Wip fetch() from gameServer to nestServer
+ miscs (html, css, svelte warning, ...)
This commit is contained in:
@@ -17,6 +17,8 @@ export class Client {
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}
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export class ClientPlayer extends Client {
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token: string;
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username: string;
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matchOptions: en.MatchOptions = 0;
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inputBuffer: ev.EventInput = new ev.EventInput();
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lastInputId: number = 0;
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@@ -24,15 +24,18 @@ export class GameSession {
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spectatorsUpdateInterval: NodeJS.Timer | number = 0;
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components: GameComponentsServer;
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matchOptions: en.MatchOptions;
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isPrivateMatch: boolean; // WIP: could be used to separate leaderboards for example.
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matchEnded: boolean = false;
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lastStateSnapshot: ev.EventGameUpdate;
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actual_time: number;
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last_time: number;
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delta_time: number;
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constructor(id: string, matchOptions: en.MatchOptions) {
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constructor(id: string, matchOptions: en.MatchOptions, isPrivateMatch: boolean = false) {
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this.id = id;
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this.matchOptions = matchOptions;
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this.isPrivateMatch = isPrivateMatch;
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this.components = new GameComponentsServer(this.matchOptions);
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}
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start() {
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@@ -51,6 +54,7 @@ export class GameSession {
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});
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s.actual_time = Date.now();
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s.lastStateSnapshot = s._gameStateSnapshot();
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s.gameLoopInterval = setInterval(s._gameLoop, c.serverGameLoopIntervalMS, s);
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s.playersUpdateInterval = setInterval(s._playersUpdate, c.playersUpdateIntervalMS, s);
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s.spectatorsUpdateInterval = setInterval(s._spectatorsUpdate, c.spectatorsUpdateIntervalMS, s);
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@@ -139,16 +143,16 @@ export class GameSession {
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});
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}
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private _playersUpdate(s: GameSession) {
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const gameState: ev.EventGameUpdate = s._gameStateSnapshot();
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s.lastStateSnapshot = s._gameStateSnapshot();
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s.playersMap.forEach( (client) => {
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gameState.lastInputId = client.lastInputId;
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client.socket.send(JSON.stringify(gameState));
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s.lastStateSnapshot.lastInputId = client.lastInputId;
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client.socket.send(JSON.stringify(s.lastStateSnapshot));
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});
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}
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private _spectatorsUpdate(s: GameSession) {
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const gameState = s._gameStateSnapshot();
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s.lastStateSnapshot.lastInputId = 0;
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s.spectatorsMap.forEach( (client) => {
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client.socket.send(JSON.stringify(gameState));
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client.socket.send(JSON.stringify(s.lastStateSnapshot));
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});
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}
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private _gameStateSnapshot() : ev.EventGameUpdate {
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@@ -182,7 +186,12 @@ export class GameSession {
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{
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if (Math.abs(gc.scoreLeft - gc.scoreRight) >= 2)
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{
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s._matchEnd(s);
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if (gc.scoreLeft > gc.scoreRight) {
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s._matchEnd(en.PlayerSide.left);
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}
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else {
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s._matchEnd(en.PlayerSide.right);
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}
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return;
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}
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}
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@@ -197,45 +206,54 @@ export class GameSession {
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this.matchEnded = true;
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if (this.playersMap.size != 0)
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{
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console.log("Forfeit Ending");
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const gc = this.components;
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const luckyWinner: ClientPlayer = this.playersMap.values().next().value;
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let eventEnd: ev.EventMatchEnd;
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if (luckyWinner.racket === gc.playerLeft) {
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eventEnd = new ev.EventMatchEnd(en.PlayerSide.left, true);
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console.log("Player Left WIN (by forfeit)");
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this._matchEnd(en.PlayerSide.left, true);
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}
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else {
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eventEnd = new ev.EventMatchEnd(en.PlayerSide.right, true);
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console.log("Player Right WIN (by forfeit)");
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this._matchEnd(en.PlayerSide.right, true);
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}
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luckyWinner.socket.send(JSON.stringify(eventEnd));
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this.spectatorsMap.forEach( (client) => {
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client.socket.send(JSON.stringify(eventEnd));
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});
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}
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return true;
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}
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return false;
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}
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private _matchEnd(s: GameSession) {
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s.matchEnded = true;
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const gc = s.components;
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private async _matchEnd(winner: en.PlayerSide, forfeit_flag: boolean = false)
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{
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this.matchEnded = true;
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let eventEnd: ev.EventMatchEnd;
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if (gc.scoreLeft > gc.scoreRight) {
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eventEnd = new ev.EventMatchEnd(en.PlayerSide.left);
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eventEnd = new ev.EventMatchEnd(winner, forfeit_flag);
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this.playersMap.forEach( (client) => {
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client.socket.send(JSON.stringify(eventEnd));
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});
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this.spectatorsMap.forEach( (client) => {
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client.socket.send(JSON.stringify(eventEnd));
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});
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/* // WIP nest , send match result
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const gc = this.components;
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await fetch(c.addressBackEnd + "/game/matchEnd",
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{
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method: "POST",
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headers: {
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"Content-Type": "application/json",
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},
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body: JSON.stringify({
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id: this.id,
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scoreLeft: gc.scoreLeft,
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scoreRight: gc.scoreRight,
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isPrivateMatch: this.isPrivateMatch,
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})
