dewdrop-sdk 0.3.2 → 0.4.1
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.
- package/README.md +41 -3
- package/package.json +2 -2
- package/src/backend-host.js +1 -1
- package/src/backend.js +25 -9
- package/src/clients.js +15 -6
- package/src/fresh.js +103 -0
- package/src/index.js +9 -1
- package/src/net.js +3 -0
- package/src/route.js +7 -1
- package/src/saves.js +254 -0
- package/src/serve.js +35 -12
- package/src/session.js +17 -0
- package/src/vite.js +43 -7
package/README.md
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
# dewdrop-sdk
|
|
2
2
|
|
|
3
3
|
The package that builds a three.js game for Dewdrop and runs it locally: the
|
|
4
|
-
Vite plugin, model calls and
|
|
4
|
+
Vite plugin, model calls, multiplayer and saves.
|
|
5
5
|
|
|
6
6
|
## Set up
|
|
7
7
|
|
|
@@ -19,11 +19,49 @@ export default { plugins: [dew()] };
|
|
|
19
19
|
```
|
|
20
20
|
|
|
21
21
|
`npx dewctl init` sets up a new game this way, with the Dewdrop CLI beside it.
|
|
22
|
+
To update a project, run `npm install -D dewdrop-sdk@latest`; saves need 0.4.0
|
|
23
|
+
or later.
|
|
24
|
+
|
|
25
|
+
## Saves locally
|
|
26
|
+
|
|
27
|
+
On Dewdrop, `localStorage` and IndexedDB aren't local: nothing your game
|
|
28
|
+
writes to them is stored in the player's browser or on their device, and they
|
|
29
|
+
start empty each time a player opens your game. `saves.save()` keeps what they
|
|
30
|
+
hold in Dewdrop's storage for that player, and `saves.load()` puts it back,
|
|
31
|
+
in later uploads of your game too. A game with a `backend.js` keeps no saves:
|
|
32
|
+
its state is its rooms', and both calls refuse with `NotSupportedError`.
|
|
33
|
+
`npm run dev` does the same in your browser: every page load starts with
|
|
34
|
+
`localStorage` and IndexedDB empty, and saves are kept in the browser, in a
|
|
35
|
+
database named `dewdrop-saves` your game doesn't see, for the game
|
|
36
|
+
`dewdrop.json` names and the player `?player=` names, across your edits. Tabs
|
|
37
|
+
of one dev server share the browser's storage, so loading one empties the
|
|
38
|
+
others'.
|
|
39
|
+
|
|
40
|
+
## Rooms locally
|
|
41
|
+
|
|
42
|
+
`npm run dev` runs your `backend.js` for each room the tabs join: `?room=`
|
|
43
|
+
names the room, `?player=` the player, and `?players=` how many players a
|
|
44
|
+
room the tab opens seats, 100 unless it says 1 to 100, as Dewdrop's rooms
|
|
45
|
+
do; `?players=1` is singleplayer. A player is counted once however many tabs
|
|
46
|
+
they play from, and a tab past a full room is refused, with the reason in
|
|
47
|
+
the console. In the backend, `clients.capacity` is the room's size.
|
|
48
|
+
|
|
49
|
+
## Sessions that end
|
|
50
|
+
|
|
51
|
+
On Dewdrop a session can end ahead of time: for maintenance, or a newer
|
|
52
|
+
version of your game published. Its player sees a countdown and reconnects
|
|
53
|
+
on their own, and your game hears of it first, up to fifteen minutes
|
|
54
|
+
before: `session.ending` from `dewdrop-sdk` is `{at, reason}`, `at` in
|
|
55
|
+
milliseconds as `Date.now()` counts and `reason` `'restart'` or `'update'`,
|
|
56
|
+
and an `ending` event fires each time it changes, its withdrawal to `null`
|
|
57
|
+
included. Call `saves.save()` then to keep what the player has done. `npm
|
|
58
|
+
run dev` ends no session ahead of time, so `session.ending` stays `null`
|
|
59
|
+
there.
|
|
22
60
|
|
|
23
61
|
## Docs
|
|
24
62
|
|
|
25
|
-
How to build your game, from the look to model calls, multiplayer and
|
|
26
|
-
works on Dewdrop, is in the docs: https://alpha.dewdrop.world/docs
|
|
63
|
+
How to build your game, from the look to model calls, multiplayer, saves and
|
|
64
|
+
what works on Dewdrop, is in the docs: https://alpha.dewdrop.world/docs
|
|
27
65
|
|
|
28
66
|
## License
|
|
29
67
|
|
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "dewdrop-sdk",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"description": "Build a three.js game for Dewdrop: the Vite plugin, model calls and
|
|
3
|
+
"version": "0.4.1",
|
|
4
|
+
"description": "Build a three.js game for Dewdrop: the Vite plugin, model calls, multiplayer and saves.",
|
|
5
5
|
"license": "MIT",
|
|
6
6
|
"type": "module",
|
|
7
7
|
"exports": {
|
package/src/backend-host.js
CHANGED
|
@@ -11,7 +11,7 @@ import { pathToFileURL } from 'node:url';
|
|
|
11
11
|
import { attachClients } from './clients.js';
|
|
12
12
|
|
|
13
13
|
process.env.DEW_DEV_ORIGIN = workerData.origin;
|
|
14
|
-
const start = attachClients(parentPort);
|
|
14
|
+
const start = attachClients(parentPort, { capacity: workerData.capacity });
|
|
15
15
|
await import(pathToFileURL(workerData.entry).href);
|
|
16
16
|
process.on('uncaughtException', (error) => console.error(`uncaught ${error?.stack ?? error}`));
|
|
17
17
|
start();
|
package/src/backend.js
CHANGED
|
@@ -7,7 +7,7 @@
|
|
|
7
7
|
// past its cap. The page's URL says which room the tab joins and under
|
|
8
8
|
// what name; on Dewdrop the game's page says which room, and the name is
|
|
9
9
|
// the player's username.
|
|
10
|
-
import { MAX_NET_CLIENT_FRAME_BYTES, createInbox, createOutbox, defineHandlers, label, side, unpack } from './net.js';
|
|
10
|
+
import { MAX_NET_CLIENTS, MAX_NET_CLIENT_FRAME_BYTES, createInbox, createOutbox, defineHandlers, label, side, unpack } from './net.js';
|
|
11
11
|
import { NO_CHANNEL } from './route.js';
|
|
12
12
|
|
|
13
13
|
let channel = null;
|
|
@@ -58,20 +58,35 @@ function name(text) {
|
|
|
58
58
|
return label(text.replace(/\p{Cc}/gu, '').trim());
|
|
59
59
|
}
|
|
60
60
|
|
|
61
|
-
//
|
|
62
|
-
//
|
|
61
|
+
// The players a room seats as `?players=` names them: a whole number from
|
|
62
|
+
// 1 to MAX_NET_CLIENTS, or the most without one or with any other.
