Files
OpenFrontIO/src/core/worker/WorkerClient.ts
T
evanpelle 71849b47cd better transport ship spawn (#587)
## Description:

Taken from PR #506

Improve transport source tile by considering border extremums

Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.

## 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:

<DISCORD USERNAME>
evan

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-21 19:49:17 -07:00

228 lines
5.4 KiB
TypeScript

import {
PlayerActions,
PlayerBorderTiles,
PlayerID,
PlayerProfile,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
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,
});
});
}
transportShipSpawn(
playerID: PlayerID,
targetTile: TileRef,
): Promise<TileRef | false> {
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 === "transport_ship_spawn_result" &&
message.result !== undefined
) {
resolve(message.result);
}
});
this.worker.postMessage({
type: "transport_ship_spawn",
id: messageId,
playerID: playerID,
targetTile: targetTile,
});
});
}
cleanup() {
this.worker.terminate();
this.messageHandlers.clear();
this.gameUpdateCallback = undefined;
}
}