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