mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-27 17:44:16 +00:00
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
197 lines
4.7 KiB
TypeScript
197 lines
4.7 KiB
TypeScript
import {
|
|
PlayerActions,
|
|
PlayerID,
|
|
PlayerProfile,
|
|
PlayerBorderTiles,
|
|
} from "../game/Game";
|
|
import { ErrorUpdate, GameUpdateViewData } from "../game/GameUpdates";
|
|
import { ClientID, GameStartInfo, Turn } from "../Schemas";
|
|
import { generateID } from "../Util";
|
|
import { WorkerMessage } from "./WorkerMessages";
|
|
|
|
export class WorkerClient {
|
|
private worker: Worker;
|
|
private isInitialized = false;
|
|
private messageHandlers: Map<string, (message: WorkerMessage) => void>;
|
|
private gameUpdateCallback?: (
|
|
update: GameUpdateViewData | ErrorUpdate,
|
|
) => void;
|
|
|
|
constructor(
|
|
private gameStartInfo: GameStartInfo,
|
|
private clientID: ClientID,
|
|
) {
|
|
this.worker = new Worker(new URL("./Worker.worker.ts", import.meta.url));
|
|
this.messageHandlers = new Map();
|
|
|
|
// Set up global message handler
|
|
this.worker.addEventListener(
|
|
"message",
|
|
this.handleWorkerMessage.bind(this),
|
|
);
|
|
}
|
|
|
|
private handleWorkerMessage(event: MessageEvent<WorkerMessage>) {
|
|
const message = event.data;
|
|
|
|
switch (message.type) {
|
|
case "game_update":
|
|
if (this.gameUpdateCallback && message.gameUpdate) {
|
|
this.gameUpdateCallback(message.gameUpdate);
|
|
}
|
|
break;
|
|
|
|
case "initialized":
|
|
default:
|
|
if (message.id && this.messageHandlers.has(message.id)) {
|
|
const handler = this.messageHandlers.get(message.id)!;
|
|
handler(message);
|
|
this.messageHandlers.delete(message.id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
initialize(): Promise<void> {
|
|
return new Promise((resolve, reject) => {
|
|
const messageId = generateID();
|
|
|
|
this.messageHandlers.set(messageId, (message) => {
|
|
if (message.type === "initialized") {
|
|
this.isInitialized = true;
|
|
resolve();
|
|
}
|
|
});
|
|
|
|
this.worker.postMessage({
|
|
type: "init",
|
|
id: messageId,
|
|
gameStartInfo: this.gameStartInfo,
|
|
clientID: this.clientID,
|
|
});
|
|
|
|
// Add timeout for initialization
|
|
setTimeout(() => {
|
|
if (!this.isInitialized) {
|
|
this.messageHandlers.delete(messageId);
|
|
reject(new Error("Worker initialization timeout"));
|
|
}
|
|
}, 5000); // 5 second timeout
|
|
});
|
|
}
|
|
|
|
start(gameUpdate: (gu: GameUpdateViewData | ErrorUpdate) => void) {
|
|
if (!this.isInitialized) {
|
|
throw new Error("Failed to initialize pathfinder");
|
|
}
|
|
this.gameUpdateCallback = gameUpdate;
|
|
}
|
|
|
|
sendTurn(turn: Turn) {
|
|
if (!this.isInitialized) {
|
|
throw new Error("Worker not initialized");
|
|
}
|
|
|
|
this.worker.postMessage({
|
|
type: "turn",
|
|
turn,
|
|
});
|
|
}
|
|
|
|
sendHeartbeat() {
|
|
this.worker.postMessage({
|
|
type: "heartbeat",
|
|
});
|
|
}
|
|
|
|
playerProfile(playerID: number): Promise<PlayerProfile> {
|
|
return new Promise((resolve, reject) => {
|
|
if (!this.isInitialized) {
|
|
reject(new Error("Worker not initialized"));
|
|
return;
|
|
}
|
|
|
|
const messageId = generateID();
|
|
|
|
this.messageHandlers.set(messageId, (message) => {
|
|
if (
|
|
message.type === "player_profile_result" &&
|
|
message.result !== undefined
|
|
) {
|
|
resolve(message.result);
|
|
}
|
|
});
|
|
|
|
this.worker.postMessage({
|
|
type: "player_profile",
|
|
id: messageId,
|
|
playerID: playerID,
|
|
});
|
|
});
|
|
}
|
|
|
|
playerBorderTiles(playerID: PlayerID): Promise<PlayerBorderTiles> {
|
|
return new Promise((resolve, reject) => {
|
|
if (!this.isInitialized) {
|
|
reject(new Error("Worker not initialized"));
|
|
return;
|
|
}
|
|
|
|
const messageId = generateID();
|
|
|
|
this.messageHandlers.set(messageId, (message) => {
|
|
if (
|
|
message.type === "player_border_tiles_result" &&
|
|
message.result !== undefined
|
|
) {
|
|
resolve(message.result);
|
|
}
|
|
});
|
|
|
|
this.worker.postMessage({
|
|
type: "player_border_tiles",
|
|
id: messageId,
|
|
playerID: playerID,
|
|
});
|
|
});
|
|
}
|
|
|
|
playerInteraction(
|
|
playerID: PlayerID,
|
|
x: number,
|
|
y: number,
|
|
): Promise<PlayerActions> {
|
|
return new Promise((resolve, reject) => {
|
|
if (!this.isInitialized) {
|
|
reject(new Error("Worker not initialized"));
|
|
return;
|
|
}
|
|
|
|
const messageId = generateID();
|
|
|
|
this.messageHandlers.set(messageId, (message) => {
|
|
if (
|
|
message.type === "player_actions_result" &&
|
|
message.result !== undefined
|
|
) {
|
|
resolve(message.result);
|
|
}
|
|
});
|
|
|
|
this.worker.postMessage({
|
|
type: "player_actions",
|
|
id: messageId,
|
|
playerID: playerID,
|
|
x: x,
|
|
y: y,
|
|
});
|
|
});
|
|
}
|
|
|
|
cleanup() {
|
|
this.worker.terminate();
|
|
this.messageHandlers.clear();
|
|
this.gameUpdateCallback = undefined;
|
|
}
|
|
}
|