Files
OpenFrontIO/src/server/GameServer.ts
T

272 lines
9.0 KiB
TypeScript

import { ClientID, ClientMessage, ClientMessageSchema, GameConfig, GameRecordSchema, Intent, PlayerRecord, ServerPingMessageSchema, ServerStartGameMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn } from "../core/Schemas";
import { Config, ServerConfig } from "../core/configuration/Config";
import { Client } from "./Client";
import WebSocket from 'ws';
import { slog } from "./StructuredLog";
import { CreateGameRecord } from "../core/Util";
import { archive } from "./Archive";
import { arc } from "d3";
export enum GamePhase {
Lobby = 'LOBBY',
Active = 'ACTIVE',
Finished = 'FINISHED'
}
export class GameServer {
private maxGameDuration = 5 * 60 * 60 * 1000 // 5 hours
private turns: Turn[] = []
private intents: Intent[] = []
public activeClients: Client[] = []
// Used for record record keeping
private allClients: Map<ClientID, Client> = new Map()
private _hasStarted = false
private _startTime: number = null
private endTurnIntervalID
private lastPingUpdate = 0
constructor(
public readonly id: string,
public readonly createdAt: number,
public readonly isPublic: boolean,
private config: ServerConfig,
private gameConfig: GameConfig,
) { }
public updateGameConfig(gameConfig: GameConfig): void {
if (gameConfig.gameMap != null) {
this.gameConfig.gameMap = gameConfig.gameMap
}
if (gameConfig.difficulty != null) {
this.gameConfig.difficulty = gameConfig.difficulty
}
}
public addClient(client: Client, lastTurn: number) {
console.log(`${this.id}: adding client ${client.clientID}`)
slog({
logKey: 'client_joined_game',
msg: `client ${client.clientID} (re)joining game ${this.id}`,
data: {
clientID: client.clientID,
clientIP: client.ip,
gameID: this.id,
isRejoin: lastTurn > 0
},
clientID: client.clientID,
persistentID: client.persistentID,
gameID: this.id,
})
// Remove stale client if this is a reconnect
const existing = this.activeClients.find(c => c.clientID == client.clientID)
if (existing != null) {
existing.ws.removeAllListeners('message')
}
this.activeClients = this.activeClients.filter(c => c.clientID != client.clientID)
this.activeClients.push(client)
client.lastPing = Date.now()
this.allClients.set(client.clientID, client)
client.ws.on('message', (message: string) => {
try {
const clientMsg: ClientMessage = ClientMessageSchema.parse(JSON.parse(message))
if (clientMsg.type == "intent") {
if (clientMsg.gameID == this.id) {
this.addIntent(clientMsg.intent)
} else {
console.warn(`${this.id}: client ${clientMsg.clientID} sent to wrong game`)
}
}
if (clientMsg.type == "ping") {
this.lastPingUpdate = Date.now()
client.lastPing = Date.now()
}
} catch (error) {
console.log(`error handline websocket request in game server: ${error}`)
}
})
client.ws.on('close', () => {
console.log(`${this.id}: client ${client.clientID} disconnected`)
this.activeClients = this.activeClients.filter(c => c.clientID != client.clientID)
})
// In case a client joined the game late and missed the start message.
if (this._hasStarted) {
this.sendStartGameMsg(client.ws, lastTurn)
}
}
public numClients(): number {
return this.activeClients.length
}
public startTime(): number {
if (this._startTime > 0) {
return this._startTime
} else {
//game hasn't started yet, only works for public games
return this.createdAt + this.config.lobbyLifetime()
}
}
public start() {
this._hasStarted = true
this._startTime = Date.now()
this.endTurnIntervalID = setInterval(() => this.endTurn(), this.config.turnIntervalMs());
this.activeClients.forEach(c => {
console.log(`${this.id}: sending start message to ${c.clientID}`)
this.sendStartGameMsg(c.ws, 0)
})
}
private addIntent(intent: Intent) {
this.intents.push(intent)
}
private sendStartGameMsg(ws: WebSocket, lastTurn: number) {
ws.send(JSON.stringify(ServerStartGameMessageSchema.parse(
{
type: "start",
turns: this.turns.slice(lastTurn),
config: this.gameConfig
}
)))
}
private endTurn() {
const pastTurn: Turn = {
turnNumber: this.turns.length,
gameID: this.id,
intents: this.intents
}
this.turns.push(pastTurn)
this.intents = []
const msg = JSON.stringify(ServerTurnMessageSchema.parse(
{
type: "turn",
turn: pastTurn
}
))
this.activeClients.forEach(c => {
c.ws.send(msg)
})
}
async endGame() {
// Close all WebSocket connections
clearInterval(this.endTurnIntervalID);
this.activeClients.forEach(client => {
client.ws.removeAllListeners('message'); // TODO: remove this?
if (client.ws.readyState === WebSocket.OPEN) {
client.ws.close(1000, "game has ended");
}
});
console.log(`${this.id}: ending game ${this.id} with ${this.turns.length} turns`)
try {
if (this.allClients.size > 0) {
const playerRecords: PlayerRecord[] = Array.from(this.allClients.values()).map(client => ({
ip: client.ip,
clientID: client.clientID,
username: client.username,
persistentID: client.persistentID,
}));
archive(
CreateGameRecord(
this.id,
this.gameConfig,
playerRecords,
this.turns,
this._startTime,
Date.now()
)
)
} else {
console.log(`${this.id}: no clients joined, not archiving game`)
}
} catch (error) {
let errorDetails;
if (error instanceof Error) {
errorDetails = {
message: error.message,
stack: error.stack
};
} else if (Array.isArray(error)) {
errorDetails = error; // Now we'll actually see the array contents
} else {
try {
errorDetails = JSON.stringify(error, null, 2);
} catch (e) {
errorDetails = String(error);
}
}
console.error("Error archiving game record details:", {
gameId: this.id,
errorType: typeof error,
error: errorDetails
});
}
}
phase(): GamePhase {
const now = Date.now()
const alive = []
for (const client of this.activeClients) {
if (now - client.lastPing > 60_000) {
console.log(`${this.id}: no pings from ${client.clientID}, terminating connection`)
if (client.ws.readyState === WebSocket.OPEN) {
client.ws.close(1000, "no heartbeats received, closing connection");
}
} else {
alive.push(client)
}
}
this.activeClients = alive
if (now > this.createdAt + this.config.lobbyLifetime() + this.maxGameDuration) {
console.warn(`${this.id}: game past max duration ${this.id}`)
return GamePhase.Finished
}
const noRecentPings = now > this.lastPingUpdate + 20 * 1000
const noActive = this.activeClients.length == 0
if (!this.isPublic) {
if (this._hasStarted) {
if (noActive && noRecentPings) {
console.log(`${this.id}: private game: ${this.id} complete`)
return GamePhase.Finished
} else {
return GamePhase.Active
}
} else {
return GamePhase.Lobby
}
}
if (now - this.createdAt < this.config.lobbyLifetime()) {
return GamePhase.Lobby
}
const warmupOver = now > this.createdAt + this.config.lobbyLifetime() + 30 * 1000
if (noActive && warmupOver && noRecentPings) {
return GamePhase.Finished
}
return GamePhase.Active
}
hasStarted(): boolean {
return this._hasStarted
}
}