@v12-engine/engine 0.1.1 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (951) hide show
  1. package/dist/abilities/amounts.d.ts +28 -0
  2. package/dist/abilities/amounts.js +74 -0
  3. package/dist/abilities/amounts.js.map +1 -0
  4. package/dist/abilities/buffs.d.ts +106 -6
  5. package/dist/abilities/buffs.js +443 -0
  6. package/dist/abilities/buffs.js.map +1 -0
  7. package/dist/abilities/castTold.d.ts +2 -0
  8. package/dist/abilities/castTold.js +66 -0
  9. package/dist/abilities/castTold.js.map +1 -0
  10. package/dist/abilities/chance.d.ts +38 -0
  11. package/dist/abilities/chance.js +77 -0
  12. package/dist/abilities/chance.js.map +1 -0
  13. package/dist/abilities/charges.d.ts +18 -0
  14. package/dist/abilities/charges.js +101 -0
  15. package/dist/abilities/charges.js.map +1 -0
  16. package/dist/abilities/control.d.ts +28 -0
  17. package/dist/abilities/control.js +113 -0
  18. package/dist/abilities/control.js.map +1 -0
  19. package/dist/abilities/dispel.js +51 -0
  20. package/dist/abilities/dispel.js.map +1 -0
  21. package/dist/abilities/effectFields.d.ts +1 -1
  22. package/dist/abilities/effectFields.js +676 -0
  23. package/dist/abilities/effectFields.js.map +1 -0
  24. package/dist/abilities/effectIndex.d.ts +27 -0
  25. package/dist/abilities/effectIndex.js +64 -0
  26. package/dist/abilities/effectIndex.js.map +1 -0
  27. package/dist/abilities/effects/buff.d.ts +9 -3
  28. package/dist/abilities/effects/buff.js +84 -0
  29. package/dist/abilities/effects/buff.js.map +1 -0
  30. package/dist/abilities/effects/conditions.d.ts +2 -0
  31. package/dist/abilities/effects/conditions.js +41 -0
  32. package/dist/abilities/effects/conditions.js.map +1 -0
  33. package/dist/abilities/effects/core.js +54 -0
  34. package/dist/abilities/effects/core.js.map +1 -0
  35. package/dist/abilities/effects/damage.d.ts +1 -1
  36. package/dist/abilities/effects/damage.js +43 -0
  37. package/dist/abilities/effects/damage.js.map +1 -0
  38. package/dist/abilities/effects/heal.d.ts +2 -2
  39. package/dist/abilities/effects/heal.js +51 -0
  40. package/dist/abilities/effects/heal.js.map +1 -0
  41. package/dist/abilities/effects/missile.d.ts +13 -1
  42. package/dist/abilities/effects/missile.js +104 -0
  43. package/dist/abilities/effects/missile.js.map +1 -0
  44. package/dist/abilities/effects/morph.d.ts +5 -0
  45. package/dist/abilities/effects/morph.js +43 -0
  46. package/dist/abilities/effects/morph.js.map +1 -0
  47. package/dist/abilities/effects/moves.d.ts +16 -4
  48. package/dist/abilities/effects/moves.js +212 -0
  49. package/dist/abilities/effects/moves.js.map +1 -0
  50. package/dist/abilities/effects/passives.d.ts +19 -9
  51. package/dist/abilities/effects/passives.js +131 -0
  52. package/dist/abilities/effects/passives.js.map +1 -0
  53. package/dist/abilities/effects/proxy.d.ts +5 -0
  54. package/dist/abilities/effects/proxy.js +60 -0
  55. package/dist/abilities/effects/proxy.js.map +1 -0
  56. package/dist/abilities/effects/sight.d.ts +2 -2
  57. package/dist/abilities/effects/sight.js +39 -0
  58. package/dist/abilities/effects/sight.js.map +1 -0
  59. package/dist/abilities/effects/spawn.d.ts +5 -2
  60. package/dist/abilities/effects/spawn.js +40 -0
  61. package/dist/abilities/effects/spawn.js.map +1 -0
  62. package/dist/abilities/effects/timed.d.ts +2 -2
  63. package/dist/abilities/effects/timed.js +96 -0
  64. package/dist/abilities/effects/timed.js.map +1 -0
  65. package/dist/abilities/effects/trade.d.ts +1 -1
  66. package/dist/abilities/effects/trade.js +25 -0
  67. package/dist/abilities/effects/trade.js.map +1 -0
  68. package/dist/abilities/effects.d.ts +97 -23
  69. package/dist/abilities/effects.js +860 -0
  70. package/dist/abilities/effects.js.map +1 -0
  71. package/dist/abilities/land.d.ts +38 -4
  72. package/dist/abilities/land.js +189 -0
  73. package/dist/abilities/land.js.map +1 -0
  74. package/dist/abilities/recast.d.ts +45 -0
  75. package/dist/abilities/recast.js +118 -0
  76. package/dist/abilities/recast.js.map +1 -0
  77. package/dist/abilities/scaled.js +40 -0
  78. package/dist/abilities/scaled.js.map +1 -0
  79. package/dist/abilities/screen.d.ts +6 -0
  80. package/dist/abilities/screen.js +83 -0
  81. package/dist/abilities/screen.js.map +1 -0
  82. package/dist/abilities/shapes.d.ts +66 -0
  83. package/dist/abilities/shapes.js +122 -0
  84. package/dist/abilities/shapes.js.map +1 -0
  85. package/dist/abilities/text.d.ts +14 -2
  86. package/dist/abilities/text.js +204 -0
  87. package/dist/abilities/text.js.map +1 -0
  88. package/dist/abilities/triggers.d.ts +98 -0
  89. package/dist/abilities/triggers.js +351 -0
  90. package/dist/abilities/triggers.js.map +1 -0
  91. package/dist/abilityChanges.d.ts +131 -0
  92. package/dist/abilityChanges.js +345 -0
  93. package/dist/abilityChanges.js.map +1 -0
  94. package/dist/ai/area.d.ts +4 -1
  95. package/dist/ai/brain.d.ts +4 -1
  96. package/dist/ai/brain.js +844 -0
  97. package/dist/ai/brain.js.map +1 -0
  98. package/dist/ai/budget.js +74 -0
  99. package/dist/ai/budget.js.map +1 -0
  100. package/dist/ai/checks.d.ts +9 -1
  101. package/dist/ai/checks.js +242 -0
  102. package/dist/ai/checks.js.map +1 -0
  103. package/dist/ai/computer.d.ts +11 -4
  104. package/dist/ai/computer.js +251 -0
  105. package/dist/ai/computer.js.map +1 -0
