155 lines
4.2 KiB
JavaScript
155 lines
4.2 KiB
JavaScript
import fs from 'fs'
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import GameCommon from './../common/GameCommon.js'
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import Util from './../common/Util.js'
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import { Rng } from '../common/Rng.js'
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import GameLog from './GameLog.js'
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import { createPuzzle } from './Puzzle.js'
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import Protocol from '../common/Protocol.js'
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const DATA_DIR = './../data'
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function loadAllGames() {
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const files = fs.readdirSync(DATA_DIR)
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for (const f of files) {
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if (!f.match(/\.json$/)) {
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continue
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}
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const file = `${DATA_DIR}/${f}`
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const contents = fs.readFileSync(file, 'utf-8')
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let game
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try {
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game = JSON.parse(contents)
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} catch {
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console.log(`[ERR] unable to load game from file ${f}`);
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}
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if (typeof game.puzzle.data.started === 'undefined') {
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game.puzzle.data.started = Math.round(fs.statSync(file).ctimeMs)
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}
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if (typeof game.puzzle.data.finished === 'undefined') {
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let unfinished = game.puzzle.tiles.map(Util.decodeTile).find(t => t.owner !== -1)
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game.puzzle.data.finished = unfinished ? 0 : Util.timestamp()
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}
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if (!Array.isArray(game.players)) {
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game.players = Object.values(game.players)
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}
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GameCommon.newGame({
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id: game.id,
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rng: {
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type: game.rng ? game.rng.type : '_fake_',
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obj: game.rng ? Rng.unserialize(game.rng.obj) : new Rng(),
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},
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puzzle: game.puzzle,
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players: game.players,
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sockets: [],
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evtInfos: {}
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})
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}
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}
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const changedGames = {}
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async function createGameObject(gameId, targetTiles, image, ts) {
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const seed = Util.hash(gameId + ' ' + ts)
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const rng = new Rng(seed)
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return GameCommon.__createGameObject(
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gameId,
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{
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type: 'Rng',
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obj: rng,
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},
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await createPuzzle(rng, targetTiles, image, ts),
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[],
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[],
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{}
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)
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}
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async function createGame(gameId, targetTiles, image, ts) {
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GameLog.create(gameId)
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GameLog.log(gameId, Protocol.LOG_HEADER, 1, targetTiles, image, ts)
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const seed = Util.hash(gameId + ' ' + ts)
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const rng = new Rng(seed)
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GameCommon.newGame({
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id: gameId,
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rng: {
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type: 'Rng',
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obj: rng,
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},
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puzzle: await createPuzzle(rng, targetTiles, image, ts),
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players: [],
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sockets: [],
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evtInfos: {},
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})
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changedGames[gameId] = true
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}
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function addPlayer(gameId, playerId, ts) {
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const idx = GameCommon.getPlayerIndexById(gameId, playerId)
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if (idx === -1) {
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const diff = ts - GameCommon.getStartTs(gameId)
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GameLog.log(gameId, Protocol.LOG_ADD_PLAYER, playerId, diff)
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} else {
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const diff = ts - GameCommon.getStartTs(gameId)
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GameLog.log(gameId, Protocol.LOG_UPDATE_PLAYER, idx, diff)
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}
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GameCommon.addPlayer(gameId, playerId, ts)
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changedGames[gameId] = true
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}
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function addSocket(gameId, socket) {
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GameCommon.addSocket(gameId, socket)
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changedGames[gameId] = true
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}
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function handleInput(gameId, playerId, input, ts) {
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const idx = GameCommon.getPlayerIndexById(gameId, playerId)
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const diff = ts - GameCommon.getStartTs(gameId)
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GameLog.log(gameId, Protocol.LOG_HANDLE_INPUT, idx, input, diff)
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const ret = GameCommon.handleInput(gameId, playerId, input, ts)
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changedGames[gameId] = true
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return ret
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}
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function persistChangedGames() {
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for (const game of GameCommon.getAllGames()) {
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if (game.id in changedGames) {
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delete changedGames[game.id]
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fs.writeFileSync(`${DATA_DIR}/${game.id}.json`, JSON.stringify({
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id: game.id,
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rng: {
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type: game.rng.type,
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obj: Rng.serialize(game.rng.obj),
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},
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puzzle: game.puzzle,
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players: game.players,
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}))
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console.info(`[INFO] persisted game ${game.id}`)
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}
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}
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}
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export default {
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createGameObject,
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loadAllGames,
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persistChangedGames,
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createGame,
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addPlayer,
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addSocket,
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handleInput,
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getAllGames: GameCommon.getAllGames,
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getRelevantPlayers: GameCommon.getRelevantPlayers,
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getActivePlayers: GameCommon.getActivePlayers,
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getFinishedTileCount: GameCommon.getFinishedTileCount,
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getImageUrl: GameCommon.getImageUrl,
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getTileCount: GameCommon.getTileCount,
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exists: GameCommon.exists,
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playerExists: GameCommon.playerExists,
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socketExists: GameCommon.socketExists,
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removeSocket: GameCommon.removeSocket,
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get: GameCommon.get,
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getSockets: GameCommon.getSockets,
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getStartTs: GameCommon.getStartTs,
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getFinishTs: GameCommon.getFinishTs,
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}
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