mirror of
https://github.com/openfrontio/OpenFrontIO.git
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7863529b2c
The contents (Lit web components for in-game chat, build menu, leaderboard, attack displays, etc.) are HUD, not graphics — the actual graphics is in client/render/.
1213 lines
36 KiB
TypeScript
1213 lines
36 KiB
TypeScript
import { Config } from "src/core/configuration/Config";
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import { translateText } from "../client/Utils";
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import { EventBus } from "../core/EventBus";
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import {
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ClientID,
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GameID,
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GameRecord,
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GameStartInfo,
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LobbyInfoEvent,
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PlayerCosmeticRefs,
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PlayerRecord,
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ServerMessage,
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} from "../core/Schemas";
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import { createPartialGameRecord, findClosestBy, replacer } from "../core/Util";
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import {
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BuildableUnit,
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PlayerType,
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Structures,
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UnitType,
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} from "../core/game/Game";
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import { TileRef } from "../core/game/GameMap";
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import { GameMapLoader } from "../core/game/GameMapLoader";
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import {
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ErrorUpdate,
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GameUpdateType,
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GameUpdateViewData,
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HashUpdate,
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WinUpdate,
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} from "../core/game/GameUpdates";
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import { GameView, PlayerView } from "../core/game/GameView";
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import { loadTerrainMap, TerrainMapData } from "../core/game/TerrainMapLoader";
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import {
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DARK_MODE_KEY,
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USER_SETTINGS_CHANGED_EVENT,
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UserSettings,
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} from "../core/game/UserSettings";
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import { WorkerClient } from "../core/worker/WorkerClient";
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import { getPersistentID } from "./Auth";
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import {
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AlternateViewEvent,
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AutoUpgradeEvent,
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DoBoatAttackEvent,
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DoBreakAllianceEvent,
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DoGroundAttackEvent,
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DoRequestAllianceEvent,
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DoRetaliateAttackEvent,
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InputHandler,
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MouseMoveEvent,
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MouseUpEvent,
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TickMetricsEvent,
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} from "./InputHandler";
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import { endGame, startGame, startTime } from "./LocalPersistantStats";
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import { terrainMapFileLoader } from "./TerrainMapFileLoader";
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import { GoToPlayerEvent } from "./TransformHandler";
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import {
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MoveWarshipIntentEvent,
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SendAllianceExtensionIntentEvent,
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SendAllianceRequestIntentEvent,
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SendAttackIntentEvent,
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SendBoatAttackIntentEvent,
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SendBreakAllianceIntentEvent,
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SendHashEvent,
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SendSpawnIntentEvent,
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SendUpgradeStructureIntentEvent,
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Transport,
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} from "./Transport";
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import { createCanvas } from "./Utils";
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import { WebGLFrameBuilder } from "./WebGLFrameBuilder";
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import { createRenderer, GameRenderer } from "./hud/GameRenderer";
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import { GameView as WebGLGameView } from "./render/gl";
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import { ALL_UNIT_TYPES } from "./render/types";
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import { SoundManager } from "./sound/SoundManager";
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export interface LobbyConfig {
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cosmetics: PlayerCosmeticRefs;
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playerName: string;
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playerClanTag: string | null;
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playerRole: string | null;
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gameID: GameID;
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turnstileToken: string | null;
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// GameStartInfo only exists when playing a singleplayer game.
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gameStartInfo?: GameStartInfo;
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// GameRecord exists when replaying an archived game.
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gameRecord?: GameRecord;
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}
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export interface JoinLobbyResult {
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stop: (force?: boolean) => boolean;
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prestart: Promise<void>;
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join: Promise<void>;
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}
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export function joinLobby(
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eventBus: EventBus,
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lobbyConfig: LobbyConfig,
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): JoinLobbyResult {
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// Mutable clientID state — assigned by server (multiplayer) or derived from gameStartInfo (singleplayer)
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let clientID: ClientID | undefined;
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let resolvePrestart: () => void;
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let resolveJoin: () => void;
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const prestartPromise = new Promise<void>((r) => (resolvePrestart = r));
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const joinPromise = new Promise<void>((r) => (resolveJoin = r));
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console.log(`joining lobby: gameID: ${lobbyConfig.gameID}`);
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const userSettings: UserSettings = new UserSettings();
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startGame(lobbyConfig.gameID, lobbyConfig.gameStartInfo?.config ?? {});
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const transport = new Transport(lobbyConfig, eventBus);
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let currentGameRunner: ClientGameRunner | null = null;
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const onconnect = () => {
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// Always send join - server will detect reconnection via persistentID
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console.log(`Joining game lobby ${lobbyConfig.gameID}`);
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transport.joinGame();
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};
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let terrainLoad: Promise<TerrainMapData> | null = null;
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const onmessage = (message: ServerMessage) => {
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if (message.type === "lobby_info") {
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// Server tells us our assigned clientID
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clientID = message.myClientID;
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eventBus.emit(new LobbyInfoEvent(message.lobby, message.myClientID));
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return;
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}
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if (message.type === "prestart") {
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console.log(
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`lobby: game prestarting: ${JSON.stringify(message, replacer)}`,
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);
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terrainLoad = loadTerrainMap(
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message.gameMap,
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message.gameMapSize,
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terrainMapFileLoader,
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);
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resolvePrestart();
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}
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if (message.type === "start") {
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// Trigger prestart for singleplayer games
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resolvePrestart();
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console.log(
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`lobby: game started: ${JSON.stringify(message, replacer, 2)}`,
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);
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// Server tells us our assigned clientID (also sent on start for late joins)
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clientID = message.myClientID;
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resolveJoin();
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// For multiplayer games, GameStartInfo is not known until game starts.
