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https://github.com/openfrontio/OpenFrontIO.git
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0f2008a68d
## Description: - Expand the try/catch block in socket message handlers to encapsulate all possible throwers. - Remove unnecessary zod schema parsing of outgoing messages. - Avoid unnecessary serialization and deserialization in singleplayer. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [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>
223 lines
6.4 KiB
TypeScript
223 lines
6.4 KiB
TypeScript
import { z } from "zod/v4";
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import { EventBus } from "../core/EventBus";
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import {
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AllPlayersStats,
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ClientMessage,
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ClientSendWinnerMessage,
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GameRecordSchema,
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Intent,
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PlayerRecord,
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ServerMessage,
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ServerStartGameMessage,
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Turn,
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} from "../core/Schemas";
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import { createGameRecord, decompressGameRecord, replacer } from "../core/Util";
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import { LobbyConfig } from "./ClientGameRunner";
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import { ReplaySpeedChangeEvent } from "./InputHandler";
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import { getPersistentID } from "./Main";
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import { defaultReplaySpeedMultiplier } from "./utilities/ReplaySpeedMultiplier";
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export class LocalServer {
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// All turns from the game record on replay.
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private replayTurns: Turn[] = [];
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private turns: Turn[] = [];
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private intents: Intent[] = [];
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private startedAt: number;
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private paused = false;
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private replaySpeedMultiplier = defaultReplaySpeedMultiplier;
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private winner: ClientSendWinnerMessage | null = null;
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private allPlayersStats: AllPlayersStats = {};
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private turnsExecuted = 0;
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private turnStartTime = 0;
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private turnCheckInterval: NodeJS.Timeout;
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constructor(
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private lobbyConfig: LobbyConfig,
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private clientConnect: () => void,
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private clientMessage: (message: ServerMessage) => void,
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private isReplay: boolean,
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private eventBus: EventBus,
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) {}
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start() {
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this.turnCheckInterval = setInterval(() => {
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const turnIntervalMs =
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this.lobbyConfig.serverConfig.turnIntervalMs() *
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this.replaySpeedMultiplier;
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if (
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this.turnsExecuted === this.turns.length &&
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Date.now() > this.turnStartTime + turnIntervalMs
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) {
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this.turnStartTime = Date.now();
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// End turn on the server means the client will start processing the turn.
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this.endTurn();
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}
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}, 5);
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this.eventBus.on(ReplaySpeedChangeEvent, (event) => {
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this.replaySpeedMultiplier = event.replaySpeedMultiplier;
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});
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this.startedAt = Date.now();
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this.clientConnect();
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if (this.lobbyConfig.gameRecord) {
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this.replayTurns = decompressGameRecord(
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this.lobbyConfig.gameRecord,
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).turns;
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}
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if (this.lobbyConfig.gameStartInfo === undefined) {
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throw new Error("missing gameStartInfo");
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}
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this.clientMessage({
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type: "start",
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gameStartInfo: this.lobbyConfig.gameStartInfo,
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turns: [],
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} satisfies ServerStartGameMessage);
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}
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pause() {
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this.paused = true;
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}
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resume() {
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this.paused = false;
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}
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onMessage(clientMsg: ClientMessage) {
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if (clientMsg.type === "intent") {
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if (this.lobbyConfig.gameRecord) {
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// If we are replaying a game, we don't want to process intents
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return;
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}
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if (this.paused) {
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if (clientMsg.intent.type === "troop_ratio") {
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// Store troop change events because otherwise they are
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// not registered when game is paused.
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this.intents.push(clientMsg.intent);
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}
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return;
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}
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this.intents.push(clientMsg.intent);
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}
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if (clientMsg.type === "hash") {
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if (!this.lobbyConfig.gameRecord) {
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// If we are playing a singleplayer then store hash.
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this.turns[clientMsg.turnNumber].hash = clientMsg.hash;
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return;
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}
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// If we are replaying a game then verify hash.
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const archivedHash = this.replayTurns[clientMsg.turnNumber].hash;
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if (!archivedHash) {
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console.warn(
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`no archived hash found for turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}`,
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);
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return;
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}
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if (archivedHash !== clientMsg.hash) {
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console.error(
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`desync detected on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
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);
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this.clientMessage({
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type: "desync",
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turn: clientMsg.turnNumber,
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correctHash: archivedHash,
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clientsWithCorrectHash: 0,
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totalActiveClients: 1,
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yourHash: clientMsg.hash,
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});
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} else {
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console.log(
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`hash verified on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
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);
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}
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}
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if (clientMsg.type === "winner") {
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this.winner = clientMsg;
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this.allPlayersStats = clientMsg.allPlayersStats;
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}
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}
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// This is so the client can tell us when it finished processing the turn.
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public turnComplete() {
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this.turnsExecuted++;
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}
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// endTurn in this context means the server has collected all the intents
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// and will send the turn to the client.
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private endTurn() {
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if (this.paused) {
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return;
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}
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if (this.replayTurns.length > 0) {
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if (this.turns.length >= this.replayTurns.length) {
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this.endGame();
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return;
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}
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this.intents = this.replayTurns[this.turns.length].intents;
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}
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const pastTurn: Turn = {
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turnNumber: this.turns.length,
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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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this.clientMessage({
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type: "turn",
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turn: pastTurn,
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});
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}
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public endGame(saveFullGame: boolean = false) {
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console.log("local server ending game");
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clearInterval(this.turnCheckInterval);
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if (this.isReplay) {
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return;
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}
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const players: PlayerRecord[] = [
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{
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persistentID: getPersistentID(),
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username: this.lobbyConfig.playerName,
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clientID: this.lobbyConfig.clientID,
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stats: this.allPlayersStats[this.lobbyConfig.clientID],
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},
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];
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if (this.lobbyConfig.gameStartInfo === undefined) {
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throw new Error("missing gameStartInfo");
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}
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const record = createGameRecord(
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this.lobbyConfig.gameStartInfo.gameID,
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this.lobbyConfig.gameStartInfo.config,
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players,
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this.turns,
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this.startedAt,
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Date.now(),
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this.winner?.winner,
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);
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if (!saveFullGame) {
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// Clear turns because beacon only supports up to 64kb
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record.turns = [];
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}
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// For unload events, sendBeacon is the only reliable method
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const result = GameRecordSchema.safeParse(record);
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if (!result.success) {
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const error = z.prettifyError(result.error);
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console.error("Error parsing game record", error);
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return;
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}
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const blob = new Blob([JSON.stringify(result.data, replacer)], {
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type: "application/json",
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});
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const workerPath = this.lobbyConfig.serverConfig.workerPath(
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this.lobbyConfig.gameStartInfo.gameID,
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);
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navigator.sendBeacon(`/${workerPath}/api/archive_singleplayer_game`, blob);
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}
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}
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