if (
|
|
this.isReplay ||
|
|
Date.now() >
|
|
this.lastTurnCompletedTime +
|
|
this.lobbyConfig.serverConfig.turnIntervalMs()
|
|
) {
|
|
this.endTurn();
|
|
}
|
|
}
|
|
}, 5);
|
|
|
|
this.startedAt = Date.now();
|
|
this.clientConnect();
|
|
if (this.lobbyConfig.gameRecord) {
|
|
this.replayTurns = decompressGameRecord(
|
|
this.lobbyConfig.gameRecord,
|
|
).turns;
|
|
}
|
|
if (this.lobbyConfig.gameStartInfo === undefined) {
|
|
throw new Error("missing gameStartInfo");
|
|
}
|
|
this.clientMessage(
|
|
ServerStartGameMessageSchema.parse({
|
|
type: "start",
|
|
gameID: this.lobbyConfig.gameStartInfo.gameID,
|
|
gameStartInfo: this.lobbyConfig.gameStartInfo,
|
|
turns: [],
|
|
}),
|
|
);
|
|
}
|
|
|
|
pause() {
|
|
this.paused = true;
|
|
}
|
|
|
|
resume() {
|
|
this.paused = false;
|
|
}
|
|
|
|
onMessage(message: string) {
|
|
const clientMsg: ClientMessage = ClientMessageSchema.parse(
|
|
JSON.parse(message),
|
|
);
|
|
if (clientMsg.type === "intent") {
|
|
if (this.lobbyConfig.gameRecord) {
|
|
// If we are replaying a game, we don't want to process intents
|
|
return;
|
|
}
|
|
if (this.paused) {
|
|
if (clientMsg.intent.type === "troop_ratio") {
|
|
// Store troop change events because otherwise they are
|
|
// not registered when game is paused.
|
|
this.intents.push(clientMsg.intent);
|
|
}
|
|
return;
|
|
}
|
|
this.intents.push(clientMsg.intent);
|
|
}
|
|
if (clientMsg.type === "hash") {
|
|
if (!this.lobbyConfig.gameRecord) {
|
|
// If we are playing a singleplayer then store hash.
|
|
this.turns[clientMsg.turnNumber].hash = clientMsg.hash;
|
|
return;
|
|
}
|
|
// If we are replaying a game then verify hash.
|
|
const archivedHash = this.replayTurns[clientMsg.turnNumber].hash;
|
|
if (!archivedHash) {
|
|
console.warn(
|
|
`no archived hash found for turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}`,
|
|
);
|
|
return;
|
|
}
|
|
if (archivedHash !== clientMsg.hash) {
|
|
console.error(
|
|
`desync detected on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
|
|
);
|
|
this.clientMessage({
|
|
type: "desync",
|
|
turn: clientMsg.turnNumber,
|
|
correctHash: archivedHash,
|
|
clientsWithCorrectHash: 0,
|
|
totalActiveClients: 1,
|
|
yourHash: clientMsg.hash,
|
|
});
|
|
} else {
|
|
console.log(
|
|
`hash verified on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
|
|
);
|
|
}
|
|
}
|
|
if (clientMsg.type === "winner") {
|
|
this.winner = clientMsg;
|
|
this.allPlayersStats = clientMsg.allPlayersStats;
|
|
}
|
|
}
|
|
|
|
public turnComplete() {
|
|
this.turnsExecuted++;
|
|
this.lastTurnCompletedTime = Date.now();
|
|
}
|
|
|
|
private endTurn() {
|
|
if (this.paused) {
|
|
return;
|
|
}
|
|
if (this.replayTurns.length > 0) {
|
|
if (this.turns.length >= this.replayTurns.length) {
|
|
this.endGame();
|
|
return;
|
|
}
|
|
this.intents = this.replayTurns[this.turns.length].intents;
|
|
}
|
|
const pastTurn: Turn = {
|
|
turnNumber: this.turns.length,
|
|
intents: this.intents,
|
|
};
|
|
this.turns.push(pastTurn);
|
|
this.intents = [];
|
|
this.clientMessage({
|
|
type: "turn",
|
|
turn: pastTurn,
|
|
});
|
|
}
|
|
|
|
public endGame(saveFullGame: boolean = false) {
|
|
consolex.log("local server ending game");
|
|
clearInterval(this.turnCheckInterval);
|
|
if (this.isReplay) {
|
|
return;
|
|
}
|
|
const players: PlayerRecord[] = [
|
|
{
|
|
persistentID: getPersistentID(),
|
|
username: this.lobbyConfig.playerName,
|
|
clientID: this.lobbyConfig.clientID,
|
|
stats: this.allPlayersStats[this.lobbyConfig.clientID],
|
|
},
|
|
];
|
|
if (this.lobbyConfig.gameStartInfo === undefined) {
|
|
throw new Error("missing gameStartInfo");
|
|
}
|
|
const record = createGameRecord(
|
|
this.lobbyConfig.gameStartInfo.gameID,
|
|
this.lobbyConfig.gameStartInfo.config,
|
|
players,
|
|
this.turns,
|
|
this.startedAt,
|
|
Date.now(),
|
|
this.winner?.winner,
|
|
);
|
|
if (!saveFullGame) {
|
|
// Clear turns because beacon only supports up to 64kb
|
|
record.turns = [];
|
|
}
|
|
// For unload events, sendBeacon is the only reliable method
|
|
const blob = new Blob([JSON.stringify(GameRecordSchema.parse(record))], {
|
|
type: "application/json",
|
|
});
|
|
const workerPath = this.lobbyConfig.serverConfig.workerPath(
|
|
this.lobbyConfig.gameStartInfo.gameID,
|
|
);
|
|
navigator.sendBeacon(`/${workerPath}/api/archive_singleplayer_game`, blob);
|
|
}
|
|
}
|