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lobbyConfig.gameStartInfo = message.gameStartInfo;
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createClientGame(
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lobbyConfig,
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clientID,
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eventBus,
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transport,
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userSettings,
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terrainLoad,
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terrainMapFileLoader,
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)
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.then((r) => {
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currentGameRunner = r;
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r.start();
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})
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.catch((e) => {
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console.error("error creating client game", e);
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currentGameRunner = null;
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const startingModal = document.querySelector(
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"game-starting-modal",
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) as HTMLElement;
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if (startingModal) {
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startingModal.classList.add("hidden");
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}
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showErrorModal(
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e.message,
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e.stack,
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lobbyConfig.gameID,
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clientID,
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true,
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false,
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"error_modal.connection_error",
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);
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});
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}
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if (message.type === "error") {
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if (message.error === "full-lobby") {
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document.dispatchEvent(
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new CustomEvent("leave-lobby", {
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detail: { lobby: lobbyConfig.gameID, cause: "full-lobby" },
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bubbles: true,
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composed: true,
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}),
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);
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} else if (message.error === "kick_reason.host_left") {
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alert(translateText("kick_reason.host_left"));
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document.dispatchEvent(
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new CustomEvent("leave-lobby", {
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detail: { lobby: lobbyConfig.gameID, cause: "host-left" },
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bubbles: true,
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composed: true,
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}),
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);
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} else {
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showErrorModal(
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message.error,
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message.message,
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lobbyConfig.gameID,
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clientID,
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true,
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false,
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"error_modal.connection_error",
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);
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}
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}
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};
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transport.connect(onconnect, onmessage);
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return {
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stop: (force: boolean = false) => {
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if (!force && currentGameRunner?.shouldPreventWindowClose()) {
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console.log("Player is active, prevent leaving game");
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return false;
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}
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console.log("leaving game");
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if (currentGameRunner) {
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currentGameRunner.stop();
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currentGameRunner = null;
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} else {
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transport.leaveGame();
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}
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return true;
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},
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prestart: prestartPromise,
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join: joinPromise,
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};
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}
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// Build the WebGL view + its glCanvas. Must run before createRenderer so the
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// controllers can be wired directly to the view.
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function createWebGLView(terrainMap: TerrainMapData): {
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view: WebGLGameView;
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glCanvas: HTMLCanvasElement;
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cachedWebGLFrameCallback: { current: FrameRequestCallback | null };
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} {
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const gameMap = terrainMap.gameMap;
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const mapWidth = gameMap.width();
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const mapHeight = gameMap.height();
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const terrainBytes = new Uint8Array(mapWidth * mapHeight);
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for (let y = 0; y < mapHeight; y++) {
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for (let x = 0; x < mapWidth; x++) {
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terrainBytes[y * mapWidth + x] = gameMap.terrainByte(gameMap.ref(x, y));
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}
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}
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const glCanvas = createCanvas();
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glCanvas.id = "webgl-debug-canvas";
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glCanvas.style.pointerEvents = "none";
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document.body.insertBefore(glCanvas, document.body.firstChild);
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// Capture the WebGL renderer's animation-frame callback rather than letting
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// it run its own RAF loop. Two independent RAF loops race: when the user
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// pans, the WebGL renderer can draw with one-frame-stale camera state
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// because its RAF fires before canvas2D's RAF (which would have synced the
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// camera). Driving WebGL's draw synchronously from canvas2D's onPreRender
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// hook locks them to the same frame.
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const cachedWebGLFrameCallback: { current: FrameRequestCallback | null } = {
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current: null,
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};
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const captureRaf = (cb: FrameRequestCallback): number => {
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cachedWebGLFrameCallback.current = cb;
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return 0;
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};
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const captureCaf = (_id: number): void => {
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cachedWebGLFrameCallback.current = null;
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};
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const palette = new Float32Array(4096 * 2 * 4);
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const view = new WebGLGameView(
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glCanvas,
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{
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mapWidth,
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mapHeight,
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unitTypes: [...ALL_UNIT_TYPES],
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players: [],
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// Pre-allocate renderer textures for up to 1024 players. We add players
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// dynamically via view.addPlayers() as they come in from the simulation,
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// but the NamePass / palette / relation matrix all need a static upper
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// bound at construction time.
