Infrastructure refactoring (Part 1)
+ Fun recursive functions for handling consecutive requests to playerStorage and stage ~ Renamed and redefined a bunch of communication types ~ Renamed globalScene to scene0 (since scenes are no longer nested) > I need to finish this and work on adding actual things to the game...
This commit is contained in:
parent
88129a87ba
commit
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6 changed files with 257 additions and 95 deletions
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@ -1,7 +0,0 @@
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import { sceneTemplate } from "shared/SceneManager"
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export const globalSceneTemplate: sceneTemplate = {
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sceneComplete() {
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return false
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},
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onCompletion: []
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} as const
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6
src/game/scene0.ts
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6
src/game/scene0.ts
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@ -0,0 +1,6 @@
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import { sceneTemplate } from "shared/SceneManager";
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export const scene0Template: sceneTemplate = {
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sceneComplete() {
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return [false];
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},
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} as const;
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@ -1,58 +1,119 @@
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// "main": Initializes all state and handles the real world.
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const VERBOSE = true;
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if (!VERBOSE) {
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function print() {}
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function warn() {}
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}
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const Players = game.GetService("Players"); // This should be the only place on the server where the Players service is mentioned
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const RunService = game.GetService("RunService");
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import { isUnknownTable } from "shared/Shared";
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import { isUnknownTable, makeApplyConsecutiveRequestsToObjectFunction } from "shared/Shared";
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import { bindToClientMessage, messageClient, messageAllClients } from "./ServerMessenger";
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// Please note: This should not use any of the properties of "scene" or "playerStorage" (it only needs to know that they exist)
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import { scene, initScene, runScene, applyRequestsToScene } from "shared/SceneManager"
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import { playerStorage, initPlayerStorage, applyRequestsToPlayerStorage, playerManagerRequest} from "shared/PlayerManager";
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import { globalSceneTemplate } from "game/globalScene"
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import { scene, initScene, runScene, sceneRequest, stageRequest, processSceneExternalInput } from "shared/SceneManager";
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import {
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playerStorage,
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initPlayerStorage,
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handleConsecutivePlayerActivities,
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playerActivity,
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messageToPlayer,
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} from "shared/PlayerManager";
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import { scene0Template } from "game/scene0";
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interface stage {
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[sceneName: string]: scene | undefined;
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}
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// Initialize all state
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let globalPlayerStorage: playerStorage = initPlayerStorage();
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let globalScene: scene = initScene(globalSceneTemplate)
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// Handle the real world
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let playerEvents: playerManagerRequest[] = [];
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function messagePlayerManager(message: playerManagerRequest): void {
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playerEvents.push(message);
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let stage: stage = {};
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stage["scene0"] = initScene(scene0Template);
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// Handle the real world (TERA I/O)
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let playerManagerMailbox: playerActivity[] = [];
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function messagePlayerManager(message: playerActivity): void {
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playerManagerMailbox.push(message);
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}
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Players.PlayerAdded.Connect(function (player: Player) {
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messagePlayerManager(["initPlayer", player])
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messagePlayerManager(["player_joined", player]);
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});
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Players.PlayerRemoving.Connect(function (player: Player) {
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messagePlayerManager(["deinitPlayer", player])
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messagePlayerManager(["player_left", player]);
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});
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let playerAttemptedActionCounter: number[] = [];
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bindToClientMessage(function (player: Player, ...messageContents: unknown[]) {
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messagePlayerManager(["playerInput", player, messageContents])
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const userId = player.UserId;
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playerAttemptedActionCounter[userId] += 1;
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if (playerAttemptedActionCounter[userId] <= 2) {
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messagePlayerManager(["player_tried_action", player, messageContents]);
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}
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});
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// Run everything sequentially to avoid concurrency issues
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let busy = false
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function applySceneRequestToStage(stage: stage, now: number, request: stageRequest): [stage, messageToPlayer[]] {
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const sceneName = request[0];
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const thisScene = stage[sceneName];
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if (!thisScene) {
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warn("Scene " + request[0] + " does not exist");
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return [stage, []];
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}
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const [newScene, messagesToPlayer] = processSceneExternalInput(thisScene, now, request[1]);
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// No way to make a clean copy of a dictionary, so...
