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3a65efd6e2
## Description: Refactor various types across the project to use WinnerSchema. ## 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 Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
646 lines
17 KiB
TypeScript
646 lines
17 KiB
TypeScript
import { SendLogEvent } from "../core/Consolex";
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import { EventBus, GameEvent } from "../core/EventBus";
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import {
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AllPlayers,
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Cell,
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GameType,
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PlayerID,
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PlayerType,
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Tick,
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UnitType,
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} from "../core/game/Game";
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import { PlayerView } from "../core/game/GameView";
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import {
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AllPlayersStats,
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ClientHashMessage,
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ClientIntentMessage,
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ClientJoinMessage,
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ClientLogMessage,
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ClientPingMessage,
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ClientSendWinnerMessage,
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Intent,
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ServerMessage,
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ServerMessageSchema,
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Winner,
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} from "../core/Schemas";
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import { LobbyConfig } from "./ClientGameRunner";
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import { LocalServer } from "./LocalServer";
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export class PauseGameEvent implements GameEvent {
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constructor(public readonly paused: boolean) {}
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}
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export class SendAllianceRequestIntentEvent implements GameEvent {
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constructor(
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public readonly requestor: PlayerView,
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public readonly recipient: PlayerView,
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) {}
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}
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export class SendBreakAllianceIntentEvent implements GameEvent {
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constructor(
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public readonly requestor: PlayerView,
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public readonly recipient: PlayerView,
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) {}
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}
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export class SendAllianceReplyIntentEvent implements GameEvent {
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constructor(
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// The original alliance requestor
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public readonly requestor: PlayerView,
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public readonly recipient: PlayerView,
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public readonly accepted: boolean,
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) {}
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}
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export class SendSpawnIntentEvent implements GameEvent {
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constructor(public readonly cell: Cell) {}
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}
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export class SendAttackIntentEvent implements GameEvent {
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constructor(
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public readonly targetID: PlayerID | null,
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public readonly troops: number,
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) {}
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}
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export class SendBoatAttackIntentEvent implements GameEvent {
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constructor(
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public readonly targetID: PlayerID | null,
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public readonly dst: Cell,
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public readonly troops: number,
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public readonly src: Cell | null = null,
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) {}
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}
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export class BuildUnitIntentEvent implements GameEvent {
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constructor(
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public readonly unit: UnitType,
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public readonly cell: Cell,
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) {}
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}
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export class SendTargetPlayerIntentEvent implements GameEvent {
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constructor(public readonly targetID: PlayerID) {}
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}
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export class SendEmojiIntentEvent implements GameEvent {
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constructor(
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public readonly recipient: PlayerView | typeof AllPlayers,
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public readonly emoji: number,
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) {}
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}
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export class SendDonateGoldIntentEvent implements GameEvent {
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constructor(
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public readonly sender: PlayerView,
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public readonly recipient: PlayerView,
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public readonly gold: number | null,
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) {}
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}
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export class SendDonateTroopsIntentEvent implements GameEvent {
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constructor(
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public readonly sender: PlayerView,
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public readonly recipient: PlayerView,
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public readonly troops: number | null,
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) {}
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}
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export class SendQuickChatEvent implements GameEvent {
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constructor(
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public readonly sender: PlayerView,
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public readonly recipient: PlayerView,
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public readonly quickChatKey: string,
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public readonly variables: { [key: string]: string },
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) {}
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}
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export class SendEmbargoIntentEvent implements GameEvent {
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constructor(
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public readonly sender: PlayerView,
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public readonly target: PlayerView,
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public readonly action: "start" | "stop",
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) {}
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}
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export class CancelAttackIntentEvent implements GameEvent {
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constructor(
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public readonly playerID: PlayerID,
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public readonly attackID: string,
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) {}
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}
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export class CancelBoatIntentEvent implements GameEvent {
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constructor(public readonly unitID: number) {}
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}
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export class SendSetTargetTroopRatioEvent implements GameEvent {
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constructor(public readonly ratio: number) {}
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}
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export class SendWinnerEvent implements GameEvent {
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constructor(
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public readonly winner: Winner,
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public readonly allPlayersStats: AllPlayersStats,
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) {}
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}
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export class SendHashEvent implements GameEvent {
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constructor(
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public readonly tick: Tick,
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public readonly hash: number,
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) {}
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}
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export class MoveWarshipIntentEvent implements GameEvent {
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constructor(
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public readonly unitId: number,
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public readonly tile: number,
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) {}
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}
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export class Transport {
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private socket: WebSocket | null = null;
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private localServer: LocalServer;
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private buffer: string[] = [];
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private onconnect: () => void;
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private onmessage: (msg: ServerMessage) => void;
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private pingInterval: number | null = null;
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public readonly isLocal: boolean;
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constructor(
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private lobbyConfig: LobbyConfig,
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private eventBus: EventBus,
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) {
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// If gameRecord is not null, we are replaying an archived game.