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maxPlayers: 1024,
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},
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terrainBytes,
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palette,
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captureRaf,
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captureCaf,
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);
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(window as unknown as { __webglView?: unknown }).__webglView = view;
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return { view, glCanvas, cachedWebGLFrameCallback };
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}
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function mountWebGLFrameLoop(
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terrainMap: TerrainMapData,
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view: WebGLGameView,
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glCanvas: HTMLCanvasElement,
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cachedWebGLFrameCallback: { current: FrameRequestCallback | null },
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transformHandler: import("./TransformHandler").TransformHandler,
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gameView: GameView,
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eventBus: EventBus,
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): { builder: WebGLFrameBuilder } {
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const gameMap = terrainMap.gameMap;
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const mapWidth = gameMap.width();
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const mapHeight = gameMap.height();
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// Cache canvas dimensions to avoid forced reflows every frame. Reading
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// clientWidth/clientHeight flushes pending layout — at 60fps that's a
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// measurable cost. Only update on resize events from the observer.
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let cachedCanvasW = glCanvas.clientWidth;
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let cachedCanvasH = glCanvas.clientHeight;
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const resizeObs = new ResizeObserver((entries) => {
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for (const entry of entries) {
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const { width, height } = entry.contentRect;
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if (width > 0 && height > 0) {
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cachedCanvasW = width;
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cachedCanvasH = height;
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}
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}
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});
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resizeObs.observe(glCanvas);
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const syncCamera = (): void => {
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const scale = transformHandler.scale;
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const dpr = window.devicePixelRatio || 1;
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const centerX =
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transformHandler.offsetX +
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mapWidth / 2 +
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(cachedCanvasW - mapWidth) / (2 * scale);
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const centerY =
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transformHandler.offsetY +
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mapHeight / 2 +
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(cachedCanvasH - mapHeight) / (2 * scale);
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view.setCameraState(centerX, centerY, scale * dpr);
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// Invoke the WebGL renderer's frame callback synchronously, with the just-
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// updated camera state. The callback re-arms itself via captureRaf, so
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// we'll get a fresh callback ready for the next canvas2D frame.
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const cb = cachedWebGLFrameCallback.current;
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cachedWebGLFrameCallback.current = null;
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cb?.(performance.now());
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};
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// Move-target chevrons: when the player issues a warship move, show the
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// animated chevron pass at the target tile. The renderer needs the target's
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// tile x/y and the warship's owner smallID (so the chevrons use the right
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// color).
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eventBus.on(MoveWarshipIntentEvent, (e) => {
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const tile = e.tile;
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const tx = gameView.x(tile);
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const ty = gameView.y(tile);
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// Resolve owner via the first unit in the move set.
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const firstUnit = gameView.unit(e.unitIds[0]);
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if (firstUnit === undefined) return;
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view.showMoveIndicator(tx, ty, firstUnit.owner().smallID());
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});
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// Self-driving RAF: syncCamera reads the latest camera state from
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// TransformHandler, pushes it to WebGL, and synchronously invokes the
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// renderer's captured frame callback (which draws). One RAF = one
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// synchronized camera-update + WebGL render.
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const driveFrame = (): void => {
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syncCamera();
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requestAnimationFrame(driveFrame);
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};
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requestAnimationFrame(driveFrame);
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return { builder: new WebGLFrameBuilder(view) };
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}
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async function createClientGame(
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lobbyConfig: LobbyConfig,
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clientID: ClientID | undefined,
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eventBus: EventBus,
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transport: Transport,
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userSettings: UserSettings,
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terrainLoad: Promise<TerrainMapData> | null,
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mapLoader: GameMapLoader,
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): Promise<ClientGameRunner> {
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if (lobbyConfig.gameStartInfo === undefined) {
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throw new Error("missing gameStartInfo");
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}
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const config = new Config(
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lobbyConfig.gameStartInfo.config,
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userSettings,
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lobbyConfig.gameRecord !== undefined,
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);
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let gameMap: TerrainMapData;
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if (terrainLoad) {
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gameMap = await terrainLoad;
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} else {
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gameMap = await loadTerrainMap(
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lobbyConfig.gameStartInfo.config.gameMap,
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lobbyConfig.gameStartInfo.config.gameMapSize,
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mapLoader,
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);
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}
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const worker = new WorkerClient(lobbyConfig.gameStartInfo, clientID);
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await worker.initialize();
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const gameView = new GameView(
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worker,
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config,
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gameMap,
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clientID,
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lobbyConfig.playerName,
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lobbyConfig.playerClanTag,
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lobbyConfig.gameStartInfo.gameID,
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lobbyConfig.gameStartInfo.players,
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);
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// Transparent fullscreen overlay used purely as the pointer-event /
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// bounding-rect target for InputHandler + TransformHandler. The actual
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// map drawing happens on the WebGL canvas created in createWebGLView.
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const inputOverlay = document.createElement("div");
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inputOverlay.id = "game-input-overlay";
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inputOverlay.style.position = "fixed";
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inputOverlay.style.left = "0";
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inputOverlay.style.top = "0";
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inputOverlay.style.width = "100%";
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inputOverlay.style.height = "100%";
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inputOverlay.style.touchAction = "none";
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document.body.appendChild(inputOverlay);
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const soundManager = new SoundManager(eventBus, userSettings);
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try {
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const { view, glCanvas, cachedWebGLFrameCallback } =
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createWebGLView(gameMap);
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// Bind the WebGL renderer's day/night mode to the existing darkMode
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// UserSetting so the in-game map matches the rest of the UI. Initial
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// apply + live updates via the per-key settings-changed event.