|
|
63
|
+
function players(text) {
|
|
64
|
+
return /^[0-9]{1,3}$/.test(text) && Number(text) >= 1 && Number(text) <= MAX_NET_CLIENTS ? Number(text) : MAX_NET_CLIENTS;
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// Where a page's URL joins its tab: the room `?room=` names, the name
|
|
68
|
+
// `?player=` names, and the players `?players=` says the room seats should
|
|
69
|
+
// the tab make it, each held to Dewdrop's rule — the empty room without
|
|
63
70
|
// one, or with one that names no room; unnamed without a name, or with one
|
|
64
71
|
// that is nothing but space and control characters.
|
|
65
72
|
export function joining(search) {
|
|
66
73
|
const params = new URLSearchParams(search);
|
|
67
|
-
return { room: room(params.get('room') ?? ''), player: name(params.get('player') ?? '') };
|
|
74
|
+
return { room: room(params.get('room') ?? ''), player: name(params.get('player') ?? ''), players: players(params.get('players') ?? '') };
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
// Whether the page's game has a backend, as the plugin said; false until
|
|
78
|
+
// it has.
|
|
79
|
+
export function gameHasBackend() {
|
|
80
|
+
return hasBackend;
|
|
68
81
|
}
|
|
69
82
|
|
|
70
83
|
// Joins the backend of `room` under `player`'s name over `hot`, the page's
|
|
71
|
-
// hot context, once the plugin has said whether the game has one
|
|
72
|
-
// `present` is that, `schedule` runs a
|
|
73
|
-
// frame. Without a plugin there is no
|
|
74
|
-
|
|
84
|
+
// hot context, once the plugin has said whether the game has one, a room
|
|
85
|
+
// it makes seating `players`: `present` is that, `schedule` runs a
|
|
86
|
+
// function at the next animation frame. Without a plugin there is no
|
|
87
|
+
// channel, and `send` says so. A room that seats no more says so in the
|
|
88
|
+
// console, as Dewdrop refuses the connect, and the tab's sends reach no one.
|
|
89
|
+
export function attachBackend(hot, { channel: routed, hasBackend: present, frame: schedule, room = '', player = '', players = MAX_NET_CLIENTS }) {
|
|
75
90
|
if (!routed) return;
|
|
76
91
|
channel = hot;
|
|
77
92
|
hasBackend = present;
|
|
@@ -83,5 +98,6 @@ export function attachBackend(hot, { channel: routed, hasBackend: present, frame
|
|
|
83
98
|
draining = true;
|
|
84
99
|
frame(deliver);
|
|
85
100
|
});
|
|
86
|
-
hot.
|
|
101
|
+
hot.on('dew:full', ({ capacity }) => console.error(`[dewdrop] this room is full: it seats ${capacity === 1 ? '1 player' : `${capacity} players`}`));
|
|
102
|
+
hot.send('dew:join', { room, player, players });
|
|
87
103
|
}
|
package/src/clients.js
CHANGED
|
@@ -1,15 +1,16 @@
|
|
|
1
1
|
// `clients` on a developer's machine: the backend's side of the messages a
|
|
2
|
-
// game exchanges with its clients,
|
|
3
|
-
//
|
|
4
|
-
// the socket to the tab it names. The thread ticks sixty times a second:
|
|
2
|
+
// game exchanges with its clients, and the most players its room seats,
|
|
3
|
+
// run by the plugin in a thread of the dev server with a port to the
|
|
4
|
+
// plugin, which carries each message over the socket to the tab it names. The thread ticks sixty times a second:
|
|
5
5
|
// each tick delivers what the clients sent as `join`, `leave`, `message`,
|
|
6
6
|
// and `gap` events — a join naming the player's label — runs the
|
|
7
7
|
// animation-frame callbacks, and sends the frame's messages.
|
|
8
|
-
import { MAX_NET_BACKEND_FRAME_BYTES, NET_TICK_MS, ClientEvent, createInbox, createOutbox, defineHandlers, side, unpack } from './net.js';
|
|
8
|
+
import { MAX_NET_BACKEND_FRAME_BYTES, MAX_NET_CLIENTS, NET_TICK_MS, ClientEvent, createInbox, createOutbox, defineHandlers, side, unpack } from './net.js';
|
|
9
9
|
|
|
10
10
|
const outbox = createOutbox(MAX_NET_BACKEND_FRAME_BYTES);
|
|
11
11
|
const inbox = createInbox();
|
|
12
12
|
let port = null;
|
|
13
|
+
let seats = 0;
|
|
13
14
|
|
|
14
15
|
// A client number as the backend was told it: a whole number from one.
|
|
15
16
|
function number(op, value) {
|
|
@@ -28,6 +29,12 @@ class Clients extends EventTarget {
|
|
|
28
29
|
if (port === null) throw new DOMException('clients is unavailable in a client', 'NotSupportedError');
|
|
29
30
|
outbox.push('clients.broadcast', 0, data);
|
|
30
31
|
}
|
|
32
|
+
// The most players the room seats, as it was made: 1 for a room of one,
|
|
33
|
+
// a player counted once however many clients they play from.
|
|
34
|
+
get capacity() {
|
|
35
|
+
if (port === null) throw new DOMException('clients is unavailable in a client', 'NotSupportedError');
|
|
36
|
+
return seats;
|
|
37
|
+
}
|
|
31
38
|
}
|
|
32
39
|
defineHandlers(Clients.prototype, ['join', 'leave', 'message', 'gap']);
|
|
33
40
|
|
|
@@ -76,9 +83,11 @@ function frame() {
|
|
|
76
83
|
// held until the returned function starts the ticks, which the host calls
|
|
77
84
|
// once the backend has evaluated, so the first tick delivers what arrived
|
|
78
85
|
// meanwhile, the first join included, to the handlers the module
|
|
79
|
-
// registered. `tick` runs the frame once per tick from then on
|
|
80
|
-
|
|
86
|
+
// registered. `tick` runs the frame once per tick from then on, and
|
|
87
|
+
// `capacity` is the most players the room seats.
