partey_workadventure/back/src/Model/GameRoom.ts

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import { PointInterface } from "./Websocket/PointInterface";
import { Group } from "./Group";
import { User, UserSocket } from "./User";
import { PositionInterface } from "_Model/PositionInterface";
import { EmoteCallback, EntersCallback, LeavesCallback, MovesCallback } from "_Model/Zone";
import { PositionNotifier } from "./PositionNotifier";
import { Movable } from "_Model/Movable";
import {
BatchToPusherMessage,
BatchToPusherRoomMessage,
EmoteEventMessage,
ErrorMessage,
JoinRoomMessage,
SubToPusherRoomMessage,
VariableMessage,
VariableWithTagMessage,
} from "../Messages/generated/messages_pb";
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import { ProtobufUtils } from "../Model/Websocket/ProtobufUtils";
import { RoomSocket, ZoneSocket } from "src/RoomManager";
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import { Admin } from "../Model/Admin";
import { adminApi } from "../Services/AdminApi";
import { isMapDetailsData, MapDetailsData } from "../Services/AdminApi/MapDetailsData";
import { ITiledMap } from "@workadventure/tiled-map-type-guard/dist";
import { mapFetcher } from "../Services/MapFetcher";
import { VariablesManager } from "../Services/VariablesManager";
import { ADMIN_API_URL } from "../Enum/EnvironmentVariable";
import { LocalUrlError } from "../Services/LocalUrlError";
import { emitErrorOnRoomSocket } from "../Services/MessageHelpers";
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export type ConnectCallback = (user: User, group: Group) => void;
export type DisconnectCallback = (user: User, group: Group) => void;
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export class GameRoom {
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// Users, sorted by ID
private readonly users = new Map<number, User>();
private readonly usersByUuid = new Map<string, User>();
private readonly groups = new Set<Group>();
private readonly admins = new Set<Admin>();
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private itemsState = new Map<number, unknown>();
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private readonly positionNotifier: PositionNotifier;
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private versionNumber: number = 1;
private nextUserId: number = 1;
private roomListeners: Set<RoomSocket> = new Set<RoomSocket>();
private constructor(
public readonly roomUrl: string,
private mapUrl: string,
private readonly connectCallback: ConnectCallback,
private readonly disconnectCallback: DisconnectCallback,
private readonly minDistance: number,
private readonly groupRadius: number,
onEnters: EntersCallback,
onMoves: MovesCallback,
onLeaves: LeavesCallback,
onEmote: EmoteCallback
) {
// A zone is 10 sprites wide.
this.positionNotifier = new PositionNotifier(320, 320, onEnters, onMoves, onLeaves, onEmote);
}
public static async create(
roomUrl: string,
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connectCallback: ConnectCallback,
disconnectCallback: DisconnectCallback,
minDistance: number,
groupRadius: number,
onEnters: EntersCallback,
onMoves: MovesCallback,
onLeaves: LeavesCallback,
onEmote: EmoteCallback
): Promise<GameRoom> {
const mapDetails = await GameRoom.getMapDetails(roomUrl);
const gameRoom = new GameRoom(
roomUrl,
mapDetails.mapUrl,
connectCallback,
disconnectCallback,
minDistance,
groupRadius,
onEnters,
onMoves,
onLeaves,
onEmote
);
return gameRoom;
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}
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public getGroups(): Group[] {
return Array.from(this.groups.values());
}
public getUsers(): Map<number, User> {
return this.users;
}
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public getUserByUuid(uuid: string): User | undefined {
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return this.usersByUuid.get(uuid);
}
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public getUserById(id: number): User | undefined {
return this.users.get(id);
}
public getUsersByUuid(uuid: string): User[] {
const userList: User[] = [];
for (const user of this.users.values()) {
if (user.uuid === uuid) {
userList.push(user);
}
}
return userList;
}
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public join(socket: UserSocket, joinRoomMessage: JoinRoomMessage): User {
const positionMessage = joinRoomMessage.getPositionmessage();
if (positionMessage === undefined) {
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throw new Error("Missing position message");
}
const position = ProtobufUtils.toPointInterface(positionMessage);
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const user = new User(
this.nextUserId,
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joinRoomMessage.getUseruuid(),
joinRoomMessage.getIpaddress(),
position,
false,
this.positionNotifier,
socket,
joinRoomMessage.getTagList(),
joinRoomMessage.getVisitcardurl(),
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joinRoomMessage.getName(),
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ProtobufUtils.toCharacterLayerObjects(joinRoomMessage.getCharacterlayerList()),
joinRoomMessage.getCompanion()
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);
this.nextUserId++;
this.users.set(user.id, user);
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this.usersByUuid.set(user.uuid, user);
this.updateUserGroup(user);
// Notify admins
for (const admin of this.admins) {
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admin.sendUserJoin(user.uuid, user.name, user.IPAddress);
}
return user;
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}
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public leave(user: User) {
const userObj = this.users.get(user.id);
if (userObj === undefined) {
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console.warn("User ", user.id, "does not belong to this game room! It should!");
}
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if (userObj !== undefined && typeof userObj.group !== "undefined") {
this.leaveGroup(userObj);
}
this.users.delete(user.id);
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this.usersByUuid.delete(user.uuid);
if (userObj !== undefined) {
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this.positionNotifier.leave(userObj);
}
// Notify admins
for (const admin of this.admins) {
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admin.sendUserLeft(user.uuid /*, user.name, user.IPAddress*/);
}
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}
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public isEmpty(): boolean {
return this.users.size === 0 && this.admins.size === 0;
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}
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public updatePosition(user: User, userPosition: PointInterface): void {
user.setPosition(userPosition);
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this.updateUserGroup(user);
}
private updateUserGroup(user: User): void {
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user.group?.updatePosition();
if (user.silent) {
return;
}
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if (user.group === undefined) {
// If the user is not part of a group:
// should he join a group?
