Files
OpenFrontIO/src/client/ClientGameRunner.ts
T
Scott Anderson c30839b12b Better login handling (#855)
## Description:

- Display "Checking login..." while waiting for the API server to
respond to our profile lookup request.
- Set the client to logged out if any of the API calls fail.
- Fix a bug causing the client to send a JWT even if the API server was
down.

Closes #824


![image](https://github.com/user-attachments/assets/d6413489-b6af-43b5-be8a-676142697495)

## 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

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-23 16:54:26 -07:00

546 lines
16 KiB
TypeScript

import { consolex, initRemoteSender } from "../core/Consolex";
import { EventBus } from "../core/EventBus";
import {
ClientID,
GameID,
GameRecord,
GameStartInfo,
PlayerRecord,
ServerMessage,
} from "../core/Schemas";
import { createGameRecord } from "../core/Util";
import { ServerConfig } from "../core/configuration/Config";
import { getConfig } from "../core/configuration/ConfigLoader";
import { Cell, Team, UnitType } from "../core/game/Game";
import { TileRef } from "../core/game/GameMap";
import {
ErrorUpdate,
GameUpdateType,
GameUpdateViewData,
HashUpdate,
WinUpdate,
} from "../core/game/GameUpdates";
import { GameView, PlayerView } from "../core/game/GameView";
import { loadTerrainMap, TerrainMapData } from "../core/game/TerrainMapLoader";
import { UserSettings } from "../core/game/UserSettings";
import { WorkerClient } from "../core/worker/WorkerClient";
import { InputHandler, MouseMoveEvent, MouseUpEvent } from "./InputHandler";
import { endGame, startGame, startTime } from "./LocalPersistantStats";
import { getPersistentID } from "./Main";
import {
SendAttackIntentEvent,
SendBoatAttackIntentEvent,
SendHashEvent,
SendSpawnIntentEvent,
Transport,
} from "./Transport";
import { createCanvas } from "./Utils";
import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
export interface LobbyConfig {
serverConfig: ServerConfig;
flag: string;
playerName: string;
clientID: ClientID;
gameID: GameID;
token: string;
// GameStartInfo only exists when playing a singleplayer game.
gameStartInfo?: GameStartInfo;
// GameRecord exists when replaying an archived game.
gameRecord?: GameRecord;
}
export function joinLobby(
lobbyConfig: LobbyConfig,
onPrestart: () => void,
onJoin: () => void,
): () => void {
const eventBus = new EventBus();
initRemoteSender(eventBus);
consolex.log(
`joinging lobby: gameID: ${lobbyConfig.gameID}, clientID: ${lobbyConfig.clientID}`,
);
const userSettings: UserSettings = new UserSettings();
startGame(lobbyConfig.gameID, lobbyConfig.gameStartInfo?.config ?? {});
const transport = new Transport(lobbyConfig, eventBus);
const onconnect = () => {
consolex.log(`Joined game lobby ${lobbyConfig.gameID}`);
transport.joinGame(0);
};
let terrainLoad: Promise<TerrainMapData> | null = null;
const onmessage = (message: ServerMessage) => {
if (message.type === "prestart") {
consolex.log(`lobby: game prestarting: ${JSON.stringify(message)}`);
terrainLoad = loadTerrainMap(message.gameMap);
onPrestart();
}
if (message.type === "start") {
// Trigger prestart for singleplayer games
onPrestart();
consolex.log(`lobby: game started: ${JSON.stringify(message, null, 2)}`);
onJoin();
// For multiplayer games, GameStartInfo is not known until game starts.
lobbyConfig.gameStartInfo = message.gameStartInfo;
createClientGame(
lobbyConfig,
eventBus,
transport,
userSettings,
terrainLoad,
).then((r) => r.start());
}
};
transport.connect(onconnect, onmessage);
return () => {
consolex.log("leaving game");
transport.leaveGame();
};
}
export async function createClientGame(
lobbyConfig: LobbyConfig,
eventBus: EventBus,
transport: Transport,
userSettings: UserSettings,
terrainLoad: Promise<TerrainMapData> | null,
): Promise<ClientGameRunner> {
if (lobbyConfig.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
const config = await getConfig(
lobbyConfig.gameStartInfo.config,
userSettings,
lobbyConfig.gameRecord !== undefined,
);
let gameMap: TerrainMapData | null = null;
if (terrainLoad) {
gameMap = await terrainLoad;
} else {
gameMap = await loadTerrainMap(lobbyConfig.gameStartInfo.config.gameMap);
}
const worker = new WorkerClient(
lobbyConfig.gameStartInfo,
lobbyConfig.clientID,
);
await worker.initialize();
const gameView = new GameView(
worker,
config,
gameMap.gameMap,
lobbyConfig.clientID,
lobbyConfig.gameStartInfo.gameID,
);
consolex.log("going to init path finder");
consolex.log("inited path finder");
const canvas = createCanvas();
const gameRenderer = createRenderer(
canvas,
gameView,
eventBus,
lobbyConfig.clientID,
);
consolex.log(