  106. package/dist/ai/defence.d.ts +4 -0
  107. package/dist/ai/defence.js +430 -0
  108. package/dist/ai/defence.js.map +1 -0
  109. package/dist/ai/define.d.ts +3 -2
  110. package/dist/ai/define.js +31 -0
  111. package/dist/ai/define.js.map +1 -0
  112. package/dist/ai/economy.d.ts +10 -7
  113. package/dist/ai/economy.js +780 -0
  114. package/dist/ai/economy.js.map +1 -0
  115. package/dist/ai/geometry.js +38 -0
  116. package/dist/ai/geometry.js.map +1 -0
  117. package/dist/ai/goals.d.ts +1 -0
  118. package/dist/ai/goals.js +560 -0
  119. package/dist/ai/goals.js.map +1 -0
  120. package/dist/ai/knowledge.d.ts +72 -7
  121. package/dist/ai/knowledge.js +804 -0
  122. package/dist/ai/knowledge.js.map +1 -0
  123. package/dist/ai/lanes.d.ts +10 -2
  124. package/dist/ai/lanes.js +715 -0
  125. package/dist/ai/lanes.js.map +1 -0
  126. package/dist/ai/melee/build.js +264 -0
  127. package/dist/ai/melee/build.js.map +1 -0
  128. package/dist/ai/melee/goals.d.ts +7 -0
  129. package/dist/ai/melee/goals.js +720 -0
  130. package/dist/ai/melee/goals.js.map +1 -0
  131. package/dist/ai/melee/heroes.js +68 -0
  132. package/dist/ai/melee/heroes.js.map +1 -0
  133. package/dist/ai/melee/index.d.ts +1 -1
  134. package/dist/ai/melee/index.js +51 -0
  135. package/dist/ai/melee/index.js.map +1 -0
  136. package/dist/ai/melee/production.js +29 -0
  137. package/dist/ai/melee/production.js.map +1 -0
  138. package/dist/ai/melee/surrender.js +64 -0
  139. package/dist/ai/melee/surrender.js.map +1 -0
  140. package/dist/ai/micro.d.ts +9 -0
  141. package/dist/ai/micro.js +1316 -0
  142. package/dist/ai/micro.js.map +1 -0
  143. package/dist/ai/mission.d.ts +9 -2
  144. package/dist/ai/mission.js +538 -0
  145. package/dist/ai/mission.js.map +1 -0
  146. package/dist/ai/missionRules.d.ts +1 -1
  147. package/dist/ai/missionRules.js +26 -0
  148. package/dist/ai/missionRules.js.map +1 -0
  149. package/dist/ai/module.d.ts +6 -2
  150. package/dist/ai/module.js +37 -0
  151. package/dist/ai/module.js.map +1 -0
  152. package/dist/ai/options.d.ts +3 -3
  153. package/dist/ai/plans/build.d.ts +20 -1
  154. package/dist/ai/plans/build.js +608 -0
  155. package/dist/ai/plans/build.js.map +1 -0
  156. package/dist/ai/plans/placement.d.ts +4 -1
  157. package/dist/ai/plans/placement.js +295 -0
  158. package/dist/ai/plans/placement.js.map +1 -0
  159. package/dist/ai/plans/plans.d.ts +9 -0
  160. package/dist/ai/plans/plans.js +110 -0
  161. package/dist/ai/plans/plans.js.map +1 -0
  162. package/dist/ai/plans/production.d.ts +14 -2
  163. package/dist/ai/plans/production.js +434 -0
  164. package/dist/ai/plans/production.js.map +1 -0
  165. package/dist/ai/plans/purse.d.ts +6 -3
  166. package/dist/ai/plans/purse.js +139 -0
  167. package/dist/ai/plans/purse.js.map +1 -0
  168. package/dist/ai/plans/tech.d.ts +6 -0
  169. package/dist/ai/plans/tech.js +122 -0
  170. package/dist/ai/plans/tech.js.map +1 -0
  171. package/dist/ai/profiles.d.ts +4 -4
  172. package/dist/{profiles-B3NS9jwk.js → ai/profiles.js} +3 -98
  173. package/dist/ai/profiles.js.map +1 -0
  174. package/dist/ai/reach.js +54 -0
  175. package/dist/ai/reach.js.map +1 -0
  176. package/dist/ai/report.d.ts +8 -0
  177. package/dist/ai/report.js +87 -0
  178. package/dist/ai/report.js.map +1 -0
  179. package/dist/ai/roles.d.ts +4 -0
  180. package/dist/ai/roles.js +207 -0
  181. package/dist/ai/roles.js.map +1 -0
  182. package/dist/ai/rules.d.ts +8 -2
  183. package/dist/ai/rules.js +416 -0
  184. package/dist/ai/rules.js.map +1 -0
  185. package/dist/ai/scouting.d.ts +6 -0
  186. package/dist/ai/scouting.js +324 -0
  187. package/dist/ai/scouting.js.map +1 -0
  188. package/dist/ai/settings.js +99 -0
  189. package/dist/ai/settings.js.map +1 -0
  190. package/dist/ai/squads.d.ts +21 -2
  191. package/dist/ai/squads.js +916 -0
  192. package/dist/ai/squads.js.map +1 -0
  193. package/dist/ai/strength.js +320 -0
  194. package/dist/ai/strength.js.map +1 -0
  195. package/dist/ai/task.d.ts +3 -1
  196. package/dist/ai/task.js +17 -0
  197. package/dist/ai/task.js.map +1 -0
  198. package/dist/ai/tasks/attack.js +24 -0
  199. package/dist/ai/tasks/attack.js.map +1 -0
  200. package/dist/ai/tasks/capture.d.ts +3 -3
  201. package/dist/ai/tasks/capture.js +37 -0
  202. package/dist/ai/tasks/capture.js.map +1 -0
  203. package/dist/ai/tasks/creep.js +29 -0
  204. package/dist/ai/tasks/creep.js.map +1 -0
  205. package/dist/ai/tasks/defend.js +61 -0
  206. package/dist/ai/tasks/defend.js.map +1 -0
  207. package/dist/ai/tasks/drop.js +81 -0
  208. package/dist/ai/tasks/drop.js.map +1 -0
  209. package/dist/ai/tasks/escort.js +59 -0
  210. package/dist/ai/tasks/escort.js.map +1 -0
  211. package/dist/ai/tasks/gather.js +48 -0
  212. package/dist/ai/tasks/gather.js.map +1 -0
  213. package/dist/ai/tasks/harass.js +39 -0
  214. package/dist/ai/tasks/harass.js.map +1 -0
  215. package/dist/ai/tasks/hold.js +32 -0
  216. package/dist/ai/tasks/hold.js.map +1 -0
  217. package/dist/ai/tasks/index.js +34 -0
  218. package/dist/ai/tasks/index.js.map +1 -0
  219. package/dist/ai/tasks/move.js +26 -0
  220. package/dist/ai/tasks/move.js.map +1 -0
  221. package/dist/ai/tasks/patrol.js +59 -0
  222. package/dist/ai/tasks/patrol.js.map +1 -0
  223. package/dist/ai/tasks/retreat.js +28 -0
