feat: gameengine(wip)
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@@ -1,16 +1,139 @@
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import { Signal, delay, must, must_err } from "@sammo/util";
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import Denque from "denque";
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import { ResourceController } from "./ResourceController.js";
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import { entriesWithType } from "@sammo/util/converter";
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export interface ActionQueueItem {
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waiterSeq: number;
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}
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export interface ActionQueueItemResult {
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success: boolean;
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reason?: string;
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message?: string;
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}
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export class GameEngine {
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private static instance: GameEngine | null = null;
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private npcActionQueue = new Denque<unknown>();
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private apiActionQueue = new Denque<unknown>();
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private actionSeq = 0;
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private queueWaiters = new Map<number, [resolve: (result: unknown) => void, reject: (reason: unknown) => void]>();
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private signal = new Signal(30000);
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private actionQueue = {
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server: new Denque<ActionQueueItem>(),
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npc: new Denque<ActionQueueItem>(),
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api: new Denque<ActionQueueItem>(),
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} as const;
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private rsc: ResourceController
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private constructor() {
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this.rsc = new ResourceController();
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}
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private continueRun = true;
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private async gameLoop(): Promise<void> {
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let generalWaitTimer: ReturnType<typeof setTimeout> | null = null;
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let prevSaveWaiter: Promise<void> | null = null;
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while (this.continueRun) {
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//가장 빠른 장수
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do {
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const now = new Date();
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const upcomingGeneral = this.rsc.upcomingGeneral();
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if (!upcomingGeneral) {
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break;
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}
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const upcomingTurn = upcomingGeneral.raw.turntime;
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const waitGeneralTurnMs = upcomingTurn.getTime() - now.getTime();
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if (waitGeneralTurnMs > 0) {
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generalWaitTimer = setTimeout(() => {
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this.signal.notify();
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}, waitGeneralTurnMs);
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}
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else {
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this.signal.notify();
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}
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} while (0);
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//이벤트를 대기
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const waitResult = await this.signal.wait();
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if (generalWaitTimer) {
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clearTimeout(generalWaitTimer);
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}
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if (!this.continueRun) {
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break;
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}
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const now = new Date();
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let processedGeneralCount = 0;
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while (true) {
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//장수턴 부터 처리
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const upcomingGeneral = this.rsc.upcomingGeneral();
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if (!upcomingGeneral) {
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break;
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}
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if (upcomingGeneral.raw.turntime > now) {
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break;
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}
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//TODO: 턴 수행해야지!
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upcomingGeneral.updateTurntime();
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processedGeneralCount++;
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}
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if (processedGeneralCount > 0) {
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await prevSaveWaiter;
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prevSaveWaiter = this.rsc.saveAll();
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}
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//서버 이벤트 처리
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for (const [invoker, queue] of entriesWithType(this.actionQueue)) {
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let processEventCount = 0;
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while (!queue.isEmpty()) {
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const action = must(queue.shift());
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//TODO: action 처리
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const errorReason: string | undefined = undefined;
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const [ticketResolve, ticketRejected] = must_err(
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this.queueWaiters.get(action.waiterSeq),
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Error, `GameEngine: waiterSeq(${action.waiterSeq}) not found`
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);
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this.queueWaiters.delete(action.waiterSeq);
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if (errorReason) {
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ticketRejected(errorReason);
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}
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else {
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ticketResolve({ success: true });
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}
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processEventCount++;
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}
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if (processEventCount > 0) {
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await prevSaveWaiter;
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prevSaveWaiter = this.rsc.saveAll();
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}
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}
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}
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}
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private gameLoopPromise: Promise<void> | null = null;
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public static getInstance() {
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if (!GameEngine.instance) {
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GameEngine.instance = new GameEngine();
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@@ -18,13 +141,72 @@ export class GameEngine {
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return GameEngine.instance;
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}
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public async start() {
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public start(): boolean {
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if (this.gameLoopPromise) {
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return false;
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}
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console.log('GameEngine started');
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for(const queue of Object.values(this.actionQueue)){
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queue.clear();
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}
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this.continueRun = true;
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this.gameLoopPromise = this.gameLoop();
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console.info('GameEngine started');
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return true;
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}
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public async stop() {
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this.continueRun = false;
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if (this.gameLoopPromise) {
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await this.signal.abort();
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await this.gameLoopPromise;
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this.gameLoopPromise = null;
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}
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console.log('GameEngine stopped');
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}
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private async pushAction(queneName: string, queue: Denque<ActionQueueItem>, action: ActionQueueItem): Promise<ActionQueueItemResult> {
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if (this.actionSeq >= Number.MAX_SAFE_INTEGER) {
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this.actionSeq = 0;
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}
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const seq = this.actionSeq++;
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if (this.queueWaiters.has(seq)) {
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throw new Error(`GameEngine: seq(${seq}) is already used`);
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}
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let done = false;
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const waiter = new Promise((resolve, reject) => {
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this.queueWaiters.set(seq, [resolve, reject]);
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done = true;
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queue.push(action);
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});
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await delay(0);
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this.signal.notify();
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if (!done) {
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throw new Error(`GameEngine: push${queneName}Action failed`);
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}
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return waiter as Promise<ActionQueueItemResult>;
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}
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public async pushServerAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
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return this.pushAction('Server', this.actionQueue.server, action);
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}
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public async pushNPCAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
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return this.pushAction('NPC', this.actionQueue.npc, action);
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}
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public async pushAPIAction(action: ActionQueueItem): Promise<ActionQueueItemResult> {
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return this.pushAction('API', this.actionQueue.api, action);
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}
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}
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