|
|
88
|
+
export function attachClients(channel, { tick = (fn) => setInterval(fn, NET_TICK_MS), capacity = MAX_NET_CLIENTS } = {}) {
|
|
81
89
|
port = channel;
|
|
90
|
+
seats = capacity;
|
|
82
91
|
side.backend = true;
|
|
83
92
|
if (typeof globalThis.requestAnimationFrame !== 'function') {
|
|
84
93
|
globalThis.requestAnimationFrame = requestAnimationFrame;
|
package/src/fresh.js
ADDED
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
// A page the dev server serves starts with its storage empty, as a game
|
|
2
|
+
// does on Dewdrop. The plugin puts `freshScript` in the page's head, where
|
|
3
|
+
// it runs before any of the game's code: it empties `localStorage` there
|
|
4
|
+
// and then, and deletes every IndexedDB database but the one the dev
|
|
5
|
+
// server keeps saves in. Listing the databases takes a moment, so until
|
|
6
|
+
// their deletes are asked for, the first open of each name asks for the
|
|
7
|
+
// name's delete first, and the browser, which serves a name's opens and
|
|
8
|
+
// deletes in the order they are asked for, hands the game an empty
|
|
9
|
+
// database all the same. The script is `freshStorage`'s own text, so the
|
|
10
|
+
// function imports nothing and is written without a `<`: the script
|
|
11
|
+
// escapes every `<` it carries, since a `</script>` would end it early.
|
|
12
|
+
|
|
13
|
+
// The database the dev server keeps saves in, out of the game's sight, and
|
|
14
|
+
// the name of the global symbol the page's script leaves what `saves`
|
|
15
|
+
// needs under.
|
|
16
|
+
export const SAVES_DATABASE = 'dewdrop-saves';
|
|
17
|
+
export const SAVES_STATE = 'dewdrop.saves';
|
|
18
|
+
|
|
19
|
+
// Empties the storage of `scope`, the page's window, but `database`, and
|
|
20
|
+
// leaves under `Symbol.for(state)`: `game`, `database`, `ready`, which
|
|
21
|
+
// resolves once every other database is gone and rejects when one cannot
|
|
22
|
+
// go, and `connected`, whether the page holds a database open or is
|
|
23
|
+
// opening one.
|
|
24
|
+
export function freshStorage(scope, { game, database, state }) {
|
|
25
|
+
scope.localStorage.clear();
|
|
26
|
+
const factory = scope.indexedDB;
|
|
27
|
+
const open = factory.open;
|
|
28
|
+
const list = factory.databases;
|
|
29
|
+
// The page's connections and the opens not yet answered.
|
|
30
|
+
const held = new Set();
|
|
31
|
+
// The names that are empty, or will be once the opens asked for so far
|
|
32
|
+
// are answered: the saves' own, which is never emptied, and each name
|
|
33
|
+
// whose delete has been asked for.
|
|
34
|
+
const cleared = new Set([database]);
|
|
35
|
+
const deletes = [];
|
|
36
|
+
let listed = false;
|
|
37
|
+
let refuse;
|
|
38
|
+
const refused = new Promise((resolve, reject) => { refuse = reject; });
|
|
39
|
+
|
|
40
|
+
function clear(name) {
|
|
41
|
+
cleared.add(name);
|
|
42
|
+
const request = factory.deleteDatabase(name);
|
|
43
|
+
deletes.push(new Promise((resolve, reject) => {
|
|
44
|
+
request.addEventListener('success', () => resolve());
|
|
45
|
+
request.addEventListener('error', () => reject(request.error));
|
|
46
|
+
// Another tab of the dev server holds the database: the browser
|
|
47
|
+
// deletes it once that tab lets go, and until then this page is not
|
|
48
|
+
// empty and its saves are refused.
|
|
49
|
+
request.addEventListener('blocked', () => {
|
|
50
|
+
const what = `another tab holds the IndexedDB database ${JSON.stringify(name)} open, so this page did not start empty`;
|
|
51
|
+
scope.console.warn(`[dewdrop] ${what}: close that tab, then reload this one`);
|
|
52
|
+
refuse(new DOMException(`${what}: close that tab, then reload this one`, 'InvalidStateError'));
|
|
53
|
+
});
|
|
54
|
+
}));
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
factory.open = function (name) {
|
|
58
|
+
if (!listed && !cleared.has(String(name))) clear(String(name));
|
|
59
|
+
const request = Reflect.apply(open, this, arguments);
|
|
60
|
+
held.add(request);
|
|
61
|
+
request.addEventListener('error', () => held.delete(request));
|
|
62
|
+
request.addEventListener('success', () => {
|
|
63
|
+
held.delete(request);
|
|
64
|
+
const db = request.result;
|
|
65
|
+
held.add(db);
|
|
66
|
+
db.addEventListener('close', () => held.delete(db));
|
|
67
|
+
const close = db.close;
|
|
68
|
+
db.close = function () {
|
|
69
|
+
held.delete(db);
|
|
70
|
+
return Reflect.apply(close, this, arguments);
|
|
71
|
+
};
|
|
72
|
+
});
|
|
73
|
+
return request;
|
|
74
|
+
};
|
|
75
|
+
|
|
76
|
+
const reset = Promise.resolve()
|
|
77
|
+
.then(() => Reflect.apply(list, factory, []))
|
|
78
|
+
.then((found) => {
|
|
79
|
+
for (const { name } of found) if (!cleared.has(name)) clear(name);
|
|
80
|
+
listed = true;
|
|
81
|
+
return Promise.allSettled(deletes);
|
|
82
|
+
});
|
|
83
|
+
const ready = Promise.race([refused, reset.then(() => Promise.all(deletes)).then(() => undefined)]);
|
|
84
|
+
ready.catch(() => {});
|
|
85
|
+
|
|
86
|
+
// The game lists its databases as they are once the deletes are done,
|
|
87
|
+
// without the saves' own.
|
|
88
|
+
factory.databases = function () {
|
|
89
|
+
return reset
|
|
90
|
+
.then(() => Reflect.apply(list, this, arguments))
|
|
91
|
+
.then((found) => found.filter((each) => each.name !== database));
|
|
92
|
+
};
|
|
93
|
+
|
|
94
|
+
Object.defineProperty(scope, Symbol.for(state), {
|
|
95
|
+
value: Object.freeze({ game, database, ready, connected: () => held.size !== 0 }),
|
|
96
|
+
});
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
// The script the plugin puts in a page the dev server serves, for `game`.
|
|
100
|
+
export function freshScript(game) {
|
|
101
|
+
const options = { game, database: SAVES_DATABASE, state: SAVES_STATE };
|
|
102
|
+
return `(${freshStorage})(window, ${JSON.stringify(options)});`.replace(/</g, '\\u003c');
|
|
103
|
+
}
|
package/src/index.js
CHANGED
|
@@ -2,11 +2,18 @@
|
|
|
2
2
|
// `dewdrop-sdk` itself, so a game written against this runs unchanged there;
|
|
3
3
|
// here each export carries its call through the Vite dev server: `llm`
|
|
4
4
|
// over its route, `backend` over its socket to the backend the plugin
|
|
5
|
-
// runs,
|
|
5
|
+
// runs, `clients`, in that backend, over its port back, and `saves` into
|
|
6
|
+
// the browser's own storage, which the plugin's script empties as each
|
|
7
|
+
// page loads; `session` says when a session ends ahead of time, which here
|
|
8
|
+
// none does.
