stuff
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@@ -173,8 +173,14 @@ export class Character {
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case 2:
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this.foundation = "druid";
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this.proficiencies.add("armor/natural");
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this.equipment.set("sickle", 1).set("poisoner's kit", 1).set("healer's kit", 1);
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default: // case 2:
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this.equipment
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.set("sickle", 1)
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.set("poisoner's kit", 1) // can apply to weapon, food, drink. Can recharge in the forest
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.set("healer's kit", 1); // provide fast out-of-combat healing. Can recharge in forest.
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this.silver = 10;
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this.maxHitPoints = this.currentHitPoints = 10;
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this.itemSlots = 5;
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default:
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this.foundation = "debug";
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this.proficiencies.add("heavy_armor");
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this.proficiencies.add("heavy_weapons");
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@@ -31,11 +31,40 @@ export class Game {
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/**
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* All players ever registered, mapped by name => player.
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*
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* _____ _
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* | ___(_)_ ___ __ ___ ___
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* | |_ | \ \/ / '_ ` _ \ / _ \
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* | _| | |> <| | | | | | __/
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* |_| |_/_/\_\_| |_| |_|\___|
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*
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* 1. Add mutex on the players table to avoid race conditions during
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* insert/delete/check_available_username
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* 1.a ) add an "atomicInsert" that inserts a new player if the giver username
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* is available.
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* 2. Prune "dead" players (players with 0 logins) after a short while
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*
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*
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* @protected
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* @type {Map<string,Player>} Map of users in the game username->Player
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*/
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_players = new Map();
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get players() {
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return this._players;
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hasPlayer(username) {
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return this._players.has(username);
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}
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getPlayer(username) {
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return this._players.get(username);
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}
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createPlayer(username, passwordHash=null) {
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if (this._players.has(username)) {
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return false;
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}
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const player = new Player(username, passwordHash);
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this._players.set(username, player);
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return player;
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}
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}
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@@ -69,6 +69,13 @@ export class ItemTemplate {
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createItem() {
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return new ChracterItem(this._id, this._name, this._description, this._itemSlots);
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}
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static getOrCreate(id, name, description, itemSlots) {
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}
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static seed() {
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this
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}
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}
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/**
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@@ -25,6 +25,21 @@ export class Player {
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return this._passwordHash;
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}
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/** @type {Date} */
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_createdAt = new Date();
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/** @type {Date|null} Date of the player's last websocket message. */
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lastActivityAt = null;
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/** @type {Date|null} Date of the player's last login. */
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lastSucessfulLoginAt = null;
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/** @type {number} Number of successful logins on this character */
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successfulLogins = 0;
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/** @type {number} Number of failed login attempts since the last good login attempt */
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failedPasswordsSinceLastLogin = 0;
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/** @protected @type {Set<Character>} */
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_characters = new Set();
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get characters() {
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@@ -39,7 +54,7 @@ export class Player {
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this._username = username;
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this._passwordHash = passwordHash;
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this.createdAt = new Date();
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this._createdAt = new Date();
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}
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setPasswordHash(hashedPassword) {
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@@ -19,9 +19,6 @@ export class Session {
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return this._game;
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}
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/** @type Date */
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latestPing;
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/** @type {Player} */
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player;
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@@ -1,8 +1,8 @@
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import { Session } from "../session.js";
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import * as msg from "../../utils/messages.js";
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import * as security from "../../utils/security.js";
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import { JustLoggedInState } from "./justLoggedIn.js";
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import { CreatePlayerState } from "./createPlayer.js";
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import { JustLoggedInState } from "./justLoggedIn.js";
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import { Session } from "../session.js";
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const STATE_EXPECT_USERNAME = "promptUsername";
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const STATE_EXPECT_PASSWORD = "promptPassword";
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@@ -43,7 +43,7 @@ export class AuthState {
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}
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if (this.subState === STATE_EXPECT_PASSWORD) {
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this.receivePassword(message)
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this.receivePassword(message);
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return;
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}
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@@ -81,11 +81,7 @@ export class AuthState {
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return;
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}
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if (this.session.game.players.size === 0) {
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console.error("there are no players registered");
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}
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const player = this.session.game.players.get(message.username);
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const player = this.session.game.getPlayer(message.username);
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//
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// handle invalid username
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@@ -142,9 +138,13 @@ export class AuthState {
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if (!security.verifyPassword(message.password, this.session.player.passwordHash)) {
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this.session.sendError("Incorrect password!");
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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this.session.player.failedPasswordsSinceLastLogin++;
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return;
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}
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this.session.player.lastSucessfulLoginAt = new Date();
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this.session.player.failedPasswordsSinceLastLogin = 0;
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//
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// Password correct, check if player is an admin
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if (this.session.player.isAdmin) {
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0
server/models/states/awaitCommands.js
Normal file → Executable file
0
server/models/states/awaitCommands.js
Normal file → Executable file
@@ -1,7 +1,5 @@
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import figlet from "figlet";
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import { Session } from "../session.js";
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import WebSocket from "ws";
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import { AuthState } from "./auth.js";
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import { ClientMessage } from "../../utils/messages.js";
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import { PARTY_MAX_SIZE } from "../../config.js";
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import { frameText } from "../../utils/tui.js";
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@@ -1,4 +1,3 @@
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import WebSocket from "ws";
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import { Session } from "../session.js";
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import * as msg from "../../utils/messages.js";
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import * as security from "../../utils/security.js";
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@@ -79,11 +78,11 @@ export class CreatePlayerState {
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return;
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}
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const taken = this.session.game.players.has(message.username);
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const player = this.session.game.createPlayer(message.username);
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//
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// handle taken/occupied username
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if (taken) {
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if (player === false) {
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// Telling the user right away that the username is taken can
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// lead to data leeching. But fukkit.
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@@ -92,18 +91,9 @@ export class CreatePlayerState {
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return;
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}
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this._player = new Player(message.username, undefined);
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this._player = player;
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// _____ _
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// | ___(_)_ ___ __ ___ ___
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// | |_ | \ \/ / '_ ` _ \ / _ \
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// | _| | |> <| | | | | | __/
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// |_| |_/_/\_\_| |_| |_|\___|
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//
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// 1. Add mutex on the players table to avoid race conditions
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// 2. Prune "dead" players (players with 0 logins) after a short while
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this.session.game.players.set(message.username, this._player);
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this.session.sendMessage("Username available");
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this.session.sendMessage("Username available 👌");
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this.session.sendMessage(`Username _*${message.username}*_ is available, and I've reserved it for you :)`);
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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this.setMessageHandler(this.receivePassword);
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@@ -30,7 +30,7 @@ export class Seeder {
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//
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const passwordHash = "1000:bdaa0d7436caeaa4d278e7591870b68c:151b8f7e73a97a01af190a51b45ee389c2f4590a6449ddae6f25b9eab49cac0d";
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const player = new Player("user", passwordHash);
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this.game.players.set("user", player);
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this.game.createPlayer("user", passwordHash);
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// const char = new Character(player.username, "Sir Debug The Strong", true);
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}
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@@ -7,7 +7,7 @@ import * as msg from "./utils/messages.js";
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import * as cfg from "./utils/config.js";
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import { Session } from "./models/session.js";
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import { Seeder } from "./seed.js";
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import { AuthState } from "./models/states/auth.js";
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import { AuthState } from "./models/states/AuthState.js";
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class MudServer {
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