  224. package/dist/ai/tasks/retreat.js.map +1 -0
  225. package/dist/ai/tasks/scout.js +73 -0
  226. package/dist/ai/tasks/scout.js.map +1 -0
  227. package/dist/ai/tasks/shared.d.ts +1 -1
  228. package/dist/ai/tasks/shared.js +137 -0
  229. package/dist/ai/tasks/shared.js.map +1 -0
  230. package/dist/ai/team.d.ts +18 -1
  231. package/dist/ai/team.js +492 -0
  232. package/dist/ai/team.js.map +1 -0
  233. package/dist/ai/threat.d.ts +6 -0
  234. package/dist/ai/threat.js +206 -0
  235. package/dist/ai/threat.js.map +1 -0
  236. package/dist/ai/view.d.ts +21 -7
  237. package/dist/ai/view.js +677 -0
  238. package/dist/ai/view.js.map +1 -0
  239. package/dist/ai/waves.d.ts +6 -0
  240. package/dist/ai/waves.js +410 -0
  241. package/dist/ai/waves.js.map +1 -0
  242. package/dist/ai.js +54 -6239
  243. package/dist/aiTesting.d.ts +6 -3
  244. package/dist/aiTesting.js +229 -0
  245. package/dist/aiTesting.js.map +1 -0
  246. package/dist/areas.d.ts +4 -1
  247. package/dist/areas.js +295 -0
  248. package/dist/areas.js.map +1 -0
  249. package/dist/attacks.d.ts +3 -3
  250. package/dist/attacks.js +127 -0
  251. package/dist/attacks.js.map +1 -0
  252. package/dist/burning.d.ts +267 -0
  253. package/dist/burning.js +795 -0
  254. package/dist/burning.js.map +1 -0
  255. package/dist/bytes.js +21 -0
  256. package/dist/bytes.js.map +1 -0
  257. package/dist/callings.d.ts +71 -0
  258. package/dist/callings.js +157 -0
  259. package/dist/callings.js.map +1 -0
  260. package/dist/cameraOrders.d.ts +78 -0
  261. package/dist/cameraOrders.js +114 -0
  262. package/dist/cameraOrders.js.map +1 -0
  263. package/dist/camps.d.ts +70 -4
  264. package/dist/camps.js +501 -0
  265. package/dist/camps.js.map +1 -0
  266. package/dist/capture.d.ts +15 -3
  267. package/dist/capture.js +304 -0
  268. package/dist/capture.js.map +1 -0
  269. package/dist/cellLayers.d.ts +78 -13
  270. package/dist/cellLayers.js +275 -0
  271. package/dist/cellLayers.js.map +1 -0
  272. package/dist/cellPatches.d.ts +24 -0
  273. package/dist/cellPatches.js +73 -0
  274. package/dist/cellPatches.js.map +1 -0
  275. package/dist/cinematics.d.ts +10 -5
  276. package/dist/cinematics.js +161 -0
  277. package/dist/cinematics.js.map +1 -0
  278. package/dist/clock.d.ts +2 -2
  279. package/dist/clock.js +78 -0
  280. package/dist/clock.js.map +1 -0
  281. package/dist/commands.d.ts +36 -4
  282. package/dist/commands.js +636 -0
  283. package/dist/commands.js.map +1 -0
  284. package/dist/components.d.ts +31 -10
  285. package/dist/components.js +74 -0
  286. package/dist/components.js.map +1 -0
  287. package/dist/computers.d.ts +4 -4
  288. package/dist/computers.js +194 -0
  289. package/dist/computers.js.map +1 -0
  290. package/dist/concealment.d.ts +25 -2
  291. package/dist/concealment.js +409 -0
  292. package/dist/concealment.js.map +1 -0
  293. package/dist/coreComponents.js +130 -0
  294. package/dist/coreComponents.js.map +1 -0
  295. package/dist/createGame.d.ts +306 -0
  296. package/dist/createGame.js +405 -0
  297. package/dist/createGame.js.map +1 -0
  298. package/dist/dashing.d.ts +18 -2
  299. package/dist/dashing.js +41 -0
  300. package/dist/dashing.js.map +1 -0
  301. package/dist/debug.d.ts +8 -0
  302. package/dist/debug.js +5 -3
  303. package/dist/debug2.js +76 -0
  304. package/dist/debug2.js.map +1 -0
  305. package/dist/debugCommands.d.ts +6 -6
  306. package/dist/debugCommands.js +537 -0
  307. package/dist/debugCommands.js.map +1 -0
  308. package/dist/debugging.d.ts +1 -0
  309. package/dist/defaultSets.d.ts +183 -0
  310. package/dist/defaultSets.js +216 -0
  311. package/dist/defaultSets.js.map +1 -0
  312. package/dist/definitions.d.ts +6 -0
  313. package/dist/definitions.js +78 -0
  314. package/dist/definitions.js.map +1 -0
  315. package/dist/defs.d.ts +1895 -165
  316. package/dist/defs.js +380 -0
  317. package/dist/defs.js.map +1 -0
  318. package/dist/denying.d.ts +4 -4
  319. package/dist/denying.js +106 -0
  320. package/dist/denying.js.map +1 -0
  321. package/dist/destructibles.d.ts +2 -2
  322. package/dist/destructibles.js +36 -0
  323. package/dist/destructibles.js.map +1 -0
  324. package/dist/determinism.d.ts +4 -4
  325. package/dist/determinism.js +247 -0
  326. package/dist/determinism.js.map +1 -0
  327. package/dist/dialog.d.ts +17 -2
  328. package/dist/dialog.js +108 -0
  329. package/dist/dialog.js.map +1 -0
  330. package/dist/effectRefs.js +28 -0
  331. package/dist/effectRefs.js.map +1 -0
  332. package/dist/effects.d.ts +27 -11
  333. package/dist/effects.js +110 -0
  334. package/dist/effects.js.map +1 -0
  335. package/dist/endings.d.ts +1 -1
  336. package/dist/endings.js +78 -0
  337. package/dist/endings.js.map +1 -0
  338. package/dist/engagement.d.ts +40 -6
  339. package/dist/engagement.js +530 -0
  340. package/dist/engagement.js.map +1 -0
  341. package/dist/engineEvents.d.ts +72 -9
  342. package/dist/engineEvents.js +520 -0
  343. package/dist/engineEvents.js.map +1 -0
  344. package/dist/entity.d.ts +275 -26
  345. package/dist/entity.js +441 -0
  346. package/dist/entity.js.map +1 -0
  347. package/dist/entityIndex.d.ts +10 -3
  348. package/dist/entityIndex.js +149 -0
  349. package/dist/entityIndex.js.map +1 -0
  350. package/dist/errors.d.ts +6 -2
  351. package/dist/errors.js +59 -0