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// For multiplayer games, GameConfig is not known until game starts.
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this.isLocal =
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lobbyConfig.gameRecord !== undefined ||
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lobbyConfig.gameStartInfo?.config.gameType === GameType.Singleplayer;
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this.eventBus.on(SendAllianceRequestIntentEvent, (e) =>
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this.onSendAllianceRequest(e),
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);
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this.eventBus.on(SendAllianceReplyIntentEvent, (e) =>
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this.onAllianceRequestReplyUIEvent(e),
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);
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this.eventBus.on(SendBreakAllianceIntentEvent, (e) =>
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this.onBreakAllianceRequestUIEvent(e),
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);
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this.eventBus.on(SendSpawnIntentEvent, (e) =>
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this.onSendSpawnIntentEvent(e),
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);
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this.eventBus.on(SendAttackIntentEvent, (e) => this.onSendAttackIntent(e));
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this.eventBus.on(SendBoatAttackIntentEvent, (e) =>
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this.onSendBoatAttackIntent(e),
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);
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this.eventBus.on(SendTargetPlayerIntentEvent, (e) =>
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this.onSendTargetPlayerIntent(e),
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);
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this.eventBus.on(SendEmojiIntentEvent, (e) => this.onSendEmojiIntent(e));
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this.eventBus.on(SendDonateGoldIntentEvent, (e) =>
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this.onSendDonateGoldIntent(e),
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);
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this.eventBus.on(SendDonateTroopsIntentEvent, (e) =>
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this.onSendDonateTroopIntent(e),
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);
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this.eventBus.on(SendQuickChatEvent, (e) => this.onSendQuickChatIntent(e));
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this.eventBus.on(SendEmbargoIntentEvent, (e) =>
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this.onSendEmbargoIntent(e),
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);
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this.eventBus.on(SendSetTargetTroopRatioEvent, (e) =>
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this.onSendSetTargetTroopRatioEvent(e),
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);
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this.eventBus.on(BuildUnitIntentEvent, (e) => this.onBuildUnitIntent(e));
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this.eventBus.on(SendLogEvent, (e) => this.onSendLogEvent(e));
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this.eventBus.on(PauseGameEvent, (e) => this.onPauseGameEvent(e));
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this.eventBus.on(SendWinnerEvent, (e) => this.onSendWinnerEvent(e));
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this.eventBus.on(SendHashEvent, (e) => this.onSendHashEvent(e));
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this.eventBus.on(CancelAttackIntentEvent, (e) =>
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this.onCancelAttackIntentEvent(e),
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);
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this.eventBus.on(CancelBoatIntentEvent, (e) =>
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this.onCancelBoatIntentEvent(e),
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);
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this.eventBus.on(MoveWarshipIntentEvent, (e) => {
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this.onMoveWarshipEvent(e);
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});
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}
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private startPing() {
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if (this.isLocal || this.pingInterval) return;
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if (this.pingInterval === null) {
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this.pingInterval = window.setInterval(() => {
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if (this.socket !== null && this.socket.readyState === WebSocket.OPEN) {
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this.sendMsg(
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JSON.stringify({
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type: "ping",
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} satisfies ClientPingMessage),
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);
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}
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}, 5 * 1000);
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}
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}
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private stopPing() {
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if (this.pingInterval) {
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window.clearInterval(this.pingInterval);
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this.pingInterval = null;
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}
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}
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public connect(
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onconnect: () => void,
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onmessage: (message: ServerMessage) => void,
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) {
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if (this.isLocal) {
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this.connectLocal(onconnect, onmessage);
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} else {
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this.connectRemote(onconnect, onmessage);
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}
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}
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private connectLocal(
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onconnect: () => void,
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onmessage: (message: ServerMessage) => void,
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) {
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this.localServer = new LocalServer(
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this.lobbyConfig,
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onconnect,
