dewdrop-sdk 0.4.0 → 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 +24 -2
- package/package.json +1 -1
- package/src/backend-host.js +1 -1
- package/src/backend.js +25 -9
- package/src/clients.js +15 -6
- package/src/index.js +4 -1
- package/src/net.js +3 -0
- package/src/saves.js +5 -4
- package/src/serve.js +35 -12
- package/src/session.js +17 -0
package/README.md
CHANGED
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@@ -27,8 +27,9 @@ or later.
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On Dewdrop, `localStorage` and IndexedDB aren't local: nothing your game
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writes to them is stored in the player's browser or on their device, and they
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start empty each time a player opens your game. `saves.save()` keeps what they
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hold in Dewdrop's storage for that player, and `saves.load()` puts it back
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-
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hold in Dewdrop's storage for that player, and `saves.load()` puts it back,
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in later uploads of your game too. A game with a `backend.js` keeps no saves:
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its state is its rooms', and both calls refuse with `NotSupportedError`.
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`npm run dev` does the same in your browser: every page load starts with
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`localStorage` and IndexedDB empty, and saves are kept in the browser, in a
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database named `dewdrop-saves` your game doesn't see, for the game
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@@ -36,6 +37,27 @@ database named `dewdrop-saves` your game doesn't see, for the game
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of one dev server share the browser's storage, so loading one empties the
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others'.
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## Rooms locally
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`npm run dev` runs your `backend.js` for each room the tabs join: `?room=`
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names the room, `?player=` the player, and `?players=` how many players a
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room the tab opens seats, 100 unless it says 1 to 100, as Dewdrop's rooms
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do; `?players=1` is singleplayer. A player is counted once however many tabs
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they play from, and a tab past a full room is refused, with the reason in
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the console. In the backend, `clients.capacity` is the room's size.
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## Sessions that end
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On Dewdrop a session can end ahead of time: for maintenance, or a newer
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version of your game published. Its player sees a countdown and reconnects
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on their own, and your game hears of it first, up to fifteen minutes
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before: `session.ending` from `dewdrop-sdk` is `{at, reason}`, `at` in
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milliseconds as `Date.now()` counts and `reason` `'restart'` or `'update'`,
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and an `ending` event fires each time it changes, its withdrawal to `null`
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included. Call `saves.save()` then to keep what the player has done. `npm
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run dev` ends no session ahead of time, so `session.ending` stays `null`
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there.
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## Docs
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How to build your game, from the look to model calls, multiplayer, saves and
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package/package.json
CHANGED
package/src/backend-host.js
CHANGED
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@@ -11,7 +11,7 @@ import { pathToFileURL } from 'node:url';
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import { attachClients } from './clients.js';
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process.env.DEW_DEV_ORIGIN = workerData.origin;
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const start = attachClients(parentPort);
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const start = attachClients(parentPort, { capacity: workerData.capacity });
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await import(pathToFileURL(workerData.entry).href);
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process.on('uncaughtException', (error) => console.error(`uncaught ${error?.stack ?? error}`));
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start();
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package/src/backend.js
CHANGED
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@@ -7,7 +7,7 @@
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// past its cap. The page's URL says which room the tab joins and under
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// what name; on Dewdrop the game's page says which room, and the name is
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// the player's username.
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import { MAX_NET_CLIENT_FRAME_BYTES, createInbox, createOutbox, defineHandlers, label, side, unpack } from './net.js';
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import { MAX_NET_CLIENTS, MAX_NET_CLIENT_FRAME_BYTES, createInbox, createOutbox, defineHandlers, label, side, unpack } from './net.js';
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import { NO_CHANNEL } from './route.js';
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let channel = null;
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@@ -58,20 +58,35 @@ function name(text) {
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return label(text.replace(/\p{Cc}/gu, '').trim());
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}
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//
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//
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// The players a room seats as `?players=` names them: a whole number from
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// 1 to MAX_NET_CLIENTS, or the most without one or with any other.
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function players(text) {
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return /^[0-9]{1,3}$/.test(text) && Number(text) >= 1 && Number(text) <= MAX_NET_CLIENTS ? Number(text) : MAX_NET_CLIENTS;
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}
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// Where a page's URL joins its tab: the room `?room=` names, the name
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// `?player=` names, and the players `?players=` says the room seats should
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// the tab make it, each held to Dewdrop's rule — the empty room without
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// one, or with one that names no room; unnamed without a name, or with one
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// that is nothing but space and control characters.
