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
ee32742ae8
6 changed files with 257 additions and 95 deletions
|
@ -1,7 +0,0 @@
|
|||
import { sceneTemplate } from "shared/SceneManager"
|
||||
export const globalSceneTemplate: sceneTemplate = {
|
||||
sceneComplete() {
|
||||
return false
|
||||
},
|
||||
onCompletion: []
|
||||
} as const
|
6
src/game/scene0.ts
Normal file
6
src/game/scene0.ts
Normal file
|
@ -0,0 +1,6 @@
|
|||
import { sceneTemplate } from "shared/SceneManager";
|
||||
export const scene0Template: sceneTemplate = {
|
||||
sceneComplete() {
|
||||
return [false];
|
||||
},
|
||||
} as const;
|
|
@ -1,58 +1,119 @@
|
|||
// "main": Initializes all state and handles the real world.
|
||||
const VERBOSE = true;
|
||||
if (!VERBOSE) {
|
||||
function print() {}
|
||||
function warn() {}
|
||||
}
|
||||
const Players = game.GetService("Players"); // This should be the only place on the server where the Players service is mentioned
|
||||
const RunService = game.GetService("RunService");
|
||||
import { isUnknownTable } from "shared/Shared";
|
||||
import { isUnknownTable, makeApplyConsecutiveRequestsToObjectFunction } from "shared/Shared";
|
||||
import { bindToClientMessage, messageClient, messageAllClients } from "./ServerMessenger";
|
||||
// Please note: This should not use any of the properties of "scene" or "playerStorage" (it only needs to know that they exist)
|
||||
import { scene, initScene, runScene, applyRequestsToScene } from "shared/SceneManager"
|
||||
import { playerStorage, initPlayerStorage, applyRequestsToPlayerStorage, playerManagerRequest} from "shared/PlayerManager";
|
||||
import { globalSceneTemplate } from "game/globalScene"
|
||||
import { scene, initScene, runScene, sceneRequest, stageRequest, processSceneExternalInput } from "shared/SceneManager";
|
||||
import {
|
||||
playerStorage,
|
||||
initPlayerStorage,
|
||||
handleConsecutivePlayerActivities,
|
||||
playerActivity,
|
||||
messageToPlayer,
|
||||
} from "shared/PlayerManager";
|
||||
import { scene0Template } from "game/scene0";
|
||||
interface stage {
|
||||
[sceneName: string]: scene | undefined;
|
||||
}
|
||||
// Initialize all state
|
||||
let globalPlayerStorage: playerStorage = initPlayerStorage();
|
||||
let globalScene: scene = initScene(globalSceneTemplate)
|
||||
// Handle the real world
|
||||
let playerEvents: playerManagerRequest[] = [];
|
||||
function messagePlayerManager(message: playerManagerRequest): void {
|
||||
playerEvents.push(message);
|
||||
let stage: stage = {};
|
||||
stage["scene0"] = initScene(scene0Template);
|
||||
// Handle the real world (TERA I/O)
|
||||
let playerManagerMailbox: playerActivity[] = [];
|
||||
function messagePlayerManager(message: playerActivity): void {
|
||||
playerManagerMailbox.push(message);
|
||||
}
|
||||
Players.PlayerAdded.Connect(function(player: Player) {
|
||||
messagePlayerManager(["initPlayer", player])
|
||||
Players.PlayerAdded.Connect(function (player: Player) {
|
||||
messagePlayerManager(["player_joined", player]);
|
||||
});
|
||||
Players.PlayerRemoving.Connect(function(player: Player) {
|
||||
messagePlayerManager(["deinitPlayer", player])
|
||||
Players.PlayerRemoving.Connect(function (player: Player) {
|
||||
messagePlayerManager(["player_left", player]);
|
||||
});
|
||||
bindToClientMessage(function(player: Player, ...messageContents: unknown[]) {
|
||||
messagePlayerManager(["playerInput", player, messageContents])
|
||||
});
|
||||
// Run everything sequentially to avoid concurrency issues
|
||||
let busy = false
|
||||