  352. package/dist/errors.js.map +1 -0
  353. package/dist/events.d.ts +11 -5
  354. package/dist/events.js +158 -0
  355. package/dist/events.js.map +1 -0
  356. package/dist/exactMath.js +273 -0
  357. package/dist/exactMath.js.map +1 -0
  358. package/dist/features.d.ts +1 -1
  359. package/dist/features.js +127 -0
  360. package/dist/features.js.map +1 -0
  361. package/dist/fields.d.ts +25 -5
  362. package/dist/fields.js +140 -0
  363. package/dist/fields.js.map +1 -0
  364. package/dist/fixture.d.ts +3 -3
  365. package/dist/fixture.js +512 -0
  366. package/dist/fixture.js.map +1 -0
  367. package/dist/fog.d.ts +26 -3
  368. package/dist/fog.js +333 -0
  369. package/dist/fog.js.map +1 -0
  370. package/dist/foliage.d.ts +476 -0
  371. package/dist/foliage.js +1478 -0
  372. package/dist/foliage.js.map +1 -0
  373. package/dist/foliageDebug.d.ts +57 -0
  374. package/dist/foliageDebug.js +172 -0
  375. package/dist/foliageDebug.js.map +1 -0
  376. package/dist/foliageRegrowth.d.ts +20 -0
  377. package/dist/foliageRegrowth.js +332 -0
  378. package/dist/foliageRegrowth.js.map +1 -0
  379. package/dist/formState.d.ts +67 -0
  380. package/dist/formState.js +65 -0
  381. package/dist/formState.js.map +1 -0
  382. package/dist/formation.d.ts +46 -8
  383. package/dist/formation.js +297 -0
  384. package/dist/formation.js.map +1 -0
  385. package/dist/forms.d.ts +58 -0
  386. package/dist/forms.js +146 -0
  387. package/dist/forms.js.map +1 -0
  388. package/dist/friendlyFire.d.ts +2 -2
  389. package/dist/friendlyFire.js +37 -0
  390. package/dist/friendlyFire.js.map +1 -0
  391. package/dist/game.d.ts +141 -48
  392. package/dist/game.js +834 -0
  393. package/dist/game.js.map +1 -0
  394. package/dist/gameData.d.ts +96 -22
  395. package/dist/gameData.js +1690 -0
  396. package/dist/gameData.js.map +1 -0
  397. package/dist/gameFiles.d.ts +3 -3
  398. package/dist/gameFiles.js +14 -0
  399. package/dist/gameFiles.js.map +1 -0
  400. package/dist/gates.js +92 -0
  401. package/dist/gates.js.map +1 -0
  402. package/dist/generate.d.ts +28 -1
  403. package/dist/generate.js +1062 -0
  404. package/dist/generate.js.map +1 -0
  405. package/dist/generateWorker.d.ts +7 -3
  406. package/dist/generateWorker.js +86 -0
  407. package/dist/generateWorker.js.map +1 -0
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  951. package/dist/simulate-oXBiw1Ff.js.map +0 -1
@@ -0,0 +1,643 @@
1
+ import { engineMessage } from "../messages.js";
2
+ import { readPlayerMessage } from "../session/wire.js";
3
+ import { isFiniteNumber } from "../session/protocol.js";
4
+ import { delayed } from "../session/delay.js";
5
+ import { nodeNavigationBuilder } from "./navigation.js";
6
+ import { serverLogger } from "./log.js";
7
+ import { sameSecret } from "./secret.js";
8
+ import { Doorman } from "./doorman.js";
9
+ import { Lobby } from "./lobby.js";
10
+ import { answerOps } from "./ops.js";
11
+ import { Match } from "./match.js";
12
+ import { startSocketServer } from "./websocket.js";
13
+ //#region src/server/gameServer.ts
14
+ /** The messages of the lobby: each told to everyone, or a key tried (`lobbyRate`) */
15
+ var LOBBY_MESSAGES = /* @__PURE__ */ new Set([
16
+ "join",
17
+ "sit",
18
+ "ready",
19
+ "resume",
20
+ "name",
21
+ "start",
22
+ "setting",
23
+ "seatSetting",
24
+ "admin",
25
+ "lobbyChat",
26
+ "kick"
27
+ ]);
28
+ /** How long a line said in the lobby may be */
29
+ var LOBBY_LINE = 200;
30
+ /** A token bucket: so many at once, filled again at so many a second */
31
+ var Bucket = class {
32
+ rate;
33
+ tokens;
34
+ toppedUp = performance.now();
35
+ constructor(rate) {
36
+ this.rate = rate;
37
+ this.tokens = rate.burst;
38
+ }
39
+ /** Whether one more goes now: taken from the bucket, when it does */
40
+ take() {
41
+ const now = performance.now();
42
+ this.tokens = Math.min(this.rate.burst, this.tokens + (now - this.toppedUp) / 1e3 * this.rate.perSecond);
43
+ this.toppedUp = now;
44
+ if (this.tokens < 1) return false;
45
+ this.tokens--;
46
+ return true;
47
+ }
48
+ };
49
+ /**
50
+ * A server of a game: its connections, who joins and where they go (`Doorman`), its lobby (`Lobby`: the seats, the
51
+ * settings, when a game starts) and its game while one is on (`Match`)
52
+ *
53
+ * @beta
54
+ */
55
+ var GameServer = class GameServer {
56
+ source;
57
+ options;
58
+ navigation;
59
+ /** Where the server is: `lobby` before the game, `game` while it is on, `ended` once it is over */
60
+ phase = "lobby";
61
+ clients = /* @__PURE__ */ new Set();
62
+ /** The keys of those the lobby voted out (`kick`): kept out until the server starts afresh (`reset`) */
63
+ kickedOut = /* @__PURE__ */ new Set();
64
+ /** Where each who joins goes */
65
+ doorman = new Doorman(this);
66
+ /** The seats, the settings, and when a game starts */
67
+ lobby;
68
+ /** The game on, or the one that ended while its players are still on its screen */
69
+ match;
70
+ constructor(source, options, logger, navigation) {
71
+ this.source = source;
72
+ this.options = options;
73
+ this.navigation = navigation;
74
+ const server = this;
75
+ this.logger = logger;
76
+ this.lobby = new Lobby({
77
+ options,
78
+ logger,
79
+ get phase() {
80
+ return server.phase;
81
+ },
82
+ tellAll: (message) => this.tellAll(message),
83
+ startGame: () => void this.startGame()
84
+ });