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onmessage,
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this.lobbyConfig.gameRecord !== undefined,
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);
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this.localServer.start();
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}
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private connectRemote(
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onconnect: () => void,
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onmessage: (message: ServerMessage) => void,
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) {
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this.startPing();
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this.killExistingSocket();
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const wsHost = window.location.host;
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const wsProtocol = window.location.protocol === "https:" ? "wss:" : "ws:";
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const workerPath = this.lobbyConfig.serverConfig.workerPath(
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this.lobbyConfig.gameID,
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);
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this.socket = new WebSocket(`${wsProtocol}//${wsHost}/${workerPath}`);
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this.onconnect = onconnect;
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this.onmessage = onmessage;
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this.socket.onopen = () => {
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console.log("Connected to game server!");
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while (this.buffer.length > 0) {
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console.log("sending dropped message");
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const msg = this.buffer.pop();
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if (msg === undefined) {
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console.warn("msg is undefined");
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continue;
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}
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this.sendMsg(msg);
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}
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onconnect();
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};
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this.socket.onmessage = (event: MessageEvent) => {
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try {
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const serverMsg = ServerMessageSchema.parse(JSON.parse(event.data));
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this.onmessage(serverMsg);
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} catch (error) {
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console.error(
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`Failed to process server message ${event.data}: ${error}, ${error.stack}`,
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);
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}
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};
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this.socket.onerror = (err) => {
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console.error("Socket encountered error: ", err, "Closing socket");
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if (this.socket === null) return;
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this.socket.close();
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};
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this.socket.onclose = (event: CloseEvent) => {
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console.log(
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`WebSocket closed. Code: ${event.code}, Reason: ${event.reason}`,
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);
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if (event.code !== 1000) {
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console.log(`reconnecting`);
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this.reconnect();
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}
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};
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}
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public reconnect() {
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this.connect(this.onconnect, this.onmessage);
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}
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public turnComplete() {
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if (this.isLocal) {
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this.localServer.turnComplete();
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}
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}
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private onSendLogEvent(event: SendLogEvent) {
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this.sendMsg(
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JSON.stringify({
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type: "log",
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log: event.log,
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severity: event.severity,
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} satisfies ClientLogMessage),
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);
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}
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joinGame(numTurns: number) {
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this.sendMsg(
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JSON.stringify({
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type: "join",
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gameID: this.lobbyConfig.gameID,
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clientID: this.lobbyConfig.clientID,
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lastTurn: numTurns,
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token: this.lobbyConfig.token,
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username: this.lobbyConfig.playerName,
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flag: this.lobbyConfig.flag,
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} satisfies ClientJoinMessage),
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);
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}
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leaveGame(saveFullGame: boolean = false) {
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if (this.isLocal) {
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this.localServer.endGame(saveFullGame);
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return;
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}
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this.stopPing();
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if (this.socket === null) return;
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if (this.socket.readyState === WebSocket.OPEN) {
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console.log("on stop: leaving game");