RunService.Heartbeat.Connect(function(delta: number) {
|
||||
assert(!busy)
|
||||
busy = true
|
||||
|
||||
const now = os.clock()
|
||||
const sceneResult = runScene(globalScene, now)
|
||||
assert(sceneResult[0]);
|
||||
globalScene = sceneResult[1][0]
|
||||
|
||||
let thesePlayerEvents = playerEvents
|
||||
playerEvents = []
|
||||
thesePlayerEvents.unshift(...sceneResult[1][1])
|
||||
|
||||
let repetitions = 0
|
||||
while (thesePlayerEvents[0]) {
|
||||
const playerRequestsResult = applyRequestsToPlayerStorage(globalPlayerStorage, thesePlayerEvents)
|
||||
assert(playerRequestsResult[0], playerRequestsResult[1] as string) // + The other actor should probably cleanup instead of just crashing
|
||||
const sceneRequestsResult = applyRequestsToScene(globalScene,now,playerRequestsResult[1][1]);
|
||||
assert(sceneRequestsResult[0], sceneRequestsResult[1] as string)
|
||||
// Mutable section
|
||||
globalPlayerStorage = playerRequestsResult[1][0];
|
||||
globalScene = sceneRequestsResult[1][0];
|
||||
thesePlayerEvents = sceneRequestsResult[1][1]
|
||||
repetitions += 1
|
||||
assert(repetitions > 4)// I don't know if this can enter an infinite loop, but it would be very dangerous if it did
|
||||
let playerAttemptedActionCounter: number[] = [];
|
||||
bindToClientMessage(function (player: Player, ...messageContents: unknown[]) {
|
||||
const userId = player.UserId;
|
||||
playerAttemptedActionCounter[userId] += 1;
|
||||
if (playerAttemptedActionCounter[userId] <= 2) {
|
||||
messagePlayerManager(["player_tried_action", player, messageContents]);
|
||||
}
|
||||
});
|
||||
function applySceneRequestToStage(stage: stage, now: number, request: stageRequest): [stage, messageToPlayer[]] {
|
||||
const sceneName = request[0];
|
||||
const thisScene = stage[sceneName];
|
||||
if (!thisScene) {
|
||||
warn("Scene " + request[0] + " does not exist");
|
||||
return [stage, []];
|
||||
}
|
||||
const [newScene, messagesToPlayer] = processSceneExternalInput(thisScene, now, request[1]);
|
||||
// No way to make a clean copy of a dictionary, so...
|
||||
const newStage = stage;
|
||||
newStage[sceneName] = newScene;
|
||||
return [newStage, messagesToPlayer];
|
||||
}
|
||||
const applySceneRequestsToStage = makeApplyConsecutiveRequestsToObjectFunction<stage, stageRequest, messageToPlayer>(
|
||||
applySceneRequestToStage,
|
||||
);
|
||||
// Run everything sequentially each frame to avoid concurrency issues
|
||||
let busy = false;
|
||||
let frameCounter = 0;
|
||||
RunService.Heartbeat.Connect(function (delta: number) {
|
||||
if (!busy) {
|
||||
busy = true;
|
||||
if (frameCounter < 10) {
|
||||
frameCounter += 1;
|
||||
} else {
|
||||
frameCounter = 0;
|
||||
playerAttemptedActionCounter = [];
|
||||
}
|
||||
const now = os.clock();
|
||||
const playerManagerMail = playerManagerMailbox;
|
||||
playerManagerMailbox = [];
|
||||
if (playerManagerMail.size() > 5) {
|
||||
warn("playerManagerMail received in a single frame exceeds 5");
|
||||
}
|
||||
let sceneManagerRequests;
|
||||
let messagesToPlayers;
|
||||
// Players act first
|
||||
[globalPlayerStorage, sceneManagerRequests] = handleConsecutivePlayerActivities(
|
||||
globalPlayerStorage,
|
||||
playerManagerMail,
|
||||
);
|
||||
[stage, messagesToPlayers] = applySceneRequestsToStage(stage, now, sceneManagerRequests);
|
||||
// Scene acts second
|
||||
// + run scene
|
||||
// Resolve aftermath
|
||||
// + 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)
|
||||
// ? Is there any reason why the player manager would respond? probably not, add that later if it's necessary
