Files
OpenFrontIO/src/client/Transport.ts
T

609 lines
16 KiB
TypeScript

import { SendLogEvent } from "../core/Consolex";
import { EventBus, GameEvent } from "../core/EventBus";
import {
AllPlayers,
Cell,
GameType,
PlayerID,
PlayerType,
TeamName,
Tick,
UnitType,
} from "../core/game/Game";
import { PlayerView } from "../core/game/GameView";
import {
AllPlayersStats,
ClientID,
ClientIntentMessageSchema,
ClientJoinMessageSchema,
ClientLogMessageSchema,
ClientMessageSchema,
ClientPingMessageSchema,
ClientSendWinnerSchema,
Intent,
ServerMessage,
ServerMessageSchema,
} from "../core/Schemas";
import { LobbyConfig } from "./ClientGameRunner";
import { LocalServer } from "./LocalServer";
export class PauseGameEvent implements GameEvent {
constructor(public readonly paused: boolean) {}
}
export class SendAllianceRequestIntentEvent implements GameEvent {
constructor(
public readonly requestor: PlayerView,
public readonly recipient: PlayerView,
) {}
}
export class SendBreakAllianceIntentEvent implements GameEvent {
constructor(
public readonly requestor: PlayerView,
public readonly recipient: PlayerView,
) {}
}
export class SendAllianceReplyIntentEvent implements GameEvent {
constructor(
// The original alliance requestor
public readonly requestor: PlayerView,
public readonly recipient: PlayerView,
public readonly accepted: boolean,
) {}
}
export class SendSpawnIntentEvent implements GameEvent {
constructor(public readonly cell: Cell) {}
}
export class SendAttackIntentEvent implements GameEvent {
constructor(
public readonly targetID: PlayerID,
public readonly troops: number,
) {}
}
export class SendBoatAttackIntentEvent implements GameEvent {
constructor(
public readonly targetID: PlayerID,
public readonly cell: Cell,
public readonly troops: number,
) {}
}
export class BuildUnitIntentEvent implements GameEvent {
constructor(
public readonly unit: UnitType,
public readonly cell: Cell,
) {}
}
export class SendTargetPlayerIntentEvent implements GameEvent {
constructor(public readonly targetID: PlayerID) {}
}
export class SendEmojiIntentEvent implements GameEvent {
constructor(
public readonly recipient: PlayerView | typeof AllPlayers,
public readonly emoji: string,
) {}
}
export class SendDonateGoldIntentEvent implements GameEvent {
constructor(
public readonly sender: PlayerView,
public readonly recipient: PlayerView,
public readonly gold: number | null,
) {}
}
export class SendDonateTroopsIntentEvent implements GameEvent {
constructor(
public readonly sender: PlayerView,
public readonly recipient: PlayerView,
public readonly troops: number | null,
) {}
}
export class SendEmbargoIntentEvent implements GameEvent {
constructor(
public readonly sender: PlayerView,
public readonly target: PlayerView,
public readonly action: "start" | "stop",
) {}
}
export class CancelAttackIntentEvent implements GameEvent {
constructor(
public readonly playerID: PlayerID,
public readonly attackID: string,
) {}
}
export class SendSetTargetTroopRatioEvent implements GameEvent {
constructor(public readonly ratio: number) {}
}
export class SendWinnerEvent implements GameEvent {
constructor(
public readonly winner: ClientID | TeamName,
public readonly allPlayersStats: AllPlayersStats,
public readonly winnerType: "player" | "team",
) {}
}
export class SendHashEvent implements GameEvent {
constructor(
public readonly tick: Tick,
public readonly hash: number,
) {}
}
export class MoveWarshipIntentEvent implements GameEvent {
constructor(
public readonly unitId: number,
public readonly tile: number,
) {}
}
export class Transport {
private socket: WebSocket;
private localServer: LocalServer;
private buffer: string[] = [];
private onconnect: () => void;
private onmessage: (msg: ServerMessage) => void;
private pingInterval: number | null = null;
public readonly isLocal: boolean;
constructor(
private lobbyConfig: LobbyConfig,
private eventBus: EventBus,
) {
// If gameRecord is not null, we are replaying an archived game.
// For multiplayer games, GameConfig is not known until game starts.
