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ab3f4fbac1
## Description: The server stores all players that have joined, and once the game starts it sends a list of players to all clients. Players cannot join after the game has started. Server now generated the PlayerID instead of the client. The is necessary for team mode, we need to know how who is playing the game before it starts so we can properly assign teams based on clans. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
191 lines
5.3 KiB
TypeScript
191 lines
5.3 KiB
TypeScript
import { Config, GameEnv, ServerConfig } from "../core/configuration/Config";
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import { consolex } from "../core/Consolex";
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import { GameEvent } from "../core/EventBus";
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import {
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AllPlayersStats,
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ClientMessage,
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ClientMessageSchema,
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ClientSendWinnerMessage,
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GameRecordSchema,
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Intent,
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PlayerRecord,
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ServerMessage,
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ServerStartGameMessageSchema,
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Turn,
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} from "../core/Schemas";
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import {
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createGameRecord,
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decompressGameRecord,
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generateID,
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} from "../core/Util";
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import { LobbyConfig } from "./ClientGameRunner";
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import { getPersistentIDFromCookie } from "./Main";
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export class LocalServer {
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private turns: Turn[] = [];
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private intents: Intent[] = [];
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private startedAt: number;
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private endTurnIntervalID;
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private paused = false;
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private winner: ClientSendWinnerMessage = null;
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private allPlayersStats: AllPlayersStats = {};
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constructor(
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private lobbyConfig: LobbyConfig,
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private clientConnect: () => void,
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private clientMessage: (message: ServerMessage) => void,
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) {}
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start() {
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this.startedAt = Date.now();
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if (!this.lobbyConfig.gameRecord) {
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this.endTurnIntervalID = setInterval(
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() => this.endTurn(),
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this.lobbyConfig.serverConfig.turnIntervalMs(),
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);
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}
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this.clientConnect();
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if (this.lobbyConfig.gameRecord) {
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this.turns = decompressGameRecord(this.lobbyConfig.gameRecord).turns;
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console.log(`loaded turns: ${JSON.stringify(this.turns)}`);
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}
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this.clientMessage(
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ServerStartGameMessageSchema.parse({
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type: "start",
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gameID: this.lobbyConfig.gameStartInfo.gameID,
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gameStartInfo: this.lobbyConfig.gameStartInfo,
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turns: this.turns,
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players: [
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{
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flag: this.lobbyConfig.flag,
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playerID: generateID(),
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clientID: this.lobbyConfig.clientID,
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username: this.lobbyConfig.playerName,
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},
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],
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}),
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);
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}
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pause() {
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this.paused = true;
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}
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resume() {
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this.paused = false;
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}
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onMessage(message: string) {
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const clientMsg: ClientMessage = ClientMessageSchema.parse(
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JSON.parse(message),
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);
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if (clientMsg.type == "intent") {
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if (this.lobbyConfig.gameRecord) {
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// If we are replaying a game, we don't want to process intents
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return;
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}
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if (this.paused) {
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if (clientMsg.intent.type == "troop_ratio") {
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// Store troop change events because otherwise they are
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// not registered when game is paused.
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this.intents.push(clientMsg.intent);
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}
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return;
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}
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this.intents.push(clientMsg.intent);
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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 we are playing a singleplayer then store hash.
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this.turns[clientMsg.turnNumber].hash = clientMsg.hash;
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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.turns[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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private endTurn() {
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if (this.paused) {
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return;
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}
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const pastTurn: Turn = {
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turnNumber: this.turns.length,
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gameID: this.lobbyConfig.gameStartInfo.gameID,
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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(saveFullGame: boolean = false) {
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consolex.log("local server ending game");
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clearInterval(this.endTurnIntervalID);
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const players: PlayerRecord[] = [
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{
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ip: null,
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persistentID: getPersistentIDFromCookie(),
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username: this.lobbyConfig.playerName,
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clientID: this.lobbyConfig.clientID,
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},
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];
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const record = createGameRecord(
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this.lobbyConfig.gameStartInfo.gameID,
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this.lobbyConfig.gameStartInfo,
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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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this.winner?.winnerType,
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this.allPlayersStats,
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);
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if (!saveFullGame) {
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// Clear turns because beacon only supports up to 64kb
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record.turns = [];
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}
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// For unload events, sendBeacon is the only reliable method
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const blob = new Blob([JSON.stringify(GameRecordSchema.parse(record))], {
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type: "application/json",
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});
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const workerPath = this.lobbyConfig.serverConfig.workerPath(
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this.lobbyConfig.gameStartInfo.gameID,
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);
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navigator.sendBeacon(`/${workerPath}/api/archive_singleplayer_game`, blob);
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}
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}
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