début de la mise en place du jeu (partie client uniquement).

This commit is contained in:
batche
2022-12-08 19:08:07 +01:00
parent a3aaedb1fd
commit 8d640ae4ab
81 changed files with 2876 additions and 2 deletions

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import { WebSocket } from "../wsServer.js";
import { Racket } from "../../shared_js/class/Rectangle.js";
import { GameSession } from "./GameSession.js";
import * as ev from "../../shared_js/class/Event.js"
import * as en from "../../shared_js/enums.js"
class Client {
socket: WebSocket;
id: string; // Pas indispensable si "socket" a une copie de "id"
isAlive: boolean = true;
gameSession: GameSession = null;
matchOptions: en.MatchOptions = 0;
constructor(socket: WebSocket, id: string) {
this.socket = socket;
this.id = id;
}
}
class ClientPlayer extends Client {
inputBuffer: ev.EventInput = new ev.EventInput();
lastInputId: number = 0;
racket: Racket;
constructor(socket: WebSocket, id: string, racket: Racket) {
super(socket, id);
this.racket = racket;
}
}
class ClientSpectator extends Client { // Wip, unused
constructor(socket: WebSocket, id: string) {
super(socket, id);
}
}
export {Client, ClientPlayer, ClientSpectator}

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import * as en from "../enums.js"
/* From Server */
class ServerEvent {
type: en.EventTypes;
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class EventAssignId extends ServerEvent {
id: string;
constructor(id: string) {
super(en.EventTypes.assignId);
this.id = id;
}
}
class EventMatchmakingComplete extends ServerEvent {
side: en.PlayerSide;
constructor(side: en.PlayerSide) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
class EventGameUpdate extends ServerEvent {
playerLeft = {
y: 0
};
playerRight = {
y: 0
};
ballsArr: {
x: number,
y: number,
dirX: number,
dirY: number,
speed: number
}[] = [];
wallTop? = {
y: 0
};
wallBottom? = {
y: 0
};
lastInputId = 0;
constructor() { // TODO: constructor that take GameComponentsServer maybe ?
super(en.EventTypes.gameUpdate);
}
}
class EventScoreUpdate extends ServerEvent {
scoreLeft: number;
scoreRight: number;
constructor(scoreLeft: number, scoreRight: number) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
class EventMatchEnd extends ServerEvent {
winner: en.PlayerSide;
constructor(winner: en.PlayerSide) {
super(en.EventTypes.matchEnd);
this.winner = winner;
}
}
/* From Client */
class ClientEvent {
type: en.EventTypes; // readonly ?
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class ClientAnnounce extends ClientEvent {
role: en.ClientRole;
clientId: string;
matchOptions: en.MatchOptions;
constructor(role: en.ClientRole, matchOptions: en.MatchOptions, clientId: string = "") {
super(en.EventTypes.clientAnnounce);
this.role = role;
this.clientId = clientId;
this.matchOptions = matchOptions;
}
}
class EventInput extends ClientEvent {
input: en.InputEnum;
id: number;
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
super(en.EventTypes.clientInput);
this.input = input;
this.id = id;
}
}
export {
ServerEvent, EventAssignId, EventMatchmakingComplete,
EventGameUpdate, EventScoreUpdate, EventMatchEnd,
ClientEvent, ClientAnnounce, EventInput
}