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const applyDayNightMode = (isDark: boolean): void => {
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view.getSettings().dayNight.mode = isDark ? "dark" : "light";
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};
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applyDayNightMode(userSettings.darkMode());
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globalThis.addEventListener(
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`${USER_SETTINGS_CHANGED_EVENT}:${DARK_MODE_KEY}`,
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(e) => applyDayNightMode((e as CustomEvent<string>).detail === "true"),
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);
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// Space-hold (and the settings-modal toggle) drives the affiliation
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// recolor. InputHandler emits AlternateViewEvent; the WebGL view needs
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// setAltView called to switch passes into alt mode.
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eventBus.on(AlternateViewEvent, (e) => view.setAltView(e.alternateView));
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const gameRenderer = createRenderer(
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inputOverlay,
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gameView,
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eventBus,
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lobbyConfig.playerRole,
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view,
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);
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const { builder: webglBuilder } = mountWebGLFrameLoop(
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gameMap,
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view,
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glCanvas,
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cachedWebGLFrameCallback,
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gameRenderer.transformHandler,
|
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gameView,
|
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eventBus,
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);
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console.log(
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`creating private game got difficulty: ${lobbyConfig.gameStartInfo.config.difficulty}`,
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);
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|
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return new ClientGameRunner(
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lobbyConfig,
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clientID,
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eventBus,
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gameRenderer,
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new InputHandler(gameView, gameRenderer.uiState, inputOverlay, eventBus),
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|
transport,
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worker,
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gameView,
|
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soundManager,
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userSettings,
|
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webglBuilder,
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);
|
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} catch (err) {
|
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soundManager.dispose();
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throw err;
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}
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}
|
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|
|
export class ClientGameRunner {
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private myPlayer: PlayerView | null = null;
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private isActive = false;
|
|
|
|
private turnsSeen = 0;
|
|
private lastMousePosition: { x: number; y: number } | null = null;
|
|
|
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private lastMessageTime: number = 0;
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private connectionCheckInterval: NodeJS.Timeout | null = null;
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private goToPlayerTimeout: NodeJS.Timeout | null = null;
|
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|
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private lastTickReceiveTime: number = 0;
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private currentTickDelay: number | undefined = undefined;
|
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|
|
constructor(
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private lobby: LobbyConfig,
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|
private clientID: ClientID | undefined,
|
|
private eventBus: EventBus,
|
|
private renderer: GameRenderer,
|
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private input: InputHandler,
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private transport: Transport,
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private worker: WorkerClient,
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private gameView: GameView,
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private soundManager: SoundManager,
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private userSettings: UserSettings,
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private webglBuilder: WebGLFrameBuilder | null = null,
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) {
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this.lastMessageTime = Date.now();
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}
|
|
|
|
/**
|
|
* Determines whether window closing should be prevented.
|
|
*
|
|
* Used to show a confirmation dialog when the user attempts to close
|
|
* the window or navigate away during an active game session.
|
|
*
|
|
* @returns {boolean} `true` if the window close should be prevented
|
|
* (when the player is alive in the game), `false` otherwise
