Files
OpenFrontIO/src/server/GameServer.ts
T
evanpelle d6a412aa50 implement duos (#630)
## Description:
Implement Duos team mode.
Also assign teams to nations at the start instead of assigning them
randomly on spawn. This gives more consistent team sizes

## 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>

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-30 13:47:35 -07:00

600 lines
16 KiB
TypeScript

import { Logger } from "winston";
import WebSocket from "ws";
import {
AllPlayersStats,
ClientID,
ClientMessage,
ClientMessageSchema,
ClientSendWinnerMessage,
GameConfig,
GameInfo,
GameStartInfo,
GameStartInfoSchema,
Intent,
PlayerRecord,
ServerDesyncSchema,
ServerPrestartMessageSchema,
ServerStartGameMessageSchema,
ServerTurnMessageSchema,
Turn,
} from "../core/Schemas";
import { createGameRecord } from "../core/Util";
import { ServerConfig } from "../core/configuration/Config";
import { GameType } from "../core/game/Game";
import { archive } from "./Archive";
import { Client } from "./Client";
import { gatekeeper } from "./Gatekeeper";
export enum GamePhase {
Lobby = "LOBBY",
Active = "ACTIVE",
Finished = "FINISHED",
}
export class GameServer {
private sentDesyncMessageClients = new Set<ClientID>();
private maxGameDuration = 3 * 60 * 60 * 1000; // 3 hours
private turns: Turn[] = [];
private intents: Intent[] = [];
public activeClients: Client[] = [];
// Used for record record keeping
private allClients: Map<ClientID, Client> = new Map();
private _hasStarted = false;
private _startTime: number = null;
private endTurnIntervalID;
private lastPingUpdate = 0;
private winner: ClientSendWinnerMessage = null;
// This field is currently only filled at victory
private allPlayersStats: AllPlayersStats = {};
private gameStartInfo: GameStartInfo;
private log: Logger;
private _hasPrestarted = false;
constructor(
public readonly id: string,
readonly log_: Logger,
public readonly createdAt: number,
private config: ServerConfig,
public gameConfig: GameConfig,
) {
this.log = log_.child({ gameID: id });
}
public updateGameConfig(gameConfig: GameConfig): void {
if (gameConfig.gameMap != null) {
this.gameConfig.gameMap = gameConfig.gameMap;
}
if (gameConfig.difficulty != null) {
this.gameConfig.difficulty = gameConfig.difficulty;
}
if (gameConfig.disableNPCs != null) {
this.gameConfig.disableNPCs = gameConfig.disableNPCs;
}
if (gameConfig.disableNukes != null) {
this.gameConfig.disableNukes = gameConfig.disableNukes;
}
if (gameConfig.bots != null) {
this.gameConfig.bots = gameConfig.bots;
}
if (gameConfig.infiniteGold != null) {
this.gameConfig.infiniteGold = gameConfig.infiniteGold;
}
if (gameConfig.infiniteTroops != null) {
this.gameConfig.infiniteTroops = gameConfig.infiniteTroops;
}
if (gameConfig.instantBuild != null) {
this.gameConfig.instantBuild = gameConfig.instantBuild;
}
if (gameConfig.gameMode != null) {
this.gameConfig.gameMode = gameConfig.gameMode;
}
if (gameConfig.playerTeams != null) {
this.gameConfig.playerTeams = gameConfig.playerTeams;
}
}
public addClient(client: Client, lastTurn: number) {
this.log.info("client (re)joining game", {
clientID: client.clientID,
persistentID: client.persistentID,
clientIP: client.ip,
isRejoin: lastTurn > 0,
});
if (
this.gameConfig.gameType == GameType.Public &&
this.activeClients.filter(
(c) => c.ip == client.ip && c.clientID != client.clientID,
).length >= 3
) {
this.log.warn("cannot add client, already have 3 ips", {
