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103 lines
2.9 KiB
TypeScript
103 lines
2.9 KiB
TypeScript
import { Config, ServerConfig } from "../core/configuration/Config";
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import { ClientID, GameConfig, GameID } from "../core/Schemas";
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import { v4 as uuidv4 } from "uuid";
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import { Client } from "./Client";
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import { GamePhase, GameServer } from "./GameServer";
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import { Difficulty, GameMapType, GameType } from "../core/game/Game";
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import { generateID } from "../core/Util";
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import { PseudoRandom } from "../core/PseudoRandom";
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export class GameManager {
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private lastNewLobby: number = 0;
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private games: GameServer[] = [];
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private random = new PseudoRandom(123);
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constructor(private config: ServerConfig) {}
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public game(id: GameID): GameServer | null {
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return this.games.find((g) => g.id == id);
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}
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gamesByPhase(phase: GamePhase): GameServer[] {
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return this.games.filter((g) => g.phase() == phase);
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}
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addClient(client: Client, gameID: GameID, lastTurn: number) {
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const game = this.games.find((g) => g.id == gameID);
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if (!game) {
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console.log(`game id ${gameID} not found`);
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return;
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}
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game.addClient(client, lastTurn);
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}
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updateGameConfig(gameID: GameID, gameConfig: GameConfig) {
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const game = this.games.find((g) => g.id == gameID);
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if (game == null) {
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console.warn(`game ${gameID} not found`);
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return;
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}
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game.updateGameConfig(gameConfig);
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}
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createPrivateGame(): string {
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const id = generateID();
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this.games.push(
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new GameServer(id, Date.now(), false, this.config, {
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gameMap: GameMapType.World,
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gameType: GameType.Private,
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difficulty: Difficulty.Medium,
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})
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);
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return id;
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}
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hasActiveGame(gameID: GameID): boolean {
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const game = this.games
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.filter(
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(g) => g.phase() == GamePhase.Lobby || g.phase() == GamePhase.Active
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)
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.find((g) => g.id == gameID);
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return game != null;
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}
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// TODO: stop private games to prevent memory leak.
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startPrivateGame(gameID: GameID) {
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const game = this.games.find((g) => g.id == gameID);
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console.log(`found game ${game}`);
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if (game) {
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game.start();
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} else {
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throw new Error(`cannot start private game, game ${gameID} not found`);
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}
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}
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tick() {
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const lobbies = this.gamesByPhase(GamePhase.Lobby);
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const active = this.gamesByPhase(GamePhase.Active);
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const finished = this.gamesByPhase(GamePhase.Finished);
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const now = Date.now();
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if (now > this.lastNewLobby + this.config.gameCreationRate()) {
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this.lastNewLobby = now;
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lobbies.push(
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new GameServer(generateID(), now, true, this.config, {
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gameMap: this.random.randElement(Object.values(GameMapType)),
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gameType: GameType.Public,
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difficulty: Difficulty.Medium,
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})
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);
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}
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active
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.filter((g) => !g.hasStarted() && g.isPublic)
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.forEach((g) => {
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g.start();
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});
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finished.map((g) => g.endGame()); // Fire and forget
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this.games = [...lobbies, ...active];
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}
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}
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