Files
OpenFrontIO/src/server/GameManager.ts
T
2025-05-13 03:41:42 -04:00

93 lines
2.4 KiB
TypeScript

import { Logger } from "winston";
import { ServerConfig } from "../core/configuration/Config";
import { Difficulty, GameMapType, GameMode, GameType } from "../core/game/Game";
import { GameConfig, GameID } from "../core/Schemas";
import { Client } from "./Client";
import { GamePhase, GameServer } from "./GameServer";
export class GameManager {
private games: Map<GameID, GameServer> = new Map();
constructor(
private config: ServerConfig,
private log: Logger,
) {
setInterval(() => this.tick(), 1000);
}
public game(id: GameID): GameServer | null {
return this.games.get(id) ?? null;
}
addClient(client: Client, gameID: GameID, lastTurn: number): boolean {
const game = this.games.get(gameID);
if (game) {
game.addClient(client, lastTurn);
return true;
}
return false;
}
createGame(id: GameID, gameConfig: GameConfig | undefined) {
const game = new GameServer(id, this.log, Date.now(), this.config, {
gameMap: GameMapType.World,
gameType: GameType.Private,
difficulty: Difficulty.Medium,
disableNPCs: false,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
gameMode: GameMode.FFA,
bots: 400,
disabledUnits: [],
...gameConfig,
});
this.games.set(id, game);
return game;
}
activeGames(): number {
return this.games.size;
}
activeClients(): number {
let totalClients = 0;
this.games.forEach((game: GameServer) => {
totalClients += game.activeClients.length;
});
return totalClients;
}
tick() {
const active = new Map<GameID, GameServer>();
for (const [id, game] of this.games) {
const phase = game.phase();
if (phase == GamePhase.Active) {
if (!game.hasStarted()) {
// Prestart tells clients to start loading the game.
game.prestart();
// Start game on delay to allow time for clients to connect.
setTimeout(() => {
try {
game.start();
} catch (error) {
this.log.error(`error starting game ${id}: ${error}`);
}
}, 2000);
}
}
if (phase == GamePhase.Finished) {
try {
game.end();
} catch (error) {
this.log.error(`error ending game ${id}: ${error}`);
}
} else {
active.set(id, game);
}
}
this.games = active;
}
}