clientID: client.clientID,
clientIP: client.ip,
});
return;
}
// Remove stale client if this is a reconnect
const existing = this.activeClients.find(
(c) => c.clientID == client.clientID,
);
if (existing != null) {
existing.ws.removeAllListeners("message");
}
this.activeClients = this.activeClients.filter(
(c) => c.clientID != client.clientID,
);
this.activeClients.push(client);
client.lastPing = Date.now();
this.allClients.set(client.clientID, client);
client.ws.on(
"message",
gatekeeper.wsHandler(client.ip, async (message: string) => {
try {
let clientMsg: ClientMessage = null;
try {
clientMsg = ClientMessageSchema.parse(JSON.parse(message));
} catch (error) {
throw Error(`error parsing schema for ${client.ip}`);
}
if (this.allClients.has(clientMsg.clientID)) {
const client = this.allClients.get(clientMsg.clientID);
if (client.persistentID != clientMsg.persistentID) {
this.log.warn(
`Client ID ${clientMsg.clientID} sent incorrect id ${clientMsg.persistentID}, does not match persistent id ${client.persistentID}`,
{
clientID: clientMsg.clientID,
persistentID: clientMsg.persistentID,
},
);
return;
}
}
// Clear out persistent id to make sure it doesn't get sent to other clients.
clientMsg.persistentID = null;
if (clientMsg.type == "intent") {
if (clientMsg.gameID == this.id) {
this.addIntent(clientMsg.intent);
} else {
this.log.warn("client sent to wrong game", {
clientID: clientMsg.clientID,
persistentID: clientMsg.persistentID,
});
}
}
if (clientMsg.type == "ping") {
this.lastPingUpdate = Date.now();
client.lastPing = Date.now();
}
if (clientMsg.type == "hash") {
client.hashes.set(clientMsg.turnNumber, clientMsg.hash);
}
if (clientMsg.type == "winner") {
this.winner = clientMsg;
this.allPlayersStats = clientMsg.allPlayersStats;
}
} catch (error) {
this.log.info(
`error handline websocket request in game server: ${error}`,
{
clientID: client.clientID,
},
);
}
}),
);
client.ws.on("close", () => {
this.log.info("client disconnected", {
clientID: client.clientID,
persistentID: client.persistentID,
});
this.activeClients = this.activeClients.filter(
(c) => c.clientID != client.clientID,
);
});
client.ws.on("error", (error: Error) => {
if ((error as any).code === "WS_ERR_UNEXPECTED_RSV_1") {
client.ws.close(1002);
}
});
// In case a client joined the game late and missed the start message.
if (this._hasStarted) {
this.sendStartGameMsg(client.ws, lastTurn);
}
}
public numClients(): number {
return this.activeClients.length;
}
public startTime(): number {
if (this._startTime > 0) {
return this._startTime;
} else {
//game hasn't started yet, only works for public games
return this.createdAt + this.config.gameCreationRate();
}
}
public prestart() {
if (this.hasStarted()) {
return;
}
this._hasPrestarted = true;
const prestartMsg = ServerPrestartMessageSchema.safeParse({
type: "prestart",
gameMap: this.gameConfig.gameMap,
});
if (!prestartMsg.success) {
console.error(
`error creating prestart message for game ${this.id}, ${prestartMsg.error}`.substring(
0,
250,
),
);
return;
}
const msg = JSON.stringify(prestartMsg.data);
this.activeClients.forEach((c) => {
this.log.info("sending prestart message", {
clientID: c.clientID,
persistentID: c.persistentID,
});
c.ws.send(msg);
});
}
public start() {
if (this._hasStarted) {
return;
}
this._hasStarted = true;
this._startTime = Date.now();
// Set last ping to start so we don't immediately stop the game
// if no client connects/pings.