|
|
* (when the player is not alive or doesn't exist)
|
|
*/
|
|
public shouldPreventWindowClose(): boolean {
|
|
// Show confirmation dialog if player is alive in the game
|
|
return !!this.myPlayer?.isAlive();
|
|
}
|
|
|
|
private async saveGame(update: WinUpdate) {
|
|
if (!this.clientID) {
|
|
return;
|
|
}
|
|
const players: PlayerRecord[] = [
|
|
{
|
|
persistentID: getPersistentID(),
|
|
username: this.lobby.playerName,
|
|
clanTag: this.lobby.playerClanTag ?? null,
|
|
clientID: this.clientID,
|
|
stats: update.allPlayersStats[this.clientID],
|
|
},
|
|
];
|
|
|
|
if (this.lobby.gameStartInfo === undefined) {
|
|
throw new Error("missing gameStartInfo");
|
|
}
|
|
const record = createPartialGameRecord(
|
|
this.lobby.gameStartInfo.gameID,
|
|
this.lobby.gameStartInfo.config,
|
|
players,
|
|
// Not saving turns locally
|
|
[],
|
|
startTime(),
|
|
Date.now(),
|
|
update.winner,
|
|
this.lobby.gameStartInfo.lobbyCreatedAt,
|
|
this.lobby.gameStartInfo.visibleAt,
|
|
);
|
|
endGame(record);
|
|
}
|
|
|
|
public start() {
|
|
this.soundManager.playBackgroundMusic();
|
|
console.log("starting client game");
|
|
|
|
this.isActive = true;
|
|
this.lastMessageTime = Date.now();
|
|
setTimeout(() => {
|
|
this.connectionCheckInterval = setInterval(
|
|
() => this.onConnectionCheck(),
|
|
1000,
|
|
);
|
|
}, 20000);
|
|
|
|
this.eventBus.on(MouseUpEvent, this.inputEvent.bind(this));
|
|
this.eventBus.on(MouseMoveEvent, this.onMouseMove.bind(this));
|
|
this.eventBus.on(AutoUpgradeEvent, this.autoUpgradeEvent.bind(this));
|
|
this.eventBus.on(
|
|
DoBoatAttackEvent,
|
|
this.doBoatAttackUnderCursor.bind(this),
|
|
);
|
|
this.eventBus.on(
|
|
DoGroundAttackEvent,
|
|
this.doGroundAttackUnderCursor.bind(this),
|
|
);
|
|
this.eventBus.on(
|
|
DoRetaliateAttackEvent,
|
|
this.doRetaliateAttackMostRecent.bind(this),
|
|
);
|
|
this.eventBus.on(
|
|
DoRequestAllianceEvent,
|
|
this.doRequestAllianceUnderCursor.bind(this),
|
|
);
|
|
this.eventBus.on(
|
|
DoBreakAllianceEvent,
|
|
this.doBreakAllianceUnderCursor.bind(this),
|
|
);
|
|
|
|
this.renderer.initialize();
|
|
this.input.initialize();
|
|
this.worker.start((gu: GameUpdateViewData | ErrorUpdate) => {
|
|
if (this.lobby.gameStartInfo === undefined) {
|
|
throw new Error("missing gameStartInfo");
|
|
}
|
|
if ("errMsg" in gu) {
|
|
showErrorModal(
|
|
gu.errMsg,
|
|
gu.stack ?? "missing",
|
|
this.lobby.gameStartInfo.gameID,
|
|
this.clientID,
|
|
);
|
|
console.error(gu.stack);
|
|
this.stop();
|
|
return;
|
|
}
|
|
this.transport.turnComplete();
|
|
gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => {
|
|
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
|
|
});
|
|
this.gameView.update(gu);
|
|
this.webglBuilder?.update(this.gameView);
|
|
this.renderer.tick();
|
|
|
|
// Emit tick metrics event for performance overlay
|
|
this.eventBus.emit(
|
|
new TickMetricsEvent(gu.tickExecutionDuration, this.currentTickDelay),
|
|
);
|
|
|
|
// Reset tick delay for next measurement
|
|
this.currentTickDelay = undefined;
|
|
|
|
if (gu.updates[GameUpdateType.Win].length > 0) {
|
|
this.saveGame(gu.updates[GameUpdateType.Win][0]);
|
|
}
|
|
});
|
|
|
|
const onconnect = () => {
|
|
console.log("Connected to game server!");
|
|
this.transport.rejoinGame(this.turnsSeen);
|
|
};
|
|
|
|
let hasGoneToPlayer = false;
|
|
const onmessage = (message: ServerMessage) => {
|
|
this.lastMessageTime = Date.now();
|
|
if (message.type === "start") {
|
|
console.log("starting game! in client game runner");
|
|
|
|
if (this.gameView.config().isRandomSpawn()) {
|
|
const goToPlayer = () => {
|
|
const myPlayer = this.gameView.myPlayer();
|
|
|
|
if (this.gameView.inSpawnPhase() && !myPlayer?.hasSpawned()) {
|
|
this.goToPlayerTimeout = setTimeout(goToPlayer, 1000);
|
|
return;
|
|
}
|
|
|
|
if (!myPlayer) {
|
|
return;
|
|
}
|
|
|
|
if (!this.gameView.inSpawnPhase() && !myPlayer.hasSpawned()) {
|
|
showErrorModal(
|
|
"spawn_failed",
|
|
translateText("error_modal.spawn_failed.description"),
|
|
this.lobby.gameID,
|
|
this.clientID,
|
|
true,
|
|
false,
|
|
translateText("error_modal.spawn_failed.title"),
|
|
);
|
|
return;
|
|
}
|
|
|
|
this.eventBus.emit(new GoToPlayerEvent(myPlayer, 10));
|
|
};
|
|
|
|
goToPlayer();
|
|
}
|
|
|
|
for (const turn of message.turns) {
|
|
if (turn.turnNumber < this.turnsSeen) {
|
|
continue;
|
|
}
|
|
while (turn.turnNumber - 1 > this.turnsSeen) {
|
|
this.worker.sendTurn({
|
|
turnNumber: this.turnsSeen,
|
|
intents: [],
|
|
});
|
|
this.turnsSeen++;
|
|
}
|
|
this.worker.sendTurn(turn);
|
|
this.turnsSeen++;
|
|
}
|
|
}
|
|
if (message.type === "desync") {
|
|
if (this.lobby.gameStartInfo === undefined) {
|
|
throw new Error("missing gameStartInfo");
|
|
}
|
|
showErrorModal(
|
|
`desync from server: ${JSON.stringify(message)}`,
|
|
"",
|
|
this.lobby.gameStartInfo.gameID,
|
|
this.clientID,
|
|
true,
|
|
false,
|
|
"error_modal.desync_notice",
|
|
);
|
|
}
|
|
if (message.type === "error") {
|
|
showErrorModal(
|
|
message.error,
|
|
message.message,
|
|
this.lobby.gameID,
|
|
this.clientID,
|
|
true,
|
|
false,
|
|
"error_modal.connection_error",
|
|
);
|
|
}
|
|
if (message.type === "turn") {
|
|
if (
|
|
!this.gameView.inSpawnPhase() &&
|
|
!hasGoneToPlayer &&
|
|
this.gameView.myPlayer() &&
|
|
this.userSettings.goToPlayer()
|
|
) {
|
|
hasGoneToPlayer = true;
|
|
this.eventBus.emit(new GoToPlayerEvent(this.gameView.myPlayer()!, 8));
|
|
}
|
|
|
|
// Track when we receive the turn to calculate delay
|
|
const now = Date.now();
|
|
if (this.lastTickReceiveTime > 0) {
|
|
// Calculate delay between receiving turn messages
|
|
this.currentTickDelay = now - this.lastTickReceiveTime;
|
|
}
|
|
this.lastTickReceiveTime = now;
|
|
|
|
if (this.turnsSeen !== message.turn.turnNumber) {
|
|
console.error(
|
|
`got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`,
|
|
);
|
|
} else {
|
|
this.worker.sendTurn(
|
|
// Filter out pause intents in replays
|
|
this.gameView.config().isReplay()
|
|
? {
|
|
...message.turn,
|
|
intents: message.turn.intents.filter(
|
|
(i) => i.type !== "toggle_pause",
|
|
),
|
|
}
|
|
: message.turn,
|
|
);
|
|
this.turnsSeen++;
|
|
}
|
|
}
|
|
};
|
|
this.transport.updateCallback(onconnect, onmessage);
|
|
console.log("sending join game");
|
|
// Rejoin game from the start so we don't miss any turns.