|
|
6
9
|
export { llm } from './llm.js';
|
|
7
10
|
export { backend } from './backend.js';
|
|
8
11
|
export { clients } from './clients.js';
|
|
12
|
+
export { session } from './session.js';
|
|
9
13
|
import { attachBackend, joining } from './backend.js';
|
|
14
|
+
import { load, save } from './saves.js';
|
|
15
|
+
|
|
16
|
+
export const saves = Object.freeze({ load, save });
|
|
10
17
|
|
|
11
18
|
// Where the page's URL joins this tab: `player` is the label it names —
|
|
12
19
|
// on Dewdrop, the player's username — the empty string when it names none
|
|
@@ -25,5 +32,6 @@ if (typeof document !== 'undefined' && import.meta.hot) {
|
|
|
25
32
|
frame: (fn) => requestAnimationFrame(fn),
|
|
26
33
|
room: joined.room,
|
|
27
34
|
player: joined.player,
|
|
35
|
+
players: joined.players,
|
|
28
36
|
});
|
|
29
37
|
}
|
package/src/net.js
CHANGED
|
@@ -15,6 +15,9 @@ export const NET_RECORD_HEADER_BYTES = 16;
|
|
|
15
15
|
// The most bytes a player's label takes: the name the player joined
|
|
16
16
|
// under, which the backend hears on the join.
|
|
17
17
|
export const MAX_NET_PLAYER_BYTES = 64;
|
|
18
|
+
// The most players a room seats, and the most clients it holds: a room's
|
|
19
|
+
// size is 1 to this.
|
|
20
|
+
export const MAX_NET_CLIENTS = 100;
|
|
18
21
|
// How often the local backend ticks: sixty times a second.
|
|
19
22
|
export const NET_TICK_MS = 1000 / 60;
|
|
20
23
|
|
package/src/route.js
CHANGED
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
// The contract between the package's two halves: the dev server route
|
|
2
2
|
// `llm` calls, how its answers are told apart from a page served without
|
|
3
|
-
// it,
|
|
3
|
+
// it, where a backend finds the dev server from its thread, and what a
|
|
4
|
+
// page served without the plugin says when it calls `backend` or `saves`.
|
|
4
5
|
|
|
5
6
|
// The dev server route the local `llm.fetch` posts to, and the header
|
|
6
7
|
// every answer from it carries, so a page served without the route — a
|
|
@@ -28,3 +29,8 @@ export function routeUrl() {
|
|
|
28
29
|
// The message a client sends without a channel to its backend: a page
|
|
29
30
|
// served without the plugin, or a build served by a static host.
|
|
30
31
|
export const NO_CHANNEL = 'no backend channel: add the dew() plugin to vite.config.js, or run the game on Dewdrop';
|
|
32
|
+
|
|
33
|
+
// The message `saves` gives in a page without the plugin's script, which
|
|
34
|
+
// starts the page's storage empty: a page served without the plugin, or a
|
|
35
|
+
// build served by a static host.
|
|
36
|
+
export const NO_SAVES = 'no saves here: add the dew() plugin to vite.config.js, or run the game on Dewdrop';
|
package/src/saves.js
ADDED
|
@@ -0,0 +1,254 @@
|
|
|
1
|
+
// `saves` on a developer's machine: the browser stands in for Dewdrop's
|
|
2
|
+
// storage. The plugin's script empties `localStorage` and IndexedDB as
|
|
3
|
+
// each page the dev server serves loads, as Dewdrop does each time a
|
|
4
|
+
// player opens a game; `save` keeps what they hold in a database of the
|
|
5
|
+
// browser's own that the game does not see, under the game dewdrop.json
|
|
6
|
+
// names and the player the page's URL names, and `load` puts it back.
|
|
7
|
+
// Calls run in the order they are made, and the checks and their messages
|
|
8
|
+
// are Dewdrop's, so a call that fails here fails there the same way.
|
|
9
|
+
import { gameHasBackend, joining } from './backend.js';
|
|
10
|
+
import { SAVES_STATE } from './fresh.js';
|
|
11
|
+
import { side } from './net.js';
|
|
12
|
+
import { NO_SAVES } from './route.js';
|
|
13
|
+
|
|
14
|
+
// The store of the saves' database, which holds one snapshot per game and
|
|
15
|
+
// player.
|
|
16
|
+
const SNAPSHOTS = 'snapshots';
|
|
17
|
+
|
|
18
|
+
// The player the page's URL names, as the page joins its backend under.
|
|
19
|
+
const player = joining(typeof location === 'undefined' ? '' : location.search).player;
|
|
20
|
+
|
|
21
|
+
// The end of the calls made so far, which the next call runs after, and
|
|
22
|
+
// the loads among them not yet done.
|
|
23
|
+
let last = Promise.resolve();
|
|
24
|
+
let loads = 0;
|
|
25
|
+
|
|
26
|
+
// Runs `run` once every call made before has settled and the page's
|
|
27
|
+
// storage has started empty; refused at once in a game with a backend —
|
|
28
|
+
// its backend and its tabs alike, as on Dewdrop, where such a game keeps
|
|
29
|
+
// no saves — and in a page without the plugin's script.
|
|
30
|
+
function inOrder(op, run) {
|
|
31
|
+
if (side.backend || gameHasBackend()) return Promise.reject(new DOMException('saves is unavailable in a game with a backend', 'NotSupportedError'));
|
|
32
|
+
const state = globalThis[Symbol.for(SAVES_STATE)];
|
|
33
|
+
if (state === undefined) return Promise.reject(new TypeError(`${op}: ${NO_SAVES}`));
|
|
34
|
+
const call = last.then(() => state.ready).then(() => run(state));
|
|
35
|
+
last = call.catch(() => {});
|
|
36
|
+
return call;
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
// What `localStorage` holds, as a save keeps it.
|
|
40
|
+
function readLocal() {
|
|
41
|
+
const local = [];
|
|
42
|
+
for (let i = 0; i < localStorage.length; i++) {
|
|
43
|
+
const key = localStorage.key(i);
|
|
44
|
+
local.push([key, localStorage.getItem(key)]);
|
|
45
|
+
}
|
|
46
|
+
return local;
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
// Keeps what `localStorage` holds and what IndexedDB has committed for
|
|
50
|
+
// this game and player, and resolves once it is stored. `localStorage` is
|
|
51
|
+
// read at the call, as Dewdrop snapshots it, unless a load is under way,
|
|
52
|
+
// whose result it then keeps.