85
+ source.onConnection((connection) => this.accept(connection));
86
+ }
87
+ /** Starts a server, and resolves once it listens */
88
+ static async start(options) {
89
+ const logger = serverLogger(options.log);
90
+ const builder = options.navigationWorker !== false ? nodeNavigationBuilder() : void 0;
91
+ let server;
92
+ const socket = await startSocketServer({
93
+ port: options.port,
94
+ compress: options.compress,
95
+ idleTimeout: options.idleTimeout,
96
+ maxBuffered: options.maxBuffered,
97
+ maxConnections: options.maxConnections,
98
+ log: logger,
99
+ onRequest: (request, response) => {
100
+ if (server && answerOps(request, response, options.http, () => ({
101
+ draining: server.draining,
102
+ rooms: /* @__PURE__ */ new Map([["", server.metrics()]])
103
+ }), () => ({ games: [server.listing("")] }), {
104
+ ratings: options.ratings,
105
+ modes: [options.mode.id]
106
+ })) return;
107
+ response.writeHead(426, { "content-type": "text/plain" });
108
+ response.end("A game server: connect with a WebSocket\n");
109
+ }
110
+ });
111
+ server = new GameServer(socket, options, logger, builder && { builder });
112
+ return server.begin();
113
+ }
114
+ /**
115
+ * A server whose connections come from elsewhere (`ConnectionSource`): a room of `GameRooms`, those a port it shares
116
+ * hands it. Closing it closes those, and leaves where they come from to whoever owns it
117
+ */
118
+ static async attach(source, options) {
119
+ return new GameServer(source, {
120
+ ...options,
121
+ port: source.port
122
+ }, serverLogger(options.log)).begin();
123
+ }
124
+ /** Says it is there, and starts a game at once where the computer has every seat */
125
+ async begin() {
126
+ const { options, source } = this;
127
+ this.log(`${options.mode.name} (${options.mode.rules.id}) on port ${source.port}, ${this.seats.length} seats`);
128
+ if ((options.autoStart ?? true) && this.seats.every((seat) => seat.ai)) await this.startGame();
129
+ return this;
130
+ }
131
+ /**
132
+ * Its seats, in the mode's order: the server's own (its doorman's), a seat of a player is `publicSeat`'s
133
+ *
134
+ * @internal
135
+ */
136
+ get seats() {
137
+ return this.lobby.seats;
138
+ }
139
+ /** The game's settings (`ServerHooks.settings`), as chosen in the lobby */
140
+ get settings() {
141
+ return this.lobby.settings;
142
+ }
143
+ /** The world of the game on, or of the one that ended while its players are still on its screen */
144
+ get world() {
145
+ return this.match?.world;
146
+ }
147
+ /** What sends the game to its players, while there is one */
148
+ get host() {
149
+ return this.match?.host;
150
+ }
151
+ /** Who paused the game: an admin, or a player (with a pause of theirs, for so long at most). Nobody while it runs */
152
+ get pausedBy() {
153
+ return this.match?.pausedBy;
154
+ }
155
+ /** When it started, for its uptime */
156
+ startedAt = performance.now();
157
+ /** Games played to their end */
158
+ played = 0;
159
+ /** What the hosts of the games before this one counted: the numbers go on from there */
160
+ past = {
161
+ ticks: 0,
162
+ tickTime: 0,
163
+ sends: 0,
164
+ sendTime: 0
165
+ };
166
+ /** It takes no new games: it is stopping once the running one is over (`close({ drain })`) */
167
+ draining = false;
168
+ /** Tells a stop that waits that the running game is over */
169
+ drained;
170
+ /** What a list of games says of it (`GET /games`, `GameListing`), as the room it is reached at */
171
+ listing(room) {
172
+ const { mode } = this.options;
173
+ const rating = this.lobby.rating();
174
+ return {
175
+ room,
176
+ game: mode.rules.id,
177
+ mode: mode.name,
178
+ phase: this.phase,
179
+ players: this.seats.filter((seat) => !seat.ai && seat.connected).length,
180
+ free: this.seats.filter((seat) => !seat.ai && seat.isFree).length,
181
+ computer: this.seats.filter((seat) => seat.ai).length,
182
+ watchers: this.watching,
183
+ settings: { ...this.settings },
184
+ draining: this.draining,
185
+ ...rating !== void 0 && { rating }
186
+ };
187
+ }
188
+ /** How many are connected to it, playing or watching: none, for a room that may be closed */
189
+ get connections() {
190
+ return this.clients.size;
191
+ }
192
+ /** How many watch */
193
+ get watching() {
194
+ return [...this.clients].filter((client) => client.watching).length;
195
+ }
196
+ /** Its numbers now: what `/metrics` says (see `ServerMetrics`) */
197
+ metrics() {
198
+ const totals = this.host?.totals;
199
+ return {
200
+ phase: this.phase,
201
+ draining: this.draining,
202
+ uptime: (performance.now() - this.startedAt) / 1e3,
203
+ games: {
204
+ running: this.phase === "game" ? 1 : 0,
205
+ played: this.played
206
+ },
207
+ players: this.seats.filter((seat) => seat.connected).length,
208
+ watching: this.watching,
209
+ connections: this.clients.size,
210
+ ticks: this.past.ticks + (totals?.ticks ?? 0),
211
+ tickSeconds: (this.past.tickTime + (totals?.tickTime ?? 0)) / 1e3,
212
+ lastTickSeconds: (totals?.lastTick ?? 0) / 1e3,
213
+ sends: this.past.sends + (totals?.sends ?? 0),
214
+ sendSeconds: (this.past.sendTime + (totals?.sendTime ?? 0)) / 1e3,
215
+ bytesSent: this.bytesSent
216
+ };
217
+ }
218
+ /** The game let go of, what its host counted kept for the numbers */
219
+ dropMatch(options) {
220
+ const { match } = this;
221
+ if (!match) return;