|
||||
|
||||
const sceneResult = runScene(globalScene, now);
|
||||
assert(sceneResult[0]);
|
||||
stage = sceneResult[1][0];
|
||||
|
||||
//thesePlayerEvents.unshift(...sceneResult[1][1]);
|
||||
|
||||
let repetitions = 0;
|
||||
while (thesePlayerEvents[0]) {
|
||||
assert(playerRequestsResult[0], playerRequestsResult[1] as string); // + The other actor should probably cleanup instead of just crashing
|
||||
const sceneRequestsResult = applyRequestsToScene(globalScene, now, playerRequestsResult[1][1]);
|
||||
assert(sceneRequestsResult[0], sceneRequestsResult[1] as string);
|
||||
// Mutable section
|
||||
globalPlayerStorage = playerRequestsResult[1][0];
|
||||
globalScene = sceneRequestsResult[1][0];
|
||||
thesePlayerEvents = sceneRequestsResult[1][1];
|
||||
repetitions += 1;
|
||||
assert(repetitions > 4); // I don't know if this can enter an infinite loop, but it would be very dangerous if it did
|
||||
}
|
||||
busy = false;
|
||||
} else {
|
||||
warn("Loop");
|
||||
}
|
||||
busy = false
|
||||
});
|
||||
//const playerManager: actor<playerManagerRequest> = initPlayerManager(eventManager);
|
||||
/* function addPlayer(player: Player) {
|
||||
|
@ -63,8 +124,8 @@ function removePlayer(player: Player) {
|
|||
mainPlayerStorage.deinitPlayer(player);
|
||||
}*/
|
||||
// function handleClientMessage(player: Player, messageType: unknown, messageContent: unknown) {
|
||||
//playerManager.message(["PlayerInput"])
|
||||
/*
|
||||
//playerManager.message(["PlayerInput"])
|
||||
/*
|
||||
const storedPlayer = mainPlayerStorage.fetchPlayer(player);
|
||||
if (messageType === "EnterGame") {
|
||||
try {
|
||||
|
|
|
@ -1,29 +1,85 @@
|
|||
// "PlayerManager": Handle the data of players. This involves receiving them when they arrive, cleaning up after they exit, teleporting them, etc.
|
||||
// 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.
|
||||
// The handling of players must be sequential- it does not make sense to try to handle the same player joining and leaving in parallel
|
||||
// This is also where persisted data is stored while the player is playing.
|
||||
// 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.
|
||||
|
||||
// import { makeEntity, entityController } from "./EntityManager";
|
||||
//import { actorClass } from "shared/Shared"
|
||||
import { sceneManagerRequest } from "./SceneManager"
|
||||
export type playerManagerRequest = ["initPlayer" | "deinitPlayer", Player] | ["playerInput", ...unknown[]] | ["foo", "bar"]
|
||||
import { stageRequest } from "./SceneManager";
|
||||
export type playerActivity =
|
||||
| ["player_joined" | "player_left", Player]
|
||||
| ["player_tried_action", Player, unknown[]]
|
||||
| ["placeholder", "foo"];
|
||||
export type messageToPlayer = ["placeholder", "foo"];
|
||||
|
||||
interface saveDataEntry {
|
||||
// + May need to move this to archiver
|
||||
// + May need to move this to a dedicated archiver module/actor for data safety
|
||||
placeholder: string;
|
||||
}
|
||||
interface storedPlayer {
|
||||
// currentScene: event //Not sure about this
|
||||
/*initPlayer: (player: Player) => void;
|
||||
deinitPlayer: (player: Player) => void;
|
||||
fetchPlayer: (player: Player) => storedPlayer;*/
|
||||
saveData: saveDataEntry;
|
||||
state: [stateName: "inGame", currentSceneName: string] | [stateName: "inMenu"];
|
||||
}
|
||||
export type playerStorage = storedPlayer[];
|
||||
export function applyRequestsToPlayerStorage(playerStorage: playerStorage, requests: playerManagerRequest[]): success<[playerStorage, sceneManagerRequest[]]> {