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import * as c from "../constants.js"
import * as en from "../../shared_js/enums.js"
import { VectorInteger } from "./Vector.js";
import { Rectangle, MovingRectangle, Racket, Ball } from "./Rectangle.js";
import { random } from "../utils.js";
class GameComponents {
wallTop: Rectangle | MovingRectangle;
wallBottom: Rectangle | MovingRectangle;
playerLeft: Racket;
playerRight: Racket;
ballsArr: Ball[] = [];
constructor(options: en.MatchOptions)
{
const pos = new VectorInteger;
// Rackets
pos.assign(0+c.pw, c.h_mid-c.ph/2);
this.playerLeft = new Racket(pos, c.pw, c.ph, c.racketSpeed);
pos.assign(c.w-c.pw-c.pw, c.h_mid-c.ph/2);
this.playerRight = new Racket(pos, c.pw, c.ph, c.racketSpeed);
// Balls
let ballsCount = 1;
if (options & en.MatchOptions.multiBalls) {
ballsCount = c.multiBallsCount;
}
pos.assign(-c.ballSize, -c.ballSize); // ball out =)
while (this.ballsArr.length < ballsCount) {
this.ballsArr.push(new Ball(pos, c.ballSize, c.ballSpeed, c.ballSpeedIncrease))
}
this.ballsArr.forEach((ball) => {
ball.dir.x = 1;
if (random() > 0.5) {
ball.dir.x *= -1;
}
ball.dir.y = random(0, 0.2);
if (random() > 0.5) {
ball.dir.y *= -1;
}
ball.dir = ball.dir.normalized();
});
// Walls
if (options & en.MatchOptions.movingWalls) {
pos.assign(0, 0);
this.wallTop = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
(<MovingRectangle>this.wallTop).dir.y = -1;
pos.assign(0, c.h-c.wallSize);
this.wallBottom = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
(<MovingRectangle>this.wallBottom).dir.y = 1;
}
else {
pos.assign(0, 0);
this.wallTop = new Rectangle(pos, c.w, c.wallSize);
pos.assign(0, c.h-c.wallSize);
this.wallBottom = new Rectangle(pos, c.w, c.wallSize);
}
}
}
export {GameComponents}

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import * as c from "../constants.js"
import * as en from "../../shared_js/enums.js"
import { GameComponents } from "../../shared_js/class/GameComponents.js";
class GameComponentsServer extends GameComponents {
scoreLeft: number = 0;
scoreRight: number = 0;
constructor(options: en.MatchOptions)
{
super(options);
}
}
export {GameComponentsServer}