// If the user is moving, don't try to join
if (user.getPosition().moving) {
return;
}
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const closestItem: User | Group | null = this.searchClosestAvailableUserOrGroup(user);
if (closestItem !== null) {
if (closestItem instanceof Group) {
// Let's join the group!
closestItem.join(user);
} else {
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const closestUser: User = closestItem;
const group: Group = new Group(
this.roomUrl,
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[user, closestUser],
this.connectCallback,
this.disconnectCallback,
this.positionNotifier
);
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this.groups.add(group);
}
}
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} else {
// If the user is part of a group:
// should he leave the group?
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const distance = GameRoom.computeDistanceBetweenPositions(user.getPosition(), user.group.getPosition());
if (distance > this.groupRadius) {
this.leaveGroup(user);
}
}
}
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setSilent(user: User, silent: boolean) {
if (user.silent === silent) {
return;
}
user.silent = silent;
if (silent && user.group !== undefined) {
this.leaveGroup(user);
}
if (!silent) {
// If we are back to life, let's trigger a position update to see if we can join some group.
this.updatePosition(user, user.getPosition());
}
}
/**
* Makes a user leave a group and closes and destroy the group if the group contains only one remaining person.
*
* @param user
*/
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private leaveGroup(user: User): void {
const group = user.group;
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if (group === undefined) {
throw new Error("The user is part of no group");
}
group.leave(user);
if (group.isEmpty()) {
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this.positionNotifier.leave(group);
group.destroy();
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if (!this.groups.has(group)) {
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throw new Error(
"Could not find group " + group.getId() + " referenced by user " + user.id + " in World."
);
}
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this.groups.delete(group);
//todo: is the group garbage collected?
} else {
group.updatePosition();
//this.positionNotifier.updatePosition(group, group.getPosition(), oldPosition);
}
}
/**
* Looks for the closest user that is:
* - close enough (distance <= minDistance)
* - not in a group
* - not silent
* OR
* - close enough to a group (distance <= groupRadius)
*/
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private searchClosestAvailableUserOrGroup(user: User): User | Group | null {
let minimumDistanceFound: number = Math.max(this.minDistance, this.groupRadius);
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let matchingItem: User | Group | null = null;
this.users.forEach((currentUser, userId) => {
// Let's only check users that are not part of a group
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if (typeof currentUser.group !== "undefined") {
return;
}
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if (currentUser === user) {
return;
}
if (currentUser.silent) {
return;
}
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const distance = GameRoom.computeDistance(user, currentUser); // compute distance between peers.
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if (distance <= minimumDistanceFound && distance <= this.minDistance) {
minimumDistanceFound = distance;
matchingItem = currentUser;
}
});
this.groups.forEach((group: Group) => {
if (group.isFull()) {
return;
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}
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const distance = GameRoom.computeDistanceBetweenPositions(user.getPosition(), group.getPosition());
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if (distance <= minimumDistanceFound && distance <= this.groupRadius) {
minimumDistanceFound = distance;
matchingItem = group;
}
});
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return matchingItem;
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}
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public static computeDistance(user1: User, user2: User): number {
const user1Position = user1.getPosition();
const user2Position = user2.getPosition();
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return Math.sqrt(
Math.pow(user2Position.x - user1Position.x, 2) + Math.pow(user2Position.y - user1Position.y, 2)
);
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}
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public static computeDistanceBetweenPositions(position1: PositionInterface, position2: PositionInterface): number {
return Math.sqrt(Math.pow(position2.x - position1.x, 2) + Math.pow(position2.y - position1.y, 2));
}
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public setItemState(itemId: number, state: unknown) {
this.itemsState.set(itemId, state);
}
public getItemsState(): Map<number, unknown> {
return this.itemsState;
}
public async setVariable(name: string, value: string, user: User): Promise<void> {
// First, let's check if "user" is allowed to modify the variable.
const variableManager = await this.getVariableManager();
const readableBy = variableManager.setVariable(name, value, user);
// If the variable was not changed, let's not dispatch anything.