|
|
this.transport.rejoinGame(0);
|
|
}
|
|
|
|
public stop() {
|
|
this.soundManager.dispose();
|
|
if (!this.isActive) return;
|
|
|
|
this.isActive = false;
|
|
this.worker.cleanup();
|
|
this.transport.leaveGame();
|
|
if (this.connectionCheckInterval) {
|
|
clearInterval(this.connectionCheckInterval);
|
|
this.connectionCheckInterval = null;
|
|
}
|
|
if (this.goToPlayerTimeout) {
|
|
clearTimeout(this.goToPlayerTimeout);
|
|
this.goToPlayerTimeout = null;
|
|
}
|
|
}
|
|
|
|
private inputEvent(event: MouseUpEvent) {
|
|
if (!this.isActive || this.renderer.uiState.ghostStructure !== null) {
|
|
return;
|
|
}
|
|
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
|
|
event.x,
|
|
event.y,
|
|
);
|
|
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
|
|
return;
|
|
}
|
|
console.log(`clicked cell ${cell}`);
|
|
const tile = this.gameView.ref(cell.x, cell.y);
|
|
if (
|
|
this.gameView.isLand(tile) &&
|
|
!this.gameView.hasOwner(tile) &&
|
|
this.gameView.inSpawnPhase() &&
|
|
!this.gameView.config().isRandomSpawn()
|
|
) {
|
|
this.eventBus.emit(new SendSpawnIntentEvent(tile));
|
|
return;
|
|
}
|
|
if (this.gameView.inSpawnPhase()) {
|
|
return;
|
|
}
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
this.myPlayer.actions(tile, [UnitType.TransportShip]).then((actions) => {
|
|
if (actions.canAttack) {
|
|
this.eventBus.emit(
|
|
new SendAttackIntentEvent(
|
|
this.gameView.owner(tile).id(),
|
|
this.myPlayer!.troops() * this.renderer.uiState.attackRatio,
|
|
),
|
|
);
|
|
} else if (this.canAutoBoat(actions.buildableUnits, tile)) {
|
|
this.sendBoatAttackIntent(tile);
|
|
}
|
|
});
|
|
}
|
|
|
|
private autoUpgradeEvent(event: AutoUpgradeEvent) {
|
|
if (!this.isActive) {
|
|
return;
|
|
}
|
|
|
|
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
|
|
event.x,
|
|
event.y,
|
|
);
|
|
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
|
|
return;
|
|
}
|
|
|
|
const tile = this.gameView.ref(cell.x, cell.y);
|
|
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
|
|
if (this.gameView.inSpawnPhase()) {
|
|
return;
|
|
}
|
|
|
|
this.findAndUpgradeNearestBuilding(tile);
|
|
}
|
|
|
|
private findAndUpgradeNearestBuilding(clickedTile: TileRef) {
|
|
this.myPlayer!.actions(clickedTile, Structures.types).then((actions) => {
|
|
const upgradeUnits: {
|
|
unitId: number;
|
|
unitType: UnitType;
|
|
distance: number;
|
|
}[] = [];
|
|
|
|
for (const bu of actions.buildableUnits) {
|
|
if (bu.canUpgrade !== false) {
|
|
const existingUnit = this.gameView
|
|
.units()
|
|
.find((unit) => unit.id() === bu.canUpgrade);
|
|
if (existingUnit) {
|
|
const distance = this.gameView.manhattanDist(
|
|
clickedTile,
|
|
existingUnit.tile(),
|
|
);
|
|
|
|
upgradeUnits.push({
|
|
unitId: bu.canUpgrade,
|
|
unitType: bu.type,
|
|
distance: distance,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if (upgradeUnits.length === 0) {
|
|
return;
|
|
}
|
|
|
|
// Upgrade the closest affordable building. But if there's an unaffordable
|
|
// building (any type) that's closer to clickedTile than the best candidate,
|
|
// do nothing — the player clicked on that unaffordable building intending
|
|
// to upgrade it, and we must not spend their gold on a different building.