|
|
53
|
+
export function save() {
|
|
54
|
+
const early = loads === 0 && globalThis.localStorage !== undefined ? readLocal() : null;
|
|
55
|
+
return inOrder('saves.save', async ({ game, database }) => {
|
|
56
|
+
const local = early ?? readLocal();
|
|
57
|
+
const kept = await Promise.all((await indexedDB.databases()).map(({ name }) => read(name)));
|
|
58
|
+
const snapshot = { localStorage: local, databases: kept.filter((each) => each !== null) };
|
|
59
|
+
const db = await openSaves(database);
|
|
60
|
+
try {
|
|
61
|
+
await new Promise((resolve, reject) => {
|
|
62
|
+
const transaction = db.transaction(SNAPSHOTS, 'readwrite', { durability: 'strict' });
|
|
63
|
+
transaction.addEventListener('complete', () => resolve());
|
|
64
|
+
transaction.addEventListener('abort', () => reject(transaction.error ?? new DOMException('saves.save: the save was not stored', 'AbortError')));
|
|
65
|
+
transaction.objectStore(SNAPSHOTS).put(snapshot, [game, player]);
|
|
66
|
+
});
|
|
67
|
+
} finally {
|
|
68
|
+
db.close();
|
|
69
|
+
}
|
|
70
|
+
});
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
// Replaces `localStorage` and every IndexedDB database with what was saved
|
|
74
|
+
// for this game and player and resolves true, or empties them and resolves
|
|
75
|
+
// false when nothing was.
|
|
76
|
+
export function load() {
|
|
77
|
+
loads += 1;
|
|
78
|
+
const done = () => { loads -= 1; };
|
|
79
|
+
return inOrder('saves.load', async ({ game, database, connected }) => {
|
|
80
|
+
const db = await openSaves(database);
|
|
81
|
+
let snapshot;
|
|
82
|
+
try {
|
|
83
|
+
snapshot = await answer(db.transaction(SNAPSHOTS, 'readonly').objectStore(SNAPSHOTS).get([game, player]));
|
|
84
|
+
} finally {
|
|
85
|
+
db.close();
|
|
86
|
+
}
|
|
87
|
+
const names = (await indexedDB.databases()).map(({ name }) => name);
|
|
88
|
+
// The check and the deletes in one go, so no open of the page's comes
|
|
89
|
+
// between them.
|
|
90
|
+
if (connected()) {
|
|
91
|
+
throw new DOMException('saves.load: an IndexedDB database is open: call saves.load() before opening IndexedDB', 'InvalidStateError');
|
|
92
|
+
}
|
|
93
|
+
await Promise.all(names.map((name) => remove(name)));
|
|
94
|
+
const saved = snapshot ?? { localStorage: [], databases: [] };
|
|
95
|
+
await Promise.all(saved.databases.map((each) => recreate(each)));
|
|
96
|
+
localStorage.clear();
|
|
97
|
+
for (const [key, value] of saved.localStorage) localStorage.setItem(key, value);
|
|
98
|
+
return snapshot !== undefined;
|
|
99
|
+
}).finally(done);
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
// What a request answers, once it does.
|
|
103
|
+
function answer(request) {
|
|
104
|
+
return new Promise((resolve, reject) => {
|
|
105
|
+
request.addEventListener('success', () => resolve(request.result));
|
|
106
|
+
request.addEventListener('error', () => reject(request.error));
|
|
107
|
+
});
|
|
108
|
+
}
|
|
109
|
+
|
|
110
|
+
// The saves' database, made on its first open.
|
|
111
|
+
function openSaves(database) {
|
|
112
|
+
const request = indexedDB.open(database, 1);
|
|
113
|
+
request.addEventListener('upgradeneeded', () => request.result.createObjectStore(SNAPSHOTS));
|
|
114
|
+
return answer(request).then((db) => {
|
|
115
|
+
db.addEventListener('versionchange', () => db.close());
|
|
116
|
+
return db;
|
|
117
|
+
});
|
|
118
|
+
}
|
|
119
|
+
|
|
120
|
+
// One database as it is committed: its version, each store's key path,
|
|
121
|
+
// key generator and indexes, and its records, read in one transaction; or
|
|
122
|
+
// null when it was deleted since it was listed. A delete or an upgrade
|
|
123
|
+
// asked for meanwhile waits only for the read.
|
|
124
|
+
function read(name) {
|
|
125
|
+
return new Promise((resolve, reject) => {
|
|
126
|
+
const request = indexedDB.open(name);
|
|
127
|
+
let gone = false;
|
|
128
|
+
request.addEventListener('upgradeneeded', () => {
|
|
129
|
+
gone = true;
|
|
130
|
+
request.transaction.abort();
|
|
131
|
+
});
|
|
132
|
+
request.addEventListener('error', () => (gone ? resolve(null) : reject(request.error)));
|
|
133
|
+
request.addEventListener('success', () => {
|
|
134
|
+
const db = request.result;
|
|
135
|
+
db.addEventListener('versionchange', () => db.close());
|
|
136
|
+
const kept = { name, version: db.version, stores: [] };
|
|
137
|
+
const names = [...db.objectStoreNames];
|
|
138
|
+
if (names.length === 0) {
|
|
139
|
+
db.close();
|
|
140
|
+
resolve(kept);
|
|
141
|
+
return;
|
|
142
|
+
}
|
|
143
|
+
const transaction = db.transaction(names, 'readonly');
|
|
144
|
+
for (const storeName of names) {
|
|
145
|
+
const store = transaction.objectStore(storeName);
|
|
146
|
+
const indexes = [...store.indexNames].map((indexName) => {
|
|
147
|
+
const index = store.index(indexName);
|
|
148
|
+
return { name: indexName, keyPath: index.keyPath, unique: index.unique, multiEntry: index.multiEntry };
|
|
149
|
+
});
|
|
150
|
+
const entry = { name: storeName, keyPath: store.keyPath, autoIncrement: store.autoIncrement, indexes, keys: [], values: [] };
|
|
151
|
+
kept.stores.push(entry);
|
|
152
|
+
answer(store.getAllKeys()).then((keys) => { entry.keys = keys; }, () => {});
|
|
153
|
+
answer(store.getAll()).then((values) => { entry.values = values; }, () => {});
|
|
154
|
+
}
|
|
155
|
+
transaction.addEventListener('complete', () => {
|
|
156
|
+
// Each key generator's next key, which no read shows, kept beside
|
|
157
|
+
// the records, as Dewdrop keeps it.
