This commit is contained in:
Kim Ravn Hansen
2025-09-14 13:04:48 +02:00
parent 8c196bb6a1
commit ed91a7f2f7
43 changed files with 2279 additions and 1727 deletions

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@@ -7,6 +7,7 @@
* Serializing this object effectively saves the game.
*/
import { Config } from "../config.js";
import { isIdSane, miniUid } from "../utils/id.js";
import { Xorshift32 } from "../utils/random.js";
import { Character } from "./character.js";
@@ -14,6 +15,8 @@ import { ItemAttributes, ItemBlueprint } from "./item.js";
import { Player } from "./player.js";
export class Game {
_counter = 1_000_000;
/** @type {Map<string,ItemBlueprint>} List of all item blueprints in the game */
_itemBlueprints = new Map();
@@ -34,22 +37,21 @@ export class Game {
*/
_players = new Map();
/** @protected @type {Xorshift32} */
_rng;
_random;
/** @type {Xorshift32} */
get rng() {
return this._rng;
get random() {
return this._random;
}
/** @param {number} rngSeed Seed number used for randomization */
constructor(rngSeed) {
if (!Number.isInteger(rngSeed)) {
throw new Error("rngSeed must be an integer");
}
constructor() {
this.rngSeed = Date.now();
}
this._rng = new Xorshift32(rngSeed);
set rngSeed(rngSeed) {
this._random = new Xorshift32(rngSeed);
}
getPlayer(username) {
@@ -90,7 +92,6 @@ export class Game {
* @returns {ItemBlueprint|false}
*/
addItemBlueprint(blueprintId, attributes) {
console.log(attributes);
if (typeof blueprintId !== "string" || !blueprintId) {
throw new Error("Invalid blueprintId!");
}

4
server/models/globals.js Executable file
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@@ -0,0 +1,4 @@
import { Game } from "./game.js";
/** @constant @readonly @type {Game} Global instance of Game */
export const gGame = new Game();

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@@ -1,6 +1,7 @@
import WebSocket from "ws";
import { Character } from "./character.js";
import { Config } from "./../config.js";
import { Scene } from "../scenes/scene.js";
/**
* Player Account.
@@ -8,84 +9,90 @@ import { Config } from "./../config.js";
* Contain persistent player account info.
*/
export class Player {
/** @protected @type {string} unique username */
_username;
get username() {
return this._username;
}
/** @protected @type {string} */
_passwordHash;
get passwordHash() {
return this._passwordHash;
}
/** @protected @type {string} random salt used for hashing */
_salt;
get salt() {
return this._salt;
}
/** @protected @type {Date} */
_createdAt = new Date();
get createdAt() {
return this._createdAt;
}
/** @type {Date} */
blockedUntil;
/** @type {Date|null} Date of the player's last websocket message. */
lastActivityAt = null;
/** @type {Date|null} Date of the player's last login. */
lastSucessfulLoginAt = null;
/** @type {number} Number of successful logins on this character */
successfulLogins = 0;
/** @type {number} Number of failed login attempts since the last good login attempt */
failedPasswordsSinceLastLogin = 0;
/** @protected @type {Set<Character>} */
_characters = new Set(); // should this be a WeakSet? After all if the player is removed, their items might remain in the system, right?
get characters() {
return this._characters;
}
/**
* @param {string} username
* @param {string} passwordHash
* @param {string} salt
*/
constructor(username, passwordHash, salt) {
this._username = username;
this._passwordHash = passwordHash;
this._salt = salt;
this._createdAt = new Date();
}
setPasswordHash(hashedPassword) {
this._passwordHash = hashedPassword;
}
/**
* Add a character to the player's party
*
* @param {Character} character
* @returns {number|false} the new size of the players party if successful, or false if the character could not be added.