|
|
const bestUpgrade = findClosestBy(upgradeUnits, (u) => u.distance);
|
|
if (!bestUpgrade) {
|
|
return;
|
|
}
|
|
|
|
// Check if any unaffordable building is closer than bestUpgrade
|
|
for (const bu of actions.buildableUnits) {
|
|
if (bu.canUpgrade === false && bu.type !== bestUpgrade.unitType) {
|
|
const myPlayerID = this.myPlayer!.id();
|
|
const closestOfType = this.gameView
|
|
.nearbyUnits(
|
|
clickedTile,
|
|
this.gameView.config().structureMinDist(),
|
|
bu.type,
|
|
)
|
|
.filter(({ unit }) => unit.owner().id() === myPlayerID)
|
|
.sort((a, b) => a.distSquared - b.distSquared)[0];
|
|
|
|
if (closestOfType) {
|
|
const dist = this.gameView.manhattanDist(
|
|
clickedTile,
|
|
closestOfType.unit.tile(),
|
|
);
|
|
if (dist <= bestUpgrade.distance) {
|
|
// An unaffordable building of type bu.type is at least as close
|
|
// as bestUpgrade — player clicked on it, not on bestUpgrade.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
this.eventBus.emit(
|
|
new SendUpgradeStructureIntentEvent(
|
|
bestUpgrade.unitId,
|
|
bestUpgrade.unitType,
|
|
),
|
|
);
|
|
});
|
|
}
|
|
|
|
private doBoatAttackUnderCursor(): void {
|
|
const tile = this.getTileUnderCursor();
|
|
if (tile === null) {
|
|
return;
|
|
}
|
|
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
|
|
this.myPlayer
|
|
.buildables(tile, [UnitType.TransportShip])
|
|
.then((buildables) => {
|
|
if (this.canBoatAttack(buildables) !== false) {
|
|
this.sendBoatAttackIntent(tile);
|
|
} else {
|
|
console.warn(
|
|
"Boat attack triggered but can't send Transport Ship to tile",
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
private doGroundAttackUnderCursor(): void {
|
|
const tile = this.getTileUnderCursor();
|
|
if (tile === null) {
|
|
return;
|
|
}
|
|
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
|
|
this.myPlayer.actions(tile, null).then((actions) => {
|
|
if (actions.canAttack) {
|
|
this.eventBus.emit(
|
|
new SendAttackIntentEvent(
|
|
this.gameView.owner(tile).id(),
|
|
this.myPlayer!.troops() * this.renderer.uiState.attackRatio,
|
|
),
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
private doRetaliateAttackMostRecent(): void {
|
|
if (!this.isActive || this.gameView.inSpawnPhase()) {
|
|
return;
|
|
}
|
|
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
|
|
const incomingAttacks = this.myPlayer.incomingAttacks().filter((a) => {
|
|
const t = (
|
|
this.gameView.playerBySmallID(a.attackerID) as PlayerView
|
|
).type();
|
|
return t !== PlayerType.Bot;
|
|
});
|
|
|
|
if (incomingAttacks.length === 0) return;
|
|
|
|
const mostRecentAttack = incomingAttacks[incomingAttacks.length - 1];
|
|
|
|
const attacker = this.gameView.playerBySmallID(
|
|
mostRecentAttack.attackerID,
|
|
) as PlayerView;
|
|
if (!attacker) return;
|
|
|
|
const counterTroops = Math.min(
|
|
mostRecentAttack.troops,
|
|
this.renderer.uiState.attackRatio * this.myPlayer.troops(),
|
|
);
|
|
this.eventBus.emit(new SendAttackIntentEvent(attacker.id(), counterTroops));
|
|
}
|
|
|
|
private doRequestAllianceUnderCursor(): void {
|
|
const tile = this.getTileUnderCursor();
|
|
if (tile === null) return;
|
|
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
|
|
const myPlayer = this.myPlayer;
|
|
|
|
const tileOwner = this.gameView.owner(tile);
|
|
if (!tileOwner.isPlayer()) return;
|
|
const recipient = tileOwner as PlayerView;
|
|
|
|
myPlayer.actions(tile).then((actions) => {
|
|
if (actions.interaction?.canSendAllianceRequest) {
|
|
this.eventBus.emit(
|
|
new SendAllianceRequestIntentEvent(myPlayer, recipient),
|
|
);
|
|
} else if (actions.interaction?.allianceInfo?.canExtend) {
|
|
this.eventBus.emit(new SendAllianceExtensionIntentEvent(recipient));
|
|
}
|
|
});
|
|
}
|
|
|
|
private doBreakAllianceUnderCursor(): void {
|
|
const tile = this.getTileUnderCursor();
|
|
if (tile === null) return;
|
|
|
|
if (this.myPlayer === null) {
|
|
if (!this.clientID) return;
|
|
const myPlayer = this.gameView.playerByClientID(this.clientID);
|
|
if (myPlayer === null) return;
|
|
this.myPlayer = myPlayer;
|
|
}
|
|
|
|
const myPlayer = this.myPlayer;
|
|
|
|