this.lastPingUpdate = Date.now();
this.gameStartInfo = GameStartInfoSchema.parse({
gameID: this.id,
config: this.gameConfig,
players: this.activeClients.map((c) => ({
playerID: c.playerID,
username: c.username,
clientID: c.clientID,
flag: c.flag,
})),
});
this.endTurnIntervalID = setInterval(
() => this.endTurn(),
this.config.turnIntervalMs(),
);
this.activeClients.forEach((c) => {
this.log.info("sending start message", {
clientID: c.clientID,
persistentID: c.persistentID,
});
this.sendStartGameMsg(c.ws, 0);
});
}
private addIntent(intent: Intent) {
this.intents.push(intent);
}
private sendStartGameMsg(ws: WebSocket, lastTurn: number) {
try {
ws.send(
JSON.stringify(
ServerStartGameMessageSchema.parse({
type: "start",
turns: this.turns.slice(lastTurn),
gameStartInfo: this.gameStartInfo,
}),
),
);
} catch (error) {
throw new Error(
`error sending start message for game ${this.id}, ${error}`.substring(
0,
250,
),
);
}
}
private endTurn() {
const pastTurn: Turn = {
turnNumber: this.turns.length,
gameID: this.id,
intents: this.intents,
};
this.turns.push(pastTurn);
this.intents = [];
this.handleSynchronization();
let msg = "";
try {
msg = JSON.stringify(
ServerTurnMessageSchema.parse({
type: "turn",
turn: pastTurn,
}),
);
} catch (error) {
this.log.info(
`error sending message for game: ${error.substring(0, 250)}`,
{},
);
return;
}
this.activeClients.forEach((c) => {
c.ws.send(msg);
});
}
async end() {
// Close all WebSocket connections
clearInterval(this.endTurnIntervalID);
this.allClients.forEach((client) => {
client.ws.removeAllListeners("message");
if (client.ws.readyState === WebSocket.OPEN) {
client.ws.close(1000, "game has ended");
}
});
if (!this._hasPrestarted && !this._hasStarted) {
this.log.info(`game not started, not archiving game`);
return;
}
this.log.info(`ending game with ${this.turns.length} turns`);
try {
if (this.allClients.size > 0) {
const playerRecords: PlayerRecord[] = Array.from(
this.allClients.values(),
).map((client) => ({
ip: client.ip,
clientID: client.clientID,
username: client.username,
persistentID: client.persistentID,
}));
archive(
createGameRecord(
this.id,
this.gameStartInfo,
playerRecords,
this.turns,
this._startTime,
Date.now(),
this.winner?.winner,
this.winner?.winnerType,
this.allPlayersStats,
),
);
} else {
this.log.info("no clients joined, not archiving game", {
gameID: this.id,
});
}
} catch (error) {
let errorDetails;
if (error instanceof Error) {
errorDetails = {
message: error.message,
stack: error.stack,
};
} else if (Array.isArray(error)) {
errorDetails = error; // Now we'll actually see the array contents
} else {
try {
errorDetails = JSON.stringify(error, null, 2);
} catch (e) {
errorDetails = String(error);
}
}
this.log.error("Error archiving game record details:", {
gameId: this.id,
errorType: typeof error,
error: errorDetails,
});
}
}
phase(): GamePhase {
const now = Date.now();
const alive = [];
for (const client of this.activeClients) {
if (now - client.lastPing > 60_000) {
this.log.info("no pings received, terminating connection", {
clientID: client.clientID,
persistentID: client.persistentID,
});
if (client.ws.readyState === WebSocket.OPEN) {
client.ws.close(1000, "no heartbeats received, closing connection");
}
} else {
alive.push(client);
}
}
this.activeClients = alive;
if (now > this.createdAt + this.maxGameDuration) {
this.log.warn("game past max duration", {
gameID: this.id,
});
return GamePhase.Finished;
}
const noRecentPings = now > this.lastPingUpdate + 20 * 1000;
const noActive = this.activeClients.length == 0;