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import * as en from "../../shared_js/enums.js"
import * as ev from "../../shared_js/class/Event.js"
import * as c from "../constants.js"
import { ClientPlayer } from "./Client";
import { GameComponentsServer } from "./GameComponentsServer.js";
import { clientInputListener } from "../wsServer.js";
import { random } from "../utils.js";
import { Ball } from "../../shared_js/class/Rectangle.js";
import { wallsMovements } from "../../shared_js/wallsMovement.js";
/*
Arg "s: GameSession" replace "this: GameSession" for use with setTimeout(),
because "this" is equal to "this: Timeout"
*/
class GameSession {
id: string; // url ?
playersMap: Map<string, ClientPlayer> = new Map();
unreadyPlayersMap: Map<string, ClientPlayer> = new Map();
gameLoopInterval: NodeJS.Timer | number = 0;
clientsUpdateInterval: NodeJS.Timer | number = 0;
components: GameComponentsServer;
matchOptions: en.MatchOptions;
matchEnded: boolean = false;
actual_time: number;
last_time: number;
delta_time: number;
constructor(id: string, matchOptions: en.MatchOptions) {
this.id = id;
this.matchOptions = matchOptions;
this.components = new GameComponentsServer(this.matchOptions);
}
start() {
const gc = this.components;
setTimeout(this.resume, c.matchStartDelay, this);
let timeout = c.matchStartDelay + c.newRoundDelay;
gc.ballsArr.forEach((ball) => {
setTimeout(this._newRound, timeout, this, ball);
timeout += c.newRoundDelay*0.5;
});
}
resume(s: GameSession) {
s.playersMap.forEach( (client) => {
client.socket.on("message", clientInputListener);
});
s.actual_time = Date.now();
s.gameLoopInterval = setInterval(s._gameLoop, c.serverGameLoopIntervalMS, s);
s.clientsUpdateInterval = setInterval(s._clientsUpdate, c.clientsUpdateIntervalMS, s);
}
pause(s: GameSession) {
s.playersMap.forEach( (client) => {
client.socket.off("message", clientInputListener);
});
clearInterval(s.gameLoopInterval);
clearInterval(s.clientsUpdateInterval);
}
instantInputDebug(client: ClientPlayer) {
this._handleInput(c.fixedDeltaTime, client);
}
private _handleInput(delta: number, client: ClientPlayer) {
// if (client.inputBuffer === null) {return;}
const gc = this.components;
const input = client.inputBuffer.input;
if (input === en.InputEnum.up) {
client.racket.dir.y = -1;
}
else if (input === en.InputEnum.down) {
client.racket.dir.y = 1;
}
if (input !== en.InputEnum.noInput) {
client.racket.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
}
client.lastInputId = client.inputBuffer.id;
// client.inputBuffer = null;
}
private _gameLoop(s: GameSession) {
/* s.last_time = s.actual_time;
s.actual_time = Date.now();
s.delta_time = (s.actual_time - s.last_time) / 1000; */
s.delta_time = c.fixedDeltaTime;
// WIP, replaced by instantInputDebug() to prevent desynchro
/* s.playersMap.forEach( (client) => {
s._handleInput(s.delta_time, client);
}); */
const gc = s.components;
gc.ballsArr.forEach((ball) => {
s._ballMovement(s.delta_time, ball);
});
if (s.matchOptions & en.MatchOptions.movingWalls) {
wallsMovements(s.delta_time, gc);
}
}
private _ballMovement(delta: number, ball: Ball) {
const gc = this.components;
if (ball.ballInPlay)
{
ball.moveAndBounce(delta, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
if (ball.pos.x > c.w
|| ball.pos.x < 0 - ball.width)
{
ball.ballInPlay = false;
if (this.matchEnded) {
return;
}
if (ball.pos.x > c.w) { ++gc.scoreLeft; }
else if (ball.pos.x < 0 - ball.width) { ++gc.scoreRight; }
this.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify(new ev.EventScoreUpdate(gc.scoreLeft, gc.scoreRight)));
});
setTimeout(this._newRound, c.newRoundDelay, this, ball);
}
}
}
private _clientsUpdate(s: GameSession) {
const gc = s.components;
const update = new ev.EventGameUpdate();
update.playerLeft.y = gc.playerLeft.pos.y;
update.playerRight.y = gc.playerRight.pos.y;
gc.ballsArr.forEach((ball) => {
update.ballsArr.push({
x: ball.pos.x,
y: ball.pos.y,
dirX: ball.dir.x,
dirY: ball.dir.y,
speed: ball.speed
});
});
if (s.matchOptions & en.MatchOptions.movingWalls) {
update.wallTop.y = gc.wallTop.pos.y;
update.wallBottom.y = gc.wallBottom.pos.y;
}
s.playersMap.forEach( (client) => {
update.lastInputId = client.lastInputId;
client.socket.send(JSON.stringify(update));
});
}
private _newRound(s: GameSession, ball: Ball) {
const gc = s.components;
// https://fr.wikipedia.org/wiki/Tennis_de_table#Nombre_de_manches
if (gc.scoreLeft >= 11 || gc.scoreRight >= 11)
// if (gc.scoreLeft >= 2 || gc.scoreRight >= 2) // WIP: for testing
{
if (Math.abs(gc.scoreLeft - gc.scoreRight) >= 2)
{
s._matchEnd(s);
return;
}
}
ball.pos.x = c.w_mid;
ball.pos.y = random(c.h*0.3, c.h*0.7);
ball.speed = ball.baseSpeed;
ball.ballInPlay = true;
}
private _matchEnd(s: GameSession) {
s.matchEnded = true;
const gc = s.components;
let eventEnd: ev.EventMatchEnd;
if (gc.scoreLeft > gc.scoreRight) {
eventEnd = new ev.EventMatchEnd(en.PlayerSide.left);
console.log("Player Left WIN");
}
else {
eventEnd = new ev.EventMatchEnd(en.PlayerSide.right);
console.log("Player Right WIN");
}
s.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify(eventEnd));
});
}
}
export {GameSession}