|
||||
return [true, [playerStorage, []]]; // This really sucks to look at right now
|
||||
export type playerStorage = (storedPlayer | undefined)[];
|
||||
function getSaveData(userId: number): saveDataEntry {
|
||||
return { placeholder: "foo" };
|
||||
}
|
||||
function initStoredPlayer(userId: number): storedPlayer {
|
||||
return {
|
||||
saveData: getSaveData(userId),
|
||||
state: ["inMenu"],
|
||||
};
|
||||
}
|
||||
function handlePlayerActivity(playerStorage: playerStorage, activity: playerActivity): [playerStorage, stageRequest[]] {
|
||||
if (activity[0] === "player_joined") {
|
||||
const userId = activity[1].UserId;
|
||||
const newPlayerStorage = [...playerStorage]; // Hopefully not slow
|
||||
newPlayerStorage[userId] = initStoredPlayer(userId);
|
||||
// + check if player has auto-load-in turned off
|
||||
const sceneMessages: stageRequest[] = [];
|
||||
sceneMessages.push(["scene0", ["load_in_player", userId]]);
|
||||
return [newPlayerStorage, sceneMessages];
|
||||
} else if (activity[0] === "player_left") {
|
||||
const userId = activity[1].UserId;
|
||||
const newPlayerStorage = [...playerStorage];
|
||||
// + save data to datastore
|
||||
newPlayerStorage[userId] = undefined;
|
||||
const sceneMessages: stageRequest[] = [];
|
||||
sceneMessages.push(["scene0", ["remove_player", userId]]);
|
||||
return [newPlayerStorage, sceneMessages];
|
||||
} else {
|
||||
// (unimplemented)
|
||||
return [playerStorage, []];
|
||||
}
|
||||
}
|
||||
export function handleConsecutivePlayerActivities(
|
||||
playerStorage: playerStorage,
|
||||
activities: playerActivity[],
|
||||
): [playerStorage, stageRequest[]] {
|
||||
const activityToHandle = activities.shift(); // A bit destructive (shift isn't implemented yet), but it works and is honestly cleaner than the alternative
|
||||
if (activityToHandle) {
|
||||
const [newPlayerStorage, requests] = handlePlayerActivity(playerStorage, activityToHandle);
|
||||
const [newerPlayerStorage, newRequests] = handleConsecutivePlayerActivities(playerStorage, activities);
|
||||
return [newerPlayerStorage, [...requests, ...newRequests]];
|
||||
} else {
|
||||
return [playerStorage, []];
|
||||
}
|
||||
}
|
||||
/*export function handleConsecutivePlayerActivities( // Keeping this here as a relic of my bizarre thought process
|
||||
playerStorage: playerStorage,
|
||||
activities: playerActivity[],
|
||||
): [playerStorage, stageRequest[]] {
|
||||
if (activities.size() > 0) {
|
||||
const activityToHandle = activities.pop(); // A bit destructive (shift isn't implemented yet), but it works and is honestly cleaner than the alternative
|
||||
assert(activityToHandle !== undefined);
|
||||
const [newPlayerStorage, requests] = handleConsecutivePlayerActivities(playerStorage, activities);
|
||||
const [newerPlayerStorage, newRequests] = handlePlayerActivity(newPlayerStorage, activityToHandle);
|
||||
return [newerPlayerStorage, [...requests, ...newRequests]];
|
||||
} else {
|
||||
return [[...playerStorage], []];
|
||||
}
|
||||
}*/
|
||||
export function sendToPlayer() {}
|
||||
export function initPlayerStorage() {
|
||||
return [{},{}];
|
||||
return [];
|
||||
}
|
||||
/* Deprecated
|
||||
export interface storedPlayer {
|
||||
|
@ -65,7 +121,6 @@ class storedPlayerHandler implements storedPlayer {
|
|||
//entity?: entityController;
|
||||
}*/
|
||||
|
||||
|
||||
/*class playerStorageHandler implements playerStorage {
|
||||
constructor() {}
|
||||
initPlayer(player: Player) {
|
||||
|
|
|
@ -1,14 +1,46 @@
|
|||
// "The": Handle events.