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const newStage = stage;
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newStage[sceneName] = newScene;
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return [newStage, messagesToPlayer];
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}
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const applySceneRequestsToStage = makeApplyConsecutiveRequestsToObjectFunction<stage, stageRequest, messageToPlayer>(
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applySceneRequestToStage,
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);
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// Run everything sequentially each frame to avoid concurrency issues
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let busy = false;
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let frameCounter = 0;
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RunService.Heartbeat.Connect(function (delta: number) {
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assert(!busy)
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busy = true
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if (!busy) {
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busy = true;
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if (frameCounter < 10) {
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frameCounter += 1;
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} else {
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frameCounter = 0;
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playerAttemptedActionCounter = [];
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}
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const now = os.clock();
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const playerManagerMail = playerManagerMailbox;
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playerManagerMailbox = [];
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if (playerManagerMail.size() > 5) {
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warn("playerManagerMail received in a single frame exceeds 5");
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}
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let sceneManagerRequests;
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let messagesToPlayers;
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// Players act first
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[globalPlayerStorage, sceneManagerRequests] = handleConsecutivePlayerActivities(
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globalPlayerStorage,
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playerManagerMail,
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);
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[stage, messagesToPlayers] = applySceneRequestsToStage(stage, now, sceneManagerRequests);
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// Scene acts second
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// + run scene
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// Resolve aftermath
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// + coagulate player requests from both of those and give them back to the player manager (wow, guy exploded, colors everywhere, you got a new sword)
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// ? Is there any reason why the player manager would respond? probably not, add that later if it's necessary
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const now = os.clock()
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const sceneResult = runScene(globalScene, now)
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const sceneResult = runScene(globalScene, now);
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assert(sceneResult[0]);
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globalScene = sceneResult[1][0]
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stage = sceneResult[1][0];
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let thesePlayerEvents = playerEvents
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playerEvents = []
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thesePlayerEvents.unshift(...sceneResult[1][1])
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//thesePlayerEvents.unshift(...sceneResult[1][1]);
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let repetitions = 0
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let repetitions = 0;
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while (thesePlayerEvents[0]) {
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const playerRequestsResult = applyRequestsToPlayerStorage(globalPlayerStorage, thesePlayerEvents)
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assert(playerRequestsResult[0], playerRequestsResult[1] as string) // + The other actor should probably cleanup instead of just crashing
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assert(playerRequestsResult[0], playerRequestsResult[1] as string); // + The other actor should probably cleanup instead of just crashing
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const sceneRequestsResult = applyRequestsToScene(globalScene, now, playerRequestsResult[1][1]);
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assert(sceneRequestsResult[0], sceneRequestsResult[1] as string)
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assert(sceneRequestsResult[0], sceneRequestsResult[1] as string);
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// Mutable section
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globalPlayerStorage = playerRequestsResult[1][0];
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globalScene = sceneRequestsResult[1][0];
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thesePlayerEvents = sceneRequestsResult[1][1]
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repetitions += 1
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assert(repetitions > 4)// I don't know if this can enter an infinite loop, but it would be very dangerous if it did
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thesePlayerEvents = sceneRequestsResult[1][1];
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repetitions += 1;
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assert(repetitions > 4); // I don't know if this can enter an infinite loop, but it would be very dangerous if it did
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}
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busy = false;
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} else {
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warn("Loop");
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}
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busy = false
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});
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//const playerManager: actor<playerManagerRequest> = initPlayerManager(eventManager);
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/* function addPlayer(player: Player) {
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@ -1,29 +1,85 @@
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// "PlayerManager": Handle the data of players. This involves receiving them when they arrive, cleaning up after they exit, teleporting them, etc.
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// The player would never even touch the SceneManager if they entered a server, tweaked settings in the menu, and joined a friend in another server.
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// The handling of players must be sequential- it does not make sense to try to handle the same player joining and leaving in parallel
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// This is also where persisted data is stored while the player is playing.
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// This is also where persisted data is stored while the player is playing. Communication is required between here and the scene, rather than direct access, to protect the player's data.