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import { Vector, VectorInteger } from "./Vector.js";
import { Component, Moving } from "./interface.js";
import * as c from "../constants.js"
class Rectangle implements Component {
pos: VectorInteger;
width: number;
height: number;
constructor(pos: VectorInteger, width: number, height: number) {
this.pos = new VectorInteger(pos.x, pos.y);
this.width = width;
this.height = height;
}
collision(collider: Rectangle): boolean {
const thisLeft = this.pos.x;
const thisRight = this.pos.x + this.width;
const thisTop = this.pos.y;
const thisBottom = this.pos.y + this.height;
const colliderLeft = collider.pos.x;
const colliderRight = collider.pos.x + collider.width;
const colliderTop = collider.pos.y;
const colliderBottom = collider.pos.y + collider.height;
if ((thisBottom < colliderTop)
|| (thisTop > colliderBottom)
|| (thisRight < colliderLeft)
|| (thisLeft > colliderRight)) {
return false;
}
else {
return true;
}
}
}
class MovingRectangle extends Rectangle implements Moving {
dir: Vector = new Vector(0,0);
speed: number;
readonly baseSpeed: number;
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move(delta: number) { // Math.floor WIP until VectorInteger debug
// console.log(`delta: ${delta}, speed: ${this.speed}, speed*delta: ${this.speed * delta}`);
// this.pos.x += Math.floor(this.dir.x * this.speed * delta);
// this.pos.y += Math.floor(this.dir.y * this.speed * delta);
this.pos.x += this.dir.x * this.speed * delta;
this.pos.y += this.dir.y * this.speed * delta;
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
this._moveAndCollideAlgo(delta, colliderArr);
}
protected _moveAndCollideAlgo(delta: number, colliderArr: Rectangle[]) {
let oldPos = new VectorInteger(this.pos.x, this.pos.y);
this.move(delta);
if (colliderArr.some(this.collision, this)) {
this.pos = oldPos;
}
}
}
class Racket extends MovingRectangle {
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height, baseSpeed);
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
// let oldPos = new VectorInteger(this.pos.x, this.pos.y); // debug
this._moveAndCollideAlgo(delta, colliderArr);
// console.log(`y change: ${this.pos.y - oldPos.y}`);
}
}
class Ball extends MovingRectangle {
readonly speedIncrease: number;
ballInPlay: boolean = false;
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number) {
super(pos, size, size, baseSpeed);
this.speedIncrease = speedIncrease;
}
bounce(collider?: Rectangle) {
this._bounceAlgo(collider);
}
protected _bounceAlgo(collider?: Rectangle) {
/* Could be more generic, but testing only Racket is enough,
because in Pong collider can only be Racket or Wall. */
if (collider instanceof Racket) {
this._bounceRacket(collider);
}
else {
this._bounceWall();
}
}
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1)
{
this.bounce(colliderArr[i]);
this.move(delta);
}
}
protected _bounceWall() { // Should be enough for Wall
this.dir.y = this.dir.y * -1;
}
protected _bounceRacket(racket: Racket) {
this._bounceRacketAlgo(racket);
}
protected _bounceRacketAlgo(racket: Racket) {
this.speed += this.speedIncrease;
let x = this.dir.x * -1;
const angleFactorDegree = 60;
const angleFactor = angleFactorDegree / 90;
const racketHalf = racket.height/2;
const ballMid = this.pos.y + this.height/2;
const racketMid = racket.pos.y + racketHalf;
let impact = ballMid - racketMid;
const horizontalMargin = racketHalf * 0.15;
if (impact < horizontalMargin && impact > -horizontalMargin) {
impact = 0;
}
else if (impact > 0) {
impact = impact - horizontalMargin;
}
else if (impact < 0) {
impact = impact + horizontalMargin;
}
let y = impact / (racketHalf - horizontalMargin) * angleFactor;
this.dir.assign(x, y);
// Normalize Vector (for consistency in speed independent of direction)
if (c.normalizedSpeed) {
this.dir = this.dir.normalized();
}
// console.log(`x: ${this.dir.x}, y: ${this.dir.y}`);
}
}
export {Rectangle, MovingRectangle, Racket, Ball}