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export function joining(search) {
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const params = new URLSearchParams(search);
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return { room: room(params.get('room') ?? ''), player: name(params.get('player') ?? '') };
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return { room: room(params.get('room') ?? ''), player: name(params.get('player') ?? ''), players: players(params.get('players') ?? '') };
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}
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// Whether the page's game has a backend, as the plugin said; false until
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// it has.
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export function gameHasBackend() {
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return hasBackend;
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}
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// Joins the backend of `room` under `player`'s name over `hot`, the page's
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// hot context, once the plugin has said whether the game has one
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// `present` is that, `schedule` runs a
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// frame. Without a plugin there is no
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// hot context, once the plugin has said whether the game has one, a room
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// it makes seating `players`: `present` is that, `schedule` runs a
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// function at the next animation frame. Without a plugin there is no
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// channel, and `send` says so. A room that seats no more says so in the
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// console, as Dewdrop refuses the connect, and the tab's sends reach no one.
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export function attachBackend(hot, { channel: routed, hasBackend: present, frame: schedule, room = '', player = '', players = MAX_NET_CLIENTS }) {
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if (!routed) return;
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channel = hot;
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hasBackend = present;
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@@ -83,5 +98,6 @@ export function attachBackend(hot, { channel: routed, hasBackend: present, frame
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draining = true;
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frame(deliver);
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});
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hot.
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hot.on('dew:full', ({ capacity }) => console.error(`[dewdrop] this room is full: it seats ${capacity === 1 ? '1 player' : `${capacity} players`}`));
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hot.send('dew:join', { room, player, players });
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}
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package/src/clients.js
CHANGED
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@@ -1,15 +1,16 @@
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// `clients` on a developer's machine: the backend's side of the messages a
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// game exchanges with its clients,
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//
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// the socket to the tab it names. The thread ticks sixty times a second:
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// game exchanges with its clients, and the most players its room seats,
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// run by the plugin in a thread of the dev server with a port to the
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// plugin, which carries each message over the socket to the tab it names. The thread ticks sixty times a second:
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// each tick delivers what the clients sent as `join`, `leave`, `message`,
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// and `gap` events — a join naming the player's label — runs the
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// animation-frame callbacks, and sends the frame's messages.
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import { MAX_NET_BACKEND_FRAME_BYTES, NET_TICK_MS, ClientEvent, createInbox, createOutbox, defineHandlers, side, unpack } from './net.js';
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import { MAX_NET_BACKEND_FRAME_BYTES, MAX_NET_CLIENTS, NET_TICK_MS, ClientEvent, createInbox, createOutbox, defineHandlers, side, unpack } from './net.js';
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const outbox = createOutbox(MAX_NET_BACKEND_FRAME_BYTES);
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const inbox = createInbox();
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let port = null;
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let seats = 0;
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// A client number as the backend was told it: a whole number from one.
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function number(op, value) {
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@@ -28,6 +29,12 @@ class Clients extends EventTarget {
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if (port === null) throw new DOMException('clients is unavailable in a client', 'NotSupportedError');
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outbox.push('clients.broadcast', 0, data);
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}
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// The most players the room seats, as it was made: 1 for a room of one,
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// a player counted once however many clients they play from.
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get capacity() {
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if (port === null) throw new DOMException('clients is unavailable in a client', 'NotSupportedError');
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return seats;
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}
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}
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defineHandlers(Clients.prototype, ['join', 'leave', 'message', 'gap']);
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// held until the returned function starts the ticks, which the host calls
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// once the backend has evaluated, so the first tick delivers what arrived
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// meanwhile, the first join included, to the handlers the module
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// registered. `tick` runs the frame once per tick from then on
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// registered. `tick` runs the frame once per tick from then on, and
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// `capacity` is the most players the room seats.
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export function attachClients(channel, { tick = (fn) => setInterval(fn, NET_TICK_MS), capacity = MAX_NET_CLIENTS } = {}) {
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port = channel;
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seats = capacity;
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side.backend = true;
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if (typeof globalThis.requestAnimationFrame !== 'function') {
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globalThis.requestAnimationFrame = requestAnimationFrame;
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package/src/index.js
CHANGED
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// over its route, `backend` over its socket to the backend the plugin
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// runs, `clients`, in that backend, over its port back, and `saves` into
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// the browser's own storage, which the plugin's script empties as each
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// page loads
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// page loads; `session` says when a session ends ahead of time, which here
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// none does.