222
+ const { host } = match;
223
+ match.stop();
224
+ this.past.ticks += host.totals.ticks;
225
+ this.past.tickTime += host.totals.tickTime;
226
+ this.past.sends += host.totals.sends;
227
+ this.past.sendTime += host.totals.sendTime;
228
+ host.dispose(options);
229
+ this.match = void 0;
230
+ }
231
+ /** The port the server listens on, the real one where 0 was asked for */
232
+ get port() {
233
+ return this.source.port;
234
+ }
235
+ /** Bytes sent to those connected now, as they went over the wire: compressed, where they are */
236
+ get bytesSent() {
237
+ let total = 0;
238
+ for (const client of this.clients) total += client.connection.bytesSent;
239
+ return total;
240
+ }
241
+ /** What the server and its games say: see `GameServerOptions.log` */
242
+ logger;
243
+ log(line, fields) {
244
+ this.logger.info("server", line, fields);
245
+ }
246
+ accept(connection) {
247
+ const { options } = this;
248
+ const client = {
249
+ connection,
250
+ watching: false,
251
+ commands: new Bucket(options.rate ?? {
252
+ perSecond: 30,
253
+ burst: 60
254
+ }),
255
+ messages: new Bucket(options.messageRate ?? {
256
+ perSecond: 100,
257
+ burst: 200
258
+ }),
259
+ lobby: new Bucket(options.lobbyRate ?? {
260
+ perSecond: 4,
261
+ burst: 20
262
+ }),
263
+ toGame: () => {},
264
+ fromGameClosed: () => {},
265
+ relay: void 0
266
+ };
267
+ client.relay = {
268
+ send: (message) => connection.send(message),
269
+ onMessage: (handler) => client.toGame = handler,
270
+ onClose: (handler) => client.fromGameClosed = handler,
271
+ close: () => connection.close()
272
+ };
273
+ this.clients.add(client);
274
+ connection.onMessage((text) => this.receive(client, text));
275
+ connection.onClose(() => this.leave(client));
276
+ const within = options.joinWithin ?? 10;
277
+ if (Number.isFinite(within)) {
278
+ client.deadline = setTimeout(() => {
279
+ if (client.joined || client.joining || !this.clients.has(client)) return;
280
+ this.log("a connection that did not join in time was closed", { address: connection.address });
281
+ connection.close();
282
+ }, Math.max(0, within) * 1e3);
283
+ client.deadline.unref?.();
284
+ }
285
+ }
286
+ tell(client, message) {
287
+ client.connection.send(JSON.stringify(message));
288
+ }
289
+ /** Tells everyone who joined: never a connection that has not (RV38) */
290
+ tellAll(message) {
291
+ for (const client of this.clients) if (client.joined) this.tell(client, message);
292
+ }
293
+ receive(client, text) {
294
+ if (!this.clients.has(client)) return;
295
+ const message = readPlayerMessage(text);
296
+ const { seat } = client;
297
+ if (!(message?.type === "command" && seat && this.phase === "game") && !client.messages.take()) return;
298
+ if (!message) return;
299
+ if (LOBBY_MESSAGES.has(message.type) && !client.lobby.take()) return;
300
+ switch (message.type) {
301
+ case "join": return this.join(client, {
302
+ type: "join",
303
+ name: typeof message.name === "string" ? message.name : void 0,
304
+ token: typeof message.token === "string" ? message.token : void 0,
305
+ ticket: typeof message.ticket === "string" ? message.ticket : void 0,
306
+ watch: message.watch === true,
307
+ key: typeof message.key === "string" ? message.key : void 0,
308
+ who: typeof message.who === "string" && message.who.length <= 128 ? message.who : void 0,
309
+ back: message.back === true,
310
+ protocol: isFiniteNumber(message.protocol) ? message.protocol : void 0
311
+ });
312
+ case "sit":
313
+ if (typeof message.player === "number") this.move(client, message.player);
314
+ return;
315
+ case "ready":
316
+ if (seat && typeof message.ready === "boolean") this.lobby.ready(seat, message.ready);
317
+ return;
318
+ case "resume":
319
+ if (seat && this.phase === "game" && this.pausedBy !== void 0 && this.pausedBy !== "admin") this.pause(false);
320
+ return;
321
+ case "name":
322
+ if (seat && typeof message.name === "string") this.lobby.rename(seat, message.name);
323
+ return;
324
+ case "start":
325
+ if (seat && this.phase === "lobby") this.startGame();
326
+ return;
327
+ case "setting": {
328
+ const { name, value } = message;
329
+ if (seat && typeof name === "string" && typeof value === "string") this.lobby.set(name, value);
330
+ return;
331
+ }
332
+ case "seatSetting": {
333
+ const { player, name, value } = message;
334
+ if (seat && typeof name === "string" && typeof value === "string" && typeof player === "number") this.lobby.setSeat(seat, player, name, value);
335
+ return;
336
+ }
337
+ case "lobbyChat": {
338
+ const text = typeof message.text === "string" ? message.text.trim().slice(0, LOBBY_LINE) : "";
339
+ if (!client.joined || this.phase !== "lobby" || !text) return;
340
+ return this.tellAll({
341
+ type: "lobbyChat",
342
+ ...seat && { player: seat.player },
343
+ name: seat?.name ?? "A watcher",
344
+ text
345
+ });
346
+ }
347
+ case "kick": {
348
+ if (!seat || typeof message.player !== "number") return;
349
+ const out = this.lobby.voteKick(seat, message.player);
350
+ if (!out) return;
351
+ const theirs = [...this.clients].find((each) => each.seat === out);
352
+ if (theirs?.who) this.kickedOut.add(theirs.who);
353
+ return this.kick(out.player, "let go by a vote of the lobby");
354
+ }
355
+ case "admin": {
356
+ const { key, action } = message;
357