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class Vector {
x: number;
y: number;
constructor(x: number = 0, y: number = 0) {
this.x = x;
this.y = y;
}
assign(x: number, y: number) {
this.x = x;
this.y = y;
}
normalized() : Vector {
const normalizationFactor = Math.abs(this.x) + Math.abs(this.y);
return new Vector(this.x/normalizationFactor, this.y/normalizationFactor);
}
}
class VectorInteger extends Vector {
// PLACEHOLDER
// VectorInteger with set/get dont work (No draw on the screen). Why ?
}
/*
class VectorInteger {
// private _x: number = 0;
// private _y: number = 0;
// constructor(x: number = 0, y: number = 0) {
// this._x = x;
// this._y = y;
// }
// get x(): number {
// return this._x;
// }
// set x(v: number) {
// // this._x = Math.floor(v);
// this._x = v;
// }
// get y(): number {
// return this._y;
// }
// set y(v: number) {
// // this._y = Math.floor(v);
// this._y = v;
// }
}
*/
export {Vector, VectorInteger}

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import { Vector, VectorInteger } from "./Vector.js";
interface Component {
pos: VectorInteger;
}
interface GraphicComponent extends Component {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
}
interface Moving {
dir: Vector;
speed: number; // pixel per second
move(delta: number): void;
}
export {Component, GraphicComponent, Moving}

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export * from "../shared_js/constants.js"
// 15ms == 1000/66.666
export const serverGameLoopIntervalMS = 15; // millisecond
export const fixedDeltaTime = serverGameLoopIntervalMS/1000; // second
// 33.333ms == 1000/30
export const clientsUpdateIntervalMS = 1000/30; // millisecond
export const CanvasWidth = 1500;
export const CanvasRatio = 1.66666;
/* ratio 5/3 (1.66) */
export const w = CanvasWidth;
export const h = CanvasWidth / CanvasRatio;
export const w_mid = Math.floor(w/2);
export const h_mid = Math.floor(h/2);
export const pw = Math.floor(w*0.017);
export const ph = pw*6;
export const ballSize = pw;
export const wallSize = Math.floor(w*0.01);
export const racketSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeedIncrease = Math.floor(ballSpeed*0.05); // pixel per second
export const normalizedSpeed = false; // for consistency in speed independent of direction
export const matchStartDelay = 3000; // millisecond
export const newRoundDelay = 1500; // millisecond
// Game Variantes
export const multiBallsCount = 3;
export const movingWallPosMax = Math.floor(w*0.12);
export const movingWallSpeed = Math.floor(w*0.08);

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JEU2/src/server/enums.ts Normal file
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enum EventTypes {
// Class Implemented
gameUpdate = 1,
scoreUpdate,
matchEnd,
assignId,
matchmakingComplete,
// Generic
matchmakingInProgress,
matchStart,
matchNewRound, // unused
matchPause, // unused
matchResume, // unused
// Client
clientAnnounce,
clientPlayerReady,
clientInput,
}
enum InputEnum {
noInput = 0,
up = 1,
down,
}
enum PlayerSide {
left = 1,
right
}
enum ClientRole {
player = 1,
spectator
}
enum MatchOptions {
// binary flags, can be mixed
noOption = 0b0,
multiBalls = 1 << 0,
movingWalls = 1 << 1
}
export {EventTypes, InputEnum, PlayerSide, ClientRole, MatchOptions}

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JEU2/src/server/server.ts Normal file
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import http from "http";
import url from "url";
import fs from "fs";
import path from "path";
import {wsServer} from "./wsServer.js"; wsServer; // no-op, just for loading
const hostname = "localhost";
const port = 8080;
const root = "../../www/";
const server = http.createServer((req, res) => {
// let q = new URL(req.url, `http://${req.getHeaders().host}`)
let q = url.parse(req.url, true);
let filename = root + q.pathname;
fs.readFile(filename, (err, data) => {
if (err) {
res.writeHead(404, {"Content-Type": "text/html"});
return res.end("404 Not Found");
}
if (path.extname(filename) === ".html") {
res.writeHead(200, {"Content-Type": "text/html"});
}
else if (path.extname(filename) === ".js") {
res.writeHead(200, {"Content-Type": "application/javascript"});
}
else if (path.extname(filename) === ".mp3") {
res.writeHead(200, {"Content-Type": "audio/mpeg"});
}
else if (path.extname(filename) === ".ogg") {
res.writeHead(200, {"Content-Type": "audio/ogg"});
}
res.write(data);
return res.end();
});
});
server.listen(port, hostname, () => {
console.log(`Pong running at http://${hostname}:${port}/pong.html`);
});