|
|
158
|
+
const generators = kept.stores.filter((entry) => entry.autoIncrement);
|
|
159
|
+
Promise.all(generators.map(async (entry) => { entry.next = await nextKey(db, entry.name); }))
|
|
160
|
+
.then(() => {
|
|
161
|
+
db.close();
|
|
162
|
+
resolve(kept);
|
|
163
|
+
}, (error) => {
|
|
164
|
+
db.close();
|
|
165
|
+
reject(error);
|
|
166
|
+
});
|
|
167
|
+
});
|
|
168
|
+
transaction.addEventListener('abort', () => {
|
|
169
|
+
db.close();
|
|
170
|
+
reject(transaction.error);
|
|
171
|
+
});
|
|
172
|
+
});
|
|
173
|
+
});
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
// The next key the key generator of `storeName` hands out. A browser shows
|
|
177
|
+
// it to no read, so a record is added and the transaction aborted, which
|
|
178
|
+
// takes back the record and the generator's step; null when the add fails.
|
|
179
|
+
// The record is an empty object, which no index can take a key from but
|
|
180
|
+
// one on the generator's own key path.
|
|
181
|
+
function nextKey(db, storeName) {
|
|
182
|
+
return new Promise((resolve) => {
|
|
183
|
+
const transaction = db.transaction(storeName, 'readwrite');
|
|
184
|
+
let next = null;
|
|
185
|
+
const added = transaction.objectStore(storeName).add({});
|
|
186
|
+
added.addEventListener('success', () => {
|
|
187
|
+
next = added.result;
|
|
188
|
+
transaction.abort();
|
|
189
|
+
});
|
|
190
|
+
added.addEventListener('error', (event) => event.preventDefault());
|
|
191
|
+
transaction.addEventListener('abort', () => resolve(typeof next === 'number' ? next : null));
|
|
192
|
+
transaction.addEventListener('complete', () => resolve(null));
|
|
193
|
+
});
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
// A value holding `key` where `keyPath`, a key generator's, reads it, and
|
|
197
|
+
// nothing an index could take another key from.
|
|
198
|
+
function placeholder(keyPath, key) {
|
|
199
|
+
const value = {};
|
|
200
|
+
const names = keyPath.split('.');
|
|
201
|
+
let at = value;
|
|
202
|
+
for (const name of names.slice(0, -1)) at = at[name] = {};
|
|
203
|
+
at[names[names.length - 1]] = key;
|
|
204
|
+
return value;
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
// Deletes a database, refused while another tab of the dev server holds it
|
|
208
|
+
// open: the browser deletes it once that tab lets go.
|
|
209
|
+
function remove(name) {
|
|
210
|
+
return new Promise((resolve, reject) => {
|
|
211
|
+
const request = indexedDB.deleteDatabase(name);
|
|
212
|
+
request.addEventListener('success', () => resolve());
|
|
213
|
+
request.addEventListener('error', () => reject(request.error));
|
|
214
|
+
request.addEventListener('blocked', () => reject(heldElsewhere(name)));
|
|
215
|
+
});
|
|
216
|
+
}
|
|
217
|
+
|
|
218
|
+
// Makes a saved database again, at its version, with its stores, indexes
|
|
219
|
+
// and records.
|
|
220
|
+
function recreate({ name, version, stores }) {
|
|
221
|
+
return new Promise((resolve, reject) => {
|
|
222
|
+
const request = indexedDB.open(name, version);
|
|
223
|
+
request.addEventListener('upgradeneeded', () => {
|
|
224
|
+
const db = request.result;
|
|
225
|
+
for (const { name: storeName, keyPath, autoIncrement, indexes, keys, values, next } of stores) {
|
|
226
|
+
const store = db.createObjectStore(storeName, { keyPath, autoIncrement });
|
|
227
|
+
for (const index of indexes) {
|
|
228
|
+
store.createIndex(index.name, index.keyPath, { unique: index.unique, multiEntry: index.multiEntry });
|
|
229
|
+
}
|
|
230
|
+
for (let i = 0; i < keys.length; i++) {
|
|
231
|
+
if (keyPath === null) store.put(values[i], keys[i]);
|
|
232
|
+
else store.put(values[i]);
|
|
233
|
+
}
|
|
234
|
+
// The generator back where it was, past keys deleted since they
|
|
235
|
+
// were handed out: a key just below its next, put and deleted,
|
|
236
|
+
// moves it there.
|
|
237
|
+
if (typeof next === 'number' && next > 1 && !keys.includes(next - 1)) {
|
|
238
|
+
const put = keyPath === null ? store.put({}, next - 1) : store.put(placeholder(keyPath, next - 1));
|
|
239
|
+
put.addEventListener('error', (event) => event.preventDefault());
|
|
240
|
+
store.delete(next - 1);
|
|
241
|
+
}
|
|
242
|
+
}
|
|
243
|
+
});
|
|
244
|
+
request.addEventListener('blocked', () => reject(heldElsewhere(name)));
|
|
245
|
+
answer(request).then((db) => {
|
|
246
|
+
db.close();
|
|
247
|
+
resolve();
|
|
248
|
+
}, reject);
|
|
249
|
+
});
|
|
250
|
+
}
|
|
251
|
+
|
|
252
|
+
function heldElsewhere(name) {
|
|
253
|
+
return new DOMException(`saves.load: another tab holds the IndexedDB database ${JSON.stringify(name)} open`, 'InvalidStateError');
|
|
254
|
+
}
|
package/src/serve.js
CHANGED
|
@@ -1,7 +1,10 @@
|
|
|
1
1
|
// The dev server's backend host, its stand-in for Dewdrop. A thread runs
|
|
2
2
|
// the project's backend.js for each room the tabs join, from the room's
|
|
3
3
|
// first tab's join until five minutes after its last tab's leave, as on
|
|
4
|
-
// Dewdrop, so a tab that comes back in that time rejoins it;
|
|
4
|
+
// Dewdrop, so a tab that comes back in that time rejoins it; a room seats
|
|
5
|
+
// the players its first tab's page said, a player counted once however
|
|
6
|
+
// many tabs they play from and an unnamed tab as one each, and refuses a
|
|
7
|
+
// tab past them as Dewdrop refuses its connect; the tabs are
|
|
5
8
|
// numbered from one per room, never twice while its thread runs; each
|
|
6
9
|
// tab's frame of sends reaches its room's thread over the port
|
|
7
10
|
// with the tab's number, and each of the thread's sends reaches the tab it
|
|
@@ -14,7 +17,7 @@
|
|
|
14
17
|
import { existsSync, readFileSync } from 'node:fs';
|
|
15
18
|
import { dirname, resolve } from 'node:path';
|
|
16
19
|
import { Worker } from 'node:worker_threads';
|
|
17
|
-
import { label } from './net.js';
|
|
20
|
+
import { MAX_NET_CLIENTS, label } from './net.js';
|
|
18
21
|
|
|
19
22
|
// How long a room's backend runs on after its last tab's leave, as on
|
|
20
23
|
// Dewdrop.