+ if (typeof key !== "string" || action !== "pause" && action !== "resume" && action !== "stop") return;
358
+ return this.admin(client, {
359
+ type: "admin",
360
+ key,
361
+ action
362
+ });
363
+ }
364
+ default: client.toGame(text);
365
+ }
366
+ }
367
+ /** Whether a command of this client's goes in: a bucket that fills at the rate allowed. Why not, when it does not */
368
+ allow(client) {
369
+ return client.commands.take() || engineMessage("tooManyCommands");
370
+ }
371
+ join(client, message) {
372
+ if (client.seat || client.watching || client.joining) return;
373
+ client.who = message.who;
374
+ client.name = message.name?.trim().slice(0, 24) || void 0;
375
+ if (message.who && this.kickedOut.has(message.who)) return this.enter(client, message, {
376
+ to: "refuse",
377
+ reason: "let go by a vote of the lobby"
378
+ });
379
+ const wrong = this.doorman.wrongWire(message);
380
+ if (wrong) {
381
+ this.log(`${message.name ?? "someone"} was refused: protocol ${message.protocol}, this server's is 13`, {
382
+ name: message.name,
383
+ protocol: message.protocol
384
+ });
385
+ return this.enter(client, message, {
386
+ to: "refuse",
387
+ reason: wrong
388
+ });
389
+ }
390
+ if (this.phase === "ended" && !message.back && message.token && this.seats.some((each) => each.token === message.token)) this.backToLobby(message.token);
391
+ const door = this.doorman.place(message, client.connection.address);
392
+ if (!(door instanceof Promise)) return this.enter(client, message, door);
393
+ client.joining = true;
394
+ door.then((placed) => {
395
+ client.joining = false;
396
+ if (this.clients.has(client) && !client.seat && !client.watching) this.enter(client, message, placed);
397
+ });
398
+ }
399
+ /** Takes who joined where the doorman said: a seat, watching, told every seat is taken, or away with why */
400
+ enter(client, message, door) {
401
+ if (door.to !== "refuse") {
402
+ client.joined = true;
403
+ clearTimeout(client.deadline);
404
+ }
405
+ switch (door.to) {
406
+ case "seat":
407
+ if ("id" in door) door.seat.id = door.id;
408
+ if ("rated" in door) door.seat.rated = door.rated;
409
+ return this.sit(client, door.seat, door.name, door.named);
410
+ case "watch": return this.watch(client);
411
+ case "full": return this.tell(client, { type: "full" });
412
+ case "refuse":
413
+ this.log(`${message.name ?? "someone"} was refused: ${door.reason}`, {
414
+ name: message.name,
415
+ reason: door.reason
416
+ });
417
+ this.tell(client, {
418
+ type: "refused",
419
+ reason: door.reason
420
+ });
421
+ return client.connection.close();
422
+ }
423
+ }
424
+ /** A seated player moves to another seat, free, in the lobby */
425
+ move(client, player) {
426
+ if (!client.seat) return;
427
+ const to = this.lobby.move(client.seat, player);
428
+ if (!to) return;
429
+ client.seat = to;
430
+ this.tell(client, {
431
+ type: "seated",
432
+ player: to.player,
433
+ token: to.token
434
+ });
435
+ }
436
+ /** Seats a client, and lets go whoever had the seat before: a player back from another page. A name the game gave goes in any phase */
437
+ sit(client, seat, name, named = false) {
438
+ const token = seat.take(client.connection, this.phase === "lobby" || named ? name : void 0);
439
+ client.seat = seat;
440
+ this.tell(client, {
441
+ type: "seated",
442
+ player: seat.player,
443
+ token
444
+ });
445
+ this.log(`${seat.name} took seat ${seat.player}`, {
446
+ name: seat.name,
447
+ player: seat.player
448
+ });
449
+ this.hooks.onPlayerJoin?.(this.publicSeat(seat), this.world);
450
+ if (this.phase === "lobby") return this.lobby.seated();
451
+ this.match?.keep();
452
+ this.seatInGame(client, seat);
453
+ }
454
+ /** The game's hooks */
455
+ get hooks() {
456
+ return this.options.mode.rules.server ?? {};
457
+ }
458
+ /**
459
+ * Who comes once the seats are taken watches, when the server lets them (`watch`): everything, the whole map without fog, every player's resources. From
460
+ * the side of the world's neutral player, so that nobody's units are theirs; from the first seat's, in a world without one
461
+ */
462
+ watch(client) {
463
+ client.watching = true;
464
+ const { world, host } = this;
465
+ if (this.phase === "lobby" || !host || !world) {
466
+ this.tell(client, {
467
+ type: "watching",
468
+ player: this.seats[0].player
469
+ });
470
+ return this.lobby.broadcast();
471
+ }
472
+ const side = [...world.players.values()].find((player) => player.neutral)?.id ?? this.seats[0].player;
473
+ this.tell(client, {
474
+ type: "watching",
475
+ player: side
476
+ });
477
+ const delay = this.options.watchDelay ?? 0;
478
+ host.connect(side, delay > 0 ? delayed(client.relay, delay) : client.relay, {
479
+ readOnly: true,
480
+ observer: true,
481
+ name: client.name
482
+ });
483
+ if (!host.running && this.phase === "game") host.start();
484
+ }
485
+ seatInGame(client, seat) {
486
+ const { host } = this;
487
+ if (!host) return;
488
+ if (this.options.debug) this.world?.debugPlayers.add(seat.player);
489
+ host.connect(seat.player, client.relay, { allow: () => this.allow(client) });
490
+ if (!host.running && this.phase === "game") host.start();
491
+ }
492
+ leave(client) {
493
+ if (!this.clients.delete(client)) return;
494
+ clearTimeout(client.deadline);
495
+ client.fromGameClosed();
496
+ const { seat } = client;
497