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JEU2/src/server/utils.ts Normal file
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import { MovingRectangle } from "./class/Rectangle.js";
export * from "../shared_js/utils.js"
function shortId(id: string): string {
return id.substring(0, id.indexOf("-"));
}
export {shortId}
function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function clamp(n: number, min: number, max: number) : number
{
if (n < min)
n = min;
else if (n > max)
n = max;
return (n);
}
// Typescript hack, unused
function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}
export {random, sleep, clamp, assertMovingRectangle}

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import * as c from "./constants.js";
import { MovingRectangle } from "../shared_js/class/Rectangle.js";
import { GameComponents } from "./class/GameComponents.js";
function wallsMovements(delta: number, gc: GameComponents)
{
const wallTop = <MovingRectangle>gc.wallTop;
const wallBottom = <MovingRectangle>gc.wallBottom;
if (wallTop.pos.y <= 0 || wallTop.pos.y >= c.movingWallPosMax) {
wallTop.dir.y *= -1;
}
if (wallBottom.pos.y >= c.h-c.wallSize || wallBottom.pos.y <= c.h-c.movingWallPosMax) {
wallBottom.dir.y *= -1;
}
wallTop.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
wallBottom.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
}
export {wallsMovements}

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JEU2/src/server/wsServer.ts Normal file
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import { WebSocketServer, WebSocket as BaseLibWebSocket } from "ws";
export class WebSocket extends BaseLibWebSocket {
id?: string;
}
import { IncomingMessage } from "http";
import { v4 as uuidv4 } from 'uuid';
import * as en from "../shared_js/enums.js"
import * as ev from "../shared_js/class/Event.js"
import { Client, ClientPlayer } from "./class/Client.js"
import { GameSession } from "./class/GameSession.js"
import { shortId } from "./utils.js";
// pas indispensable d'avoir un autre port si le WebSocket est relié à un serveur http préexistant ?
const wsPort = 8042;
export const wsServer = new WebSocketServer<WebSocket>({port: wsPort, path: "/pong"});
const clientsMap: Map<string, Client> = new Map; // socket.id/Client
const matchmakingPlayersMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap)
const gameSessionsMap: Map<string, GameSession> = new Map; // GameSession.id(url)/GameSession
wsServer.on("connection", connectionListener);
wsServer.on("error", errorListener);
wsServer.on("close", closeListener);
function connectionListener(socket: WebSocket, request: IncomingMessage)
{
const id = uuidv4();
const client = new Client(socket, id);
clientsMap.set(id, client);
socket.id = id;
socket.on("pong", function heartbeat() {
client.isAlive = true;
// console.log(`client ${shortId(client.id)} is alive`);
});
socket.on("message", function log(data: string) {
try {
const event: ev.ClientEvent = JSON.parse(data);
if (event.type === en.EventTypes.clientInput) {
return;
}
}
catch (e) {}
console.log("data: " + data);
});
socket.once("message", clientAnnounceListener);
}
function clientAnnounceListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientAnnounce = JSON.parse(data);
if (msg.type === en.EventTypes.clientAnnounce)
{
// TODO: reconnection with msg.clientId ?
// TODO: spectator/player distinction with msg.role ?
// msg.role is probably not a good idea.
// something like a different route could be better
// "/pong" to play, "/ID_OF_A_GAMESESSION" to spectate
const player = clientsMap.get(this.id) as ClientPlayer;
player.matchOptions = msg.matchOptions;
this.send(JSON.stringify( new ev.EventAssignId(this.id) ));
this.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchmakingInProgress) ));
matchmaking(player);
}