|
||||
import { makeApplyConsecutiveRequestsToObjectFunction } from "./Shared";
|
||||
import { entity } from "./EntityManager";
|
||||
import { applyRequestsToPlayerStorage, playerManagerRequest } from "./PlayerManager";
|
||||
export type sceneManagerRequest = [Player, "useAbility", Vector3] | [Player, "foo", "bar"];
|
||||
type endConditionFunction = (containedEntities: entity[], timeElapsed: number) => boolean;
|
||||
import { messageToPlayer } from "./PlayerManager";
|
||||
export type sceneRequest =
|
||||
| [request: "load_in_player", playerUserId: number] // More stats would go here
|
||||
| [request: "remove_player", playerUserId: number]
|
||||
| [request: "use_ability", playerUserId: number, mousePosition: Vector3]
|
||||
| [request: "placeholder", foo: "bar"];
|
||||
export type stageRequest = [scene: string, sceneRequest: sceneRequest];
|
||||
type sceneTransformation = ["attack", entity, entity] | ["heal"];
|
||||
type endConditionFunction = (containedEntities: entity[], timeElapsed: number) => [false] | [true, messageToPlayer[]]; // This also needs some way to contact other scenes
|
||||
export interface sceneTemplate {
|
||||
readonly sceneComplete: endConditionFunction; // Checks conditions that need to pass for the scene to end (e.g. entityX.Alive == false || timeSpent > 1000)
|
||||
readonly onCompletion: readonly playerManagerRequest[]; // Requests to get sent out when the scene ends
|
||||
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)
|
||||
readonly entityTemplates?: [name: string, entityTemplate: placeholder][];
|
||||
// Should also be a function that can react to players entering, maybe the endConditionFunction could do that? Seems a bit messy though
|
||||
}
|
||||
export interface scene {
|
||||
entities: entity[];
|
||||
entities: {
|
||||
[entityName: string]: entity | undefined;
|
||||
};
|
||||
entityList: string[];
|
||||
readonly sceneComplete: endConditionFunction;
|
||||
}
|
||||
export function initScene(sceneTemplate: sceneTemplate): scene {
|
||||
// Make the stuff described in the scene...
|
||||
const newScene: scene = {
|
||||
entities: {},
|
||||
entityList: [],
|
||||
sceneComplete: sceneTemplate.sceneComplete,
|
||||
};
|
||||
return newScene;
|
||||
}
|
||||
|
||||
export function procesSceneInternalEvents(scene: scene, now: number): [sceneTransformation[], messageToPlayer[]] {}
|
||||
export function processSceneExternalInput(scene: scene, now: number, input: sceneRequest): [scene, messageToPlayer[]] {}
|
||||
/*const processStageExternalInputs = makeApplyConsecutiveRequestsToObjectFunction<
|
||||
scene,
|
||||
sceneManagerRequest,
|
||||
messageToPlayer
|
||||
>(processSceneExternalInput);*/
|
||||
export function runScene(scene: scene, now: number): [scene, messageToPlayer[]] {
|
||||
return [scene, []];
|
||||
}
|
||||
/*export interface sceneBackstage {
|
||||
readonly entityProperties: {
|
||||
|
@ -32,9 +64,7 @@ export interface scene {
|
|||
// }
|
||||
//timeout?: number; // A timeout for the event; passes a lose condition if there are other completion requirements that have not been satisfied
|
||||
// }
|
||||
export function runScene(scene: scene, now: number): success<[scene, playerManagerRequest[]]> {
|
||||
return [true, [scene, []]];
|
||||
}
|
||||
|
||||
/*function getPlayerSceneName(scene: scene, userId: number): success<string | false> {
|
||||
let playerSceneLocation = scene.players[userId];
|
||||
