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## Description: This is a refactor to simplify config handling. Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class hierarchy with two static classes: ClientEnv (browser main thread, reads from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from process.env). The four config classes are deleted, the abstract DefaultServerConfig is gone, and DefaultConfig is renamed to Config. The values that flow server → client (gameEnv, numWorkers, turnstileSiteKey, jwtAudience, instanceId) used to be baked into the hardcoded per-env classes. They're now real env vars on the server, embedded into a single window.BOOTSTRAP_CONFIG object in index.html at request time (alongside the existing gitCommit/assetManifest/cdnBase globals, which moved into the same object), and read back by ClientEnv on the client. The dev defaults previously hidden inside DevServerConfig are now explicit in start:server-dev (NUM_WORKERS=2, TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in vite.config.ts's html plugin inject.data. Production deploys plumb NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh. The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in BOOTSTRAP_CONFIG now. ServerEnv is the only thing server code touches; ClientEnv is browser-only. The two classes have intentional overlap (env, numWorkers, jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive identical logic from different sources — there's a TODO in each to consolidate via a shared helper later. The game-logic Config no longer stores a ServerConfig/ClientEnv reference and its serverConfig() getter is gone; the one caller (MultiTabModal) now reads ClientEnv.env() directly. Worker init no longer carries server-config values since nothing in the worker actually reads them. ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
355 lines
11 KiB
TypeScript
355 lines
11 KiB
TypeScript
import { ClientEnv } from "src/client/ClientEnv";
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import { z } from "zod";
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import { EventBus } from "../core/EventBus";
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import {
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AllPlayersStats,
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ClientID,
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ClientMessage,
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ClientSendWinnerMessage,
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PartialGameRecordSchema,
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PlayerRecord,
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ServerMessage,
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ServerStartGameMessage,
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StampedIntent,
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Turn,
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} from "../core/Schemas";
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import {
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createPartialGameRecord,
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decompressGameRecord,
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replacer,
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} from "../core/Util";
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import { getPersistentID } from "./Auth";
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import { LobbyConfig } from "./ClientGameRunner";
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import {
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GameSpeedDownIntentEvent,
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GameSpeedUpIntentEvent,
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ReplaySpeedChangeEvent,
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} from "./InputHandler";
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import {
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defaultReplaySpeedMultiplier,
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ReplaySpeedMultiplier,
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} from "./utilities/ReplaySpeedMultiplier";
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// Order: 0.5, 1, 2, max (same as ReplayPanel)
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const SPEED_ORDER: ReplaySpeedMultiplier[] = [
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ReplaySpeedMultiplier.slow,
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ReplaySpeedMultiplier.normal,
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ReplaySpeedMultiplier.fast,
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ReplaySpeedMultiplier.fastest,
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];
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// build a small backlog so MAX can catch up.
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const MAX_REPLAY_BACKLOG_TURNS = 60;
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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: StampedIntent[] = [];
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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 clientID: ClientID | undefined;
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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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private clientConnect: () => void;
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private clientMessage: (message: ServerMessage) => void;
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constructor(
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private lobbyConfig: LobbyConfig,
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private isReplay: boolean,
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private eventBus: EventBus,
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) {}
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public updateCallback(
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clientConnect: () => void,
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clientMessage: (message: ServerMessage) => void,
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) {
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this.clientConnect = clientConnect;
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this.clientMessage = clientMessage;
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}
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start() {
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console.log("local server starting");
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this.turnCheckInterval = setInterval(() => {
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const turnIntervalMs =
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ClientEnv.turnIntervalMs() * this.replaySpeedMultiplier;
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const backlog = Math.max(0, this.turns.length - this.turnsExecuted);
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const allowReplayBacklog =
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this.replaySpeedMultiplier === ReplaySpeedMultiplier.fastest &&
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this.lobbyConfig.gameRecord !== undefined;
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const maxBacklog = allowReplayBacklog ? MAX_REPLAY_BACKLOG_TURNS : 0;
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const canQueueNextTurn =
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backlog === 0 || (maxBacklog > 0 && backlog < maxBacklog);
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if (
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canQueueNextTurn &&
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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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if (!this.isReplay) {
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this.eventBus.on(GameSpeedUpIntentEvent, () => {
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const idx = SPEED_ORDER.indexOf(this.replaySpeedMultiplier);
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if (idx < 0 || idx >= SPEED_ORDER.length - 1) return;
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this.replaySpeedMultiplier = SPEED_ORDER[idx + 1];
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this.eventBus.emit(
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new ReplaySpeedChangeEvent(this.replaySpeedMultiplier),
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);
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});
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this.eventBus.on(GameSpeedDownIntentEvent, () => {
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const idx = SPEED_ORDER.indexOf(this.replaySpeedMultiplier);
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if (idx <= 0) return;
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this.replaySpeedMultiplier = SPEED_ORDER[idx - 1];
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this.eventBus.emit(
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new ReplaySpeedChangeEvent(this.replaySpeedMultiplier),
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);
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});
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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.clientID = this.lobbyConfig.gameStartInfo.players[0]?.clientID;
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if (!this.clientID) {
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throw new Error("missing clientID");
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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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lobbyCreatedAt: this.lobbyConfig.gameStartInfo.lobbyCreatedAt,
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// Don't send myClientID for replays — viewer has no player identity.