+ if (!seat || seat.connection !== client.connection) return;
498
+ seat.drop();
499
+ this.log(`${seat.name} left seat ${seat.player}`, {
500
+ name: seat.name,
501
+ player: seat.player
502
+ });
503
+ this.hooks.onPlayerLeave?.(this.publicSeat(seat), this.world);
504
+ const anyone = this.seats.some((each) => each.connected);
505
+ if (this.phase === "lobby") this.lobby.left(seat);
506
+ else if (this.phase === "ended" && !anyone) this.reset();
507
+ else if (this.phase === "game" && !anyone) this.match?.abandon();
508
+ }
509
+ /**
510
+ * A seat as everyone is told it (the lobby, the hooks)
511
+ *
512
+ * @internal
513
+ */
514
+ publicSeat(seat) {
515
+ return this.lobby.publicSeat(seat);
516
+ }
517
+ /** Makes the world, seats everyone at it, and runs it */
518
+ async startGame() {
519
+ if (this.phase !== "lobby" || this.draining) return;
520
+ this.phase = "game";
521
+ this.lobby.again = false;
522
+ const server = this;
523
+ const match = await Match.make({
524
+ options: this.options,
525
+ logger: this.logger,
526
+ seats: this.seats,
527
+ navigation: this.navigation,
528
+ fill: () => this.lobby.fill(),
529
+ get watching() {
530
+ return server.watching;
531
+ },
532
+ publicSeat: (seat) => this.publicSeat(seat),
533
+ tellAll: (message) => this.tellAll(message),
534
+ kick: (player, reason) => this.kick(player, reason),
535
+ end: () => void this.endGame()
536
+ }, this.settings);
537
+ this.match = match;
538
+ this.lobby.broadcast();
539
+ for (const client of this.clients) if (client.seat) this.seatInGame(client, client.seat);
540
+ else if (client.watching) this.watch(client);
541
+ match.run();
542
+ }
543
+ /** Lets a player go for good: told why, their connection closed, and their token and id no good any more */
544
+ kick(player, reason) {
545
+ const held = this.lobby.seat(player);
546
+ if (!held) return;
547
+ const client = [...this.clients].find((each) => each.seat === held);
548
+ held.revoke();
549
+ this.log(`${held.name} was let go from seat ${held.player}: ${reason}`, {
550
+ name: held.name,
551
+ player: held.player,
552
+ reason
553
+ });
554
+ if (!client) return;
555
+ this.tell(client, {
556
+ type: "refused",
557
+ reason
558
+ });
559
+ client.connection.close();
560
+ }
561
+ /** The game is over: the result told to everyone and kept. The game goes on being shown until everyone has left */
562
+ async endGame() {
563
+ const { match } = this;
564
+ if (!match || this.phase !== "game") return void 0;
565
+ this.phase = "ended";
566
+ this.played++;
567
+ const result = await match.end();
568
+ if (!this.seats.some((seat) => seat.connected)) this.reset();
569
+ this.drained?.();
570
+ return result;
571
+ }
572
+ /**
573
+ * Back to the lobby after a game, with who is still there in their seats: a player of it who joins again ("Again",
574
+ * with their seat's token) takes theirs, the seats of those gone are free
575
+ */
576
+ backToLobby(keepToken) {
577
+ this.dropMatch({ closeTransports: false });
578
+ for (const client of this.clients) {
579
+ client.toGame = () => {};
580
+ client.fromGameClosed = () => {};
581
+ }
582
+ this.phase = "lobby";
583
+ this.lobby.backFromGame(keepToken);
584
+ this.log("back to the lobby, for another game");
585
+ this.lobby.broadcast();
586
+ }
587
+ /** Back to the lobby, for a new game: the old one gone, every seat free */
588
+ reset() {
589
+ this.dropMatch();
590
+ this.phase = "lobby";
591
+ this.lobby.reset();
592
+ this.kickedOut.clear();
593
+ this.log("back to the lobby");
594
+ }
595
+ admin(client, message) {
596
+ if (!this.options.adminKey || !sameSecret(message.key, this.options.adminKey)) return this.tell(client, {
597
+ type: "refused",
598
+ reason: "not an admin"
599
+ });
600
+ if (message.action === "stop") {
601
+ this.endGame();
602
+ return;
603
+ }
604
+ this.pause(message.action === "pause");
605
+ }
606
+ /**
607
+ * Pauses the game for everyone, or lets it go on. A player's pause (`by`, from the `pause` command) ends by itself
608
+ * after its seconds, or when a seated player says `resume`; an admin's, when the admin says so
609
+ */
610
+ pause(paused, by) {
611
+ this.match?.pause(paused, by);
612
+ }
613
+ /**
614
+ * Stops the server: every connection closed. With `drain`, it first takes no new games (its health says so, for a
615
+ * load balancer to send nobody new) and waits for the running one to end, up to so many seconds: then it is ended
616
+ * (no winner, the players told the server stopped) and the server closes
617
+ */
618
+ async close(options = {}) {
619
+ if (options.drain && !this.draining) {
620
+ this.draining = true;
621
+ this.log(`stopping: no new games, ${this.phase === "game" ? `the running one has ${options.drain} s to end` : "none running"}`);
622
+ if (this.phase === "game") {
623
+ let limit;
624
+ const over = await new Promise((resolve) => {
625
+ this.drained = () => resolve(true);
626
+ limit = setTimeout(() => resolve(false), options.drain * 1e3);
627
+ });
628
+ clearTimeout(limit);
629
+ this.drained = void 0;
630
+ if (!over) {
631
+ if (this.match) this.match.failed = "The server stopped";
632
+ await this.endGame();
633
+ }
634
+ }
635
+ }
636
+ this.dropMatch();
637
+ await this.source.close();
638
+ }
639
+ };
640
+ //#endregion
641
+ export { GameServer };
642
+
643
+ //# sourceMappingURL=gameServer.js.map