*/
addCharacter(character) {
if (this._characters.has(character)) {
return false;
/** @protected @type {string} unique username */
_username;
get username() {
return this._username;
}
if (this._characters.size >= Config.maxPartySize) {
return false;
/** @protected @type {string} */
_passwordHash;
get passwordHash() {
return this._passwordHash;
}
this._characters.add(character);
/** @protected @type {string} random salt used for hashing */
_salt;
get salt() {
return this._salt;
}
return this._characters.size;
}
/** @protected @type {Date} */
_createdAt = new Date();
get createdAt() {
return this._createdAt;
}
/** @type {Date} */
blockedUntil;
/** @type {Date|null} Date of the player's last websocket message. */
lastActivityAt = null;
/** @type {Date|null} Date of the player's last login. */
lastSucessfulLoginAt = null;
/** @type {number} Number of successful logins on this character */
successfulLogins = 0;
/** @type {number} Number of failed login attempts since the last good login attempt */
failedPasswordsSinceLastLogin = 0;
/** @type {boolean} Is the player logged in right now? */
loggedIn = false;
/** @type {Scene} The scene the player was before they logged out */
latestScene;
/** @protected @type {Set<Character>} */
_characters = new Set(); // should this be a WeakSet? After all if the player is removed, their items might remain in the system, right?
get characters() {
return this._characters;
}
/**
* @param {string} username
* @param {string} passwordHash
* @param {string} salt
*/
constructor(username, passwordHash, salt) {
this._username = username;
this._passwordHash = passwordHash;
this._salt = salt;
this._createdAt = new Date();
}
setPasswordHash(hashedPassword) {
this._passwordHash = hashedPassword;
}
/**
* Add a character to the player's party
*
* @param {Character} character
* @returns {number|false} the new size of the players party if successful, or false if the character could not be added.
*/
addCharacter(character) {
if (this._characters.has(character)) {
return false;
}
if (this._characters.size >= Config.maxPartySize) {
return false;
}
this._characters.add(character);
return this._characters.size;
}
}

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@@ -1,129 +1,142 @@
import WebSocket from "ws";
import { Game } from "./game.js";
import { Player } from "./player.js";
import { StateInterface } from "../states/interface.js";
import * as msg from "../utils/messages.js";
import figlet from "figlet";
import { mustBeString, mustBe } from "../utils/mustbe.js";
import { Scene } from "../scenes/scene.js";
import { gGame } from "./globals.js";
export class Session {
/** @protected @type {StateInterface} */
_state;
get state() {
return this._state;
}
/** @type {WebSocket} */
_websocket;
/** @protected @type {Game} */
_game;
get game() {
return this._game;
}
/** @protected @type {Scene} */
_scene;
/** @type {Player} */
_player;
get player() {
return this._player;
}
/** @param {Player} player */
set player(player) {
if (player instanceof Player) {
this._player = player;
return;
/** @readonly @constant @type {Scene} */
get scene() {
return this._scene;
}
if (player === null) {
this._player = null;
return;
/** @type {Player} */
_player;
get player() {
return this._player;
}
throw Error(
`Can only set player to null or instance of Player, but received ${typeof player}`,
);
}
/** @param {Player} player */
set player(player) {
if (player instanceof Player) {
this._player = player;
return;
}
/** @type {WebSocket} */
_websocket;
if (player === null) {
this._player = null;
return;
}
/**
* @param {WebSocket} websocket
* @param {Game} game
*/
constructor(websocket, game) {
this._websocket = websocket;
this._game = game;
}
/** Close the session and websocket */
close() {
this._websocket.close();
this._player = null;
}
/**
* Send a message via our websocket.