|
|
@@ -47,12 +50,14 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
47
50
|
const rooms = new Map();
|
|
48
51
|
const tabs = new Map();
|
|
49
52
|
|
|
50
|
-
// One room's backend: its thread from the
|
|
51
|
-
// EMPTY_ROOM_MS after its last tab's leave
|
|
52
|
-
// tabs by number from one
|
|
53
|
-
|
|
53
|
+
// One room's backend, seating `capacity` players: its thread from the
|
|
54
|
+
// room's first tab's join until EMPTY_ROOM_MS after its last tab's leave
|
|
55
|
+
// with none joining since, its tabs by number from one with their
|
|
56
|
+
// players' names.
|
|
57
|
+
function createRoom(key, capacity) {
|
|
54
58
|
const name = key === '' ? 'the backend' : `the backend of room ${JSON.stringify(key)}`;
|
|
55
59
|
const members = new Map();
|
|
60
|
+
const names = new Map();
|
|
56
61
|
let worker = null;
|
|
57
62
|
let next = 1;
|
|
58
63
|
let broken = false;
|
|
@@ -68,7 +73,7 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
68
73
|
|
|
69
74
|
function start() {
|
|
70
75
|
files = backendFiles(entry);
|
|
71
|
-
worker = new Worker(new URL('./backend-host.js', import.meta.url), { workerData: { entry, origin: origin() } });
|
|
76
|
+
worker = new Worker(new URL('./backend-host.js', import.meta.url), { workerData: { entry, origin: origin(), capacity } });
|
|
72
77
|
const started = worker;
|
|
73
78
|
started.on('message', (message) => {
|
|
74
79
|
if (message.kind === 'send' && worker === started) deliver(message.sends);
|
|
@@ -89,6 +94,7 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
89
94
|
idle = null;
|
|
90
95
|
for (const client of members.keys()) tabs.delete(client);
|
|
91
96
|
members.clear();
|
|
97
|
+
names.clear();
|
|
92
98
|
next = 1;
|
|
93
99
|
if (ended !== null) ended.terminate();
|
|
94
100
|
}
|
|
@@ -101,13 +107,26 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
101
107
|
broken = true;
|
|
102
108
|
}
|
|
103
109
|
|
|
110
|
+
// The room's players, each once: its tabs' names, and each unnamed tab.
|
|
111
|
+
function seated() {
|
|
112
|
+
const players = [...names.values()];
|
|
113
|
+
return players.filter((player, at) => player === '' || players.indexOf(player) === at).length;
|
|
114
|
+
}
|
|
115
|
+
|
|
104
116
|
const room = {
|
|
105
117
|
join(client, player) {
|
|
106
118
|
if (broken) return;
|
|
119
|
+
const returning = player !== '' && [...names.values()].includes(player);
|
|
120
|
+
if (members.size >= MAX_NET_CLIENTS || (!returning && seated() >= capacity)) {
|
|
121
|
+
log.error(`[dewdrop] a tab is refused ${name}: it seats ${capacity === 1 ? '1 player' : `${capacity} players`}`);
|
|
122
|
+
client.send('dew:full', { capacity });
|
|
123
|
+
return;
|
|
124
|
+
}
|
|
107
125
|
clearTimeout(idle);
|
|
108
126
|
idle = null;
|
|
109
127
|
const number = next++;
|
|
110
128
|
members.set(client, number);
|
|
129
|
+
names.set(client, player);
|
|
111
130
|
tabs.set(client, room);
|
|
112
131
|
if (worker === null) start();
|
|
113
132
|
worker.postMessage([{ kind: 'join', client: number, player }]);
|
|
@@ -117,6 +136,7 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
117
136
|
const number = members.get(client);
|
|
118
137
|
if (number === undefined) return;
|
|
119
138
|
members.delete(client);
|
|
139
|
+
names.delete(client);
|
|
120
140
|
tabs.delete(client);
|
|
121
141
|
worker.postMessage([{ kind: 'leave', client: number }]);
|
|
122
142
|
if (members.size === 0) {
|
|
@@ -151,14 +171,17 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
151
171
|
}
|
|
152
172
|
|
|
153
173
|
const host = {
|
|
154
|
-
// A tab joins the room its page named under the name it gave
|
|
155
|
-
//
|
|
156
|
-
|
|
174
|
+
// A tab joins the room its page named under the name it gave, a room
|
|
175
|
+
// it makes seating the players its page said; a page that named
|
|
176
|
+
// neither joins the empty room unnamed, and one that named no size a
|
|
177
|
+
// room seating the most.
|
|
178
|
+
join(client, { room = '', player = '', players = MAX_NET_CLIENTS } = {}) {
|
|
157
179
|
if (tabs.has(client)) return;
|
|
158
180
|
const key = typeof room === 'string' ? room : '';
|
|
159
181
|
let it = rooms.get(key);
|
|
160
182
|
if (it === undefined) {
|
|
161
|
-
|
|
183
|
+
const capacity = Number.isInteger(players) && players >= 1 && players <= MAX_NET_CLIENTS ? players : MAX_NET_CLIENTS;
|
|
184
|
+
it = createRoom(key, capacity);
|
|
162
185
|
rooms.set(key, it);
|
|
163
186
|
}
|
|
164
187
|
it.join(client, label(player));
|
|
@@ -171,7 +194,7 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
|
|
|
171
194
|
},
|
|
172
195
|
close,
|
|
173
196
|
};
|
|
174
|
-
ws.on('dew:join', (data, client) => host.join(client, { room: data?.room, player: data?.player }));
|
|
197
|
+
ws.on('dew:join', (data, client) => host.join(client, { room: data?.room, player: data?.player, players: data?.players }));
|
|
175
198
|
ws.on('dew:send', (data, client) => host.receive(client, data.items ?? []));
|
|
176
199
|
watcher.on('change', (file) => {
|
|
177
200
|
if (files.has(resolve(file))) restart(`${file} changed`);
|
package/src/session.js
ADDED
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
// `session` on a developer's machine. On Dewdrop a session can end ahead of
|
|
2
|
+
// time — for maintenance, or a newer version of its game published — and
|
|
3
|
+
// hears of it first, up to fifteen minutes before: `session.ending` is
|
|
4
|
+
// `{at, reason}`, `at` in milliseconds since the epoch as `Date.now()` counts
|
|
5
|
+
// and `reason` `'restart'` or `'update'`, and an `ending` event fires each
|
|
6
|
+
// time it changes, its withdrawal to null included, so a game can save and
|
|
7
|
+
// say so. `npm run dev` ends no session ahead of time, so here `ending`
|
|
8
|
+
// stays null and the event never fires; a game tries its handler by calling
|
|
9
|
+
// it.