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this.socket.close();
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} else {
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console.log(
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"WebSocket is not open. Current state:",
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this.socket.readyState,
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);
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console.error("attempting reconnect");
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}
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this.socket.onclose = (event: CloseEvent) => {};
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}
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private onSendAllianceRequest(event: SendAllianceRequestIntentEvent) {
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this.sendIntent({
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type: "allianceRequest",
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clientID: this.lobbyConfig.clientID,
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recipient: event.recipient.id(),
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});
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}
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private onAllianceRequestReplyUIEvent(event: SendAllianceReplyIntentEvent) {
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this.sendIntent({
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type: "allianceRequestReply",
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clientID: this.lobbyConfig.clientID,
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requestor: event.requestor.id(),
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accept: event.accepted,
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});
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}
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private onBreakAllianceRequestUIEvent(event: SendBreakAllianceIntentEvent) {
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this.sendIntent({
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type: "breakAlliance",
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clientID: this.lobbyConfig.clientID,
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recipient: event.recipient.id(),
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});
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}
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private onSendSpawnIntentEvent(event: SendSpawnIntentEvent) {
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this.sendIntent({
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type: "spawn",
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clientID: this.lobbyConfig.clientID,
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flag: this.lobbyConfig.flag,
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name: this.lobbyConfig.playerName,
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playerType: PlayerType.Human,
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x: event.cell.x,
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y: event.cell.y,
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});
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}
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private onSendAttackIntent(event: SendAttackIntentEvent) {
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this.sendIntent({
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type: "attack",
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clientID: this.lobbyConfig.clientID,
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targetID: event.targetID,
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troops: event.troops,
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});
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}
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private onSendBoatAttackIntent(event: SendBoatAttackIntentEvent) {
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this.sendIntent({
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type: "boat",
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clientID: this.lobbyConfig.clientID,
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targetID: event.targetID,
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troops: event.troops,
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dstX: event.dst.x,
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dstY: event.dst.y,
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srcX: event.src?.x ?? null,
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srcY: event.src?.y ?? null,
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});
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}
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private onSendTargetPlayerIntent(event: SendTargetPlayerIntentEvent) {
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this.sendIntent({
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type: "targetPlayer",
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clientID: this.lobbyConfig.clientID,
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target: event.targetID,
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});
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}
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private onSendEmojiIntent(event: SendEmojiIntentEvent) {
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this.sendIntent({
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type: "emoji",
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clientID: this.lobbyConfig.clientID,
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recipient:
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event.recipient === AllPlayers ? AllPlayers : event.recipient.id(),
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emoji: event.emoji,
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});
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}
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private onSendDonateGoldIntent(event: SendDonateGoldIntentEvent) {
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this.sendIntent({
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type: "donate_gold",
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clientID: this.lobbyConfig.clientID,
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recipient: event.recipient.id(),
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gold: event.gold,
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});
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}
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private onSendDonateTroopIntent(event: SendDonateTroopsIntentEvent) {
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this.sendIntent({
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type: "donate_troops",
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clientID: this.lobbyConfig.clientID,
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recipient: event.recipient.id(),
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troops: event.troops,
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});
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}