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// import { makeEntity, entityController } from "./EntityManager";
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//import { actorClass } from "shared/Shared"
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import { sceneManagerRequest } from "./SceneManager"
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export type playerManagerRequest = ["initPlayer" | "deinitPlayer", Player] | ["playerInput", ...unknown[]] | ["foo", "bar"]
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import { stageRequest } from "./SceneManager";
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export type playerActivity =
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| ["player_joined" | "player_left", Player]
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| ["player_tried_action", Player, unknown[]]
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| ["placeholder", "foo"];
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export type messageToPlayer = ["placeholder", "foo"];
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interface saveDataEntry {
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// + May need to move this to archiver
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// + May need to move this to a dedicated archiver module/actor for data safety
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placeholder: string;
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}
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interface storedPlayer {
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// currentScene: event //Not sure about this
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/*initPlayer: (player: Player) => void;
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deinitPlayer: (player: Player) => void;
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fetchPlayer: (player: Player) => storedPlayer;*/
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saveData: saveDataEntry;
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state: [stateName: "inGame", currentSceneName: string] | [stateName: "inMenu"];
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}
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export type playerStorage = storedPlayer[];
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export function applyRequestsToPlayerStorage(playerStorage: playerStorage, requests: playerManagerRequest[]): success<[playerStorage, sceneManagerRequest[]]> {
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return [true, [playerStorage, []]]; // This really sucks to look at right now
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export type playerStorage = (storedPlayer | undefined)[];
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function getSaveData(userId: number): saveDataEntry {
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return { placeholder: "foo" };
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}
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function initStoredPlayer(userId: number): storedPlayer {
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return {
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saveData: getSaveData(userId),
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state: ["inMenu"],
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};
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}
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function handlePlayerActivity(playerStorage: playerStorage, activity: playerActivity): [playerStorage, stageRequest[]] {
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if (activity[0] === "player_joined") {
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const userId = activity[1].UserId;
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const newPlayerStorage = [...playerStorage]; // Hopefully not slow
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newPlayerStorage[userId] = initStoredPlayer(userId);
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// + check if player has auto-load-in turned off
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const sceneMessages: stageRequest[] = [];
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sceneMessages.push(["scene0", ["load_in_player", userId]]);
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return [newPlayerStorage, sceneMessages];
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} else if (activity[0] === "player_left") {
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const userId = activity[1].UserId;
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const newPlayerStorage = [...playerStorage];
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// + save data to datastore
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newPlayerStorage[userId] = undefined;
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const sceneMessages: stageRequest[] = [];
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sceneMessages.push(["scene0", ["remove_player", userId]]);
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return [newPlayerStorage, sceneMessages];
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} else {
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// (unimplemented)
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return [playerStorage, []];
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}
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}
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export function handleConsecutivePlayerActivities(
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playerStorage: playerStorage,
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activities: playerActivity[],
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): [playerStorage, stageRequest[]] {
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const activityToHandle = activities.shift(); // A bit destructive (shift isn't implemented yet), but it works and is honestly cleaner than the alternative
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if (activityToHandle) {
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const [newPlayerStorage, requests] = handlePlayerActivity(playerStorage, activityToHandle);
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const [newerPlayerStorage, newRequests] = handleConsecutivePlayerActivities(playerStorage, activities);
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return [newerPlayerStorage, [...requests, ...newRequests]];
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} else {
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return [playerStorage, []];
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}
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}
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/*export function handleConsecutivePlayerActivities( // Keeping this here as a relic of my bizarre thought process
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playerStorage: playerStorage,
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activities: playerActivity[],
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): [playerStorage, stageRequest[]] {
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if (activities.size() > 0) {
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const activityToHandle = activities.pop(); // A bit destructive (shift isn't implemented yet), but it works and is honestly cleaner than the alternative
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assert(activityToHandle !== undefined);
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const [newPlayerStorage, requests] = handleConsecutivePlayerActivities(playerStorage, activities);
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const [newerPlayerStorage, newRequests] = handlePlayerActivity(newPlayerStorage, activityToHandle);
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return [newerPlayerStorage, [...requests, ...newRequests]];
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} else {
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return [[...playerStorage], []];
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}
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}*/
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export function sendToPlayer() {}
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export function initPlayerStorage() {
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return [{},{}];
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return [];
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}
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/* Deprecated
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export interface storedPlayer {
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//entity?: entityController;
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}*/
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/*class playerStorageHandler implements playerStorage {
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constructor() {}
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initPlayer(player: Player) {
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@ -1,14 +1,46 @@
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// "The": Handle events.
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import { makeApplyConsecutiveRequestsToObjectFunction } from "./Shared";
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import { entity } from "./EntityManager";
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import { applyRequestsToPlayerStorage, playerManagerRequest } from "./PlayerManager";
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export type sceneManagerRequest = [Player, "useAbility", Vector3] | [Player, "foo", "bar"];
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type endConditionFunction = (containedEntities: entity[], timeElapsed: number) => boolean;
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import { messageToPlayer } from "./PlayerManager";
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export type sceneRequest =
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| [request: "load_in_player", playerUserId: number] // More stats would go here
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| [request: "remove_player", playerUserId: number]
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| [request: "use_ability", playerUserId: number, mousePosition: Vector3]
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| [request: "placeholder", foo: "bar"];
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export type stageRequest = [scene: string, sceneRequest: sceneRequest];
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type sceneTransformation = ["attack", entity, entity] | ["heal"];
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type endConditionFunction = (containedEntities: entity[], timeElapsed: number) => [false] | [true, messageToPlayer[]]; // This also needs some way to contact other scenes
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export interface sceneTemplate {
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readonly sceneComplete: endConditionFunction; // Checks conditions that need to pass for the scene to end (e.g. entityX.Alive == false || timeSpent > 1000)
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readonly onCompletion: readonly playerManagerRequest[]; // Requests to get sent out when the scene ends
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readonly sceneComplete: endConditionFunction; // Checks conditions that need to pass for the scene to end (e.g. entityX.Alive == false || timeSpent > 1000) and also tells what to do about it depending on the result (victory or loss)
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readonly entityTemplates?: [name: string, entityTemplate: placeholder][];
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// Should also be a function that can react to players entering, maybe the endConditionFunction could do that? Seems a bit messy though
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}
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export interface scene {
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entities: entity[];
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entities: {
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[entityName: string]: entity | undefined;
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};
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entityList: string[];
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readonly sceneComplete: endConditionFunction;
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}
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export function initScene(sceneTemplate: sceneTemplate): scene {
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// Make the stuff described in the scene...