|
|
10
|
+
import { defineHandlers } from './net.js';
|
|
11
|
+
|
|
12
|
+
class Session extends EventTarget {
|
|
13
|
+
get ending() { return null; }
|
|
14
|
+
}
|
|
15
|
+
defineHandlers(Session.prototype, ['ending']);
|
|
16
|
+
|
|
17
|
+
export const session = new Session();
|
package/src/vite.js
CHANGED
|
@@ -5,15 +5,17 @@
|
|
|
5
5
|
// `ui/`, and the built page opened in the document by the entry; a game
|
|
6
6
|
// with a backend gets a second chunk beside it, `backend.js`. In dev: the
|
|
7
7
|
// route that carries a model call to its provider with the key from the
|
|
8
|
-
// developer's environment,
|
|
9
|
-
//
|
|
8
|
+
// developer's environment, the host that runs the game's backend for the
|
|
9
|
+
// tabs that join it, and the script that starts each page's storage empty
|
|
10
|
+
// for the game's saves. Every other build is untouched. The plugin
|
|
10
11
|
// imports nothing from Vite itself, so it works linked from a checkout as
|
|
11
12
|
// well as installed, on Vite 3 through 8.
|
|
12
|
-
import { existsSync } from 'node:fs';
|
|
13
|
+
import { existsSync, readFileSync } from 'node:fs';
|
|
13
14
|
import { resolve } from 'node:path';
|
|
14
15
|
import { ASSETS_DIR, BACKEND_FILE, ENTRY_FILE, PAGE_FILE, detectViteMajor, openPage, outputOptions } from './build.js';
|
|
15
16
|
import { createLlmMiddleware } from './dev.js';
|
|
16
17
|
import { loadKeys } from './env.js';
|
|
18
|
+
import { freshScript } from './fresh.js';
|
|
17
19
|
import { DEV_ROUTE } from './route.js';
|
|
18
20
|
import { createBackendHost } from './serve.js';
|
|
19
21
|
|
|
@@ -36,10 +38,38 @@ export function backendEntry(root) {
|
|
|
36
38
|
return null;
|
|
37
39
|
}
|
|
38
40
|
|
|
41
|
+
// `html` with `script` run before anything of the page's own: first in
|
|
42
|
+
// the page, right after its prologue, which comes before every element
|
|
43
|
+
// and runs nothing, so never in a template, a comment or a script of the
|
|
44
|
+
// page's. A prologue is read as a browser reads it: a byte order mark,
|
|
45
|
+
// whitespace, comments — ended by `-->` or `--!>`, or at once as `<!-->`
|
|
46
|
+
// or `<!--->` — and the doctype and any other `<!` or `<?`, ended by the
|
|
47
|
+
// first `>`. A `<meta charset>` of UTF-8, the encoding Vite serves every
|
|
48
|
+
// page in, leads the script: a browser looks for one in a page's first
|
|
49
|
+
// bytes, which the script fills.
|
|
50
|
+
const PROLOGUE = /^\uFEFF?(?:[\t\n\f\r ]+|<!--(?:-?>|[\s\S]*?(?:--!?>|$))|<[!?][^>]*(?:>|$))*/;
|
|
51
|
+
export function withFirstScript(html, script) {
|
|
52
|
+
const at = PROLOGUE.exec(html)[0].length;
|
|
53
|
+
return `${html.slice(0, at)}<meta charset="utf-8"><script>${script}</script>${html.slice(at)}`;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
// The game a project's dewdrop.json names, which the dev server keeps its
|
|
57
|
+
// saves under: a name as Dewdrop takes one, else none.
|
|
58
|
+
const GAME_NAME = /^[a-z][a-z0-9-]{0,47}$/;
|
|
59
|
+
export function projectGame(root) {
|
|
60
|
+
try {
|
|
61
|
+
const { game } = JSON.parse(readFileSync(resolve(root, 'dewdrop.json'), 'utf8'));
|
|
62
|
+
return typeof game === 'string' && GAME_NAME.test(game) ? game : '';
|
|
63
|
+
} catch {
|
|
64
|
+
return '';
|
|
65
|
+
}
|
|
66
|
+
}
|
|
67
|
+
|
|
39
68
|
export default function dew() {
|
|
40
69
|
let dewBuild = false;
|
|
41
70
|
let serving = false;
|
|
42
71
|
let entry = null;
|
|
72
|
+
let game = '';
|
|
43
73
|
// The dev server's backend host, from the server's start to its close.
|
|
44
74
|
let host = null;
|
|
45
75
|
return {
|
|
@@ -49,6 +79,7 @@ export default function dew() {
|
|
|
49
79
|
entry = backendEntry(root);
|
|
50
80
|
dewBuild = env.mode === DEW_MODE;
|
|
51
81
|
serving = env.command === 'serve';
|
|
82
|
+
game = serving ? projectGame(root) : '';
|
|
52
83
|
if (!dewBuild) {
|
|
53
84
|
// Served as source, so the hot context the client's `backend`
|
|
54
85
|
// joins over is injected as in the game's own modules.
|
|
@@ -109,11 +140,16 @@ export default function dew() {
|
|
|
109
140
|
},
|
|
110
141
|
},
|
|
111
142
|
// The page the dev server serves is told whether the game has a
|
|
112
|
-
// backend, which the client's `backend` reads before it joins
|
|
113
|
-
//
|
|
114
|
-
|
|
143
|
+
// backend, which the client's `backend` reads before it joins, and
|
|
144
|
+
// starts with its storage empty, as on Dewdrop, from a script first
|
|
145
|
+
// in the page, before anything of its own.
|
|
146
|
+
// A build's page, which no dev server serves, is left alone.
|
|
147
|
+
transformIndexHtml(html) {
|
|
115
148
|
if (!serving) return undefined;
|
|
116
|
-
return
|
|
149
|
+
return {
|
|
150
|
+
html: withFirstScript(html, freshScript(game)),
|
|
151
|
+
tags: [{ tag: 'meta', attrs: { name: 'dew-backend', content: entry === null ? 'no' : 'yes' }, injectTo: 'head' }],
|
|
152
|
+
};
|
|
117
153
|
},
|
|
118
154
|
configureServer(server) {
|
|
119
155
|
// The keys come from the project's own .env files and the
|