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}); */
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// logs
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if (winner === en.PlayerSide.left) {
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console.log("Player Left WIN");
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}
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else {
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eventEnd = new ev.EventMatchEnd(en.PlayerSide.right);
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console.log("Player Right WIN");
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}
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s.playersMap.forEach( (client) => {
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client.socket.send(JSON.stringify(eventEnd));
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});
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s.spectatorsMap.forEach( (client) => {
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client.socket.send(JSON.stringify(eventEnd));
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});
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}
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}
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@@ -8,3 +8,5 @@ export const fixedDeltaTime = serverGameLoopIntervalMS/1000; // second
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// 33.333ms == 1000/30
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export const playersUpdateIntervalMS = 1000/30; // millisecond
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export const spectatorsUpdateIntervalMS = 1000/30; // millisecond
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export const addressBackEnd = "http://backend_dev:3000";
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@@ -10,16 +10,17 @@ import { v4 as uuidv4 } from 'uuid';
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import * as en from "../shared_js/enums.js"
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import * as ev from "../shared_js/class/Event.js"
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import * as c from "./constants.js"
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import { Client, ClientPlayer, ClientSpectator } from "./class/Client.js"
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import { GameSession } from "./class/GameSession.js"
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import { shortId } from "./utils.js";
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import { gameSessionIdPLACEHOLDER } from "./constants.js";
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// pas indispensable d'avoir un autre port si le WebSocket est relié à un serveur http préexistant ?
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const wsPort = 8042;
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export const wsServer = new WebSocketServer<WebSocket>({host: "0.0.0.0", port: wsPort, path: "/pong"});
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const clientsMap: Map<string, Client> = new Map; // socket.id/Client
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const matchmakingPlayersMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap)
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const matchmakingPlayersMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap) // TODO: rename in matchmakingMap
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const privateMatchmakingMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap)
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const gameSessionsMap: Map<string, GameSession> = new Map; // GameSession.id(url)/GameSession
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wsServer.on("connection", connectionListener);
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@@ -54,7 +55,7 @@ function connectionListener(socket: WebSocket, request: IncomingMessage)
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}
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function clientAnnounceListener(this: WebSocket, data: string)
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async function clientAnnounceListener(this: WebSocket, data: string)
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{
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try {
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const msg : ev.ClientAnnounce = JSON.parse(data);
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@@ -65,11 +66,44 @@ function clientAnnounceListener(this: WebSocket, data: string)
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if (msg.role === en.ClientRole.player)
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{
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const announce: ev.ClientAnnouncePlayer = <ev.ClientAnnouncePlayer>msg;
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/* // WIP nest, fetch token validation
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const response = await fetch(c.addressBackEnd + "/game/validateToken",
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{
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method: "POST",
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headers: {
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"Content-Type": "application/json",
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},
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body: JSON.stringify({
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token: announce.token,
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username: announce.username,
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})
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});
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switch (response.status)
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{
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case 200:
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case 204:
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break;
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case 403:
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default:
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// send message to client ? or just gtfo ?
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clientTerminate(clientsMap.get(this.id));
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return;
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} */
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const player = clientsMap.get(this.id) as ClientPlayer;
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player.matchOptions = announce.matchOptions;
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player.token = announce.token;
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player.username = announce.username;
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this.send(JSON.stringify( new ev.EventAssignId(this.id) ));
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this.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchmakingInProgress) ));
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matchmaking(player);
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if (announce.privateMatch) {
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privateMatchmaking(player);
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}
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else {
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publicMatchmaking(player);
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}
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}
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else if (msg.role === en.ClientRole.spectator)
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{
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@@ -77,6 +111,7 @@ function clientAnnounceListener(this: WebSocket, data: string)
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const gameSession = gameSessionsMap.get(announce.gameSessionId);
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if (!gameSession) {
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// WIP: send "invalid game session"
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clientTerminate(clientsMap.get(this.id));
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return;
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}
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const spectator = clientsMap.get(this.id) as ClientSpectator;
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@@ -97,12 +132,12 @@ function clientAnnounceListener(this: WebSocket, data: string)
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}
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function matchmaking(player: ClientPlayer)
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function publicMatchmaking(player: ClientPlayer)
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{
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const minPlayersNumber = 2;
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const maxPlayersNumber = 2;
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const matchOptions = player.matchOptions;
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matchmakingPlayersMap.set(player.id, player);
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const matchOptions = player.matchOptions;
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const compatiblePlayers: ClientPlayer[] = [];
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for (const [id, client] of matchmakingPlayersMap)
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@@ -116,17 +151,52 @@ function matchmaking(player: ClientPlayer)
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}
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}
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if (compatiblePlayers.length < minPlayersNumber) {
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return;
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if (compatiblePlayers.length >= minPlayersNumber) {
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compatiblePlayers.forEach((client) => {
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matchmakingPlayersMap.delete(client.id);
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});
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createGameSession(compatiblePlayers, matchOptions);
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}
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}
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function privateMatchmaking(player: ClientPlayer)