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export { llm } from './llm.js';
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export { backend } from './backend.js';
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export { clients } from './clients.js';
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export { session } from './session.js';
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import { attachBackend, joining } from './backend.js';
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import { load, save } from './saves.js';
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@@ -30,5 +32,6 @@ if (typeof document !== 'undefined' && import.meta.hot) {
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frame: (fn) => requestAnimationFrame(fn),
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room: joined.room,
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player: joined.player,
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players: joined.players,
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});
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}
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package/src/net.js
CHANGED
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// The most bytes a player's label takes: the name the player joined
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// under, which the backend hears on the join.
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export const MAX_NET_PLAYER_BYTES = 64;
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// The most players a room seats, and the most clients it holds: a room's
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// size is 1 to this.
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export const MAX_NET_CLIENTS = 100;
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// How often the local backend ticks: sixty times a second.
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export const NET_TICK_MS = 1000 / 60;
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package/src/saves.js
CHANGED
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// names and the player the page's URL names, and `load` puts it back.
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// Calls run in the order they are made, and the checks and their messages
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// are Dewdrop's, so a call that fails here fails there the same way.
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import { joining } from './backend.js';
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import { gameHasBackend, joining } from './backend.js';
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import { SAVES_STATE } from './fresh.js';
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import { side } from './net.js';
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import { NO_SAVES } from './route.js';
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@@ -24,10 +24,11 @@ let last = Promise.resolve();
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let loads = 0;
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// Runs `run` once every call made before has settled and the page's
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// storage has started empty; refused at once in a
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//
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// storage has started empty; refused at once in a game with a backend —
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// its backend and its tabs alike, as on Dewdrop, where such a game keeps
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// no saves — and in a page without the plugin's script.
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function inOrder(op, run) {
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if (side.backend) return Promise.reject(new DOMException('saves is unavailable in a backend', 'NotSupportedError'));
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if (side.backend || gameHasBackend()) return Promise.reject(new DOMException('saves is unavailable in a game with a backend', 'NotSupportedError'));
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const state = globalThis[Symbol.for(SAVES_STATE)];
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if (state === undefined) return Promise.reject(new TypeError(`${op}: ${NO_SAVES}`));
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const call = last.then(() => state.ready).then(() => run(state));
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package/src/serve.js
CHANGED
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// The dev server's backend host, its stand-in for Dewdrop. A thread runs
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// the project's backend.js for each room the tabs join, from the room's
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// first tab's join until five minutes after its last tab's leave, as on
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// Dewdrop, so a tab that comes back in that time rejoins it;
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// Dewdrop, so a tab that comes back in that time rejoins it; a room seats
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// the players its first tab's page said, a player counted once however
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// many tabs they play from and an unnamed tab as one each, and refuses a
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// tab past them as Dewdrop refuses its connect; the tabs are
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// numbered from one per room, never twice while its thread runs; each
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// tab's frame of sends reaches its room's thread over the port
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// with the tab's number, and each of the thread's sends reaches the tab it
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import { existsSync, readFileSync } from 'node:fs';
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import { dirname, resolve } from 'node:path';
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import { Worker } from 'node:worker_threads';
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import { label } from './net.js';
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import { MAX_NET_CLIENTS, label } from './net.js';
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// How long a room's backend runs on after its last tab's leave, as on
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// Dewdrop.
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@@ -47,12 +50,14 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
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const rooms = new Map();
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const tabs = new Map();
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// One room's backend: its thread from the
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// EMPTY_ROOM_MS after its last tab's leave
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// tabs by number from one
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// One room's backend, seating `capacity` players: its thread from the
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// room's first tab's join until EMPTY_ROOM_MS after its last tab's leave
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// with none joining since, its tabs by number from one with their
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// players' names.
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function createRoom(key, capacity) {
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const name = key === '' ? 'the backend' : `the backend of room ${JSON.stringify(key)}`;
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const members = new Map();
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const names = new Map();
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let worker = null;
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let next = 1;
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let broken = false;
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@@ -68,7 +73,7 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
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function start() {
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files = backendFiles(entry);
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worker = new Worker(new URL('./backend-host.js', import.meta.url), { workerData: { entry, origin: origin() } });
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worker = new Worker(new URL('./backend-host.js', import.meta.url), { workerData: { entry, origin: origin(), capacity } });
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const started = worker;
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started.on('message', (message) => {
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if (message.kind === 'send' && worker === started) deliver(message.sends);
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@@ -89,6 +94,7 @@ export function createBackendHost({ entry, ws, watcher, origin = () => '', log =
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idle = null;
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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();
|