*
* @param {string|number} messageType
* @param {...any} args
*/
send(messageType, ...args) {
this._websocket.send(JSON.stringify([messageType, ...args]));
}
sendFigletMessage(message) {
console.debug("sendFigletMessage('%s')", message);
this.sendMessage(figlet.textSync(message), { preformatted: true });
}
/** @param {string} message Message to display to player */
sendMessage(message, ...args) {
if (message.length === 0) {
console.debug("sending a zero-length message, weird");
throw Error(`Can only set player to null or instance of Player, but received ${typeof player}`);
}
if (Array.isArray(message)) {
message = message.join("\n");
/**
* @param {WebSocket} websocket
*/
constructor(websocket) {
this._websocket = websocket;
}
this.send(msg.MESSAGE, message, ...args);
}
/**
* @param {string} type prompt type (username, password, character name, etc.)
* @param {string|string[]} message The prompting message (please enter your character's name)
* @param {string} tag helps with message routing and handling.
*/
sendPrompt(type, message, tag = "", ...args) {
if (Array.isArray(message)) {
message = message.join("\n");
/**
* @param {Scene} scene
*/
setScene(scene) {
console.debug("changing scene", scene.constructor.name);
if (!(scene instanceof Scene)) {
throw new Error(`Expected instance of Scene, got a ${typeof scene}: >>${scene}<<`);
}
this._scene = scene;
scene.execute(this);
}
this.send(msg.PROMPT, type, message, tag, ...args);
}
/** @param {string} message The error message to display to player */
sendError(message, ...args) {
this.send(msg.ERROR, message, ...args);
}
/** @param {string} message The error message to display to player */
sendDebug(message, ...args) {
this.send(msg.DEBUG, message, ...args);
}
/** @param {string} message The calamitous error to display to player */
sendCalamity(message, ...args) {
this.send(msg.CALAMITY, message, ...args);
}
sendSystemMessage(arg0, ...rest) {
this.send(msg.SYSTEM, arg0, ...rest);
}
/**
* @param {StateInterface} state
*/
setState(state) {
this._state = state;
console.debug("changing state", state.constructor.name);
if (typeof state.onAttach === "function") {
state.onAttach();
/** Close the session and websocket */
close() {
if (this._websocket) {
this._websocket.close();
this._websocket = null;
}
this._player = null;
this._scene = null;
}
/**
* Send a message via our websocket.
*
* @param {string|number} messageType
* @param {...any} args
*/
send(messageType, ...args) {
if (!this._websocket) {
console.error("Trying to send a message without a valid websocket", messageType, args);
return;
}
this._websocket.send(JSON.stringify([messageType, ...args]));
}
/**
* @overload
* @param {string|string[]} text The prompt message (the request to get the user to enter some info).
* @param {string?} context
*/ /**
* @overload
* @param {string|string[]} text The prompt message (the request to get the user to enter some info).
* @param {object?} options Any options for the text (client side text formatting, color-, font-, or style info, etc.).
*/
sendPrompt(text, options) {
options = options || {};
if (typeof options === "string") {
// if options is just a string, assume we meant to apply a context to the prompt
options = { context: options };
}
this.send(
msg.PROMPT, // message type
text, // TODO: prompt text must be string or an array of strings
mustBe(options, "object"),
);
}
/**
* Send text to be displayed to the client
*
* @param {string|string[]} text Text to send. If array, each element will be displayed as its own line on the client side.
* @param {object?} options message options for the client.
*/
sendText(text, options = {}) {
this.send(msg.TEXT, text, options);
}
/** @param {string|string[]} errorMessage */
sendError(errorMessage) {
this.send(msg.ERROR, mustBeString(errorMessage));
}
/**
* Send a calamity text and then close the connection.
* @param {string|string[]} errorMessage Text to send. If array, each element will be displayed as its own line on the client side.
*/
calamity(errorMessage) {
//
// The client should know not to format calamaties anyway, but we add “preformatted” anyway
this.send(msg.CALAMITY, errorMessage, { preformatted: true });
this.close();
}
/**
* @param {string} systemMessageType
* @param {any?} value
*/
sendSystemMessage(systemMessageType, value = undefined) {
this.send(msg.SYSTEM, mustBeString(systemMessageType), value);
}
}
}