this.isLocal =
lobbyConfig.gameRecord != null ||
lobbyConfig.gameStartInfo?.config.gameType == GameType.Singleplayer;
this.eventBus.on(SendAllianceRequestIntentEvent, (e) =>
this.onSendAllianceRequest(e),
);
this.eventBus.on(SendAllianceReplyIntentEvent, (e) =>
this.onAllianceRequestReplyUIEvent(e),
);
this.eventBus.on(SendBreakAllianceIntentEvent, (e) =>
this.onBreakAllianceRequestUIEvent(e),
);
this.eventBus.on(SendSpawnIntentEvent, (e) =>
this.onSendSpawnIntentEvent(e),
);
this.eventBus.on(SendAttackIntentEvent, (e) => this.onSendAttackIntent(e));
this.eventBus.on(SendBoatAttackIntentEvent, (e) =>
this.onSendBoatAttackIntent(e),
);
this.eventBus.on(SendTargetPlayerIntentEvent, (e) =>
this.onSendTargetPlayerIntent(e),
);
this.eventBus.on(SendEmojiIntentEvent, (e) => this.onSendEmojiIntent(e));
this.eventBus.on(SendDonateGoldIntentEvent, (e) =>
this.onSendDonateGoldIntent(e),
);
this.eventBus.on(SendDonateTroopsIntentEvent, (e) =>
this.onSendDonateTroopIntent(e),
);
this.eventBus.on(SendEmbargoIntentEvent, (e) =>
this.onSendEmbargoIntent(e),
);
this.eventBus.on(SendSetTargetTroopRatioEvent, (e) =>
this.onSendSetTargetTroopRatioEvent(e),
);
this.eventBus.on(BuildUnitIntentEvent, (e) => this.onBuildUnitIntent(e));
this.eventBus.on(SendLogEvent, (e) => this.onSendLogEvent(e));
this.eventBus.on(PauseGameEvent, (e) => this.onPauseGameEvent(e));
this.eventBus.on(SendWinnerEvent, (e) => this.onSendWinnerEvent(e));
this.eventBus.on(SendHashEvent, (e) => this.onSendHashEvent(e));
this.eventBus.on(CancelAttackIntentEvent, (e) =>
this.onCancelAttackIntentEvent(e),
);
this.eventBus.on(MoveWarshipIntentEvent, (e) => {
this.onMoveWarshipEvent(e);
});
}
private startPing() {
if (this.isLocal || this.pingInterval) return;
if (this.pingInterval == null) {
this.pingInterval = window.setInterval(() => {
if (this.socket != null && this.socket.readyState === WebSocket.OPEN) {
this.sendMsg(
JSON.stringify(
ClientPingMessageSchema.parse({
type: "ping",
clientID: this.lobbyConfig.clientID,
persistentID: this.lobbyConfig.persistentID,
gameID: this.lobbyConfig.gameID,
}),
),
);
}
}, 5 * 1000);
}
}
private stopPing() {
if (this.pingInterval) {
window.clearInterval(this.pingInterval);
this.pingInterval = null;
}
}
public connect(
onconnect: () => void,
onmessage: (message: ServerMessage) => void,
) {
if (this.isLocal) {
this.connectLocal(onconnect, onmessage);
} else {
this.connectRemote(onconnect, onmessage);
}
}
private connectLocal(
onconnect: () => void,
onmessage: (message: ServerMessage) => void,
) {
this.localServer = new LocalServer(this.lobbyConfig, onconnect, onmessage);
this.localServer.start();
}
private connectRemote(
onconnect: () => void,
onmessage: (message: ServerMessage) => void,
) {
this.startPing();
this.killExistingSocket();
const wsHost = window.location.host;
const wsProtocol = window.location.protocol === "https:" ? "wss:" : "ws:";
const workerPath = this.lobbyConfig.serverConfig.workerPath(
this.lobbyConfig.gameID,
);
this.socket = new WebSocket(`${wsProtocol}//${wsHost}/${workerPath}`);
this.onconnect = onconnect;
this.onmessage = onmessage;
this.socket.onopen = () => {
console.log("Connected to game server!");
while (this.buffer.length > 0) {
console.log("sending dropped message");
this.sendMsg(this.buffer.pop());
}
onconnect();
};
this.socket.onmessage = (event: MessageEvent) => {
try {
const serverMsg = ServerMessageSchema.parse(JSON.parse(event.data));
this.onmessage(serverMsg);
} catch (error) {
console.error(
`Failed to process server message ${event.data}: ${error}, ${error.stack}`,
);
}
};
this.socket.onerror = (err) => {
console.error("Socket encountered error: ", err, "Closing socket");
this.socket.close();
};
this.socket.onclose = (event: CloseEvent) => {
console.log(
`WebSocket closed. Code: ${event.code}, Reason: ${event.reason}`,
);
if (event.code != 1000) {
console.log(`reconnecting`);
this.reconnect();
}
};
}
public reconnect() {
this.connect(this.onconnect, this.onmessage);
}
private onSendLogEvent(event: SendLogEvent) {
this.sendMsg(
JSON.stringify(
ClientLogMessageSchema.parse({
type: "log",
gameID: this.lobbyConfig.gameID,
clientID: this.lobbyConfig.clientID,
persistentID: this.lobbyConfig.persistentID,
log: event.log,
severity: event.severity,
}),
),
);
}
joinGame(numTurns: number) {
this.sendMsg(
JSON.stringify(
ClientJoinMessageSchema.parse({
type: "join",
gameID: this.lobbyConfig.gameID,
clientID: this.lobbyConfig.clientID,
lastTurn: numTurns,
persistentID: this.lobbyConfig.persistentID,
username: this.lobbyConfig.playerName,
}),
),
);
}
leaveGame(saveFullGame: boolean = false) {