if (!playerSceneLocation) {
|
||||
|
@ -45,8 +75,7 @@ export function runScene(scene: scene, now: number): success<[scene, playerManag
|
|||
return [true, playerSceneLocation[1]]
|
||||
}
|
||||
}*/
|
||||
function applyRequestToScene(scene: scene, now: number, request: sceneManagerRequest): [scene, playerManagerRequest[]] {
|
||||
/*const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
|
||||
/*const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
|
||||
if (!playerSceneResult[0]) {
|
||||
return [scene, []]; // Some kind of error needs to go here
|
||||
}
|
||||
|
@ -68,15 +97,16 @@ function applyRequestToScene(scene: scene, now: number, request: sceneManagerReq
|
|||
scene.containedScenes = containedScenes
|
||||
return [scene, sceneRequestResult[1]]
|
||||
}*/
|
||||
}
|
||||
export function applyRequestsToScene(
|
||||
//}
|
||||
|
||||
/*export function applyRequestsToScene(
|
||||
scene: scene,
|
||||
now: number,
|
||||
requests: sceneManagerRequest[],
|
||||
): success<[scene, playerManagerRequest[]]> {
|
||||
): success<[scene, messageToPlayer[]]> {
|
||||
try {
|
||||
let newScene: scene = scene;
|
||||
let outgoingRequests: playerManagerRequest[] = [];
|
||||
let outgoingRequests: messageToPlayer[] = [];
|
||||
requests.forEach(function (request: sceneManagerRequest) {
|
||||
const sceneRequestResult = applyRequestToScene(newScene, now, request);
|
||||
newScene = sceneRequestResult[0];
|
||||
|
@ -86,14 +116,4 @@ export function applyRequestsToScene(
|
|||
} catch (error) {
|
||||
return [false, error];
|
||||
}
|
||||
}
|
||||
export function initScene(sceneTemplate: sceneTemplate): scene {
|
||||
// Make the stuff described in the scene...
|
||||
const newScene: scene = {
|
||||
containedEntities: [],
|
||||
players: [],
|
||||
sceneComplete: sceneTemplate.sceneComplete,
|
||||
onCompletion: sceneTemplate.onCompletion,
|
||||
};
|
||||
return newScene;
|
||||
}
|
||||
}*/
|
||||
|
|
|
@ -7,6 +7,33 @@ export function isUnknownTable(thing: unknown): thing is unknownTable {
|
|||
return typeIs(thing, "table");
|
||||
}
|
||||
|
||||
export function makeApplyConsecutiveRequestsToObjectFunction<mainObjectType, inputRequestType, outputRequestType>(
|
||||
applyRequestToObject: (
|
||||
mainObject: mainObjectType,
|
||||
now: number,
|
||||
inputRequest: inputRequestType,
|
||||
) => [mainObjectType, outputRequestType[]],
|
||||
) {
|
||||
function applyConsecutiveRequestsToObject(
|
||||
mainObject: mainObjectType,
|
||||
now: number,
|
||||
inputRequests: inputRequestType[],
|
||||
): [mainObjectType, outputRequestType[]] {
|
||||
const inputRequestToHandle = inputRequests.shift(); // A bit destructive (shift isn't implemented yet), but it works and is honestly cleaner than the alternative
|
||||
if (inputRequestToHandle !== undefined) {
|
||||
const [newMainObject, outputRequests] = applyRequestToObject(mainObject, now, inputRequestToHandle);
|
||||
const [newerMainObject, newOutputRequests] = applyConsecutiveRequestsToObject(
|
||||
newMainObject,
|
||||
now,
|
||||
inputRequests,
|
||||
);
|
||||
return [newerMainObject, [...outputRequests, ...newOutputRequests]];
|
||||
} else {
|
||||
return [mainObject, []];
|
||||
}
|
||||
}
|
||||
return applyConsecutiveRequestsToObject;
|
||||
}
|
||||
/*export class actorClass<MessageType> implements actor<MessageType> {
|
||||
message(message: MessageType) {
|
||||
this.mailbox.push(message)
|
||||
|
|
Loading…
Reference in a new issue