else {
console.log("Invalid ClientAnnounce");
}
return;
}
catch (e) {
console.log("Invalid JSON (clientAnnounceListener)");
}
this.once("message", clientAnnounceListener);
}
function matchmaking(player: ClientPlayer)
{
const minPlayersNumber = 2;
const maxPlayersNumber = 2;
const matchOptions = player.matchOptions;
matchmakingPlayersMap.set(player.id, player);
const compatiblePlayers: ClientPlayer[] = [];
for (const [id, client] of matchmakingPlayersMap)
{
if (client.matchOptions === matchOptions)
{
compatiblePlayers.push(client);
if (compatiblePlayers.length === maxPlayersNumber) {
break;
}
}
}
if (compatiblePlayers.length < minPlayersNumber) {
return;
}
const id = uuidv4();
const gameSession = new GameSession(id, matchOptions);
gameSessionsMap.set(id, gameSession);
compatiblePlayers.forEach((client) => {
matchmakingPlayersMap.delete(client.id);
client.gameSession = gameSession;
gameSession.playersMap.set(client.id, client);
gameSession.unreadyPlayersMap.set(client.id, client);
});
// WIP: Not pretty, hardcoded two players.
// Could be done in gameSession maybe ?
compatiblePlayers[0].racket = gameSession.components.playerRight;
compatiblePlayers[1].racket = gameSession.components.playerLeft;
compatiblePlayers.forEach((client) => {
client.socket.once("message", playerReadyConfirmationListener);
});
compatiblePlayers[0].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.right) ));
compatiblePlayers[1].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.left) ));
}
function playerReadyConfirmationListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientEvent = JSON.parse(data);
if (msg.type === en.EventTypes.clientPlayerReady)
{
const client = clientsMap.get(this.id);
const gameSession = client.gameSession;
gameSession.unreadyPlayersMap.delete(this.id);
if (gameSession.unreadyPlayersMap.size === 0) {
gameSession.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchStart) ));
});
gameSession.start();
}
}
else {
console.log("Invalid playerReadyConfirmation");
}
return;
}
catch (e) {
console.log("Invalid JSON (playerReadyConfirmationListener)");
}
this.once("message", playerReadyConfirmationListener);
}
export function clientInputListener(this: WebSocket, data: string)
{
try {
// const input: ev.ClientEvent = JSON.parse(data);
const input: ev.EventInput = JSON.parse(data);
if (input.type === en.EventTypes.clientInput)
{
const client = clientsMap.get(this.id) as ClientPlayer;
client.inputBuffer = input;
client.gameSession.instantInputDebug(client); // wip
}
else {
console.log("Invalid clientInput");
}
}
catch (e) {
console.log("Invalid JSON (clientInputListener)");
}
}
////////////
////////////
const pingInterval = setInterval( () => {
let deleteLog = "";
clientsMap.forEach( (client, key, map) => {
if (!client.isAlive) {
clientTerminate(client, key, map);
deleteLog += ` ${shortId(key)} |`;
}
else {
client.isAlive = false;
client.socket.ping();
}
});
if (deleteLog) {
console.log(`Disconnected:${deleteLog}`);
}
console.log("gameSessionMap size: " + gameSessionsMap.size);
console.log("clientsMap size: " + clientsMap.size);
console.log("matchmakingPlayersMap size: " + matchmakingPlayersMap.size);
console.log("");
}, 4200);
function clientTerminate(client: Client, key: string, map: Map<string, Client>)
{
client.socket.terminate();
if (client.gameSession)
{
client.gameSession.playersMap.delete(key);
if (client.gameSession.playersMap.size === 0)
{
clearInterval(client.gameSession.clientsUpdateInterval);
clearInterval(client.gameSession.gameLoopInterval);
gameSessionsMap.delete(client.gameSession.id);
}
}
map.delete(key);
if (matchmakingPlayersMap.has(key)) {
matchmakingPlayersMap.delete(key);
}
}
function closeListener()
{
clearInterval(pingInterval);
}
function errorListener(error: Error)
{
console.log("Error: " + JSON.stringify(error));
}