if (this.isLocal) {
this.localServer.endGame(saveFullGame);
return;
}
this.stopPing();
if (this.socket.readyState === WebSocket.OPEN) {
console.log("on stop: leaving game");
this.socket.close();
} else {
console.log(
"WebSocket is not open. Current state:",
this.socket.readyState,
);
console.error("attempting reconnect");
}
this.socket.onclose = (event: CloseEvent) => {};
}
private onSendAllianceRequest(event: SendAllianceRequestIntentEvent) {
this.sendIntent({
type: "allianceRequest",
clientID: this.lobbyConfig.clientID,
recipient: event.recipient.id(),
});
}
private onAllianceRequestReplyUIEvent(event: SendAllianceReplyIntentEvent) {
this.sendIntent({
type: "allianceRequestReply",
clientID: this.lobbyConfig.clientID,
requestor: event.requestor.id(),
accept: event.accepted,
});
}
private onBreakAllianceRequestUIEvent(event: SendBreakAllianceIntentEvent) {
this.sendIntent({
type: "breakAlliance",
clientID: this.lobbyConfig.clientID,
recipient: event.recipient.id(),
});
}
private onSendSpawnIntentEvent(event: SendSpawnIntentEvent) {
this.sendIntent({
type: "spawn",
clientID: this.lobbyConfig.clientID,
flag: this.lobbyConfig.flag,
name: this.lobbyConfig.playerName,
playerType: PlayerType.Human,
x: event.cell.x,
y: event.cell.y,
});
}
private onSendAttackIntent(event: SendAttackIntentEvent) {
this.sendIntent({
type: "attack",
clientID: this.lobbyConfig.clientID,
targetID: event.targetID,
troops: event.troops,
});
}
private onSendBoatAttackIntent(event: SendBoatAttackIntentEvent) {
this.sendIntent({
type: "boat",
clientID: this.lobbyConfig.clientID,
targetID: event.targetID,
troops: event.troops,
x: event.cell.x,
y: event.cell.y,
});
}
private onSendTargetPlayerIntent(event: SendTargetPlayerIntentEvent) {
this.sendIntent({
type: "targetPlayer",
clientID: this.lobbyConfig.clientID,
target: event.targetID,
});
}
private onSendEmojiIntent(event: SendEmojiIntentEvent) {
this.sendIntent({
type: "emoji",
clientID: this.lobbyConfig.clientID,
recipient:
event.recipient == AllPlayers ? AllPlayers : event.recipient.id(),
emoji: event.emoji,
});
}
private onSendDonateGoldIntent(event: SendDonateGoldIntentEvent) {
this.sendIntent({
type: "donate_gold",
clientID: this.lobbyConfig.clientID,
recipient: event.recipient.id(),
gold: event.gold,
});
}
private onSendDonateTroopIntent(event: SendDonateTroopsIntentEvent) {
this.sendIntent({
type: "donate_troops",
clientID: this.lobbyConfig.clientID,
recipient: event.recipient.id(),
troops: event.troops,
});
}
private onSendEmbargoIntent(event: SendEmbargoIntentEvent) {
this.sendIntent({
type: "embargo",
clientID: this.lobbyConfig.clientID,
targetID: event.target.id(),
action: event.action,
});
}
private onSendSetTargetTroopRatioEvent(event: SendSetTargetTroopRatioEvent) {
this.sendIntent({
type: "troop_ratio",
clientID: this.lobbyConfig.clientID,
ratio: event.ratio,
});
}
private onBuildUnitIntent(event: BuildUnitIntentEvent) {
this.sendIntent({
type: "build_unit",
clientID: this.lobbyConfig.clientID,
unit: event.unit,
x: event.cell.x,
y: event.cell.y,
});
}
private onPauseGameEvent(event: PauseGameEvent) {
if (!this.isLocal) {
console.log(`cannot pause multiplayer games`);
return;
}
if (event.paused) {
this.localServer.pause();
} else {
this.localServer.resume();
}
}
private onSendWinnerEvent(event: SendWinnerEvent) {
if (this.isLocal || this.socket.readyState === WebSocket.OPEN) {
const msg = ClientSendWinnerSchema.parse({
type: "winner",
clientID: this.lobbyConfig.clientID,
persistentID: this.lobbyConfig.persistentID,
gameID: this.lobbyConfig.gameID,
winner: event.winner,
allPlayersStats: event.allPlayersStats,
winnerType: event.winnerType,
});
this.sendMsg(JSON.stringify(msg));
} else {
console.log(
"WebSocket is not open. Current state:",
this.socket.readyState,
);
console.log("attempting reconnect");
}
}
private onSendHashEvent(event: SendHashEvent) {
if (this.isLocal || this.socket.readyState === WebSocket.OPEN) {
const msg = ClientMessageSchema.parse({
type: "hash",
clientID: this.lobbyConfig.clientID,
persistentID: this.lobbyConfig.persistentID,
gameID: this.lobbyConfig.gameID,
turnNumber: event.tick,
hash: event.hash,
});
this.sendMsg(JSON.stringify(msg));
} 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 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 = ClientIntentMessageSchema.parse({
type: "intent",
clientID: this.lobbyConfig.clientID,
persistentID: this.lobbyConfig.persistentID,
gameID: this.lobbyConfig.gameID,
intent: intent,
});
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.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;
}
}