if (readableBy === false) {
return;
}
// TODO: should we batch those every 100ms?
const variableMessage = new VariableWithTagMessage();
variableMessage.setName(name);
variableMessage.setValue(value);
if (readableBy) {
variableMessage.setReadableby(readableBy);
}
const subMessage = new SubToPusherRoomMessage();
subMessage.setVariablemessage(variableMessage);
const batchMessage = new BatchToPusherRoomMessage();
batchMessage.addPayload(subMessage);
// Dispatch the message on the room listeners
for (const socket of this.roomListeners) {
socket.write(batchMessage);
}
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}
public addZoneListener(call: ZoneSocket, x: number, y: number): Set<Movable> {
return this.positionNotifier.addZoneListener(call, x, y);
}
public removeZoneListener(call: ZoneSocket, x: number, y: number): void {
return this.positionNotifier.removeZoneListener(call, x, y);
}
public adminJoin(admin: Admin): void {
this.admins.add(admin);
// Let's send all connected users
for (const user of this.users.values()) {
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admin.sendUserJoin(user.uuid, user.name, user.IPAddress);
}
}
public adminLeave(admin: Admin): void {
this.admins.delete(admin);
}
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public incrementVersion(): number {
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this.versionNumber++;
return this.versionNumber;
}
public emitEmoteEvent(user: User, emoteEventMessage: EmoteEventMessage) {
this.positionNotifier.emitEmoteEvent(user, emoteEventMessage);
}
public addRoomListener(socket: RoomSocket) {
this.roomListeners.add(socket);
}
public removeRoomListener(socket: RoomSocket) {
this.roomListeners.delete(socket);
}
/**
* Connects to the admin server to fetch map details.
* If there is no admin server, the map details are generated by analysing the map URL (that must be in the form: /_/instance/map_url)
*/
private static async getMapDetails(roomUrl: string): Promise<MapDetailsData> {
if (!ADMIN_API_URL) {
const roomUrlObj = new URL(roomUrl);
const match = /\/_\/[^/]+\/(.+)/.exec(roomUrlObj.pathname);
if (!match) {
console.error("Unexpected room URL", roomUrl);
throw new Error('Unexpected room URL "' + roomUrl + '"');
}
const mapUrl = roomUrlObj.protocol + "//" + match[1];
return {
mapUrl,
policy_type: 1,
textures: [],
tags: [],
};
}
const result = await adminApi.fetchMapDetails(roomUrl);
if (!isMapDetailsData(result)) {
console.error("Unexpected room details received from server", result);
throw new Error("Unexpected room details received from server");
}
return result;
}
private mapPromise: Promise<ITiledMap> | undefined;
/**
* Returns a promise to the map file.
* @throws LocalUrlError if the map we are trying to load is hosted on a local network
* @throws Error
*/
private getMap(): Promise<ITiledMap> {
if (!this.mapPromise) {
this.mapPromise = mapFetcher.fetchMap(this.mapUrl);
}
return this.mapPromise;
}
private variableManagerPromise: Promise<VariablesManager> | undefined;
private getVariableManager(): Promise<VariablesManager> {
if (!this.variableManagerPromise) {
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this.variableManagerPromise = this.getMap()
.then((map) => {
const variablesManager = new VariablesManager(this.roomUrl, map);
return variablesManager.init();
})
.catch((e) => {
if (e instanceof LocalUrlError) {
// If we are trying to load a local URL, we are probably in test mode.
// In this case, let's bypass the server-side checks completely.
// Note: we run this message inside a setTimeout so that the room listeners can have time to connect.
setTimeout(() => {
for (const roomListener of this.roomListeners) {
emitErrorOnRoomSocket(
roomListener,
"You are loading a local map. If you use the scripting API in this map, please be aware that server-side checks and variable persistence is disabled."
);
}
}, 1000);
const variablesManager = new VariablesManager(this.roomUrl, null);
return variablesManager.init();
} else {
// An error occurred while loading the map
// Right now, let's bypass the error. In the future, we should make sure the user is aware of that
// and that he/she will act on it to fix the problem.
// Note: we run this message inside a setTimeout so that the room listeners can have time to connect.
setTimeout(() => {
for (const roomListener of this.roomListeners) {
emitErrorOnRoomSocket(
roomListener,
"Your map does not seem accessible from the WorkAdventure servers. Is it behind a firewall or a proxy? Your map should be accessible from the WorkAdventure servers. If you use the scripting API in this map, please be aware that server-side checks and variable persistence is disabled."
);
}
}, 1000);
const variablesManager = new VariablesManager(this.roomUrl, null);
return variablesManager.init();
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}
});
}
return this.variableManagerPromise;
}
public async getVariablesForTags(tags: string[]): Promise<Map<string, string>> {
const variablesManager = await this.getVariableManager();
return variablesManager.getVariablesForTags(tags);
}
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}