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https://github.com/openfrontio/OpenFrontIO.git
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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
202 lines
5.5 KiB
TypeScript
202 lines
5.5 KiB
TypeScript
import { utcDay } from "d3";
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import { placeName } from "../client/graphics/NameBoxCalculator";
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import { getConfig } from "./configuration/ConfigLoader";
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import { EventBus } from "./EventBus";
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import { Executor } from "./execution/ExecutionManager";
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import { WinCheckExecution } from "./execution/WinCheckExecution";
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import {
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AllPlayers,
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BuildableUnit,
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Game,
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GameUpdates,
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Player,
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PlayerActions,
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PlayerID,
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PlayerProfile,
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PlayerBorderTiles,
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PlayerType,
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UnitType,
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PlayerInfo,
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} from "./game/Game";
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import { ErrorUpdate } from "./game/GameUpdates";
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import { NameViewData } from "./game/Game";
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import { GameUpdateType } from "./game/GameUpdates";
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import { createGame } from "./game/GameImpl";
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import { loadTerrainMap as loadGameMap } from "./game/TerrainMapLoader";
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import { ClientID, GameStartInfo, Turn } from "./Schemas";
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import { GameUpdateViewData } from "./game/GameUpdates";
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export async function createGameRunner(
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gameStart: GameStartInfo,
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clientID: ClientID,
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callBack: (gu: GameUpdateViewData) => void,
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): Promise<GameRunner> {
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const config = await getConfig(gameStart.config, null);
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const gameMap = await loadGameMap(gameStart.config.gameMap);
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const game = createGame(
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gameStart.players.map(
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(p) =>
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new PlayerInfo(
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p.flag,
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p.username,
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PlayerType.Human,
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p.clientID,
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p.playerID,
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),
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),
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gameMap.gameMap,
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gameMap.miniGameMap,
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gameMap.nationMap,
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config,
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);
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const gr = new GameRunner(
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game as Game,
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new Executor(game, gameStart.gameID, clientID),
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callBack,
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);
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gr.init();
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return gr;
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}
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export class GameRunner {
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private turns: Turn[] = [];
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private currTurn = 0;
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private isExecuting = false;
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private playerViewData: Record<PlayerID, NameViewData> = {};
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constructor(
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public game: Game,
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private execManager: Executor,
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private callBack: (gu: GameUpdateViewData | ErrorUpdate) => void,
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) {}
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init() {
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if (this.game.config().bots() > 0) {
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this.game.addExecution(
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...this.execManager.spawnBots(this.game.config().numBots()),
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);
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}
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if (this.game.config().spawnNPCs()) {
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this.game.addExecution(...this.execManager.fakeHumanExecutions());
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}
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this.game.addExecution(new WinCheckExecution());
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}
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public addTurn(turn: Turn): void {
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this.turns.push(turn);
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}
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public executeNextTick() {
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if (this.isExecuting) {
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return;
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}
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if (this.currTurn >= this.turns.length) {
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return;
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}
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this.isExecuting = true;
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this.game.addExecution(
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...this.execManager.createExecs(this.turns[this.currTurn]),
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);
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this.currTurn++;
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let updates: GameUpdates;
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try {
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updates = this.game.executeNextTick();
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} catch (error: unknown) {
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if (error instanceof Error) {
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console.error("Game tick error:", error.message);
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this.callBack({
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errMsg: error.message,
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stack: error.stack,
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} as ErrorUpdate);
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return;
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}
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}
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if (this.game.inSpawnPhase() && this.game.ticks() % 2 == 0) {
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this.game
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.players()
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.filter(
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(p) =>
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p.type() == PlayerType.Human || p.type() == PlayerType.FakeHuman,
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)
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.forEach(
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(p) => (this.playerViewData[p.id()] = placeName(this.game, p)),
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);
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}
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if (this.game.ticks() < 3 || this.game.ticks() % 30 == 0) {
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this.game.players().forEach((p) => {
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this.playerViewData[p.id()] = placeName(this.game, p);
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});
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}
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// Many tiles are updated to pack it into an array
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const packedTileUpdates = updates[GameUpdateType.Tile].map((u) => u.update);
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updates[GameUpdateType.Tile] = [];
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this.callBack({
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tick: this.game.ticks(),
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packedTileUpdates: new BigUint64Array(packedTileUpdates),
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updates: updates,
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playerNameViewData: this.playerViewData,
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});
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this.isExecuting = false;
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}
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public playerActions(
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playerID: PlayerID,
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x: number,
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y: number,
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): PlayerActions {
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const player = this.game.player(playerID);
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const tile = this.game.ref(x, y);
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const actions = {
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canBoat: player.canBoat(tile),
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canAttack: player.canAttack(tile),
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buildableUnits: Object.values(UnitType).map((u) => {
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return {
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type: u,
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canBuild: player.canBuild(u, tile) != false,
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cost: this.game.config().unitInfo(u).cost(player),
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} as BuildableUnit;
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}),
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canSendEmojiAllPlayers: player.canSendEmoji(AllPlayers),
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} as PlayerActions;
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if (this.game.hasOwner(tile)) {
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const other = this.game.owner(tile) as Player;
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actions.interaction = {
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sharedBorder: player.sharesBorderWith(other),
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canSendEmoji: player.canSendEmoji(other),
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canTarget: player.canTarget(other),
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canSendAllianceRequest: player.canSendAllianceRequest(other),
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canBreakAlliance: player.isAlliedWith(other),
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canDonate: player.canDonate(other),
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canEmbargo: !player.hasEmbargoAgainst(other),
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};
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}
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return actions;
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}
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public playerProfile(playerID: number): PlayerProfile {
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const player = this.game.playerBySmallID(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return player.playerProfile();
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}
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public playerBorderTiles(playerID: PlayerID): PlayerBorderTiles {
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const player = this.game.player(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return {
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borderTiles: player.borderTiles(),
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} as PlayerBorderTiles;
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}
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}
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