Files
OpenFrontIO/src/client/LocalServer.ts
T
2025-03-31 13:09:27 -07:00

189 lines
5.2 KiB
TypeScript

import { consolex } from "../core/Consolex";
import {
AllPlayersStats,
ClientMessage,
ClientMessageSchema,
ClientSendWinnerMessage,
GameRecordSchema,
Intent,
PlayerRecord,
ServerMessage,
ServerStartGameMessageSchema,
Turn,
} from "../core/Schemas";
import {
createGameRecord,
decompressGameRecord,
generateID,
} from "../core/Util";
import { LobbyConfig } from "./ClientGameRunner";
import { getPersistentIDFromCookie } from "./Main";
export class LocalServer {
private turns: Turn[] = [];
private intents: Intent[] = [];
private startedAt: number;
private endTurnIntervalID;
private paused = false;
private winner: ClientSendWinnerMessage = null;
private allPlayersStats: AllPlayersStats = {};
constructor(
private lobbyConfig: LobbyConfig,
private clientConnect: () => void,
private clientMessage: (message: ServerMessage) => void,
) {}
start() {
this.startedAt = Date.now();
if (!this.lobbyConfig.gameRecord) {
this.endTurnIntervalID = setInterval(
() => this.endTurn(),
this.lobbyConfig.serverConfig.turnIntervalMs(),
);
}
this.clientConnect();
if (this.lobbyConfig.gameRecord) {
this.turns = decompressGameRecord(this.lobbyConfig.gameRecord).turns;
console.log(`loaded turns: ${JSON.stringify(this.turns)}`);
}
this.clientMessage(
ServerStartGameMessageSchema.parse({
type: "start",
gameID: this.lobbyConfig.gameStartInfo.gameID,
gameStartInfo: this.lobbyConfig.gameStartInfo,
turns: this.turns,
players: [
{
flag: this.lobbyConfig.flag,
playerID: generateID(),
clientID: this.lobbyConfig.clientID,
username: this.lobbyConfig.playerName,
},
],
}),
);
}
pause() {
this.paused = true;
}
resume() {
this.paused = false;
}
onMessage(message: string) {
const clientMsg: ClientMessage = ClientMessageSchema.parse(
JSON.parse(message),
);
if (clientMsg.type == "intent") {
if (this.lobbyConfig.gameRecord) {
// If we are replaying a game, we don't want to process intents
return;
}
if (this.paused) {
if (clientMsg.intent.type == "troop_ratio") {
// Store troop change events because otherwise they are
// not registered when game is paused.
this.intents.push(clientMsg.intent);
}
return;
}
this.intents.push(clientMsg.intent);
}
if (clientMsg.type == "hash") {
if (!this.lobbyConfig.gameRecord) {
// If we are playing a singleplayer then store hash.
this.turns[clientMsg.turnNumber].hash = clientMsg.hash;
return;
}
// If we are replaying a game then verify hash.
const archivedHash = this.turns[clientMsg.turnNumber].hash;
if (!archivedHash) {
console.warn(
`no archived hash found for turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}`,
);
return;
}
if (archivedHash != clientMsg.hash) {
console.error(
`desync detected on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
);
this.clientMessage({
type: "desync",
turn: clientMsg.turnNumber,
correctHash: archivedHash,
clientsWithCorrectHash: 0,
totalActiveClients: 1,
yourHash: clientMsg.hash,
});
} else {
console.log(
`hash verified on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
);
}
}
if (clientMsg.type == "winner") {
this.winner = clientMsg;
this.allPlayersStats = clientMsg.allPlayersStats;
}
}
private endTurn() {
if (this.paused) {
return;
}
const pastTurn: Turn = {
turnNumber: this.turns.length,
gameID: this.lobbyConfig.gameStartInfo.gameID,
intents: this.intents,
};
this.turns.push(pastTurn);
this.intents = [];
this.clientMessage({
type: "turn",
turn: pastTurn,
});
}
public endGame(saveFullGame: boolean = false) {
consolex.log("local server ending game");
clearInterval(this.endTurnIntervalID);
const players: PlayerRecord[] = [
{
ip: null,
persistentID: getPersistentIDFromCookie(),
username: this.lobbyConfig.playerName,
clientID: this.lobbyConfig.clientID,
},
];
const record = createGameRecord(
this.lobbyConfig.gameStartInfo.gameID,
this.lobbyConfig.gameStartInfo,
players,
this.turns,
this.startedAt,
Date.now(),
this.winner?.winner,
this.winner?.winnerType,
this.allPlayersStats,
);
if (!saveFullGame) {
// Clear turns because beacon only supports up to 64kb
record.turns = [];
}
// For unload events, sendBeacon is the only reliable method
const blob = new Blob([JSON.stringify(GameRecordSchema.parse(record))], {
type: "application/json",
});
const workerPath = this.lobbyConfig.serverConfig.workerPath(
this.lobbyConfig.gameStartInfo.gameID,
);
navigator.sendBeacon(`/${workerPath}/api/archive_singleplayer_game`, blob);
}
}