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const newScene: scene = {
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entities: {},
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entityList: [],
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sceneComplete: sceneTemplate.sceneComplete,
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};
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return newScene;
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}
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export function procesSceneInternalEvents(scene: scene, now: number): [sceneTransformation[], messageToPlayer[]] {}
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export function processSceneExternalInput(scene: scene, now: number, input: sceneRequest): [scene, messageToPlayer[]] {}
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/*const processStageExternalInputs = makeApplyConsecutiveRequestsToObjectFunction<
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scene,
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sceneManagerRequest,
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messageToPlayer
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>(processSceneExternalInput);*/
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export function runScene(scene: scene, now: number): [scene, messageToPlayer[]] {
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return [scene, []];
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}
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/*export interface sceneBackstage {
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readonly entityProperties: {
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@ -32,9 +64,7 @@ export interface scene {
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// }
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//timeout?: number; // A timeout for the event; passes a lose condition if there are other completion requirements that have not been satisfied
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// }
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export function runScene(scene: scene, now: number): success<[scene, playerManagerRequest[]]> {
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return [true, [scene, []]];
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}
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/*function getPlayerSceneName(scene: scene, userId: number): success<string | false> {
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let playerSceneLocation = scene.players[userId];
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if (!playerSceneLocation) {
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@ -45,7 +75,6 @@ export function runScene(scene: scene, now: number): success<[scene, playerManag
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return [true, playerSceneLocation[1]]
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}
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}*/
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function applyRequestToScene(scene: scene, now: number, request: sceneManagerRequest): [scene, playerManagerRequest[]] {
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/*const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
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if (!playerSceneResult[0]) {
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return [scene, []]; // Some kind of error needs to go here
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@ -68,15 +97,16 @@ function applyRequestToScene(scene: scene, now: number, request: sceneManagerReq
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scene.containedScenes = containedScenes
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return [scene, sceneRequestResult[1]]
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}*/
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}
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export function applyRequestsToScene(
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//}
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/*export function applyRequestsToScene(
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scene: scene,
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now: number,
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requests: sceneManagerRequest[],
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): success<[scene, playerManagerRequest[]]> {
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): success<[scene, messageToPlayer[]]> {
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try {
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let newScene: scene = scene;
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let outgoingRequests: playerManagerRequest[] = [];
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let outgoingRequests: messageToPlayer[] = [];
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requests.forEach(function (request: sceneManagerRequest) {
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const sceneRequestResult = applyRequestToScene(newScene, now, request);
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newScene = sceneRequestResult[0];
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@ -86,14 +116,4 @@ export function applyRequestsToScene(
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} catch (error) {
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return [false, error];
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}
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}
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export function initScene(sceneTemplate: sceneTemplate): scene {
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// Make the stuff described in the scene...
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const newScene: scene = {
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containedEntities: [],
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players: [],
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sceneComplete: sceneTemplate.sceneComplete,
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onCompletion: sceneTemplate.onCompletion,
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};
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return newScene;
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}
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}*/
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|
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|
@ -7,6 +7,33 @@ export function isUnknownTable(thing: unknown): thing is unknownTable {
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return typeIs(thing, "table");
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}
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export function makeApplyConsecutiveRequestsToObjectFunction<mainObjectType, inputRequestType, outputRequestType>(
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applyRequestToObject: (
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mainObject: mainObjectType,
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now: number,
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inputRequest: inputRequestType,
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) => [mainObjectType, outputRequestType[]],
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) {
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function applyConsecutiveRequestsToObject(
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mainObject: mainObjectType,
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now: number,
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inputRequests: inputRequestType[],
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): [mainObjectType, outputRequestType[]] {
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const inputRequestToHandle = inputRequests.shift(); // A bit destructive (shift isn't implemented yet), but it works and is honestly cleaner than the alternative
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if (inputRequestToHandle !== undefined) {
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const [newMainObject, outputRequests] = applyRequestToObject(mainObject, now, inputRequestToHandle);
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const [newerMainObject, newOutputRequests] = applyConsecutiveRequestsToObject(
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newMainObject,
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now,
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inputRequests,
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);
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return [newerMainObject, [...outputRequests, ...newOutputRequests]];
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} else {
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return [mainObject, []];
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}
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}
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return applyConsecutiveRequestsToObject;
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}
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/*export class actorClass<MessageType> implements actor<MessageType> {
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message(message: MessageType) {
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this.mailbox.push(message)
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