if (this.gameConfig.gameType != GameType.Public) {
if (this._hasStarted) {
if (noActive && noRecentPings) {
this.log.info("private game complete", {
gameID: this.id,
});
return GamePhase.Finished;
} else {
return GamePhase.Active;
}
} else {
return GamePhase.Lobby;
}
}
const msSinceCreation = now - this.createdAt;
const lessThanLifetime = msSinceCreation < this.config.gameCreationRate();
const notEnoughPlayers =
this.gameConfig.gameType == GameType.Public &&
this.gameConfig.maxPlayers &&
this.activeClients.length < this.gameConfig.maxPlayers;
if (lessThanLifetime && notEnoughPlayers) {
return GamePhase.Lobby;
}
const warmupOver =
now > this.createdAt + this.config.gameCreationRate() + 30 * 1000;
if (noActive && warmupOver && noRecentPings) {
return GamePhase.Finished;
}
return GamePhase.Active;
}
hasStarted(): boolean {
return this._hasStarted || this._hasPrestarted;
}
public gameInfo(): GameInfo {
return {
gameID: this.id,
clients: this.activeClients.map((c) => ({
username: c.username,
clientID: c.clientID,
})),
gameConfig: this.gameConfig,
msUntilStart: this.isPublic()
? this.createdAt + this.config.gameCreationRate()
: undefined,
};
}
public isPublic(): boolean {
return this.gameConfig.gameType == GameType.Public;
}
private handleSynchronization() {
if (this.activeClients.length <= 1) {
return;
}
if (this.turns.length % 10 != 0 || this.turns.length < 10) {
// Check hashes every 10 turns
return;
}
const lastHashTurn = this.turns.length - 10;
const { mostCommonHash, outOfSyncClients } =
this.findOutOfSyncClients(lastHashTurn);
if (outOfSyncClients.length == 0) {
this.turns[lastHashTurn].hash = mostCommonHash;
return;
}
const serverDesync = ServerDesyncSchema.safeParse({
type: "desync",
turn: lastHashTurn,
correctHash: mostCommonHash,
clientsWithCorrectHash:
this.activeClients.length - outOfSyncClients.length,
totalActiveClients: this.activeClients.length,
});
if (!serverDesync.success) {
this.log.warn("failed to create desync message", {
gameID: this.id,
error: serverDesync.error,
});
return;
}
const desyncMsg = JSON.stringify(serverDesync.data);
for (const c of outOfSyncClients) {
if (this.sentDesyncMessageClients.has(c.clientID)) {
continue;
}
this.sentDesyncMessageClients.add(c.clientID);
this.log.info("sending desync to client", {
gameID: this.id,
clientID: c.clientID,
persistentID: c.persistentID,
});
c.ws.send(desyncMsg);
}
}
findOutOfSyncClients(turnNumber: number): {
mostCommonHash: number | null;
outOfSyncClients: Client[];
} {
const counts = new Map<number, number>();
// Count occurrences of each hash
for (const client of this.activeClients) {
if (client.hashes.has(turnNumber)) {
const clientHash = client.hashes.get(turnNumber)!;
counts.set(clientHash, (counts.get(clientHash) || 0) + 1);
}
}
// Find the most common hash
let mostCommonHash: number | null = null;
let maxCount = 0;
for (const [hash, count] of counts.entries()) {
if (count > maxCount) {
mostCommonHash = hash;
maxCount = count;
}
}
// Create a list of clients whose hash doesn't match the most common one
let outOfSyncClients: Client[] = [];
for (const client of this.activeClients) {
if (client.hashes.has(turnNumber)) {
const clientHash = client.hashes.get(turnNumber)!;
if (clientHash !== mostCommonHash) {
outOfSyncClients.push(client);
}
}
}
// If half clients out of sync assume all are out of sync.
if (outOfSyncClients.length >= Math.floor(this.activeClients.length / 2)) {
outOfSyncClients = this.activeClients;
}
return {
mostCommonHash,
outOfSyncClients,
};
}
}