`creating private game got difficulty: ${lobbyConfig.gameStartInfo.config.difficulty}`,
);
return new ClientGameRunner(
lobbyConfig,
eventBus,
gameRenderer,
new InputHandler(canvas, eventBus),
transport,
worker,
gameView,
);
}
export class ClientGameRunner {
private myPlayer: PlayerView | null = null;
private isActive = false;
private turnsSeen = 0;
private hasJoined = false;
private lastMousePosition: { x: number; y: number } | null = null;
private lastMessageTime: number = 0;
private connectionCheckInterval: NodeJS.Timeout | null = null;
constructor(
private lobby: LobbyConfig,
private eventBus: EventBus,
private renderer: GameRenderer,
private input: InputHandler,
private transport: Transport,
private worker: WorkerClient,
private gameView: GameView,
) {
this.lastMessageTime = Date.now();
}
private saveGame(update: WinUpdate) {
if (this.myPlayer === null) {
return;
}
const players: PlayerRecord[] = [
{
playerID: this.myPlayer.id(),
persistentID: getPersistentID(),
username: this.lobby.playerName,
clientID: this.lobby.clientID,
stats: update.allPlayersStats[this.lobby.clientID],
},
];
let winner: ClientID | Team | null = null;
if (update.winnerType === "player") {
winner = this.gameView
.playerBySmallID(update.winner as number)
.clientID();
} else {
winner = update.winner as Team;
}
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
const record = createGameRecord(
this.lobby.gameStartInfo.gameID,
this.lobby.gameStartInfo.config,
players,
// Not saving turns locally
[],
startTime(),
Date.now(),
winner,
update.winnerType,
);
endGame(record);
}
public start() {
consolex.log("starting client game");
this.isActive = true;
this.lastMessageTime = Date.now();
setTimeout(() => {
this.connectionCheckInterval = setInterval(
() => this.onConnectionCheck(),
1000,
);
}, 20000);
this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e));
this.eventBus.on(MouseMoveEvent, (e) => this.onMouseMove(e));
this.renderer.initialize();
this.input.initialize();
this.worker.start((gu: GameUpdateViewData | ErrorUpdate) => {
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
if ("errMsg" in gu) {
showErrorModal(
gu.errMsg,
gu.stack ?? "missing",
this.lobby.gameStartInfo.gameID,
this.lobby.clientID,
);
console.error(gu.stack);
this.stop(true);
return;
}
this.transport.turnComplete();
gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => {
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
});
this.gameView.update(gu);
this.renderer.tick();
if (gu.updates[GameUpdateType.Win].length > 0) {
this.saveGame(gu.updates[GameUpdateType.Win][0]);
}
});
const worker = this.worker;
const keepWorkerAlive = () => {
worker.sendHeartbeat();
requestAnimationFrame(keepWorkerAlive);
};
requestAnimationFrame(keepWorkerAlive);
const onconnect = () => {
consolex.log("Connected to game server!");
this.transport.joinGame(this.turnsSeen);
};
const onmessage = (message: ServerMessage) => {
this.lastMessageTime = Date.now();
if (message.type === "start") {
this.hasJoined = true;
consolex.log("starting game!");
for (const turn of message.turns) {
if (turn.turnNumber < this.turnsSeen) {
continue;
}
while (turn.turnNumber - 1 > this.turnsSeen) {
this.worker.sendTurn({
turnNumber: this.turnsSeen,
intents: [],
});
this.turnsSeen++;
}
this.worker.sendTurn(turn);
this.turnsSeen++;
}
}
if (message.type === "desync") {
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
showErrorModal(
`desync from server: ${JSON.stringify(message)}`,
"",
this.lobby.gameStartInfo.gameID,
this.lobby.clientID,
true,
"You are desynced from other players. What you see might differ from other players.",
);
}
if (message.type === "turn") {
if (!this.hasJoined) {
this.transport.joinGame(0);
return;
}
if (this.turnsSeen !== message.turn.turnNumber) {
consolex.error(
`got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`,
);
} else {
this.worker.sendTurn(message.turn);
this.turnsSeen++;
}
}
};
this.transport.connect(onconnect, onmessage);
}
public stop(saveFullGame: boolean = false) {
this.worker.cleanup();
this.isActive = false;
this.transport.leaveGame(saveFullGame);
if (this.connectionCheckInterval) {
clearInterval(this.connectionCheckInterval);
this.connectionCheckInterval = null;
}
}
private inputEvent(event: MouseUpEvent) {
if (!this.isActive) {
return;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
event.x,
event.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return;
}
consolex.log(`clicked cell ${cell}`);
const tile = this.gameView.ref(cell.x, cell.y);
if (
this.gameView.isLand(tile) &&
!this.gameView.hasOwner(tile) &&
this.gameView.inSpawnPhase()
) {
this.eventBus.emit(new SendSpawnIntentEvent(cell));