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{
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const minPlayersNumber = 2;
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const maxPlayersNumber = 2;
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privateMatchmakingMap.set(player.id, player);
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const matchOptions = player.matchOptions;
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const token = player.token;
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const compatiblePlayers: ClientPlayer[] = [];
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for (const [id, client] of privateMatchmakingMap)
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{
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if (client.token === token)
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{
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compatiblePlayers.push(client);
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if (compatiblePlayers.length === maxPlayersNumber) {
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break;
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}
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}
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}
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if (compatiblePlayers.length >= minPlayersNumber) {
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compatiblePlayers.forEach((client) => {
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privateMatchmakingMap.delete(client.id);
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});
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createGameSession(compatiblePlayers, matchOptions);
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}
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}
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async function createGameSession(playersArr: ClientPlayer[], matchOptions: en.MatchOptions)
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{
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// const id = gameSessionIdPLACEHOLDER; // Force ID, TESTING SPECTATOR
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const id = uuidv4();
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const gameSession = new GameSession(id, matchOptions);
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gameSessionsMap.set(id, gameSession);
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compatiblePlayers.forEach((client) => {
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matchmakingPlayersMap.delete(client.id);
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playersArr.forEach((client) => {
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client.gameSession = gameSession;
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gameSession.playersMap.set(client.id, client);
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gameSession.unreadyPlayersMap.set(client.id, client);
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@@ -134,15 +204,15 @@ function matchmaking(player: ClientPlayer)
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// WIP: Not pretty, hardcoded two players.
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// Could be done in gameSession maybe ?
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compatiblePlayers[0].racket = gameSession.components.playerRight;
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compatiblePlayers[1].racket = gameSession.components.playerLeft;
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playersArr[0].racket = gameSession.components.playerRight;
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playersArr[1].racket = gameSession.components.playerLeft;
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compatiblePlayers.forEach((client) => {
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playersArr.forEach((client) => {
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client.socket.once("message", playerReadyConfirmationListener);
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});
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compatiblePlayers[0].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.right) ));
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compatiblePlayers[1].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.left) ));
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playersArr[0].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.right) ));
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playersArr[1].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.left) ));
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setTimeout(function abortMatch() {
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if (gameSession.unreadyPlayersMap.size !== 0)
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@@ -155,6 +225,18 @@ function matchmaking(player: ClientPlayer)
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});
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}
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}, 5000);
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/* // WIP nest , send gameSession.id
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await fetch(c.addressBackEnd + "/game/newGameSession",
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{
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method: "POST",
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headers: {
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"Content-Type": "application/json",
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},
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body: JSON.stringify({
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id: id,
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})
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}); */
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}
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@@ -250,6 +332,9 @@ function clientTerminate(client: Client)
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if (matchmakingPlayersMap.has(client.id)) {
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matchmakingPlayersMap.delete(client.id);
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}
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else if (privateMatchmakingMap.has(client.id)) {
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privateMatchmakingMap.delete(client.id);
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}
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}
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@@ -89,12 +89,17 @@ export class ClientAnnounce extends ClientEvent {
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}
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export class ClientAnnouncePlayer extends ClientAnnounce {
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clientId: string;
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clientId: string; // unused
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matchOptions: en.MatchOptions;
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constructor(matchOptions: en.MatchOptions, clientId: string = "") {
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token: string;
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username: string;
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privateMatch: boolean;
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constructor(matchOptions: en.MatchOptions, token: string, username: string, privateMatch: boolean = false) {
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super(en.ClientRole.player);
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this.clientId = clientId;
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this.matchOptions = matchOptions;
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this.token = token;
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this.username = username;
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this.privateMatch = privateMatch;
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}
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}
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@@ -1,6 +1,6 @@
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import { Vector, VectorInteger } from "./Vector.js";
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import { Component, Moving } from "./interface.js";
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import type { Component, Moving } from "./interface.js";
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import * as c from "../constants.js"
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export class Rectangle implements Component {
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@@ -1,5 +1,5 @@
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import { Vector, VectorInteger } from "./Vector.js";
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import type { Vector, VectorInteger } from "./Vector.js";
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export interface Component {
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pos: VectorInteger;
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@@ -1,5 +1,5 @@
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import { MovingRectangle } from "./class/Rectangle.js";
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import type { MovingRectangle } from "./class/Rectangle.js";
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export function random(min: number = 0, max: number = 1) {
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return Math.random() * (max - min) + min;
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@@ -1,7 +1,7 @@
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import * as c from "./constants.js";
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import { MovingRectangle } from "../shared_js/class/Rectangle.js";
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import { GameComponents } from "./class/GameComponents.js";
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import type { MovingRectangle } from "../shared_js/class/Rectangle.js";
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import type { GameComponents } from "./class/GameComponents.js";
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export function wallsMovements(delta: number, gc: GameComponents)
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{
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