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myClientID: this.lobbyConfig.gameRecord ? undefined : this.clientID,
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} satisfies ServerStartGameMessage);
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}
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onMessage(clientMsg: ClientMessage) {
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if (clientMsg.type === "rejoin") {
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if (!this.clientID) {
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throw new Error("missing clientID");
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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: this.turns,
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lobbyCreatedAt: this.lobbyConfig.gameStartInfo!.lobbyCreatedAt,
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myClientID: this.lobbyConfig.gameRecord ? undefined : this.clientID,
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} satisfies ServerStartGameMessage);
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}
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if (clientMsg.type === "intent") {
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// Server stamps clientID - client doesn't send it
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const stampedIntent = {
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...clientMsg.intent,
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clientID: this.clientID!,
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};
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if (stampedIntent.type === "toggle_pause") {
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if (stampedIntent.paused) {
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// Pausing: add intent and end turn before pause takes effect
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this.intents.push(stampedIntent);
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this.endTurn();
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this.paused = true;
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} else {
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// Unpausing: clear pause flag before adding intent so next turn can execute
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this.paused = false;
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this.intents.push(stampedIntent);
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this.endTurn();
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}
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return;
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}
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// Don't process non-pause intents during replays or while paused
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if (this.lobbyConfig.gameRecord || this.paused) {
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return;
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}
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this.intents.push(stampedIntent);
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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 (clientMsg.turnNumber % 100 === 0) {
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// In singleplayer, only store hash every 100 turns to reduce size of game record.
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const turn = this.turns[clientMsg.turnNumber];
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if (turn) {
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turn.hash = clientMsg.hash;
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}
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}
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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() {
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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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clanTag: this.lobbyConfig.playerClanTag ?? null,
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clientID: this.clientID!,
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stats: this.allPlayersStats[this.clientID!],
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cosmetics: this.lobbyConfig.gameStartInfo?.players[0].cosmetics,
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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 = createPartialGameRecord(
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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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const result = PartialGameRecordSchema.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 workerPath = ClientEnv.workerPath(
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this.lobbyConfig.gameStartInfo.gameID,
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);
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const jsonString = JSON.stringify(result.data, replacer);
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compress(jsonString)
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.then((compressedData) => {
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return fetch(`/${workerPath}/api/archive_singleplayer_game`, {
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method: "POST",
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headers: {
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"Content-Type": "application/json",
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"Content-Encoding": "gzip",
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},
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body: compressedData,
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keepalive: true, // Ensures request completes even if page unloads
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});
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})
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.catch((error) => {
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console.error("Failed to archive singleplayer game:", error);
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});
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}
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}
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async function compress(data: string): Promise<ArrayBuffer> {
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const stream = new CompressionStream("gzip");
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const writer = stream.writable.getWriter();
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const reader = stream.readable.getReader();
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// Write the data to the compression stream
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writer.write(new TextEncoder().encode(data));
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writer.close();
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// Read the compressed data
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const chunks: Uint8Array[] = [];
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let done = false;
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while (!done) {
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const { value, done: readerDone } = await reader.read();
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done = readerDone;
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if (value) {
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chunks.push(value);
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}
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}
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// Combine all chunks into a single Uint8Array
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const totalLength = chunks.reduce((acc, chunk) => acc + chunk.length, 0);
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const compressedData = new Uint8Array(totalLength);
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let offset = 0;
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for (const chunk of chunks) {
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compressedData.set(chunk, offset);
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offset += chunk.length;
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}
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return compressedData.buffer;
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}
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