const tileOwner = this.gameView.owner(tile);
|
|
if (!tileOwner.isPlayer()) return;
|
|
const recipient = tileOwner as PlayerView;
|
|
|
|
myPlayer.actions(tile).then((actions) => {
|
|
if (actions.interaction?.canBreakAlliance) {
|
|
this.eventBus.emit(
|
|
new SendBreakAllianceIntentEvent(myPlayer, recipient),
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
private getTileUnderCursor(): TileRef | null {
|
|
if (!this.isActive || !this.lastMousePosition) {
|
|
return null;
|
|
}
|
|
if (this.gameView.inSpawnPhase()) {
|
|
return null;
|
|
}
|
|
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
|
|
this.lastMousePosition.x,
|
|
this.lastMousePosition.y,
|
|
);
|
|
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
|
|
return null;
|
|
}
|
|
return this.gameView.ref(cell.x, cell.y);
|
|
}
|
|
|
|
private canBoatAttack(buildables: BuildableUnit[]): false | TileRef {
|
|
const bu = buildables.find((bu) => bu.type === UnitType.TransportShip);
|
|
return bu?.canBuild ?? false;
|
|
}
|
|
|
|
private sendBoatAttackIntent(tile: TileRef) {
|
|
if (!this.myPlayer) return;
|
|
|
|
this.eventBus.emit(
|
|
new SendBoatAttackIntentEvent(
|
|
tile,
|
|
this.myPlayer.troops() * this.renderer.uiState.attackRatio,
|
|
),
|
|
);
|
|
}
|
|
|
|
private canAutoBoat(buildables: BuildableUnit[], tile: TileRef): boolean {
|
|
if (!this.gameView.isLand(tile)) return false;
|
|
|
|
const canBuild = this.canBoatAttack(buildables);
|
|
if (canBuild === false) return false;
|
|
|
|
// TODO: Global enable flag
|
|
// TODO: Global limit autoboat to nearby shore flag
|
|
// if (!enableAutoBoat) return false;
|
|
// if (!limitAutoBoatNear) return true;
|
|
const distanceSquared = this.gameView.euclideanDistSquared(tile, canBuild);
|
|
const limit = 100;
|
|
const limitSquared = limit * limit;
|
|
return distanceSquared < limitSquared;
|
|
}
|
|
|
|
private onMouseMove(event: MouseMoveEvent) {
|
|
this.lastMousePosition = { x: event.x, y: event.y };
|
|
}
|
|
|
|
private onConnectionCheck() {
|
|
if (this.transport.isLocal) {
|
|
return;
|
|
}
|
|
const now = Date.now();
|
|
const timeSinceLastMessage = now - this.lastMessageTime;
|
|
if (timeSinceLastMessage > 5000) {
|
|
console.log(
|
|
`No message from server for ${timeSinceLastMessage} ms, reconnecting`,
|
|
);
|
|
this.lastMessageTime = now;
|
|
this.transport.reconnect();
|
|
}
|
|
}
|
|
}
|
|
|
|
function showErrorModal(
|
|
error: string,
|
|
message: string | undefined,
|
|
gameID: GameID,
|
|
clientID: ClientID | undefined,
|
|
closable = false,
|
|
showDiscord = true,
|
|
heading = "error_modal.crashed",
|
|
) {
|
|
if (document.querySelector("#error-modal")) {
|
|
return;
|
|
}
|
|
|
|
const translatedError = translateText(error);
|
|
const displayError = translatedError === error ? error : translatedError;
|
|
|
|
const modal = document.createElement("div");
|
|
modal.id = "error-modal";
|
|
|
|
const content = [
|
|
showDiscord ? translateText("error_modal.paste_discord") : null,
|
|
translateText(heading),
|
|
`game id: ${gameID}`,
|
|
`client id: ${clientID}`,
|
|
`Error: ${displayError}`,
|
|
message ? `Message: ${message}` : null,
|
|
]
|
|
.filter(Boolean)
|
|
.join("\n");
|
|
|
|
// Create elements
|
|
const pre = document.createElement("pre");
|
|
pre.textContent = content;
|
|
|
|
const button = document.createElement("button");
|
|
button.textContent = translateText("error_modal.copy_clipboard");
|
|
button.className = "copy-btn";
|
|
button.addEventListener("click", async () => {
|
|
try {
|
|
await navigator.clipboard.writeText(content);
|
|
button.textContent = translateText("error_modal.copied");
|
|
} catch {
|
|
button.textContent = translateText("error_modal.failed_copy");
|
|
}
|
|
});
|
|
|
|
// Add to modal
|
|
modal.appendChild(pre);
|
|
modal.appendChild(button);
|
|
if (closable) {
|
|
const closeButton = document.createElement("button");
|
|
closeButton.textContent = "X";
|
|
closeButton.className = "close-btn";
|
|
closeButton.addEventListener("click", () => {
|
|
modal.remove();
|
|
});
|
|
modal.appendChild(closeButton);
|
|
}
|
|
|
|
document.body.appendChild(modal);
|
|
}
|