return;
}
if (this.gameView.inSpawnPhase()) {
return;
}
if (this.myPlayer === null) {
const myPlayer = this.gameView.playerByClientID(this.lobby.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer.actions(tile).then((actions) => {
if (this.myPlayer === null) return;
const bu = actions.buildableUnits.find(
(bu) => bu.type === UnitType.TransportShip,
);
if (bu === undefined) {
console.warn(`no transport ship buildable units`);
return;
}
if (actions.canAttack) {
this.eventBus.emit(
new SendAttackIntentEvent(
this.gameView.owner(tile).id(),
this.myPlayer.troops() * this.renderer.uiState.attackRatio,
),
);
} else if (
bu.canBuild !== false &&
this.shouldBoat(tile, bu.canBuild) &&
this.gameView.isLand(tile)
) {
this.myPlayer
.bestTransportShipSpawn(this.gameView.ref(cell.x, cell.y))
.then((spawn: number | false) => {
if (this.myPlayer === null) throw new Error("not initialized");
let spawnCell: Cell | null = null;
if (spawn !== false) {
spawnCell = new Cell(
this.gameView.x(spawn),
this.gameView.y(spawn),
);
}
this.eventBus.emit(
new SendBoatAttackIntentEvent(
this.gameView.owner(tile).id(),
cell,
this.myPlayer.troops() * this.renderer.uiState.attackRatio,
spawnCell,
),
);
});
}
const owner = this.gameView.owner(tile);
if (owner.isPlayer()) {
this.gameView.setFocusedPlayer(owner as PlayerView);
} else {
this.gameView.setFocusedPlayer(null);
}
});
}
private shouldBoat(tile: TileRef, src: TileRef) {
// TODO: Global enable flag
// TODO: Global limit autoboat to nearby shore flag
// if (!enableAutoBoat) return false;
// if (!limitAutoBoatNear) return true;
const distanceSquared = this.gameView.euclideanDistSquared(tile, src);
const limit = 100;
const limitSquared = limit * limit;
if (distanceSquared > limitSquared) return false;
return true;
}
private onMouseMove(event: MouseMoveEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
this.checkTileUnderCursor();
}
private checkTileUnderCursor() {
if (!this.lastMousePosition || !this.renderer.transformHandler) return;
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!cell || !this.gameView.isValidCoord(cell.x, cell.y)) {
return;
}
const tile = this.gameView.ref(cell.x, cell.y);
if (this.gameView.isLand(tile)) {
const owner = this.gameView.owner(tile);
if (owner.isPlayer()) {
this.gameView.setFocusedPlayer(owner as PlayerView);
} else {
this.gameView.setFocusedPlayer(null);
}
} else {
const units = this.gameView
.nearbyUnits(tile, 50, [
UnitType.Warship,
UnitType.TradeShip,
UnitType.TransportShip,
])
.sort((a, b) => a.distSquared - b.distSquared)
.map((u) => u.unit);
if (units.length > 0) {
this.gameView.setFocusedPlayer(units[0].owner() as PlayerView);
} else {
this.gameView.setFocusedPlayer(null);
}
}
}
private onConnectionCheck() {
if (this.transport.isLocal) {
return;
}
const timeSinceLastMessage = Date.now() - this.lastMessageTime;
if (timeSinceLastMessage > 5000) {
console.log(
`No message from server for ${timeSinceLastMessage} ms, reconnecting`,
);
this.lastMessageTime = Date.now();
this.transport.reconnect();
}
}
}
function showErrorModal(
errMsg: string,
stack: string,
gameID: GameID,
clientID: ClientID,
closable = false,
heading = "Game crashed!",
) {
const errorText = `Error: ${errMsg}\nStack: ${stack}`;
if (document.querySelector("#error-modal")) {
return;
}
const modal = document.createElement("div");
const content = `${heading}\n game id: ${gameID}, client id: ${clientID}\nPlease paste the following in your bug report in Discord:\n${errorText}`;
// Create elements
const pre = document.createElement("pre");
pre.textContent = content;
const button = document.createElement("button");
button.textContent = "Copy to clipboard";
button.style.cssText =
"padding: 8px 16px; margin-top: 10px; background: #4CAF50; color: white; border: none; border-radius: 4px; cursor: pointer;";
button.addEventListener("click", () => {
navigator.clipboard
.writeText(content)
.then(() => (button.textContent = "Copied!"))
.catch(() => (button.textContent = "Failed to copy"));
});
const closeButton = document.createElement("button");
closeButton.textContent = "X";
closeButton.style.cssText =
"color: white;top: 0px;right: 0px;cursor: pointer;background: red;margin-right: 0px;position: fixed;width: 40px;";
closeButton.addEventListener("click", () => {
modal.style.display = "none";
});
// Add to modal
modal.style.cssText =
"position:fixed; padding:20px; background:white; border:1px solid black; top:50%; left:50%; transform:translate(-50%,-50%); z-index:9999;";
modal.appendChild(pre);
modal.appendChild(button);
modal.id = "error-modal";
if (closable) {
modal.appendChild(closeButton);
}
document.body.appendChild(modal);
}