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private onSendQuickChatIntent(event: SendQuickChatEvent) {
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this.sendIntent({
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type: "quick_chat",
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clientID: this.lobbyConfig.clientID,
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recipient: event.recipient.id(),
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quickChatKey: event.quickChatKey,
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variables: event.variables,
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});
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}
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private onSendEmbargoIntent(event: SendEmbargoIntentEvent) {
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this.sendIntent({
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type: "embargo",
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clientID: this.lobbyConfig.clientID,
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targetID: event.target.id(),
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action: event.action,
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});
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}
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private onSendSetTargetTroopRatioEvent(event: SendSetTargetTroopRatioEvent) {
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this.sendIntent({
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type: "troop_ratio",
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clientID: this.lobbyConfig.clientID,
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ratio: event.ratio,
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});
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}
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private onBuildUnitIntent(event: BuildUnitIntentEvent) {
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this.sendIntent({
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type: "build_unit",
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clientID: this.lobbyConfig.clientID,
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unit: event.unit,
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x: event.cell.x,
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y: event.cell.y,
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});
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}
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private onPauseGameEvent(event: PauseGameEvent) {
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if (!this.isLocal) {
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console.log(`cannot pause multiplayer games`);
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return;
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}
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if (event.paused) {
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this.localServer.pause();
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} else {
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this.localServer.resume();
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}
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}
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private onSendWinnerEvent(event: SendWinnerEvent) {
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if (this.isLocal || this.socket?.readyState === WebSocket.OPEN) {
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const msg = {
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type: "winner",
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winner: event.winner,
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allPlayersStats: event.allPlayersStats,
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} satisfies ClientSendWinnerMessage;
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this.sendMsg(JSON.stringify(msg));
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} else {
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console.log(
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"WebSocket is not open. Current state:",
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this.socket?.readyState,
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);
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console.log("attempting reconnect");
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}
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}
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private onSendHashEvent(event: SendHashEvent) {
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if (this.socket === null) return;
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if (this.isLocal || this.socket.readyState === WebSocket.OPEN) {
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this.sendMsg(
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JSON.stringify({
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type: "hash",
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|
turnNumber: event.tick,
|
|
hash: event.hash,
|
|
} satisfies ClientHashMessage),
|
|
);
|
|
} else {
|
|
console.log(
|
|
"WebSocket is not open. Current state:",
|
|
this.socket.readyState,
|
|
);
|
|
console.log("attempting reconnect");
|
|
}
|
|
}
|
|
|
|
private onCancelAttackIntentEvent(event: CancelAttackIntentEvent) {
|
|
this.sendIntent({
|
|
type: "cancel_attack",
|
|
clientID: this.lobbyConfig.clientID,
|
|
attackID: event.attackID,
|
|
});
|
|
}
|
|
|
|
private onCancelBoatIntentEvent(event: CancelBoatIntentEvent) {
|
|
this.sendIntent({
|
|
type: "cancel_boat",
|
|
clientID: this.lobbyConfig.clientID,
|
|
unitID: event.unitID,
|
|
});
|
|
}
|
|
|
|
private onMoveWarshipEvent(event: MoveWarshipIntentEvent) {
|
|
this.sendIntent({
|
|
type: "move_warship",
|
|
clientID: this.lobbyConfig.clientID,
|
|
unitId: event.unitId,
|
|
tile: event.tile,
|
|
});
|
|
}
|
|
|
|
private sendIntent(intent: Intent) {
|
|
if (this.isLocal || this.socket?.readyState === WebSocket.OPEN) {
|
|
const msg = {
|
|
type: "intent",
|
|
intent: intent,
|
|
} satisfies ClientIntentMessage;
|
|
this.sendMsg(JSON.stringify(msg));
|
|
} else {
|
|
console.log(
|
|
"WebSocket is not open. Current state:",
|
|
this.socket?.readyState,
|
|
);
|
|
console.log("attempting reconnect");
|
|
}
|
|
}
|
|
|
|
private sendMsg(msg: string) {
|
|
if (this.isLocal) {
|
|
this.localServer.onMessage(msg);
|
|
} else {
|
|
if (this.socket === null) return;
|
|
if (
|
|
this.socket.readyState === WebSocket.CLOSED ||
|
|
this.socket.readyState === WebSocket.CLOSED
|
|
) {
|
|
console.warn("socket not ready, closing and trying later");
|
|
this.socket.close();
|
|
this.socket = null;
|
|
this.connectRemote(this.onconnect, this.onmessage);
|
|
this.buffer.push(msg);
|
|
} else {
|
|
this.socket.send(msg);
|
|
}
|
|
}
|
|
}
|
|
|
|
private killExistingSocket(): void {
|
|
if (this.socket === null) {
|
|
return;
|
|
}
|
|
// Remove all event listeners
|
|
this.socket.onmessage = null;
|
|
this.socket.onopen = null;
|
|
this.socket.onclose = null;
|
|
this.socket.onerror = null;
|
|
|
|
// Close the connection if it's still open
|
|
if (this.socket.readyState === WebSocket.OPEN) {
|
|
this.socket.close();
|
|
}
|
|
this.socket = null;
|
|
}
|
|
}
|